AI War:Current Post-4.000 Beta

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Prerelease 4.023

  • Removed AI Progress cost for killing any Neinzul cluster (Neinzul Nests still cost 10 AIP to kill).
  • Previously the save window, load window, and stats window would not functionally fit on a 1024x600 screen (the absolute lowest resolution supported, but it is supported), fixed the sizing of controls so this works now.
    • Thanks to datom for reporting.
  • Also fixed the settings window to fit (albeit barely) on 1024x600.
  • Added explicit logic for preventing most non-ai-ally minor faction ships from being able to hit anything that can cause freeing of ai ships (namely command stations and guard posts); this had been handled properly before but after the switch to hull-type-based bonuses some gaps opened up, and may be responsible for some of the inexplicable early-game attacks people have been seeing.
  • Fixed an (apparently) rare crash bug in the tutorial that happens right after capturing the ARS. If the underlying bug happens it may cause problems, but at least shouldn't crash.
  • Fixed bug in last version where it would fail to write to an error log due to path confusion.
  • Added 2 new planet-specific controls:
    • Alert When # Enemy Units Present
    • Alert When # Aggressive Units Present
    • If set to something higher than zero, the alert window will note when the planet has >= the specified number of enemy or threat (respectively) units. This only works if you have scout intel on the planet (command station or scout drone provide that, among others).
  • Augmented the tooltip of the "Threat" section of the resource bar to display a list of all planets with known threat units, and the count thereof. Only displays planets you have scout intel on.

(Note: this prerelease is not publicly available yet, we're still working on it)

Prerelease 4.022

  • Put in some more sanity checks that would hopefully prevent missing image or sound files from impacting game stability on OSX (if that is what was happening).
  • The error file writing has now been centralized, so that if error files can't be written it no longer crashes the game.
    • Additionally, if any error file is larger than 2MB before the new error occurs, it now deletes the entire old error file and starts again (if it can). This keeps the game from generating gargantuan error files in the case of a serial error that might occur.
    • Additionally, if the error file is unable to be written, it now logs itself to the console log instead.
    • And finally, when errors are encountered in-game they are now rendered as local text messages to the player (not their contents, just their error name). Thus players actually know when errors happen, rather than them being a bit too silent.
    • They also now ALL include the game version number as part of their error, which a few previously did not do.
  • All of the Unity GUI texture-drawing methods are now wrappered in a much more robust error-avoiding central call. If this was the cause of any instability on the OSX side, it should now be resolved.
  • Added a new "Left Mouse <=> Right Mouse" AnyTime KeyBind (defualts to None on windows, defaults to LeftApple on a mac), for people who were having problems getting the normal ctrl+left = right logic on a mac one-button mouse.

(Released October 29th, 2010)