Star Ruler Patch 188.8.131.52 - 184.108.40.206
|Op. System:||Windows XP, 2000, 98, Me, NT|
|Last updated:||Jun 15, 2011|
|File size:||1.73 MB|
|Publisher:||Blind Mind Studios|
Publisher description for Star Ruler Patch 220.127.116.11 - 18.104.22.168
version 22.214.171.124: [Fixed] Fixed a "Effector Data Mismatch" bug that many people were experiencing. [Fixed] Significantly improved performance with AIs late-game. [Fixed] Fixed a memory leak when loading a saved game. [Fixed] Autosaves are now disabled when paused. [Fixed] Planets with extremely low population are no longer useless until purged. [Fixed] Pirates were not updating their hulls, leaving them very vulnerable as the game progressed. [Fixed] Pirates were starting with random tech levels, sometimes causing them to be excessively powerful. [Fixed] "Update Threshold" on blueprints is no longer lost when saving the blueprint. [Fixed] Mining lasers with an emergency power supplying all the power needs caused an error. [Fixed] Ammo usage wasn't updating when a modifier that affected it was added. [Fixed] Pausing the game in multiplayer could cause newly connected clients to divide by zero in their interpolation, making stars vanish. [Changed] When a planet is lost, everything yet to be built, and without any progress, are removed from the build queue. [Changed] Reduced AI difficulty on lower AI settings. [Changed] The right-click menu is now implemented in scripts. [Balance] Planetary weapons gain range when on a Ringworld (10x base range). [Balance] Fighter Hulls can now be made bigger as their tech level is increased. [Added] Multiplayer option to prevent AIs from taking over player empires when they disconnect. [Added] Added three special types of systems that offer unique tactical choices.