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Galactic Ruler News

Patch Notes for Update 682

Update v.682 has been posted:

  • Surveying system for planets added
  • -- Tech tree rebalanced to accommodate this change
  • -- Survey progress shown in unit order text
  • -- Unit specialty added to popup, unit lists
  • -- Alerts and notifications created
  • Pending lists merged back to Researching/Building lists.
  • Fixed ship model assignments for various races
  • Fixed colony ship build times
  • Added models for In-System colony ships
  • Removed loyalty from space levels
  • Minister suggested location for space dock fixed
  • Various UI and graphics fixes

Galactic Ruler #GRQ's

The BattleGoat Development Team has been listening closely to player feedback, comments, questions and suggestions during our Early Access period. Join us as we answer some of the Galactic Ruler Questions form our community, announce the winners of our Player Swag giveaways, - and maybe ask your own #GRQ questions too!

https://www.youtube.com/watch?v=DeTMAsZBMMA

https://www.youtube.com/watch?v=C5EeTss3lHA

https://www.youtube.com/watch?v=hk8XAy97YGY

https://www.youtube.com/watch?v=5_11F6TMLT0

Galactic Ruler Early Access Update - Build 669

Build 669 is now live in the public branch for all Galactic Ruler players!

Players that opt-in to the fasttrack branch have already seen these changes.

Change Log:

  • FTL ships now require FTL charge and must spin up to jump
  • Unit Popups redesigned. Actual/Design split for both planet and space units
  • -- Stats reorganized. Stacked to show current under maximum where relevant
  • -- Cargo list accessible in popup. Units in cargo can be selected
  • Scale of map upgrade graphics increased, rework begun with grid graphics
  • Single player and Mutliplayer lobby graphics and layout redone
  • -- Number of AI selectable in multiplayer lobby fixed
  • ---Random faction select in multiplayer lobby fixed
  • Added lobby option for starting tech level lobby option. Pairs with starting tech level value in faction data
  • -- Tech tree option of "don't include in starting techs"
  • Ballistic VFX Update
  • Improved Explosion VFXs
  • Game Fonts improved, caused one type to be too large (fix pending)
  • Fixed potential crash for missing fonts
  • Upgrade Components applied on reserve/research completed
  • Alert messages list on right click fixed.
  • Game elements/filters reordered for logical progression planet/system/galaxy
  • Two more loading screen illustrations added
  • Unit orders now include an option to "add to battlegroup"
  • Listbox clipping fixed
  • Wordlist and string clipping now works/intersects/flushes correctly
  • Holding down SHIFT and CTRL while program starts will reset graphics if not Native Resolution
  • -- Forces Windowed and Scale 1.0
  • UI fixes for atmosphere and planet size icons and tool tips.
  • Added alternate terrain textures drawing, uses terrainset value
  • Various UI fixes and graphic improvements
  • Emblem not shown on ships if no owner/flag
  • Unit Tooltip UI updates begun, still in progress
  • More scale of map upgrade bits rework
  • GUI Scale Implementation work completed, see Graphics Options
  • FTL spin/jump Effects updated, VFX added
  • Updated drawing of models (no flicker on planets etc)
  • Restored On Map notice clicking
  • Number of AI in lobby fixed, will change on galaxy size change
  • More Unit Popup design improvements, still in progress
  • Fix Minimap Galaxy Level star sizing
  • Minimap Draw improved for position of planet/star
  • Space level properly shows ship path lines
  • Some performance improvements on UI drawing
  • Save game triggered on player lost
  • Help Highlight Circle now fades in/out instead of rotation
  • Tech effect descriptions for 500 to 755 now supported
  • Fixed calculation of systemupgrade in Units


Our team continues to work hard to implement new features and work on the suggestions and feedback that we receive from our players. Thank you everyone for your support, especially in this past crazy year, and watch for more updates very soon!

-- The BattleGoat Studios Team

Galactic Ruler Early Access Update - Build 659

Early Access Build 659is now public! Users on Fasttrack will have already seen these changes.

Change Log:
  • Savegame file format changed, saves before 659 will not do combat properly in the new version
  • Added feedback for outdated savegames
  • Path codes update - waypoints damaged, will be fixed for next update
  • Reduced research time on some very early technologies
  • More techs added, prerequisites and descriptions updated
  • -- Fix to tech tree where blank techs might appear in the list
  • -- Translation updates
  • Technology system for upgrading unit status expanded for the new attack/defense types
  • -- Also refactored somewhat
  • Added birthratebase, deathratebase to control population growth
  • -- Zero is valid value, so if missing no births/deaths
  • Fixed crash in next/previous arrows, top left corner
  • Galaxy level path lines and FTL distance indicator added
  • Nav points system, fixes and improvements
  • More Engineering ship models
  • UI updates and fixes
  • Fixes to Engineers building space docks
  • Adjusted icon priority for inhabited system vs. unexplored
  • System HUDs on planet support different space/planet owners
  • Fixes to combat system
  • Improvements to the combat VFX system
  • Better UI support for undiscovered/discovered/explored planets and related data
  • Fixes to planet profiles and properties
  • Steam username support expanded; incompatible characters now replaced with dash
  • -- Player and session names truncated to 12 chars to keep filenames shorter.
  • FTL Distance returned to normal (was previously made longer for testing)
  • FTL Tech effects to extend range implemented, techs using this will be in the next update.
  • FTL range and charge mechanics set up on the back end
  • Galaxy level minimap improvements
  • Migration locked down to planet.
  • New faction data supported for birthratebase, deathratebase in .CVP file
  • Back end changes to Events system started
  • Refactoring of some internal player variables
  • More back end work on spaceship upgrade components
  • Fixes at lobby level for setting number of AI opponents
  • Fixed some of the limits on factions must be discovered to interact with them
  • Displayed date/year end fixed (for real this time)


Congratulations to our "Community Stars" for the last two weeks of Early Access release, they will both be receiving a package of BattleGoat Swag to enjoy:
Average Gamer Infinitum Gamer


Sorry about any Galactic conquests disrupted by our save game format change - we will try to minimize changing our data structures in the future but some new features require new game file formats.

Thank you to all our players and fans for the comments, suggestions, bug reports, feedback, and encouragement as our team works hard on expanding and improving Galactic Ruler during the Early Access release.

-- BattleGoat Studios Team

Galactic Ruler Video Tutorial Part II

[previewyoutube][/previewyoutube]