Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Star Ruler 2NewsStar Ruler 2 Update - October 16th
Community

Star Ruler 2 Update - October 16th

Star Ruler 2 · published 16 Oct 2014, 23:01 UTC

All newsPlayers around this dateRead on Steam

Greetings 4Xians! We've sent out another Star Ruler 2 update to be transmitted into space by wifi routers everywhere. Read about some of the highlights below, or scroll down for a full detailed changelog.

Interested in Multiplayer? Join our Dev-astation Friday multiplayer game on european timezones, or check out our Saturday night brawl in more America-friendly timezones!

Freeform Ship Design

Over the past few weeks our experimental branch has seen many updates to the looks and mechanics of the ship design system, with yet more to come in the future.

The biggest change in this update is the removal of preset "hulls": you can now design your ship blueprints in any shape you want. Here are some of the designs uploaded by our avid testers:


Ordo Antibus' Maw Cruiser.


Dalo Lorn's BC-304 Refit.


Vlad's Storm Class Armored.

The engine will automatically select the ship model from your shipset closest to the shape you drew.

Community Features

The wiki tab has been combined with a number of new features into a brand new "Community" tab.

Browse designs other people have uploaded, becomment or upthumb them, or upload your own creation for the world to see!

Game Options

Feel like playing a game with at least 9 planets per system? Expand star systems to giant expanses filled chock full of hostile remnants? We have some new game options that let you tweak the generated universe to your liking.

Full Changelog

Added:

  • Add some macro controls to support ship management, such as auto buying new or dead support ships until the fleet is full.
  • Fleets will now pick up support ships from your nearby planets automatically to auto-fill up their capacity. Can be turned off.
  • Object popup tooltips now show the flag of the empire that owns them in the background.
  • Started work on new blueprint/subsystem sprite art.
  • Some planets will now have a Planet Condition that modifies them or their resource in some way.
  • Add Targeting Sensor subsystem modifier.
  • First iteration of multiplayer match queue system, players can queue up for matches and automatically join other queued players.
  • Ship information panel on the bottom left can be expanded to give a bigger view of the design.
  • Replaced the empire flags with better versions.
  • Changed Wiki tab to Community tab, which includes the wiki and where players can share their designs online.
  • Dumbbell Galaxy map that can be configured to be perfectly mirrored on both sides.
  • Several game and universe settings can now be changed from the new game menu.
  • Add post-game stats and standings screen with graphs displaying the progress of the game.


Changed:

  • Lasers now have a limited firing arc.
  • Weapons can no longer have their firing arcs shoot "through" the ship, but must be pointing outwards.
  • Engine exhausts can now only be placed on hexes that have open space on either one of their backwards-facing edges.
  • Supply Storage hexes destroyed in combat will now leak supplies over time.
  • Losing ship power generation that you are using in combat reduces the ship's effectiveness.
  • Destroyed Support Command hexes can end up making the fleet lose control of support ships.
  • Ship designs no longer have preset hull shapes, but the model that is the closest approximation to the shape you draw is used.
  • Slipstream exit points are now generated inaccurately within a radius of the target. The further away they're generated, the more the target inaccuracy.


Fixed:

  • Fix perfectly circular territory borders showing up bugged.
  • Fix previously scouted remnant fleets showing their health/supplies/etc even when out of vision.


Balanced:

  • Halve station repair rate.
  • Double station hitpoints.
  • Increased ship efficiency (power cell, name flagship, etc) can no longer increase repair rate above 100%.
  • Plate and Neutronium armor now have DR.
  • All forms of armor now increase the health of all adjacent non-armor hexes by 1/6th of the armor hex's hp.
  • Fleets with no supplies left are now at 25% of normal effectiveness (down from 50%).
  • Weapon turrets now have their own innate DR to reduce incoming hits.
  • Significantly increased the range of all weapons.
  • Capitalism now only has a single Patrotic Surge, but it has one extra quality.
  • Cost of using Fling FTL is now no longer dependent on distance, only ship/station size, and is cheaper.
  • Larger slipstream generator ships are more expensive in various little ways.


AI:

  • Improved Hard AI's expansion speed.
  • Improved the AI's use of influence.
  • AI can use anomalies in a basic way.
  • Improved the AI's ability to wage war.
  • The AI will scout out other galaxies, allowing them to interact in those galaxies.
  • Gave the AI some more sensible rules for when to declare war.
More from Star Ruler 2

Other announcements

All news
Game update22 Apr 2016Wake of the Heralds Release and v2.0.0 update!Our first expansion, Star Ruler 2: Wake of the Heralds , is now officially out on steam! Purchase it for $9,99 from the steam store page . Along with the release of the expansion, the base game has received an update to version 2.0.0 containing a number of fixes and improvements. You can read about some of the main changes to the game below: Graphics · Added a number of new post processing grap…Community21 Apr 2016Wake of the Heralds Feature Highlight: The FirstStar Ruler 2: Wake of the Heralds releases tomorrow, Friday April 22nd! You can read our final feature higlight about the second new race, "The First", below. The First Although their once great empire is gone, reduced to nothing but remnants by the ravages of time, the minds of those who chose to live forever still carry on. The planet Atrozal, hollowed out and brimming in circuitry; where a t…Community19 Apr 2016Wake of the Heralds Feature Highlight: InvasionStar Ruler 2: Wake of the Heralds releases this April 22nd! We will be posting feature highlight posts every few days until the release. The Invasion In the new Invasion map, you are tasked with defending your isolated part of the galaxy from waves of ruthless invaders. Empires cannot declare war on each other in this co-operative map, but diplomatic trickery is of course still advised! You sta…