Ticket #1194 System with monster and natives cutscene fix
Ticket #1191 Morale calculation on captured world fixes
Ticket #1195 Outpost generating in wrong system fix
Ticket #1204 Fist contact loop fix
Ticket #930 Derelict ship double event fix
Ticket #929 Derelict ship event clears current player research fix
Ticket #1185 Space Monster in AI system prevents first contact fix
Additional Updates: Build Queue UI fixes for Empire and Colony View Orbital Bombardment Menu Optimizations
Lord of Rigel - Roundup #3
Hello Lords of Rigel,
Here we are again at the end of another week during Early Access. This week we’ve made more quality of life improvements in LoR with additional clarity in tooltips to only display relevant data. One of the big changes is that orbital bombardment has been made more efficient for systems.
We’ve also made the ground combat system more efficient and continued work refining build queue performance. Additionally, the autobuild feature has a new way to access it in the build queue menu. Species enculturation when capturing planets also has improved functionality. There have also been improvements to the sensor detection system for support (non-combat) ships, and more feedback from diplomacy messages and GNN when factions are defeated.
Over the coming week we’ll be working on more optimizations in orbital bombardment, fringe cases with the build queue, and adjustments to the ground combat system calculations. In the longer term we’re wanting to focus on ship designer optimizations next.
We are hoping to hear more from you all on if you’re enjoying the quality of life improvements. Please let us know if there are specific technologies or systems not working or unclear which can help us focus on systems to work on such as our terraforming rework last week that better communicated how and when terraforming is active on a planet.
Thank you for your continued support and feedback and we continue our journey through EA!
EA Build Hotfix #13
Ticket #1040 Removed non relevant items from Colony Industry Tooltip
Ticket #1178 Fixed sensor detection for outpost ships and added notification for AI colony and outposts in played controlled systems
Ticket #1186 Fixed support ship behavior on arriving at stars with space monsters
Ticket #1169 Fix for AI diplomatic species showing player visuals
Known issues: Empire build queue not fully functioning Housing, colony base, and outpost check not fully functioning
Lord of Rigel - Roundup #2
Hello Lords of Rigel,
It has been another week of Early Access and we continue to receive great feedback and make headway on getting the game in a more polished stated with fewer bugs and more quality-of-life features being implemented.
This week we closed over 40 tickets including some bug fixes as well as a complete refactor of ground combat. This system should be much more accurate and will now also display militia units. With LoR, ground units are represented with light and heavy hovertanks. But based on feedback we’re working with our 3d artist to develop some unique assets for militia units which will be released in a later EA stage.
Additionally, we have been working through build queue to revise the code to make it faster, fix a number of bugs being reported, and adding some quality of life improvements that should make it easier to adjust your queue and get more/accurate data.
Colony view also has some improvements coming this week as we add a new header to more clearly display the colony name and add arrows to each side of colony view to let players move between colonies within Colony view. A sneak peek of this new functionality is below. There will also be improvements to terraforming coming that will provide improved reliability but also display terraforming data over the planet icon in the Colony view and Empire menu widgets. Players will be able to more easily see when planet climates are improving or worsening.
We have also heard from players that more ship data is needed. We are working on a screen displays ship designs and will allow players to better understand their fleet’s composition or which ships are being built in build queue. A few other things players can expect sooner than later is a refactor of orbital bombardment which should improve functionality and CPU usage as well as an updated ship designer, improved auto design behavior, and ship retrofitting.
As for long term goals, the Elder Races and diplomatic victories are further out on the horizon as we continue work on quality of life improvements. We know that custom species and even larger galaxies have been commonly requested features and they’re further down the road as we want to focus on QOL and balance of the core game.
Again we want to thank everyone for the continued support and feedback. We have been listening and talking with all of you to make a better Lord of Rigel and we hope you enjoy the features and bug fixes that are coming!
EA Build Hotfix #11
Ticket #1020-2 Fix for conditions where empire menu sorts did not save
Ticket #1078 Cultural consumerism and housing now auto remove from build queue like trade goods
Ticket #1120 Info screen tutorial goals typo fixes
Ticket #1122 Exterminate behavior fixes
Ticket #1124 Dyson sphere and ringworld starbase scaling fixes
Ticket #1126 Fix for instances where multiple autoresolve combats would not function in one turn
Ticket #1129 Event ticker clear updates when applying settings in game
Ticket #1092 Resolved issue where spy mission assignment buttons in diplomacy menu did not save
Ticket #1131 GNN message for destroyed species text fix
Ticket #997 Colony Base and Colony Ship tooltip corrections
Ticket #1125 FPS Smoothing enabled
Ticket #1128 Audience menu fails to load species media
Ticket #1110 Captured capitol name change
Ticket #1115 Fix for instances where rebellions happen on same turn as economy changes
Ticket #1119 Info graph readability fixes
Ticket #1123 Unused troop transports not consumed after ground combat
Ticket #1130 GNN messages for hyperspace flux end fix
Ticket #1135 Info screen spy display fixes
Ticket #1136 Fix for rare softlock cases in galaxy screen
Tickets #1038, #1137 Colony bases not in build queue if planets occupied
Ticket #1142 Atmospheric Renewer construction fix
Ticket #1145 VN Drone balance of power strength increased
Ticket #1146 VN drone collider fixes
Ticket #1147 AI planet defense attack adjustments
Ticket #1153 Empire, Fleets, and Planets menu scroll to last viewed item after scene change
Ticket #1156 Fixed instances where starbases and battlestations did not upgrade
Ticket #1163 Evo mutation UI background adjustments
Ticket #957-2 Reduced background galaxy count and brightness
Ticket #1159 Evo mutation order of ops fix
Ticket #1164 Fixed renaming planets in orbital combat menu
Ticket #1165 Fixed issues with militia not spawning in ground combat
Lord of Rigel - Roundup #1
Hi everyone!
First, all of us at Rhombus Studios want to thank everyone that has provided feedback on the game, whether positive or negative. It has been a fantastic experience for us to get Lord of Rigel into Early Access and have a wider audience look at the game, provide critical feedback, and engage in constructive conversations on the forum.
This week we have patched 90 identified bugs as well as implementing several quality of life improvements in the game based on feedback. We have also been tracking feedback to determine the most popular requests and moving those forward as top priorities for future updates. So far, top change requests include:
Galaxy menu revisions
Updating the sensor and fuel range indicators
Allowing for moving to another colony from colony view and
We also want to make sure that users are happy with their experience during Early Access. In addition to the forums we have created a survey that provides an opportunity for more targeted feedback that will help us improve future features and overall experiences both in the game and on the forums. We encourage everyone to complete the survey if they haven’t already. It can be found here. Each question has a comments section and we encourage you to use those comments to give us details on the why, especially if something is not working for you.
While we have had nightly builds for this first week of Early Access, we will be moving updates twice a week. That being said if there is a game breaking bug that is identified, a hotfix will be released as soon as possible. This will allow us to do some more validation testing on bugs fixes we are releasing.
Check out the image below to see a revised galaxy menu that provides easier access to research and clearer/additional empire data.
Once again, thank you all for your continued support and we look forward to continued conversations with the community!
EA Build Hotfix #10
Ticket #1020-2 Fix for conditions where empire menu sorts did not save,
Ticket #1078 Cultural consumerism and housing now auto remove from build queue like trade goods
Ticket #1120 Info screen tutorial goals typo fixes
Ticket #1122 Exterminate behavior fixes
Ticket #1124 Dyson sphere and ringworld starbase scaling fixes
Ticket #1126 Fix for instances where multiple autoresolve combats would not function in one turn
Ticket #1129 Event ticker clear updates when applying settings in game
Ticket #1092 Resolved issue where spy mission assignment butons in diplomacy menu did not save
Ticket #1131 GNN message for destroyed species text fix
Ticket #997 Colony Base and Colony Ship tooltip corrections
Ticket #1125 FPS Smoothing enabled
Ticket #1128 Audience menu fails to load species media
EA Build Hotfix #9
Ticket #1089-2 Top menu hotkey behavior adjustments. Disabled certain hotkeys with menus open.
Ticket #1032 Fixed instances where settings reset did not save.
Ticket #1074-2 Gravity generator construction filters now work with Low-G and High-G species
Tickets #1022-2, #993-2 Fixes for fleet order refresh
Ticket #880 Double clicking a save slot now loads game
Ticket #898 Autosave slot now at top of load and save menus
Ticket #1056-2 Fixed instances were build button on construction item would disable
Ticket #1061 Fixed instances where left click would enter planet view without mouse over a UI widget
Ticket #1064 Pressing enter after inputting save game or overwrite game text commits changes.
Ticket #1081-2 Additional adjustments to maximum population and terraforming calculations
Ticket #1099 Research and trade treaties now show current and maximum treaty BC and RP amounts
Ticket #1102 Fixed instances where economy ships were not being destroyed by space monsters
Ticket #1112 Added item being scrapped text to scrap prompt
Ticket #1113 Adjusted starbase hitbox and mouseover size
Ticket #1117 Fixed achievement trigger for first research station
Ticket #1063 Double clicking on empty save slot opens save prompt