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Supreme Ruler 2030 News

Update Build 1343 Live on Fasttrack

Over the last few months, much of our effort has been focused on the engine work required for the zombie and infection mechanics that will go into Supreme Ruler Global Outbreak, but we've also gotten many engine and content fixes done as well.

The most significant fix in this update was a focus on aircraft movement, banking and travel range calculations. We believe we've now resolved the majority of the engine issues that could cause aircraft to crash.

For modders, you can now assign land units to regions without any barracks and the engine will scatter units based on population in the region (larger cities first). We're not entirely sure how useful that will be, but some of the mods have been trying some very innovative ideas, so we wanted to make that possible. Air/Sea already look for the nearest airfield/pier if there was no reserve facility for them.

Here is the full list of changes

    Adjustments to aircraft turning radius / speed / return to base code, resolves most aircraft crashing issues.
    Ongoing engine work for zombies and other infections
    Fixed 24h/48h-delay on response to air/sea transport commands
    Fixed bug in purchase units from markets code, could cause strat pool effects
    Fixed iconography for unit orders buttons UNI1_LB1
    Fixed ‘units in battlezone’ count code error
    Fix for random ages of leaders if no age or birthdate provided
    Internal fix for submarine missile platforms
    Fixed issues with game start gamespeed / messaging (time 0 messages)
    Changed diplomacy rejection of treaties when showing green for acceptable
    Significant updates and fixes to events code
    - Fixed Event 46 Victory / Loss to handle losses correctly
    - Event 45 condition 27 fixed for newly loaded savegames
    - Events 60/61 only send emails if the events become true
    - Implemented condition test 101
    - added ‘inregionunits’ to track regions where units are deployed (ie proxy/ally etc)
    Adjusted dispersion code to account for city size
    Refactored ‘regioncolor’ code; colony showing parent colour now reverts
    Fixes to South Africa CVP influence values
    Containers (incl urban cities) are now considered non-resv land ‘ports’, for disbursing units etc during cache creation
    Forcing screen refresh when guislide / email popup is called (paused case)
    Loading savegames is back to starting paused unless setup speedlocked is on

    SR2030 Update Build 1335 Live on Fasttrack

    This update represents incremental improvements to the game engine and content while work continues on SR Global Outbreak. Leader events also needed updates since some of our previous guessing can now be replaced with actual election outcomes. Leaders in 2025 and 2026 still represent possibilities or random leaders, we hope to keep updating those as time moves on. 2030 leaders are pure fiction or fun "what if" moments.

    Here is the full list of changes

    • Engine changes for further MP sync stability, testing ongoing
    • Major review of leader change events from 2023 to end of 2025. Some new leaders added.
    • Update AIParams file from senior community members
    • Fix to start button gridding after host transfers file even when other players are ready
    • Fixed possible issues in WMData progression over multiple eras
    • Modders can now adjust unit "rate of turn" to experiment with different rates of banking for units
    • Modders can change the hotkeys to make WASD move the map
    • Updates to 3D terrain option resetting when resetting options
    • Further engine updates related to zombie mechanics and infection mechanics for SR Global Outbreak
    • Changes have been made to the 1936 events with the goal of improving AI behaviour to global events. Work ongoing with this ticket.
    • Caches updated for all eras.
    • Minor updates to various game data files


    In case anyone is curious about the progress for Supreme Ruler Global Outbreak, we recently posted a video about our progress so far;
    [previewyoutube][/previewyoutube]

    Supreme Ruler 2030 Update 12

    We've posted fasttrack updates over the last few months that made changes and improvements. Our latest fasttrack seems like a stable build and a good point to update all users to the latest features and content.

    Some of the changes seen in this update are part of the work to develop our next DLC, Supreme Ruler Global Outbreak. Some of the work done impacts the whole game engine so is being provided to all versions of the game. Additions to the tech tree and a new set of migration controls are probably the easiest additions to spot, but there are also some other engine improvements gained from the ongoing work. If you'd like to know more about the tech tree additions, check out our latest Feature Highlight on YouTube.
    [previewyoutube][/previewyoutube]

    Work has also been done on multiplayer synchronisation. We've made a few fixes that should greatly increase stability, but we will continue to look at improving this. We've been able to successfully run tests with stable multiplayer for 2-3h at a time. We've also verified that hosts can put everyone back in sync by reconnecting and transferring their savegame to all players. Again, work on this will continue.

    Update v.1324 Full Changelog

    • New migration system, controls added to the State department
    • Tech Tree expanded in the 2020-2040 medical, science and social techs with various associated changes. 15 new techs added.
    • Strategic Bomber attack values vs. facilities increased
    • 1914 Airships moved from Class 7 (helicopter) to Class 12 (Strategic Bomber) to better align with AI behaviour (change still under review)
    • 1936 aircraft models, static propeller objects removed
    • 1936 aircraft, added missing generic textures from some aircraft
    • Various 1936 events updated
    • Map fixes for battlezones and cities on water across all eras
    • New leaders added for modern, some political values corrected for various leaders
    • 1936 Fixes to assigned leaders
    • 1936 minor fixes to scenarios
    • 1936 minor orbat fixes
    • Fixes to some alert message and objective texts
    • Fixes to style of text at the game lobby
    • Fixed expanded panel build at minister location
    • Minor fixes to equipment list
    • MaxFlagShow value moved from Options.ini to UISettings.csv so it can be modded
    • Minor UI fixes
    • Further updates to birth rate system, review cycle of this feature is complete
    • UI feedback about unit refits and unit upgrades improved. Buttons now have tooltips before alternate or next unit type have been researched
    • Minor improvements to lower right facilities list UI
    • Minor map updates for modern maps
    • Messages added for colonies that are trending towards rebellion (frequency of messages stll being reviewed for too often/not often enough)
    • Leader event updates for modern maps
    • Fixes to espionage system when using priority and focus vs. region
    • Changed to InterlockedIncrement on CmdQue ID to resolve MP Sync issues
    • Treaty weight for Resource Status treaty adjusted for easier commodity trades.
    • Refactored consideration of Sphere value in diplomatic evaluation by AI, more weight given to being in same sphere
    • Added Scrap/Sell to right click list of units in bases
    • Refactored internal variables for loss counters etc
    • Various engine updates related to upcoming DLCs
    • Minor localization and text fixes
    • Fix to Condemn Wars button in popup
    • Fix to tall version of Espionage panel
    • Fix to "build" button in list of facilities for building
    • Fixes to assigned region codes 1936 era
    • Updates to equipment file and unit pictures
    • Fix to Tech Buff system
    • Added Tech Effect icon to Tech Popup. We hope to expand this to other areas
    • Fix to the function of the automate units button in the orders panel
    • Fixes to Strategic Targeting UI elements
    • Fixed Brazil boat names for special characters
    • Fixes to Italy start 1936, troops and territory in Ethiopia
    • Adjustments to 1936 events set to improve AI actions (work ongoing)
    • Land production capacity in 1936 start Increased for Japan and Germany, decreased for China
    • Updates to starting techs and starting unit designs for 1936
    • Updated Engineer unit region availability and made known to China in modern maps
    • Fixed 3D model for Admiral Hipper, 1914

    Supreme Ruler 1936 Remastered DLC Released

    The Supreme Ruler 1936 Remastered DLC is now available!

    Play through Campaigns, Scenarios and Sandboxes from our original 1936 release, with the addition of new game features from the Supreme Ruler 2030 game engine including improved graphics, AI improvements, new features in Espionage, Diplomacy, the Tech Tree, and much more!

    All Remastered Content is available as part of our Expansion Pass, or can be purchased individually as a DLC package.

    https://store.steampowered.com/app/2702500/Supreme_Ruler_2030_Expansion_Pass/

    https://store.steampowered.com/app/2878240/Supreme_Ruler_1936_Remastered_DLC/

    Supreme Ruler Development Update

    Curious what we've been up to lately? We just posted a Developer Update on our YouTube channel. You can check it out here;

    Also - Release date announced for SR1936 Remastered, Aug 1st 2024!

    [previewyoutube][/previewyoutube]