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Lords of Rigel - Roundup #13

Hello Lords of Rigel,

First patch of 2023 is live and it is a big one! There are numerous updates to many systems in the game including the UI, settings, load/save, and numerous bug fixes. So far, we are happy with the feedback we have received and continue to see bugs from deeper and deeper parts of the game with very specific use cases.



This week we will continue to plug away on ship designer and have identified several additional areas we will be turning our attention to including fleet movement selection for mouse controlled destinations and refactoring of fleet movement overall. All of these will continue to lead to a more robust, centralized, and smaller codebase. Additionally, we are working on the UI as we go through systems so you will likely notice UI fixes in alignment and consistency as we release patches.

We are hoping to be a week or two away from implementing several long term quality of life changes we have discussed in the past based on user suggestions including an auto button in ship designer to automatically generate ship designs, and removing auto ship design generation after research. While the current system is similar to Master of Orion 2, many wanted more control over designs. We’re also working on having Empire menu bring up a build menu within galaxy menu instead of jumping to planet view, and better sorting within empire menu.

We are also looking at making a major revision of the tutorial system to make it more modular and robust code wise and ideally allow players to save games midway and load them again or select specific modules if they have completed the entire tutorial. Additionally, if you have any ideas on how we can improve the tutorial please feel free to jump on the forums, Discord channel or send an email to [email protected] .

With these changes in hand over the next few weeks, we will be working towards a revised demo of the game and then proceeding with core system refactoring (turn and basic economy) that is both scary and exciting.

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

Early Access 1 Patch 2023.1

  • Ticket #1347 Can not delete saved game fix
  • Ticket #1348 Artificial planet in Dyson sphere system building filter fix
  • Ticket #1341 Saved game turn data fix
  • Ticket #1342 Purchase button typo
  • Ticket #1286 Covert influence having no effect fix
  • Ticket #1343 Gravity maintenance penalties inverted
  • Ticket #1336 Fleet disappearing after auto combat fix
  • Ticket #1346 New game key reverts to tiny galaxy fix
  • Ticket #1171 QOL - Colony base scrap prompt added on cancel colonization
  • Ticket #1333 Hyper Advanced chemistry and construction check fix
  • Ticket #1233 Some tutorial overlays used enter to dismiss
  • Ticket #1060 UI spacing fix for prompts
  • Ticket #1354 Own fleets causing self-blockade fix
  • Ticket #1355 Enemy fleet detection fix
  • Ticket #1352 GNN 5 Planets Colonized typo fix
  • Ticket #1027 Changing settings puts game in Windowed mode
  • Ticket #1032 Reset Settings does not reset auto save turn counter and other in game settings
  • Ticket #1339 Random events refactor
  • Ticket #1328 Event ticker on construction optimization
  • Ticket #1350 Ground combat UI consistency with Colony View UI pass
  • Ticket #1351 GNN Virus event resolves within same turn
  • Ticket #1356 Conquered enemy homeworld fix
  • Ticket #1357 Temporal Anomaly event fix
  • Ticket #1255 Tutorial Outpost and Colony objectives appear early fix
  • Ticket #893 Tutorial “Click to set destination” for planet out of range fix
  • Ticket #1327 Neutron Star collider fix
  • Ticket #1043 Hyperspace flux event start and end fix
  • Ticket #1190 Ground Combat calculations and stats centralized


Additional Notes:
  • Settings menu and persistent settings have been refactored.
  • Introductory screens refactored and use hot keys.
  • Art assets with rotating models optimized.
  • Load/save system optimized.
  • Hot key input fixes in several menus.
  • Several UIs have a consistency and clean up pass.
  • Ship Designer refactor is WIP and may result in some weapon systems not probably working.
  • C++ deprecated code fixes
  • Diplomacy system has some initial WIP refactoring completed
  • Ground combat tooltip fixes WIP
  • Level reference optimizations
  • Event Ticker system refactor
  • Random monster attacking/departing order of operations fix
  • Planet building placement optimizations
  • New Game menu optimizations
  • Save Game Compatibility Checker Refactor

Lords of Rigel - Roundup #12

Hello Lords of Rigel,

Here we are in 2023! Before we jump into what to expect in the next few weeks of 2023, let's talk about 2022. It has been a big year for Lord of Rigel. For those of you who have followed us from the beginning, you know that this has been a long journey started by two gamers who enjoyed Master of Orion 2 growing up. We have learned a lot about game development and here we are with a product in Early Access. Below is an image that shows the first main menu of Lord of Rigel in Unity engine.



Our Early Access journey has been a bumpy one and we appreciate the support and great conversations from all of you as we continue to refine and improve LoR. Since our Early Access launch in October, we have released 25 patches and closed 342 tickets. Many systems in the game have been refactored including research, ground combat, orbital bombardment, build queue, random events, auto-resolve, and parts of ship designer.

The last few weeks of 2022 were quiet on the patch front, but we have been busy working on numerous fixes to player bugs and refactoring several main game systems, including game settings and hotkeys. We intend to have a patch ready later this week that will let players enjoy these updates.

In terms of what to expect in the more immediate future, we want to finish up the refactoring of ship designer and then begin focusing on AI diplomacy as well as the tutorial. Our goal is to improve the player experience in the first hour of gameplay and to have a new and greatly improved demo.

After this, we will continue down to our prior focus list of refactoring turn and basic economy code, as well as implementing some quality of life features requested by players. This will most certainly push back our next EA release date, but we believe getting these core systems improved will give us a better foundation to continue to add additional planned features and adjust other systems in the game based on player feedback.

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

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EA Build Hotfix #25

  • Ticket #1331 Planet tooltips converted to table and grammar check
  • Ticket #1310 Dyson sphere creation fix
  • Ticket #1104 and #1301 Buy button production fix
  • Ticket #1103 Naming convention for artificial and protomatter planets fix
  • Ticket #1337 Load game menu tooltip fix and QOL improvements
  • Ticket #1340 Protomatter device skip cutscene fix
  • Ticket #1316 Random events generation refactor
  • Ticket #1111 UI Alignment fixes for planet widget