Nov 2, 2022
Lord of Rigel - Rhombus Studios
  • Ticket #1230 System/Planet View cycle button refactor
  • Ticket #1229 Diplomacy AI counter offers treated as player demands fix
  • Ticket #1037, 1038 & 1217 Colony Base build queue filter implemented
  • Ticket #1226 Improved Energy Weapons technology calculation fix
  • Ticket #934 Tactical auto retreat fix
  • Ticket #1017 Ship design deletion build queue freeze
  • Ticket #1045 Fleet travel text fix
  • Ticket #1227 Building event ticker includes next item queued
  • Ticket #892 Tutorial outpost fix
  • Ticket #1018 Tutorial build queue text clarification
  • Ticket #1052 Tutorial stuck on planet screen fix
  • Ticket #887 Tutorial Explore goal text clarification
  • Ticket #1232 Citadel data fix
  • Ticket #1079 Tutorial Information screen hotkey fix
  • Ticket #837 End turn key closing fleet combat if under AI attack fix
  • Ticket #1218 No first contact window fix
  • Ticket #1130 Hyperspace flux GNN trigger and duration fix
  • Ticket #1225 Fleet disappear on arrival fix
  • Ticket #1228 Research screen key panning implemented
  • Ticket #1220 Build queue deletion fix
  • Ticket #1224 Custom faction color for ship widgets fix
  • Ticket #1219 Build queue filters for Starbase, Battlestation and Citadel
  • Ticket #1222 Engage and autocombat with empty enemy fleets fix
  • Ticket #1217 Colony base filter fix

Known Issues:
Tutorial has critical error that prevents completion.
Lord of Rigel - Daemsco
Hello Lords of Rigel,

This has been a slow week for updates, but that is both good and bad. We released an update on Saturday and another on Sunday to address some immediate fixes that were needed. These changes should fix a number of issues players have been experiencing as well as making some incremental updates to the orbital bombardment system and ground combat stats. Players should be seeing changes in how stats are calculated – for instance ground combat bonus traits are no longer percentages, but positive/negative bonuses. This should make for an easier system to calculate consistently. Additionally, we added another quality-of-life request from players – the ability to move between owned systems from system view. Players should now see arrows at the top of their screen to move back and forth between different star systems.



While probably not noticeable to players, one change this week was a big change in code - moving our turn system towards being centralized in an Unreal Engine actor. This is the first step in a longer process of restructuring the turn system in the game and we believe this will provide fewer bugs, a better player experience through a centralized system to process all player UI interactions generated from a turn such as audience screens, research menu, etc. and we will be focusing on optimizing the code which should provide faster turns for players. Our goal is to get turn running as fast as we can. This will be especially important in larger and longer games where more data is running through turn.

This week we will continue to focus on bug fixes as they come in, quality of life improvements and an ongoing refactor of orbital combat/ground combat. We should be getting the defensive forces refactored and then transitioning that code to the invasion level for visuals to play through for the player.

Again, we encourage all of you to report your experience with the game both good and bad as well as provide feedback on hotfixes and quality of life improvements. Please let us know if there are specific technologies or systems not working or unclear which can help us focus on systems to work on.

Thank you for your continued support and feedback and we continue our journey through EA!


Oct 30, 2022
Lord of Rigel - Rhombus Studios
  • Ticket #1212 Orbital Combat zero population invasion loop fix
  • Ticket #1198 Autoexplore wormhole fix
  • Ticket #1206 Event ticker close button fix
  • Ticket #1205 Defeated factions not removed from GNN fix
  • Ticket #1213 Stolen tech buildings not buildable fix
  • Ticket #1216 Xantus diplomacy dialogue typo corrected
  • Ticket #1208 Building filter for Alien Control Center and Terraformer on Gaia worlds fix
  • Ticket #1211 Buildings no removing from build queue
  • Ticket #1081 Max population tech updating planet population fix
Oct 29, 2022
Lord of Rigel - Rhombus Studios
  • Ticket #1196 Updated diplomacy BC gift bar functionality
  • Ticket #1199 Remove ship design button fix
  • Ticket #1189 Treaty count display for BC fix
  • Ticket #1114 Migrating turn system from Galaxy menu widget
  • Ticket #1146 Player unable to select Von Neuman drone to attack
  • Ticket #1157 Black Holes disappearing on turn fix
  • Ticket #1203 Diplomacy menu update for defeated factions fix
  • Ticket #1197 Repeat player tech gifts in diplomacy fix
  • Ticket #1202 Added cycle through stars button in system view
  • Ticket #1087 Tactical combat not turning off fire for disabled weapon banks
  • Ticket #1147 Auto combat ships not attacking planet in tactical fix
  • Ticket #1202 Added government enculturation time to capture tooltip
  • Ticket #1207 Commercial starport maintenance cost fix
  • Ticket #1181 Protomatter device not buildable fix
  • Ticket #1200 Cancel Auto explore fix
  • Ticket #1194 System with monster and natives cutscene fix
  • Ticket #1191 Morale calculation on captured world fixes
  • Ticket #1195 Outpost generating in wrong system fix
  • Ticket #1204 Fist contact loop fix
  • Ticket #930 Derelict ship double event fix
  • Ticket #929 Derelict ship event clears current player research fix
  • Ticket #1185 Space Monster in AI system prevents first contact fix

Additional Updates:
Build Queue UI fixes for Empire and Colony View
Orbital Bombardment Menu Optimizations
Lord of Rigel - Daemsco
Hello Lords of Rigel,

Here we are again at the end of another week during Early Access. This week we’ve made more quality of life improvements in LoR with additional clarity in tooltips to only display relevant data. One of the big changes is that orbital bombardment has been made more efficient for systems.

We’ve also made the ground combat system more efficient and continued work refining build queue performance. Additionally, the autobuild feature has a new way to access it in the build queue menu. Species enculturation when capturing planets also has improved functionality. There have also been improvements to the sensor detection system for support (non-combat) ships, and more feedback from diplomacy messages and GNN when factions are defeated.

Over the coming week we’ll be working on more optimizations in orbital bombardment, fringe cases with the build queue, and adjustments to the ground combat system calculations. In the longer term we’re wanting to focus on ship designer optimizations next.



We are hoping to hear more from you all on if you’re enjoying the quality of life improvements. Please let us know if there are specific technologies or systems not working or unclear which can help us focus on systems to work on such as our terraforming rework last week that better communicated how and when terraforming is active on a planet.

Thank you for your continued support and feedback and we continue our journey through EA!



Oct 23, 2022
Lord of Rigel - Rhombus Studios
  • Ticket #1040 Removed non relevant items from Colony Industry Tooltip
  • Ticket #1178 Fixed sensor detection for outpost ships and added notification for AI colony and outposts in played controlled systems
  • Ticket #1186 Fixed support ship behavior on arriving at stars with space monsters
  • Ticket #1169 Fix for AI diplomatic species showing player visuals
  • Ticket #1131 GNN destroyed empires notification fix
  • Ticket #1170 Losing to pirate fleet send player ship back to nearest system
  • Ticket #1183 Post-exterminate colony data fix
  • Ticket #1192 Planets menu resources display fix
  • Ticket #1193 Tooltip for Autobuild added
  • Ticket #1188 Tooltip for AI fleets added
  • Build Queue for Empire Screen Fixed
Oct 18, 2022
Lord of Rigel - Rhombus Studios
  • Ticket #1162 Planet max militia fix
  • Ticket #1174 No Support Ships in Tutorial Build Menu
  • Ticket #971 Dual system occupation results in single first contact
  • Ticket #951 Clicking to remove queued build items not consistent
  • Ticket #1141 Planetary Gravity Generator does not remove from build list when constructed
  • Ticket #1124 Dyson Sphere and Ring World Starbase scaling fix
  • Ticket #1120 Tutorial Info Screen goals typo fix
  • Ticket #1180 Armor Barracks not allowing troop transports to be created
  • Ticket #1160 Evolutionary Mutation adding Creative trait allowed for prior techs to be researched
  • Ticket #1163 Evolution Mutation screen background fixed
  • Ticket #1139 Species planet graphics use soft references
  • Ticket #1123 Post Ground Combat troop distribution to planet and fleet fix
  • Ticket #1151 AI starts diplomacy conversation frequently with nothing offered
  • Ticket #1094 Planets Menu close key binding fix
  • Ticket #1077 Homeworld soft reference image in New Game Menu fix
  • Ticket #1121 Leaving Build Queue does not return to previous screen
  • Ticket #1150 AI diplomacy offers are blank
  • Ticket #1178 Trade goods, housing, and cultural consumer auto remove from build queue
  • Ticket #1167 Alien Control Center building not removed from Build Menu when built
  • Ticket #1164 Orbital combat planet renaming fix
  • Ticket #1149 Ground combat troop calculation fixes
  • Ticket #1151 Terraformer functionality fix
  • Ticket #1026 AI peace request timer fix

Known issues:
Empire build queue not fully functioning
Housing, colony base, and outpost check not fully functioning
Lord of Rigel - Daemsco
Hello Lords of Rigel,

It has been another week of Early Access and we continue to receive great feedback and make headway on getting the game in a more polished stated with fewer bugs and more quality-of-life features being implemented.

This week we closed over 40 tickets including some bug fixes as well as a complete refactor of ground combat. This system should be much more accurate and will now also display militia units. With LoR, ground units are represented with light and heavy hovertanks. But based on feedback we’re working with our 3d artist to develop some unique assets for militia units which will be released in a later EA stage.

Additionally, we have been working through build queue to revise the code to make it faster, fix a number of bugs being reported, and adding some quality of life improvements that should make it easier to adjust your queue and get more/accurate data.

Colony view also has some improvements coming this week as we add a new header to more clearly display the colony name and add arrows to each side of colony view to let players move between colonies within Colony view. A sneak peek of this new functionality is below. There will also be improvements to terraforming coming that will provide improved reliability but also display terraforming data over the planet icon in the Colony view and Empire menu widgets. Players will be able to more easily see when planet climates are improving or worsening.



We have also heard from players that more ship data is needed. We are working on a screen displays ship designs and will allow players to better understand their fleet’s composition or which ships are being built in build queue. A few other things players can expect sooner than later is a refactor of orbital bombardment which should improve functionality and CPU usage as well as an updated ship designer, improved auto design behavior, and ship retrofitting.

As for long term goals, the Elder Races and diplomatic victories are further out on the horizon as we continue work on quality of life improvements. We know that custom species and even larger galaxies have been commonly requested features and they’re further down the road as we want to focus on QOL and balance of the core game.

Again we want to thank everyone for the continued support and feedback. We have been listening and talking with all of you to make a better Lord of Rigel and we hope you enjoy the features and bug fixes that are coming!

Oct 14, 2022
Lord of Rigel - Rhombus Studios
  • Ticket #1020-2 Fix for conditions where empire menu sorts did not save
  • Ticket #1078 Cultural consumerism and housing now auto remove from build queue like trade goods
  • Ticket #1120 Info screen tutorial goals typo fixes
  • Ticket #1122 Exterminate behavior fixes
  • Ticket #1124 Dyson sphere and ringworld starbase scaling fixes
  • Ticket #1126 Fix for instances where multiple autoresolve combats would not function in one turn
  • Ticket #1129 Event ticker clear updates when applying settings in game
  • Ticket #1092 Resolved issue where spy mission assignment buttons in diplomacy menu did not save
  • Ticket #1131 GNN message for destroyed species text fix
  • Ticket #997 Colony Base and Colony Ship tooltip corrections
  • Ticket #1125 FPS Smoothing enabled
  • Ticket #1128 Audience menu fails to load species media
  • Ticket #1110 Captured capitol name change
  • Ticket #1115 Fix for instances where rebellions happen on same turn as economy changes
  • Ticket #1119 Info graph readability fixes
  • Ticket #1123 Unused troop transports not consumed after ground combat
  • Ticket #1130 GNN messages for hyperspace flux end fix
  • Ticket #1135 Info screen spy display fixes
  • Ticket #1136 Fix for rare softlock cases in galaxy screen
  • Tickets #1038, #1137 Colony bases not in build queue if planets occupied
  • Ticket #1142 Atmospheric Renewer construction fix
  • Ticket #1145 VN Drone balance of power strength increased
  • Ticket #1146 VN drone collider fixes
  • Ticket #1147 AI planet defense attack adjustments
  • Ticket #1153 Empire, Fleets, and Planets menu scroll to last viewed item after scene change
  • Ticket #1156 Fixed instances where starbases and battlestations did not upgrade
  • Ticket #1163 Evo mutation UI background adjustments
  • Ticket #957-2 Reduced background galaxy count and brightness
  • Ticket #1159 Evo mutation order of ops fix
  • Ticket #1164 Fixed renaming planets in orbital combat menu
  • Ticket #1165 Fixed issues with militia not spawning in ground combat
Lord of Rigel - Daemsco
Hi everyone!

First, all of us at Rhombus Studios want to thank everyone that has provided feedback on the game, whether positive or negative. It has been a fantastic experience for us to get Lord of Rigel into Early Access and have a wider audience look at the game, provide critical feedback, and engage in constructive conversations on the forum.

This week we have patched 90 identified bugs as well as implementing several quality of life improvements in the game based on feedback. We have also been tracking feedback to determine the most popular requests and moving those forward as top priorities for future updates. So far, top change requests include:

  • Galaxy menu revisions
  • Updating the sensor and fuel range indicators
  • Allowing for moving to another colony from colony view and
  • Improving custom designs/design editor/refitting ships

We also want to make sure that users are happy with their experience during Early Access. In addition to the forums we have created a survey that provides an opportunity for more targeted feedback that will help us improve future features and overall experiences both in the game and on the forums. We encourage everyone to complete the survey if they haven’t already. It can be found here. Each question has a comments section and we encourage you to use those comments to give us details on the why, especially if something is not working for you.

While we have had nightly builds for this first week of Early Access, we will be moving updates twice a week. That being said if there is a game breaking bug that is identified, a hotfix will be released as soon as possible. This will allow us to do some more validation testing on bugs fixes we are releasing.

Check out the image below to see a revised galaxy menu that provides easier access to research and clearer/additional empire data.



Once again, thank you all for your continued support and we look forward to continued conversations with the community!

...