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Star Ruler 2NewsStar Ruler 2 Update - August 28th
Community

Star Ruler 2 Update - August 28th

Star Ruler 2 · published 29 Aug 2014, 00:46 UTC

All newsPlayers around this dateRead on Steam

Thank you for tuning in to your regular broadcast of Star Ruler 2 development progress. This week we have some expansion balance improvements and the beginnings of new content to mess around with.

Interested in Multiplayer? Join our Dev-astation multiplayer game tomorrow!

2 New Maps!

The game now has 2 additional galaxy maps to choose from, each with their specific concerns.

Treaties and Surrender

Empires can now propose and sign treaties to share vision, trade regions, or form alliances. It is now also possible to demand or offer unconditional surrender - empires that have surrendered become Vassal states of the empire they surrender to.

Station Hulls

You can now design your own defense stations! These can be placed like all other orbitals, in orbit of a particular star or planet.

We've also overhauled the way non-military orbitals work, removing the old fiddly modules system in favor of building more specific orbitals.

Rebalancing and Expansion

This update includes various balance changes to both ship weapons and empire expansion. Planets now require a minimum amount of population before achieving higher planet levels, and it is now more important to carefully choose which worlds to colonize first.

Full Changelog


Added:

  • Added a simple formation.
  • Added basic cooperation treaties/alliances. Will be expanded on in the future.
  • Corkscrew Galaxy map.
  • Clusters map.
  • Empires can now be assigned to teams on the new game screen.
  • "Station" hull that can be placed like an orbital.
  • Added achievements for beating different difficulties of AI.
  • Players may now subjugate or demand the surrender of another player.


Changed:

  • Player home systems are guaranteed to have at least a food, a water, a level 1 and a level 2 resource spread over their neighbouring systems.
  • Planets now have drastically reduced extra income from planet levels higher than their native resource's level. This makes sending a water to a food planet no longer net ridiculous amounts of money.
  • Planets being captured can no longer use or project any of their defense.
  • UI Zooming has more steps.
  • Redid how the network handles object updates to be much faster for the host computer.
  • Planets now require a minimum amount of population in order to sustain a level. (ie, planets must have 2 population to be level 1, 6 population to be level 2)
  • Overhauled Orbitals content.
  • Reworked weapons to have a wider variety of viable weapons systems.
  • Improved support ship movement logic to handle a wider variety of fleet compositions.
  • Orbitals placed in planet gravity wells now orbit the planet.


Fixed:

  • Map generation no longer generates almost exclusively food and water near player homeworlds.
  • Capturing planets when low on supply ended up costing far more supply than indicated.
  • Machines with an intel gpu and a nvidia gpu should now automatically select the nvidia gpu.
  • Enhance could be used on Intelligence cards, but did nothing (now can't be used).
  • Null pointer exception after using a planet buster.
  • Statuses caused by systems (Name System) stayed after the object left the system.
  • Various issues related to renaming designs.
  • Popups could be clicked while under other UI elements.
  • Can no longer build ships with 0 command.
  • Multiplayer server list would sometimes permanently fail to load.
  • Weapons other than beams were not consistently firing.


Balance:

  • Massively reduce flagship maintenance cost.
  • Roughly doubled flagship weapon damage.
  • Very small support ship weapons have severely reduced range.
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