Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Fixes>
Fixes>
- Fixed a major bug in single threaded mode that prevented ships from leaving systems.
- Object icons were messing up in Medium & Low texture quality.
- Fixed some minor issues with the tutorial.
- Crash when selecting a shipset.
- Remnants no longer run out of fuel.
- Changed order for movement updates to prevent a one-frame delay in motion prediction.
- Clients in multiplayer were shown the victory message before joining an empire.
- Governors no longer build structures that are not unlocked yet.
- Layout scales are now rounded to 3 decimal places to prevent floating point errors from showing up.
- Pirates with money troubles weren't buying pillagers because marauders were cheaper.
- Joining a multiplayer game after going back to the main menu from another game would not load the map correctly.
- The fighter hull had a 5% flat dodge chance instead of it being based on relative velocity.
- Changing the max number of selectable AIs in main_menu.xml did not work. The default still goes up to 10, but it's moddable up to 200 AIs.*
- Fixed various issues with updating hulls (SubSystem modifiers not working when a hull is updated). Designs in previous saves should be able to benefit from being updated, depending on the type of modifier used.
- Fixed fleet icon not showing after load and not disappearing when docked.
- Ship owner was being set after effect activation, leading to certain effects (notably Research) crashing on ships.
- Structures with non-natural levels (farms) could not be renovated manually.
- Zoom to cursor checkbox was saving incorrectly.
- Planet orbits were sometimes stopping after loading a save.
- Undocking sometimes hurled ships across the vast expanses of space at insane speeds.
- Damage order based on sub system position wasn't taking the size of the sub system into account. Now, a large sub system can protect little sub systems 'inside' it.
- The music now instantly stops playing upon exiting, rather than when the game finishes cleaning itself up.
- Treaties would randomly crash in multiplayer.
- Objects thought they had far higher acceleration than they really did (due to not taking mass into account). Should significantly improve movement patterns, especially when it comes to planets.
- Our custom GUI elements were not being properly deleted, causing a memory leak in the GUI.
- Goto object orders weren't being saved/loaded.
- Order lists were being loaded in reverse.
- The dim2di for the blueprint window's tab buttons was using 2 px less than it should have, resulting in part of the button being cut off in the window.Sending chat messages with the # character in them no longer causes weirdness.
- Various game data files (PlanetTypes.xml, build_queues.xml, ...) can now be overwritten by mods.
- Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).
- Empire names and colors are now moddable the same way system names are.
- Changed the standard maps to use a single copy of object descriptors, rather than making a new one for each object. Significantly speeds up map generation for common map sizes.
- Removed unnecessary window generation and resource loading during script testing.
- The tutorial can now be localized.
- An auto-colonize order can now be removed by right-clicking on the planet and unticking it.
- The AI now periodically retrofits its obsolete ships.
- Slightly sped up locking in general, and reduced overhead related to creating those locks.
- AIs obsolete their old designs and retrofit their old designs to larger versions. (Cruisers go up to scale 24 over time).
- Planet orbits were much slower than intended. Planets now orbit at faster speeds, and their speed is based on the size of the star.
- Changed various memory allocations over to a pooled system. Slight gains when setting the game up, but far more dramatic gains when exiting.
- Objects now register themselves instantly during map creation, significantly improving map generation speeds.
- Empty strings no longer allocate themselves on the heap.
- Star Ruler's icon has been replaced with a higher resolution version.
- Mods can now add their own Locales that are loaded after and can override the base game's.
- Weapon effect graphics are now allocated in a pool, significantly improving performance when watching combat.
- Updated French, Russian and German translations.
- While updating the blueprint window to the planet window's style, reduced the image size, saving a slight bit of memory.
- Objects are destroyed on-demand when the game exits, speeding up game exit times.
- Planetary rings now have ambient lighting.
- Planetary rings are now more common.Timed game effects are now allocated on a pool. Improves performance in combat.
- An optional toggle in the system window to display stored resources for planets in the list.
- Ships can now be scuttled at planets for resources. They provide 50% of their cost to the planet.
- Added support for ttf fonts and locale-specific fonts.
- Added basic per-system minimaps.
- Add Require:Tag to restrict subsystems to blueprints that have that tag.
- Script bindings for Irrlicht's quaternion.
- Relative military strength bars for pinned systems/stars and systems in the system window's system list.
- "Zoom to object" buttons in planet window, pinned list and the system window's planet list.The clusters map now has separate options for flattening the overall map and the clusters themselves.
- Removed duplicate ship designs from the tutorial mod.