Star Ruler 1.002 Released

Tuesday, August 24, 2010

Blind Mind Studios has released version 1.002 of their hit RTS, Star Ruler, today on Impulse. Now available for all registered customers via the Impulse client, this update includes gameplay additions, bug fixes, balance changes and more.

  • [Fixed] Unowned objects can now be fired upon by any empire.
  • [Fixed] Zooming out from an object disobeyed max zoom distances.
  • [Fixed] The names of the Propulsion and Gravitics were too long for some zoom distances in the research window.
  • [Fixed] Ships would not take fuel from planets if there would be too little fuel remaining on the planet.
  • [Fixed] Settings in the new game menu would get "stuck" with their previous values if untouched.
  • [Fixed] Solar panels now are able to hold Charge. This fixes a problem where solar panels alone would result in a disabled ship despite there being no warnings.
  • [Fixed] Multi-Racks will now level with Ship Systems, rather than staying at level 1.
  • [Fixed] Some error handling code for saves had been erroneously left disabled.
  • [Fixed] Fixed some minor errors in the tutorial.
  • [Fixed] Mining Laser power consumption scaled with level.
  • [Fixed] Changing camera sensitivity would have no impact until restarting the game.
  • [Fixed] Some packets were using too strict a reliability, which could slow down connections.
  • [Fixed] Some unused data was left in objects. It has been removed, reducing memory usage slightly.
  • [Fixed] Players can no longer join into the "Pirates" empire.
  • [Fixed] The Time text overlapped the top bar buttons if the window was resized during loading.
  • [Fixed] AI Settings were shown wrong after loading a layout.
  • [Changed] Rebalanced all weapons' firing rates. Overall, damage should be reduced late game, and all weapons should produce similar damage rates.
  • [Changed] Ship rotation should be far, far faster for larger ships, and mildly faster for smaller ships. Further, ships beyond scale 3600 will turn no slower.
  • [Changed] All sub systems gain 25% of their base health per level, if they weren't already increasing health per level.
  • [Changed] Effectiveness gains per level have been reduced to 1.4x per level from 1.5x.
  • [Changed] All weapons now get longer-ranged with scale.
  • [Changed] Armor can now be scaled for finer control, and to avoid spamming copies of armor.
  • [Changed] Coolant System effectiveness scales to 2x with level, rather than becoming progressively more insane.
  • [Changed] Star explosion effects no longer have a long delay before playing.
  • [Changed] There is now a minimum zoom in distance for tiny objects, preventing issues of the camera getting locked in place.
  • [Changed] Moved the Sub System information panel in the layout editor. Is now larger.
  • [Added] Added information to many sub systems to make their mechanics clearer.
  • [Added] In AI Settings, the min/max level is shown as a numerical % beside the bar.
  • [Added] Added a button to the blueprints list to toggle the obsolete state on a blueprint.
  • [Added] Planet queues can now be controlled in multiplayer.
  • [Added] Planet governors can now be toggled in multiplayer.
  • [Added] Added lots of new pages to the tutorial covering many requested areas.
  • [Added] Added additional hint information to various weapons.
  • [Added] Added a drop-down box to the options menu to change resolution.
  • [Added] Added "Flight Time" stat to the layout editor. Shows how long the ship can run with its fuel use/capacity.
  • [Added] Added script find functions. See http://forums.blind-mind.com/index.php?topic=570.0 for details.
  • [Added] Added script functions to iterate through selected objects. See http://forums.blind-mind.com/index.php?topic=573.0
  • [Removed] Removed Volatile Galaxy, as it didn't function.
Star Ruler is available worldwide for $24.99 USD | 18.99 EUR | 16.33 GBP. For more information please visit: http://www.impulsedriven.com/starruler

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