Difference between revisions of "AI War 2:Building Multiplayer"

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* Awakened Scourge allies should show up in the escape menu now
 
* Awakened Scourge allies should show up in the escape menu now
 
** Thanks to vinco for the bug report
 
** Thanks to vinco for the bug report
 +
 +
* Fix a bug where the Imperial Spire wasn't pressing home its attacks
 +
** Thanks to Astillious
  
 
== Version 2.006 Hotfix ==
 
== Version 2.006 Hotfix ==

Revision as of 16:46, 1 March 2020

Known Issues

  • Multiplayer is disabled but coming very soon. We first focused on tightening up the single-player loop (more info here), so thanks for your patience!

What's this phase all about?

Now that we've got the first expansion under our belt, and the game is feeling large and solid at the equivalent of "first AI War plus four expansions," we're ready to tackle the next big thing: multiplayer! We also are going to be adding interplanetary weapons to the base game as a free update (that's the last of the kickstarter stretch goals). This phase should wrap up all our kickstarter promises (including a laundry list of other smaller items), and we expect to have multiplayer fully functional by June or July.

Multiplayer should be in a beta form where folks can test on it and run into bugs long before then. While Chris is mostly working on multiplayer and those other little lingering base game features, Badger and Puffin are going to be doing the bulk of the work on the second expansion, Zenith Onslaught. That should hopefully launch around the same time as multiplayer.

Version 2.007

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

  • When hovering a tech line in the science sidebar, it now lists the ships lines to be upgraded first by mobile ships, then by turrets, instead of always in alphabetical order
  • Make it much harder for structures to start to rebuild themselves mid battle.
    • Thanks to Ubifan for reporting
  • AI extragalactic response no longer counts its own scourge allies when deciding whether to spawn extragalactic war ships
    • Thanks to Strategic Sage for the bug report
  • Make the Scourge Beacon Hack more costly and harder
    • Thanks to Strategic Sage for the suggestion
  • Awakened Scourge allies should show up in the escape menu now
    • Thanks to vinco for the bug report
  • Fix a bug where the Imperial Spire wasn't pressing home its attacks
    • Thanks to Astillious

Version 2.006 Hotfix

(Released February 29th, 2020)

  • Viral Shredders now inherit pursuit mode
    • Thanks to Ecthelon for the bug report
  • Quiet some text in the galaxy view hover-planet view. We don't want planets being suddenly Nomadic or anything...
    • Thanks to Fluffiest for reporting
  • Improve the hovertext for AI Spire Research Labs to clarify that they violate other city placement rules
    • As a result of some discussions on discord
  • Fix a bug where you couldn't build Spire structures if the Spire Flagship (but not the city) was crippled
    • Thanks to WolfWhiteFire for reporting
  • Tweaks to the Spire Debris; Debris can no longer be captured by another faction while you are hacking it. The Spire Debris spawn message now shows the correct time that the debris will last for the first debris.
    • Thanks to Vinco for reporting
  • Add some additional debugging code to PreFillFactionBasedData.
    • Thanks to Binary Blitz for the bug report
  • Fix a bug where Outguard hacks were causing the hacking history menu to crash. Add some defensive code there too
    • Thanks to Strategic Sage's thot bug reporting ways
  • Improve the 'ai stops doing anything once it's killed' code to make sure that Anti-MDC exos are no longer spawned after the Overlord is killed
    • Thanks to GreatYng for the bug report
  • You now know which faction will capture Spire Debris if you don't get to it in time. This lets you make informed decisions about which debris you want to prioritize.
    • You also get 3 debris per City instead of 2.
    • Suggested by Starkelp
  • Fixed Viral Shredder copies being swappable, allowing for infinite lines in a single Fleet.
    • Thanks to Lampshade for reporting.
  • Put in defensive coding against some rare nullref exceptions that could happen during some combination of scourge and fallen spire, but which we weren't able to directly duplicate.
    • Thanks to ArnaudB for reporting.
  • Removed the maximum Mark restriction set on Battlestations, Citadels, and Home Forcefields.
    • They now go to Mark 7 like normal.

Version 2.005 Hotfix

(Released February 28th, 2020)

  • Fixed an invalid cast exception that could happen in GetScourgeGlobalDataExt for unexpected reasons if the scourge had wrong metadata for some reason.
  • Definitely fixed the minor capturables exception in mapgen, so that even if it ever happens in the future (even mods could validly cause this), it will just silently log a note in case developers need it, but keep everything on the interface running smoothly. The actual error in this case was related to an expansion, but a mod could easily cause the same thing, and in neither case is it actually a bug or something to notify the user about.
    • Thanks to Jodan008 for letting us know this was still happening.
  • Fixed an issue in the most recent hotfix related to dyson antagonizers not being found.
    • Thanks to ArnaudB and Yog-Sothoth for reporting.

Version 2.004 Hotfix

(Released February 28th, 2020)

  • Fixed units with ShouldNeverBeCapturedByAnotherFaction set to true, such as Tesla Torpedo Frigates, from being loaded into Transports.
    • Thanks to Ubifan for reporting.
  • Clarify the Scourge Neinzul Fortress text to mention that it produces hostile to all zombies
    • Thanks to vinco for reporting
  • Fixed a mapgen error that could happen for people without the new expansion installed. Apologies for that!

Version 2.002 Turret Icons

(Released February 27th, 2020)

  • All 30 of the new turrets now have updated flair denoting what they are. Definitely important for seeing from a distance and in the sidebar what they are!

Version 2.001 Expansion 1: The Spire Rises!

(Released February 27th, 2020)

Prior Release Notes

AI War 2: The Grand New AI