Shock and awe abounds as a Star Ruler 2 update decloaks in low earth orbit, ready to invade your disk drives! As always, read about some of the highlights here, or scroll down for a full detailed changelog.
More Subsystems
This update adds a bunch of new subsystems, including the Cloaking Mesh and Muon Cannon. The ship designer in general has also been updated to use limited interior space for your subsystems.
Armageddon
Using the new Graviton Condenser subsystem, you can now damage and eventually blow up stars and planets! Make sure to get out of the blast wave quick. though.
More Resources
Planets can now go up to Level 5! A number of new 'scalable' resources have been added to make use of planet levels, find them and level them up for many useful benefits.
More Research
The research grid has been redone and expanded with new technologies and unlocks, now giving you more choice of which direction to take for your empire's technological advancement.
Full Changelog
Added * Add new "Nebula" unique system.
* Adding some more race portraits.
* Add a game option to hide the locations of other systems/stars until an adjacent system is explored.
* Add planetary thruster building.
* Add singularity lab orbital.
* Add orbital frame constructor artifact.
* Added graviton condenser subsystem that can be activated to damage and eventually destroy stars and planets.
* Add cloaking mesh subsystem.
* Added a few 'scalable' resources, resources that don't have a required level, can't be exported and gain more benefits depending on the level of the planet they are on.
* Added Muon Cannon (support) and Muon Cannon Battery (flagship) weapons.
* Add Titan Hull, can be researched and used for various benefits and more interior space on ships.
Changed * Small improvements to the looks and usability of the fleet support ship management interface.
* Bonuses/penalties for highest/lowest contributor in votes are now integrated over time instead of only checking the final votes of each empire. The vote tab displays which empires are currently considered highest and lowest contributors.
* Ship designs are now based on a static hex size with a limited amount of space available, instead of stats scaling based on the percentage of the ship covered. This invalidates many old ship designs.
* Removed adjacency hp bonus from armor.
* Armor on the outside of a ship does not count towards ship interior space limit.
* Flagships and defense stations are now in separate quickbars instead of together in the fleets quickbar.
* Peace proposals now use the treaty system.
* Flagships now need to rotate in the direction they're moving in before starting to thrust.
* Planetary wonders have been removed.
* Food and Water resource effects have been removed.
* Planets now go up to Level 5, resource requirements for level 4 have been lowered.
* FTL Crystals are now a scalable resource that provides more FTL/s as it levels up.
* Completely rework the layout of technologies in the research grid.
* Changed the bonuses Zeitgeists give to the highest/lowest contributors in the vote.
Fixed * Fix remnants leaving their systems in The Expanse.
* Fix bug with selecting different locales.
* Hyperdrive speed can now recover due to repair even during FTL.
* Homeworlds can no longer be gimped due to being mostly ocean/lava.
AI * AI now has a basic understanding of treaties.
Modding * Empire attributes are now generated automatically whenever a hook uses a previously unknown one. New attributes are initialized to 0 by default.
Star Ruler 2 Update - December 18th
A new Star Ruler 2 update is about to hit your computer at relativistic velocities, do not attempt to adjust the picture. As always, read about some of the highlights here, or scroll down for a full detailed changelog.
Star Ruler 2 now has full support for mods and the steam workshop! Simply subscribe to your favourite mods in the workshop and you'll be able to enable them in-game for direct use.
To help along anyone who wants to mod the game, we've also developed an extensive Mod Editor. The mod editor lets you easily create and edit mods, upload them to the workshop, and has tools for editing the game's many types of data files.
Planet Surface Improvements
Along with improvements to the graphics of the planet's surface, we've also added a few new buildings for you to place. The build and maintenance costs of certain buildings is now affected by which biome you place them on as well, so be sure to check out which buildings go best where!
Shields
The research grid now includes Shields for you to unlock and equip your ships with. Shields cost a lot of power to operate, but their regeneration can absorb quite a bit of damage.
Full Changelog
Added
Added vsync and antialiasing options.
Added Steam Workshop Support!
Added in-game tool to edit many types of game data files.
You may enable your various installed mods.
Added news pane to the main menu.
Added temporary-final art for all weapons.
Gave more buildings better/more distinct temp art.
Added new music track.
Added Shield Generators.
Added new buildings: Warehouse, Metropolis, Megacity, Refinery.
Commerce Stations now have 4 abilities, one of which can be used every 3 minutes to purchase some bulk influence, energy, research or labor with money.
Outposts now protect their system from capture and generate and use empire defense to create support ships.
Changed
Planet surfaces in planet management screen have been redone.
Planets switch to icon view further away.
Portraits and flags can now be added to the game without editing data files.
Influence sites (e.g. Mall) can be played when only one empire or team exists.
Destroyed ships now spray some graphical debris.
Balanced
Building in oceans or on volcanic lands increases the cost of construction.
Civilians expand more slowly through oceans, volcanic lands, and ice.
Tweaked cost and effect of some technologies.
Generally reduced amount of HP given from tech to prevent combat from slowing to a crawl.
Various structures are cheaper to build on specific biomes.
Building ships on orbital shipyards is now 20% cheaper in build cost than on planets.
Fixed
Music volume would significantly change from the menu to the game.
Fixed graphics memory corruption during loading periods.
Numerous small fixes and usability improvements.
Various bugs that affected modders.
Images with specific widths would appear greyed/striped, and could cause crashes.
Star Ruler 2 Update - November 20th
Good evening galaxy! Today brings another regular update to your Star Ruler 2 game. Read about some of the update's highlights below, or scroll down for a full detailed changelog.
We've completely overhauled the way research works, changing it over to a grid-based approach with different technologies spread around for you to research.
The Expanse
A new galaxy map has also arrived in this update. In The Expanse, players are located in between the remnant homeworld in one direction, and a vast expanse of uncharted space in the other.
You will have to defeat strong remnant fleets in order to colonize new systems in the expanse, and each system cleared will reveal new systems with even more powerful remnants!
Graphics Improvements
Planets can now have rings, and we've improved the aesthetics of stars and their coronas.
Full Changelog
Added
Added completely overhauled research system!
Large maps will now start containing barren planets - planets without a resource - in order to keep resources scarce and the game playable. Can be controlled with the "Resource Scarcity" slider.
Ships in move or attack orders now path around stars instead of moving or shooting through them.
Added unlockable 'Emergency Supplies' and 'Self-Destruct Device' subsystems.
Planets can now have rings.
Added quickbar for pending auto-imports.
Added Skip Drive and Ion Cannon as unlockable subsystems.
Added new map: The Expanse. Full of remnants, it expands as you defeat their ever-stronger fleets.
Changed
Bulkhead and Targeting Sensor now need to be unlocked through research.
Improved the aesthetics of stars and coronas.
Joining in progress no longer pauses the server while the player connects.
When defense destinations are set, defense is distributed equally from all sources across all destinations.
Balanced
Increased pressure from level 3 resources.
Hydroconductors now give +40% labor generation.
Fixed
Fix gate constructors being able to deploy without a maximum range.
Various performance improvements related to memory garbage collection steps, should reduce lag spikes in large games.
Animation was not properly threaded, leading to significantly reduced framerate in large galaxies.
Various notifications in multiplayer were blank or incorrectly labelled.
Fixed various issues with icons being rendered out of order.
Attempt to fix shader issues with specific graphics cards.
AI
The AI would not recognize its fleets if it upgraded their designs while the previous was being built.
The AI will use partially finished fleets if immediately necessary.
The AI has a basic understanding of Revenant parts.
Improved the AI's logic regarding remnants and internal defense. Notably, it can deal with The Expanse.
Improved the designs created by the AI.
Star Ruler 2 Update - October 30th
Just when you thought you were safe, a Star Ruler 2 update arrives from inside the house! As always, read about some of the highlights below, or scroll down for a full detailed changelog.
In the spirit of Halloween the skies are now roamed by a ghastly pirate ship with a craving for booty. The flying dutchman will hunt civilian trade ships in systems with weak defenses, taking the cargo it stole back to its hoard stations, hidden in deep space.
After halloween, the flying dutchman will revert to just being the plundering Dread Pirate. The pirate mechanic can be turned off from the game options menu.
The Revenant & Artifacts
Spread across the universe are 4 new unique artifacts. Each of the four parts of The Revenant, an ancient forbidden warship, give a permanent bonus to your ships when activated. Have all 4 activated at the same time and gain control over The Revenant as a whole, the most powerful ship in the universe!
In addition, this update has various new artifacts and improvements to old artifacts, ranging from equippable Ion Cannon disabler beams to artifacts with the power to generate entire new planets and star systems.
Thankfully, the addition of the Tractor Beam subsystem lets you pull those shiny new artifacts away from the greedy hands of other empires.
Random Design Generation
The design editor now includes a randomizer! You can set up some simple parameters and let the game generate random designs for you until you find one you like - for use or to further edit into your own design.
The AI also makes use of the new random designer, and will now make completely unique ship designs in every game.
Full Changelog
Added:
Add automatic design generator. Simply press a button in the design editor, and receive a randomly generated design.
Ship icons are now based on the design.
Add "Rush" and "Call Out" influence cards.
Add art for the fusion and antimatter reactors.
Added a tractor beam capable of pulling ships, asteroids, artifacts and orbitals.
Added unique artifact parts of The Revenant. Activating each gives a passive bonus and having all parts active allows you to control the most powerful warship in the universe. (Can be turned off from game options)
Add two planetary weapons.
Added and overhauled a number of Artifacts for better gameplay.
Add some hint messages when players crash their economy, explaining what is happening.
Add Dread Pirate mechanic. The dread pirate roams the galaxy killing civilian ships and storing its loot in deep space stations. Killing it or its stations gives you the money.
Changed:
Votes show the time remaining before it passes/fails, based on how the vote is currently going.
Rebalanced many influence cards to provide varying incentives for their use.
Unusable resources explain why they are unusabled.
Fixed:
Fix situations where flagships could drop supports while in FTL.
Activating hyperdrives for multiple fleets via the action bar works correctly.
The AI could attempt to order billions of supports into a damaged flagship's fleet, destroying its economy.
Balanced:
Capitalism can't start with more than one leverage against a given empire.
Damage reduced by armor can't be reduced to lower than 20% (up from 12.5%)
Repair requires and consumes supply.
FTL Interdiction applies to fling destinations.
AI:
The AI designs new ships over time.
Star Ruler 2 Update - October 16th
Greetings 4Xians! We've sent out another Star Ruler 2 update to be transmitted into space by wifi routers everywhere. Read about some of the highlights below, or scroll down for a full detailed changelog.
Over the past few weeks our experimental branch has seen many updates to the looks and mechanics of the ship design system, with yet more to come in the future.
The biggest change in this update is the removal of preset "hulls": you can now design your ship blueprints in any shape you want. Here are some of the designs uploaded by our avid testers:
Ordo Antibus' Maw Cruiser.
Dalo Lorn's BC-304 Refit.
Vlad's Storm Class Armored.
The engine will automatically select the ship model from your shipset closest to the shape you drew.
Community Features
The wiki tab has been combined with a number of new features into a brand new "Community" tab.
Browse designs other people have uploaded, becomment or upthumb them, or upload your own creation for the world to see!
Game Options
Feel like playing a game with at least 9 planets per system? Expand star systems to giant expanses filled chock full of hostile remnants? We have some new game options that let you tweak the generated universe to your liking.
Full Changelog
Added:
Add some macro controls to support ship management, such as auto buying new or dead support ships until the fleet is full.
Fleets will now pick up support ships from your nearby planets automatically to auto-fill up their capacity. Can be turned off.
Object popup tooltips now show the flag of the empire that owns them in the background.
Started work on new blueprint/subsystem sprite art.
Some planets will now have a Planet Condition that modifies them or their resource in some way.
Add Targeting Sensor subsystem modifier.
First iteration of multiplayer match queue system, players can queue up for matches and automatically join other queued players.
Ship information panel on the bottom left can be expanded to give a bigger view of the design.
Replaced the empire flags with better versions.
Changed Wiki tab to Community tab, which includes the wiki and where players can share their designs online.
Dumbbell Galaxy map that can be configured to be perfectly mirrored on both sides.
Several game and universe settings can now be changed from the new game menu.
Add post-game stats and standings screen with graphs displaying the progress of the game.
Changed:
Lasers now have a limited firing arc.
Weapons can no longer have their firing arcs shoot "through" the ship, but must be pointing outwards.
Engine exhausts can now only be placed on hexes that have open space on either one of their backwards-facing edges.
Supply Storage hexes destroyed in combat will now leak supplies over time.
Losing ship power generation that you are using in combat reduces the ship's effectiveness.
Destroyed Support Command hexes can end up making the fleet lose control of support ships.
Ship designs no longer have preset hull shapes, but the model that is the closest approximation to the shape you draw is used.
Slipstream exit points are now generated inaccurately within a radius of the target. The further away they're generated, the more the target inaccuracy.
Fixed:
Fix perfectly circular territory borders showing up bugged.
Fix previously scouted remnant fleets showing their health/supplies/etc even when out of vision.
Balanced:
Halve station repair rate.
Double station hitpoints.
Increased ship efficiency (power cell, name flagship, etc) can no longer increase repair rate above 100%.
Plate and Neutronium armor now have DR.
All forms of armor now increase the health of all adjacent non-armor hexes by 1/6th of the armor hex's hp.
Fleets with no supplies left are now at 25% of normal effectiveness (down from 50%).
Weapon turrets now have their own innate DR to reduce incoming hits.
Significantly increased the range of all weapons.
Capitalism now only has a single Patrotic Surge, but it has one extra quality.
Cost of using Fling FTL is now no longer dependent on distance, only ship/station size, and is cheaper.
Larger slipstream generator ships are more expensive in various little ways.
AI:
Improved Hard AI's expansion speed.
Improved the AI's use of influence.
AI can use anomalies in a basic way.
Improved the AI's ability to wage war.
The AI will scout out other galaxies, allowing them to interact in those galaxies.
Gave the AI some more sensible rules for when to declare war.
Star Ruler 2 Update - September 18th
It's been a long few weeks of back-end work and mechanics tweaks, but it's finally time for another Star Ruler 2 update. In addition to some preliminary updates to the research and ship design UI, there's a couple of new goodies to show off here. Scroll down for the full detailed changelog.
The first of many subsystem modifiers to come, you can now equip the subsystems on your ship designs with bulkheads to increase their health.
Engagement Behaviour Controls
Fleet engagement behaviour has been tweaked, and can now be configured from the action bar on the bottom left.
Donations
Empires can now freely make material donations to other empires, provided they aren't at war.
Full Changelog
Added:
Empires can now make donations to each other, similar to how offers in votes work.
Placing an orbital shows the labor cost / ETA of building in that location.
Vassal empires now have their master's color stippled into their territory borders.
Added the ability to send pings to allies. Defaults to 'v.' Hold control to send an alternate ping, and shift to ping to everyone.
Added achievements for scanning an anomaly, using an artifact, and terraforming a planet.
Added controls for changing fleet engagement range and behaviour.
Added a color picker for choosing empire colors.
Added menu option to end the current game.
Added simple descriptions about what each pressure does.
Masters receive 10% of their Vassal's money, influence, energy and research generation rates (the Vassal does not lose this portion).
Masters can establish a conquer edict to reward vassals for taking the target's planets, or killing their ships.
Added some more variety in the types of pickups protected by remnant groups.
Added the Bulkhead module. Can be equipped to a flagship subsystem to add 100% of its base HP, while doubling the cost.
Changed:
Reduce repair rate in combat to 25% of normal instead of 33%.
Additional bridges no longer give extra repair, only secondary crew facility hexes do.
Orbital scaffolding now starts at 1% of total hp, instead of 25%.
More things, notably research, grant points.
Fleets can now do some limited re-pathing when new gates/tears are created while en-route.
Any ships you have selected when ordering a slipstream tear to be generated now move to the other end of the slipstream tear automatically, after it is created.
Vassals add 20% of their total points to their master's point total.
Added smaller speed steps near 1x.
Stations cannot capture planets, but can still prevent capture.
Auto-colonize orders execute in the order they were given.
Teams go to war and make peace as a group.
Food resource bonuses no longer transfer on native resource export.
FTL Jammer orbital now only needs 0.15/s FTL upkeep (down from 0.25).
Level 1 planets now only have up to 1 base pressure cap.
Level 2+ planets now have increased population growth.
Remove 'Enhance' card from Communism start.
Improve object hover prioritization.
Expand and improve the Tutorial's economy section.
Fixed:
Fixed a bug in the mover code that was causing support ships to desync from their fleet formation, especially at high time acceleration.
Fixed flagship acceleration being half of what it was intended to be.
Completing construction of a station now does not fully heal it, but starts it at the scaffolding's hitpoints.
In-game IRC chat would sometimes cut off the first letter of a message in the textbox.
Planets not fully colonized could drop to 0 loyalty permanently if captured.
Fixed a bug that could cause ships to fly far away from the galaxy.
Fixed a few AI bugs related to wasting resources.
Fixed a few fog of war leaks.
Fixed empire military strengths being wrong after a load.
The starting Fling Beacon should not cost maintenance.
Fix being unable to fling stations.
Fix being able to shift-queue fling orders that would work outside beacon range.
Victory conditions now work in team games.
Fixed some situations that prevented support ships from engaging in combat.
Improved performance in loaded saves (only new saves).
Fix a few situations where the tutorial could get stuck.
AI:
The AI will import labor resources to improve its construction speed.
Expanded the AI's influence capabilities.
The AI better understands how teams work, and is able to work with allies somewhat.
Slightly improved early AI colonization.
Improved how the AI handles its fleets.
Fixed AIs sometimes surrendering in situations they shouldn't be able to.
Fix AI not being able to see pickups.
The AI will now order support ships into the queue for new flagships.
Star Ruler 2 Update - August 28th
Thank you for tuning in to your regular broadcast of Star Ruler 2 development progress. This week we have some expansion balance improvements and the beginnings of new content to mess around with.
The game now has 2 additional galaxy maps to choose from, each with their specific concerns.
Treaties and Surrender
Empires can now propose and sign treaties to share vision, trade regions, or form alliances. It is now also possible to demand or offer unconditional surrender - empires that have surrendered become Vassal states of the empire they surrender to.
Station Hulls
You can now design your own defense stations! These can be placed like all other orbitals, in orbit of a particular star or planet.
We've also overhauled the way non-military orbitals work, removing the old fiddly modules system in favor of building more specific orbitals.
Rebalancing and Expansion
This update includes various balance changes to both ship weapons and empire expansion. Planets now require a minimum amount of population before achieving higher planet levels, and it is now more important to carefully choose which worlds to colonize first.
Full Changelog
Added:
Added a simple formation.
Added basic cooperation treaties/alliances. Will be expanded on in the future.
Corkscrew Galaxy map.
Clusters map.
Empires can now be assigned to teams on the new game screen.
"Station" hull that can be placed like an orbital.
Added achievements for beating different difficulties of AI.
Players may now subjugate or demand the surrender of another player.
Changed:
Player home systems are guaranteed to have at least a food, a water, a level 1 and a level 2 resource spread over their neighbouring systems.
Planets now have drastically reduced extra income from planet levels higher than their native resource's level. This makes sending a water to a food planet no longer net ridiculous amounts of money.
Planets being captured can no longer use or project any of their defense.
UI Zooming has more steps.
Redid how the network handles object updates to be much faster for the host computer.
Planets now require a minimum amount of population in order to sustain a level. (ie, planets must have 2 population to be level 1, 6 population to be level 2)
Overhauled Orbitals content.
Reworked weapons to have a wider variety of viable weapons systems.
Improved support ship movement logic to handle a wider variety of fleet compositions.
Orbitals placed in planet gravity wells now orbit the planet.
Fixed:
Map generation no longer generates almost exclusively food and water near player homeworlds.
Capturing planets when low on supply ended up costing far more supply than indicated.
Machines with an intel gpu and a nvidia gpu should now automatically select the nvidia gpu.
Enhance could be used on Intelligence cards, but did nothing (now can't be used).
Null pointer exception after using a planet buster.
Statuses caused by systems (Name System) stayed after the object left the system.
Various issues related to renaming designs.
Popups could be clicked while under other UI elements.
Can no longer build ships with 0 command.
Multiplayer server list would sometimes permanently fail to load.
Weapons other than beams were not consistently firing.
Balance:
Massively reduce flagship maintenance cost.
Roughly doubled flagship weapon damage.
Very small support ship weapons have severely reduced range.
Star Ruler 2 Update - August 14th
Hello everyone! We just put out the latest stable branch Star Ruler 2 patch, incorporating the previous 2 weeks of changes and updates from our experimental branch.
Combat Effects and Weapon Skins
This build adds improved impact and explosion particle effects, with improvements to combat visibility up close.
You can now also choose one of 4 weapon skins for your empire, changing the appearance of your beams and projectiles.
In addition, the first bits of support ship behaviour made it in, and a fleet's support vessels will now move to better firing positions and to protect the flagship from incoming fire.
Governments and Early Game
As a precursor to our future Race Customization rework, we've updated your choice of Government to have a larger impact on your empire's early game progression.
Each player starts with extra goodies and a free fleet (or two!) based on their government.
We've also tweaked a lot of the early game resource curves, making Energy and Influence more useful to have earlier on and creating more varied starts.
Offers and Bribes
A new mechanic has been added to influence votes: Offers. Players can now freely offer up money, energy, fleets or even their own planets to try and garner support from other empires in a vote.
Note: The AI has not been taught how to work with this part of the diplomacy system yet. Stay tuned for future updates that will make the AI's diplomacy game better.
Full Changelog
Added:
Some additional auto-tools for assigning auto-imports to planets.
Right clicking a star lets you colonize all that system's planets at once.
Planets Tab mode to display used and total amount of surface tiles.
"Join via IP" button to multiplayer menu for direct connect.
Empires now need to make first contact before doing diplomacy.
Support ships move during combat, to block shots against their flagship, and to find an opening to attack their targets.
Empires can now put up various offers on influence votes to entice other players to vote their way.
Changed:
Tweak resource income curves early game to make other resources more useful earlier on.
Energy generation is now reduced the more energy you are currently storing.
Race "Government" choice now determines more about an empire's start, and gives a free fleet at the beginning of the game.
Improved ship visbility. Support ships are visible as models from further away.
Improved weapon and ship explosion particle effects.
Empires now have differing visual effects for their weapons.
Flagships can no longer stay inside stars indefinitely.
Improved performance in large galaxies where you have vision in many systems at once.
Swapped controls for issuing facing and 3D movement orders.
Changed a number of vote support cards to go along the new Offers system.
Balance:
Reduced income per money pressure from $100k to $75k.
Tripled support ship armor HP to match flagship plate armor.
Buff railgun damage output, especially on support ships.
Fix reactors not costing maintenance relative to their supply storage.
Increase overall supply regeneration rate.
Reduced maintenance cost of level 0 worlds from -100k to -80k.
Fixed:
Remants could end up wanting to fly to the center of the galaxy.
AI:
The AI wasted large amounts of money on redundant colonization.
The AI should manage multiple groups of fleets better.
Medium and harder AIs will jump their fleets to relevant targets in systems, sometimes.
Star Ruler 2 Update - August 2nd
Today's update features some behind-the-scenes improvements to multiplayer networking, as well as general stability fixes. We also have two new major features for you to play with!
Designs Sandbox
We've added a new game mode that you can start from the main menu. In the designs sandbox, you can spawn and control allied and enemy ships in order to test out your designs in combat.
Civilian Trade Network
The resources your planets are importing and exporting are now automatically carried across your trade routes by various sizes of civilian trade ships.
Killing an enemy trade ship awards you its cargo in bounty, and disrupting an enemy planet's resource shipments will bestow it with the "Blockaded" status, reducing its various productions.
Gevron Dreadnaught Hull
The first of the larger hulls for our new shipsets has been added in!
Full Changelog
Added: Designs sandbox game mode. Allows you to spawn and control enemy and allied ships to test out your designs.
Added: Civilian trade ships will now automatically ship resources across your trade lines and can be intercepted for a bounty and to decrease enemy production.
Added: Added new, larger flagship to the 'Gevron' shipset (First in the list).
Added: Designs can now be marked as obsolete, hiding them from most lists. Obsolete support ships will not be built by defense.
Added: Added console cheat to change AI difficulty (ch_ai_command diff )
Added: Added quickbar section to show fleets that are low on supplies.
Changed: Improved how the AI deals with damaged fleets, and fixed a bug causing them to protect systems that are no longer under attack.
Balance: Very small flagships with large amounts of supply are far more expensive now.
Balance: Significantly reduced benefits from Clear Water, and made it no longer work on Labor.
Fixed: The network library now scales to the available bandwidth, and a source of heavy packet loss was eliminated.
Fixed: Various crash fixes related to autosaves during combat.