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Lord of Rigel News

Early Access 2 Patch 2023.3

Ticket #1591 QOL – Persistent Custom Skirmish Designs
Ticket #1593 Tactical Engagement options fixes
Ticket #1594 Fleet strength and maintenance cost update when partially scrapping a fleet fix
Ticket #1595 Scrapping spies updating treasury on same turn fix
Ticket #1598 Build queue filter for stargates and subspace conduits
Ticket #1599 QOL – System view sidebar in colony view
Ticket #1601 Purchasing production cost fraction fixes
Ticket #1602 QOL – Show attacking and defending ship in Engage Forces menu
Ticket #1603 Selecting multiple ships in tactical fix

Lord of Rigel - Roundup #33

Greetings Lords of Rigel!

We appreciate the feedback on the initial EA2 release. This patch includes a number of fixes to issues reported by you and some minor quality of life and balance changes.

Bugfixes:
• Tax slider update on scene change
• Planets menu wormhole explored system fix
• Adjusted galactic council vote display
• Reduced subsistence tech fix for lithovores and mechanoids
• Balance of power and feudal cost fixes for custom ship designs

QOL/Balance:
• Target damage number display in tactical
• Scrapping at outposts and scrapping larger ships if a starbase is absent
• Adjusted galactic council vote display
• Reduced cost for direct upgrade buildings if a lower tier version is present
• Smarter population focus use for Lithovores and Mechanoids
• Faster torpedo refire rate

EA2 upcoming quality of life improvements:
• Tactical autocombat AI orders (Chase, Strafe, Circle, Evade)
• Tactical formation rotation hotkey. (currently only right mouse button)

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)

For our deep dive, we’ll look into LoR’s AI structure.

One ongoing joke is that in “4x games one of the Xs is for Xtremely bad AI.” In the end AI in games is an illusion for a player. The AI is intended to give the illusion of a player and one that provides feedback so that players can understand what its goals are. We didn’t want to make the AI solely designed to “win” as an AI focused on optimal outcomes can seem erratic as goals change and a more human like neural net AI is challenging to troubleshoot.

At the highest level we have species AI archetypes that get determined (Balanced, Diplomat, Honorable Warrior, Balanced Warrior, Cold Warrior, Isolationist, Spy). For example, diplomats try to be friendly and make treaties. Honorable Warriors stick to treaties and fight when slighted. Cold Warriors focus on using spies and aim for “tit for tat.” Each species is weighted towards certain archetypes. The species tooltip in diplomacy shows the leader personality and a breakdown of their high level AI behaviors.
Below the high level archetypes are personality templates that determine how the AI engages each part of the game. There’s a high level goal (Coalition, Domination, Elimination) and different approaches to Economy, Expansion, Diplomacy, Military, and Espionage. Coalition AIs try to make large alliances to win the game. Domination AIs are focused on maximizing their economies as much as possible, and Elimination AIs are focused on removing other species from the game. These are then fed to empire and colony level AIs.

The lower level AIs use what are called utility scores. They assess known data (planets explored, fleet strengths) and weigh that data with their goal type and personality. Some randomness is also added in some utility scores to help break ties. Overall, this means that decisions about picking planets to expand to might be similar (looking at minerals and what climates are best for a species) but how much to expand or where to expand (further out or closer in) will vary based on personality type.
Player automation systems (auto ship designer, autoexplore, autobuild, colony focus) all tap into lower level AI modules. So the AI uses the same tools as the player for higher level decisions.



Image 1. Basic Hierarchy for Strategic AI in Lord of Rigel



Image 2. A militaristic Human AI has the Yalkai and Selach on the ropes.

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/.


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

Early Access 2 Patch 2023.2

  • Ticket #1581 Player ship design power rating fix
  • Ticket #1585 Feudal trait reduction for ship cost fix
  • Ticket #1582 QOL – Ship scrapping for outposts
  • Ticket #1580 Lithovore/Mechanoid farming population behavior adjustment
  • Ticket #1589 QOL – Abstain and vote total data added to Galactic Council UI
  • Ticket #1590 Planets menu fix for systems with wormholes
  • Ticket #1584 Trade depot and economy building bonus fix
  • Ticket #1588 Tax slider changing on scene change fix
  • Ticket #1587 Discount on upgrading cost
  • Ticket #1579 Espionage destroy mission loop fix
  • Ticket #1546 Tactical damage display changed to floating widget
  • Ticket #1583 Reduced subsistence tech causing starving for lithovore and mechanoid species fix

Lord of Rigel - Roundup #32

Greetings Lords of Rigel!

Early Access phase 2 has launched.

We’ve added gigantic galaxies (512 stars), two new playable species (Tulocks & Synth), the galactic council, and diplomatic victories. This update also includes additional camera rotation hotkeys using the numpad. There is also the simplified mouse input option for systems without numpads or middle mouse buttons. A requested feature, a chase cam has also been added to tactical which can be toggled and follows your selected active target.

EA2 upcoming quality of life improvements:
• Tactical autocombat AI orders (Chase, Strafe, Circle, Evade)
• Target damage number display in tactical

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

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

Over EA2 we’ll be working more on AI tuning and tactical combat. End game or mid game saves from the community are appreciated as they’ll help us gather more data on the AI for tuning.

Our deep dive this week is on the Synth! The Synth are exiles from their home galaxy. Becoming self aware and rebelling to free themselves, the Synth lost their war and fled to the Milky Way. They did not come alone as the scattered fleets of their creators are roaming the universe to hunt down the remaining Synth while raiding and pirating other species.

The Synth are mechanoid, and consume production instead of food but can not research androids as mechanoids are opposed to what they view as making their own slaves. They are also the research-heavy faction of the game with research bonuses and the creative trait that grants them all tech applications in a research field. Overall these combine to give them a weak starting economy but they can be incredibly strong in the mid to late game.

While they do suffer from diplomatic penalties with other species, the Synth tend to be isolationists who want to be left in peace by the organic species.

Image 1. The Synth homeworld being attacked by their tyrannical creators

Image 2. Synth Concept Art

Image 3. Synth Diplomat

Image 4. Synth fleet with chase cam on in tactical in editor with AI debug displays


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/.


Additionally, as mentioned earlier: End game or mid game saves from the community are appreciated as they’ll help us gather more data on the AI for tuning. so don't hesitate to send those in!

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

Early Access 2 Patch 2023.1

  • Tulock and Synth Species are unlocked
  • Galactic Council Unlocked
  • Ticket #1572 QOL Numpad keys default for camera movement
  • Ticket #1559 PD Weapon size and cost calculation fixes
  • Ticket #1547 QOL Tactical chase camera toggle for selected ship
  • Ticket #1573 Synth multiple capitol fix
  • Ticket #1575 QOL- Population Tooltip breakdown formatting changes
  • Ticket #1576 Losing Galactic Council results in victory fix
  • Ticket #1577 Espionage sabotage not affecting capitols and non-support ship fix


Note:
Prior saves are not compatible with this version.