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Lord of Rigel - Roundup #34

Greetings Lords of Rigel!

We appreciate the feedback on the initial EA2 release. This patch works in feedback including an AI order system for when ships are under auto combat in tactical.

Selected groups can be set to Chase (head to target), Circle (try to orbit target), Strafe (pass by attack), or Evade (keep distance while engaging). For finer control and positioning we still suggest using pause and manual orders.

Based on your feedback we’ve also added in the system sidebar to colony view (Image 2). A breakdown in the fleet engagement UI with attacker and defender ships has also been added based on comments (Image 3). And, we’ll be working more on auto-explore and expansion AI. Your save games (Image 4) have been incredibly helpful in narrowing down issues and being able to test different late game scenarios. So, a huge thank you for that!

QOL/Balance:
• Tactical autocombat AI orders (Chase, Circle, Strafe, Evade)
• System sidebar in colony view
• Fleet ship breakdown in fleet engagement UI
• Tuning AI diplomacy asks rates
• Build queue moving items up/down queue

Bugfixes:
• Purchasing production fills current production of item in UI
• Subspace conduit filtered in build menu when building a stargate
• Fixed instances of build queue clearing based on fleet orders
• Gifts and stolen technologies do not lock out research from field if not researched yet
• Warp core breach AOE fixes
• Spy scrapping displays BCs returned on same turn
• Partially scrapping a fleet updates maintenance costs on same turn

Upcoming adjustments:
• AI auto-explore optimizations
• AI expansion optimizations

EA2 coming features:
• Elder Races
• Doomsday Clock
• New militia ground units

EA3 features will include:
• Custom Species
• Research Victory
• Grand Menaces
• Legendary Galaxies (1024 stars)

Instead of a deep dive this week, a question for the community: What do people want to see in tactical as “space terrain” in addition to the existing nebulas and planet rings?

Image 1. Autocombat Options in Tactical- Chase, Circle, Harry, Evade (AI debug shown)

Image 2. System sidebar in colony view.

Image 3. Adjustments to engage forces UI.

Image 4. One of your saves!

Let us know what further changes you would like to see or if you have encountered any technical issues. Please post on the forums, reach out to us via Discord or send an email: [email protected] Saved games and 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/.


And again, please let us know What you want to see in tactical as “space terrain” in addition to the existing nebulas and planet rings?

As always, we appreciate the feedback, conversations, and support from all of you!