Galactic Ruler Early Access Updates Plan

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George Geczy
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Galactic Ruler Early Access Updates Plan

Post by George Geczy »

We are using a "two track" update plan :

- The regular ("default") build will be updated at least once a week, maybe more often as stable builds are tested.

- A "fasttrack" beta build will be updated much more frequently, often once a day, maybe even multiple times in a day.

To opt in to the fasttrack build, in your Steam Library:
- Right click on the "Galactic Ruler" game listing
- Select "Properties..."
- Click on the "BETAS" tab at the top
- In the dropdown, select "fasttrack - Latest testing builds"

No code is necessary, just close the properties box and you'll be on the fasttrack build.

Some notes:
- Fasttrack is often pushed up right from our latest development builds. We may have introduced new bugs we haven't found yet.
- Fasttrack may include half finished features just appearing for the first time.
- When playing a multiplayer game, all versions needs to be in sync - so, everyone on fasttrack, or everyone on default build.

-- George / BattleGoat.
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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack 11/12/20
- Technology research times extended, but not fully balanced yet
- Removed more references to "human", "money", "missile" (ongoing)
- Minor UI fixes, graphics fixes
- Minor fixes to tooltips
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fastrack v652 posted
- Various UI bug fixes (lots)
- Work begun to add ‘Go To’ option in right click menu to change levels
- Air units can now use ‘Load Into’ order
- Double click to change level disabled while map modes active
- Refactored System HUD at galaxy for exploration status
- Colonies now know/discover all regions the parent does at time of colonization
- Fix Year display (no progression) (CDate / outstar)
- Refactored and optimized some planet/system status data
- Optimization and framerate improvement on Galaxy level
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.653 posted
- Updated for fixed wing aircraft to not move like helicopters
- Game Help system added to planet level. First 5 messages added. Graphics to be updated later
- Cargo information for units now hidden if unit has no cargo capacity
- Many minor UI fixes
- Refactored flags in system for performance, also checks regiondiscovered
- More back end work on Atmospheres, system is still incomplete
- Added Mouse Over list of units in system to the galaxy level
- Stop the mapbox from moving when window is not in focus
- Improved how region discovery is handled internally
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Oops, I missed v.654 when it was posted. Version 0.654 is the current public build

- Top centre UI background added
- Map right click list and tooltip optimized
- Planet List and Nav Points added into land department
- Various UI fixes
- Added unemployment and tourism to domestic bar tooltip in state department
- Map generation no longer builds transport or facilities on unowned land
- Rules for claiming space around planets started (incomplete)
- Equipment updates for drone unit prereqs (tech tree in progress)
- Optimized planet status icons, planet classifications
- Galaxy level, mouse over system for list of FTL units

Fasttrack v.655 posted
- Engineer ships added to equipment list, both FTL and not FTL version
--- Most reuse existing ship models, a couple new models added, more to come
- Engineers can "claim" space around a planet or moon with order of "build Spacedock"
- Help system UI updated
- Tech Tree additions, descriptions added
- Set declare war button to grid if already enemies.
- Fixed tool tip text for minister research control.
- Set dynamic map filter tooltip text.
- Refactored how space bases are tracked internally
- Galaxy UI no longer hidden. Minimap, Land and Command accessible.
- Show FTL ship huds at galaxy level
- Next/Previous planet/system buttons will now skip over unexplored levels
- Added unique death types for each branch of unit (still needs 3DEffect work)
- Planet List is now Galactic Navigation, shows systems at galaxy level, and planets at system level
- Reserves list at system and galaxy will now filter to units only in that hex when selected, same as planet level
- Refactored how the game check a planet for inhabited status (optimization)
- Added location filter for reserves to system level command department, removed theatre based header
- Various UI updates and fixes
- Upgraded function of savegame naming for steam names w/illegal chars
- Autosave file names truncate session and player to 12 chars
- Added new shield effects for space beam attack impacts
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.658 posted:

- Savegame file format changed, saves before 658 will not do combat properly in the new version
--- Technology system for upgrading unit status expanded for the new attack/defense types
--- Also refactored somewhat
- Fixed crash in next/previous arrows, top left corner
- Tech tree additions
--- Translation updates
- Fix to tech tree where blank techs might appear in the list
- Galaxy level path lines and FTL distance indicator added
- Nav points system, fixes and improvements
- More Engineering ship models
- UI updates and fixes
- Fixes to Engineers building space docks
- Adjusted icon priority for inhabited system vs. unexplored
- System HUDs on planet support different space/planet owners
- Fixes to combat system
- Improvements to the combat VFX system
- Better UI support for undiscovered/discovered/explored planets and related data
- Fixes to planet profiles and properties
- Steam username support expanded; incompatible characters now replaced with dash
--- Player and session names truncated to 12 chars to keep filenames shorter.
- FTL Distance returned to normal (was previously made longer for testing)
- FTL Tech effects to extend range implemented, techs using this will be in the next update.
- Migration locked down to planet.
- New faction data supported for birthratebase, deathratebase in .CVP file
- Back end changes to Events system started
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.659 posted:
  • Savegame format changed, old saves will not load.
  • -- Added feedback for outdated savegames
  • Path codes update - waypoints damaged, will be fixed for next update
  • Reduced research time on some very early technologies
  • More techs added, prerequisites and descriptions updated
  • Added birthratebase, deathratebase to control population growth
  • -- Zero is valid value, so if missing no births/deaths
  • Refactoring of some internal player variables
  • FTL range and charge mechanics set up on the back end
  • Galaxy level minimap improvements
  • More back end work on spaceship upgrade components
  • Fixes at lobby level for setting number of AI opponents
  • Fixed some of the limits on factions must be discovered to interact with them
  • Displayed date/year end fixed (for real this time)
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.663 posted:
  • FTL ships now required FTL charge and must spin up to jump
  • Unit Popups refactored. Actual/Design split for both planet and space units
  • -- Stats reorganized. Stacked to show current under maximum where relevant
  • -- Cargo list accessible in popup. Units in cargo can be selected
  • Scale of map upgrade bits increased, rework begun with grid graphics
  • Single player and Mutliplayer lobby graphics and layout redone
  • -- Number of AI selectable in multiplayer lobby fixed
  • ---Random faction select in multiplayer lobby fixed
  • Added lobby option for starting tech level lobby option. Pairs with starting tech level value in faction CVP data
  • -- Tech tree option of "don't include in starting techs
  • Ballistic VFX Update
  • Improved Explosion VFXs
  • Game Fonts improved, caused one type to be too large (fix pending)
  • Fixed potential crash for missing fonts
  • Upgrade Components applied on reserve/research completed
  • Alert messages list on right click fixed.
  • Game elements/filters reordered for logical progression planet/system/galaxy
  • Two more loading screen illustrations added
  • Unit orders now include an option to "add to battlegroup"
  • Listbox clipping fixed
  • Wordlist and string clipping now works/intersects/flushes correctly
  • Holding down SHIFT and CTRL while program starts will reset graphics if not Native Resolution
  • -- Forces Windowed / 1280x800 / Scale 1.0
  • UI fixes for atmosphere and planet size icons and tool tips.
  • Added alternate terrain textures drawing, uses terrainset value
  • Various UI fixes and graphic improvements
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.664 posted:
  • Fixed v663 bug FTL recharge (getFTLrechargerate) fixed for star-distance reversal
  • Emblem not shown on ships if no owner/flag
  • Unit Tooltip UI updates begun, still in progress
  • More scale of map upgrade bits rework
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.669 posted:
  • GUI Scale Implementation work completed, see Graphics Options
  • FTL spin/jump Effects updated, VFX added
  • Updated drawing of models (no flicker on planets etc)
  • Restored On Map notice clicking
  • Number of AI in lobby fixed, will change on galaxy size change
  • More Unit Popup design improvements, still in progress
  • Fix Minimap Galaxy Level star sizing
  • Minimap Draw improved for position of planet/star
  • Space level properly shows ship path lines
  • Some performance improvements on UI drawing
  • Save game triggered on player lost
  • Help Highlight Circle now fades in/out instead of rotation
  • Tech effect descriptions for 500 to 755 now supported
  • Fixed calculation of systemupgrade in Units
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.671 posted:
  • Colonize/FTL/Drop/Launch orders sequence changed
  • Galaxy generation updated, map sizes reduced and system numbers increased
  • Localization updates (Treaty names, treaty descriptions, new tech effects)
  • Multiplayer lobby names will no longer allow for line breaks
  • UI Updates for "filter reserves/deployed by class"
  • CTRL-SHIFT on start now also turns off 'usenativeres' to avoid confusion
  • FTL effect updated, spin up progress lost and visual will stop when order is cancelled
  • Navpoints now empire bound (colony using parent region playernum)
  • aireqresponse increased to 32 lines (was 16)
  • Build units on map, (map mode) now showing facility information on mouseover (Was in SRU, now restored)
  • Space class filters in Command Department now at System Level
  • Orders.csv format changed, two new columns (cursorNum/changeLevel)
  • Colonies will inherit unit build regions (buildavail) of parent; will keep if liberated
  • Planetary AI requests are only responded to by units on same planet
  • Various UI and graphics fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.680 posted:
  • Various UI and data file updates/fixes
  • Game Font updated (...again, might be final?)
  • Colony leaders set as faction variants
  • Major updates to how multiplayer sync is managed
  • --Fix for AMD vs. Intel 64 bit calculation differences
  • Multiplayer chat redesign
  • -- MP Chat whisper using @ in chat
  • WORDWRAP flag now enables edit fields to use multiline strings
  • -- Text will shift left/right as needed
  • FTL icon shows on hex when FTL jump inbound
  • -- 2D effect system updated to support this
  • Unit Orders sequence updated for various order types for better logic flow
  • Land units turn speed increased
  • Land/Air/Sea/Space unit generation updated, unit stats revised
  • Tech tree use of "tradable" flag reviewed and updated (work in progress)
  • Composite Ore tech added as prereq for the facility
  • Tech tree updated to support non-FTL colony ship in early game
  • Updated AI parameters, now building space units
  • Build Space Dock order will no longer work if territory is claimed
  • Cargo unload selected / unload all condition updated
  • Specialty units (Command/Garrison/Guerilla/Partisan) id’s now defined inwmdata file
  • Fix faction colors on traded space units
  • Last researched technology shows when minister has no recommendations
  • Button to open tech popup added to tech recommendation
  • Birth/Death/FTL stats added to faction information at lobby
  • Units/HUDs map filter fixed
  • Fixed wrapmap situation in effects3D (DrawUnitEffects)
  • Updated AI Ruler code to add energy not cash to treaty offers
  • Updated AI Ruler, AI Colony and updatetrades() to not offer/ask for cash
  • Research item progress bar in “Leads to techs” box fixed
  • change level button grid/hide conditions updated
  • Adjusted memory management of UI skins
  • Colonies now have explore=true for their own planet/system when established
  • Double on-map notice text line fixed
  • FTL effects now restricted to line of sight
  • Colony factions will now use Skin1 GUI folder
  • flat/groundplane meshtypes now drawn with depth read only (avoid flickers?)
  • Auto select of single units / rubber banding bug fixed
  • Meshtype 9 added for See-through object (rotor/propeller)
  • Restrict add by class/type to current level, unless galaxy
  • Production department market information restricted until at least one faction discovered
  • Governor will no longer recommend research that is in progress
  • Finished implementation of Newsitems system not survey/planet not survey/planet not landable
  • Faction order graphics updated
  • Minor audio and graphic updates
  • City mesh updates (in progress)
  • Log file option can now be adjusted in the game menu
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.682 posted:
  • Surveying system for planets added
  • -- Tech tree rebalanced to accommodate this change
  • -- Survey progress shown in unit order text
  • -- Unit specialty added to popup, unit lists
  • -- Alerts and notifications created
  • Pending lists merged back to Researching/Building lists.
  • Fixed ship model assignments for various races
  • Fixed colony ship build times
  • Added models for In-System colony ships
  • Removed loyalty from space levels
  • Minister suggested location for space dock fixed
  • Various UI and graphics fixes
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