It's been a very busy year for Lord of Rigel development as we've worked in numerous quality of life requests along with implementing more core features in the Early Access roadmap.
Over 2023 we've implemented the following key features:
Lithovore and Mechanoid species- The Tulocks and Synth
Custom species
Gigantic and Legendary Galaxies
Elder Species- The Rigelans and Arcturans
Diplomacy Victories
Final War
Galactic Tension and the Doomsday Clock
Megastructures- Dyson Spheres and Ringworlds
Additional ground combat units (LSAVs for planetary militia)
In addition to these we've added numerous quality of life features based on your feedback (not an exhaustive list, but the major ones):
Strategic AI overhaul
User Interface reskin and color selection
Event ticker filter
System sidebar in colony view
Cycling between systems and colonies in system and colony view
Player engagement options (chase, evade, circle) in tactical
Auto ship design generation in ship designer
Post combat report
Ship info tooltips
Loading and saving build queue presets
Sharpness graphics setting
AI personality type indicators in diplomacy and info screens
Next Update
Our next update will focus on community reported bug fixes but will also include two long awaited features: Research Victories and Grand Menaces.
Research victories involve unlocking all of the path to ascension technologies and constructing a super project for ascension on your homeworld. Image 1. Ascension technologies.
Image 2. Ascension end game scene preview.
Grand menaces are galaxy-level end game threats that can also reduce galactic tension.
Image 3. The "System Killer" an extra-galactic grand menace.
What's coming in 2024
Our next main requested feature is a ship refitting system which will come in a 2024 update. We're a tiny team and we've prioritized reported bugs and issues from the community, including balance issues. We plan to continue to do that through 2024, and with reaching the end of our EA roadmap release 1.0.
With the 1.0 release we'll also have the Lord of Rigel Artbook which includes concept art and universe backstory.
Post-release we want to focus on community suggested quality of life improvements and features.
The year is ending and the holidays are approaching, so we wanted to thank everyone for supporting our work. The One Eleven would not have been the same without you and we are truly grateful for your support, comments and feedback that you share in every possible places. Being able to have a look into your reviews, to know what's working for you and what's not is always immensely motivating.
Me and my studio are very proud of what we have accomplished this year:
Full release of One Eleven (1 episode)
We started working on a new project - Chrono Bullet (we believe that we can finish it next year).
Our plans for the next year 2024:
Release Chrono Bullet
Release of new Episodes of One Eleven
Once again, thank you all so much and hope you'll have a great holiday season, you can join us on Discord to chat with the team and other players! Best regards and Happy New Year!
In today’s update, a fourth hero has appeared in the game - the dark mage. Study the detailed skills in the game, but here we will just say that he specializes in poisons and a bit on… Dragons. But, spectral ones.
Now that there are four heroes to choose from, no one can reproach the game that out of 4 players someone is necessarily repeated :) In the demo version, you will not be able to play as the new hero, but he will consistently be against you - along with the archer and the fire mage.
What else is in this update? Various bug fixes and balance adjustments. Let’s highlight the main ones:
The warrior’s damage from the first attack has been reduced.
The skill responsible for piercing armor now increases the chance of a critical hit (with double damage) on heroes with a basic attack.
The skeletons raised by necromancy now have a little more life.
The additional special skill “On their land” is now fixed and strengthened, but will only act on “good” allies, that is, on the paladin and guards.
We will continue to monitor the balance. The difficulty is added by the fact that AI plays much weaker than a person can with almost any hero. With the new hero - the dark mage - this is no exception. But we are working on it. :)
We would like to remind you that the best support, which determines your interest in the further development of the project, is a review of the game on the game page. The more positive reviews - the more we see that we are not doing this in vain.
In the meantime - Happy upcoming New Year to everyone!
Hello dear players! Happy New Year! We would like to present you with a big update to the demo version.
In this update, we took into account most of the feedback and did a lot of work on bug fixes.
One of the key additions in the updated version is new enemy animations. In addition to updated animations, enemy weapon models have been updated, and game performance has also been improved. Slight graphics improvements have also been incorporated into this update.
Rest assured that we are committed to providing the best possible experience for our players by continuing to refine and improve the game as we approach launch.
Enemies will continue to improve according to our capabilities. We work hard on the game almost every day.
shortly before the new year of 2024 I have a new update (v0.3.055) for you, which includes new defence constructions, updated fence mechanics, a new combat cover system & some smaller fixes.
Battlements
With this update some new defence constructions are introduced in the game - the battlements. They can be built around floors or foundations and offer your colonists some cover from incoming arrows and projectiles. The following types are available now:
Battlements (Wood) They come with a health of 45, a chance of blocking a projectile completely of 15% - 35% and a damage reduction of 15%.
Battlements (Stone) They come with a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
Battlements (Metal) They come with a health of 125, a chance of blocking a projectile completely of 35% - 60% and a damage reduction of 25%.
Note: The chance of blocking is calculated by the penetration force of the projectile & the defence value of the battlement (like in default combat), but is clamped to the related min & max value.
Updated Fence Mechanic
In connection with the battlements I have also updated all fences + fence doors and their values to fit the new combat cover system.
Fence & Fence Door (Wood) They have now a health of 45, a chance of blocking a projectile completely of 15% - 35% and a damage reduction of 15%.
Fence & Fence Door (Stone) They have now a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
Fence & Fence Door (Barbed Wire) They have now a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
Fence & Fence Door (Metal) They have now a health of 125, a chance of blocking a projectile completely of 35% - 60% and a damage reduction of 25%.
Note: All existing fences & doors will be updated if you load a save file which was created before v0.3.055
Combat Cover System
One of the most interesting parts of this update is the new combat cover system, which allows your colonists to get some protection if they are standing directly behind a battlement, a fence or a fence door. If the distance to these cover constructions is larger, the system can also block the projectiles of your own colonists, which means that the system can also be used vice versa from enemies.
To avoid that the named constructions are blocking the line of sight (like fences before this update), I have added a new collision system which allows you (and also enemies) to shoot through them now.
In addition, the new combat range visualizer is showing the points now, where your ranged weapons will have a probability to hit fences or battlements. You can also see the chance for a hit in the command message now.
Note: The detection colliders are higher than your real cover constructions, which leads to the effect that projectiles (if blocked) can get blocked in the air over them.
Patch Notes
Last but not least, I have here a list of all patch notes:
added new combat cover system (for fences, fence doors & battlements)
added new defence constructions (battlements - wood)
added new defence constructions (battlements - stone)
added new defence constructions (battlements - metal)
updated all fences & health
updated all doors & health
updated turret mesh and shoot point height
fixed special error when deleting stair beside certain rock combination
fixed coop bug where new enemy groups sometimes changed position on spawn
fixed that trees spawned wood in cave under them when cut
fixed colonist trader menu resets all items to 0 when pressing up
fixed some quest stuff was loaded sometimes for wrong player in 3 player coop
I hope you will enjoy this update and I wish you all a happy new year Cheers!
At the top right it used to show the number of adults and the number of children that has changed to show the number of adults and the number of labourers.
When hovering the above bar it will now show information where amount of children can be seen.
Fixed an issue where pasture animals born in the pasture did not have the correct references to be wild so would despawn on pasture destruction or pasture animal change.
Corrected default audio settings so that when first opening the game the audio is set to 50 on all rather than 0.
Added 2 more areas to ignore the edge of display camera movement if hovering information borders.
Increased pasture search radius.
Made many changes to the animal system to fix issues and increase performance.
Fixed issues with miner that would cause resources to be lost if they could not find their way to the stockpile.
Fixed issue with lowering cursor size was not updating the cursor.
Your feedback from the October demo day has been invaluable, prompting us to enhance the game experience and redefine level objectives. As a result, we've decided to adjust our release date to Feb-March 2024.
Recent updates include:
*
Expanded Level Objectives: In addition to survival and boss battles, new tasks have been introduced. Now, you must strategically decide whether to collect and upgrade abilities or use them to restore portals.
*
New Location and enemy characters - Forgotten Crypts: Explore ancient catacombs to uncover clues about Deathless's vulnerabilities and the location of the Key of Worlds, joining Forgotten Forest and Wastelands.
*
Narrative Prologue Completion: The prologue, enriched with visuals, sets the stage for the gripping Deathless narrative.
*
Original Soundtracks: Delve into the atmospheric world of Deathless with two original soundtracks that enhance the immersive experience.
*
Replaced Online P2P Multiplayer with an Online Client-Server system with a much more stable connection.
Stay tuned for more updates as we continue to refine and elevate your Deathless experience.
This small update should fix a crash related to popup messages, which is a relatively rare crash. Thanks for breaking my game again, on stream, Kulsius!