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Lord of Rigel - Roundup #21

Greetings Lords of Rigel,

This week has been more under the hood bug fixes and quality of life changes and optimizations but some of the major ones are:

This Patch:

• Empire, Fleets, Diplomacy, Planets, and Ship Designer menu optimizations and visual enhancements on the sort menus. Menus and filters should be faster for slower systems. There is also smart filtering added on categories. (ex. Filtering out asteroids when sorting by gravity or minerals in Planets menu)
• Tutorial menu anchor and render order fixes and adjustments to match with new menu features in New Game, Ship Designer, and Build Queue.
• Autoturn stop trigger adjustments- Turns off when hostile fleets are approaching your systems instead of detecting fleets in general

Still coming down the pipeline for EA1 are:

• 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

As for another deep dive this week:

Selach Ships!

The aquatic traders, the Selach, have been a fan favorite. Selach ships are meant to be sleek and aquatic, with flowing forms similar to marine mammals and fish. Their ships are large due to the size of the Selach but have smaller crews. The ships are also massive as they have open spaces containing seawater and have large engines to counter the mass. Selach starbases have radial symmetry and a central “fishbowl” with docking ports and utility arms that have the weaponry. The large docking areas also fit with their role as traders. The reactor cores are also typically at the base. Texture wise Selach ships have a slight water caustics styling, and this is also seen on their ground units like the hovertanks.

Selach ships also have a separate animated material for the fluid inside. There is a slight emissive glow and fluid flow animation. Finally, the smooth lines on their ships are visible in the normal maps and parallax occlusion maps that help details pop out more on their ships.

Image 1. Selach Cruiser

Image 2. Selach Starbase

Image 3. Selach Heavy Assault Vehicle (Hovertank)

Image 4. Selach Window Material

Image 5. Selach Frigate Normal and Parallax Occlusion Maps

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 2023.7

  • Ticket #1455 Tutorial popup UI dismissal fix
  • Ticket #1457 Empire, Fleet, Planet, Diplomacy menu optimizations
  • Ticket #1446 Random event label consistency pass
  • Ticket #1455 GNN Event turn count fix
  • Ticket #1451 QOL – Menu sort arrows highlight synced with selection
  • Ticket #1005 AI Research Treaty ask fix
  • Ticket #980 AI outpost in my home system fix
  • Ticket #1311 Turn sync for diplomacy and espionage fix
  • Ticket #1461 Homeworld materials used in tactical
  • Ticket #1302 QOL – Reduced omniscient species and auto turn stop events on fleet movement
  • Ticket #1463 Buy button and cancel functionality rule change
  • Ticket #1465 Troop transports show as outpost ships in victory screen fix

Lord of Rigel Spring Sale

[h3]🚀🌌 Blast off into spring with the Lord of Rigel Spring Sale!🌷
[/h3]

Explore the depths of space and shape the galaxy. 👽

With so many updates made and more on the way, don't miss out on this limited-time offer and buy today!



[h3]And while you are at it, make sure to join our Discord community⬇️
[/h3]

Lord of Rigel - Roundup #20

Greetings Lords of Rigel,

Another week and more bug fixes and quality of life enhancements:

This Patch:
• Autocombat report: We’ve added 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.

We’ve also finished the build queue refactor, which has optimized construction displays and rounding displays for various items in the build queue.

In terms of quality of life features coming next:
• 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

As for another deep dive this week: Planet scenes.

We’ll likely do a few on some specific ones that had their own challenges or some interesting pieces. But for this week the often-overlooked swamp planet.

Having planetary scenes was a decision we made very early on in development, as it adds a personal touch to each of your worlds. Over development we had some different versions including 2D backgrounds with 2D images, and a version with 3d buildings over 2D images. When we began the work for the current version of LoR in late 2019, we transitioned to full 3D planet scenes for colony view and ground combat. Each planet needed to keep to a color palette that would match what is seen in orbital view.

Each planet has a 2km x 2km terrain to allow for a horizon. More habitable planets use foliage and instanced meshes to allow for vegetation. These were kept lower detail than you’d see in say a first person shooter since they’re for adding scale in the background for planet buildings. The skyboxes also use a mix of textures and volumetric particles to create fog and clouds. So why pick a swamp as an example? It shows off foliage and the moving mist is also tied to the particle system effects using noise. These effects combined with the ambient sounds on the planet surfaces should all help add little bits of immersion to LoR.

Image 1. Post Combat Summary Display

Image 2. Simplified Mouse Support Option

Image 3. Swamp Planet Matte Image

Image 4. Overview of a swamp planet scene

Image 5. Ground level view of a swamp showing foliage meshes

Image 6. Swamp planet in game

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 2023.6

  • Ticket #1438 QOL – Fleet control vertically scales with content
  • Ticket #1431 GNN Event Artificial planet delay fix
  • Ticket #1435 Invalid weapon in Skirmish mode Ship Designer fix
  • Ticket #1442 Fleet tooltip after scrapping a ship fix
  • Ticket #1441 Nanophage bomb categorization fix
  • Ticket #1443 Colony ship not colonizing Artificial planet fix
  • Ticket #1368 Dyson sphere and ringworld first construction GNN fixes
  • Ticket #1439 QOL – Anomaly icon added to empire colonies with temporal events
  • Ticket #1434 Von Neumann Probe GNN Events fix
  • Ticket #750 QOL = Tactical combat battle outcome screen implemented
  • Ticket #1445 Colonize cutscene causes black screen and hard lock
  • Ticket #1363 Sending colony ship from within Planets menu causes resorting fix
  • Ticket #1444 QOL - Shift click allows for multiple buildings entries in Build Queue menu
  • Ticket #1406 Empire, Fleet, and Planets menu resorting on click fix
  • Ticket #1020 Empire, Fleets, and Planets menu remember sort settings
  • Ticket #1260 Production number display fix for build queue
  • Ticket #1293 Starvation alert for colonies importing food fix
  • Ticket #1440 End of Temporal Anomaly not triggering GNN event fix
  • Ticket #1452 Firing Arc display update in Weapon Designer fix
  • Ticket #1450 Spy assignment fix
  • Ticket #1449 AI Expansion fleet “yoyo” after broken alliance fix
  • Ticket #985 Diplomacy and combat order of operations fix
  • Ticket #1447 Any planetary shields stop Advanced Terraforming fix
  • Ticket #1108 Adjusted Hotkeys to support default configurations without middle mouse wheel or button
  • Ticket #1454 Hotkey tooltip updated


Patch Notes:
This patch adjusts settings and keybindings to support simplified mouse options. This may cause issues on some systems with previously saved keybindings.

If you encounter issues with Settings or Keybinding, please try the following steps:
Go to the Settings Menu press reset and close the menu.
If this does not work, close the game reopen it and follow the same step in the main menu.
If that does not resolve the issue, close the game and delete the PersistentSettings and InputMappings save files found in:

C:\Users\ YOURUSER \AppData\Local\LordofRigel\Saved\SaveGames