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Lord of Rigel News

Release 1.0 Hotfix #12

Change Log:

Ticket #2029 Fix for rare case where research complete would not appear on tech completion
Ticket #2030 Fix for case where starbase could be constructed after autocombat without starbase destruction
Ticket #2031 Fix for case of hard shields not functioning properly in nebula
Ticket #2032 Fix for case of premature combat end with starbases
Ticket #2033 Fix for rare case of building destroyed diplomatic penalty being higher than buildings on planet
Ticket #2034 Critical- Destroyed last planet of a faction end game order of operations
Ticket #2035 Critical- Rare case of split fleet failing

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.

Release 1.0 Hotfix #11c

Change Log:


Ticket #2024 Balance- Elder species threshold reduced to 4 from 6
Ticket #2025 Critical- Player spy calculation corrections
Ticket #2026 QOL- System stars and dynamic star color in tactical
Ticket #2027 Critical- Case where autoexplore could cause an infinite explore loop
Ticket #2028 Balance- Reduced PD projectile lifespan

Minor performance optimizations to late game galaxy menu and fleet data

Release 1.0 Hotfix #11b

Change Log:

Ticket #2021 Balance- NAPs don't trigger blockade
Ticket #2022 Critical- Space monster attacks on starbases allow for tactical or auto
Ticket #2023 Telepathy tooltip not tied to specific roll

Release 1.0 Hotfix #11

Change Log:

Ticket #2020 Critical- Case where destroying outposts for faction with no colonies not triggering military victory condition
Ticket #2019 Critical- Rare case of end game score causing softlock
Ticket #2017 Fix for case where ship designer system pulldown in main game did not always use best tech
Ticket #2016 Fix for case where RP treaties for dead factions could be calculated
Ticket #1980 QOL- Blockade event system wide