Welcome to The Forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads

Star Ruler Update Released


Dirty
 Share

Recommended Posts

Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted.

 

Fixed:

  • Fix issue when importing blueprints with a "Manage Docked"/autoundock order.
  • Bridges only needed half as much crew as they were reporting.
  • The orders given by the trade automation order were reversed.
  • AIs taking over from disconnected players in MP would add their traits and reset the homeworld.
  • Crash on load when docked objects had been given orders.
  • After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible.
  • Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first.
  • Fixed a crash in multiplayer related to losing a planet.
  • Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled.
  • "Ancient Ruins" now works with "All Techs Available" enabled.
  • Energy weapons would display the wrong power cost when modified to fire faster than once per second.Declaring war was not cancelling all previous treaties with that empire.

Changed:

  • Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship.
  • Tweaked the AI profiles homeworld build orders to work better with the economy.
  • Canceling a construction returns 50% of the resource cost of the construction (except for Labor).
  • Shipyard governors no longer remove farms.
  • When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important.
  • Tweaked Metals and Electronics fab images for a bit better readability.Redid the layout of all technologies.

Balance:

  • Doubled Advanced Parts production, and slightly reduced Electronics and Metal production.
  • Increased the various lasers' damage by 33%.Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%.

Added:

  • Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time.
  • Exact stored resources and storage capacity can now be seen per resource on the economy tab.
  • "Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint.
  • Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar.
  • Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships.
  • Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text).
  • Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system.
  • Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon.
  • Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power.
  • Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor).
  • Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset.
  • When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed.Global empire population stat in the empire window.

UI:

  • Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well.
  • Minimap: clicking the bars for an empire selects all military ships of that empire in the system.
  • Minimap: Selecting an object now clears focus, allowing the camera to behave as expected.
  • Research window: ctrl-clicking the remove button for a queued tech removes a single level instead.
  • The escape menu is now handled in the scripts, and is centered on the screen.
  • Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own.
  • Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only.
  • Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking.
  • Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled.
  • Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy.
  • Diplomacy window: Reorganized the window to be easier to use.
  • Treat window: Reorganized the window to make who does what clearer.Object List: Objects can now be filtered by name and type, and all filtered objects can be selected.

Removed:

  • Removed the dark purple empire color.

 

More...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share