1. Galactic Ruler
  2. News

Galactic Ruler News

Galactic Ruler Developer Blog

In this video we share about a new feature - Space Pirates!

https://youtu.be/35rjQihqv88

Galactic Ruler Developer Blog

This blog is from last month. We're still working on these concepts of colonization, population growth and economy scaling. If you have some thoughts, we'd love some feedback.

https://youtu.be/T-tPtLgRm64

Galactic Ruler Developer Blog

This developer blog was actually posted to YouTube in May, but we feel behind on reposting things here (sorry!). We'll be posting a few videos in quick succession to get caught up.

https://www.youtube.com/watch?v=hIyYgykGcpU&t=160s

Early Access Build 706 Now Live on Fasttrack

Note that this build has changed the SaveGame file format - games saved in prior versions will not load into this version.

We forgot to announce build v697 in our events, so it's change notes from the forum are included as well.

Changes from Build v.697 and up to v.706:

  • Savegame file format updated (hopefully the last time for a while)
  • Space Pirate Factions added
  • Planet Atmosphere's now limit colonization if not the proper type, design still in review.
  • --- Most races need Earth Standard, more feedback needed for incompatible atmos
  • --- Planet Generation system updated to accommodate these changes
  • Warning message for version mismatch on savegames
  • Multiplayer lobby generate/start functionality adjusted
  • AI improvement, understanding planet/system levels for response to action request
  • AI improvement, now also considers aiinterest of leadsto[] techs when selecting research
  • AI will look at all categories for next best tech (cabbesttech)
  • Multiplayer map ping function added to right click menu
  • Support for techs that are accessible to only specific regions
  • --- If blank, accessible to all
  • --- First pass of techs for race atmosphere requirements added
  • Defaults for Maximum zoom in, space path lines updated (reset options to see changes)
  • Terrain types updated for "alien" world tests (pink grass) - still in progress
  • Another set of 20 air unit models added, used for four of the races.
  • Ongoing backend change to Theatres, BattleZones
  • Rules of Engagement UI improved to be in sync with unit selections
  • System upgrades no longer applied to deployed ships on game reload
  • Refactored Mousemove() to eliminate mouseover glitch
  • Fixes to orders system
  • Fixed Rally Points at system level
  • Fixes to Survey and FTL orders
  • Fixed space autobuild to work even if no planet autobuild is set
  • Update ParticleSystem to prevent too many particles from causing crashes
  • Fixed crashes in loading games, in combat, in research UI, with space units on planets
  • Internal optimizations to main menu and starting lobbies
  • Timing for 3D effects updated
  • Visuals of stars in UI fixed
  • Final survey ship models completed, each race has a unique survey ship model now.
  • Ongoing unit stat balance improvements
  • Newsitem updates and fixes
  • Tech Tree updates
  • UI graphic and layout updates
  • --- Font updates
  • --- Defense Department layout
  • --- Alerts list style
  • --- Minimap information panels
  • --- Filters and Elements
  • --- Extensive revision on UI backgrounds so panels line up properly, layout fixes
  • Backend change to Theatres, BattleZones - support for space/planet
  • Maximum supported systems in galaxy increased to 1024, landable planets in system to 64
  • Navpoints cleared on game release (reload etc)
  • Cleanup of unused old textures
  • Various UI fixes, newsitems fixes and graphics fixes


Be sure to let us know what you think of the latest update!

Early Access Build 690 Now Live on Fasttrack

Note that this build has changed the SaveGame file format - games saved in prior versions will not load into this version.

Changes in Build 690:

  • Savegame file format updated
  • --- Nav Points now kept in savegames
  • --- Research techs now support two "leads to" values (teach players A goes to B eventually)
  • More techs added to research
  • Idle Survey ships and drones will automatically survey their hex if needed if unit initiative > none.
  • Major rebalance of all combat stats for space units (Cruisers no longer OP)
  • Hotspots system design updated, space hotspots given separate meaning
  • Fixes to unit order clearing when given orders by players (for units that keep retreating)
  • AI work on understanding open space for pathing (in progress)
  • Fixes to AI adding units to production queue (improved, but more fixes coming)
  • Units can have upgrade components offset if researching later in the tech tree (not used yet)
  • Function of centering when clicking on flags updated slightly to focus location before changing levels.
  • Various alert messages added (surveying, space dock built, etc.), support for more message types
  • Back end improvements to land taken by lack of supply system
  • Back end work for Theaters/Battlezones for AI
  • Govtype update, extra fields added. See gamepedia page
  • Equipment file fixes
  • Translation updates
  • More ship models (survey ships)
  • Various UI/Graphics updates