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Star Ruler Update Released
Product Update - Valve
Nov 29, 2010
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Ships in invalid positions could crash the sound system if they ever played a sound. This should also fix random, extreme slowdowns experienced by some people.
- Comets now orbit farther away from stars.
- A change in 220.127.116.11 broke script-based target weighting. Will fix jump drives, mining lasers, repair tools, and a few other specialized weapons/tools.
- Overlapped sub systems in the blueprint editor now only glow when one is a modifier.
- The AI will no longer try to retrofit ships in contested systems.
- Repeat mode no longer crashes.
- Fixed a possible cause of saves that crash on load. Old saves won't be fixed, but the problem should be eliminated for future saves.
- Fixed a crash caused by a distant ship icon updating while the ship was being destroyed.
- Planet conditions were not applying all of their alterations.
- Ships would randomly "vanish" mid-flight.
- Actually fixed crash in servers with single thread mode on. Also speeds up single thread mode a bit.
- Mods were not being loaded in multiplayer.
- Reordered economic events. Running out of metals should no longer throttle your economy!
- Fixed hull-related crashes. Existing saves cannot be fixed, if that is the source of their crashes. Sorry about that.
- Transfer orders will no longer try to take from docked ships.
- Ships could get stuck and unselectable after jumping.
- Possible fix for an infinite loop in fleets.
- Planets would forget their repeat state on load if they didn't have anything in their queue.
- Fixed a crash caused by having a dying ship selected.
- Fixed a pure virtual function call caused by OrderList.
- Saving a blueprint with the same name as a manually obsoleted one would not save it.
- AIs were ignoring Dreadnaughts they built.
- Fixed various crashes related to fleets.
- Asserts are no longer compiled into release (small performance improvement)
- Tutorial scrollbars for localizations.
- Blueprint AI settings didn't work for multiplayer clients.
- Blueprint AI settings were not being exported.
- Fixed a bug that would spam the console with errors.
- Control+click build now works everywhere you'd expect (system window, build on best context menu).
- Importing a design with errors (ie subsystems not unlocked yet) now displays those in a message box instead of failing silently.
- Improved the comet trail.
- Updated German translation.
- Moved system and planet generation to a server script (map_generation.as) so mods can change it.
- Ships that fire weapons in the galaxy will become visible to all players. Note: Planets in the galaxy are always visible to everyone.
- Added three new tracks by Artem Bank.
- Event notification sounds for pending treaties or finishing the research queue.
- Added speed and distance indicators to the mouse over info. 1 AU = 1000 units.
- If pirates are allowed to become wealthy, they can now launch multiple simultaneous raids.
- Added new Fighter, Hauler, and Satellite models, and added LODs for the station.
- Added an option for a 'standard' camera, which cannot roll. Use this if you find that you cannot effectively use the default camera.
- All ships with thrust can be toggled to "Park in orbit": when they stop, they will start orbiting the closest planet or star.
- New structure: Planetary Thruster. Unlocked at Propulsion 16, Gravitics 6 and Megaconstruction 6, allows you to move planets.
- Blueprint AI setting to control whether other ships are allowed to fetch resources (fuel, etc) from that blueprint.
- Blueprint AI settings to limit attack targetting to only planets/ships.
- Blueprint AI settings to limit deposit targets to only planets/ships. (ie Miners' deposit ore orders).
- Binary star systems and asteroid belt systems.