Lord of Rigel - Roundup #10
Hello Lords of Rigel,
Here we are at another update. This week have been very busy with some extensive refactoring of ship designer and numerous bug fixes. Hotfix #22 provides you with quite a few core upgrades. The import/export system has been greatly optimized and is now updating within the same turn. If a colony is starving and a player updates food production they will see those results instantly rather than waiting a turn and losing additional population. This change will cause older saved games to have some issues. We recognize that this is several updates in a row that there are issues with old saved games, but we believe that this sort of core updates are critical to get Lord of Rigel ready for version 1.0.
Additionally, you will see the beginning of the ship designer refactor begin to take shape. The code for this system has been optimized, which should result in minimal lag when updating ship design parameters. Also, players can now view all of their designs from within ship designer. Players should also see some additional tooltip information for population and additional improvements to auto resolve that should provide more accurate results. There are additional bug fixes as well on tickets reported by our internal QA testing and by users.

The forums this week have been lively with some great user conversation and we really appreciate it. One thing we are seeing lots of reports about issues with things appearing to have delayed reporting in game by a turn or two. We want users to continue to report these issues and we believe a lot of these stem from some issues with turn potentially missing some data processing functions. As we said last week, we will have a plan for upcoming fixes that include:
Refactoring these pieces of code will help us begin to optimize turn and then it will be easier to understand why we are seeing some random turn misbehavior. We have yet to establish a pattern to this, but if you are seeing patterns please report them to us. Users will likely also notice that despite our initial efforts to put our fixes twice a week that our cadence has slowed to weekly. This is due to the large code refactors of big systems that are taking additional time. We want to ensure when a hotfix is released that it is not introducing additional problems even if they are ones we know about. We appreciate your patience around this.
As always, we really appreciate the feedback and support from all of you. Until next time!

Here we are at another update. This week have been very busy with some extensive refactoring of ship designer and numerous bug fixes. Hotfix #22 provides you with quite a few core upgrades. The import/export system has been greatly optimized and is now updating within the same turn. If a colony is starving and a player updates food production they will see those results instantly rather than waiting a turn and losing additional population. This change will cause older saved games to have some issues. We recognize that this is several updates in a row that there are issues with old saved games, but we believe that this sort of core updates are critical to get Lord of Rigel ready for version 1.0.
Additionally, you will see the beginning of the ship designer refactor begin to take shape. The code for this system has been optimized, which should result in minimal lag when updating ship design parameters. Also, players can now view all of their designs from within ship designer. Players should also see some additional tooltip information for population and additional improvements to auto resolve that should provide more accurate results. There are additional bug fixes as well on tickets reported by our internal QA testing and by users.

The forums this week have been lively with some great user conversation and we really appreciate it. One thing we are seeing lots of reports about issues with things appearing to have delayed reporting in game by a turn or two. We want users to continue to report these issues and we believe a lot of these stem from some issues with turn potentially missing some data processing functions. As we said last week, we will have a plan for upcoming fixes that include:
- Fleet Combat Auto Resolve System
- Generalized Code Clean up i.e., removing deprecated code and clean up data
- Refactoring and centralizing ship designer and auto ship design
- Fleet and Fleet Movement Refactor/Optimization
- Economy refactor and optimization in 3 phases – Population, Colony Level, Empire Level
Refactoring these pieces of code will help us begin to optimize turn and then it will be easier to understand why we are seeing some random turn misbehavior. We have yet to establish a pattern to this, but if you are seeing patterns please report them to us. Users will likely also notice that despite our initial efforts to put our fixes twice a week that our cadence has slowed to weekly. This is due to the large code refactors of big systems that are taking additional time. We want to ensure when a hotfix is released that it is not introducing additional problems even if they are ones we know about. We appreciate your patience around this.
As always, we really appreciate the feedback and support from all of you. Until next time!
