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Lord of Rigel Week 3 Update

Greetings Lords of Rigel! We're a few weeks into post-release support and thanks to your feedback this includes additional performance tweaks, balance adjustments, and bug fixes.

This latest update includes optimizations for fleet data and unit caps for the player and AI. Critical fixes include player spy system calculations and fixes for cases where wormhole autoexplore could put fleets into loop. Additional adjustments to autoexplore to optimize system destinations when fleets have mixed fuel ranges such as with the Exile species start, are planned next.

Two adjustments to tactical are also in this update, system stars are in the background and adjustments have been made to the lifespan of projectiles. Weapons are physically simulated and early game PD weapons that missed their targets could devastate planets. This is still a viable strategy for fleets now closer to a planet and its defenses, but not from long range. While point defense kinetics can be effective as they don't have range penalties, shield technologies do absorb damage and make them much less useful in the mid to late game. Further adjustments on ranges for weapons that dissipate damage over time will also be done to limit weapons firing beyond their effective range.

Again, your save games and feedback have been invaluable. If you encounter issues please send a save to contact@rhombus-studios,net.


There's been several quality of life requests (fleet renaming, tactical warpout timers) since release which will be looked at further down the road as part of long term support for the game.