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Lord of Rigel - Roundup #16

Hello Lords of Rigel,

We were a little off on when a patch was going to get out this week past week. The good news is that it is bigger than we expected. Players should be seeing improved diplomacy calculations and ship designer now has a range calculation for weapons that will give you a general sense of weapon range for each weapon applied. Additionally, be on the lookout for other bug and UI fixes.



This week we are going to try and finally get to what we discussed last week, which finishing up the last of ship designer fixes and moving into automated ship design refactoring, fleet movement refactor, and hooking up the elements of savable build queues. This will let players create and save build queues which should allow for easier colony management. Players should see an updated build queue menu that now has these elements in place along with some improvements to the overall UI in build queue.

As always, we want to be sure to address everyone’s bug in the timeliest way possible. In order to help us do that we ask you to please either post on the forums, reach out to us via Discord or send an email to [email protected]. With these reports a saved game or clear steps to reproduce the bug are critical. It helps us more quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.

Last week we shared some plans for the immediate future for patches. We also have a general timeline for what to expect for us to close out Early Access 1, 2 and 3. For Early Access 1 players can expect the following:

• Ship Designer refactor
• Build Queue load/save
• Hot Key refactor
• Tutorial system refactor
• Economy refactor
• Turn management refactor
• Galaxy menu refactor

These systems will pave the way for our work in Early Access 2 around the AI and other systems. More things may pop up in Early Access 2 as we continue to get more player feedback. We encourage players to share with us quality of life or features that you would like to see in the game as we can begin working to scheduling these into Early Access phases as time allows.

As always, we appreciate the feedback, conversations, and support from all of you. Until next time!