Fixed: * Fix being able to trade research back and forth infinitely. * Fix colonizers with weapons never firing at anything. * Fix crash related to buildings being destroyed in OnGlobalDamage events. * Fix crash when planets marked for autocolonization get destroyed. * Batched ship construction orders would not repeat correctly. * Rally points on dry docks would not save. * Fix some inaccuracies in the german translation. * Fix engines never activating when boarding a disabled ship. * Fix importing blueprints with no automation orders resetting to default automation. * Fix crash related to loading transfer orders. * Fix player-controlled ships in the galaxy not being visible when joining an MP game in progress. * Rennovating the same structure multiple times will now only occur once. (Duplicates will be removed when they are started) * Many simple data types in scripts were calling destructors needlessly. * Many simple data types in scripts were also using reference counting needlessly. * Fixed a crash in treaties. * Possibly fixed mousing over objects that weren't near the cursor. * Fixed star surface animation on newer NVIDIA drivers. * The Automate Research setting was not being saved if there was no queued research. * AIs are smarter about trade-per-second agreements. * Fixed some abusable aspects of the trade-per-second agreements. Balanced: * Repair rates on nano armor are more sensible now. * Reverse inductors and Mind Sappers now use correct level scaling so they aren't uncounterable. Changed: * Planetary shields now block chemical bomb damage to population. * Updated AngelScript to the most recent version. * Shields now wobble less and are less opaque until attacked. * Improved error reporting for missing shader constants. Added: * Added AngelScript JIT compiler! Significantly improves the performance of many aspects of the game, leading to generally improved framerate. * Added two new race portraits courtesy of Hazzard! * The Particle Editor and Model Configurator now have customizable backgrounds (see Game Data/EditorBackgrounds.txt), and can return to the main menu and quit from the interface.
Ships on hold or defend position stance will no longer move because of work with tool orders.
Homeworlds had less hitpoints than was normal for planets.
The game did not render while maximized.
Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed.
Boarding defense did not work.
Number suffixes on dates when saving were slightly wrong.
Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't on screen.
Under attack alerts would only appear once per system.
Choosing a govern via the right click menu didn't automatically enable that governor.
The balanced start map option is now on by default.
Reduced modification factors for shift/alt on camera movement.
Notification icons can now be right-clicked to dismiss them.
Planetary conditions are now visible after exploring, instead of only after colonization.
Ordering a non-dangerous tool (Interdictor, Attractor, ...) to fire on your own ship no longer requires you to force / hold control.
Shipyards now provide a small ammo generation / storage.
System Window now lists Dry Docks (can be filtered out).
Build on Best/Build on All from right click menu now take Dry Docks into account.
Carriers on 'Hold Fire' stance no longer undock their fighters to engage. Balanced:
Targeting Sensors now increase range by a much larger amount relative to their size.
Positive planetary conditions are now slightly more common than negative ones.
New ringworld model. Thanks WarStalkeR!
5 new planet textures, 3 new ring textures and 2 new cloud textures. Thanks JonnyDawe!
System Blockades: if there are over twice as many enemies in a system as you have forces, none of your planets or ships will be able to access the galactic bank in that system.
Empires now have race portraits chosen from the race customization window. Thanks Hazzard!
Redid the tutorial to be more interactive and (we hope) more interesting.
New subsystem: External Mount. Linked sub system takes up no space (the mount always takes up 1.0 space), but takes damage after shields and before armor.
New subsystem: Chemical Bomb. Can only target planets, kills a lot of population but leaves structures intact.
Groups of haulers can now be ordered to "Keep Supplying This" on an object. The selected haulers will collect resources from the system they're in and supply them to the object, then return to the system they were originally in and repeat.
Added bind 'Focus on Object' to the options menu that mimics middle-mouse-click.
Added a 'Temperature Falloff' option to the new game settings (default on). Decides the distribution of planet types based roughly off of the temperature the planet would experience.
Added 'Spread out Empires' and 'Keep allies together' options to the new game settings (default on). Attempts to spread out non-allies and bunch up allies when generating the map, respectively.
Button on the message ticker to open a log window that displays a scrollable list of previous empire messages.
'LAN' tab on the multiplayer menu to discover LAN games without needing to find the local IP manually.
New object information panel displaying more graphical information and with individually cancellable orders.
Added new weapon effects from Galactic Armory, thanks XTRMNTR2K!
Resizing the blueprints window now makes the layout circle bigger, making it easier to place sub systems on crowded designs.
Ordering a tool to fire that requires a forced order now prompts for it.
Queue Management window for Dry Docks now displays resource cost/progress.
Added notification icon for when someone declares war on you.
Added notification icon when a tech is leveled up, a link is finished, or a tech is unlocked.
Added notification icon when a planet is colonized or lost.
The 'Update Threshold' in blueprints is now more sensible - a value of 1 should update when all sub systems have been affected by 1 tech level increase.
'New Game Menu' settings are now remembered between games. You may also save and load these settings.
Trade window hides clauses that can't actually be added to the treaty due to peace agreements or war declarations.
Holding shift while clicking a technology/link now queues it behind other techs but before repeated technologies.
Multiplayer window now remembers the last IP/Port entered for connect.
There is now a button directly opening the civil acts window next to the empire bank display.
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
A long lag before joining a multiplayer game in progress that appears as a freeze (but eventually does connect).
Modded EmpireNames.txt and EmpireColors.txt are now used in the lobby.
Tips files were showing up as languages.
Freeze when holding alt for range rings while hovering on an enemy unit.
Antimatter generators would not explode when disabled due to lack of control.
Queue management commands did not work for dry docks in multiplayer.
Light/Heavy/Stealth hulls were incorrectly scaling with level, making them much too powerful at later tech levels.
Ships can now be retrofitted / scuttled at dry docks.
The victory message was not showing up when eliminating all enemy teams in a team game.
Docking stations into planets or carriers could crash.
Starting a multiplayer game with teams could crash due to timing issues.
When hovering over a sub system with a modifier/link attached to it, the correct stats will now be shown on the left.
Overriding controls that had a default key assigned to them would create duplicate bindings and not be displayed correctly in the options menu.
Hotkey groups are now saved and loaded.
The Rack Mount was misbehaving at small scales. It now behaves much more sensibly at all scales.
Fixed jittery movement of ships in multiplayer (except in very high-lag situations).
Manual transfer orders did not work for MP clients and did not save.
The order list on completely idle ships would not properly display for clients.
Boarding defenses were not scaling up, making them wholly ineffective.
Nano armor hitpoints and damage reduction now only increase with armor research, while regeneration rate increases with nanotech research only.
Multiplayer server names now default to "'s Game".
Clicking the planet lost message now zooms to the system the planet was lost in.
Version compatibility is now checked before joining the lobby, instead of after starting the game.
When a treaty ends prematurely because of one party lacking the required materials / research, a message is now displayed.
Use tool only appears in the right click menu if the ship could actually use that tool on the clicked object.
Stations built from orbital dry docks now correctly orbit the original planet.
System Searches (used by the AIs) should now be faster.
The hovered object poll now uses the OctTree, improving performance by ~10% in large galaxies.
Arrow key movement speed now changes more drastically with zoom level, instead of being exceedingly slow when zoomed out.
Zoom in now locks on to the system plane, so missing a target will no longer zoom "through" the system.
The Remnants now use designs with more advanced technology in them. Analysing or boarding their designs will let you build high-tech toys much earlier.
The system rings are now larger so as to fully contain the bounds of the system.
Space damage is now percentage based.
System ring owner color is now based on military strength rather than pure ship count.
Systems are only marked as under attack if either you or the enemy have military presence.
Systems that are contested now glow rather than their ring changing color.
Distant icons for ships that are taking damage now glow.
All armor levels are now equalized, making more advanced armor more viable.
Ablative armor now scales the same way as other armor, giving it significantly more hitpoints at higher tech levels.
Torpedoes now use less ammo.
Planets now have a damage resistance related to cities, capitols, and bunkers. This scales with level, increasing their longevity late-game.
Savegames may now be deleted in-game.
Added an 'experimental' tab to the options menu. Has various completely unexplained options that aren't quite ready for release, but mostly work.
Dedicated server binary to run a server without playing or rendering the graphics.
UPnP support: port forwarding is no longer necessary to host a server when using a modern router that supports UPnP.
Moving your mouse to the edge of the screen now moves the camera. (Can be turned off from the options menu).
Options menu settings for ambient brightness and multiplayer server autosave.
3D movement orders: Double right clicking and holding the right mouse button now lets you adjust the vertical component. (Also works by holding control, single right clicking and holding)
Added support for scripted planet queues. Use '<script call="Module::Function" />' in a queue to use a function of the type 'bool Name(Planet@).' Return true to prevent the rest of the queue from running.
A grid is now displayed on every system's XZ plane. (Can be turned off from the options menu).
Added 'OrderList::leaveFleet()' to remove a ship from its fleet.
Added a new weapon: Artillery. Huge range, massive damage, but very slow fire rate. May only be equipped to stations.
Added log & log10 functions for formulas.
Added new planet conditions: Plains (Cheaper buildings), Volcanic (Weaker buildings), and Geothermal vents (Faster electronics/advanced parts production).
Empire messages now have a category. Categories can be toggled on or off when expanding the ticker display.
Options to control the display or hide the distant icons for ships, stations and planets.
Race Customization: before the game starts, you can pick traits affecting your empire in various ways. Traits are picked with a point-buy system.