Galactic Ruler Update version 1030

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Balthagor
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Joined: Jun 04 2002
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Galactic Ruler Update version 1030

Post by Balthagor »

Our first major update post release includes a number of balance changes based on community feedback and the request for a greater amount of energy available from planets - not just from trades with Merchant AI. This also fixes a bug that was found in exploiting gas giants and lava moons.

We've also added a feature to the game lobby. When selecting which faction to play, you can now disable some of the races so AI regions won't get those factions either.

Furthermore, there are now anomalies scattered randomly through the systems. Some of them won't yield any benefits but some will help with energy, research progress or research efficiency. Another new feature is that at the game lobby, when setting up the game, it's possible to set certain races as inactive, so they won't be randomly given to an AI faction. This does of course reduce the number of available races.

The update is in Fasttrack for now, it will go to all versions once we're confident it doesn't break anything. Full changelog is below. We'd appreciate feedback on these changes!

V.1030
  • Space engineers can now be issued an order for "Build Orbital Storage" for space-only colonies that are out of goods but not yet able to trade.
  • Space transport ships stationed at a planet can provide goods from their cargo to facilities of the same empire that don't have enough goods to continue building.
  • Galaxy generation updated. Review of the system to ensure rules are met for Spiral, Cluster and Band types. Should avoid any "out of reach" systems. FTL range techs still needed to reach some places.
  • Energy output updated for on planet power plants and space level energy extractors
  • Empire units will now capture for colony if exists
  • Orbital Stations now have a miniscule amount of power and food generation for feeding their initial workforce
  • Improvements to orbital transfer for colony/parents
  • 'Merchant Trade Ship' renamed 'Civilian Trade Ship'
  • FTL range options updated, now only 100% or greater, text description fixed
  • Trade target slider updated to give better feedback about exports
  • Units carried on a space carrier now forced off if the carrier drops to the planet's surface
  • Planet management popup has an extra page now for statistical data
  • Various UI and graphic fixes
  • Fixes to Steam achievements
  • Fixes to translations
  • Fixed colony surrender error when taking the planet before the station above it.
  • Fixed code to eliminate false sync error messages in multiplayer games
  • Autobuild no longer turns back on for human player colonies
  • Fixed space units force exit of neutral owned territory
  • Fixed Multiplayer client faction selection
  • Fixed potential crash in governor choosing build location.
  • Fixes to breaking ties with other regions
  • Fixed crash when using Maximize Garrison in planet popup
  • Fixed spotting ranges for mobile radar units
  • Fix for potential dropship refuses to land on planet
  • Fixes to unit default capture rules
  • Fixes to tech effect for more workers on Ore Harvester
  • Fixed a sequence of actions that made it look like a planet unit could be told to move in space
  • Fixes to capturing abandoned crates
  • Fixes to recapturing a lost colony
  • Tech tree fixes
  • Fixes to some alert messages
  • Fixes to game setup for volatility settings
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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