Difference between revisions of "AI War 2:Early Access Starts!"

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* Fixed a bug that was causing the keybindings to not be properly saved/applied when you changed them through the game.
 
* Fixed a bug that was causing the keybindings to not be properly saved/applied when you changed them through the game.
 
** Thanks to Mitvailer and la_nague for reporting.
 
** Thanks to Mitvailer and la_nague for reporting.
 +
 +
* Added the "hold fire" mode that folks have definitely been missing!  Aka, "Toggle Ship Systems Enabled"
 +
** Press the N key to enable it, by default.
 +
** Switch the selected ships into or out of functioning.  While disabled, military ships will not attack anything they see.  This is very useful for ships that are cloaked that you want to keep stealthy.  When disabled, engineers will not spend metal doing work, and space docks will not run, etc.
 +
** Thanks to Ovalcircle, zeusalmighty, HeartHunter7, RocketAssistedPuffin, and la_nague for reminding us about this.
  
 
== Version 0.801 Hotfix ==
 
== Version 0.801 Hotfix ==

Revision as of 21:57, 15 October 2018

Known Issues

  • The lobby interface is currently temporary, and undergoing a complete overhaul.
    • It's suggested that you use the quick start option instead.
  • Multiplayer is temporarily disabled while we focus on tightening up the single-player loop.
  • There are a variety of ships/units that don't have final graphics at the moment, though they all have their icons.

What's this phase all about?

After 2+ years of development, we've finally reached the point where we're ready for Early Access! There's still more polish and bugfixing that we want to get done in these early weeks of EA, and the lobby redo is desperately needed (but quick starts are an awesome alternative), but we're feeling good about the game. We do need to also finish some graphics for the existing ships, but they all have their icons.

More content will be added during Early Access, but in the earliest weeks we're going to be balancing that against polishing what is there first. There's already quite a lot!

Version 0.802

(Not yet released -- we're still working on it!)

  • Allow multiple space docks to be handled by the tutorial.
  • Add a 'build energy collector' requirement to the Tutorial, and mention that you can use Settings -> Automation for it.
  • Increase both AI and player Salvage income.
  • Fixed an issue introduced in todays earlier hotfix that caused unit placement to be annoyingly slow (you could only click 3x per second at most).
    • Thanks to Mckloshiv, RocketAssistedPuffin, ZEBEAST OF SLAVIC TERRITORIES, and la_nague for reporting.
  • Fixed a bug that was causing the keybindings to not be properly saved/applied when you changed them through the game.
    • Thanks to Mitvailer and la_nague for reporting.
  • Added the "hold fire" mode that folks have definitely been missing! Aka, "Toggle Ship Systems Enabled"
    • Press the N key to enable it, by default.
    • Switch the selected ships into or out of functioning. While disabled, military ships will not attack anything they see. This is very useful for ships that are cloaked that you want to keep stealthy. When disabled, engineers will not spend metal doing work, and space docks will not run, etc.
    • Thanks to Ovalcircle, zeusalmighty, HeartHunter7, RocketAssistedPuffin, and la_nague for reminding us about this.

Version 0.801 Hotfix

(Released October 15th, 2018)

  • Fixed all our menus with lists of items being broken by a last-minute change prior to 0.800. Very sorry about that! It was most noticeable on the Objectives screen.
    • Thanks to pango and la_nague for reporting.
  • Fixed the longstanding issue with double-clicking units not working properly unless shift was held. This was a casualty of our switching input systems back in July.
    • Thanks to Kahuna, BadgerBadger, RocketAssistedPuffin, vinco, and la_nague for reporting.

Version 0.800 Early Access Launch

(Released October 15th, 2018)

  • Settings and controls categories no longer run off screen

Tutorial Tweaks

  • Added a note to the tutorial that each dock can rally separately.
    • Thanks to th_Pion for reporting, and Sizzle for transcribing.
  • If your assault starship dies during your attack on the third planet in the tutorial, it should no longer take you back to the prompt that asks you to build one.
    • Thanks to RocketAssistedPuffin for reporting.
  • Added in the usual starting 2 human home settlements, and 10 human cryo pods, for an extra 560 metal per second and 50k energy during the tutorial.
    • Thanks to RocketAssistedPuffin for suggesting.
  • Added in the standard two engineers right from the start of the tutorial, so that building the first engineers isn't extra slow.
  • The tutorial now has a nicely colored header, which also says what step you are on out of the total number of steps.
    • This is useful for making it clear that you're in the tutorial, and how far in you are.
  • Additionally, when you complete the tutorial it now has a nice message telling you so, and advice on what to do next (start a Quick Start game, don't stress, etc).
    • Thanks to RocketAssistedPuffin, th_Pion, Sizzle, and Josh Bycer for suggesting.
  • In the window that shows the tutorial information, there is now an "Other Notes" section down at the bottom that shows any other notes that are popping up into that usual window.
    • Thanks to Bobtree and Badger for pointing out how confusing this was.
  • If the game is paused, colored text saying so now shows up in the tutorial.

Bug Fixes

  • Fixed a bug where Astro Train Stations would spawn without limit.
  • Fixed a bug that we introduced in the last build that would occasionally lead to a tooltip getting stuck to your cursor.
    • Thanks to vinco for reporting.
  • Fixed an issue introduced in the prior build where it was now basically impossible to tell the difference between dock items in your queue and not in your queue.
    • Thanks to Badger for reporting.

Prior Release Notes

AI War 2: Pre-Early Access Polish