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Galactic Ruler News

Early Access Build 761 Now Live on Fasttrack

Our fastest turn around yet on a fasttrack build, and also one full of big changes! This build offers a first look at the game tutorials. We also completed work on the Merchant AI who will now trade with you to deal with the power shortages. You'll need to build a spaceport first. Also, the pirates will now actively try to capture vulnerable space units.

We actually recorded a video about some of the changes in this build;

https://www.youtube.com/watch?v=juwm02MjLRo

NOTE: The savegame format had to change to support these changes. Past savegames will no longer work. See the full changelog below;

  • Savegame file format updated
  • Fixed broken space combat from v.755 (Oops! Sorry)
  • First draft of Tutorials now available. Chapter 1 and 2 mostly working.
  • Pirate AIs reinforced for more aggressive capture attempts
  • --- Game Lobby options to customize Pirate capture responses.
  • Merchant AI trading implemented
  • --- Requires a Spaceport to be built on planet, AI factions build spaceports
  • --- Requires minimum 1 product set to import and 1 product set to export
  • --- Autotrade cannot turned off once enabled and you cannot ignore yet (Will be added to future builds)
  • --- Game Lobby options for other trade mechanics
  • Ability to attack enemy facilities using advanced orders
  • Backend support for unit and facility descriptions (will be visible in UI in a future build)
  • Backend changes to economy system for demand/usage scaling
  • Better AI understanding of power usage/needs
  • Code optimizations for performance
  • Updates to UI and graphics
  • Updates to equipment data
  • Localization updates (translation)
  • Refactor of particle system and VFX

BattleGoat Developer Blog

Our latest developer blog has been posted on YouTube.

https://www.youtube.com/watch?v=m1kE4nfSVBc&t=12s

We discuss recent changes to the economy and upcoming changes on trade and pirate raids.

Early Access Build 755 Now Live on Fasttrack

This new fast track build has an extensive change log. In part due to the fact that it took us longer to get his one out. We made some very large changes to how galaxies are created which took more time than expected. At the same time, we adjusted how the Power energy is balanced. Players will now find that their home world cannot generate enough power, they will need to expand or face product shortages. To off set some of this, we've added the ability to exploit asteroids and gas giants from the system level. These can be an important source of Power and Ore as players expand.

Expanding may also be more challenging as the AI is much more active now. Our last build exposed flaws in how the AI managed space travel. These have now been resolved and the AI is much more aggressive in reaching new systems. The AI's research routines have also been rebuilt so that it is better able to pursue its goals of space combat and expansion.

A number of visual changes are also included. The User Interface function and appearance have had lots of touch up. In the bottom right if the screen below the minimap, players can access the trade reports which now include a Supply Chain list, showing you where all of your commodities come from and go to. Some of our graphic effects have also been improved. And at the galaxy level, the lines connecting the various systems are now more dynamic to show information travel distance and valid paths.

We hope you enjoy these latest improvements and look forward to your feedback! See the full changelog below;

  • Game now starts at space level instead of planet level (because space game)
  • Game speed improved
  • Refactor of system generations, focus on Cluster. Spiral and Band work also, more improvements to come.
  • --- Experimentation underway for asteroid belts
  • Game economy rebalanced for energy resource
  • --- Power plants now require map resource deposits to exploit, no synthetic power until later in the tech tree
  • --- Default product stocks are set to 100 days civilian demand
  • --- Possible to exploit non-landable worlds for resources. Lava moons and asteroids for ore, gas giants for energy. Requires research to unlock facilities.
  • Supply Chain implemented, bottom right of user interface. Shows flow of commodities in/out.
  • Refactored facility placement and high ground placement in procedural generation
  • --- Pirate/Minor faction placement updated
  • Refactor of planet sizing, now stores 2 values, actual scaling in strength, equivalent size in profile size
  • Performance optimizations for galaxy shroud, system view and planet maps
  • VFX updates to visuals and performance
  • --- Ballistic shots updated
  • --- Shields updated
  • --- Explosions on planet updated
  • Updated AI unit weighting for build decisions
  • --- UNITWEIGHTING Specialty column (5) now weighs space specialties
  • --- AIParams BUILDSEQUENCE - added new specialty flag values
  • Updated AI research logic
  • Updated AI FTL ability and focus
  • Galaxy level FTL path lines mouseover color added
  • Galaxy level FTL unit path lines color coded for FTL range
  • --- Green: In range / Valid Target
  • --- Yellow: In range / Invalid Target
  • --- Red: Out of range
  • Fixed space units getting stuck on edge of impassable hexes
  • Fixed AI missions to colonize planets going off into oort belt, hopefully
  • Updates to right click menu system
  • New message response added - Set Survey Hotspot
  • Faction discovery fixed (space unit deploy bug)
  • Shroud option added to game startup settings
  • Option for ‘shareable music’ added to game options, will use \Musicn\ folder instead of \Music\
  • Music looping callbacks added, set up for alternate music tracks
  • Shields Tech Effect (232) now used for determining if shields are used
  • Shield strength as percent of total now shown in unit popup and tooltip
  • Weather system removed from game - no longer part of the design
  • Fixes to MP Sync and lobby hosting/creation
  • Online Menu button remains gridded if Steam user not logged in
  • Updated HUDs filter to no longer hides planets and systems
  • Various Equipment, Graphics and UI fixes


BattleGoat Developer Blog

George and Chris talk about upcoming changes to the economy model and electricity generation.
https://www.youtube.com/watch?v=ldzE24ucWpg

BattleGoat Developer Blog

Watch the latest developer blog with Dylan Bassett, Programmer.

https://www.youtube.com/watch?v=MPV3rwxnOOY

Dylan talks about the various types of galaxies the game will be able to generate and a bit about how the AI takes actions in the game.