1. Lord of Rigel
  2. News

Lord of Rigel News

EA Build Hotfix #14

  • Ticket #1196 Updated diplomacy BC gift bar functionality
  • Ticket #1199 Remove ship design button fix
  • Ticket #1189 Treaty count display for BC fix
  • Ticket #1114 Migrating turn system from Galaxy menu widget
  • Ticket #1146 Player unable to select Von Neuman drone to attack
  • Ticket #1157 Black Holes disappearing on turn fix
  • Ticket #1203 Diplomacy menu update for defeated factions fix
  • Ticket #1197 Repeat player tech gifts in diplomacy fix
  • Ticket #1202 Added cycle through stars button in system view
  • Ticket #1087 Tactical combat not turning off fire for disabled weapon banks
  • Ticket #1147 Auto combat ships not attacking planet in tactical fix
  • Ticket #1202 Added government enculturation time to capture tooltip
  • Ticket #1207 Commercial starport maintenance cost fix
  • Ticket #1181 Protomatter device not buildable fix
  • Ticket #1200 Cancel Auto explore fix
  • Ticket #1194 System with monster and natives cutscene fix
  • Ticket #1191 Morale calculation on captured world fixes
  • Ticket #1195 Outpost generating in wrong system fix
  • Ticket #1204 Fist contact loop fix
  • Ticket #930 Derelict ship double event fix
  • Ticket #929 Derelict ship event clears current player research fix
  • Ticket #1185 Space Monster in AI system prevents first contact fix


Additional Updates:
Build Queue UI fixes for Empire and Colony View
Orbital Bombardment Menu Optimizations

Lord of Rigel - Roundup #3

Hello Lords of Rigel,

Here we are again at the end of another week during Early Access. This week we’ve made more quality of life improvements in LoR with additional clarity in tooltips to only display relevant data. One of the big changes is that orbital bombardment has been made more efficient for systems.

We’ve also made the ground combat system more efficient and continued work refining build queue performance. Additionally, the autobuild feature has a new way to access it in the build queue menu. Species enculturation when capturing planets also has improved functionality. There have also been improvements to the sensor detection system for support (non-combat) ships, and more feedback from diplomacy messages and GNN when factions are defeated.

Over the coming week we’ll be working on more optimizations in orbital bombardment, fringe cases with the build queue, and adjustments to the ground combat system calculations. In the longer term we’re wanting to focus on ship designer optimizations next.



We are hoping to hear more from you all on if you’re enjoying the quality of life improvements. Please let us know if there are specific technologies or systems not working or unclear which can help us focus on systems to work on such as our terraforming rework last week that better communicated how and when terraforming is active on a planet.

Thank you for your continued support and feedback and we continue our journey through EA!



EA Build Hotfix #13

  • Ticket #1040 Removed non relevant items from Colony Industry Tooltip
  • Ticket #1178 Fixed sensor detection for outpost ships and added notification for AI colony and outposts in played controlled systems
  • Ticket #1186 Fixed support ship behavior on arriving at stars with space monsters
  • Ticket #1169 Fix for AI diplomatic species showing player visuals
  • Ticket #1131 GNN destroyed empires notification fix
  • Ticket #1170 Losing to pirate fleet send player ship back to nearest system
  • Ticket #1183 Post-exterminate colony data fix
  • Ticket #1192 Planets menu resources display fix
  • Ticket #1193 Tooltip for Autobuild added
  • Ticket #1188 Tooltip for AI fleets added
  • Build Queue for Empire Screen Fixed

EA Build Hotfix #12

  • Ticket #1162 Planet max militia fix
  • Ticket #1174 No Support Ships in Tutorial Build Menu
  • Ticket #971 Dual system occupation results in single first contact
  • Ticket #951 Clicking to remove queued build items not consistent
  • Ticket #1141 Planetary Gravity Generator does not remove from build list when constructed
  • Ticket #1124 Dyson Sphere and Ring World Starbase scaling fix
  • Ticket #1120 Tutorial Info Screen goals typo fix
  • Ticket #1180 Armor Barracks not allowing troop transports to be created
  • Ticket #1160 Evolutionary Mutation adding Creative trait allowed for prior techs to be researched
  • Ticket #1163 Evolution Mutation screen background fixed
  • Ticket #1139 Species planet graphics use soft references
  • Ticket #1123 Post Ground Combat troop distribution to planet and fleet fix
  • Ticket #1151 AI starts diplomacy conversation frequently with nothing offered
  • Ticket #1094 Planets Menu close key binding fix
  • Ticket #1077 Homeworld soft reference image in New Game Menu fix
  • Ticket #1121 Leaving Build Queue does not return to previous screen
  • Ticket #1150 AI diplomacy offers are blank
  • Ticket #1178 Trade goods, housing, and cultural consumer auto remove from build queue
  • Ticket #1167 Alien Control Center building not removed from Build Menu when built
  • Ticket #1164 Orbital combat planet renaming fix
  • Ticket #1149 Ground combat troop calculation fixes
  • Ticket #1151 Terraformer functionality fix
  • Ticket #1026 AI peace request timer fix


Known issues:
Empire build queue not fully functioning
Housing, colony base, and outpost check not fully functioning

Lord of Rigel - Roundup #2

Hello Lords of Rigel,

It has been another week of Early Access and we continue to receive great feedback and make headway on getting the game in a more polished stated with fewer bugs and more quality-of-life features being implemented.

This week we closed over 40 tickets including some bug fixes as well as a complete refactor of ground combat. This system should be much more accurate and will now also display militia units. With LoR, ground units are represented with light and heavy hovertanks. But based on feedback we’re working with our 3d artist to develop some unique assets for militia units which will be released in a later EA stage.

Additionally, we have been working through build queue to revise the code to make it faster, fix a number of bugs being reported, and adding some quality of life improvements that should make it easier to adjust your queue and get more/accurate data.

Colony view also has some improvements coming this week as we add a new header to more clearly display the colony name and add arrows to each side of colony view to let players move between colonies within Colony view. A sneak peek of this new functionality is below. There will also be improvements to terraforming coming that will provide improved reliability but also display terraforming data over the planet icon in the Colony view and Empire menu widgets. Players will be able to more easily see when planet climates are improving or worsening.



We have also heard from players that more ship data is needed. We are working on a screen displays ship designs and will allow players to better understand their fleet’s composition or which ships are being built in build queue. A few other things players can expect sooner than later is a refactor of orbital bombardment which should improve functionality and CPU usage as well as an updated ship designer, improved auto design behavior, and ship retrofitting.

As for long term goals, the Elder Races and diplomatic victories are further out on the horizon as we continue work on quality of life improvements. We know that custom species and even larger galaxies have been commonly requested features and they’re further down the road as we want to focus on QOL and balance of the core game.

Again we want to thank everyone for the continued support and feedback. We have been listening and talking with all of you to make a better Lord of Rigel and we hope you enjoy the features and bug fixes that are coming!