Star Ruler - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Fixes:
  • Dry Docks could get stuck fetching resources from another planet in the system.
  • Asteroids in normal systems would be destroyed instantly instead of when they ran dry.
  • Missiles were not consuming proportionate amounts of ammo.
  • Multiplayer clients could crash when holding alt.
  • Default level health gain was 1.25 instead of the intended 0.25.
  • Repeat mode was crashing after completion.
  • Choosing to auto-update would crash the game.
  • Multiplayer clients were not loading the galaxy map.
  • Certain xml files would not load from mods.
  • Certain AI designs did not have enough power and would go disabled.
  • Ships would sometimes run out of control even though they had a surplus available.
  • Internal Defenses subsystem would not get unlocked.
  • Fixed various designs being mis-localized or unstable.
Changed:
  • The IRC window can now be minimized.
  • Updated translations: French.
Added:
  • /who can be used to list users in the IRC.
  • The IRC can now be opened via the escape menu.
Balance:
  • Computers generate a bit more control to make up for their large power consumption.
  • Torpedo bays no longer gain bonuses from coolant systems / targeting sensors.
Removed:
  • Legacy 1.0.1.2 and 1.0.1.4 games are no longer supported.
Star Ruler - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

An IRC has been added to the game to allow players to network, major aspects of the game have been rebalanced (research, weapons, defenses, etc.), analyzers now capture blueprints from disabled ships, the new game window has been greatly overhauled, the game has been greatly optimized resulting in a large boost of FPS, and some new subsystems have been added to the game (listed in the full patch notes).

Fixed:
  • Multiple colonizer modules on one ship now correctly sums the structure count.
  • Crash on return to main menu for mods using tag{} blocks in shipsets.
  • Ships moving to a target that gets destroyed flying towards the quasar.
  • Disabled ships getting station icon on load.
  • Ships following a planet after a transfer order.
  • Loading a game with 0 research rate would lead to an empty sub system / structure list.
  • Crash when constructing ships on a planet / dry dock in deep space.
  • Ships with control but without fuel could still use their thrusters every second tick.
  • Sub Systems did not have their onDeactive binds called when scuttled or retrofitted.
  • Space port trade now happens in the planet tick, leading to less wasted trade rate.
  • Fetch orders were not leaking control to subsequent orders until fetching for the first time.
  • Haulers could get stuck doing nothing waiting for a resource to become available instead of trading in different resources.
  • Superfluous explosion sounds were playing when scuttling / retrofitting or when colonizing a planet.
  • Ringworlds were being constructed at the wrong position.
  • Ringworlds constructed on larger stars (ie the quasar) would appear inside the star.
  • The ringworld structure size bonus was not applying correctly.
  • Using a jumpdrive could render the jumping ship unselectable.
  • Ships parked in orbit using a jumpdrive would not pick a new orbit correctly and fly off into the distance.
  • Offline planetary structures could not be removed.
  • Asteroids and comets were not working for multiplayer clients.
  • Ships constructed after load would not be assigned their proper automation (fetch, deposit, work) orders.
  • Capturing another empire's design will no longer spam duplicates each time.
  • Haulers ended up with wrong / negative cargo after trading with a planet that had cargo storage.
  • Haulers would end up filled with one particular resource (usually adv. parts) when its supply outweighed demand.
  • Hovering over the +/- resize buttons while holding shift in the blueprint editor now correctly displays the effect of an increment/decrement.
  • In the blueprints window, dragging a sub system to an invalid position would sometimes return it to the last valid position, rather than the nearest valid.
  • We have discovered that a particular function in OpenGL is quite slow; fixing this improved framerate significantly.
  • Sub-menus in the right-click menu will no longer move off screen.
  • Objects could push each other to ridiculous speeds.
Changed:
  • Shields now have a % chance to block or leak all damage from kinetic weapons entirely, rather than always blocking a % of the damage.
  • Objects larger than scale 3600 are now visible everywhere to everyone.
  • The system window's build on best algorithm now prefers shipyards over other structures.
  • The main menu planet now chooses a random texture.
  • Only one ringworld can be constructed per system. Attempting to construct additional ones will simply fail.
  • The Analyzer now captures the design of disabled ships. Each attempt has a chance to succeed, which improves dramatically with bigger ships and analyzers.
  • Ringworlds are now unlocked at MegaConstruction 22, Gravitics 16 and Spatial Dynamics 16.
  • Haulers only supply when storage is under 45%, to avoid attempting to race against space ports.
  • You can now hold shift when dragging sub systems in the blueprint editor to snap to a grid.
  • When dragging sub systems in the blueprint editor, they can no longer leave the circle (you will see them where they would normally snap to).
  • Dry Docks automatically fetch resources from the planet they are orbiting, if the planet has any.
  • The mouse over information and object information panel now display hitpoints of all objects, not just the ones owned by you.
  • You can now set individual settings, difficulties, names, colors, and cheating or not cheating for Empires in the New Game window.
  • You may now add far more than 10 opponents if you wish; caution: larger numbers of opponents can rapidly degrade system performance.
  • Sped up base panning speed.
  • Updated Translations: Polish.
Balance:
  • Shields are now more effective, particularly for larger ships.
  • Planetary shields are now much stronger.
  • Increased power cost of middle-tech weapons.
  • Power generators produce significantly less power.
  • Bridges and Computers produce significantly less control.
  • Increased mass of armor.
  • Decrease gains to science labs from general sciences research. (Getting to level 10 takes about twice as long, level 20 four times)
  • Missiles and Torpedoes now have longer range.
  • Increased overall laser damage to compensate for their short range.
Added:
  • The blueprints tab now displays statistics for the currently selected design.
  • The loading screen displays random gameplay tips from a moddable / localizable list.
  • "Stockpiling Protocol" civil act: makes space ports keep resource levels at 95% instead of 50%.
  • Added a patching program which downloads patches from our server and installs them itself. Must be run from Star Ruler.
  • AI Personalities may now specify a shipset for the AI to use.
  • "Refresh Automation" option in the right-click menu: adds back automation orders (fetch, work, defend, etc) after clearing them.
  • Destroyed planets now leave behind a bunch of asteroids based on the amount of ore they had left.
  • Added three new tracks by Artem Bank.
  • Economic Sub Systems for ships: Metal Refinery, Electronics Fabricator, Advanced Parts Assembler, Export Dock.
  • Graviton / Anti-Graviton beams: Repulsor, Attractor, Interdictor.
  • New Sub Systems: Quantum Battery, Matter Generator, Overcharged Laser, Internal Defenses.
  • Lobby System to Multiplayer and Singleplayer.
  • Detailed Statistics sub-window for the Blueprints window.
  • Lobby Chat window for both the main menu and in-game that connects to the new official irc channel.
  • "Give Vision" clause for treaties. Does what it says on the tin.
  • Ability to set teams between players before starting the game.
Star Ruler - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Fixes:
  • 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 1.0.2.4 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.
Changes:
  • 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.
Additions:
  • 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.
Star Ruler - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Fixes
  • Fixed a common crash we introduced in the last patch, sorry.
  • Script contexts were being prepared on demand. They are now cached, producing dramatic speed ups in our tests (~45 fps becomes ~150 fps).
  • Fixed a rare crash upon creating/updating a hull.
  • Sounds no longer play at all with master volume at 0.
  • Docked ships would cause a system to report the wrong number of ships in the system when the save was loaded. (Fixes white ring/empty system bug in saved games)
  • Single thread mode caused issues in multiplayer.
  • Cargo ships could occasionally reach negative cargo, causing weirdness.
  • Missile rack range now increases with size like other weapons.
  • Improved performance when large numbers of objects are in the galaxy/attempting to interact with the galaxy.
  • Fixed various crashes.
  • At times, saves will become invalid because hull names will become mis-matched. We're still investigating the cause, but for now you will be informed if a save is invalid. If this happens, you should go back to a previous autosave to hopefully avoid the issue. Further, I've added a check that may correct this error for some saves.
Changed
  • Commonly created/removed orders are now pooled to improve performance.
  • Planets have been slowed down a bit.
  • Pirates use pillagers less often.
  • Defend orders are more proactive about target picking.
Additions
  • Added AI personalities. AIs now choose from a few personalities which control many things about their behavior. We will add more in the coming weeks.
Star Ruler - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Fixes:
  • Civil acts were not affecting labor rate.
  • Use tool orders were ignoring the hull's orbit targets setting.
  • Floating point errors were accumulating into the ships damage stat, leading to repair tools continuously firing.
  • Victory message is no longer displayed when you start a game with no AIs.
  • Explosion effects would sometimes randomly appear in the system when you started a game.
  • When selecting a color for your empire the window would sometimes get stuck dragging.
  • Fixed crashes on saving/loading dock and retrofit orders.
  • Map-specified tags in the new game menu were not being displayed in the scroll box.
  • Fleet names are now saved and loaded.
  • The Phased Energy Beam was too cheap, and did far too little damage.
  • Combat effects were broken in the legacy 1014 mod.
  • Fleets could add other fleets as members, causing various issues.
  • The camera position is now saved and restored on load.
  • Servers/clients could lose connections if they took too long during the loading stage.
  • Planet ticks (which handled the economy) were not using a managed tick rate, causing slower production than intended.
  • Planets will be correctly lost when population reaches 0.
  • Stealth Hulls were applying their effects after armor.
  • Homeworlds now hijack the orbits of existing planets if possible, fixing planets orbiting through each other in non-tiny galaxies.
  • Minor script exception in multi-rack mounts.
  • Autosave was triggering every 15 seconds instead of 15 minutes.
  • AIs were not checking systems generated after their home system for expansion, leading to randomly stalled AIs.
  • Targeting sensors that were smaller than the connected weapon could actually reduce range.
Changed:
  • The windows in the top bar can now be toggled with F1-F6.
  • The movement solution has been further optimized.
  • Improved system locking to make the game perform more consistently, and faster overall.
  • Updated French, Polish and German translations.
  • New designs default to not orbiting targets now.
  • Saving a design with the same name as an existing one now marks the new design as an updated version of the old one instead of displaying an error.
  • Updated the tutorial.
  • Beam weapons now also have a random component in their firing delay.
  • Pirate raids now become less frequent at lower difficulties.
  • Updated Russian translation.
Balance Changes:
  • Reduced improvement rate of stealth hulls. Capped their effectiveness at 95%.
  • Cargo bays and Ammo storage now scales to a higher storage.
  • Fuel Cells now scale in the same way as cargo bays.
Additions:
  • Maps can now define options for an advanced window in their xml files, they can control the size and columns of their advanced window.
  • Option to turn off galaxy gas display.
  • The Options and new game windows can now be localized.
  • Ships without engines (i.e. stations) now orbit the planets that created them.
  • Added basic interface to choose empire settings when a game starts.
  • Added range rings - hold alt to show the range of the selected and/or hovered object.
  • Arrrr! Pirates will now periodically raid systems with lots of resources but no defenses.
  • The names of the default, AI and pirate ships can now be localized.
  • Autosaves and quicksaves are now rotated, you can specify how many saves to keep. The ones with the higher numbers will be older.
  • The planet window's queue tab now displays the total cost of the current queue.
  • Added proper ship set support.
  • "Defend Position" stance, ships will engage targets but return to their original position afterwards.
  • "Update All" button in blueprints list that immediately updates all designs to the latest tech level.
  • Remnants now roam uncolonized systems and attack all ships within them. Their amount and frequency depends on the difficulty.
  • A basic victory condition (destroy every planet owned by another player).
  • Subsystems in the damage report window now display their current level.
  • Entry in the right-click menu to select all ships in a system with the same blueprint as the one you clicked on.
  • Stations can now be retrofitted at the planet they are orbiting. It will cost 20% more than usual (up to 60% of the cost of building a new one) to represent the cost of moving it down and launching it back up again.
  • Added localized versions of various graphical buttons for French and German.
Star Ruler - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Version 1.0.1.6
Fixes
  • Fixed an error in the stellar-pedia (Research World description)
  • Docking now works in multiplayer
  • Fixed research issues in multiplayer
  • Re-ordering items in a planet queue now drags the last item of the group.
  • Quantum Compressors had no effect on economic storage and ship bays.
  • Stealth Hulls now execute their miss logic before their damage absorption.
  • Fixed an issue with unicode localizations.
  • Ringworlds were boosting both the size and level of structures, leading to epic strangeness.
  • Small objects will no longer be cut off so drastically.
  • Bussard Ramjets were ignoring the thrust multiplier in settings.txt
  • The structure list was behaving weirdly (erratically reordering, removing the wrong level) when removing structures.
  • The research queue was failing to save.
  • Systems were being sync'd to a slightly different position on the client, which lead to some strangeness.
Changes
  • Object ownership changes are managed differently now, reducing overall bandwidth usage.
  • AIs now make liberal use of fighters.
  • The default fighter design now uses the Fighter Hull, and has a longer flight time.
  • AIs now intelligently queue up designs, leading to less wasted production capacity in games with many systems.
  • Redid a significant portion of Sub System base code. Modders will need to redo any modifiers they have created, see the game's existing modifiers for examples.
  • Updated German, Russian, French and Polish translations.
  • AIs will be more intelligent about their research.
Additions
  • Player names are now matched to their empire in the empire screen in multiplayer.
  • A message is now displayed if you fail to connect to a server.
  • Added the Fighter Hull, a hull for small ships (scale 1 or smaller) that has the ability to dodge attacks while moving. It is also light, slightly cheaper than normal, but very weak.
  • Added an option to enable/disable Vertical Sync.
  • Added console command zplane (default 140000) to control the near clipping plane.
  • Large ships become rapidly more expensive to build as difficulties in construction lead to massive losses of resources.
  • Added a new technology: Mega Construction. Advancing this technology will unlock the Ringworld (with two other techs researched), and reduce the cost of building massive ships.
  • Fleet formations (wall, box, escort, wedge).
  • Ship stances / engagement orders ("Engage at will", "Hold position", "Hold fire").
  • Added new system window with more information, more controls, and multi-system support.
  • Added new AI ship designs.
  • Owned planets and ships can now be renamed through a button on the info panel. (Not fully supported in multiplayer)
Star Ruler - Valve
An update to Star Ruler has been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Version 1.0.1.4
  • [Fixed] Fixed a crash on save after manually obsoleting a hull.
  • [Fixed] After updating, hulls ignored the Update Every X Levels setting.
  • [Fixed] Players were not cleared from the server upon exiting, causing crashes when starting a game.
  • [Fixed] Many sounds would play if the player loaded a game with contested systems.
  • [Fixed] AIs will no longer spam their systems with colony ships if there are already plenty of idle ones around.
  • [Fixed] The event notification sound will now play only once every 6 frames.
  • [Fixed] The attack warning (sound & message) will only play once every 6 frames.
  • [Fixed] Fixed two crashes that could occur in long-running games.
  • [Fixed] The To and From clauses when reviewing a treaty were reversed, if you did not create the treaty.
  • [Fixed] The GuiExtText was improperly allocating many little strings that were immediately destroyed. This should speed up GUI initialization somewhat.
  • [Fixed] Fixed a crash related to objects entering systems.
  • [Fixed] Mods with periods in their name would not load.
  • [Fixed] Fixed some missing Charge hints on generators.
  • [Fixed] Fixed a line that was cut off in the tutorial.
  • [Fixed] Clearing orders will also clear gun targets.
  • [Fixed] Pressing escape now cancels key changing (as rebinding escape would prevent menu access).
  • [Fixed] Fixed a crash related to beam effects playing against a dying object in multiplayer.
  • [Fixed] Fixed a race condition in nested read/write blocks. Fixes early-game crashes, and some other potential crashes.
  • [Changed] Updated German and French translations.
  • [Changed] Multiplayer Servers that get delisted should relist themselves periodically.
  • [Changed] Reduced packet fragmentation for object updates.
  • [Changed] Further reduced the amount of data sent in multiplayer object updates. Estimated savings at 33 KB/s per player per 500 objects.
  • [Changed] Systems that contain no clients in multiplayer will not send updates to the client, saving bandwidth.
  • [Changed] AIs now designate shipyard and research worlds, their fleets will get larger and stronger much more quickly now.
  • [Changed] Holding shift while dragging in the planet queue now drags the entire group instead of just one item.
  • [Changed] To reduce the need to spam armor plates, armor now scales differently. Note that the special utility of the armors remains at the previous behavior. Also note that you can scale armors, rather than place more on a design.
  • [Changed] Auto-colonize now sends colonizers to the closest systems first.
  • [Changed] "Join Fleet" and "Auto-colonize system" from the right click menu now act on all selected ships/systems.
  • [Changed] Single-resource governors now build space ports more often. Economic governors now build spaceports.
  • [Changed] AIs will set specific resource governors on planets when they are low on a particular resource.
  • [Changed] Cheating AIs build nothing but luxuries, research and shipyard worlds. *Evil Laugh*
  • [Changed] Space damage now deals 50% more base damage, and significantly more damage for bigger ships.
  • [Changed] Slightly reduced peak bandwidth load.
  • [Changed] Bussard Ramscoops now have some fuel storage.
  • [Changed] The research window has been restyled to match the Planet Window's overall appearance. Other windows will follow the same style.
  • [Changed] The system icon (three multi-colored planets) has been replaced with a more fitting and aesthetically pleasing image.
  • [Changed] The default Hauler is now larger, and has a ~30 minute flight time (as opposed to 10), at the cost of some acceleration.
  • [Added] Added Russian translation.
  • [Added] Added new civil acts: Options to focus labor production vs economic production. Options to focus a specific economic production. (+50% of one, -35% of the other two; +100% of one, -90% of the other two)
  • [Added] Ships can now be retrofitted (select the ships, right click on the planet to retrofit them at). Ships will remove 50% of their original build cost from the price of the retrofitted design.
  • [Added] Hovering over a technology now displays what it improves and what it will unlock next in the tooltip.
  • [Added] Added lines showing connections between technologies.
  • [Added] Added a basic in-game manual. Will be improved over time.
  • [Added] Added multi-font support along with some variations on the game's font, and the font used for the game's logo.
  • [Added] Added removeRand logic for governors. All governors except Balanced and Renovate-Only will now steadily remove unrelated structures when it makes sense.
  • [Added] Added legacy mode. When we change data file in a way that old saves will no longer load, the game will ask if you want to run in legacy mode. This moves the save to the correct legacy mod folder and runs as normal.
  • [Added] Added a message when an empire declares war on you.
...

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