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Lord of Rigel News

Lord of Rigel - Roundup #11

Hello Lords of Rigel,

Happy holidays to everyone and we hope you all are enjoying or will be enjoying some time to rest and relax with family and friends as we approach the new year. This past week saw a hotfix focused on bug fixes and another that fixed a bug that we missed in development/testing. Thanks to the users that quickly reported this, we were able to fix it and get an update on Steam within a couple hours. We have several fixes that should be coming before this update is released or shortly after. We are continuing to work down the ticket queue and focus on bugs. The goal is to clear things up enough so that as we focus on extensive refactors or core systems, we have the ticket queue in a manageable state. Our upcoming hotfix should address random event frequency, buying production, tooltips, research filtering for EA techs, and a variety of other bugs.



We have had another lively week in the forums with lots of great conversation around ideas for research. Users seem to have conflicting views on whether a great research system is more randomized, unknown or well-known and queueable. We would like to hear from more users about this as this is something for us to think about and plan for upcoming EA releases. One thing that users can be expecting in Lord of Rigel’s future is a quest system. While it may not be there on full release day, it is something that should come not long after. We believe, as many of you do, that this will add depth to the game and as developers, we want to make sure that we do something different and more meaningful than we have seen in the past.

This coming week we will be focusing our efforts around continuing to refactor ship designer and the automated design system. Once this is completed, we will start to look more at getting the turn/economy system refactored and optimized. We believe that many of the issues users are experiencing are stemming from order of operations issues between different parts of turn that are being processed.

We'll be taking a short break from these roundups for the holiday season, but we'll be back in 2023 with more news!

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

EA Build Hotfix #24

Ticket #1330 Colony population not increasing fix

EA Build Hotfix #23

  • Ticket #1325 Fog of War not disabled after playing game as Omniscient species fix
  • Ticket #1323 GNN theft event fixes
  • Ticket #1324 GNN comet event typo fixes
  • Ticket #1319 Ascension tech and general tech table fixes
  • Ticket #1326 All ship designs showing as pre-generated fix
  • Ticket #1321 Population boom event calculation fix
  • Ticket #1276 Hyper Advanced technology implementation fix
  • Ticket #1308 & 1315 Comet loop and Comet fleet data fix
  • Ticket #1312 Dyson Sphere research fix
  • Ticket #1098 & 1309 Lost Colony resource fix
  • Ticket #1274 Exploration Steam achievement fix

Lord of Rigel - Roundup #10

Hello Lords of Rigel,

Here we are at another update. This week have been very busy with some extensive refactoring of ship designer and numerous bug fixes. Hotfix #22 provides you with quite a few core upgrades. The import/export system has been greatly optimized and is now updating within the same turn. If a colony is starving and a player updates food production they will see those results instantly rather than waiting a turn and losing additional population. This change will cause older saved games to have some issues. We recognize that this is several updates in a row that there are issues with old saved games, but we believe that this sort of core updates are critical to get Lord of Rigel ready for version 1.0.

Additionally, you will see the beginning of the ship designer refactor begin to take shape. The code for this system has been optimized, which should result in minimal lag when updating ship design parameters. Also, players can now view all of their designs from within ship designer. Players should also see some additional tooltip information for population and additional improvements to auto resolve that should provide more accurate results. There are additional bug fixes as well on tickets reported by our internal QA testing and by users.



The forums this week have been lively with some great user conversation and we really appreciate it. One thing we are seeing lots of reports about issues with things appearing to have delayed reporting in game by a turn or two. We want users to continue to report these issues and we believe a lot of these stem from some issues with turn potentially missing some data processing functions. As we said last week, we will have a plan for upcoming fixes that include:
  • Fleet Combat Auto Resolve System
  • Generalized Code Clean up i.e., removing deprecated code and clean up data
  • Refactoring and centralizing ship designer and auto ship design
  • Fleet and Fleet Movement Refactor/Optimization
  • Economy refactor and optimization in 3 phases – Population, Colony Level, Empire Level


Refactoring these pieces of code will help us begin to optimize turn and then it will be easier to understand why we are seeing some random turn misbehavior. We have yet to establish a pattern to this, but if you are seeing patterns please report them to us. Users will likely also notice that despite our initial efforts to put our fixes twice a week that our cadence has slowed to weekly. This is due to the large code refactors of big systems that are taking additional time. We want to ensure when a hotfix is released that it is not introducing additional problems even if they are ones we know about. We appreciate your patience around this.

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


EA Build Hotfix #22

  • Ticket #1172 Fleet repair fix
  • Ticket #1313 Manual attack not setting orbital bombardment data fix
  • Ticket #1210 QOL - Buildings and addition data added to population tooltip
  • Ticket #1021 Xeno Engineering fix
  • Ticket #1293 Starvation alert for colonies importing food fix
  • Ticket #1267 Tolerant trait population bonus fix
  • Ticket #1300 Terraforming floating buildings fix
  • Ticket #1317 Construction branch tech icon fix
  • Ticket #1314 Unable to rename colony or receive Steam achievement fix
  • Ticket #1307 EA Check applied to manually entered galaxy ID
  • Ticket #1306 Colony max population fixes


Additional Notes:
QOL - Ship designer design pull down
Ship designer ship calculation fixes
Auto Resolve Combat Refactor
Import/Export Refactor
Break multiple treaties naming fix

Prior saved games may NOT work with latest fix