1. Lord of Rigel
  2. News

Lord of Rigel News

Lord of Rigel - Roundup #19

Greetings Lords of Rigel,

We’re plugging away at reported issues and making headway on our Early Access 1 milestones.

In terms of quality of life features coming down the pipeline:

• Auto ship design generator: With the optimizations done on ship designer we’ll be adding in an “auto” button to have the AI generate a design of your selected size class.
• Loading and saving build queues: You’ll be able to select various buildings and items to set up a build queue order. Unavailable items will be filtered out. These queues will be tied to your user settings and should be able to be shared between games. Along with the existing auto construction tool this should provide a lot of control for automation for players
• Autocombat report: In addition to the existing event ticker we’ll be adding a post-combat breakdown for autoresolve and tactical showing the outcome balance of power bar and status of individual ships.
• Simple mouse input: As some users have reported not having middle mouse buttons or mouse wheels another quality of life feature will be an alternative control scheme that can be toggled. Players can currently change these bindings in settings but this will provide another accessibility option.

There’s also been a number of under-the-hood adjustment to economy and a pass on data fed to the AI. That being said, our emphasis on looking at AI behaviors will be during the next stage of EA to fine tune issues of it either being too aggressive or being too passive depending on the game.

This week we also wanted to give a deep dive on one part of the game: how planet effects are generated.

In Lord of Rigel galaxies can have up to 10,240 individual planets or objects in the largest galaxy sizes. They also need to be distinguishable by climate type but look somewhat unique. To do this we relied on developing master materials for stars and planets that could be adjusted by each type and by lighting.

Stars have colors based on their temperature and other details such as the amount of sunspots is determined by stellar type. Smaller, cooler stars as in real life have more sunspots and more activity. Stars also adjust the lighting in system view so yellow stars have a more natural white light while blue stars or red dwarves tint their systems a particular color.

Planets have set color palettes and detail textures based on their climate type. Some details such as continent layouts are procedural and set during galaxy generation. Other features such as icecaps are determined by if a planet climate has water and distance from the parent star. Planets further out will have larger ice caps, while ones close to the star will have small polar caps or none at all. Other planet types like Toxic worlds and Gas Giants also have lightning storms on their night sides. Planetary rings also have a few base materials, but are also adjusted procedurally so each looks unique. Additionally, planets have city lights with patterns set by where continents are located and height and the amount of cities is scaled by the population amount on your planet. Planets also have cloud shadows that help add more depth. Many of these effects are a bit more subtle than other games to try to aim for a more naturalistic look.

We believe our mix of procedural details, lighting, and planet type detail textures creates a believable and diverse universe.

Image 1. Binary system with sunspots
Image 2. Ocean planet with icecaps

Image 3. Example of Planet Material

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 1 Patch 2023.5

Early Access 1 Patch 2023.5
  • Ticket #1287 QOL - Galaxy camera position saved/restored when entering and existing system view
  • Ticket #1430 Applying settings in galaxy menu creates blank ticker event fix
  • Ticket #1429 QOL – Gamma correction and sharpness controls added to settings menu
  • Ticket #1425 Building destroyed miscount after auto combat fix
  • Ticket #1215 Diplomacy menu hot key fix
  • Ticket #1419 Event ticker star date fix
  • Ticket #1416 Multiple protomatter devices built during same turn fix
  • Ticket #1422 Softlock with multiple event cutscenes during the same turn fix
  • Ticket #1421 & 949 Expansion ship sent from Planet Menu disappear after cancel fix
  • Ticket #1417 Ringworld research data missing fix
  • Ticket #1415 Empty player fleet on tactical exit after loss fix
  • Ticket #1433 Comet not disappearing after destruction fix
  • Ticket #1423 Multiple artificial planets in a system fix
  • Ticket #1427 Modified auto ship designs not saving fix
  • Ticket #1426 Opening modified ship designs in Ship Designer results in fighter design being loaded fix
  • Ticket #1432 GNN Events and Event ticker name fixes
  • Ticket #1428 QOL – Weapon Designer remembers firing arc for normal and heavy mounts
  • Ticket #1436 Random events diplomacy check fix


Additional Fixes:
  • Additional Tooltip fixes and text centralization/cleanup


Possible issues:
  • Build queue menu current production/selection area does will not display correct production/cost/maintenance data in new UI area. Players can use existing data location in current building image.

Lord of Rigel - Roundup #18

Hello Lords of Rigel,

We’ve continued work on refactoring the ship designer and economy systems, adding performance optimizations as we move through Early Access.

The 26th of February is a bit of a special day, as the 4x game we’ve aimed to make a spiritual successor of came out in 1998. Its sequels came out in 2003 and 2016 on that day as well. One big area we wanted to change in Lord of Rigel compared to those later games was having an engaging tactical combat system. Early Access gives us an opportunity to engage with the community on what they want to see and not see in areas like tactical combat and the user interface.

We’ll be working more in tactical during EA2, but what are the main things you want to see in tactical combat out of a 4x game?



Switching over to another area we want to hear more back from you on, more UI improvements, we will be adding a post combat UI screen in this phase of EA that will provide a better summary of tactical combat. Being able to save and load build queues is another request we’re working on. We’re also working on some additional quality of life tweaks with hotkeys and behavior adjustments to make sure they consistently work for all users.

But what do you want to see most in UI improvements? We’ve added in the ship info indicator, auto build, tactical combat log, diplomacy personality breakdowns, and tactical autofire toggle based on your feedback. Additionally, another request auto ship designs will be coming with our last pass on ship designer. With other UI improvements are there color scheme adjustments or options you would like to see? What other changes do you want to see and how?

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!

Lord of Rigel - Roundup #17

Hello Lords of Rigel,

A new week and a new patch. We are getting lower on reported bugs which is letting us focus on continued refactoring, feature implementation, and planning that we have around Early Access 1. This patch brings numerous fixes and a final wave of revisions to Ship Designer. Additionally, a lot of back-end work has been done to streamline fleet movement and research code, improve tooltips, and other general bug fixes.



That being said, code refactoring can introduce unexpected results, and as such we look forward to feedback from players about bugs, quirks, and overall gameplay. This coming week will bring changes to automated ship design creation, which completes the refactor of this significant system. With that completed, we will have updated the system to include several pieces of player feedback including relative weapon range data, ability to access multiple designs in the designer, and the addition of automated ship design generation from within the designer (should be coming in the next week or so).

We also wanted to use this developer update to address a few negative reviews we have received recently on the Steam page. We recognize that A) Lord of Rigel isn’t for everyone even in a future finished state, and B) the game in its current form has numerous bugs that we are addressing. This leads to players being frustrated and angry. We encourage players to provide us with actionable feedback – things they don’t like such as features that don’t work, bugs that need to be fixed, UI elements that aren’t intuitive, etc. This feedback can come in many forms including a list, a rant, or a single suggestion and can be submitted to us via Steam, Discord, or email. Our skins are pretty thick, so we are OK with getting critical feedback. Actionable feedback gives us an opportunity to make changes. As a development team we strive to listen, discuss, and work with the community to build a better product. Since October we have closed 450 tickets including bug fixes and numerous quality of life improvements suggested by players. Feedback and conversation about gameplay is what will lead to a better experience for everyone.

Please post on the forums, reach out to us via Discord or send an email to [email protected]. With these reports a saved game or 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. Until next time!

Early Access 1 Patch 2023.4

  • Ticket #1412 Clearing orbit data on Dyson sphere construction fix
  • Ticket #1410 Ship designer weapon count addition fix
  • Ticket #1168 Destroying faction not triggering event fix
  • Ticket #1126 Multiple fleet attack fixes
  • Ticket #1413 Weapon cooldown fix
  • Ticket #1409 Support ship production calculation fix
  • Ticket #1411 Colony view buy button fix

Additional Notes:
  • Fleet movement code cleanup
  • Research code cleanup
  • Tooltip fixes and text centralization/cleanup
  • Ship designer has been refactored should be working for custom designed ships. Auto generated ships may have issues with weapon sorting due to refactored code being incomplete for ship generation.
  • Prior saved games with player as Tharrn may cause errors.
  • Build queue menu current production/selection area does will not display correct production/cost/maintenance data in new UI area. Players can use existing data location in current building image.