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