Galactic Ruler Early Access Updates Plan
Moderators: Balthagor, Moderators
- George Geczy
- General
- Posts: 2688
- Joined: Jun 04 2002
- Location: BattleGoat Studios
- Contact:
Galactic Ruler Early Access Updates Plan
Revised December 2021
We are using a "two track" update plan :
- The regular ("default") public build will be updated only when we have a stable build with significant changes.
- The "fasttrack" beta build is updated much more frequently, a few times per month on average.
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 need to be in sync - so, everyone on fasttrack, or everyone on default build.
Status of the game December 2021
In review, assumed complete
- Tutorial Chapter 1
- Research system
- Resource production system
- Trade system
- Unit production, deployment and movement
- Combat system
- AI galactic exploration
Major areas due for review
- Combat, Economy and Research balance
- AI planetary invasions
- Colony growth
- AI Governors/Ministers
- Additional content and lore
-- George / BattleGoat.
We are using a "two track" update plan :
- The regular ("default") public build will be updated only when we have a stable build with significant changes.
- The "fasttrack" beta build is updated much more frequently, a few times per month on average.
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 need to be in sync - so, everyone on fasttrack, or everyone on default build.
Status of the game December 2021
In review, assumed complete
- Tutorial Chapter 1
- Research system
- Resource production system
- Trade system
- Unit production, deployment and movement
- Combat system
- AI galactic exploration
Major areas due for review
- Combat, Economy and Research balance
- AI planetary invasions
- Colony growth
- AI Governors/Ministers
- Additional content and lore
-- George / BattleGoat.
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- 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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- 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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- 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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- 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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- 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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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)
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
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
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
Fasttrack v.683 posted:
- Survey visual effect started, white circle for now.
- First time messages created, appear more than once for now
- Unit popup cargo load/unload buttons modified
- Various UI and graphics fixes
- Equipment file updates
- Hotspots UI updated
- FTL incoming message updated
- Map filter for "Facilities and HUDS" split into two separate filters
- AI research improvements started
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Galactic Ruler Early Access Updates Plan
Fasttrack v.686 posted:
- Using Shift+Elastic band on space carriers will leave the loaded craft unselected (fixed)
- Survey ship unique models for some races, more to come
- Support for alerts that appear only once (first time triggered)
- Unit popup controls for loading/unloading units updated
- Further refinement of unit order click action sequence (colonize, drop, etc.)
- Hotspots UI clean up continues
- Combat crash bug fixed
- Various UI/Graphics updates
- Fixed unit select on single-unit-rubberband (bautoselectsingle usage)
- Updated AI for tech selections - more use of aiinterest etc
- Space Unit stats rebalanced, work in progress