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Galactic Ruler News

BattleGoat Developer Blog

Two more developer blogs have been posted. Check out the discussion with Ceagan on how we're working to update the visual effects for the game and also hear from Dylan about the new feature - Galaxy Shroud.

https://www.youtube.com/watch?v=Bn1oM8blk98

https://www.youtube.com/watch?v=2ZuNabZmUUI

Let us know if there's anything else you'd like us to talk about!

Early Access Build 731 Now Live on Fasttrack - AI has arrived!

Our latest game update includes a number of significant milestones for the game, most notably the AI will explore and expand within their system. It is still capable of exploiting and exterminating if it sees the opportunity, the understanding of planet level is inherited from existing game engine features. But wait, there's more!

The capabilities of the AI can be used by your units. If you allow space unit initiative, some "survey" hotspots can automate some of the exploration tasks.

The galaxy level is now "shrouded". You can only see system on the map that you can reach based on your FTL range. This makes exploring the galaxy have more of a progression than before. Because of this change, the minimap at that level defaults to hidden, and may go away completely depending on player feedback, we're not sure how necessary it really is.

Pirate factions have gotten an upgrade. They have a bit more variety of ships and unique models for pirate factions.

Multiple galaxy types are now available when starting a new game. Some of these may give you some strange results, we're still balancing/adjusting how they work. Cluster and Spiral are the most reliable for a good experience. More work to come.

And that's just the changes we're most excited about. See the full changelog below;

AI for explore and expand added. Works for AI factions and player's governors/unit initiative
AI Request responses at space implemented
AI Rulers now turn on space units auto build properly (hopefully)
Externalization of AIParams (moddability of AI responses)
Galaxy shroud added
--- minimap now defaults off
--- FTL path lines now start from explored systems only
Added options for Galaxy Type at game start
Pirate ship inventory updated (orbats)
--- Equipment entries updated, expanded to 3 ship types
--- Pirates now have their own unique ship models
Galaxy generation optimizations for start of game, fixes to Battlezones
Galaxy generation refactored for better design of galaxies. Some types still glitchy
Visuals and labels for planet sizes implemented
Function of double clicking a unit in the Command list is now a game option for Center on unit / Technical Readout / Both. Pulldown in game options.
Added technology requirements to unlock shields and other techs
Shield particle effect, only exists when target is alive, moves with target
beam-only space units will now fire properly
Space units with no energy/ammo will no longer try to fire
Adjustments to when shields "go down" energy level calculations
Beam weapons won't fire with energy/fuel < 10%
Atmosphere fixes, colonize limitation fixes
Fixed incorrect system name in system theatre controls menu
Fixed Survey order sometimes doesn't clear when completed
Realigned military and diplomatic priorities in theatres menu
Merchant marine equipment IDs now set per faction in .CVP, overrides WMData values
Various UI fixes

BattleGoat Developer Blog

Watch the latest developer blog with Lead Programmer George Geczy.

https://www.youtube.com/watch?v=MVSzSPoc5y0

We can also confirm that the basic AI functionality for system exploration is working, but still being tested. We're also trying to validate a build for a new FastTrack push to let community members try out our latest changes, and there are some notable additions coming for the next update, be sure to check out the changelog when the next FastTrack goes live!

Early Access Build 724 Now Live on Fasttrack

Our latest Fasttrack build finally fixes the pathing of air units and actually makes it better than before! We've also got lots of UI improvements and more 3D models. Something for everyone in this update.

Fasttrack v.724 change log:

Fix issue where air units were subject to ground weather movement penalty
--- Air and naval units now get precipitation penalty instead
Air unit and space pathing improvements, order clearing improvements
Added support for "banking" of fixed wing aircraft in unit move animations
Fix weather movement penalties; also heavy storm is greater penalty land/air/sea
Update unit orders, better show order destination
Space orders (ftl, launch, drop) allowed for right-click move to orders
Drone fuel and movement range increased
Fixed unit retreat issue where wrong hex evaluated
Fixed VFX graphics glitch while game is paused
Redesign of Alerts UI so multiple categories can be shown simultaneously.
--- Shift click to see only selected category
Game will now pause on peace offer, message will open
Space docks now have cargo capacity, reserving space units will unload cargo into space dock
--- Solves units in space but new problem created of how to view/access cargo...
Map notifications bound to their relevant levels
Galaxy Profile/Settings data structure changed
Planet profile updates, new terrain set added for better swamp+jungle type planets
Rebalanced landmass lobby setting to have a greater effect on sea level
Added support for Construction Crane, two values, planet/system 3D models
Added Corvette ship models for all races. Command ships in progress.
Added "Offer Peace" function in UI, similar to "declare war" for ease of sending offers
Various graphics and UI improvements
Code clean up for saving/loading and navigating lobby screens

Galactic Ruler Development Blog

A brief look at some of the ongoing work for expanding the number of unique ship types in the game.

https://www.youtube.com/watch?v=b0KhudTkkE4&t=3s