Galactic Ruler Build 0.899 Early Access Changelog

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Balthagor
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Galactic Ruler Build 0.899 Early Access Changelog

Post by Balthagor »

Build 899 is now live in the public branch for all Galactic Ruler players!

This build brings in numerous big changes that players on fasttrack will have already seen, but should notably improve the experience for everyone else. The AI has become more much capable and the galaxy a more interesting place due to various changes. Feedback should be improved on a number of actions, but work is still ongoing. We're nearing full release so watch for more news in the next few weeks.

Core features
  • Welcome screen created for first time the game is played
  • Game Cutscene added
  • Steam achievements added
  • Final 2 factions added - Disciples and Plodders
  • --- Updates to lore and backstories
  • Addition of galaxy shroud
  • Advanced Lobby option now allows setting galaxy to any size between 2 systems and 200 systems
  • FTL pathing added for long distances, AI and player units, including waypoints
  • Each faction now has a specific homeworld, all homeworlds have at least some food
  • Major balance updates to planets composition and planet visuals
  • --- Some planets are rich in resources, others nearly barren.
  • Colony trading added
  • Migration system, treaties added to set immigration/emigration policy.
  • Major tech tree updates
  • Build Spaceport order renamed to Build Outpost (function is unchanged)
  • Fixed supply growth on non-breathable worlds. Cannot capture with units, only with engineers and extending supply levels.
  • Ore Harvester facilities auto select nearest asteroid for harvesting
  • Added suggested location for placing new colony on planet (shows as circle with star)
  • Game speed bars red when paused
  • Help message feedback improved (red circles)
  • Governor controls moved to new Planet popup
  • --- Allows for most planet level controls from system level
  • Governor Priorities updated with more options and revised effects
  • --- Will have significant impacts on AI faction actions
  • Adjustments to order of availability for some treaties
  • No longer allowed to build cities on worlds of incompatible atmospheres
  • Tech effect for adjusting FTL charge speed implemented
  • At galaxy level, units in battlegroups are no longer shown individually, just their battlegroups
  • Tutorials 1, 2 and 3 completed, Tutorial 4 in progress
AI
  • AI Invasions implemented
  • Improved AI unit selection system for responding to orders vs. specialty units
  • Updates to AI facility build routines
  • AI will stop handling emails while player is "switched-to" that player
  • Fixes to FTL AI pathfinding and FTL orders
  • Units won't move into neutral territory.
  • Units path around the star
  • --- Stars now have a "danger zone", units will take damage if they are too close.
  • Balance changes to what actions are triggered at which initiative levels
User Interface
  • List expand/collapse arrows added for better feedback
  • Quit options added
  • Fixed action buttons in transport ships to manually pick up/drop off crates at stations
  • Updates to planet popup, controls of planet actions and governor priorities at system level
  • Pause system for messages, additional option to control global "pause on events"
  • Updated research list UI to show what techs provide unit designs
  • More on map notifications for both valid and invalid actions for better feedback
  • Updated grid/hide conditions for quick action buttons on unit lists in Command
  • Updates to planet HUDs to better communicate colony parents and planet ownership
  • Top centre UI for "factions present in system/at planet" redesigned.
  • --- Shows parent regions, mouse over for list of colonies
  • List controls in lists of regions updated (state department and bottom right)
  • Negotiations Popup redesigned, fixes to available categories
  • Galactic Almanac button moved from lower left UI to lower right
  • Land Department renamed to Recon Department
  • Improvements to battlegroup assignment controls on orders panel
  • Game Options menu re-sorted and cleaned up
  • Faction emblem shown on alert messages
Visuals and Graphics
  • Updated slider graphic to have notch
  • Advanced Orders at lobby, button is moved to lower right of basic options
  • Planet HUDs significant updates, allies/enemies indicator add to ring around emblem
  • Fixed "clear all messages" button
  • Lists with regions, action buttons improved, more consistent
  • Fixes to various 3D models for scale and components
  • Planet types and visuals updated
  • New Outpost facility created for colonies
  • Updated ballistic shot VFX movement/position and other combat VFX
  • Additional ship models for recently added races (Breel, Gultian, Dicapse, Disciples, Plodders)
  • --- issues remain with Plodders ships, in progress.
  • Fixes to custom cursors
  • Pirate leader picture added
Sound/Audio
  • Audio cue plays when an objective is completed
  • Various sounds effect updates, include lots of space Pew Pews
Game Engine
  • Minor format validation on ALL game textures.
  • Parent regions will auto accept offers made from colony
  • Optimizations of galaxy creation code
  • Performance fixes for Merchant AI ship inventories
  • Optimizations to day end processing
  • Internal engine fixes to combat system and movement system
  • Minor races now selected randomly
  • Fixes to ship upgrade components gained from researching improvement techs
General Fixes
  • Fixed various potential crashes
  • Fixed crash when placing waypoints for Ore Harvester facilities
  • Fixes to potential crash with Orbital Station popup
  • Fixes to potential crash on faction info tooltip from faction emblem
  • Fixes to capture of facilities
  • Fixes to trade between colonies and merchant AI
  • Fixed carrier capacity for transport ships of some factions that were zero
  • Doubled move speed of planetary and stellar transport ships
  • Further fixes to avoid "information bleed" of players seeing info on undiscovered factions
  • Fixed bug where building an orbital station changed player faction to AI controlled
  • Fixes to unit orders, player vs. AI action priority
  • Fixes to AI use of hotspots
  • Fixes to governor priority checking for governor actions
  • Fixed game option to play with Fog of War turned off, regions properly "discovered"
  • Fixed player elimination if focused on a colony when the colony dies
  • Fixes to research not being used by some AI factions
  • Fixed bug where planets would begin to "repair" and slowly increase in size (oops)
  • Fixed ship upgrade component system ( +5% is different than =5%...)
  • Colonies can no longer declare war on parent region
  • Fixes to trading with colonies
  • Fixes to units landing on planets without dropship specialty
  • Fixes to scrapping code
  • Fixed potential unit orders multiplayer sync issues
  • Fixes to capture orders and capture feedback messages
  • Fixes to units retreating constantly/can't find a base
  • Performance fixes for Merchant AI ship inventories
  • Fixes to trade and treaties with colonies and other regions
  • Fixed colonies access to unit designs
  • Fixed flag of homeworld changed if you use an engineer to build a spaceport on the homeworld
  • Optimized multiplayer sync
  • Fixes to self destruct order, added to right click list of options at location with a beacon
  • Fixed latest headline for alert messages
  • Fixed "build a colony on allied planet converts faction to yours" bug
  • Adjustments to starting relationships for different region types (pirates, colonies, etc.)
  • Fixed bug where ships jumping to a system without beacon could arrive in the Oort cloud
  • Merchant AI ship movement adjusted (move faster, FTL closer)
  • Fixes to galaxy generation outer edge positions
  • Fixed bug where beacons could be given orders
  • Various UI and graphic fixes
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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