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  • ...ery on enemies planets, with a somewhat strong alpha-strike when exiting a wormhole. On defense building the full cap is less useful as it'll lose 3/4 of its f * Fixed some harmless but annoying error messages that could pop up when wormhole invasion data was saved, if it was in just the wrong state at the time.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[AI War 2: Post Completion Part II]] The game's first year and a few months post-completion saw a huge amount of modder and volunteer updates to the game, t
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...75%, etc). Note that it will always round down, but seeds a minimum of 1 wormhole per planet. ...player should have to make a conscious decision (either in destroying the post or the command station) for that to happen.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-5.000 Beta|here]]). ** 3 _Nasty_ new Core Guard Post types for the AI to defend its homeworlds with.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * You can now click wormhole names as well as the actual wormholes themselves in the planet view. This * Wormhole graphics have been replaced by a particle system, since the old style of gr
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...ostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. <big>'''What Do Guard Posts Do?'''</big>
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...hus slowing them down and also causing them to have a braindead Praetorian Guard subfaction). Essentially if we can't find the proper PG difficulty, it wil * When you mouseover a wormhole, for the first time in AI War 2 it now has a tooltip.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...tutorial is now massively different, accounting for the addition of unique guard posts and the removal of turrets. Also adding guardians on a few planets, ...ression, so that players won't feel so lost when starting their first real post-tutorial campaign without the hand-holding.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ** The neinzul spawner core guard post now spawns about 1/12th as many of these as before.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Macrophages use the "Charger" mechanic for a speed boost when using a Wormhole. ...ic, where a ship has damage resistance for 5 seconds after going through a wormhole
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...ves) in general, most recently the code to allow Exos to sync with CPAs or Wormhole Invasions ** Wormhole Invasions and their related budgets.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...e queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever. * The Praetorian Guard no longer gets any mark level upgrades above the ambient of the AI during t
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Fixes a few Ghost Wormhole Sentinels appearing in the normal group. ** All of the guard posts now take 10 shots (mainly this means if they are the Ghost versions o
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...s with tracking "nearby unengaged mobile strength"; notably it counting AI guard ships and not properly populating all the relevant lookup tables due to the * From BadgerBadger: Now the name of a wormhole glows red when a wave is going to come through it.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...e description of how you get science has been fixed up to be fully correct post-pivot. * Ships no longer explode when going through a wormhole
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Aedile AI Type: This AI has a somewhat stronger praetorian guard which is allowed to roam a bit further from its Homeworld. (Hard) * Praetor AI Type: This AI has an extra-strong praetorian guard which is allowed to roam much further from its Homeworld. (Brutal)
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...AI plots. There are also new bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, and more awesome music from Pabl ...) and most also try to be extra clever in how they place their station and guard posts.
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ...ly Evade" control node that prevents scout evasion behavior when exiting a wormhole onto a friendly planet. ...patrol between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg ...And devourers. And things you can hack for ship types. And exogalactic wormhole warnings. And instigator base warnings, and alerted eye warnings. And dev
    293 KB (50,070 words) - 11:33, 14 October 2020
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again effect ...vides incentive for players to at least partially neuter really high-guard-post-containing planets that are near to the player's area. On the higher diffi
    41 KB (6,639 words) - 19:47, 1 February 2015

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