New Leaders, Technologies, Optimizations, and Quality of Life Improvements
What's in the next update?
Greetings Lords of Rigel, the next update is coming along and to give a sense of what to expect with the next patch it's a combination of bug fixes and new quality of life features requested.
Bugfixes:
- Fixing cases where fleets can have very long travel times
- Leader system experience UI display fixes
- Turn stall fix for cases where all leaders in pool are dead, hired, or not present (fixes a tutorial issue, some end games, and older games)
- Housing bonus in tooltip display no longer disappears on a turn when population increases
- Fixes for cases where subspace conduit wasn't filtered correctly in build queue

Image 1. Fixes for leader experience display
Tweaks/Optimizations:
- Minor optimizations to end turn and economy processing time
- Minor AI improvements and optimizations
Quality of Life Improvements/Features
- Random button in new game to set new seeds
- New leader that also helps with bad Uncreative game starts (no fuel techs, no good systems in range)
- New technology (Xenomanagement, adds an additional leader slot)
- Income breakdown when clicking on bottom bar
- Lost colony GNN event occurs before new colony prompt
- Empire tutorial UI has additional information on leaders

Image 2. New Random Seed Option

Image 3. New Leader

Image 4. Xenomanagement Tech
While it may still be a bit of time before this update rolls out, your save games and feedback have been useful in optimizing the game and adding more quality of life features.
Feedback and bug reporting?
If you encounter any game breaking issues please send saves to contact@rhombus-studios,net