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Genre: Strategy, Turn-based strategy (TBS), Indie

Lord of Rigel

Release 1.04 Hotfix 9

Change Log:


Ticket #2104 Content- New Leader Sittas the Glorious Strategist
Ticket #2103 Content- New Leader Skill, Planner Increases Maximum Planet Population
QOL- Initial menu sorts set to ascending order
QOL- Pollution, Morale, and Starvation warnings on end turn only
Balance- Raised pollution warning threshold to 4x tolerance instead of 2x
Fix for leader diplomacy trait not displaying in tooltip breakdown
Fix to filter out outposts on asteroids and gas giants in planets menu
Fix for rare case of protomatter menu appearing under fleet combat if a monster attacks a player planet
Fix for rare case of establish colony menu appearing under first contact prompt
Minor optimization to Planets menu
Fix for radiotrophic biotics in pollution tooltip
Fix for euphoric chems in morale tooltip
Fix for rare case of micro fusion cores not applying

Lord of Rigel- February Community Update

Greetings Lords of Rigel! As January brought new planetary resources and a new weapon, with February we're inching closer to Release 1,05 and Council Decrees.

Council Decrees when enacted will reduce the doomsday clock, and will provide economic sanctions to the highest ranked species and bonuses to lower ranked species. So in cases where you are doing well, it may make sense to let a decree pass to reduce galactic tension at the economic hit.

This week has had a number of fixes and balance adjustments based on community feedback including some rare critical errors and adjustments to tech descriptions. The LoR guide has also been updated with these changes.

There's also a new minor content update with special GNN messages if you use a planet killer to destroy the final Rigelan or Arcturan seats of power.


A Community Game Approaching the End

Your saves and feedback have been important. While not every suggestion will be implemented many of them have been.


Arcturus Falls to the Yalkai

Council decrees will mark the six month update for LoR. What is coming next? For the rest of the year some more small content updates that you've seen since release.

Release 1.04 Hotfix #8

Change Log:


QOL- Autoremove economic plans in first slot on item addition
Balance- First spy assignment initially set to hide by default
Critical- Fix for clearing data when starting new games in a row- was a cause of performance issues for many players.
Critical- Fix for rare softlock with comet autoresolve and cutscene skip
Critical- Fix for rare softlock when undefended AI troop transports invade an undefended player planet
Fix for rare case of fleet movement menu cycling error
Fix for rare case of duplicate fleet data in game instance
Fix for rare case of duplicate messages with cutscenes and GNN disabled
Fix for case of outpost button in tutorial not refreshing with completed goals
Fix for case of camera resetting on dyson sphere or ringworld bombardment
Fix for elder race defeat achievements not triggering if cutscenes were disabled
Fix for rare case of blank ground combat equipment data
Fix for rare case of comet not impacting when an intercepting fleet has instead retreated
Rigel and Arcturus defeated cutscenes appear after diplomacy message and before GNN.
Dyson sphere and ringworld bombardment menu camera distance adjustment.
Sensor range visual fix for new colonies
Fix for case of extended fuel range not updating autoexplore with new fuel tech
Fix for case of AI not applying best tech upgrades to all ships on research
Fix for case of multiple rebellions on same turn not able to join newest rebel factions (should result in fewer, larger, factions)
Fix for android researchers and workers bonuses- applies to new androids
QOL- Androids will be removed from queue if over maximum population
Fix for Rigelan and Arcturan hostile music

Release 1.04 Hotfix #7

Ticket #2101- Balance- Subterranean and tolerant bonuses applied to ground unit maximum amounts
Stargate tech description fix
Stargate ETA estimate fix when there is no connecting stargate
Trade depot and research station upgrade bonuses display on same turn as completed research
Fix for initial light hovertank equipment bonuses
Fix for case of AI construction of non-flat bonus agriculture buildings when not appropriate
Fix for cases where industry morale bonuses did not display on UI refresh

Release 1.04 Hotfix #6

Change Log:


Fix for cases where soft weapon references for weapons visuals did not load in tactical for some systems
Fix for case where temporal anomaly on homeworld shut down whole empire economy
Fix for case where ship construction achievements did not trigger
Fix for a case where union or surrender achievement may not have triggered
Fix for cases where morale pollution penalties were calculated wrong during non-turn economy updates
Fix for case where AI war declaration did not always apply diplomacy penalty (applies to new wars)

Release 1.04 Hotfix #5

Change Log:



AI/Balance- Reduced risk of AI ambushes and aggression while NAPs and Peace Treaties are enacted
AI- Fix for rare case of pirate fleets retreating instead of blockading undefended systems
Balance/AI- Filter for planetary gravity generator if a High-G species on a Normal-G planet
QOL- All default hotkeys listed in keybinding menu for keys with multiple bindings
Fix for cases of duplicate keys being triggered despite key modifiers (ex. ctrl, shift)

Release 1.04 Hotfix #4

Change Log:


Ticket #2099 Cutscene subtitle scaling for 4k resolutions
Ticket #2100 Fix for case where blockades triggered under peace treaties and NAPs
AI- Alien Control center construction filter adjustments
Trade goods removal with autobuild

Release 1.04 Hotfix #3

Change Log:


Fix for case where fuel tooltip was displayed instead of black hole tooltip
Balance- Player autobuild no longer adds androids
AI- Autobuild for lithovores no longer creates farmers. Androids based on colony focus type.
AI- Advanced terraformers, warp amplifiers, and gravity generators no longer require max population to prioritize
AI- Housing autobuild adjustments
AI- Player Defense building autobuild adjustments
QOL- Ground combat automatically skips to resolution after 30 seconds (rare cases of high tech stalemate fights)
QOL- Camera reset hotkey (default: backspace) resets to 0 rotation instead of last scene transition rotation
QOL- Empire population tooltip now notes it does not count non-taxable population
Balance- Ground combat leader bonus adjustment
Balance- Ground combat value can not go below 1
Maintenance cost in planet capture and new colony percent matches other tooltips
Fix for rare case of incorrect negative ground combat stats in tooltip
Fix for case of android count in industry tooltip not showing all androids
Fix for empire agriculture tooltip and lithovore and mechanoid counts
Fix for UIs where pre-warp and androids were not counted in population total

January Community Update- Release 1.04: New Resources, New Weapons

Greetings Lords of Rigel! For January we have continued fixes for community reported issues and AI improvements tied to autobuild and how the AI prioritizes buildings. Demography has also been reworked so if growth is into the multiple billions it is not capped to an increase of one population unit per turn. Demographic collapse from starvation or plagues will remain capped at a loss of one population unit per turn. Since the new year we've also added in some new content. There's also some memory performance improvements for tactical tied to weapon effects.

New Planetary Resources
New resources for planets include ones that reduce pollution, increase morale, provide a boost to population growth, and a set of ruins that increases the maximum population a planet can have. These can be found in new games.


Image 1. New Resources

New Weapon: Electron Flux
The electron flux is a new early game weapon in the Force Fields branch of the tech tree. It is for extreme close range combat but penetrates shields and armor. Like other beam and special weapons it does gain improvements from different technologies in the game and can be effective in the mid to late game when combined with other systems like tractor beams or cloaking to get into range or keep a target in place.


Image 3. An Electron Flux cannon in action.


Image 3. The Electron Flux is early in the tech tree.

What to Expect Next
More fixes for community reported issues are planned along with further work on council decrees which should provide some changes to how the mid and late game play. Council decrees will be voted on and enact economic sanctions or bonuses based on ranking. Decrees also impact the doomsday clock, buying more time to take positive actions to reduce galactic tension. Expect this later in the winter!

Release 1.04 Hotfix #2

Change Log:


Ticket #2098- Content- Electron Flux special weapon
Content- Updated sound effects for meson cannon, particle cannon, and KEW
Flavor text for planet resources
Memory optimization for weapon effects
AI- Optimized AI build queue priority system
AI- Fix for cases of autobuild constructing incorrect structures