Full notes
Full Galactic Ruler update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- UI and audio
- Maps
- Fixes
As we continue to work on the new campaign system and content for Galactic Ruler Enlightenment, this gives us the opportunity to focus on extra testing for the overall systems used by both games. Numerous updates, fixes and adjustments have been made which also benefit Galactic Ruler.
This update also addresses the issue that newly formed colonies often lack enough military personnel to get their initial military facilities online. Having reviewed the overall design, the decision was that when moving population to a colony, if the colony population is below 1M citizens, then 80% of the new colonists immediately enlist for military service.
This content has been available on fasttrack for a few weeks and is now public for all players.
Here's the full changelog for v.1272
Change to population migration - when total population is below 1M, most colonist become military personnel
Tutorial 4 expanded to teach more about planetary invasions, changes ongoing
Support added for new types of events
Adjustment to how low population worlds are procedurally generated, populations favour equatorial regions
Redesigned how many pirates are added to the galaxy, now based on how many major factions exist plus %10 of galaxy size.
Main menu UI updates to report number pirates in galaxy based on the selected lobby options
AI change that colonies won't rebel from player while player is focused on them
Visual Effect added for units that are in "panic" state (red, pulse)
UI for rationing of goods updated for better clarity on what's being rationed.
UI updated to activate/deactivate unit production facilities directly from Defense department
UI updated to map tooltip and right click popup top section
UI updated to resolve conflict of orbital stations having both resource production and cargo capacity. Both are now properly visible.
Fix to deploying engineers as outposts, no longer need to issue the order twice
Fix in the diplomatic trades window, resources are left side values where incorrect
Fix to allied victory mechanic - players don't need to eliminate/ally with pirate factions or minor factions, only with major races.
Fix to unit production queue stuck when specific world selected on the map when adding to production queue
Fix to map population filter
Fix to unit capture order
Fix to orbital transfer order
Fix to lower right diplomatic report, count of regions
Fix to land units responding to Load to Orbit order
Fix to units owned by colony refusing to go into reserves
Fix to survey ships sometimes getting stuck at a planet, not completing survey
Fix to AI behaviour for taking fire from a target out of range to fight back
Fixed possible softlock in military unit production
Fix to how rotorcraft move in low/zero supply areas with no bases available
Fix to planets be flagged as "damaged"
Fixes to some scripted events
Fix to combining waypoints with capture order causing the unit get confused
Fixed missing survey drone for Rhydandite faction
Increased cargo capacity of the "Civilian Transport" ship to make it more versatile.
Minor fixes to various alert messages
Other minor UI fixes
Updates to translations for French, Italian and Portuguese
Source
Changelog.gg summarizes and formats this update. How we read updates.
