Galactic Ruler Update 3, version 1078

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Balthagor
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Galactic Ruler Update 3, version 1078

Post by Balthagor »

Bug fixes now bring us from 1070 up to version 1078

Update 3, v.1070 is now available on FastTrack. It will move to full release once we've received some community feedback.

Our latest update to Galactic Ruler brings in some extensive changes. A number of these are the direct result of ongoing development for Supreme Ruler 2030. Since they share a common code base, improvements to one game are often supported by both. Update 3 also includes a number of additions specifically to address user feedback. We've been able to analyze user provided savegames as well as tracking forum and discord discussions. And of course it includes many general fixes.

It should also be noted that some of our updates required a structural change to savegame files. For this reason, savegames created in previous versions will not be compatible with the newest update. Our apologies that we had to change the file format, we always try to keep such changes to a minimum.

One significant new addition was entirely unexpected and comes from a forum user request - the AI can now be given a cheat advantage. This is an advanced option available to players when starting a new game. When set, it gives AI factions a reduced cost and reduced build time for units, facilities and research. It defaults off, but one of our users suggested they might like an even larger challenge than just setting the game difficulty to Very Hard, so we decided to provide this option.

The Colony Focus system introduced in the previous update was also expanded to a fourth colony type, named Outpost. The goal is for players to more easily create a colony that feeds resources back to the parent empire. This might not be the final fix in this area, we are continuing testing and looking for more improvements on this front.

From SR2030 development, Galactic Ruler has gained some new features related to the battlegroups system. Leaders can now be assigned to battlegroups. When a battlegroup is selected, an option is shown below the list to assign the leader. The members within the group will stay in formation relative to the leader (terrain permitting) and elastic banding the leader will add all the member units to the selected list. Members of the group can be manually selected through normal means so that players can adjust the formation they have set. This represents our ongoing efforts to better represent military organizational structures and simplify controlling large numbers of units. This may not be the final solution for unit hierarchy, but we believe it addresses some of the long standing concerns in this area.

Another bit of feedback we received was that the pressure of a tough power shortage early game may be breaking the flow for some players. For those who wish to play the game without the challenges posed by energy shortages, we've posted some mods on Steam Workshop which significantly increase energy facility output. For those wanting a more combat-focused game, one of those mods might be just what you're looking for.

For a full list of all changes, see the changelog below.

** 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
V.1077 additional fixes
  • 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.
V.1078 additional fixes
  • Fixed text display bug.
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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