Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year. Check it out!
Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year.
Check it out! http://store.steampowered.com/app/282590/
Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year. Check it out!
Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year.
Check it out! http://store.steampowered.com/app/282590/
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever bef
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever before: Hyperdrives, Fling Beacons, Gates, and Slipstream Tears. Each method has its own distinct advantages, disadvantages, and serious gameplay considerations.
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever bef
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever before: Hyperdrives, Fling Beacons, Gates, and Slipstream Tears. Each method has its own distinct advantages, disadvantages, and serious gameplay considerations.
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site .
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site.
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site .
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site.
Fixed: * Fix being able to trade research back and forth infinitely. * Fix colonizers with weapons never firing at anything. * Fix crash related to buildings being destroyed in OnGlobalDamage events. * Fix crash when planets marked for autocolonization get destroyed. * Batched sh
Fixed: * Fix being able to trade research back and forth infinitely. * Fix colonizers with weapons never firing at anything. * Fix crash related to buildings being destroyed in OnGlobalDamage events. * Fix crash when planets marked for autocolonization get destroyed. * Batched ship construction orders would not repeat correctly. * Rally points on dry docks would not save. * Fix some inaccuracies in the german translation. * Fix engines never activating when boarding a disabled ship. * Fix importing blueprints with no automation orders resetting to default automation. * Fix crash related to loading transfer orders. * Fix player-controlled ships in the galaxy not being visible when joining an MP game in progress. * Rennovating the same structure multiple times will now only occur once. (Duplicates will be removed when they are started) * Many simple data types in scripts were calling destructors needlessly. * Many simple data types in scripts were also using reference counting needlessly. * Fixed a crash in treaties. * Possibly fixed mousing over objects that weren't near the cursor. * Fixed star surface animation on newer NVIDIA drivers. * The Automate Research setting was not being saved if there was no queued research. * AIs are smarter about trade-per-second agreements. * Fixed some abusable aspects of the trade-per-second agreements. Balanced: * Repair rates on nano armor are more sensible now. * Reverse inductors and Mind Sappers now use correct level scaling so they aren't uncounterable. Changed: * Planetary shields now block chemical bomb damage to population. * Updated AngelScript to the most recent version. * Shields now wobble less and are less opaque until attacked. * Improved error reporting for missing shader constants. Added: * Added AngelScript JIT compiler! Significantly improves the performance of many aspects of the game, leading to generally improved framerate. * Added two new race portraits courtesy of Hazzard! * The Particle Editor and Model Configurator now have customizable backgrounds (see Game Data/EditorBackgrounds.txt), and can return to the main menu and quit from the interface.
Before I get into the nitty-gritty, yes, we do know when long-zoom 4X indie spectacle Star Ruler was originally available to buy. However, anyone who has followed the game can tell you that what you get for your money now is a different beast to what you got at that nascent time.
Before I get into the nitty-gritty, yes, we do know when long-zoom 4X indie spectacle Star Ruler was originally available to buy. However, anyone who has followed the game can tell you that what you get for your money now is a different beast to what you got at that nascent time. What could be regarded as the actual launch is now here. We are all familiar with the terror of unfinished games and the horror of 0-day patches. It is easy to believe the entire global computing infrastructure has been put in place so that developers could ship as soon as they got tired and wanted a holiday. Star Ruler did turn up in that sort of unsatisfactory state, but the developers admitted that and they put out a representative demo as well. Since then, their support of the product has been exemplary. While I may not agree with everything they’ve done, the fact that they continue to listen and improve the game is exactly what we so often demand and so rarely receive. But the play’s the thing, so here’s wot I think.
Fixes: Multiplayer clients could not create treaties. Multiplayer clients could not retract treaties. The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap. Obsoleted blueprints would not be removed from various build list
Fixes:
Multiplayer clients could not create treaties.
Multiplayer clients could not retract treaties.
The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap.
Obsoleted blueprints would not be removed from various build lists until a blueprint was added/updated.
Second planet granted by "Developed Empire" trait now has regular amounts of HP.
Using modifiers on armor no longer causes the armor to take up space.
Explosion sound would play for multiplayer clients for silent destruction (colony ship, scuttle/retrofit).
Page Up/Down keybinds would not save.
Auto-colonize planet now works for multiplayer clients.
Auto-colonize lists are saved/loaded.
Undock all from the right click menu now properly removes auto-dock orders (unless forced) so ships won't immediately re-dock.
AIs are no longer prevented from expanding when the minimum ship size limit is set higher than their scout blueprint.
Planet rings/moons are saved/loaded and work for multiplayer clients.
Disabled ships are removed from control groups.
Research automation toggle is saved/loaded.
Selecting a planet after a ship with an obsolete blueprint no longer shows the planet as obsolete in the object information panel.
Fix system window becoming unresponsive after dry docks or planets got destroyed.
Fix selected object list scrolling to the top automatically.
Ships could stop moving altogether for multiplayer clients in high-lag situations.
Ore isn't erroneously shown in mouse overlay for ships with cargo bays.
Multiplayer clients would not always receive blueprints when capturing enemy ships.
Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.
Race profiles could not be saved for mods installed in My Games.
Number of owned planets listed in the system window for home systems to multiplayer clients was off by 1.
Governor dropdown in system window could be opened underneath other GUI elements.
Various display glitches related to structure removal and renovation for multiplayer clients.
Planetary conditions removed by the natural terraformers trait would still appear for multiplayer clients.
"Game Lost" message would not show up for multiplayer clients.
Asteroids created by planets being destroyed would not show up for multiplayer clients.
"Continue" main menu option did not work for mods installed in My Games.
AI could not properly cope with high starting technology levels.
Shipyard labor pool scaled asymptotically instead of exponentially, leaving labor severely throttled at high tech. Changed:
The current value for stats are displayed on the object information window without hovering. Balanced:
External mounts are now equivalently massive to the hull. Added:
Complete, official, german translation of the game.
Product Update
Star Ruler Update Released
Fixed: Ships on hold or defend position stance will no longer move because of work with tool orders. Homeworlds had less hitpoints than was normal for planets. The game did not render while maximized. Notification of new treaties only occurs when a new treaty is actually proposed
Fixed:
Ships on hold or defend position stance will no longer move because of work with tool orders.
Homeworlds had less hitpoints than was normal for planets.
The game did not render while maximized.
Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed.
Boarding defense did not work.
Number suffixes on dates when saving were slightly wrong.
Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't on screen.
Under attack alerts would only appear once per system.
Choosing a govern via the right click menu didn't automatically enable that governor.
Changed:
The balanced start map option is now on by default.
Reduced modification factors for shift/alt on camera movement.
Notification icons can now be right-clicked to dismiss them.
Planetary conditions are now visible after exploring, instead of only after colonization.
Ordering a non-dangerous tool (Interdictor, Attractor, ...) to fire on your own ship no longer requires you to force / hold control.
Shipyards now provide a small ammo generation / storage.
System Window now lists Dry Docks (can be filtered out).
Build on Best/Build on All from right click menu now take Dry Docks into account.
Carriers on 'Hold Fire' stance no longer undock their fighters to engage. Balanced:
Targeting Sensors now increase range by a much larger amount relative to their size.
Positive planetary conditions are now slightly more common than negative ones.
Added:
New ringworld model. Thanks WarStalkeR!
5 new planet textures, 3 new ring textures and 2 new cloud textures. Thanks JonnyDawe!
System Blockades: if there are over twice as many enemies in a system as you have forces, none of your planets or ships will be able to access the galactic bank in that system.
Empires now have race portraits chosen from the race customization window. Thanks Hazzard!
Redid the tutorial to be more interactive and (we hope) more interesting.
New subsystem: External Mount. Linked sub system takes up no space (the mount always takes up 1.0 space), but takes damage after shields and before armor.
New subsystem: Chemical Bomb. Can only target planets, kills a lot of population but leaves structures intact.
Groups of haulers can now be ordered to "Keep Supplying This" on an object. The selected haulers will collect resources from the system they're in and supply them to the object, then return to the system they were originally in and repeat.
Added bind 'Focus on Object' to the options menu that mimics middle-mouse-click.
Added a 'Temperature Falloff' option to the new game settings (default on). Decides the distribution of planet types based roughly off of the temperature the planet would experience.
Added 'Spread out Empires' and 'Keep allies together' options to the new game settings (default on). Attempts to spread out non-allies and bunch up allies when generating the map, respectively.
Button on the message ticker to open a log window that displays a scrollable list of previous empire messages.
'LAN' tab on the multiplayer menu to discover LAN games without needing to find the local IP manually.
New object information panel displaying more graphical information and with individually cancellable orders.
Added new weapon effects from Galactic Armory, thanks XTRMNTR2K!
UI:
Resizing the blueprints window now makes the layout circle bigger, making it easier to place sub systems on crowded designs.
Ordering a tool to fire that requires a forced order now prompts for it.
Queue Management window for Dry Docks now displays resource cost/progress.
Added notification icon for when someone declares war on you.
Added notification icon when a tech is leveled up, a link is finished, or a tech is unlocked.
Added notification icon when a planet is colonized or lost.
The 'Update Threshold' in blueprints is now more sensible - a value of 1 should update when all sub systems have been affected by 1 tech level increase.
'New Game Menu' settings are now remembered between games. You may also save and load these settings.
Trade window hides clauses that can't actually be added to the treaty due to peace agreements or war declarations.
Holding shift while clicking a technology/link now queues it behind other techs but before repeated technologies.
Multiplayer window now remembers the last IP/Port entered for connect.
There is now a button directly opening the civil acts window next to the empire bank display.
Product Update
Star Ruler Update Released
Fixed: Taking over planets from AIs would sometimes prevent the planet from importing a particular resource. Deleting a savegame deleted the wrong entry in the list. Opening the options menu twice at the same time from the escape menu would crash the game. Attractors did not func
Fixed:
Taking over planets from AIs would sometimes prevent the planet from importing a particular resource.
Deleting a savegame deleted the wrong entry in the list.
Opening the options menu twice at the same time from the escape menu would crash the game.
Attractors did not function.
Dry Docks building other orbiting objects now no longer teleport some of those to close orbit around the sun.
You couldn't access a mod's effects in the particle editor.
Loading a game for multiplayer would allow clients to join the empire the host was controlling.
Effector data mismatch error could occur when loading saves with accented characters in blueprint names.
Jump Drives would sometimes retain orders in their previous system after jumping, causing them to fly back.
AIs would propose treaties involving goods and luxuries to empires with the "Eusocial Society" trait.
Changed:
AIs in the tutorial will no longer declare war on the player themselves.
Updated French community translation. Thanks Mikey5887!
Planet conditions are now tinted green or red according to whether they are beneficial or harmful.
System rings are now off by default (replaced by the new information on the system plane).
The system plane is now colorized to the color of the dominant empire in that system.
The total available slots on a planet can now be seen after a system is explored, even if you no longer have vision.
Using the right click menu to build ships now builds those ships on all selected planets or dry docks.
Explicitly ordering tools to fire now works when the ship is on 'Hold Fire' stance.
Boarding Parties can be explicitly fired from the right click menu, letting you set 'Hold Fire' and board without destroying the other ship.
The Directed Spatial Manipulator no longer fires independently, but must be ordered from the right click menu to prevent wasting shots on insignificant targets.
Updated Polish community translation. Thanks maxi!
Balance:
Halve all planetary damage reduction.
Halve population reproduction rates.
Halve population reproduction rates again when the planet is under attack.
Decreased hull absorption rates to 30%/50%/70% for Light/Medium/Heavy hull respectively.
Buff boarding defense.
Added:
Players can now toggle planets to allow or disallow importing or exporting resources.
Detonating the quasar now creates a chain reaction that causes most of the stars in the galaxy to be destroyed over time.
Added option to keep the mouse cursor in the window.
Added compatibility option for Intel Integrated GPUs.
The system planes now display bars/pips around the edge representing the military strength of empires in that system.
When hovering over a system or star you no longer have vision over, the time since you last had intel is displayed.
Research automation checkbox: when turned on, automatically research the lowest level tech when you're not researching something else.
Right-clicking a star or system now also shows a "Build Ships on All..." option.
Hey, anyone remember demos? They were this crazy thing game-makers did when they wanted people to play their games but expensive pre-rendered trailers that said absolutely nothing about what a game was actually like hadn’t been invented yet! The crazy fools. What was the point in
Hey, anyone remember demos? They were this crazy thing game-makers did when they wanted people to play their games but expensive pre-rendered trailers that said absolutely nothing about what a game was actually like hadn’t been invented yet! The crazy fools. What was the point in that?
Star Ruler is like the last half-decade didn’t happen: a thoroughly PC-only space 4x game, and it has a demo. An actual, honest-to-god demo! I haven’t played it yet, but I could hug it to death for that alone. (more…)
4X galaxy conquering game Star Ruler now has a demo available ahead of its upcoming September retail release. Star Ruler has a procedurally generated 3D galaxy that can spawn up to 10,000 star systems into your game. With numerous research and diplomatic routes at your disposal,
4X galaxy conquering game Star Ruler now has a demo available ahead of its upcoming September retail release. Star Ruler has a procedurally generated 3D galaxy that can spawn up to 10,000 star systems into your game. With numerous research and diplomatic routes at your disposal, there are nearly limitless possibilites to explore. Just be careful not to go space-mad.
Upon the release of the retail version, Blind Mind are planning a massive update that will add new features for owners of the digital version of the game. You can grab the demo from the here. The game's currently available on Steam, too, and is currently on sale at 66% off.
Today's Deal: Save 75% off Star Ruler ! Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
Today's Deal: Save 75% off Star Ruler!
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
Product Update
Star Ruler Update Released
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: Fixed a deadlock caused by selecting a ship as it was about to dock. Advanced Parts Assembler used up resources even if there
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Fixed:
Fixed a deadlock caused by selecting a ship as it was about to dock.
Advanced Parts Assembler used up resources even if there was no space to put advanced parts.
Fetch orders automatically assigned by construction bays no longer attempt to fill more cargo than available.
Mega Construction had a link to itself.
Linked sub system modifiers did not work for designs made by multiplayer clients.
Ships parked in orbit would not de-park after moving for multiplayer clients.
Crash related to supply orders for construction resources.
Internal Defenses would not function on ships without crew.
Keybinds specified as key numbers with # would not load from controls.cfg.
GUI Script keybinds no longer override options menu keybinds, which was leading to being unable to bind certain keys.
The natural terraformers race trait would remove the ringworld bonus from ringworlds.
"Close" preferred engagement range was not being calculated.
Planets moved into deep space would be invisible upon loading a game.
Fixed a bug that made trading food behave strangely when a planet had cargo storage.
Changed:
Dry Docks can now have rally points.
Drag selecting will select only military ships if there are any military ships in the selection (can be turned off from the options menu).
Multiplayer games start paused until all players have finished loading.
Order strings ("Attack ...", "Defend System", etc) can now be localized.
Auto-colonize now picks the largest planet in the closest system first, rather than always the closest planet.
Supply orders for ships in fleets now only supply ships in that fleet.
The "Efficient" race trait now also affects EcoStore.
Changed how objects are ticked to make planets behave more similarly, rather than the first planet in a system getting more resource priority all the time.
Balance:
Slightly reduced planet reproduction rate, and decreased effectiveness of their passive Damage Reduction.
Repair Bays and Salvagers are now linked to the Material Sciences technology, and Salvagers are unlocked sooner.
Added:
"Automatically Retrofit" automation order that can be added to blueprint AI orders.
"Allow other ships to supply resources" AI behavior setting. Tankers will not supply ships with this set to deny.
When undocking, you can choose specific types of ships and the amount of ships to undock.
When using control to build multiple ships of the same type, a checkbox "Batch construction" can now be checked. This completes all the ships before launching them all together.
An entirely new AI that should provide a harder challenge. The old AI is still available as separate AI profiles, but will not be chosen when selecting "Random".
Product Update
Star Ruler Update Released
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: New treaty notification icon was not disappearing when opening the empire window. Ship build cost would not appear in the hov
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Fixed:
New treaty notification icon was not disappearing when opening the empire window.
Ship build cost would not appear in the hover information on planets with no empty slots.
Holding shift while clicking a top bar button would not correctly open a new window of that type.
Automation orders did not import from exported designs.
Could not select the shipyard world governor in the planet window.
Large odd numbers of flags in the race customization window would make the last flag disappear.
Divide by zero crash when adding 4 or more shipsets.
Automatic blueprint updates would reset automation orders.
Heavy Hull level was too high, causing it to have much more hitpoints than the other hull types.
Negative mood did not display correctly in the planet window.
Items in the pinned list would still display after returning to the main menu.
Random freeze/crash caused by a deadlock. Frequently appeared when lots of scouts were auto-exploring at the same time.
GUI Elements could disappear in some situations (chat box when working in the layout window, scrollbar in system window).
Shipborne factory systems would use up resources even if there was no place to store what was being fabricated.
Fixed a bug in multiplayer clients that would cause weirdness and instability.
Fixed timestamps on saves being off by one hour (or worse).
Changed:
Object list's filter box is now case-insensitive.
Added Ere4s3r's corrected smoothing groups to the Neumon.
Cargo storage no longer always unlocks Armor at level 4 by paying the link cost.
Balance:
Reworked Coolant System to cause more significant increases in weapon firing rates, but also dramatically increase running costs for the connected weapon.
Flak range and delay now scale the same as all the other weapons.
Added:
"Declare war if this treaty fails" clause. If the treaty fails due to either party having insufficient resources, declare war now.
"End all existing treaties" clause. If accepted, all previous treaties are nullified.
"Ammo lifetime damage" stat to detailed statistics page. Shows how much damage a full load of ammo can do before being depleted.
"Supply Resource" automation order. Used for tankers to automatically supply ships with fuel.
UI:
Making the research window small enough now hides the queue.
The empire window now loses information in the top area more gradually when resized down.
When hovering over a system, the name is colored the same as the ring.
The top left ticker now displays research rate.
Holding shift while pressing the import button in the blueprints window attempts to import all designs in the profile.
Blueprints in the planet and system windows can now be sorted.
Blueprints sort can now differentiate between ascending and descending.
Add option to sort planets in system window by name, slots or governor.
Link icons in research window are hidden on zoom levels smaller or equal to 0.30x.
The top left ticker displays research progress by coloring the text from left to right.
Percentage complete is now shown behind the name of the current building item in the planet window.
Added a "Continue" button to the main menu, which will load the newest save (including autosaves).
F7 will now open the civil acts window.
F10 will open the escape menu without closing any windows. (Used to be F12)
Last week’s news that US high street gaming market-choker Gamestop had acquired the Impulse download service from Stardock caused a whole lot of shock in these parts. Looks like PC gamers weren’t the only ones a little troubled by the news; Star Ruler dev Blind Mind Studios has p
Last week’s news that US high street gaming market-choker Gamestop had acquired the Impulse download service from Stardock caused a whole lot of shock in these parts. Looks like PC gamers weren’t the only ones a little troubled by the news; Star Ruler dev Blind Mind Studios has pulled its sci-fi grand strategy game from the digital store in protest. (more…)
Blind Mind Studios, the developers of indie space strategy game Star Ruler , is withdrawing the title from sale on the Impulse digital shopfront following its sale to multinational retailer GameStop . "Due to a rather large list of things we detest about GameStop", a Blind Mind r
Blind Mind Studios, the developers of indie space strategy game Star Ruler, is withdrawing the title from sale on the Impulse digital shopfront following its sale to multinational retailer GameStop.
"Due to a rather large list of things we detest about GameStop", a Blind Mind rep writes on the company's website, "Star Ruler will no longer be available for purchase on Impulse after the takeover."
"We are ending sales through Impulse due to GameStop's long, negative behavior toward the PC platform and independent games. We would never have signed onto distribution through GameStop, and being forced into this situation has only made it worse for us. We feel GameStop cannot serve as the leader of a true competitor in the digital distribution market."
Those who have already bought the game on Impulse should be OK, as Blind Mind is working to have automatic updates continue to be sent through the service even after the game's been removed from its store. Those who haven't tried the game...well, it's a little empty, but if building massive space empires is your thing, it's also available on Steam, Direct2Drive and GamersGate.
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted.
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted.
Product Update
Star Ruler Update Released
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: Fix civil acts that have a group not correctly loading. Fix racial bonuses affecting ship components not correctly applying.
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Fixed:
Fix civil acts that have a group not correctly loading.
Fix racial bonuses affecting ship components not correctly applying.
Crash on game start when having shaders disabled.
Dry Docks could be ordered to scuttle or retrofit at themselves, making them disappear.
When starting at a higher tech level from traits, structures on the homeworld did not start at that level.
Fetch orders did not behave properly with resources that have a "required" (eg Crew).
Ships reacting to automated attack orders could overshoot the system and sit idle at the edge of deep space.
The set_owner and destroy console commands now work with all selected objects.
Fixed a very rare crash bug caused by moving between systems/galaxies.
The minimap was horizontally flipped.
Objects that are under attack can no longer be docked to prevent exploits.
Construction progress would jump suddenly at times.
Construction completion percent is now the average of the lowest percentage of a particular resource, and the average percent per resource.
Scripted planet governor entries were breaking saves.
Shields no longer consume more power at higher levels.
"Supply This" was willing to tell planets and stations to supply objects.
Ships built from dry docks with auto park on would not park at the correct distance.
Fixed nano-armor reducing the ship's total apparent health in the absence of repair systems.
Changed:
Tweaked governors to maintain a stronger economy and empire.
Tool names are now localizable.
Automated attack orders are now lower priority, so ships will break attacks to fetch fuel and ammo unless manually ordered to attack to the death.
Cut space damage in half.
Repair tools can now only repair ships and stations.
Fleets now stay in formation while attacking (can be toggled off with a button next to the formation buttons).
Cargo Structures now also have a store for each dedicated resource, making them more useful in many cases.
Balance:
Artillery now has a minimum range of 10% of the maximum range.
Goods factories now produce 30% less goods.
Added:
Added 'Automatic' option for default governor type to choose based on the conditions of the planet.
Objects now use a much better algorithm to search for targets in a system, improving behaviors at very large ship counts.
Ships now detect if they are likely to kill an enemy target and will select additional targets for their other guns when they are.