Star Ruler

Star Ruler - v1.0.7.0 Patch


A new patch for Star Ruler has been released. This patch will update your version of the game to v1.0.7.0. Please read below for the complete changelog.
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[Fixed] Fix issue when importing blueprints with a "Manage Docked"/autoundock order. [Fixed] Bridges only needed half as much crew as they were reporting. [Fixed] The orders given by the trade automation order were reversed. [Fixed] AIs taking over from disconnected players in MP would add their traits and reset the homeworld. [Fixed] Crash on load when docked objects had been given orders. [Fixed] After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible. [Fixed] Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first. [Fixed] Fixed a crash in multiplayer related to losing a planet. [Fixed] Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled. [Fixed] "Ancient Ruins" now works with "All Techs Available" enabled. [Fixed] Energy weapons would display the wrong power cost when modified to fire faster than once per second. [Fixed] Declaring war was not cancelling all previous treaties with that empire. [Changed] Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship. [Changed] Tweaked the AI profiles homeworld build orders to work better with the economy. [Changed] Canceling a construction returns 50% of the resource cost of the construction (except for Labor). [Changed] Shipyard governors no longer remove farms. [Changed] When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important. [Changed] Tweaked Metals and Electronics fab images for a bit better readability. [Changed] Redid the layout of all technologies. [Balance] Doubled Advanced Parts production, and slightly reduced Electronics and Metal production. [Balance] Increased the various lasers' damage by 33%. [Balance] Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%. [Added] Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time. [Added] Exact stored resources and storage capacity can now be seen per resource on the economy tab. [Added] "Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint. [Added] Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar. [Added] Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships. [Added] Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text). [Added] Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system. [Added] Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon. [Added] Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power. [Added] Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor). [Added] Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset. [Added] When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed. [Added] Global empire population stat in the empire window. [Added] Flags can now be selected from the race customization menu and are displayed in the empire window. [UI] Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well. [UI] Minimap: clicking the bars for an empire selects all military ships of that empire in the system. [UI] Minimap: Selecting an object now clears focus, allowing the camera to behave as expected. [UI] Research window: ctrl-clicking the remove button for a queued tech removes a single level instead. [UI] The escape menu is now handled in the scripts, and is centered on the screen. [UI] Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own. [UI] Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only. [UI] Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking. [UI] Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled. [UI] Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy. [UI] Diplomacy window: Reorganized the window to be easier to use. [UI] Treat window: Reorganized the window to make who does what clearer. [UI] Object List: Objects can now be filtered by name and type, and all filtered objects can be selected. [Removed] Removed the dark purple empire color.
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