Ticket #1331 Planet tooltips converted to table and grammar check
Ticket #1310 Dyson sphere creation fix
Ticket #1104 and #1301 Buy button production fix
Ticket #1103 Naming convention for artificial and protomatter planets fix
Ticket #1337 Load game menu tooltip fix and QOL improvements
Ticket #1340 Protomatter device skip cutscene fix
Ticket #1316 Random events generation refactor
Ticket #1111 UI Alignment fixes for planet widget
Lord of Rigel - Roundup #11
Hello Lords of Rigel,
Happy holidays to everyone and we hope you all are enjoying or will be enjoying some time to rest and relax with family and friends as we approach the new year. This past week saw a hotfix focused on bug fixes and another that fixed a bug that we missed in development/testing. Thanks to the users that quickly reported this, we were able to fix it and get an update on Steam within a couple hours. We have several fixes that should be coming before this update is released or shortly after. We are continuing to work down the ticket queue and focus on bugs. The goal is to clear things up enough so that as we focus on extensive refactors or core systems, we have the ticket queue in a manageable state. Our upcoming hotfix should address random event frequency, buying production, tooltips, research filtering for EA techs, and a variety of other bugs.
We have had another lively week in the forums with lots of great conversation around ideas for research. Users seem to have conflicting views on whether a great research system is more randomized, unknown or well-known and queueable. We would like to hear from more users about this as this is something for us to think about and plan for upcoming EA releases. One thing that users can be expecting in Lord of Rigel’s future is a quest system. While it may not be there on full release day, it is something that should come not long after. We believe, as many of you do, that this will add depth to the game and as developers, we want to make sure that we do something different and more meaningful than we have seen in the past.
This coming week we will be focusing our efforts around continuing to refactor ship designer and the automated design system. Once this is completed, we will start to look more at getting the turn/economy system refactored and optimized. We believe that many of the issues users are experiencing are stemming from order of operations issues between different parts of turn that are being processed.
We'll be taking a short break from these roundups for the holiday season, but we'll be back in 2023 with more news!
As always, we really appreciate the feedback and support from all of you. Until next time!
EA Build Hotfix #24
Ticket #1330 Colony population not increasing fix
EA Build Hotfix #23
Ticket #1325 Fog of War not disabled after playing game as Omniscient species fix
Ticket #1323 GNN theft event fixes
Ticket #1324 GNN comet event typo fixes
Ticket #1319 Ascension tech and general tech table fixes
Ticket #1326 All ship designs showing as pre-generated fix
Ticket #1321 Population boom event calculation fix
Ticket #1308 & 1315 Comet loop and Comet fleet data fix
Ticket #1312 Dyson Sphere research fix
Ticket #1098 & 1309 Lost Colony resource fix
Ticket #1274 Exploration Steam achievement fix
Lord of Rigel - Roundup #10
Hello Lords of Rigel,
Here we are at another update. This week have been very busy with some extensive refactoring of ship designer and numerous bug fixes. Hotfix #22 provides you with quite a few core upgrades. The import/export system has been greatly optimized and is now updating within the same turn. If a colony is starving and a player updates food production they will see those results instantly rather than waiting a turn and losing additional population. This change will cause older saved games to have some issues. We recognize that this is several updates in a row that there are issues with old saved games, but we believe that this sort of core updates are critical to get Lord of Rigel ready for version 1.0.
Additionally, you will see the beginning of the ship designer refactor begin to take shape. The code for this system has been optimized, which should result in minimal lag when updating ship design parameters. Also, players can now view all of their designs from within ship designer. Players should also see some additional tooltip information for population and additional improvements to auto resolve that should provide more accurate results. There are additional bug fixes as well on tickets reported by our internal QA testing and by users.
The forums this week have been lively with some great user conversation and we really appreciate it. One thing we are seeing lots of reports about issues with things appearing to have delayed reporting in game by a turn or two. We want users to continue to report these issues and we believe a lot of these stem from some issues with turn potentially missing some data processing functions. As we said last week, we will have a plan for upcoming fixes that include:
Fleet Combat Auto Resolve System
Generalized Code Clean up i.e., removing deprecated code and clean up data
Refactoring and centralizing ship designer and auto ship design
Fleet and Fleet Movement Refactor/Optimization
Economy refactor and optimization in 3 phases – Population, Colony Level, Empire Level
Refactoring these pieces of code will help us begin to optimize turn and then it will be easier to understand why we are seeing some random turn misbehavior. We have yet to establish a pattern to this, but if you are seeing patterns please report them to us. Users will likely also notice that despite our initial efforts to put our fixes twice a week that our cadence has slowed to weekly. This is due to the large code refactors of big systems that are taking additional time. We want to ensure when a hotfix is released that it is not introducing additional problems even if they are ones we know about. We appreciate your patience around this.
As always, we really appreciate the feedback and support from all of you. Until next time!
EA Build Hotfix #22
Ticket #1172 Fleet repair fix
Ticket #1313 Manual attack not setting orbital bombardment data fix
Ticket #1210 QOL - Buildings and addition data added to population tooltip
Ticket #1021 Xeno Engineering fix
Ticket #1293 Starvation alert for colonies importing food fix
Ticket #1267 Tolerant trait population bonus fix
Ticket #1300 Terraforming floating buildings fix
Ticket #1317 Construction branch tech icon fix
Ticket #1314 Unable to rename colony or receive Steam achievement fix
Ticket #1307 EA Check applied to manually entered galaxy ID
Ticket #1306 Colony max population fixes
Additional Notes: QOL - Ship designer design pull down Ship designer ship calculation fixes Auto Resolve Combat Refactor Import/Export Refactor Break multiple treaties naming fix
Prior saved games may NOT work with latest fix
Lord of Rigel - Roundup #9 And 15% Off!
Hello Lords of Rigel,
First, we have to start by acknowledging that it has been 9 days since our last hotfix. The good news is that we weren’t idle and there were a lot systems being worked on. Unfortunately, these systems were complex and required extensive refactors, however, we are happy to say that this has sped up turn, improved AI research selection and completion, and introduced a multitude of other optimizations that continue to move the game forward for players and as well as improving our ability to more quickly fix issues as they arise. Check out the notes for Hotfix #21 for more details on updates we have been working on. Please note that due to these changes, some saved games may show odd behavior.
As we approach a new year, we are also thinking about what is ahead for Lord of Rigel and how we want to proceed with our next Early Access stage. So far in the immediate future we want to continue fixing player bugs and also focus on:
Fleet Combat Auto Resolve System
Generalized Code Clean up i.e., removing deprecated code and clean up data
Refactoring and centralizing ship designer and auto ship design
Fleet and Fleet Movement Refactor/Optimization
Economy refactor and optimization in 3 phases – Population, Colony Level, Empire Level
After this we want to set our sights on other systems but we haven’t determined a sequence yet. We will have a better roadmap moving towards the holidays so that you know what to expect in the coming year. Additionally, there are some additional quality of life features suggested by players that we want to work with you all to prioritize.
We know that many of you are excited to move onto new features in the Early Access roadmap and we are as well. However, we want to make sure that the core game is performing so that new features are released into a stable environment, and that players are happy with the initial results rather than spending a long period patching. For instance, elder races would use the same AI as the main species with some minor changes. If the current species aren’t acting in a way players want, we don’t want to add more complexity by adding more AI into the mix.
As always, we really appreciate the feedback and support from all of you. We will keep putting out fixes on a regular basis and we look forward to hearing from all of you about how those are working for you and what else you are wanting to see in Lord of Rigel as well as some priority items you have for us. It will greatly help us in our conversation as we revisit our roadmap.
Last but not least, Lord of Rigel is 15% off until December 12th! Tell your friends, tell your family, tell your intergalactic allies 🌠
Ticket #1259 Subterranean population fix for Dyson spheres
Ticket #1288 Lost Colony Soft Lock fix
Ticket #1299 Tooltips remain when “Demand Surrender” and “Declare War” selected fix
Ticket #1289 Research menu scroll to tech fix
Ticket #1296 Softlock in ship designer if exiting from empire or build queue menu fix
Additional Notes: Research system fixes and optimizations including AI selection Gas Giant and Orbital Generation Fix UI mouse hover fixes Import/Export Food system optimization Omniscient trait explore and expansion optimization Forward and reverse colony/star system button logic fix Sabotage Building Fix Building maintenance optimization Prior saved games may NOT work with latest fix
Lord of Rigel - Roundup #8
Hello Lords of Rigel,
This has been a fun and busy week. For us at Rhombus Studios we enjoyed a little holiday time with our families and got quite a bit of coding done with our extra vacation time. We released an update on the 20th that included some small fixes and a massive refactor of the Uncreative research system along with fixes/optimizations to the research system.
Players should see these things in the form of consistent Uncreative tech trees throughout the game and tech choices that are better filtered for unification, mechanoid, and lithovore species traits. This should give players more relevant tech options such as lithovore species not being able to research to farming techs. This is especially helpful in uncreative games if the only choice provided for that tech level was farming. This also will help the AI make some better decisions if any of the above traits are relevant to them. Additionally, the research menu should load up more quickly using less resources and allow for non-Creative species to see tech they have acquired beyond the tech tree.
We have also been working on refactoring ship designer, skirmish species research selection, and auto ship designing, UI inconsistencies, planet enculturation, and other reported bugs. In the next hotfix, players should start to see changes to ship designer which will begin the transition we discussed earlier into Early Access that will remove automatically designed ships at the end of research tech for anything relating to a ship. Players will be able to have an initial fleet auto generated and subsequently go into ship design and click the “Auto” button to automatically generate a design based on the selected class. Also, at player request, we are implementing “range” data into the ship designer. This should give players more useful information on relative effective range. This takes into account the weapon’s firing range and range penalties. This should help players better understand the range capabilities of their designs.
As always we really appreciate the feedback and support from all of you. This past week we had a lot of players purchase Lord of Rigel and we are excited to see the community grow and hope to hear more from you all. Until next week!
EA Build Hotfix #20
Ticket #1269 GNN events not showing species name for Yalkai if no first contact fix
Ticket #928 Max population count for Natives fix
Ticket #1009 Uncreative research refactor, AI research category fix, and research widget optimization