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Lord of Rigel News

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

Lord of Rigel - Roundup #9 And 15% Off!

Hello Lords of Rigel,

First, we have to start by acknowledging that it has been 9 days since our last hotfix. The good news is that we weren’t idle and there were a lot systems being worked on. Unfortunately, these systems were complex and required extensive refactors, however, we are happy to say that this has sped up turn, improved AI research selection and completion, and introduced a multitude of other optimizations that continue to move the game forward for players and as well as improving our ability to more quickly fix issues as they arise. Check out the notes for Hotfix #21 for more details on updates we have been working on. Please note that due to these changes, some saved games may show odd behavior.



As we approach a new year, we are also thinking about what is ahead for Lord of Rigel and how we want to proceed with our next Early Access stage. So far in the immediate future we want to continue fixing player bugs and also focus on:
  • 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


After this we want to set our sights on other systems but we haven’t determined a sequence yet. We will have a better roadmap moving towards the holidays so that you know what to expect in the coming year. Additionally, there are some additional quality of life features suggested by players that we want to work with you all to prioritize.

We know that many of you are excited to move onto new features in the Early Access roadmap and we are as well. However, we want to make sure that the core game is performing so that new features are released into a stable environment, and that players are happy with the initial results rather than spending a long period patching. For instance, elder races would use the same AI as the main species with some minor changes. If the current species aren’t acting in a way players want, we don’t want to add more complexity by adding more AI into the mix.

As always, we really appreciate the feedback and support from all of you. We will keep putting out fixes on a regular basis and we look forward to hearing from all of you about how those are working for you and what else you are wanting to see in Lord of Rigel as well as some priority items you have for us. It will greatly help us in our conversation as we revisit our roadmap.

Last but not least, Lord of Rigel is 15% off until December 12th! Tell your friends, tell your family, tell your intergalactic allies 🌠

https://store.steampowered.com/app/437440/Lord_of_Rigel

Until next time!