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Lord of Rigel News

EA Build Hotfix #19

  • Ticket #1209 Autoresolve not taking player ships in calculations fix
  • Ticket #1252 Player purchases are deducted twice from treasury fix
  • Ticket #1132 and #1184 Housing behavior updates in build queue
  • Ticket #1170 Player retreat from pirate combat loss fix
  • Ticket #1236 Interplanetary Government tech bonus fix
  • Ticket #1237 AI research technology clearing fix
  • Ticket #1266 Building spawning optimizations and fixes
  • Ticket #1253 Dual Dyson sphere built on same turn fix
  • Ticket #1172 Fleet repair for orbital stations fix
  • Ticket #1249 Built spies not appearing fix
  • Ticket #1173 Ground combat exit hotkeys break ground combat visuals fix
  • Ticket #1251 and #1265 Bomb count for bombing fleets resets during turn fix
  • Ticket #1166 and #1138 Player and AI ground combat code refactor and centralized
  • Ticket #1143 Pollution control facility modifier fix
  • Ticket #1148 Bombs not always killing ground troops fix
  • Ticket #1161 Planetary Gravity Generator modifier fix
  • Ticket #1273 Fuel range for support ships fix
  • Ticket #1257 Evolutionary Mutation infinite selection fix
  • Ticket #1270 Infinite loop on Warp Enhancement cutscenes fix
  • Ticket #1256 and #1272 Dyson Sphere construction rules fix
  • Ticket #1281 Fuel range calculation fix

Lord of Rigel - Roundup #6

Hello Lords of Rigel,

We lost a few days this week to some unexpected server work for our development repository, but we’re still at work on the next hotfix! This next hotfix will be a major rework of the ground and orbital combat systems for optimizations, feature completeness, and balance.

In addition, we’re also working to address a major request users have had since the demo release: a reworked sensor and fuel indicator system. The revised display keeps the 3D spheres that are accurate to current fuel and sensor ranges, but uses the depth buffer for intersection instead of overlap. Also, map modes are toggle-able for easier access.

Based on user feedback, the tutorial now has “off-ramps” at different stages that allows players to leave the tutorial and begin a new game if they are confident in the mechanics they’ve learned.

And finally, the combat log we showed last week has been implemented, along with an auto-targeting system that toggles on and off. Auto targeting is on by default.

[h3]Game saves from prior to this update will no longer work![/h3]
Since there is a large number of changes to underlying data structures this upcoming update will break old save games.

[h2]What’s in the immediate future?[/h2]
We'll be adjusting the menu UI to make reading planet and system names in the fleet combat, orbital combat, and ground combat menus more clear and easier. We'll also work on getting the AI to utilize the same revised ground combat and orbital bombardment code that the player users. Effects in orbital bombardment will also be revised to include unique bomb explosions for each bomb type. Ship Designer will also see a refactoring of its code, which should give us some more consistent calculations between various windows and some UI tweaks.

We’ll be focusing more on the AI over the coming weeks. As we mentioned last week, this update should help how the AI behaves, but we want to do additional adjustments to optimize turn times, AI behaviors, and to make sure it is behaving as intended. We want to improve this before expanding to add new features, such as the Elder Species.


Image 1- New Sensor Range Display


Image 2- New Fuel Range Display


Image 3- Autotargeting and combat log

Thank you, Lords of Rigel. As always, if you have any ideas for future devlogs, please fly into our Discord and share them with us.



EA Build Hotfix #18

  • Ticket #1238 Tactical autofire toggle
  • Ticket #1255 Tutorial Outpost and Colony objectives appear early fix
  • Ticket #918 Tutorial no contact with Katraxi but no tutorial victory fix
  • Ticket #1264 Close button greyed out on standard bombardment fix
  • Ticket #1223 Bombing a planet to 0 population does not remove colony ownership fix
  • Ticket #1263 Bomb validation checks during bombardment for multiple bomb types fix

EA Build Hotfix #17

  • Ticket #1234 Fixed empty player fleet in tutorial
  • Ticket #908 Diplomacy AI fixes in tutorial
  • Ticket #1242 Tutorial “offramps” added
  • Ticket #1247 New Game menu custom flag and color selection fix
  • Ticket #1244 Subterranean bonus after evolutionary mutation fix
  • Ticket #1231 Hyper Advanced Technology population fix
  • Ticket #1241 Special units category filter in build queue fix
  • Ticket #1246 Railgun and auto gauss mount type damage calculation fix
  • Ticket #1245 Purchased production BCs not removed from treasury during the same turn fix
  • Ticket #1221 Outpost construction diplomacy infinite loop fix
  • Ticket #1235 Unknown Fleet overlay in system with existing player fleet fix
  • Ticket #1240 Build Queue removed items not returning to buildable state fix
  • Ticket #1248 Infinite loop on AI breaking research treaty in tutorial fix

Tactical Combat Lowdown — Lord of Rigel Devlog

When starting on Lord of Rigel one of the main points was wanting to have an in depth tactical system. Some games that had released when we started thinking about the game had simple “card style” combat but not the more fleshed out combat we were wanting in a more modern space strategy game.

We wanted to make sure that ship customization mattered, upgrades weren’t all just linear bonuses, and that things such as positioning mattered. Strong planetary defenses was another point.

Tactical in LoR is real time with pause. Orders are issued with the right mouse button which involves issuing an attack order and a move order. Move orders set unit placement and use your selected formation. Attack orders set targets for ships. We based the controls off of how large units behave in modern RTS games like Company of Heroes to make it familiar with RTS genre players.



Ship health is also more involved than other space strategy games. Your ships have shields, armor, structure, and internals. Shields and armor have facings and if a ship is flanked it can take additional damage. Damage that penetrates armor has a chance of hitting a ship’s structure or internal systems. Internal damage is based on if a weapon passed through a subsystem’s area. However, there is always a random element too on which internal systems get hit.

Weapons come in a number of forms. Missiles which have limited ammo each battle and can be shot down by point defense, but can deal substantial damage. Beam weapons include energy and kinetic weapons. These don’t have ammunition (railguns and KEWs use physical projectiles but for the sake of gameplay ammo is abstracted) but tend to have lower accuracy. Torpedoes are like missiles but have no ammo limitations and can’t be shot down by point defense, but have a longer firing rate. Strikecraft act as small ships that hit and run targets but can be shot down by point defenses. Bombs don’t target ships but can be used on planets with defensive structures to quickly neutralize them. Finally, there are a wide range of special weapons with different unique abilities.

Tech tree decisions can also effect your gameplay. Railguns are excellent for long range engagements while fusion cannons are best for up-close combat. Later weapon types are also specialized for roles like disrupting shields or internal systems.

Knowing the ins and outs of the tactical system and building specialized ships can let you turn the tide personally in battles that you may not have an advantage in autoresolve. Maneuvers such as adjusting shield facings to take the brunt of missile volleys from a planet, or knowing when best to decloak to use close range weapons behind a ship for maximum damage can both change a battle.

From your feedback over these weeks we’ll be focusing on quality of life in tactical in the long run such as a chase camera. An event log and a toggle for unit auto targeting are features coming in the next patch, based on feedback and watching gameplay videos. We also want to work on some more forms of space terrain that would effect gameplay, beyond the current minefields and nebulas.

Some of these “dirty tricks” may be crucial for surviving encountering the Rigelans, Arcturans, and other threats coming later in Early Access.



Image 1. An Aranid starbase firing a volley of warheads



Image 2. A Human carrier and its fighter wing



Image 3. Tharrn fleet pummelled by torpedoes and spinal mount lasers

And that's all for this devlog! Hopefully it was enlightening, and if you have any ideas for future devlogs, feel free to share them with us.