1. Lord of Rigel
  2. News

Lord of Rigel News

Release 1.04 Hotfix #6

Change Log:

Fix for cases where soft weapon references for weapons visuals did not load in tactical for some systems
Fix for case where temporal anomaly on homeworld shut down whole empire economy
Fix for case where ship construction achievements did not trigger
Fix for a case where union or surrender achievement may not have triggered
Fix for cases where morale pollution penalties were calculated wrong during non-turn economy updates
Fix for case where AI war declaration did not always apply diplomacy penalty (applies to new wars)

Release 1.04 Hotfix #5

Change Log:


AI/Balance- Reduced risk of AI ambushes and aggression while NAPs and Peace Treaties are enacted
AI- Fix for rare case of pirate fleets retreating instead of blockading undefended systems
Balance/AI- Filter for planetary gravity generator if a High-G species on a Normal-G planet
QOL- All default hotkeys listed in keybinding menu for keys with multiple bindings
Fix for cases of duplicate keys being triggered despite key modifiers (ex. ctrl, shift)

Release 1.04 Hotfix #4

Change Log:

Ticket #2099 Cutscene subtitle scaling for 4k resolutions
Ticket #2100 Fix for case where blockades triggered under peace treaties and NAPs
AI- Alien Control center construction filter adjustments
Trade goods removal with autobuild

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!