Galactic Ruler Early Access Updates Plan

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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.690 posted:
  • Savegame file format updated
  • --- Nav Points now kept in savegames
  • --- Research techs now support two "leads to" values (teach players A goes to B eventually)
  • More techs added to research
  • Idle Survey ships and drones will automatically survey their hex if needed if unit initiative > none.
  • Major rebalance of all combat stats for space units (Cruisers no longer OP)
  • Hotspots system design updated, space hotspots given separate meaning
  • Fixes to unit order clearing when given orders by players (for units that keep retreating)
  • AI work on understanding open space for pathing (in progress)
  • Fixes to AI adding units to production queue (improved, but more fixes coming)
  • Units can have upgrade components offset if researching later in the tech tree (not used yet)
  • Function of centring when clicking on flags updated slightly to focus location before changing levels.
  • Various alert messages added (surveying, space dock built, etc.), support for more message types
  • Back end improvements to land taken by lack of supply system
  • Back end work for Theaters/Battlezones for AI
  • Govtype update, extra fields added. See gamepedia page
  • Equipment file fixes
  • Translation updates
  • More ship models (survey ships)
  • Various UI/Graphics updates
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.697 posted:
  • Savegame file format updated
  • Space Pirate Factions added
  • Warning message for version mismatch on savegames
  • AI improvement, understanding planet/system levels for response to action request
  • AI improvement, now also considers aiinterest of leadsto[] techs when selecting research
  • AI will look at all categories for next best tech (cabbesttech)
  • Multiplayer map ping function added to right click menu
  • Support for techs that are accessible to only specific regions
  • --- If blank, accessible to all
  • --- First pass of techs for race atmosphere requirements added
  • Defaults for Maximum zoom in, space path lines updated (reset options to see changes)
  • Terrain types updated for "alien" world tests (pink grass) - still in progress
  • Fixed Rally Points at system level
  • Fixes to Survey and FTL orders
  • Fixed space autobuild to work even if no planet autobuild is set
  • Timing for 3D effects updated
  • Visuals of stars in UI fixed
  • Final survey ship models completed, each race has a unique survey ship model now.
  • Ongoing unit stat balance improvements
  • Newsitem updates and fixes
  • Tech Tree updates
  • UI graphic and layout updates
  • --- Font updates
  • --- Defense Department layout
  • --- Alerts list style
  • --- Minimap information panels
  • --- Filters and Elements
  • --- Extensive revision on UI backgrounds so panels line up properly, layout fixes
  • Backend change to Theatres, BattleZones - support for space/planet
  • Maximum supported systems in galaxy increased to 1024, landable planets in system to 64
  • Navpoints cleared on game release (reload etc)
  • Cleanup of unused old textures
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.706 posted:
  • Savegame file format updated (hopefully the last time for a while)
  • Multiplayer lobby generate/start functionality adjusted
  • Planet Atmosphere's now limit colonization if not the proper type, design still in review.
  • --- Most races need Earth Standard, more feedback needed for incompatible atmos
  • --- Planet Generation system updated to accommodate these changes
  • List Lines updated so that action buttons show only for moused over lines where suitable
  • Space Transit treaty added, implementation still in progress so has some quirks
  • Another set of 20 air unit models added, used for four of the races.
  • Ongoing backend change to Theatres, BattleZones
  • Improvements to Space Pirates system
  • Internal optimizations to main menu and starting lobbies
  • Rules of Engagement UI improved to be in sync with unit selections
  • System upgrades no longer applied to deployed ships on game reload
  • Refactored Mousemove() to eliminate mouseover glitch
  • Fixes to orders system
  • Update ParticleSystem to prevent too many particles from causing crashes
  • Fixed crashes in loading games, in combat, in research UI, with space units on planets
  • Various UI fixes, newsitems fixes and graphics fixes
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.712 posted:
  • Atmosphere system update, planet atmosphere values revised
  • Atmosphere override value added to Region Profiles, to be used if planet is inhabited
  • Space Pirates data moved to CVP file for increased moddability
  • Various ProcGen updates / Bug fixes (Orbiting profiles, atmospheres, habitability)
  • Fixed potential crash on VFX pipeline not cleared on quit/load
  • Fixed possible declare war by dead regions/pirates
  • Large Research Panel has been properly adjusted for the list size.
  • Fixed system level supply indicator tooltip
  • Empty right click menu fix at galaxy level
  • Added Hotspots option to right click menu
  • Fixed capital star colouration option
  • Update draw order of FTL Paths, coloured display over uncoloured
  • UI fixes in Multiplayer lobby for selected faction images
  • Fixed unit orders list to show when surveying
  • Minor fix to on map notifications for FTL incoming
  • Code cleanup of listbox objects, data structures
  • Various minor graphic, UI and model fixes
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.724 posted:
  • Fix issue where air units were subject to ground weather movement penalty
  • --- Air and naval units now get precipitation penalty instead
  • Air unit and space pathing improvements, order clearing improvements
  • Added support for "banking" of fixed wing aircraft in unit move animations
  • Fix weather movement penalties; also heavy storm is greater penalty land/air/sea
  • Update unit orders, better show order destination
  • Space orders (ftl, launch, drop) allowed for right-click move to orders
  • Drone fuel and movement range increased
  • Fixed unit retreat issue where wrong hex evaluated
  • Fixed VFX graphics glitch while game is paused
  • Redesign of Alerts UI so multiple categories can be shown simultaneously.
  • --- Shift click to see only selected category
  • Game will now pause on peace offer, message will open
  • Space docks now have cargo capacity, reserving space units will unload cargo into space dock
  • --- Solves units in space but new problem created of how to view/access cargo...
  • Map notifications bound to their relevant levels
  • Galaxy Profile/Settings data structure changed
  • Planet profile updates, new terrain set added for better swamp+jungle type planets
  • Rebalanced landmass lobby setting to have a greater effect on sea level
  • Added support for Construction Crane, two values, planet/system 3D models
  • Added Corvette ship models for all races. Command ships in progress.
  • Added "Offer Peace" function in UI, similar to "declare war" for ease of sending offers
  • Various graphics and UI improvements
  • Code clean up for saving/loading and navigating lobby screens
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.731 posted:
  • AI for explore and expand added. Works for AI factions and player's governors/unit initiative
  • AI Request responses at space implemented
  • AI Rulers now turn on space units auto build properly (hopefully)
  • Externalization of AIParams (moddability of AI responses)
  • Galaxy shroud added
  • --- minimap now defaults off
  • --- FTL path lines now start from explored systems only
  • Added options for Galaxy Type at game start
  • Pirate ship inventory updated (orbats)
  • --- Equipment entries updated, expanded to 3 ship types
  • --- Pirates now have their own unique ship models
  • Galaxy generation optimizations for start of game, fixes to Battlezones
  • Galaxy generation refactored for better design of galaxies. Some types still glitchy
  • Visuals and labels for planet sizes implemented
  • Function of double clicking a unit in the Command list is now a game option for Center on unit / Technical Readout / Both. Pulldown in game options.
  • Added technology requirements to unlock shields and other techs
  • Shield particle effect, only exists when target is alive, moves with target
  • beam-only space units will now fire properly
  • Space units with no energy/ammo will no longer try to fire
  • Adjustments to when shields "go down" energy level calculations
  • Beam weapons won't fire with energy/fuel < 10%
  • Atmosphere fixes, colonize limitation fixes
  • Fixed incorrect system name in system theatre controls menu
  • Fixed Survey order sometimes doesn't clear when completed
  • Realigned military and diplomatic priorities in theatres menu
  • Merchant marine equipment IDs now set per faction in .CVP, overrides WMData values
  • Various UI fixes
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Balthagor
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.755 posted:

Sorry for the long gap, but in return we have an extensive list of changes this time!
  • Game now starts at space level instead of planet level (because space game)
  • Game speed improved
  • Refactor of system generations, focus on Cluster. Spiral and Band work also, more improvements to come.
  • --- Experimentation underway for asteroid belts
  • Game economy rebalanced for energy resource
  • --- Power plants now require map resource deposits to exploit, no synthetic power until later in the tech tree
  • --- Default product stocks are set to 100 days civilian demand
  • --- Possible to exploit non-landable worlds for resources. Lava moons and asteroids for ore, gas giants for energy. Requires research to unlock facilities.
  • Supply Chain implemented, bottom right of user interface. Shows flow of commodities in/out.
  • Refactored facility placement and high ground placement in procedural generation
  • --- Pirate/Minor faction placement updated
  • Refactor of planet sizing, now stores 2 values, actual scaling in strength, equivalent size in profile size
  • Performance optimizations for galaxy shroud, system view and planet maps
  • VFX updates to visuals and performance
  • --- Ballistic shots updated
  • --- Shields updated
  • --- Explosions on planet updated
  • Updated AI unit weighting for build decisions
  • --- UNITWEIGHTING Specialty column (5) now weighs space specialties
  • --- AIParams BUILDSEQUENCE - added new specialty flag values
  • Updated AI research logic
  • Updated AI FTL ability and focus
  • Galaxy level FTL path lines mouseover color added
  • Galaxy level FTL unit path lines color coded for FTL range
  • --- Green: In range / Valid Target
  • --- Yellow: In range / Invalid Target
  • --- Red: Out of range
  • Fixed space units getting stuck on edge of impassable hexes
  • Fixed AI missions to colonize planets going off into oort belt, hopefully
  • Updates to right click menu system
  • New message response added - Set Survey Hotspot
  • Faction discovery fixed (space unit deploy bug)
  • Shroud option added to game startup settings
  • Option for ‘shareable music’ added to game options, will use \Musicn\ folder instead of \Music\
  • Music looping callbacks added, set up for alternate music tracks
  • Shields Tech Effect (232) now used for determining if shields are used
  • Shield strength as percent of total now shown in unit popup and tooltip
  • Weather system removed from game - no longer part of the design
  • Fixes to MP Sync and lobby hosting/creation
  • Online Menu button remains gridded if Steam user not logged in
  • Updated HUDs filter to no longer hides planets and systems
  • Various Equipment, Graphics and UI fixes
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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