Galactic Ruler Release Changelog

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Balthagor
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Galactic Ruler Release Changelog

Post by Balthagor »

This is the cumulative changelogs from full release to current version.

Version 11.1.1078 (Dec 19th, 2022)
** File format change, previous savegames will not be compatible.
  • AI Cheat option added
  • BattleGroups system now supports leaders, treats groups of units more as a unified group instead of a collection of units
  • Updated equipment file now supports 2 additional tech prereqs which support "buffing techs" and 4 more option techs for "buffing techs".
  • Tech tree now supports 2 additional tech effects for a total of 4
  • A number of new tech effects have been added to buff specific stats of units
  • Tutorial updates
  • Updates to AI fight or flight response when attacked from out of range
  • New colony focus - Outpost. This is the default for new colonies
  • Anomalies system update - an Orbital Sensor in the system will reveal anomalies
  • UI addition in Shipyard facility controls, button to go to defense production panel
  • UI addition, total weight of selected units now shown in Command Dept. first panel
  • Savegame list can now be sorted by most recent vs. alphabetical
  • Updated default.unit file format, values for combat refactored, overall balance should remain about the same for land/air/sea/space units
  • Reduced defense values for all space level facilities, make them easier to kill
  • Unit and facility meshes shown in the interface can now have their scale adjusted (Default.PICNUMS file)
  • Improved MP stability
  • Fixed bug in MP Chat refresh
  • Translated game text line height fixed
  • Visibility of Hotspot marker at system level improved
  • Road/Rail alignment improved
  • Changes to steps for building roads/rails so that out of supply warnings don't interfere with placement
  • Fixes to some tutorial translations
  • Fixed game option for unit popup when elastic banding units
  • Fixes to deploying outposts/colonies onto planets
  • Fixed to defense branch list heading in planet popup (no longer says space)
  • Spamming of anomaly found message fixed
  • Fixed Orbital Station listed twice in the Facilities panel, lower right.
  • Fixed occasional visual effect from a ship outside line of sight (pirate deploy bloom)
  • Fixed CVP file fixed for modding less pirate factions
  • Fixed Defense department list of shipyards, name of locations
  • Removed "Scrap All" from planets to avoid damaging the orbital station. Other facilities can be scrapped individually.
  • Changing Galaxy size in MP lobby forces players to set "ready" again to accept this change.
  • Planet Popup, Governor controls, new buttons to reset all locks and reset trade targets
  • Fixed Mk II Engineers and Radar trucks availability based on required techs
  • Map Mode modifier to scrap or destroy instead of build
  • Divide by zero error found and fixed
  • Sharable music files updated for main menu music
  • Order for Resupply Construction filtered out for incompatible units
  • Governor Priorities panel fixed for multiple planets in same system
  • Colony to parent trading, further fixes. **Trade Relations priority is important for the parent.
Version 11.1.1035 (Sept 4th, 2022)
  • Visual Effect added for water
  • Pirate world profile updated
  • Military facility placement routine in procedural generation refactored
  • Planet governor focus system added
  • <CTRL> + <F> follow camera added
  • Updated Facility attack order to be high priority than RoE facility attack permission
  • Updated AI automation for surveying for less idle time between actions
  • Fixes to Anomaly system
  • Fixes to FTL arrival points
  • Fixes to aircraft movement around neutral borders
  • Fixes to game lobby option for excluding factions
  • Fixes to Steam achievements
  • various UI and text fixes
Version 11.1.1030 (Aug 23rd, 2022)
  • 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
arquebus_x
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Re: Galactic Ruler Release Changelog

Post by arquebus_x »

"**Trade Relations priority is important for the parent."

Is this to say that we should set that priority for the parent in order to maximize the flow of goods from colony to parent?
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Balthagor
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Re: Galactic Ruler Release Changelog

Post by Balthagor »

arquebus_x wrote: Dec 21 2022 "**Trade Relations priority is important for the parent."

Is this to say that we should set that priority for the parent in order to maximize the flow of goods from colony to parent?
Yes. The colonies react faster when the parent has that priority set.
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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