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!
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!
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!
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
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!