Please note that the game was open for a short while during our preparation for the Global Beta.
It’s confirmed that around 122 testers have accessed the game from 10:29 UTC +0 to 10:37 UTC +0 on 10/11 (Tue). We set the game under maintenance on 10:37 UTC+0.
Please note that all game data including the created usernames have been reset now.
▣ Period when the game was temporary available: 10/11(Tue) 10:29 ~ 10:37 (UTC +0) ▣ Number of testers who accessed the game: 122 testers ▣ Update: The created username and game data has been all reset. Please create new game data once the test opens.
We appreciate your kind understanding and cooperation, And we will see you on the official Global Beta Test opening day, on 10/12 (Wed) 00:00 UTC+0 on the battlefield.
This update includes a ton of great features that will boost your game experience and add to the fun. Get ready for the brand-new Onslaught mode, the free Sixth Sense perk for your vehicle crews, modified Personal Reserves, balancing changes to four maps, and more. Dive into the game and check it all out!
Onslaught Mode
What if you could play in teams of seven, with everyone rolling out to the battlefield in Researchable and Collectors’ Tier X vehicles? What if you could use upgradable skills based on your vehicle’s role, capture Points of Interest to get extra Tactical Skills, and band together in Super Platoons of seven players? Well, enough what-ifs! Join Onslaught mode to find out for yourself, and enjoy the new rating-based matchmaking. The rewards include “Wing and Claw,” the first-ever progressive 2D style. Find out more about Onslaught in the dedicated article for the new mode.
The Sixth Sense perk is now free for every existing vehicle commander, as well as those you obtain in the future. If any of your crew members already have the perk, all of the XP you invested into Sixth Sense will be refunded. This XP will first be used to completely train their major qualification to 100%, and then on the last skill or perk that was being trained, and finally, on Crew XP that can be spent on a new skill or perk. If you have questions, refer to the dedicated article.
Personal Reserves have been streamlined. Now, there are just three types of Reserves (one per slot) and two levels of bonuses. Plus, all Personal Reserves will have a duration of 1 hour. This means no more complicated calculations. The modified UI allows you to activate Personal Reserves on the fly, even during battle. Your old Personal Reserves have been converted into the new ones using a conversion rate that works in your favor. Check out the dedicated article for more details.
We have refreshed four more locations: Malinovka, Sand River, Fisherman’s Bay, and Himmelsdorf. While playing on these maps, you can now enjoy the fresh smell of new tactical opportunities, and more balanced and fair team competition. If you would like to familiarize yourself with all of the changes to the locations mentioned above, see the Common Test article, which features a bunch of “before and after” screenshots.
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!
I have been working on the new feature and it is making good progress, I will start live testing in a few days and expect a release in about 2-3 weeks, it's placed at 3-2-50 before Ascension so it will also help early players as so far the "slowest" place before Ascension is 3-2 to 4-1, but it will not be completely game changing as I do not want to break the current balance too much.
This new feature is "Pet" (and not the dungeon as the "soon" button says), because while I was preparing the dungeon I wanted to finally go a similar way to WAMI, which led me to find something else instead, and Pet (as it was planned that we add them later) sounded really cool to me.
Pets are not random like gear, but can be unlocked at various points when you reach a milestone. You create a team and can get special bonus combos depending on what Pets you have on a team. There is a loadout so you can save the most important ones you have found
Not only can you equip a team of pets, but you can also send them to a dungeon later. You can think of it like an expedition system (which exists in many games), where you choose a duration and a dungeon, and then get a reward based on various parameters. The rewards also include maps that are part of another feature. So the content will come in 3 parts, each part is a separate feature, but in the end it will be one big one (hopefully I am doing it right :p, but feedback and testing will hopefully make it happen).
So expect Pets > Dungeon > Card, and between Dungeon and Card "maybe" the Ascension Missions, which are different from the Challenge.
Thanks for your support and participation in the community (almost 10K members on Discord).
Every great mind likes fun toys. Especially if they are used for science. I am no exception to this rule and there is a handful of objects that I collected to make my life as a genius a bit easier and more convenient. Of course, I talk about the...
New Lab Equipment
Let's start with my Automated Speedy Mutagen Mixing Multiplifaction Station (side note - need to work on shorter invention names). In its most basic form, it simply allows me to combine 4 different ingredients at the same time, making it more convenient compared to my old alembic. Brewing mutagens has never been this fast!
But this is just a fraction of Automated Speedy Mutagen Mixing Multiplifaction Station's true potential! If I install a few upgrades I can even multiply anything I create with this equipment! I just need to use some obsolete substance, something I don't need, and pour it into the side containers. My machine will use them to make more copies of the 4 ingredients in my primary chambers. Without this invention, I would need at least 12 ingredients to make 3 mutagens. If I install it, I will only need 6! 4 of them will form the mutagen while 2 extras will be destroyed to create two more copies of my mutagen. Now that's efficiency!
In my work, I sometimes get a little... overzealous with my experiments. And I can't afford to have my laboratory flooded with useless failed experiments. To deal with the garbage problem, I locked my old pet in a metal safe. It doesn't quite fit but that's even better - it means that I don't have to open it up to feed the pet. I can just throw it some unnecessary experiments and it will happily dispose of the waste!
Speaking of disposal... While my creations are brilliant, I sometimes can't afford the luxury of keeping them all. My creatures get tired with every mission and they get injured if the military discovers them. I need to feed them more mutagen to cure their wounds. But if I am starved for resources, I can pick a creature to sacrifice and recover some of the ingredients I used while making it. The process is quite irreversible but can be used as a last resort.
The above is our eighth "Scientist Log". As you can see, we added a faster way of making mutagens. This feature was implemented as a result of yet another feedback that we got from YOU - the community. Thank you for your brilliant suggestions and we encourage you to post more!
As Steam Next Fest October 2022 comes to and end, we'd like to thank everyone who has tried the demo and given us valuable feedback. It's been so exciting to see people playing and enjoying the game!
Even though the fest is now closed, the demo remains! We'll keep the demo up on Steam, at least for now. So please, keep playing and if you have feedback to give, feel free to write yours on our forums: https://steamcommunity.com/app/1627890/discussions/
We're shifting our focus back to developing the full game, but we'll keep maintaining the demo too, fixing bugs, crashes and all that.
So Steam Next Fest is over: thank you to all who played our demo, we are going to keep it available for a while.
Thanks to the feedback received in this forum thread, we did some bug fixes and extensions: if you have the demo in your library, it will update with the following:
A fix on the labels of the trigger and bumper buttons.
A new panel for remapping controller buttons and keyboard keys.
So we hope you have enjoyed the demo, its just a very small part of the gameplay, please add our game to your wishlist, it will be out in the very first months of 2023.