Galactic Ruler Build 0.829 Early Access Changelog

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Balthagor
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Galactic Ruler Build 0.829 Early Access Changelog

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Galactic Ruler Build 0.829 Early Access

Build 829 is now live in the public branch for all Galactic Ruler players!

Please note! Changes since the last public update are quite significant. savegames from the previous public build will not be compatible

Players who opt-in to the fasttrack branch have already seen these changes. We'd like to thank all of our users who have provided great feedback on various fasttrack builds so that we could get to this next stable milestone. Since our last public build, we've had 8 fasttrack builds so a lot has changed. This is a condensed list of the changes.


Core features
  • Tutorial chapters 1 and 2 content completed, chapter 3 in progress
  • --- Custom load screens added for tutorials
  • --- Help UI redesigned, work is ongoing for further improvements
  • Galaxy sizes reduced by half - may be increased again later in development
  • Added 5 more playable factions
  • --- Swarm, Rhydandite, Breel, Gulthian and Dicapse
  • Players can now select a starting force size of up to "massive" space fleet when setting up a new game. Affects all spacefaring regions.
  • Combat stats of space units and weapons platforms rebalanced
  • Redesign of colonization and exploitation mechanic
  • --- Empire planetary territory is now only on the homeworld. Taking territory creates a colony
  • --- Fixes to taking territory on non-breathable worlds
  • --- Some facilities renamed to reduce confusion, Space Dock is now Orbital Station
  • --- Engineers build Orbital Stations above worlds or Spaceports on planet
  • --- Engineer includes starting Finished Goods and starting military personnel to get more facilities online
  • --- Cannot place Orbital Stations on Asteroids (see Ore Harvester)
  • --- Colonies with a planet surface take ownership of their Orbital Station
  • --- Empire faction can interact with the units of its colonies
  • --- Resource inventory properly planet-bound
  • --- Colonies of colonies become colonies of the empire
  • New facility - Ore Harvester.
  • --- Set rally point on an asteroid to "mine" for Ore resources. Spawns 2 workers.
  • New facility - Orbital Station Launch Pad facility
  • --- If your Orbital Station is destroyed, build this on planet to launch a replacement
  • Game economy major rebalance, Power plants now require map resource deposits to exploit
  • Many tech tree updates
  • Beams are now a tech tree unlock. Once researched, some units can be refitted for beam weapons
  • Beacon mechanics improved
  • --- Systems with a beacon show a blue ring around the system status medallion
  • --- Drones no longer allowed to deploy beacons, only Survey Ships and Engineers
  • Units can be ordered to self destruct, capture crates, station in position.
  • Pirate faction influences and action archetypes updated
AI
  • Updated AI build preference system for better mix of ships
  • Improved AI action request/response system
  • AIParams refactored AI Build sequence system
  • Updated pathing through neutral territory at system level
Diplomacy
  • Fixes to treaties system, updates to First Contact mechanic
  • Various new treaties added in Diplomacy with other regions.
  • Diplomacy between factions implemented, Merchant AI used to transfer traded
  • Added Orbital Storage facility for system level. Replaces Spaceport for planets with no surface. Trade of resource requires either a Spaceport or an Orbital Storage
  • Fixes to Diplomacy screens for interaction with colonies
  • Resource department allows for creating crates for transport
Multiplayer
  • Resolved MP Sync issue caused by use of tprand in AI map list scan
  • MP UI fixes
  • Steam Username better handling in MP lobby and for savegame naming
  • Better support for long messages in MP chat
  • Multiplayer chat word wraps properly, whisper @ function cleaned up
  • Steam player name cleanup now fixed for pre-Win10
  • Fixes to multiplayer sync on reload
  • Improved multiplayer stability
User Interface
  • Ability to switch to colony at system level added. More UI elements planned to make switching to your colony easier.
  • On Map Notifications now show on level up hex
  • Unit order sequence in lists updated
  • Rules of Engagement for space level implemented
  • Fixed next/previous space production location selector
  • Declare War menumap item opens popup instead of department
  • Fixed colony emblems
  • Tightened up information bleeds in UI
  • Clean up of right click options at system and galaxy
  • Button added to the system level UI, top left, to cycle through beacon locations.
  • Unit Orders list now has tooltips for order details (partially written, ongoing)
  • Planet type names shown, might create some mismatch types (work ongoing)
  • Various UI fixes and improvements
Visuals and Graphics
  • Size of system maps adjusted for more zoom out, Max zoom in increased (reset options to apply)
  • Added visual "bounce" effect when going up a level (visual improvement only)
  • Game Cursors updated (wait cursor, waypoint cursor, Build cursors, default choices and more)
  • Updated energy shield and Survey VFX
  • Space ballistic shot/hit updated, style and speed refactored
  • Fixes to visual effects for smoke and shots
  • Ballistic shot graphic colour at space level updated
  • Updated Command Unit and Radar Truck 3D models
  • Fixed FTL spin up effect. Adjusted growth model and maximum size
  • Faction emblems improved
  • Updated tree models and 3D Model Shader system better tree visuals
  • Fixes to background graphics, slider bar graphics when using GUI scaling
  • Fixed some models with wrong texture file type
Sound/Audio
  • Refactored Music Playback system
  • Replaced many music tracks, added many more, music almost completely redone
  • Sound and music default values adjusted
  • Updates to sound engine / track switch timing
Game Engine
  • Various additions to scripted events system condition checks to support tutorial objectives
  • Rebalanced planet scale sizes, add more variability to gas giant sizes and non-landable
  • Fixes for internal change of player counts related to updated colony model
  • Implemented faction edible resource (defines what they eat)
  • Fixed multi-threading issue on Random Number Generator
  • Improved performance for level change
  • Game performance improvements and optimizations
  • Improved galaxy procedural generation mechanic
  • Planet level procedural generation updated for better facility dispersion.
  • Improvements to Capture order system
  • Fixes to ownership when an orbital station is destroyed/captured
  • Improvements to galaxy generation - asteroid placement
General Fixes
  • Fixed missing Merchant Marine unit on planet (oops!)
  • Fixes to facility attack order, FTL order conflict with Formation move.
  • Cleaned up some GameTexture allocation memory leaks
  • Various newsitem and translation fixes
  • Combat system fixes
  • Fixed a variety of potential and actual crash issues
  • Fixed planet level direct combat attacks
  • Added stability in unit order processing
  • Name system fixes for cities/planets
  • Space facilities no longer need hex loyalty to use destroy command
  • Fixes to unit use of "attack facility" rules
  • Formation move ignored at galaxy level
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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