Supreme Ruler 2030

Supreme Ruler 2030 Update Build 1343 Live on Fasttrack

Version
Update Build 1343 Live on Fasttrack
Version Date
Feb. 14, 2025
Links

Patch Notes

Update Build 1343 Live on Fasttrack

Over the last few months, much of our effort has been focused on the engine work required for the zombie and infection mechanics that will go into Supreme Ruler Global Outbreak, but we've also gotten many engine and content fixes done as well.

The most significant fix in this update was a focus on aircraft movement, banking and travel range calculations. We believe we've now resolved the majority of the engine issues that could cause aircraft to crash.

For modders, you can now assign land units to regions without any barracks and the engine will scatter units based on population in the region (larger cities first). We're not entirely sure how useful that will be, but some of the mods have been trying some very innovative ideas, so we wanted to make that possible. Air/Sea already look for the nearest airfield/pier if there was no reserve facility for them.

Here is the full list of changes

  • Adjustments to aircraft turning radius / speed / return to base code, resolves most aircraft crashing issues.
  • Ongoing engine work for zombies and other infections
  • Fixed 24h/48h-delay on response to air/sea transport commands
  • Fixed bug in purchase units from markets code, could cause strat pool effects
  • Fixed iconography for unit orders buttons UNI1_LB1
  • Fixed ‘units in battlezone’ count code error
  • Fix for random ages of leaders if no age or birthdate provided
  • Internal fix for submarine missile platforms
  • Fixed issues with game start gamespeed / messaging (time 0 messages)
  • Changed diplomacy rejection of treaties when showing green for acceptable
  • Significant updates and fixes to events code
  • - Fixed Event 46 Victory / Loss to handle losses correctly
  • - Event 45 condition 27 fixed for newly loaded savegames
  • - Events 60/61 only send emails if the events become true
  • - Implemented condition test 101
  • - added ‘inregionunits’ to track regions where units are deployed (ie proxy/ally etc)
  • Adjusted dispersion code to account for city size
  • Refactored ‘regioncolor’ code; colony showing parent colour now reverts
  • Fixes to South Africa CVP influence values
  • Containers (incl urban cities) are now considered non-resv land ‘ports’, for disbursing units etc during cache creation
  • Forcing screen refresh when guislide / email popup is called (paused case)
  • Loading savegames is back to starting paused unless setup speedlocked is on