Lord of Rigel cover
Lord of Rigel screenshot
Linux PC Mac Steam
Genre: Strategy, Turn-based strategy (TBS), Indie

Lord of Rigel

Lord of Rigel Week 3 Update

Greetings Lords of Rigel! We're a few weeks into post-release support and thanks to your feedback this includes additional performance tweaks, balance adjustments, and bug fixes.

This latest update includes optimizations for fleet data and unit caps for the player and AI. Critical fixes include player spy system calculations and fixes for cases where wormhole autoexplore could put fleets into loop. Additional adjustments to autoexplore to optimize system destinations when fleets have mixed fuel ranges such as with the Exile species start, are planned next.

Two adjustments to tactical are also in this update, system stars are in the background and adjustments have been made to the lifespan of projectiles. Weapons are physically simulated and early game PD weapons that missed their targets could devastate planets. This is still a viable strategy for fleets now closer to a planet and its defenses, but not from long range. While point defense kinetics can be effective as they don't have range penalties, shield technologies do absorb damage and make them much less useful in the mid to late game. Further adjustments on ranges for weapons that dissipate damage over time will also be done to limit weapons firing beyond their effective range.

Again, your save games and feedback have been invaluable. If you encounter issues please send a save to contact@rhombus-studios,net.


There's been several quality of life requests (fleet renaming, tactical warpout timers) since release which will be looked at further down the road as part of long term support for the game.

Release 1.0 Hotfix #11c

Change Log:



Ticket #2024 Balance- Elder species threshold reduced to 4 from 6
Ticket #2025 Critical- Player spy calculation corrections
Ticket #2026 QOL- System stars and dynamic star color in tactical
Ticket #2027 Critical- Case where autoexplore could cause an infinite explore loop
Ticket #2028 Balance- Reduced PD projectile lifespan

Minor performance optimizations to late game galaxy menu and fleet data

Release 1.0 Hotfix #11b

Change Log:


Ticket #2021 Balance- NAPs don't trigger blockade
Ticket #2022 Critical- Space monster attacks on starbases allow for tactical or auto
Ticket #2023 Telepathy tooltip not tied to specific roll

Release 1.0 Hotfix #11

Change Log:


Ticket #2020 Critical- Case where destroying outposts for faction with no colonies not triggering military victory condition
Ticket #2019 Critical- Rare case of end game score causing softlock
Ticket #2017 Fix for case where ship designer system pulldown in main game did not always use best tech
Ticket #2016 Fix for case where RP treaties for dead factions could be calculated
Ticket #1980 QOL- Blockade event system wide

Release 1.0 Hotfix #10C

Change Log:


Ticket #2009 Ship rank repeating message fix
Ticket #2010 Case of repeating GNN events
Ticket #2011 Critical- Dyson sphere and ringworld event ticker not going to them
Ticket #2012 Rare case of dead empire making stop expansion threats
Ticket #2014 Balance- Changed grav generator filter from local species to empire species (prepare for angry Katraxi)


Split fleet and leaving monsters fixes

Release 1.0 Hotfix #10b

Change Log:


Ticket #2003 Case where GNN would not trigger for space monsters
Ticket #2004 Case where autocombat would trigger instead of fleet combat menu if only a starbase was present.
Ticket #2005 Critical- Case of autoresolve mismatch with planet defenses
Ticket #2006 Critical- Late game feudalism research penalty too high
Ticket #2007 Unification government bonus adjustment

Release 1.0 Hotfix #10

Change Log:


Ticket #1989 Critical- Case of pirate fleet not spawning in tactical
Ticket #1991 QOL- Empire and Planet list scrollbars (UMG listview friendly system)
Ticket #1992 QOL- Space monsters no longer have rank displays
Ticket #1994 Critical- Androids not able to be consistently constructed for non-mechanoid species
Ticket #1995 Parked fleet sensor detection range fix
Ticket #1996 Critical- Rare case of Espionage black screen after failed mission
Ticket #1997 Planet capture acquired tech events
Ticket #1998 Tactical Repeated destroyed building message
Ticket #1999 Tutorial- Outpost goal completion issue if outpost is at a system already
Ticket #2000 Tutorial- Fixed case where split fleet was disabled later in free tutorial mode

This update also includes minor build queue performance updates and minor performance updates to end turn.

Major additions include scrollbars that don't adversely impact Empire and Planet menus dynamically loading data for performance, and fixes to the sensor system.

Next planned updates will focus on autoresolve to narrow cases where results don't match well with tactical and AI aggression adjustments. This will be followed with QOL and AI adjustments in tactical.

Release 1.0 Hotfix #9b

Change Log:



Ticket #1988 Critical- Case where space monster leaving the galaxy would not leave
Ticket #1987 QOL- Hiring leader tech tooltip shows if you have tech already
Ticket #1985 Balance- Reduced chance for AI to propose alliance to player
Ticket #1983 Critical- Case where build queue list items would not refresh
Ticket #1982 Fix for purchasing when colony production is over building cost
Ticket #1979 QOL- Cancel autoexplore when another fleet has same destination
Ticket #1978 Troop transport healthbar fix
Ticket #1977 QOL- Shareware achievement for both main and demo
Ticket #1976 Tooltip pass on custom species menu
Ticket #1975 Balance- Increase Galactic Council trigger time on small galaxy sizes

Lord of Rigel- Week 2 Update

Greetings Lords of Rigel! This week has been busy with the space exploration sale and feedback ranging from critical issues, to balance, and quality of life improvements.

Fixes:



  • Critical- Computer techs not auto upgrading fleets on research
  • Critical- Case of tutorial goals not appearing due to garbage collection system
  • Critical- Post system killer colonization issue
  • Case of refitted ships having too high ship strength
  • Fix for rare case of research selection menu appearing after leader menu
  • Fix for rare case of build queue ship duplication
  • Case where warp amplifiers could not be built after multiple system occupations
  • Critical- Fix for rare case where AI retreat could cause a softlock
  • Case where building scrapping would have wrong index after bombardment
  • Case where companion star did not appear in planet view sidebar
  • Case of build queue text overrun
  • Advanced terraformer on megastructures fix
  • Critical- Case of late game fleet selection crash
  • Critical- Case with purchasing Housing
  • Case where outpost can't be established on far side of wormhole
  • Tech filter for morale techs and custom species with unified governments
  • Case of duplicate item in weapon list
  • Climate improvement and decline events triggering on Radiated and Gaia worlds
  • Planetary defense CO beam weapon cosmetic adjustment


Balance:



  • Government bonuses to research
  • Cloning center calculation adjustment
  • Reduced advanced weapon coil bonus
  • Increased chance of aggressive AI attacking instead of blockading
  • Increase beam weapon accuracy in tactical


Quality of Life Improvements:



  • Ship systems always auto upgrade to best available tech on modify
  • Rebel factions add (Rebel) under species name tooltips
  • Zoom Hotkeys Smooth Instead of Step
  • Council added species name in parenthesis
  • Planetary gravity generator active changes gravity type in empire and planet to species norm
  • Tech description adjustments for microbiotics and universal antidote
  • Additional planetary defense selection indicator in tactical
  • System and planet views shows fleet list
  • Add parked fleet indicator in empire/planetdata
  • QOL/Balance- Lithovore-Mechanoid disable food options in custom species menu
  • Torpedo tech description clarification
  • Add tutorial reset to settings, applying settings won't reset Tutorial


There have also been minor optimizations to load times, end turn, and the empire, planets, and planet view menus.

Again, your games and feedback have been important for catching rare issues, balancing, and for adding general improvements.


That's no rebel moon...

What to Expect Next?


The retreat timer for tactical is planned, along with further adjustments to aggressive AI personalities. Star spawning distances and scaling will also get a pass in the near future.

With those updates we'll be out of 1,0 hotfixes and into the proper patch updates.

We really appreciate those that have left kind reviews, and constructive reviews with comments that efforts have been made to integrate them into these updates (such as the zoom key adjustments and torpedo technology clarifications). The plan is to continue to do so. The pace of updates will be slowing down a bit in the coming weeks, barring reported critical issues, but the aim is to continue to provide quality of life improvements, performance updates, critical fixes, and some content updates down the line.

Release 1.0 Hotfix #9

Change Log:



Ticket #1967 Critical- Post system killer colonization issue
Ticket #1968 Critical- Case of tutorial goals not appearing due to garbage collection system
Ticket #1969 QOL- Ship systems always auto upgrade to best available tech on modify
Ticket #1970 QOL- Council add species name in parenthesis
Ticket #1971 Critical- Computer techs not auto upgrading fleets on research
Ticket #1972 QOL- Zoom Hotkeys Smooth Instead of Step
Ticket #1973 QOL- Rebel factions add (Rebel) under species name tooltips
Ticket #1974 Balance- Government bonuses to research- apply to planets once

Minor optimizations to empire and planets menus