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Lord of Rigel News

Lord of Rigel - Roundup #16

Hello Lords of Rigel,

We were a little off on when a patch was going to get out this week past week. The good news is that it is bigger than we expected. Players should be seeing improved diplomacy calculations and ship designer now has a range calculation for weapons that will give you a general sense of weapon range for each weapon applied. Additionally, be on the lookout for other bug and UI fixes.



This week we are going to try and finally get to what we discussed last week, which finishing up the last of ship designer fixes and moving into automated ship design refactoring, fleet movement refactor, and hooking up the elements of savable build queues. This will let players create and save build queues which should allow for easier colony management. Players should see an updated build queue menu that now has these elements in place along with some improvements to the overall UI in build queue.

As always, we want to be sure to address everyone’s bug in the timeliest way possible. In order to help us do that we ask you to please either 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/.

Last week we shared some plans for the immediate future for patches. We also have a general timeline for what to expect for us to close out Early Access 1, 2 and 3. For Early Access 1 players can expect the following:

• Ship Designer refactor
• Build Queue load/save
• Hot Key refactor
• Tutorial system refactor
• Economy refactor
• Turn management refactor
• Galaxy menu refactor

These systems will pave the way for our work in Early Access 2 around the AI and other systems. More things may pop up in Early Access 2 as we continue to get more player feedback. We encourage players to share with us quality of life or features that you would like to see in the game as we can begin working to scheduling these into Early Access phases as time allows.

As always, we appreciate the feedback, conversations, and support from all of you. Until next time!

Early Access 1 Patch 2023.3

  • Ticket #1389 Enculturate does not trigger end game victory fix
  • Ticket #919 Military victory cutscene narration muffled fix
  • Ticket #1395 Existing ship systems check in System Designer fix
  • Ticket #1394 Planets list updating after protomatter device fix
  • Ticket #1391 Gaia transformation fix
  • Ticket #1397 Point Defense weapons firing arc in Ship Designer fix
  • Ticket #1398 Planet shield building upgrade fix
  • Ticket #1396 Advanced terraformer climate change fix
  • Ticket #1353 Blank GNN Event fix
  • Ticket #1121 & #1153 Leaving Build Queue does to return to previous place in Empire Screen fix
  • Ticket #1269 Yalkai GNN events show all species names regardless of contact
  • Ticket #1390 Outpost ships sent from Planet Menu not being used after an outpost is built fix
  • Ticket #1388 “Close Opened Menus” tooltip fix
  • Ticket #1403 QOL - Added AI personality tooltip to Diplomacy Menu and Info Screen
  • Ticket #1399 Cultural Renaissance event start and end in same turn fix
  • Ticket #1386 Stargate build filter fix
  • Ticket #1392 Research complete and GNN event soft lock fix
  • Ticket #1338 Diplomacy calculations fix
  • Ticket #1404 Order of Operations fix for First Contact/Audience pop up and Research Screen fix
  • Ticket #1402 New Game menu UI alignment
  • Ticket #1293 Starvation alert for importing colonies fix
  • Ticket #1046 Fleet arrival on movement cancellation fix
  • Ticket #1407 Derelict ship GNN fix
  • Ticket #1408 Research completion blank fix
  • Ticket #1400 War effect on diplomacy score fix
  • Ticket #1393 Colony base appearing for destroyed worlds with protomatter device used fix
  • Ticket #1028 Planet/Star System spawn for space amoeba and lost colonies fix


Known issues:
  • 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.

Lord of Rigel - Roundup #15

Hello Lords of Rigel,

We enter another week with another patch close at hand. We currently have 9 tickets closed with 6 ready for internal testing. We also have reached a milestone in Ship Designer where both the systems and weapons designer are now refactored in general and are following the game rules. There may be some fringe cases or behavior we have missed and as always thank you for reporting bugs to us.



Regarding bug reporting, we have seen a great uptick in reports lately which is a good sign that folks are giving the new patches a good play through. We want to be sure to address everyone’s bug in the most timely way possible. In order to help us do that we ask you to please either 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/.

This week’s patch should see fewer known issues with Ship Designer and begin moving towards wrapping up that work and beginning to refactor automated design creation and make some additional UI revisions discussed earlier in Early Access. This includes removing the functionality to update automated ship design creation at the end of research and adding functionality for the player to have ship designs generated on demand. We are looking forward to finishing up the ship designer refactor and start refactoring other systems. Players should continue to see incremental improvements in game consistency, speed, and usability.

As always, we appreciate the feedback, conversations, and support from all of you. Until next time!

Early Access 1 Patch 2023.2

  • Ticket #1376 Early Access tech filter added for derelict ship event
  • Ticket #1384 Subspace conduit not appearing in build queue after research fix
  • Ticket #1380 Ringworld tech available fix
  • Ticket #1373 Shield tech above radiation not converting radiated planets to barren fix
  • Ticket #1369 Advanced terraformer soft lock fix
  • Ticket #1366 Longer planet names cause misalignment in planets menu fix
  • Ticket #1349 Diplomatic tech gift erases current tech research fix
  • Ticket #1360 Comet event damage checks
  • Ticket #1271 Scanner space calculation fix
  • Ticket #1379 New game menu faction count button fix
  • Ticket #1387 New Game Galaxy ID string mismatch fix
  • Ticket #1378 Weapon designer render order fix
  • Ticket #1334 Battle Pods missing from System designer fix
  • Ticket #1382 Load button disabling fix
  • Ticket #1364 First contact display order of operations fix
  • Ticket #1365 “Destination Out of Range” when in range fix
  • Ticket #1372 Planetary shields build queue filter fix
  • Ticket #1385 Destroyed planet don’t turned into asteroid belt fix
  • Ticket #1303 Ship Design Tooltip for custom ships fix


Known Issues:
Ship Designer is continuing to be refactored. Not all weapons may correctly calculate or be added to a ship for player generated ship designs.

Lord of Rigel - Roundup #14

Hello Lords of Rigel,

Here we are, another week down and a whole lot more bugs crushed! Thank you to those that have reported bugs on the forums. We really appreciate it and have been making our way through them. We currently have 3 tickets that have gone through our internal QA testing and have 18 additional tickets that need verification.



Ship designer work continues with a focus on weapon designer by refactoring the code, updating some of the UI elements, and adding a range indication system for weapons. This refactor is taking significantly longer than originally anticipated. There are many components to this, including the player ship designer which includes sub menus for systems and weapons. Additionally, main game ship designer worked differently than the skirmish ship designer. We have worked to streamline those two systems to reduce code and the number of places potential bugs can crop up. Lastly there is ship design creator, which is the automated ship designer functionality. It is very similar in terms of the calculations it uses to finalize a design, but the decision making is very different and because it is automated, it does not use UI input. We are hoping to improve on the automated design process as well.

Given the duration of this work, we will likely release patches with known issues to address other reported bugs in the game. Currently, we have beam weapons generally working in the UI beyond a couple UI quirks. We will work to have a build out later this week once we get some tickets through QA testing.

Additionally, we are again putting out a call for player ideas on how we can improve the tutorial - please feel free to jump on the forums, the Discord channel, or send an email to [email protected].

As always, we appreciate the feedback, conversations, and support from all of you. Until next time!