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Lord of Rigel News

Release 1.04 Hotfix #3

Change Log:

Fix for case where fuel tooltip was displayed instead of black hole tooltip
Balance- Player autobuild no longer adds androids
AI- Autobuild for lithovores no longer creates farmers. Androids based on colony focus type.
AI- Advanced terraformers, warp amplifiers, and gravity generators no longer require max population to prioritize
AI- Housing autobuild adjustments
AI- Player Defense building autobuild adjustments
QOL- Ground combat automatically skips to resolution after 30 seconds (rare cases of high tech stalemate fights)
QOL- Camera reset hotkey (default: backspace) resets to 0 rotation instead of last scene transition rotation
QOL- Empire population tooltip now notes it does not count non-taxable population
Balance- Ground combat leader bonus adjustment
Balance- Ground combat value can not go below 1
Maintenance cost in planet capture and new colony percent matches other tooltips
Fix for rare case of incorrect negative ground combat stats in tooltip
Fix for case of android count in industry tooltip not showing all androids
Fix for empire agriculture tooltip and lithovore and mechanoid counts
Fix for UIs where pre-warp and androids were not counted in population total

January Community Update- Release 1.04: New Resources, New Weapons

Greetings Lords of Rigel! For January we have continued fixes for community reported issues and AI improvements tied to autobuild and how the AI prioritizes buildings. Demography has also been reworked so if growth is into the multiple billions it is not capped to an increase of one population unit per turn. Demographic collapse from starvation or plagues will remain capped at a loss of one population unit per turn. Since the new year we've also added in some new content. There's also some memory performance improvements for tactical tied to weapon effects.

New Planetary Resources
New resources for planets include ones that reduce pollution, increase morale, provide a boost to population growth, and a set of ruins that increases the maximum population a planet can have. These can be found in new games.


Image 1. New Resources

New Weapon: Electron Flux
The electron flux is a new early game weapon in the Force Fields branch of the tech tree. It is for extreme close range combat but penetrates shields and armor. Like other beam and special weapons it does gain improvements from different technologies in the game and can be effective in the mid to late game when combined with other systems like tractor beams or cloaking to get into range or keep a target in place.


Image 3. An Electron Flux cannon in action.


Image 3. The Electron Flux is early in the tech tree.

What to Expect Next
More fixes for community reported issues are planned along with further work on council decrees which should provide some changes to how the mid and late game play. Council decrees will be voted on and enact economic sanctions or bonuses based on ranking. Decrees also impact the doomsday clock, buying more time to take positive actions to reduce galactic tension. Expect this later in the winter!

Release 1.04 Hotfix #2

Change Log:

Ticket #2098- Content- Electron Flux special weapon
Content- Updated sound effects for meson cannon, particle cannon, and KEW
Flavor text for planet resources
Memory optimization for weapon effects
AI- Optimized AI build queue priority system
AI- Fix for cases of autobuild constructing incorrect structures

Release 1.04 Hotfix #1

Fix for maximum population display in tooltip
Balance- Multiple population increase in billions on same turn (note- existing games may require one or two turns for population calculations to adjust to new demographic statistics)
Turn rounding fix for very large industry and RPs
Balance- Telepathy bonus reduced to +5
Critical- Telepathic diplomacy bonus in tooltip displays and breakdowns (no longer a hidden variable)- Applies to new games
AI- Additional warp amplifier and terraforming construction filter fix for rare cases of AI building them in invalid siutations

Release 1.04

Change Log:

Ticket #2097- Content- New planetary resources
Balance- Trade treaty and research treaty maximum values not lower than 1 in economic collapse
QOL- Camera edge pan speed in tactical adjusts with camera distance like hotkeys
Fix for cases where autobuild would attempt to create terraformers and warp amplifiers if they were present
Fix for case where build menu autobuild button wouldn't execute until second click
Fix for rare case of dead factions sending spy warnings
Fix for rare case where canceling fleet order did not refresh UI on turn
Fix for case where research and construction turns were off by one turn for some systems
Balance/AI- Higher priority for mid-tech tier flat bonus buildings (Autolab, Subterranean Farms, etc.)
AI- Empty build queues with autobuild will prioritize a new building if available on next turn
Balance- Trade and research treaties use linear growth curves over treaty establishment time
Optimization to large fleet (64+ ship) select all/select none button
Fix for rare case of fleet max fuel range being incorrect
UI- Population in "millions" instead of thousands, each population unit represents one billion
UI- Trade and Research Treaty name consistency pass