Difference between pages "AI War 2:Making Alpha Fun" and "AI War:3.000 Release"

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== Starting State ==
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NEW ART -All of the new art is by Philippe Chabot except where here noted.
Okay! We've extended the alpha period beyond what we had originally intended, but we're going ahead and giving out the Early Access keys to kickstarter backers on the date we originally specified. Meanwhile, we're [https://www.kickstarter.com/projects/arcengames/ai-war-ii-0/posts/1888241 pushing the date for early access back]. That link explains a lot of the reasons.
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-The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved.
 +
-All of the ship graphics have been updated so that they look better around their edges when slightly zoomed out.
 +
-The graphics for the colony ships and transports have been majorly updated, and those units are also now larger than before.
 +
-The Advanced Factory and Space Dock have been updated and are now much larger and more visually impressive.  Space docks and advanced factories also now have more health.
 +
-All of the command stations except for the AI home planet command station now have new, larger graphics and icons.  This includes the command station cores.  This makes them more attractive, but also easier to see and select when zoomed very far out (including locating them on enemy planets).
 +
-Omega Drive, Resistance Fighter Bomber, Resistance Frigate, Marauder DaggerFrigate, Marauder Buzz Bomb are by Daniel Cook / Chris Park.
 +
-New planets by I-KP:  IKP_RockyDarkMoon, IKP_VulcanDiamond, IKP_RockyIcy, IKP_ForestCracked, IKP_GasClouds, IKP_ExplodedState, IKP_Cloaked
 +
-New colorized planetary summary panel graphics and new explosion graphics by Hans-Martin Portmann.
 +
-New ship graphics by I-KP: Orbital Mass Driver (and related shot), Distribution Node, Gravity Drill Station, AI Co-Processor, replacement SuperFortress and SuperFortress
 +
-Updated Fortress and SuperFortress graphics by I-KP.
  
If you're one of the many who struggle with playing the game such an incomplete state, check out [https://wiki.arcengames.com/index.php?title=AI_War_2:Earlier_Than_Earlier_Alpha_Play_Instructions the instructions]
 
  
We also have a blog at [https://blog.arcengames.com/ https://blog.arcengames.com] for dev diaries and other fun topics.
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NEW SOUND EFFECTS
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-All of the new sounds are by Pablo Vega except where here noted.
 +
ShotArtillery
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ShotMassDriver, by I-KP
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AlarmPost
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ShotAcid
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ShotImpulseReactive
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New ShotBasicLaser
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New ShotDoubleLaser, ShotDoubleLaser2
  
Also, here's [https://trello.com/b/tz2k8Q15/chris-ai-war-2-todo Chris's todo list].
 
  
And [https://wiki.arcengames.com/index.php?title=AI_War_2:Earlier_Than_Early_Alpha here's what we've been doing for the last few months]
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Various Notable New Features
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-A new expansions tab has been added to the Settings window, with a way to enable/disable expansions, and/or unlock them for full rather than trial use. All of the other logic relating to having expansions that are unlockable (but first in trial mode) has also been added.
  
=== Known Issues ===
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-It is now possible to enable or disable expansions for a given savegame, and the high scores and galaxy map totals now include information about which expansions were enabled for their play.
* The interface in general is horrible, and you need to go into the PlayerData folder and edit your settings file manually if you want to make settings changes.
 
  
* Various ships are implemented but don't have real graphics, so they just show a little "rock" instead where the ship graphic would be. You can still see the ship icon and whatnot just fine.
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-It is now possible to select which expansions will be used in a game during the lobby.  The game won't start unless all players have the selected expansions.  Additionally, players loading a savegame or joining a game-in-progress won't be able to load/join if they don't have the expansions in use by the existing game.  Existing savegames cannot be upgraded to the expansion or downgraded from having the expansion (since the expansion content has a large effect on the entire game).
  
* Most ship shot types use the same graphics right now.
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-The map population logic for capturables and AI special weapons has been revamped.  This both fixes some bugs that tended to make maps more generic than they should have been, and paves the way for a large influx of new special weapon types, which will individually be more common in this expansion and the future.  The algorithm now supports randomizing the order in which they are added, and insuring that too many bad things or good things are not bunched on the same planet—issues that were never a problem before, but would have become a problem over time with the old algorithm.
  
* Only some of the sound effects are in, and only a couple of music tracks.
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-Previously, when ships had queued waypoints for movement, they would decelerate and re-accelerate at each waypoint.  Now they don't lose speed when turning.
  
* Particle effects are also limited.
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-A new set of Core Fabricators has been added for both the base game and the expansion.  These are new capturables that are scattered around the galaxy map, a count of which can be seen in the Mission Summary in each campaign.  Generally there are 2 per human starting planet, same as advanced factories.  Each of these core fabricators, once captured, lets a human player build a single type of Core ship (which otherwise normally only the AI can build).        The ship caps for core ships are quite low (and can be seen in the planetary summary by hitting F1 a few times), and the core ships are also very expensive, but they also cost no knowledge to unlock and are quite powerful.
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  Players can see what kind of core ship will be produced at a core fabricator before they capture it by hovering over it and looking at its hover text.
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  In the base game, all 9 of the core ships from the base ship classes can be found as core fabricators.  In the expansion, those 9 plus an additional 11 core ships from the expansion can be found.  Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.
  
* Ships currently just sit there in their squads, rather than flying around within their squads.
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-A new set of Experimental Starship Fabricators has been added for both the base game and the expansion.  These are new capturables that are scattered around the galaxy map, a count of which can be seen in the Mission Summary in each campaign.  Generally there are 1 per human starting planet.  Each of these experimental starship fabricators, once captured, lets a human player build a single type of Experimental Starship (which otherwise normally are not built at all, or the AI only builds, depending). These experimental starships are fairly expensive, but cost no knowledge to unlock and are quite powerful.
 +
  Players can see what kind of experimental starship will be produced at a experimental starship fabricator before they capture it by hovering over it and looking at its hover text.
 +
  In the base game, currently the only experimental starship is the Bomber Starship Mark I.  In the expansion, a new Beam Starship and Warbird Starship can also be found.  Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.
  
* Various bugs on mantis: https://bugtracker.arcengames.com/view_all_bug_page.php
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-A new updater has been put in place for the game. This new updater does not use MSI patches, and so does not require that the game have been installed via our MSI installer—this lets the updater work with the game regardless of what source it was pulled from (Impulse, Steam, anything).
 +
  The updater is no longer simply for official updates—it now lets users check for official updates, beta updates, and updates to content for any expansions to the game (right now just The Zenith Remnant).
 +
  The updater automatically checks for updates in the background when the application is started, so players always know when there is something new (this can be turned off in the settings interface).  Players can also manually check for updates to download via the updater, or they can manually load an update into the updater from their file system (useful for computers without a direct connection to the Internet).
  
* Balance needs a lot of attention, with your help.
 
  
* There's no tutorial yet, and there's basically not much in the way of a lobby beyond map types and seed. You can't choose your player color yet, even.
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Co-Op Improvements
** Compared to the actual gameplay mechanics, we felt like these were ancillary things, but they are coming up in importance sooner than later.
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-Previously, when a desync was encountered it would alert the host with a beeping noise and a bunch of text, but would let the game continue. Now it halts the game immediately, instead.
  
=== What Is The Purpose Of This Phase? ===
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-Major new co-op mechanic: In a multiplayer game, when a human player loses his/her home command station(s), they now will get a new "Orbital Command Station Home Core." which produces more energy and resources than the original orbital command station. These ships are also mobile and can move between planets, and don't have any bearing on capturing planets unlike regular full command stations.
'''Short Answer:''' To make the game fun, which it is not yet. Please don't fret on that!
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  There are three different levels of orbital command station home core, and each produces more resources and has more health.  The higher-level cores are granted when the AI tech level is higher (the core that is granted is equal to the highest current tech level of the AIs). 
 +
  If the core of a player is lost, there is an AI Progress hit that is also larger than the hit from losing the original home command station, but a replacement core is immediately granted.  Cores are always created on the safest allied home planet possible.
  
'''Long Answer:''' There's still a lot to do on the game obviously, as stated in the last blog post. But there's a lot of good stuff here to tinker with now, and we're really looking forward to having more people bashing on it. It's not a "fun, balanced game that just needs some polish" yet, but it will be really useful for us to have more people finding the pain points both in the interface (which is currently atrocious) and the actual gameplay flow (which, from a macro standpoint, is still pretty immature).
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-Major new co-op mechanic: When a new player is added to an existing co-op game, they will be given an orbital command station home core" right from the start, since they do not have a home planet command station. This gives late-added players a significant resource income right from the start, and makes them no longer completely dependent on gifts of ships from allied players. This gets newly-added players up and running more quickly, and also avoids having the game slow down too much for the short time right after their addition.
  
The underlying technology and components for making a fun game are here, and that'd a very critical step towards it being a fun and balanced game, but that's not where we are just yet. In a lot of respects we kind of reordered things: the underlying tech is somewhat more advanced and more polished than we had anticipated at this point, and that is pretty important because it gives us a better idea of what we CAN do in the engine. It gives us a better bounding-box for setting up things so that we can build an interface around what is possible, and have the scale of battles reflect what is possible performance-wise, and so forth. On that front, I'm super happy with where we are.
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-Players are no longer able to gift home command stations between each other. With the addition of home command station cores, this is no longer neccessary, and it also prevents an exploit.-Players are no longer able to gift home command stations between each other.  With the addition of home command station cores, this is no longer neccessary, and it also prevents an exploit.
  
But yeah, the next step is to finish implementing the last of the "before early access" ships, and then to actually make a GUI that isn't eye-gouging as well as a game flow that doesn't have any obvious deficiencies. Right now there are some notable concerns about parts of the game flow regarding how you don't really need to keep territory as much as in the first game, and certain other bits of the feel from a strategic standpoint are "off." Some of that is just because xyz AI feature maybe isn't in place yet, but other pieces are more about the design of certain ships or mechanics. These are things we want to iron out before we go full-Early-Access, and we need the help of folks like you to do so. We're trying to streamline certain aspects of the first game, but we don't want to do that at the expense of what made the original game cool.
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-Previously, if engineers from Player A assisted in the construction of a unit belonging to Player B, then this would add to Player B's cost and not cost Player A anything. This was highly unintuitive, and has now been switched so that the controller of the engineers now always pays the cost.  Additionally, the expense associated with the engineer is now reported as part of the engineer itself rather than as part of the constructor/building-unit in the Expenses By Player tab (even when both units are controlled by the same player. The same applies to ships that are being built through queues.
  
The engine for this one is so flexible that we could just recreate most of what the first game was if we felt like it, but we'd really rather not for a variety of reasons that should be apparent to anyone who tried to get into the first game and bounced off it, or who played the first game for a huge number of hours but wanted certain fundamental improvements. Now that all the basic frameworks are getting in place here, we're at a point where we can start thinking about those things.
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-It is now possible to gift ships to disabled players.
  
== Version 0.520 ==
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-A new "Networking Help" section has been added to the Game tab of the settings window to aid new users in setting up multiplayer games of AI War. Covers port forwarding, finding a public IP, and so on.
(Not yet released -- we're still working on it!)
 
  
* Added Group Behavior button to the commands menu when you have a control group selected.
 
** Under that is a Formation button.
 
*** Under that there is a "None" button (for default movement order logic) and one button for each Formation defined in the xml.
 
  
* Added Formation folder to the GameData directory, and the new Formations are defined here.
 
** And implemented in C# external code.
 
** So the formation author is handed a control group and the point clicked by the move order, and can decide where each ship in the group should actually go, or what they should do instead.
 
  
* The "Blob" formation is the only one presently available (other than the default), and it arranges the group's ships around the biggest shield-generator in the group (or just the strongest unit, if none has shields) in two wedges of concentric arcs, with the shorter-ranged stuff up "front" and the longer ranged stuff in the "back".
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AI Updates
** This tends to keep more units under shield coverage than the default behavior allows without obsessive micro, and it can look fairly cool, but there are certainly more optimal formations that could be achieved.
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-New AI Type:  Random Harder Non-Technologist.  A random AI type that includes only the higher-difficulty types, but none of the "technologist" types.
  
* Fixed some longstanding issues where units with move orders would only move "close to" the target point and then stop. It was logic that worked fine in TLF and Starward Rogue, but not so well here, and lead to fast ships zipping back and forth because they never got close "enough".
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-New AI Type:  Random All Non-Technologist. A random AI type that includes all types except the technologist types.
  
* Substantially reworked the "decollision" logic that makes units move off if overlapping with another unit, specifically to deal with a few issues where stopping ships were colliding with other ships that were still in flux.
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-New AI Modifier:  Reveal Random AI Types.  When a random AI type is chosen, the name of the randomly-selected will be visible to players (normally it would be obscured).
  
== Version 0.519 Who Thought A Settings Menu Could Cause A Platform-Specific Temporal Paradox? ==
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-Previously, the threshold for player ships to trigger an Alert on AI planets was 50 units. Starships and Golems were not weighted any more highly in the past, but now Starships will count for 25, and the Golems and other "major weapons" (the heavy defense category in general) will trigger the alert all by themselves.
(Released September 9th, 2017)
 
  
* Several Guardians now have their Mk 2 - 5 models:
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-The internal logic for AI reinforcements has seen a number of internal shifts to make them more intelligent in caes of over-full planets in particular.
** Widow, EMP, Shield, Sniper, and Stealth Guardians have all their models
 
*Two Starships now have their Mk 2 - 5 models:
 
** Carrier and Siege Starships have all their models
 
* Dyson Sphere graphics are now hooked up
 
  
* Hopefully fixed up OSX and Linux builds to not die/go-crazy as soon as they start.
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-The internal logic for how AI players handle having many starships, and how they handle starships being disabled, is now much improved.
** Thanks to BadgerBadger and Sounds for repeatedly testing fixes.
 
  
* Intra-update on September 11th: we got it fixed on the OSX thing, finally.
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-On difficulty 7 and up, the AI is now smarter about taking out key targets when it is outnumbered; now sometimes managing suicide runs instead of always falling back in this situation.
  
== Version 0.518 Active Selections and Capturing the Uncapturable ==
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-The logic for cross-planet attacks has been majorly updated so that it is more consistent between single-player and multiplayer. Also, all AI types now do cross-planet attacks, whereas previously the turtle types would not—since CPAs are from more than one AI type at a time, this only makes sense.  Lastly, cross-planet attacks are more than three times less frequent than before.
(Released September 8th, 2017)
 
  
* Added BadgerBadger's galaxy display modes for "AIP Reducers", "AI Defenses", and "Capturables".
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-The AI is no longer able to issue movement or attack orders to its ships if they are stuck in tractor beams.  This lets low-level autotargeting make better short-term decisions.
** Thanks Badger!
 
  
* Incorporated BadgerBadger's updates to the Nanocaust special faction, including the ability for the player to hack the original Nanocaust controller to convert the faction from an enemy-to-all menace to an ally against the AI.
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-Starships and golems and will now patrol around at random if they are AI-controlled and without any targets to attack.  This makes them less predictable, and keeps them from "clumping" and thus becoming easy targets for area damage attacks.
** Thanks Badger!
 
  
* Swapped the Pursue and Control Group command buttons so that Pursue is 1 again.
 
** Thanks to BadgerBadger for suggesting.
 
  
* Rebuilt all the unity bundles and executables for all platforms, with some settings rolled back to previous values, in hopes of resolving a crash-on-startup bug on OSX.
 
  
* Fixed longstanding bug where it was generally impossible to claim or repair golems and various other things due to the large metal costs and hp counts causing an arithmetic overflow. Now the math is ordered in such a way as to not overflow.
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Performance Improvements
** Thanks to BadgerBadger for the reports and saves.
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-There is now a new unified command queue for attack, move, go-through-wormhole, get-in-transport, and assist/repair commands.  Previously, there were separate queues for attack, move, and go-through-wormhole commands, but they could not be comingled with one another or with the queue-less commands. Now they can all be comingled as needed, so that a player can (for instance) queue up a series of attacks and then also the escape, without having to micromanage the entire process as it goes to pull something like that off.
  
* Control group selections are now "active" or "sticky", in that if you select a control group, and don't manually modify your selection, any new ships that appear on that planet as part of that control group (either through being constructed or coming in via wormhole) are automatically added to your selection.
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-Added some minor performance improvements to the target chasing logic and targeting in general, and to speed calculations.
** If you change your selection manually in any way after that point, the stickyness stops.
 
  
* Reworked the "do I draw the selection ring for this unit?" logic to actively check each visual unit each frame for its selection status, rather than only updating the visual state whenever the interface "selection" state changes. The latter is theoretically sufficient but in practice we wind up with lots of stuff being selected but not showing it after switching planet views, and enemies winding up with selection circles around them apparently due to some kind of object recycling, etc.
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-The MTU of the application networking is now 1400 instead of 1459, which should provide better network performance across some internet connections, and no change to those that were already fine.
  
== Version 0.517 External Data and Group Control ==
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-Several optimizations have been made to RAM usage when saving huge games.
(Released September 7th, 2017)
 
  
* Added a Control Group button to the commands you see when you have a selection. Clicking it brings up a list of buttons:
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-The internal logic for ship targeting and a number of other subsystems relating to combat and ship automatic interactions have been heavily revamped, leading to both better performance and better functionality/maintainability/extensibility.
** One for each control group you already have.
 
*** Clicking this adds all your selected units to that group.
 
** And a button for creating a new one, if you have fewer than the max.
 
*** Clicking this creates a new group in that slot, and adds all your selected units to it.
 
** And a "None" button.
 
*** Clicking this removes all your selected units from whatever groups they are in.
 
  
* Build queues now default to looping.
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-A new performance improvement has been introduced for when players are attacking enemy planets with lots of guarding ships.
  
* Added an "External Data" architecture which allows modders to store and retrieve arbitrary data, and to have that data persist across save/load.
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-All remaining usages of LINQ have been replaced with raw list sorts instead, which are faster.
** On the following:
 
*** The World object
 
*** Each PlayerAccount object
 
**** You probably won't need to do this, except for UI-related stuff in multiplayer games
 
*** Each WorldSide object
 
**** This is where you would put faction-specific stuff, including for special factions
 
*** Each Planet object
 
*** Each GameEntity object
 
**** I.e. ships and shots.
 
** For example usage, open the ExternalCode project in visual studio (or monodevelop) and search for "DoomData". There's also a small (but critical) piece in the xml file in GameData/Configuration/ExternalDataPattern/
 
*** To actually run that stuff, change DoomData.DoDebugTestingLogic from false to true.
 
** Thanks to BadgerBadger and Draco18s in particular for inspiring this addition.
 
  
* Fixed a bug that was preventing games from loading properly in the previous version.
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-Game performance is no longer severely affected when localization files are missing.
** Thanks to BadgerBadger for reporting.
 
  
== Version 0.516 UI Scaling and Rally Commands ==
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-Some internal performance improvements have been made to the simulation logic in a variety of areas.
(Released September 5th, 2017)
 
  
* Added a UI Scale slider to the settings menu, so if you find the UI is taking up too much of your screen you can bump that down to something less than one.  
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-A new method is now being used for line/circle intersection tests.  This method is a bit more of an approximation, but it runs very much faster and also isn't prone to overflow errors. This fixes errors that had previously been in place with beam weapons (making them hit many targets they should not have been hitting), as well as making the galaxy maps generate more quickly.
** Going too far tends to produce buttons where the text doesn't fit properly on it, since the engine scales text by font size and buttons by a scale multiplier. The font sizes obey UI Scale as well, but it's not exactly the same.
 
  
* Added BadgerBadger's "Set Defaults" button to the settings menu.
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-Improved the timeliness of scout data being returned on planets after loading a savegame and waiting for multiple players (sometimes it was fine before, but sometimes not).
** Clicking it just sets all the toggles and textboxes and sliders back to their default positions. Clicking save will then actually change your settings to those values, as normal.
 
** Thanks Badger!
 
  
* Incorporated a small change from BadgerBadger so that starting the game with the first planet already owned also adds a Starship Constructor to your starting units.
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-Several efficiency improvements have been made with regard to ship aggregations on the main simulation thread.
** Thanks Badger!
 
  
* The sidebar text that used to show Squad Count and Ship Count now shows Squad Count and Total Strength, since strength is a much more useful number than ship count.
+
-A new "cold storage" backend ship code technique is now implemented, leading to massive performance gains with high ship counts.  In benchmarks with a 202k unit game the performance boost was 500%, while in a benchmark with a 104k unit game the performance boost was right at 1000%.  The performance increase will vary by the scenario, and scenarios with very few ships will see no gain at all, but in general maps with more than even just 20k units should see some gain, both in simulation speed and (at times) in targeting performance. This performance boost does not really help in large battles, except insofar as it leaves the CPU freer to process said large battles—but battle performance itself is not directly improved by these changes.  In games with very many ships, the performance will be the same as it was previously for approximately 1 second per 4k ships in the game—then it will jump greatly upwards.  The special forces captain AI Type, it should be noted, sees particularly little gain from this n
** Thanks to BadgerBadger for submitting the code for this.
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ew technique.
  
* Units with internal build queues (Starship Constructor, Space Dock, Ark, etc) now have a "Rally" button on their command menu. Clicking it brings up another row of buttons, each corresponding to one of your Control Groups, and one "Clear" button.
+
-Ships that are in cold storage were previously not being drawn at all when the players were looking at them with hidden scouts or with complete visibility turned on. Now these ships are shown with a black border.
** Clicking one of the group buttons makes all future units produced by this unit:
 
*** Assigned to the target control group
 
**** Note: this does not assign the producer to that group, though you can do that separately
 
*** Have orders to go find the primary (strongest) unit in that control group, wherever it is in the galaxy.
 
**** So if they're not on the same planet, they'll find a path to the primary unit's planet.
 
**** And if they're on the same planet, but not near the primary unit, they'll move over to it.
 
**** If the primary unit moves to a different location or planet, these rallying units will update their orders to adjust.
 
**** Once they get within a short distance of the primary unit, they drop this "rally" behavior and respond normally.
 
  
== Version 0.515 The Settings Menu Of Doom ==
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-Error handling for corrupt game images is now better. It now says specifically which image is corrupt, and doesn't crash the game.
(Released September 2nd, 2017)
 
  
(0.514 was quickly succeeded by this)
+
-Previously, the "protection ranges" were being drawn for all ships whenever the player was in build mode.  This could cause some performance problems, however—now the game will only draw those ranges if the player holds Z, whether in build mode or not.
  
* Ships in squad formations now take on the rotation of the transform that is in the squad, allowing us to create formations where all the ships (usually turrets) are not facing the same way.
 
  
* Fixed bug where the at-mouse tooltip would draw under certain other elements.
+
Interface / Other Graphical Improvements
 +
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 +
-The splash screen now shows status messages for the progress of loading the game.  This also prevents windows 7 and vista from thinking the program is nonresponsive on startup.
  
* Finally added a Settings menu!
+
-An icon is now shown for wormholes at far zoom, making them far easier to click (previously players had to zoom all the way in to effectively click them). Holding the Ctrl key now pops the far zoom icon to the front, as well as the text.
** As part of this, we pulled most of the game's settings out from hardcoded fields to externally-defined data (in xml).
 
*** So if you want to have persistent settings which apply to your mods you can do that, though you'll have to use slightly different functions to get and set the values (GetIntBySetting, SetIntBySetting, etc).
 
** Also as part of this, we implemented a whole new way of populating a UI window with controls, entirely through C#.
 
*** XML is still the preferred way for windows with fixed sets of simple controls like the main menu.
 
*** Unity prefabs (in the modding-and-gui project) are still the preferred way for windows with really complex nested controls like the Ship Detail Display.
 
*** But if you need variable numbers of controls, laid out in a simple way (like a table with columns of different types of controls; more complex than a ButtonSet), this new method is the way to go.
 
** ALSO as part of this, we implemented support for vertical and horizontal sliders.
 
** So the new window looks at all the externally defined settings, and for each one of those adds a row of controls to the window.
 
** There are more settings than there is screen space, so the game's first scrollbar has been added to let you go through the collection.
 
** The window currently supports three types of settings: boolean toggles (on/off buttons), integer textboxes (for things like windowed resolution), and floating-point horizontal sliders (for camera settings).
 
*** Added slightly later: dropdowns, for now just one sub-type of dropdown for the fullscreen resolution setting.
 
*** There's also support for "hidden" settings of the following types: bool, int, float, FInt (fixed-point non-whole-number for sim math, don't use float in the sim); these don't show on the settings menu but modders can use them to store and retrieve configuration, e.g. for custom map type parameters).
 
  
* Fixed some issues where keyboard camera movement would not work when the mouse was over certain UI elements.
+
-Human home planet command stations now have "Home" written on their icon, making them easier to identify at a glance compared to other kinds of command stations.
  
* Fixed a bug where band-box selection was basically broken when the Ship Detail Display was visible.
+
-Holding shift while clicking a ship to sub-select in the "Selected ship types" popup listbox now sub-selects the entire ship class (e.g., all fighters), rather than just the individual ship type clicked (e.g., fighters mark II).
** Thanks to BadgerBadger for reporting.
 
  
* New squad formations added in!
+
-Munitions boosting lines are now drawn much more faintly.
  
== Version 0.513 Tooltips For Your Tooltips ==
+
-Enemy ships that are cloaked were previously invisible on the planetary summary sidebar. Now they show up as a generic cloaking bubble, with a count of how many are present, though with no details on what types of cloaked ships there are.  This is similar to what players are able to see through the galaxy map intel summary.
(Released August 25th, 2017)
 
  
* The ship detail display now uses the awesome new icons from Blue, and thus has far less text than it did.
+
-The Counter-Shooter ranges now get drawn below everything else, including resources and wormholes, to aid visibility.
  
* The ship detail display now continues to show for 2 seconds after your mouse is no longer over the ship.
+
-The resource display has been adjusted a bit with how the unused metal/crystal harvester spots and the exhausted science labs show. These should now be easier to see at a glance.
** When the mouse is within the ship detail display it continues to refresh that 2-second timer.
 
  
* The individual icons and text elements inside the Ship Detail display now have mouseover tooltips that:
+
-Planets that are cloaked via a planetary cloaking device now have a special cloaked graphic for the planet itself.
** Float just to the right and below the mouse cursor, but don't run off the bottom or right of the screen.
 
** Size to fit the text being displayed, and wrap long lines.
 
** Disappear after about half a second of the mouse cursor not being over something that should cause a tooltip.
 
** The above is just standard behavior that you would presumably expect. Many hours and electrons lost their lives in the war to persuade our engine of this.
 
  
* The planet tooltip no longer shows at the same time as the ship detail display when mousing over the icon of a unit that shows on the galaxy map.
+
-There are now two different destroyed planet graphics that are used for various destroyed planets.
** The planet tooltip will be reworked into another detail display fairly soon, but for now this was necessary to avoid overlap.
 
  
* The Ship Detail display no longer shows anything in the spaces for Engine Damage Resistance and various other resistances if the unit has the "normal" value for that stat.
+
-Three new general-use planet graphics have been added to the game.
** Perhaps the empty space is not desirable from a usability standpoint and it would be better to have grayscale versions of the icons for these resistances so you can tell what it is that they don't have. Your thoughts are welcome on the forum :)
 
  
* Numbers in the Ship Detail display now round to the nearest thousand and show "k" for numbers >=100,000, and to the nearest million and show "m" for numbers >= 100,000,000. So for example "500,000" is written "500k".
+
-A wide variety of new player colors have been added.  Some of them are a bit too close together to be comfortably used in the same game as one another (depending on player monitor settings and vision in general), but having more options will allow players to get a setup more like they want, color-wise, in general.
  
* The Ship Detail display now shows a % next to the hit point total for either build-progress (for stuff like turrets under construction) or current health (for built stuff that is damaged).
+
-The version number of the game is now shown on the splash screen as the game is loading; this should make it more obvious to players what version they are running when questions come up.
** When this is active the display of max health is more aggressively rounded, so at 1000 it rounds by thousands, and at 1000000 it rounds by millions.
 
  
* Fixed missing-localization error message when claiming a golem or other unit that causes AIP on claim
+
-The planetary summary has once again been updated, to an even-more-readable colorized layout that makes finding ships easier than ever.
  
== Version 0.512 Hotfix ==
+
-Perma-cloaked enemy ships now show up as "Perma-Cloaked" on the galaxy map intel summaries. The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (perma-cloaked ships don't really function like other cloaked ships, and so don't count for purposes of that feature).
(Released August 20th, 2017)
 
  
* Fixed a bug where the ship-detail tooltip would try to show for a ctrl+mouseover'd wormhole. Also fixed the inner bug where it would barf if somehow applied to an entity with null for mark level.
+
-The insta-kill message no longer appears until ships are actually being hit and killed, rather than appearing when they are being fired upon.
** Thanks to BadgerBadger for reporting.
 
  
* Set M as the default key for "select all mobile military on this planet".
+
-Hovering over the AI Progress meter in the resource bar at the top of the screen now shows a breakdown of Total AI Progress, AI Progress Reduction, AI Progress Floor, and finally the Effective AI Progress (which is all that is normally shown).  (For those who are interested, Effective = Total -  Reduction, unless Total - Reduction < Floor, in which case Effective = Floor.  Floor increases as Total goes up.)  This should hopefully make AI Progress value calculations more clear for advanced players.
** To properly apply this to existing installs, we added support for the "default_should_override_unbound_user_binding_if_older_than_version" element in the InputAction xml nodes. It will only override your setting the first time you load the game in the new version, and only override it if you had no key defined for that binding before.
 
** Thanks to BadgerBadger for suggesting.
 
  
== Version 0.511 Unity 2017.1 Upgrade ==
+
-Since there are so many secondary mission objectives now (often 10 or more instead of the previous 4), they are now grouped into several categories: Technology, AI Progress, and Economic.
(Released August 18th, 2017)
 
  
* Upgraded our version of the unity engine to 2017.1p4, from version 5.6p3.
+
-There is a new category under command stations and mobile builders: CTRL. In this category, various "control nodes" can be built. These are basically very cheap control options that are perma-cloaked and which can be built by players in order to change how the current campaign works. In many respects, these are simply like per-player lobby options, except that they can be set at any time during the game's play. These are distinct from the overall settings options in that they are per-player, and a per-campaign.  Most settings will continue to be accessed via the lobby or the settings screens, but certain gameplay-centric options that need to be per-player per-campaign will be available via the new CTRL category at the command stations. These options will typically center around ship behavior.
** We had planned to do an upgrade eventually anyhow, but our hand was forced by the security vulnerability UNITY-SEC-844.
 
** Note that this security vulnerability affects developers, not customers, but we felt it was a good idea to go ahead and update as soon as we were informed about it.
 
** If you're modding the game using the unity editor, you'll also need to upgrade to that new version.
 
** More info: https://unity3d.com/security
 
  
* Fixed a bug in the prior version of the game that was preventing building the external code dll because of a couple of API changes that we made that were not properly reflected.
+
-New Control Node: Allow Team Control Of Ships. Allows all teammates to share control of your ships on any planet. This is useful when players wish to share control of their empires with allies, but doesn't require that all players in a multiplayer game share control of their empires at once. Player A can share control of their empire, while Players B and C keep control of their own ships to themselves, for example.
** Thanks to BadgerBadger for reporting.
 
  
== Version 0.510 Hotfix ==
+
-New Control Node: Auto-Build Engineers Mark II.  Each command station you control will automatically maintain one Mark II Engineer at each planet you control.  Building  multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.
(Released August 15th, 2017)
 
  
* Put in a variety of small tweaks in the external code library to suppress harmless compiler warnings that nonetheless cluttered up our view (and that of modders) while compiling.
+
-New Control Node: Auto-Build Engineers Mark III.  Each command station you control will automatically maintain one Mark III Engineer at each planet you control.  Building  multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.
  
* Put in some wrappers for sub images and sub text so that when there's an index out of range exception we no longer have to do a bunch of guesswork; it tells us what index it wanted and what the length was, so our time looping around in instrumentation is a lot lower.
+
-New Control Node: Auto-FRD Engineers. Automatically places all of your engineers (including secondary engineers such as remains rebuilders) into Free-Roaming Defender mode if they are on planets you control.
** It also now tells you the name of the type of element it is (eg BuildImageButtonBorderless), since that can also be a source of hunting around in the dark.
 
  
* Previously, there were cases where we had one prefab referencing another prefab inside the modding and gui projectThis was convenient!
+
-New Control Node: Auto-FRD Mobile MilitaryAutomatically places all of your mobile military ships into Free-Roaming Defender mode if they are on planets you control.
** However, it turns out that when the child prefab is updated, it doesn't flag the parent as also updated, and no amount of fiddling makes it trigger that flag.
 
*** That, in turn, means that the child of the parent winds up not being properly sent to players via the build.
 
** To get around that, we're no longer referencing one prefab from another within the asset bundles themselves.
 
*** Instead we're creating those linkages in our own prefab xml setup using the new xml tags has_child_prefab, child_prefab_bundle, and child_prefab_filename.
 
*** Note that this doesn't have any effect on prefabs like the Dropdown, which reference elements INSIDE their own existing .prefab file.  That's perfectly fine.  The problem was when one .prefab file was referencing some completely other .prefab file.
 
** This is what was causing the mysterious index out of range exceptions in the prior version.
 
** Thanks to BadgerBadger for reporting.
 
  
== Version 0.509 Player Targets What? ==
+
-New Control Node: Auto-Build Remains Rebuilders.  Each command station you control will automatically maintain one Remains Rebuilder at each planet you control.  Building multiple of this control node causes multiple rebuilders to be maintained at each planet. Replacement rebuilders will only be built if there are fewer than 100 mobile enemy ships on the planet.
(Released August 14th, 2017)
 
  
* You can now programmatically change the font size and spatial offset of text bits on an ArcenUI_ImageButton.
+
-New Control Node: Engineers To Not Auto-Assist Queues.  Prevents your engineers from automatically assisting build queues (keeping them on repair duty only, unless they are given explicit orders to accelerate a queue).
** The ability to change color this way was also added recently.
 
  
* You can now programmatically change the spatial offset and size of image bits on an ArcenUI_ImageButton.
+
-New Control Node: Engineers To Not Auto-Assist Allies.  Prevents your engineers from automatically assisting any allied ships (though you can still manually assign them to assist specific allied ships).
** The ability to change color this way was also added recently.
 
  
* You can now programmatically change which sprite is shown by an image bit on an ArcenUI_ImageButton.
+
-The intel summaries on the galaxy map now include labels for all of their icons to make it easier to tell what planets might deserve more investigation without having to use the help palettes in the planetary summary.
** The texture must be in a unity asset bundle loaded by the game, and it must be configured as a sprite in the unity editor. This is pretty easy, but it does have to be done.
 
** You just pass in the name of the bundle containing the texture, and the path-within-the-bundle to the texture, and it takes care of the rest.
 
  
* The build queue item currently under construction now shows its estimated time to completion just above it.
+
-The list of scouts in the scouts button now only includes the specific scout ships (Scout I-IV) and the Scout Starship. Other units that provide scout intel, such as eyebots or command stations, are not included in this list.
** Note that it currently assumes the builder has access to enough metal to work at normal speed; this will be refined.
 
** Thanks to BadgerBadger for suggesting.
 
  
* The build and tech buttons now always use the size of unit icons used with flairs (even if the unit type has no flair), to keep the display consistent and allow the remaining-cap count to be a bit larger visually.
+
-Instead of showing a percent full, transports now show how many ships are inside them out of how many they can hold in total.
** That count is now larger, also.
 
** Thanks to BadgerBadger for suggesting.
 
  
* Fixed bug where the start-in-control-of-first-planet lobby option caused warp gates to not spawn anywhere (instead of just not on the human homeworld).
+
-The Auto AI Progress and AI Modifiers settings have moved from the Game Options tab of the lobby to a new AI Options tab in the lobby.
** Thanks to BadgerBadger for reporting.
 
  
* Replaced the ship/ship-type mouseover info in the bottom-left with an actual detail "window" which uses layout and icons to communicate much of the previous-text information.
+
-A new "Minor Factions To Include" setting has been added to the AI Options tab of the lobby, allowing players to select one or more minor factions to use.
** Most of the icons are currently placeholder "text" (images of text); that's still underway.
 
** This also includes the Description field from the ship's xml, which the previous display did not.
 
  
* Renamed the I-IV tab to Fleet, since it includes MkV stuff anyway, if you have it.
+
-Larger selection circles are now drawn for oversized ships such as fortresses and golems.
  
* Replaced player_units_do_not_attack_unless_taking_planet (which took true, defaulted to false) with target_type_for_player, which takes:
+
-The new colors on the planetary summary were making it easier to see categories of ships, but harder to see ship shapes themselves, and particularly hard to see local versus ally versus enemy colors. The old type of color scheme has been returned to for the default, but now when the planetary summary is moused-over, it switches to the new color scheme to provide the best of both worlds: easy category visibility as well as easy icon/team visibility, depending on the context.
** AutotargetAlways
 
*** Default behavior.
 
** AutotargetIfTakingPlanet
 
*** What "true" used to mean for the old flag.
 
** NeverAutotargetButAllowManualTarget
 
*** Like "true" on the old flag, but does not even autotarget when the planet is marked for taking (can still right-click to attack).
 
**** This is now set on AIP reducers like the Data Center.
 
** NeverTarget
 
*** Your units will never ever aim at this target.
 
**** This is now set for missile silos and design backups, since those are of no value to you unless you hack them (and hacking them destroys them).
 
** Thanks to Draco18s and BadgerBadger for suggesting.
 
  
* Carrier, Missile, Implosion, and Lightning Guardians MKs 2-4 visuals now in place, added instead of the Mark 1 versions of their respective types that had been used previously.
+
-Previously, only AI ships were showing up in the icon row on the intel summary.  This has now been changed so that it also displays ships belonging to minor factions and human players.  This makes it far easier for players to inventory their own planets as well as inventorying enemy planets.
  
* Widow Guardian Mark 1 visuals now in place and wired up to be used by all 5 marks, plus the dire version, of the guardianActual other variants coming later.
+
-The gridviews used on the high scores, achievemetns, and in-game stats windows have been completely recoded from scratch to replace the stock Microsoft versions that were being used before.  This fixes a number of bugs with the old onesThe new gridviews also use color to make the data more readable.
  
== Version 0.508 The Adornment Of The Buttons ==
+
-Advanced Factories and starship constructors now use different icons from space docks.
(Released August 10th, 2017)
 
  
* Build menu and queue icons now show:
+
-The savegame and loadgame windows have once again been made wider.
** In the upper left corner, the number of squads you can construct until you hit the cap.
 
*** If this number is zero, it is shown in red.
 
** Just below that:
 
*** If you do not have enough fuel to build more of that unit, it shows a small fuel icon.
 
*** If you do not have enough power to build more of that unit, it shows a small power icon.
 
** Queue icons are now shown with a different button background color rather than being an entirely different prefab.
 
  
* Tech menu icons now show:
+
-It is now possible to simultaneously select multiple savegames at once in the save and load windows for purposes of deleting multiple saves simultaneously.
** In the upper left corner, the number of science points it costs to unlock that unit.
 
*** If this number is more science than you have, it is shown in red.
 
*** If you've already unlocked this unit, the number is not shown at all.
 
** Just below that:
 
*** If you have unlocked this unit, it shows a small green checkmark.
 
*** If you have not unlocked this unit, and cannot because you do not have a prereq, it shows a small padlock icon.
 
**** It also darkens the button.
 
*** If you have not unlocked this unit, and cannot because you do not have enough science, it shows a small science icon.
 
  
* Using the number-key navigation in either the build or tech menus (push one number to select a column, another to select the cell at the corresponding row) now shows a white outline around the buttons in the selected column after the first number.
+
-The colors for wormhole text now show properly for allied and local-controlled planets.
  
== Version 0.507 When Menus Attack ==
+
-The names of planets in the galaxy map are now color-coded in the same manner that wormhole text is colorized for planets.
(Released August 7th, 2017)
 
  
* Build menu moved back to left side of screen, and back to a horizontal arrangement, but now on top of the build menu instead of under it (so basically exactly where it was in classic)
+
-A checkbox has been added to the updates window that allows for updates to optionally be applied without invoking admin rights.  This only works on pre-Vista machines, or when the game is installed somewhere other than Program Files.
** And now uses the icons for the queue menu instead of just the
 
** Thanks to BadgerBadger for the suggestions.
 
  
* The build queue buttons are now a different color, to make it easier to tell them apart from the normal menu buttons.
+
-There is now a Close button on the game sync window to let players cancel out of syncs that have failed due to network conditions or host cancelation or similar.
  
* Moved the ship/squad counts for player vs enemy to the sidebar, no longer cluttering up the bottom-right info section.
+
-A new "Use Simple Render For Far Zoom Icons (Slower, But Prevents Invisible Icons On Some Graphics Card Drivers)" option has been added to Settings, Graphics.  A very few graphics card driver / directx combinations have trouble with the way that icons are normally written in memory before they are drawn, which in those instances leads to invisible icons.  This new option lets players bypass the invisible icons issue (which can also usually be solved with a graphics card driver update), but at some performance penalty (the in-memory writing is present specifically to be a speed improvement).
** Thanks to eRe4s3r for reminding us to move that.
 
  
* Re-implemented the Tech menu, based off the new Build menu.
+
-The minimap is now more accurate.
** Thanks to BadgerBadger for reminding us of how non-functional the tech menu had become.
 
  
== Version 0.506 Hotfix ==
 
(Released August 4th, 2017)
 
  
* Fixed null exception in the new mark-based-color tooltip code.
+
New Ships
** Thanks to BadgerBadger for reporting.
+
----
 +
-A new ship has been added to the defensive tab: Rally Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ships will pick one of them at random.
  
* Removed the debug line that's been in tooltips since forever, showing the numeric location of the unit.
+
-New ship: Cleanup Drone.  Removes exploded enemy mines and turrets, to prevent them from being rebuilt
** Thanks to BadgerBadger for reminding us.
+
by enemy mine/turret layers.  Previously this was accomplished with engineers (once those engineers had finished with anything else that they considered a higher priority, which caused some challenges), or via manual targeted.  Now, having a specialized unit dedicated to cleanup makes it much simpler to clear exploded enemy mines without any micromanagement.
  
* The sidebar no longer shows metal/fuel/science/hacking resource points, or the controller, since they're always present.
+
-New Minor Faction: Human Marauders. Hostile human vagabonds who live in deep space and will occasionally raid human or AI planets via traditional propulsion methods.  Unlike pretty much any hostile threat, these don't always come through wormholes, in other words.
** Thanks to BadgerBadger for suggesting.
 
  
== Version 0.505 Tooltips And Build Menu ==
+
-New Minor Faction: Human Resistance Fighters. Pockets of human allies still live in deep space around AI planets; when they see you attacking the AI, sometimes they will reveal themselves and join you.
(Released August 3rd, 2017)
 
  
* The build menu now shows icons instead of names for actual "click this to build this unit type" buttons.
+
-New Minor Faction Ship: Marauder Buzz Bomb.  Hostile human vagabonds who live in deep space will occasionally send these automated bombs at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. The buzz bomb explodes on contact with its target, dealing area damage. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.
** The tab-selection part of the menu is still text, similar to AIWC.
 
** The approach we tried with "show a horizontal list of types, then a horizontal list of marks above that" is gone, in favor of a more AIWC-like grid where the columns are the types and the marks/variants are arranged vertically upward.
 
** The number-key navigation still works: the first number from 1-9 selects that column of the grid (and gives it a visual highlight, which is more subtle than intended because adding a new icon/layer to that is an involved process), and the second number from 1-9 actually clicks the button at the corresponding row in that column (1 is the bottommost, 2 is the next one up, etc).
 
  
* The Escape key now does what the 0 key did: close any open bottom-bar menus and open the master menu.
+
-New Minor Faction Ship: Marauder Dagger Frigate.  Hostile human vagabonds who live in deep space will occasionally send these extremely long-range frigates at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.
** So to get the old Escape behavior of opening the system menu, you press Escape followed by 1.
 
** And the 0 key now does what it used to: acting as a tenth button for whatever the topmost bottom-bar menu is.
 
  
* Fixed bug where the sidebar icons (and now the build menu icons) were not scaling correctly at different resolutions, leading to overlap of other elements at some resolutions but not others.
+
-New Minor Faction Ship: Resistance Fighter/Bomber.  Pockets of human allies who still live in deep space around AI planets will occasionally send these versatile fighter/bomber hybrids to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.
  
* When a button click in the interface is "denied" in the sense that you click something that isn't allowed to happen at the moment, it now plays a buzz sound effect rather than the normal click sound effect.
+
-New Minor Faction Ship: Resistance Frigate.  Pockets of human allies who still live in deep space around AI planets will occasionally send these very long-range frigates to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.
  
* When you are clicking your campaign name in the load savegame menu it no longer makes the big booming sound effect of starting the game.  However, actually clicking the specific savegame entry inside the load campaign submenu still does.
+
-New Minor Faction: Human Colony Rebellions. Most human settlements have been destroyed or completely subdued, but every five or so hours one will rise against the machines.  However, these civilians are always outmatched despite their enthusiasm.  If you do not help them take back their planet, they will die and the AI Progress will go up.  Save them, and their unique ship production facilities are yours to use. Only works with galaxy maps with 30+ planets.
  
* Fixed a super annoying bug where shots would zip off into an area kind of near the center of the planet and then to their target under certain circumstances. It was a major noticeable visual artifact, for sure.
+
-New Minor Faction Ship: Rebelling Human Colony.  A formerly captive city filled with living humans.  AI progress will skyrocket by 100 if this is destroyed. These civilians have decided to rebel, and have erected a temporary invisibility cloak while they call for aid. When the cloak dissipates, they'll be vulnerable to attacks from the AI, and surely won't last long. When the rebels have supply, your entire team can use their facilities to build rebel ships. While you hold the planet on which they are located, their invisibility cloak will remain at full power.
  
* Fixed a bug where the tooltips over build buttons were not working when you were viewing them on the galaxy map.
 
  
* The tooltips for planets now say who owns it, or if it's neutral territory.
+
Ship Logic Updates
** If the AI owns it, it now shows the mark level for the planet, too.
+
----
 +
-Colony Ships now have mine avoidance, are immune to sniper shots, and are immune to tractor beams. This should make colonizing certain planets more feasible, since Mobile Builders now require supply and so can't always be used to build a colony ship on site.
  
* Did a variety of formatting improvements on the tooltips.  If anyone is looking for inspiration for more:
+
-The following ships can now be transported by transports, in addition to all of the general mobile military ships:  engineers i-iii, mine layers, mobile builders, space tugs (all kinds), colony ships, science labs i and ii, decloakers, and tachyon drones.
** http://digitalnativestudios.com/textmeshpro/docs/rich-text/
 
** Incidentally!!  We can probably use the <space> tags in order to do better layout of things like the top bar, and then have icons for things that would otherwise use the <sprite> tag more under our control.
 
*** As noted in one of the dev diary videos from this week, the support for the sprite tag is pretty flaky at best, and rather than using a bunch of labels this would save us some draw calls (when rebuilding part of the gui).
 
*** Either way, it's all one draw call once it's drawn once, until it changes again, and it's only the part of the gui (the "window") that changes that has to be updated at any given time.
 
  
* Fixed a bug with the tooltips where they would keep showing the last thing you were hovering over unless you started hovering over something new.
+
-All of the tachyon beam emitters, including the tachyon drone and the decloaker, now have mine avoidance to make them a bit more useful and require less micro.
** This has introduced the occasional flicker in a couple of instances.  We'll have to see what we can do there.
 
  
* Previously, data on the galaxy map would get noticeably stale in terms of frequently not showing the mark level after the planet name, or not showing an ownership change, etc.  This now automatically self-corrects every 400ms if something is wrong and you are on the galaxy map.
+
-Harvester Exo-Shields can no longer be paused, as previously this encouraged too much micromanagement.
** Thanks to BadgerBadger for reporting.
 
  
== Version 0.504 Big Ship Graphics Batch + Test And Revise Pass #3 ==
+
-Attrition emitters are now capturable.
(Released July 31st, 2017)
 
  
* Player homeworlds can no longer have hacking points, to avoid motivating reloading until you get a planet with hacking points.
+
-Ships that damage engines should now do a better job of preferring to target ships whose engines can actually be damaged.
  
* Player homeworlds are now always great at science, good at power, and normal at metal and fuel, again to avoid motivating starting the game over and over until you get the resource mix you want.
+
-Ships are now more intelligent about how they will try to autotarget enemy ships that are paralyzed (and thus which temporarily can't shoot back).
  
* Added Galaxy button to the right of Planet on the master menu.
+
-Ships now prefer to autotarget enemy ships that do not reflect attacks (that are not mirrors).
** Moved the Find Planet button from Planet to Galaxy
 
** Added a new Display button to Galaxy, which opens a list of Galaxy Display Modes
 
*** Currently that's just Normal (what you used to get before) and Resources (which shows the resources each planet is better-than-normal at producing)
 
*** These modes are defined in external code so you can greatly change what they display, if you are so inclined.
 
  
* Incorporated BadgerBadger's improvements to the Nanocaust faction.
+
-Ships now do a bit better autotargeting in general if they are chosing secondary targets.
** Now less likely to dominate your game in the first hour.
 
  
* A random flagship, golem, and ARS are now seeded within 2 hops of your starting planet (and thus within the initial known-map range).
+
-The free-roaming defender logic is now much improved for all ships, as is autotargeting in general.  The targeting intelligence of multi-shot ships is also particularly improved.
  
* Redid the build menu layout to be more consistent with the layers-of-bars-on-the-bottom approach, where the first layer lets you pick the tab you want to build from, the second layer lets you pick the type of ship/unit you want to build, and the third layer lets you pick the specific mark/variant you actually want to be queued up or "loaded" onto the mouse cursor for direct placement.
+
-Tractor Beams now have their own separate targeting cycle from weapon attacks and other similar, making them much more effective at quickly catching incoming ships.
** Each of these layers now fully responds to the 1-9 keys, like other menus, if you like that sort of thing.
 
** The queue display itself has been moved to the right-hand side of the screen, and laid out vertically, to visually and spatially distinguish it from your build menu.
 
  
* Fixed a bug in the external code project files that was breaking the build process if you tried to build those projects in a normal steam install instead of in our development environment.
+
-When ships go through a wormhole into a planet, if they don't have other orders they tend to just sit at the wormhole and wait for more orders, fighting with whatever is there.  That is great for most ships, but disastrous for scouts.  Scouts in that situation will now flee to the outer border of the planetary area, where they are almost sure to be out of range of tachyon beams and thus can wait for further player orders in relative safety.
  
=== New Graphics Implemented For 34 Ship/Structure Classes! ===
+
-It is now possible to put a single ship in multiple control groups.
  
* 200 megs worth of compressed textures and meshes added to the main asset bundle (up to 1.2gb total for those)!
+
-The following ships now drop remains on their destruction in the same manner that mines always have: advanced warp sensors, tachyon beam emitters and stealth tachyon beam emitters, and all turrets. Consequently, all of these ship types are also now immune to reclamation.
** These have been in progress for months by Blue and Cinth, and are just now being actually wired into the game fully because of the particular way our work pipeline goes.
 
** The breakdown of all this is below, and this isn't remotely all the stuff that we have nearly-done, so more will come soon.
 
*** It's worth noting that the radii and squad sizes may not be quite right on them in this initial wiring-up.
 
  
* The following bonus-style ships now (newly) have full graphics:
+
-Improvements have been made to the targeting behavior of groups of melee ships.
** Raptor, sniper, space tank, infiltrator, space plane, armor ship, grenade launcher, sentinel frigate.
 
** When paired with the existing ships that already had graphics, this is actually all but three of the remaining bonus-style ships slated for version 1.0 of the game!
 
** "Bonus-style" ships are basically the little squads of ships that you can start the game with, or unlock via Advanced Research Stations or similar.  There are lots of other kinds of ships and structures (more TYPES of other ships/structures far outnumber the types of bonus ships), but these are most numerous in your fleet when talking sheer numbers of actual entities flying around.
 
  
* The following "drone" type entities now (newly) have full graphics:
+
-Ships such as rebuilders and engineers would previously go all the way to their free-roaming point when given a free-roaming move order before they would do any target seekingNow they will properly start target seeking immediately, as with all other ships, and only go to their destination if their destination is not accessible.
** Implosion drones.
 
** There are still four other types of drones that just use the little rock stand-in graphicsThese are either in progress or slated to be completed in the next month.
 
  
* The following AI guardian type entities now (newly) have full graphics:
+
-If rebuilders cannot rebuild a ship from remains due to that ship already being at cap, the remains will instead be scrapped and a chat message will be sent to the player controlling the remains that were removed.
** Note that most of these will have five unique stages of graphics for each of the five marks, but for many of them they only use the mark 1 graphics at the moment for all 5 marks.  In those instances, the graphics for all 5 marks are done already, but we haven't finished processing the higher-mark models into the engine yet.
 
** Shield guardian, stealth guardian, sniper guardian, missile guardian, lightning guardian, flak guardian (all 5 marks), carrier guardian, emp guardian, implosion guardian.
 
** The there are a number of other guardians that still use the rock-type graphics for the moment, even though there were a bunch of other guardians that already had graphics. Lots of guardian types in this game!
 
  
* The following starships now (newly) have full graphics:
+
-Ships that are rebuilt from remains now start out with 50% health when they are starting to be rebuiltThis both makes them half as expensive as they were to build the first time, as well as making them take half as long to rebuildThis makes it much cheaper to maintain well-designed defenses.
** Note that all of these will have five unique stages of graphics for each of the five marks, but for now all of the ones in this batch only use the mark 1 graphics at the moment for all 5 marksIn those instances, the graphics for all 5 marks are done already, but we haven't finished processing the higher-mark models into the engine yet.
 
** Siege starship, carrier starship.
 
** Combined with the 4 existing starship types, that's all of the starship types for version 1.0 of the gameCompared to bonus ship types or guardians, there are relatively few starship lines.
 
  
* Phase 2 of the AI master controller now has its graphics linked up.
+
-Fortresses now provide scout data on the planet they are on if that planet changes control from the player with the fortress.
  
* The following AI structures now (newly) have full graphics:
+
-Transports now use the scout-style logic at their last wormhole and move away from the wormhole to avoid taking so much direct fire.
** Special forces secret ninja hideout, troop accelerator, black hole machine, raid engine, alarm post, planetary cloaker, attrition emitter, magnifier, super terminal, ion cannon, orbital mass driver, and warhead suppressor.
 
** When combined with all the AI structures that already had graphics, this is now all of the ones for 1.0 now having graphics!
 
*** ...with the exception of the interplanetary guns, actually.  That's a stretch goal that has 5 very huge guns that are not in yet, and they technically fall under this category.  But they're not in the game just yet, anyway, and are on our list for soon, visually-speaking. :)
 
  
* The following ship types now have actual proper icons shown rather than showing unknown and text:
+
-In the spirit of minimizing micromanagement, when transports are destroyed they now safely eject their cargo, rather than losing all of it.
** Vorticular cutlass, vampire claw, etherjet tractor.
 
** Vampire guardian, implosion guardian, dire warp beacon guardian, dire commander guardian, dire shredder guardian, dire teuthida guardian, dire hunter guardian.
 
** Dyson sphere golem, devourer golem, armored golem, artillery golem, black widow golem, regenerator golem, cursed golem, hive golem, botnet golem, zenith trader.
 
** All of the ships in the game now have proper icons and flair assigned.
 
  
== Version 0.503 Nanocaust + Test And Revise Pass #2 ==
+
-The Leech and Raid Starship lines have now been split, so that there are three in each of two lines, rather than them being a shared line.  The Raid Starships are now much faster and hard-hitting against single targets, while the leech starships are now much weaker but strike many more ships, tagging them all for reclamation as soon as any ships finishes them off. The caps for all of these starships has also been cut in half, as they are individually now far more useful than they previously were.
(Released July 25th, 2017)
 
  
* Fixed a bug where the Dyson's allegiance logic for "planet controlled by AI" and "planet neutral" was flipped.
+
-The health of parasites and core leeches has significantly increased.
** Thanks to BadgerBadger for reporting.
 
  
* Added BadgerBadger's "Save and Quit" button to save menu.
+
-Astro Train stations are now only attacked by player ships when given a direct order.
** Thanks Badger!
 
  
* The "ship cannon" effect when the Ark or other command unit replaces a lost squad ship now has a placeholder animation (like a repair beam) so you can at least see what's happening.
+
-Mobile builders now count as constructors instead of engineers.
  
* AI Type external code has been reorganized to only have one interface at the Core-dll level, and is split out in External code (but you do not have to follow that pattern).
 
  
* AI Type external code now has a hook for DoPerSimStepLogic, just like special factions and conducts.
+
Ship Balance Updates
** Thanks to BadgerBadger for suggesting.
+
----
 +
-Laser Gatlings are now weaker against cruisers and Zenith Bombard Ships, and Cruisers now have a bonus against laser gatlings.
  
* Entities now have a SecondsSinceCreation field, for modding purposes.
+
-The attack power of space planes has been increased 5x.  They still die extremely quickly, but they now also do a ton more damage to their opponents.
** Thanks to BadgerBadger for suggesting.
 
  
* AOE weapons now factor their max-ships-hit-per-shot into their dps balance calculation.
+
-Laser gatlings have had their attack power reduced by 1/4, as they were previously more than a bit overpowered.
  
* Badger's "Nanocaust" special faction has been added to the game.
+
-Vampires have had their health increased 3x, making them much more formidable and able to maintain their attack longer. They are also now immune to sniper shots and missiles, making them able to close distance on most units more effectively.
** Some explanation: https://forums.arcengames.com/ai-war-ii-modding/the-nanocaust/msg215686/#msg215686
 
** Thanks Badger!
 
  
== Version 0.502 Mostly-Invisible UI Work ==
+
-Autocannon Minipods are now a bit more expensive, and they now have an even lower base attack strength, but they now have a 2% cluster attack bonus, which makes them extremely much more powerful in large swarms.  Their internal ship bonuses have also been adjusted.
(Released July 14th, 2017)
 
  
* Bottom-left tooltip now aligns to the top of the master menu area.
+
-The shield rating and health of advanced research stations have both been reduced to 1/4 their prior values. This makes them far less invincible as targets to hit, and lets enemy ships target them more sensibly (it makes them a more interesting target for the AI to attack, and for the players to have to defend).
** The alignment is still a bit rough, but at least it reacts to an increase in the occupied vertical space.
 
  
* Completely reworked how UI layout from the old "everything is relative to the edges of the screen" approach that was heavily based on Unity's transforms, anchoring, etc, to an "everything is relative to the edges of the thing which contains it" approach.
+
-Turrets can no longer have their munitions boosted or their shields boosted, but they are now immune to minor electric shots and blades.
** This now supports a variety of alignment types, including "as far top/left as possible" "as far bottom/right as possible" "in the middle" and "left/right/above/below this list of other windows", each of which can be used separately for the x and y axis.
 
** Note that any UI mods you may have will probably not work after this release until they're updated. The KDL_UIWindows.xml file should have the necessary information on how to adapt your stuff.
 
** The Build and Tech menus currently sit higher on the screen than they should, will be fixed soon.
 
  
* AOE shots no longer hit a protecting shield (or other target) more than once when detonating.
+
-Teleport Raiders, Anti-Starship Arachnids, and Teleport Battle Stations are now immune to tractor beams, since they can no longer shoot them.
  
* Most AOE weapons now have a maximum number of targets they will hit per shot.
+
-The health of all the ships in the raid starship line have been reduced.  Additionally, their general-purpose attack power has been vastly reduced, but their specialist attack power against force fields, turrets, and heavy defense has been doubled.  Additionally, they no longer have a penalty against resources, constructors, or heavy defenses.  The net effect of this is a nerf for how humans are able to use Raid starships (though keeping them very useful in many specialist roles), while boosting what the AI is likely to be able to do with them by a small amount (as the AI was previously not all that effective with them).
  
* The 0 key, which normally opens the master menu (commands not related to your selection) when you have no bottom menu open, will now always do that no matter where you are in the bottom menu structure, allowing key sequences like 0-7-1-1 (select all mobile military on the planet) to have a consistent behavior even if you currently have a selection or have a sub menu (or menus) open.
+
-The attack range and power of dreadnoughts have been doubled.
  
* Added audio hooks for several events like hacking starting, losing a planet, ark's shields going down, etc.
+
-The metal and crystal costs of light starships, flagships, zenith starships, and spire starships have now been reversed.  This makes them cost much more metal than crystal, rather than the other way around.  This provides an excellent counterpoint to many of the other starships and provides a good use for metal if it is too abundant compared to crystal in a campaign.
  
== Version 0.501 Test And Revise Pass #1 ==
+
-The range of spire starships has been increased from 3000 to 7000.  The speed of the spire starships has also been increased from 18 to 24.
(Released July 7th, 2017)
 
  
''Note that this one was a little slower coming, just because of some life stuff going on. Other than that we theoretically should be moving into quicker release cycles. ;)''
+
-Player-held Attrition Emitters no longer give a bonus to incoming AI waves.
  
*  Adjusted the shader to try and lighten the Experimental Fabricator model a bit.
+
-Higher-level autocannons now get more of a clustering damage multiplier than the lower marks.
*  Added the attribute " y_offset_of_icon="20" " to the fortress xml entry to help with the flickering issue.
 
*  Adjusted the radii on several ships and turret types to help with overlapping selection boxes.
 
  
* Added "Start With First Planet" toggle button to the lobby, defaults off. If on:
+
-The effectiveness of melee ships is no longer decreased by their being under protecting force fields.
** The planet you start on begins with the controller and resource spots under your control.
 
** There's no initial AI presence on the planet you start on.
 
** Your Ark starts next to the controller on that planet instead of near the edge of the grav well.
 
** Your starting AIP is what it would have been after conquering the first planet.
 
** Thanks to... well, everyone, for letting us know that fighting that first battle every time got old.
 
  
* As framework for the start-with-first-planet option, the "Conduct" table has been moved out to external XML. It's basically just a boolean value you can check for in mapgen or whatever other external logic, but you can also add arbitrary per-sim-step logic if you like. Whether it works or not is up to you, of course, but it's a pretty flexible hook.
+
-Previously, the metal/crystal costs of core ships was irrelevant, because players could never build them. Now the cost of core ships is normalized to 3x the cost of the mark iv version of its ship type.
  
* Fixed a number of issues that were preventing your "last game lobby settings" from persisting across executions of the application.
+
-Deflector Drones now fire a new Energy Burst ammo type, instead of using minor electric ammo.
  
* Turrets and (most) other structures that you place directly will now leave remains, as in AIWC, that can be rebuilt by a controller, Ark, or Flagship.
+
-Ships that absorb lasers or dark matter now also attract the absorbed type of shots to themselves.  This works similarly to how counter-missiles and related provide a protection radius, but instead of firing a counter-shot, these shots are drawn to the protecting ship and heal it.
** By "rebuilt" is meant "switch it back into self-building mode".
 
** There's a 5 second delay between an entity's death and when it can be rebuilt. That delay is in the external constants file if you're curious.
 
  
* Fixed bug where pressing escape in the lobby would cause a null reference exception.
+
-Shot effective damage is now capped at the max health of the target being shot at. This prevents mirrors from being nearly so deadly against ships with very high attack values.
** It now correctly exits the lobby.
 
  
* The "Free Roaming Defender" button, since the text doesn't even remotely all fit on the button, is now called "Pursue", so you can at least see whether the mode is on or off for your current selection.
+
-All ships that have at least 1 million health are now immune to blades.  This prevents some exploits with the Zenith Viral Shredders, and makes for more sensible attack logic with Cutlasses.
  
* A number of buttons in the lobby have also been modified to better fit their text.
+
-Ion Cannons no longer require supply.
  
* Various balance numbers (metal cost, power cost, fuel cost, science cost, speed, range, etc) are now rounded to a more readable number if that is within 2% of the "real" value.
+
-Warheads are now Mark V instead of Mark 0, and they are no longer immune to being insta-killed.
** This could stand some refinement, but even at this point it makes the tech menu a lot easier to read.
 
  
* Included BadgerBadger's "Find Planet" function in the planet action menu.
+
-Anti-starship arachnids have been on the weak side of things in recent times, and so have been given a significant boost (around 3x) against starships.
** Thanks, Badger!
 
  
* Integrated BadgerBadger's addition of the concept of a "campaign" to the save/load menus.
+
-Remains Rebuilders now have cloaking, making them easier for players to keep alive (and more devious for when the AI has them, incidentally).  They also now have 100k more health.  They also no longer require unlocking, and thus no longer have any associated knowledge cost now that they are more of a general-purpose ship.  Their ship cap has also been raised about 3x.
** Thanks, Badger!
 
  
* Fixed bug where the algorithm that decides which planets are good at which resources could sometimes assign a zero production of metal, energy, fuel, or science to a planet.
+
-Ships that are self-building are no longer cloaked while under construction (if they have the cloaking ability, previously that would be engaged while they were still under construction, which was erroneous).
** Note: it's intentional that most planets do not have the hacking resource at all.
 
  
* The Basic Turretry pattern now spends 25% of its budget on shield generators.
+
-Since remains and their cleanup and rebuilding are now so important, when Cloaking is disabled in the lobby options there is now a non-cloaked version of the Remains Rebuilder that players and AIs will use, and a non-cloaked version of the Cleanup Drone that players can use.
  
* Shield generators no longer project their shields when disabled by paralysis, still-building, etc.
+
-All ships that are immune to reclamation now have a strong attack penalty against the Raid Starship line, and Parasites.
  
* Fixed bug where shield generators were galaxy-wide-cap instead of planet-cap.
+
-The movement speed of all parasites has been nearly doubled.
  
* Fixed bug where player-owned carrier-starship drones would never return to their parent ship because they always thought enemies were present.
+
-Infiltrators no longer absorb dark matter (and that ability has now been entirely removed as redundant with the counter-dark-matter flares).
  
* Made drones like the carrier starship drones die if their parent ship dies or is on a different planet.
+
-When lasers are fired into the area around a deflector drone, their power is now reduced to 1/4 of normal, but otherwise they are no longer redirected or absorbed or anything of that nature.  That also means that deflector drones are no longer immune to lasers, though they are quite resistant to them.
  
* Added IndividualBehaviorLogic tracing type, for inspecting the low-level individual ship logic that takes over in the absence of any commands from the owner (things like FRD are handled here, as well as carrier drone return-to-carrier behavior).
+
-The health of advanced factories has been increased 4x to make them not quite so brittle and hard to defend.
  
* The "engines out" colorization of the mark level icons has been made less garish and instead has text saying "ENG" over it on the bottom.
+
-The health of bombers have been doubled.
** Added new "out of order" display for the mark level icons that says "OFF."  This is for stuff that is dead and going to be rebuilding.
 
  
== Version 0.500 Ship Batch 7 of 7 ==
+
-The core Figher -> Cruiser -> Bomber -> Figher relationship has been redefined to Figher -> Bomber -> Cruiser -> Figher.
(Released June 27th, 2017)
 
  
=== New Ships! (Note That More Are To Come Pre-1.0, But Not Pre-Early-Access) ===
+
-Space Tanks now have 30x more shields than before, making them much harder to hit at range.
  
* The AI Master Controller is now armed.
+
-Fortresses and SuperFortresses now have fewer shots, but do much more damage and have a very long range. They also now have a big bonus against all starships, a sizeable bonus against raiders and teleporting ships, and a pretty big bonus against most cloaked ships.  Fortresses also now have 500 transport capacity, making them able to protect ships until they are ready to be ejected.
** And its on-death behavior has changed.
 
  
* Botnet Golem
+
-Bombers now have a 50% penalty against bombers.
** As in AIWC, fires large salvos that cause victims, once dead, to become zombie units of the same type that attack their old enemies but do not take orders from anyone.
 
*** So these zombies (not the golem itself) are the first third-party or "special faction" units.
 
** Unlike AIWC these shots are no longer insta-kill, but quite powerful nonetheless..
 
** For now zombies just stay on then planet where they start, and FRD.
 
  
* Devourer Golem
+
-Frigates now have a 10x bonus against space planes and etherjets.
** Special Faction unit, one is seeded somewhere on the map at the beginning of the game (if enabled in the lobby).
 
** Attacks everything within range (except controllers/warp-gates), and generally wins. When it does damage, it gains a portion of it back in health, to keep it going on those long hauls through the AI's territory.
 
** Randomly picks another planet somewhere on the map to go to.
 
*** If you feel like reprogramming the galactic wrecking-ball, this routing code is in SpecialFaction_Devourer.DoLongRangePlanning()
 
** When it reaches destination, rinse, repeat.
 
** Good idea to not be wherever this thing is. Thankfully it's slow.
 
** Will need rebalancing to avoid it causing a win/loss on its own (in the last test, it wandered through the AI Homeworld and took down the AI Master Controller singlehandedly), but we're working on an approach that doesn't involve unintuitive immunities.
 
  
* Zenith Dyson Sphere
+
-EtherJets now have a better bonus against fighters and bombers and armor ships.
** Special Faction unit, one is seeded somewhere on the map at the beginning of the game (if enabled in the lobby).
 
** Unarmed, and immobile, but immensely hard to kill.
 
** Periodically produces units to go to other planets and attack enemies, similar to AIWC, but instead of the single "Dyson Gatling" unit type from AIWC it simply picks from a subset of the AI's MkV Guardians. You want to know how it got those guardians? You've seen that episode, right?
 
** Like in AIWC, the Dyson's units have different allegiances depending on who controls the Dyson's planet:
 
*** If the AI controls that planet, the Dyson hates everyone.
 
*** If a player controls that planet, the Dyson hates everyone except the AI.
 
*** If no one controls that planet, the Dyson hates everyone except the players.
 
** Unlike AIWC, the Dyson's preivously spawned units will automatically "update" to follow any changes to those allegiances.
 
** Also, "hates everyone" now includes other special factions, like the Devourer and Zombies (which currently means that the Dyson's units will Nom your Botnet zombies even if it likes you; we'll probably change that later).
 
** As in AIWC, the Dyson's units won't attack an AI controller/warp-gate. Still feels kind of lame, but the alternative is either uncontrolled AIP growth or potentially-tons-of free extra territory for the player. Suggestions welcome. It'd be fun to have factions like the Devourer and Dyson be unrestrained in their ruckus-causing, without throwing the player's game into continual chaos.
 
** As with the Devourer, will need rebalancing to avoid eventually flooding the galaxy with special-faction guardians.
 
  
* Zenith Trader
+
-Raptors now have a better bonus against fighters and frigtes, and a penalty against bombers.
** Special Faction unit, one is seeded somewhere on the map at the beginning of the game (if enabled in the lobby).
 
** Unarmed, but hard to kill.
 
** Randomly wanders the galaxy.
 
** When present on the same planet as your Ark, your Ark gets an extra build menu that lets it build things like Ion Cannons, Black Hole Machines, etc.
 
** Like AIWC, the trader is friendly to all factions, and all factions are friendly to it.
 
*** Unlike AIWC, there's one exception: the Devourer knows the Trader is not to be trusted. We suggest making your Trader purchases before the two of them meet.
 
  
* Dire Guardians:
+
-Teleport battle stations now have a better bonus against fighters, raiders, tele-raiders, and tanks.
** Dire Teuthida Guardian
 
*** Spawns Teuthida drones, which zombify things they destroy.
 
** Dire Hunter Guardian
 
*** Spawns Hunter/Killers (this takes a long time for each one), which are actually stronger than the Hunter Guardian itself. An H/K's main weapon is called a "Plasma Torpedo Shotgun", which tells you all you need to know.
 
  
=== Post-Processing Stack And Related ===
+
-The knowledge and crystal costs of decloakers have been halved, and their ship cap has been doubled.
  
* Upgraded to Unity version 5.6.2f1 from 5.6.1p1.
+
-The attack power of mark IV and V bombers has been increased.
** This introduces some bugfixes for windows and linux on the player side, and fixes a memory leak in the profiler for us on the editor side.
 
  
* As it turns out, the experimental post-processing stack v2.0 that unity has in beta and warned "don't use in a production environment" is indeed not ready for a production environment. ;)  Was worth a shot.
+
-Force fields now provide protection from tractor beams and tachyon beams.
** The new 5.6.2f1 won't even build for DX11 on the version of the PP stack we were using, and it was causing strange graphical artifacts for at least one tester.
 
*** Thanks to 5ounds for reporting the strange seizure-strobes. ;)
 
  
* Yet AGAIN we've completely redone the post-processing stack.  What's up this time?
+
-Human ships are now 40% faster than their stated values, in fast & dangerous and normal modes (this amplifies whatever the effective speed was from these two modes)This also causes the human ships to accelerate that much fasterThis gives player ships an edge over the AI ships, to make chasing down incoming AI incursions easier with free-roaming defender modeThis also speeds up the game a bit without making it any more difficult (in fact, making it easier, because it is then easier to react to things while the AI is still the same speed as before).
** We're using the FXAA implementation by Amplify Solutions, since that's quite battle-tested.
 
** We're using PRISM post-processing to handle some color grading, minor vignetting, and sharpening.  The difference in quality from the sharpening plus the FXAA is pretty notable even if you already had MSAA cranked upIt all works in tandem.
 
** We've also returned to Amplify Bloom once again, since that just is unparalleled in terms of its overall quality and its ability to ensure temporal stabilityWe've actually cranked up the temporal stability to an unusual degree, and have a much wider radius of faint bloom, so that we get a softer effect (it was getting pretty grating in recent versions) and so that also we get an effect that has a bit of a trail after bright sources because of the temporal delay.  Looks bad in setup scenes, looks great in battles.
 
** One of the reasons that we had moved to the unity post-processing stack was that since it is free and open-source we could simply include that in the AIW2ModdingAndGUI projectOther than the FXAA solution, these other bits are not open source.  But it's important to be able to see what you're actually going to get as a result in-game when you're making something in the AIW2ModdingAndGUI project... so we just compiled the non-editor code into our own dlls, and then removed the front-end editor code from that particular project.  Problem solved.
 
  
* Experimented around with Graphics Jobs again, which is a feature that we've tried on and off with unity.
+
-Fortresses and superfortresses now act as allied rally posts and mobile repair stations.
** It's definitely causing a lower overall framerate in this particular game, and more choppiness, so we turned it back off and won't be including it.
 
** Most likely this is because of all of the instancing that we do, and the fact that offloads a lot of the work of dynamic batching already.
 
  
* Upgraded to Amplify Shader Editor v1.0.0.012, which adds a few new goodies for us and a couple of bugfixes.
+
-Colony ships and transports both now have a ship cap of 60. However, they also now each take 4,000 energy to run instead of 50 in order to discourage having large numbers of these ships just sitting around as free decoys against the AI.
  
== Version 0.450 Sound! ==
+
-Mobile Repair Stations now move at speed 12 instead of 8, have about 4x more health than before, and regenerate their own health about twice as fast.  The AI also now cares much less about these now.
(Released June 22nd, 2017)
 
  
=== Post-Processing Stack Revisions ===
+
-PermaMines now have 2 billion health instead of being truly invincible.  This makes it so that they can die in nuclear blasts and such.
  
* We completely redid our post-processing stack AGAIN, this time based on the not-yet-fully-stable (whee!) unity stack v2, which is still in development.
+
-Decloakers are now immune to being insta-killed.
** For reference, the version we're using https://github.com/Unity-Technologies/PostProcessing/tree/v2
 
** Why use this?  Well, Chris was getting really sick of the over-done bloom that he was winding up with the older PP stack, and couldn't fix it with any settings he could use.  The newer PP stack has not only a better control over bloom, but also a much better auto-exposure tool.  The HDR tonemapping tool seems borked at the moment, but the auto-exposure tools is yielding better results for us than we got with the Neutral tonemapper in the PP stack v1 anyway.  Would have been nice to use ACES, but oh well.
 
** With the new exposure correction, we've actually brightened things up a tad, and there's a hint of what you might think of as eye adaptation, although that's really more a factor of exposure averaging and is a very subtle effect.
 
** We're also now using SMAA on the CPU side in addition to the pre-existing MSAA we use on the GPU side.  Previously we were not even using FXAA on the CPU side, though we were thinking about it.  TAA is now available in PP stack v2 in the Forward rendering path, which we're excited about, but it doesn't yield sufficiently crisp results yet.  So for the moment SMAA it is.
 
** Why all this fuss over the post-processing stack?  Well... sometime soon we have to start doing screenshots that people will start showing around on websites and seeing on Steam, so it's pretty important that things look nice enough.
 
  
=== Sound Effects! ===
+
-The radii of force fields have been greatly increased to accomodate the larger space docks, and make them a bit more useful in general.
  
* We now have a bus-based sound mixing solution in place, based on unity 5's advanced mixing capabilities, but then expanding that even further.
+
-Mark I Engineers, Cleanup Drones, and Remains Rebuilders all now have teleportation.
** In our case we're setting up both directional and 2D sound sources with custom falloffs, and a maximum number of "voices" per bus, and advanced customization for clusters of sound effects (time delay between individual sound effects playing, between sound effects for the whole cluster, and even failover to a different sound effect cluster if the first cluster is still on cooldown).
 
** This allows for us to really tune and mix the sound the way that we want, including music ducking, and general sound ducking for various types of vocal audio.
 
** This also allows for us to have voice commands that play, but not too frequently, and for them to "fail over" to other types of sound effects to indicate orders receipt when the voice command version is on cooldown.
 
*** Thanks to qipoi for suggesting this functionality regarding the voice commands playback and failover.
 
  
* Hugely reworked our music pipeline, as part of our new sound pipeline in general, so that it's all now piped through a central audio mixer that supports audio ducking for the music and for other sound effects as-needed for things like voice alerts and things of that nature.
+
-Engineers and other economic ships that have teleportation are no longer disabled when teleportation is disabled. Instead, they simply switch to regular propulsion.
** It also allows for us to have certain explosions just drown everything out in an impressive way, and in general allows us to do sound mixing by bus, which can be tuned in the AIW2ModdingAndGUI project.
 
  
* The game now has proper volume handling, which it didn't have before even for the music.
+
-Teleporting engineers now ignore the range to their targets (assuming that the target is within their effective range), instead preferring to repair ships that are most damaged.
** These volume settings are layered on top of the volume settings from the mixer, and it all gets translated over nicely.
 
** Players simply select a volume between 0 and 100 for any particular type of sound that they want to adjust.
 
*** Note that for turning off sounds or voice or music entirely, it's more efficient to simply use the toggles for those so it's not silently playing those sounds or music.
 
** The types of sound that can be adjusted are:
 
*** Master (affects literally everything, music, etc).
 
*** Music (just affects music)
 
*** Sound (affects all non-music sounds).
 
*** Voice (just affects spoken voice lines).
 
*** Combat (affects all the sounds of battle).
 
** Given that the actual underlying bus volumes are in -80 to +20 dB ranges, where 0 is the default (unaltered) state, and we may have altered the bus defaults in the mixer itself...
 
*** The game takes the inputs for the "volume" as a 0-200 range, then transforms that into a multiplier against the default volume of the bus.
 
*** Specifically:
 
**** If you choose 0 volume it just goes to -80, if you choose 100 it stays at the bus default, whatever that is.
 
**** If you choose anything between 1 and 99, then it multiplies the inverse cube of the percentage of that by the starting volume of the bus.
 
***** This helps to offset the logarithmic falloff of dB reduction from 0, and feels pretty natural.
 
***** It does mean that since we're only using the cube, and not the fourth or fifth power, that in general things still go pretty unexpectedly extra quiet below 40% or so, though.  But this gives the most gradiations in the audible range.
 
**** If you choose anything between 101 and 200, then it multiplies the flat percentage of that by the difference between the max (20 dB) and the starting volume of the bus, added to the starting volume of the bus.
 
***** This gives a great deal of precision in making things slightly louder, but doesn't really hide the logarithmic rise where you have to go to 180% or so to get a really substantial (10dB or more on average) rise out of the result.
 
***** Overall this isn't quite the most natural way to handle the volume siders above 100%, but it does give the most precisions, which is probably for the best.  And it's still easy enough to tune.
 
  
* There are now computery sound effects for giving attack, move, wormhole-path-move, and construction orders.
+
-All golems and astro trains are now immune to black hole machines.
** The ones for placing construction units are particularly satisfying. :)
 
  
* There are now sound effects that play when you alter your build queue, alter your control groups, "do some other general tweaks, mainly cheats," launch warheads (this one is cool), scrap units (careful of the heart attack), start hacking something, change into hold fire mode or out of it, toggle pause, and unlock a tech.
+
-Dreadnought Starships no longer have multiple shots per attack, but now have a stronger attack.  They also do much more engine damage now.  They also will try to disable the engines of all ships before trying to finish ships off.
  
* There are now settings that allow you to mute various parts of the battle sound effects selectively (shots firing, shots hitting, ships exploding).  This might be useful to someone else, but it's also helpful for us in testing certain sounds without the mixing.
+
-The cost of all the lightning turret techs have been reduced by 1500 each.
  
* All of the ships/structures in the game now have explosions set for when they explode.
+
-Shots that are incoming from longer than 20,000 distance are now not used in short-range overkill prevention, which leads to quicker kills in most cases. Previously it had to be a sniper shot.
** They fall into 14 different categories of explosion sound effect, two of which are just for warheads.
 
** There are then a further three twos of explosion sound effect that happen for ships that are not at the planet you are presently at, or when you are on the galaxy map.
 
  
* The game now uses a blend of 2D and 3D (spatial) audio, which is pretty typical for games that are in 3D.
+
-All of the attack bonuses of fortresses and superfortresses have been removed, as their shots are so powerful on baseline that is no longer needed. This is particularly relevant for when they are facing starshipsNote that their penalties against tanks and bombers remain.
** Things that are "HUD sounds" or other non-point-source type sounds just play normally, as does music.
 
** Things that are sound effects coming from a ship or a shot or an explosion have direction and attenuation based on their relative location to the camera.
 
*** This makes it substantially quieter in the battle when you zoom way the heck out, which is nice, although different sounds are attenuated at different rates -- the explosions of ships dying attenuates a lot slower, for instance, so you can keep an ear on that easier.
 
*** This is something that anyone can tune (in a modding sense) by adjusting the prefabs in the AIW2ModdingAndGUI/Assets/AudioPrefabs/Combat folder.
 
**** The major settings to play with there are Max Distance (the furthest out the camera can zoom is 1200, for reference), and then the Spatial Blend and Spread values.  Having a Doppler level is also possible, but tends to give strange and muddy results.
 
**** You can combine changes here with changes to AIW2ModdingAndGUI/Assets/AudioPrefabs/OfficialMixer (click into that object to get the mixer panel), if you like. 
 
***** One thing Chris was considering, for instance, was making it so that WeaponsHitting had a max distance of 500, over which it would attenuate, and then increase the WeaponsHitting bus from -23dB up to something a lot more substantial.  You'd then have no sounds of shots hitting beyond 500 distance, but much louder sounds of that hitting when you are progressively closer than that.
 
***** This isn't something you can mod and just keep modded all that easily at the moment, although you can make a copy of the mixer and then point your xml (using an override) to your mixer instead of ours.  The risk being that if we make a lot of changes to the sound buses, which is most likely now while they are new, then yours may stop working and you have to make a copy of.
 
***** At any rate, mainly if you want to mess around with that and see if there are values that you feel like give a better result, we'd always be willing to take that sort of thing under advisement. ;)  We have BadgerBadger fixing bugs already, goodnessBut anyhow, the point being that it's open so that people from the community can fiddle and share their results with everybody if that is an area of their interest.
 
  
* There is now a set of sound effects for ships entering or exiting wormholes, as was the case in the first game.  These are neater, though.
+
-Command stations now automatically rebuild metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet.
  
* All of the various buttons in the game can now have a click_sound xml attribute set on them, to choose between sound effects for them to play when clicked.
+
-Ships that stuck in tractor beams now always have at least a 25% chance of hitting the tractor beam that is holding them if they would normally be able to hit the tractor beam from closer rangeThis makes tractor beams no longer so instantly fatal to bombers and other shorter-ranged ships.
** This also applies to dropdowns, image buttons, button lists of various sorts, etc.
 
** By default buttons all now play the sound effect "ButtonNormal" when clickedYou can override this to silence if you need to for a given button that also plays a sound effect via a command that is executed, if you need.
 
** A different sound effect, ButtonStartGame, is played when you start a new game or load an existing one.
 
  
=== Shot Visuals! ===
+
-Ship bonuses against turrets no longer ocunt against tractor beams or ion cannons.  This levels the playing field a bit for all ships with these, without making some ships absolutely useless against them and others ridiculously overpowered against them.
  
* The forcefields and the ship-to-ship lines have been moved into the modding and gui project so that anyone can edit them.
+
-Engineers Mark I and III, and cleanup drones and remains rebuilders, all now have longer ranges for doing their repairs.
** Improvements have been made to how the various lines look, from their shaders, while we were at it.
 
  
* All of the shot graphics have also been moved to the modding project, for the same reason.
+
-Engineers now will not to auto-assist constructor queues that have only maxed-out ships in them, or that are otherwise un-assistable, unless the player has explicitly assigned them to that constructor.
  
* For now taking away the side-specific bullet colors.  Frankly this makes it a lot harder to differentiate bullets by type, which is more important.
+
-The health of Mark I engineers have been reduced by about 60% to reduce their power when in the hands of the AI.
  
* The armor-piercing bullets now have their real graphics, which is the pre-existing orange tracer shots, but made a lot shorter.
+
-Astro Train Stations no longer provide a force field effect.
** Note that the tracer-style shots are heavily affected (in terms of how long they are) by the speed at which they are moved.  So there are now three different variants for use in different speed scenarios.  This is super easy to mod if someone is changing around shot speeds dramatically and wants the shots to look similar to how they do at the current speed.
 
  
* All of the not-yet-done shots now use the old green-style enemy shots, to make those easy to spot and then fill in the real data for.
+
-The effective ranges of all the gravitation turrets have been increased by 2000 each.
  
* FINALLY got a version of the fusion rocket shot visuals going that we're actually happy with.  It has to look nice, but not too close to the other stuff.  Exaggeratedly-large so you can see it, but not so much so that it's cartoony.  Nicely colored, but emissive and bright enough you can see it at a distanceAnd on and on.
+
-The actual attack range of both electric shuttles and lightning turrets was far less than they were showing as their range circleFixed.
** We experimented a ton with trail renderers in addition to the rocket, and having those be the things that are visible at far distances, but that wound up always looking too similar to the other trail renderers (when additive particle blending was used) or extremely chuggy on the CPU (when alpha particle blending is used and thus they needed to sort).
 
  
=== Misc ===
+
-The effective range of armored missiles has been doubled, making them more effective.
  
* Fixed bug where golems were not actually being seeded.
+
-The attack range of electric shuttles has been tripled, making them more useful in general as massive-but-weak-powered area damage.
** Thanks to BadgerBadger for reporting.
 
  
* Fixed a bug where it was possible for the map seeds auto-generated to be longer than the ones you can key in manually.
 
** Thanks to BadgerBadger  for literally fixing the bug himself.
 
  
* Fixed a bug where hitting B selects additional build units.
 
** Thanks to BadgerBadger  for literally fixing the bug himself.
 
  
* Put in a fix that definitely prevents keybinds from triggering while a textbox is focused (we've been able to test it now).
 
** Thanks to BadgerBadger for reporting.
 
  
* Added a link to the external tutorial on the main menu.
+
New Cheats
** Thanks to BadgerBadger for literally coding the addition!
+
----
 +
-Two new cheats have been added: "advanced fat" adds an advanced factory, and "core of the star" adds a core starship.
  
* Put in a fix where squads should now properly change their ownership color if their current side doesn't match what their previous state was.
+
-New cheat: "activate the omega" creates a new "Omega Drive" unit.  This omega drive generates incredible amounts of resources (+1000/s metal and crystal, and +1 million energy), but will cause a boost of 1,000 AI progress if detroyed.  This new unit will only ever appear in the game through the use of this cheat.  It's useful for testing, and for players who want a certain style of deathmatch play.
  
* An error message stating "Player data archive not found at `/home/user/AIWar2/AIWar2Linux_Data/data.unity3d`, using local filesystem[user@Desktop AIWar2]$" on startup on linux should no longer displayIt was harmless, but annoying.
+
-Six new cheats have been added for spawning broken or fully-functional versions of the new golems: busted teensy, teensy, busted ohm, busted shinra, shinraThese only work when the first expansion is enabled for the current game.
** Note we didn't get a chance to test this yet, but knock on wood it should work. ;)
 
** Thanks to BadgerBadger for reporting.
 
  
* World_AIW2.Instance.QueueGameCommand now takes a second parameter that says if it should consider handling local audio/visual feedback of the command being sent.
+
-There is now a much more severe penalty to the ranked/weighted scores for using cheats. And, there is also now a 100,000 points score cap for ranked/weighted scores during the first hour of the game, to prevent extremely low gametimes from being able to create astronomically high scores.
** Generally speaking almost everything in the AIWarExternalCode should have that as true, so that sound effects and such can be played as need in order to register that things have been accepted.  But things from the AI should always say false.
 
  
* Fixed a bug where every full-capacity squad with more than one ship in it was drawing an extra ship.
+
-Entering the chat text "cmd:activate expansion 1" (without quotes) now allows for the first expansion to be enabled for a campaign that did not already have the expansion enabled.  This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings.
** This doesn't fix isues with squads having more living ships than they should based on ships that died; that's a separate issue.
 
** Thanks to BadgerBadger for reporting.
 
  
* The game now notices when there are more ships specified to be in a squad than the actual formation allows for, and complains.
+
-A new cheat has been added for spawning armored missiles: armor em.
** This was affecting autocannon minidpods (40 requested, 25 available), laser gatlings (80 requested, 25 available), and minefields (80 requested, 25 available).
 
** The game now has two new squad formations that have 48 and 100 scale-1 formation positions in them, for handling these cases.
 
*** Note that we're going to work on vastly better formations in general later, and we welcome formation creation by players, too.
 
  
* Stumbled upon a fix to a moderate-to-severe performance bug in unity that was calling a lot of shuffling-around of gui elements that were not even movingIt's a bug relating to them having a parent that is not at position 0, with details you can read about here if you like: https://issuetracker.unity3d.com/issues/canvasrenderer-dot-ontransformchanged-is-called-on-ui-objects-which-transforms-are-not-moving
+
-There is now a command line argument "steam" that can be used to force the game to launch in steamworks-enabled modeThis is useful for Steam players who want to use the game in full steamworks-enabled mode.
** In some cases this dramatically reduced stutter that was coming from the GUI.
 
  
* You can now actually name your savegames.
+
-Three new cheats have been added to the base game to trigger the three new minor factions in the base game: Spawn Angry Colonists, Spawn Vagabonds, Spawn The Conners.
** Thanks to BadgerBadger for literally coding the addition.
 
  
== Version 0.401 Ship Batch 6 of 7, And Gimbal Perfoooormance! ==
+
-Added a new "cmd:toggle hud" command that allows the game hud to be turned off and on (useful for screenshots and videos).
(Released June 12th, 2017)
 
  
* The game console has now been fully moved to the AIW2ModdingAndGUI project (source code aside), and has been re-skinned using our own graphics and text mesh pro.
 
**This may not have seemed like a high-priority thing to do, and indeed it was not in and of itself, but it validates a particular GUI creation workflow that we now have, as well as providing a concrete example for that type of GUI.
 
*** Basically our existing GUI creation methodology is all based around xml creation of things and populating them certain ways.
 
*** But now we can also take an entire GUI canvas, create it in the WYSIWYG unity editor in the AIW2ModdingAndGUI project, and then wire it up in a completely traditional-for-UGUI fashion and after that let it be triggered from the dynamic GUI.  These are even loaded using the existing "gui prefabs" logic that the xml-oriented GUI uses.
 
** The end result is just as performant in both cases (and basically identical), and so mainly the question is of which approach is easier for a given piece of the GUI.  There's no one right answer.  Even the xml-oriented version is using prefabs that have a bunch of nested stuff, but this is just taking it to a completely other level of having the entire canvas/window populated.
 
*** At any rate, being able to do this now and having an example of how to do it was well worth the time in this particular build.  It should open up options better for the upcoming GUI revisions.
 
  
* A massively new way of drawing the "sprite gimbals" over squads in the game is finally complete.
+
Misc Changes
** We tried a variety of approaches, but for various reasons dynamic batching, instancing, and so forth all yielded subpar results when individual sprites were made up of often up to 6 sub-parts (main icon, border, flair, mark level, and health bar).
+
----
** We're now baking the sprites into meshes prior to them ever being instanced, which cuts the graphics load of the gimbals to around a sixth of what they previously were.
 
** That said, the sprites themselves still need to be instanced even after being baked, and to do that we need a single mesh for all the types for the most part.  So we're hiding data in the uv2 and uv3 channels that let us know which instance properties to conditionally apply to which vertices, which in turn lets these things colorize themselves (via HSV shift) as needed.  But since not everything needs to be colorized, our new ubershader for the baked group is now actually more efficient than before, making the savings more than a drop to 1/6th of the previous load from this source.
 
** Performance improvements in this area might not seem like that big a deal, but on a GTX 1070 with 5k ships on the screen, the icons were approximately half of the visual load.  Facepalm, right?  So this has been a big priority.
 
** The downside of the new approach would seemingly be that now these icons are harder to edit, though, if someone wants to mod.  Bummer... except that it's just as easy as ever! :D
 
*** We've created editor tools in the AIW2ModdingAndGUI project that allowed us to merge meshes, set the uv2 and uv3 channels properly, and so on.  You can re-bake the meshes as desired, and we can do so quite easily as well.  You can't do it by xml anymore, but that's a pretty small thing.
 
  
* Fixed a bug in the prior build where the gimbal icons no longer reacted to player mouse hovering or clicking.
+
-Trial mode now allows players to use all ship types, not just the simple ones. This is particularly useful for people who want to test the expansion ships without buying them.
** This was because of the changes in the hierarchy of pieces of squad parts in the last version.
 
** Thanks to TheVampire100 for reporting.
 
  
* When you are placing ships/structures on the map, there's now a filled circle that shows the radius of the footprint that ship will take upIt then also shows the icon of the ship in white over where the footprint is.
+
-The descriptions of dreadnoughts have been updated to reflect the fact that they are no longer good against force fields.  Additionally, dreadnoughts have gotten a boost in general, with new bonuses against munitions boosters, zenith bombardment ships, teleport battle stations, fighters of all sorts, zenith autobombs, raiders, and tele-raidersThis makes dreadnoughts a much more versatile and interesting ship in general, especially against the power of massed AI zenith bombardment ships.
  
* Fixed an issue where the missile turret was not assigned its flair properly.
+
-The time limit on campaigns in the trial of the game and expansion is now 3 hours instead of 1 hour.  This is something that has been requested by players as a way to really get a better feel for the game than can be had in a single hour.  It's still not enough time to finish even a short campaign, however, so it's not "giving away the farm."
  
* The game now automatically checks its models for missing materials, or materials not set up for instancing.
+
-There were previously two spelling errors on the network sync popup tooltip.  Fixed.
** There were then a number of ships that we fixed that on so that they have instancing set up properly.
 
  
* The font_size property now actually works on the new text labels in the game (not buttons or anything else presently).
+
-On the technology unlock, "Zenith Starships" were still referred to as "Zinth." Fixed.
  
* The game now has icons for the various resources, which can be inserted into text with <sprite> tags from text mesh pro.
+
-The blue force fields used by players are no longer damaged by shots being fired out from under themInstead, outgoing shots from under the force field are now reduced by 75% in power.
** Unfortunately the process for getting those in there requires the creation of sprite dictionaries embedded in the main game Resources folder at the momentWe will likely alter that at a future time, but for now that's stuck.
 
** The process for getting new sprites in there is pretty convoluted in general at the moment, to be honest, so that's again something we'll have to work on later. But it does work, and it does perform well!
 
  
* Fixed a bug where "dfgdfg" would show briefly as the planet name in the prior build.
+
-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument.  When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.
** Thanks to BadgerBadger for reporting.
 
  
* Updated to Amplify Shader Editor v1.0.005, which has a number of new features and some at least minor performance improvements.
+
-The Microsoft .NET Framework 2.0 is now used instead of the .NET Framework 3.5 SP1.  This should ease installation woes for those who have trouble installing the bulkier .NET 3.5, and it should also provide better compatibility with Linux and Mac-based systems under WINE and/or Mono.  Players who previously had .NET 3.5 installed but not .NET 2.0 will be inconvenienced by having to install .NET 2.0, but in general this should be a positive change for the playerbase, especially over time.
  
* Fixed an issue with the AI Warp Gates not having their mechanical parts rotating properly.
+
-There is now a FontSizesInPixels.xml file in the Fonts folder.  This lets people manually adjust the font sizes (in pixels) used by the game.  This is particularly useful when players may wish to use an alternate font beyond the default.
  
* Put in some code to automatically tell us when our animators have messed up.
+
-A number of updates have been made to the localization text files to reduce redundant entries and thus both file size and the number of words needing to be translated by around 4,500 in the base game alone.
  
* The game now has a nice fade-in effect whenever you're switching planets or in and out of the galaxy map, making things feel more polished.
+
-The function of F1 has been altered somewhat to account for the large amount of new ships in the game:
 +
F1: Cycle through pages of planetary summary help icons.
 +
Shift+F1: Jump back to the non-help view of the planetary summary.
  
* Fixed a problem with the mod support where every dll had to define a type which implemented the IInitialSetupForDLL interface, and further required a specific naming convention for that type.
+
-Several new hotkeys have been added relating to control groups:
** Now when loading a dll it looks at all types exported from it and runs the RunInitialSetup() of each IInitialSetupForDLL it finds.
+
Ctrl+X+0-9: Set control group and remove unit from its other control groups.
** If it doesn't find any, it won't mind.
+
Ctrl+Alt+0-9: Remove units from control group.
** Thanks to Draco18s for reporting.
+
Shift+Alt+0-9 Deselected control group ships.
  
* The very low end of the camera zoom now has a few more gradations where it shows more of a side-facing view, and then the very lowest zoom level actually looks back UP slightly, allowing you to see tall ships and structures better, and in general get a little more cinematic of a viewThis has no effect on the higher zooms.
+
-Mine remains are now practically invincible to conventional attacks, since those were far too micromangement-intensive in the past to be a valid way to playAdditionally, this prevents remains from accidentally being destroyed by area attacks or other means.
** Thanks to BadgerBadger for inspiring this change.
 
  
=== New Ships ===
+
-Mine Layers have been renamed to Remains Rebuilders, and now are a general purpose rebuilder for any ship types that leave remains.  They also now only will rebuild ships that were owned by the player who controls the rebuilder, rather than also working on allied ships.  These have been moved to the Economy tab, instead of the Defensive tab, along with Cleanup Drones.
  
* Bonus Fleet Ships:
+
-Ship Remains that belong to AI players, but which are not on AI planets, now automatically explode—thus saving players the trouble of creating cleanup drones to clean them up manually.
** Vampire Claws
 
*** Cloaked melee ships that heal themselves when they do damage.
 
** Vorticular Cutlasses
 
*** Melee ships that damage themselves when they do damage (when balanced, their dps will be much higher than vampire claws, for example).
 
** EtherJet Tractors
 
*** Cloaked Jets with Tractors. What could go wrong?
 
  
* Dire Guardians:
+
-The savegame format has been drastically updated to a format that is now more compactAverage size savings are between 14% to 42%, with the average being around 20%This not only makes savegames smaller, but also makes it that much faster to connect/sync multiplayer games. This new format will be even more advantageous as the game continues to develop, preventing the savegames from getting ever larger.
** Dire Warp Beacon Guardian
 
*** The AI can always send waves to the planet this guardian is on, and if it is on alert this is likely to happen.
 
*** Not to be confused with the Dire Warp Bacon Guardian (despite internal typos to the contrary), partner-in-crime to the Pancake Golem.
 
** Dire Commander Guardian
 
*** Increases reinforcements sent to the planet it is on.
 
*** Triggers waves (like a raid engine) while this is on alert.
 
** Dire Shredder Guardian
 
*** Internally constructs and launches shredder drones (vicious little melee ships).
 
   
 
* Guardians:
 
** Vampire Guardian
 
*** Can be very hard to kill if you don't kill it quick, because of its ability to heal itself from doing damage.
 
** Implosion Guardian
 
*** The Dire Implosion Guardian's little (and far more common) brother. They're a real pain in the rear if you're a golem...
 
   
 
* Golems:
 
** Seeded like Flagships, you find these, clear their planets, and claim/repair them to gain control of them.
 
** Unlike flagships, these are rarer, claiming them costs AIP, and they don't have the quasi-Ark functions for building/repairing/etc. Instead, they're considerably more beastly than Flagships and some have unique abilities.
 
** Armored Golem
 
*** Short-range brawler.
 
** Artillery Golem
 
*** Long-range sieger.
 
** Black Widow Golem
 
*** Massive paralyzing-tractor capacity, and does engine damage with its shots.
 
*** The "if you move while tractoring something, it moves with you" logic has also been implemented.
 
** Regenerator Golem
 
*** Regenerates ships you lose on its planet, at the cost of some of its own health.
 
** Cursed Golem
 
*** Has powerful fast-firing railcannon, but damages itself in proportion to the damage done.
 
** Hive Golem
 
*** Internally constructs hive drones, which it launches in large groups against any threat on the planet.
 
  
== Version 0.400 Usability and the GUI Pipeline ==
+
-Invincible ships and ships with 2 billion health or more are now omitted from the strong/weak data, as there is no useful data collected for them, anyway.
(Released June 6th, 2017)
 
  
=== Usability Improvements ===
+
-There is now a chat message sent every time a player unlocks a tech, which is particularly helpful for coordination in co-op.
* Reorganized the bottom menu to better emphasize the function most people expect from the number keys in strategy games with real-time simulation. Namely: control groups.
 
** So now the 1-9 buttons along the bottom of the screen are the control groups 1-9.
 
** And the 10th button (button 0) is a "Menu" button that opens the master menu that used to be there.
 
*** Though that no longer has the "commands" sub-menu.
 
** If you have a selection, the game shows the commands menu (as a bar instead of a stack) above the bottom bar, and the 0-9 keys map to that instead of control-groups/menu.
 
*** And backspace will cancel your selection (if you have no deeper foldouts), thus returning you to the bottom-bar context.
 
** The upshot is that if you select your Ark, you'll see a "Build" button in the command bar at the bottom of the screen, among other things an Ark can do. Similar with other unit-producing things.
 
  
* The buttons in the command menu (now shown whenever you have a selection) now are only visible if they can be executed with the current selection:
+
-There is now a chat message sent when a player finishes rebuilding a golem. This is helpful in co-op and in solo.
** FRD only shows if there's a mobile military ship.
 
** Scrap only shows if there's a non-Ark.
 
** Build only shows if there's exactly one type of builder unit.
 
** Hacking and Warheads only shows if there's the Ark.
 
  
* Added some direct keybinds for the sake of near-term sanity:
+
-The way that the names of technologies are loaded is now more efficient for localization, and also prevents a redudancy in the notification-of-unlock message text that is now shown.
** P
 
*** Toggles pause.
 
** B
 
*** Selects a builder unit on the planet and opens the build menu.
 
*** If a builder is already selected, selects the "next" builder, if any.
 
** T
 
*** Opens the tech menu.
 
*** If tech menu is already open, closes all menus.
 
** Escape
 
*** Opens the system menu (save/load).
 
*** If system menu is already open, closes all menus.
 
** Space
 
*** Closes all menus.
 
** You can change any of the above in your inputmappings file.
 
  
=== Visuals And Moddability ===
+
-The count of the number of enemy ships at enemy and neutral planets are now calculated the same way that the counts on local player planets are: only including "dangerous" enemy ships (not non-attacking ships, astro trains, mines, or remains, etc).
* TextMesh Pro has now been integrated into the game (version 1.0.55.56.0b9). We have the paid version, but we're using the free version so that we can include it with the ModdingAndGUI project.
 
** This lets us do a lot more advanced text rendering at no extra performance cost, as well as giving us basic functionality like proper kerning.
 
  
* The first place we've set to using TMPro is the galaxy map, where now the text is both in a better font as well as a lot more readable.
+
-The Ctrl+Alt+F8 output now also creates a new AIProgressIncreases.txt file, which lists all of the possible sources of AI Progress increase and decrease.
** The actual places where the fonts are set up for the galaxy map, and things are oriented around planets, is now also in the ModdingAndGUI project so that it can be edited by folks as desired.
 
  
* Darkened all of the new skyboxes to fit with the new HDR rendering.
+
-New ShotAcid sound effect.
  
* Made it far easier for people to edit skyboxes quickly, thanks to a new button in the header of the skybox editor.
+
-New ShotImpulseReactive sound effect.
  
* The ruined network nodes now have proper graphics.
+
-There is now a sound effect that plays when alarm posts are set off.
  
* The advanced starship constructor now has proper graphics and animation now.
+
-A new numbering system has been put in place for versions, which is all-numeric and more compatible with general windows updater software packages.
  
* Dropdowns in the game are now actually fully skinned for the first time, making them consistent with the rest of the GUI.
+
-The official game manual can now be launched via the tutorial screen—its omission was an oversight previously.
** They also use the TMPro text to show their text, making their text sharp, too.
 
** Their scrolling speed is also finally reasonable when you use the mouse wheel, too.
 
  
* The fortress and experimental fabricator now both have proper graphics implemented.
+
-The game now buzzes if players try to gift a ship that cannot be gifted, to give some feedback rather than silently failing.
  
* We've done EXTENSIVE improvements to the GUI system, with a whole new GUI pipline that is massively more efficient.
+
-Previously, the game would silently fail to unpause ships if there was not enough energy to unpause them.  Now the game plays the buzz sound effect.  Hovering over the ship shows how much energy it takes to unpause it, which should make the source of the issue much clearer to players having a trouble with it.
** Some more details are here: http://arcengames.com/ai-war-2-v0-400-released-usability-and-the-gui-pipeline/
 
  
* The sidebar is back, as well, even though it doesn't look great yet.
+
-The prereleases are now able to autodetect when Steamworks is supposed to be turned on, rather than requiring the "steam" command line argument to force them on.  The command line argument is being left in place in case users need to force it on, however.
  
=== Misc ===
+
-Steam achievements will now automatically resubmit on game start if they were previously logged locally, but failed to get to Steam for whatever reason. This should both resolve this particular issue, and should also allow players to play the game offline, get some achievements, and then have those achievements actually be logged when they next play the game online via Steam.
* Fixed a bug where saves triggered in the save menu could happen while some changes to gamestate were still ongoing, leading to the data being saved in an inconsistent (and sometimes non-loadable) fashion.
 
** Also added a warning message that will show if this particular corruption happens again, though it shouldn't be able to.
 
** Thanks to BadgerBadger for the report and save.
 
  
* Fixed a bug that could cause a hang in the mapgen logic.
+
-If AI War was launched with command-line arguments, and then the updater is run, the game will be restarted with the same command line arguments after the update is complete.
** Thanks to drspikes and BadgerBadger for reporting.
 
  
* Fixed a bug where various internal tech-groupings were showing as selectable menus (ironically named "Not Shown").
+
-The new updater now runs in UAC mode, to allow updating the game when it is installed in the Program Files folder or other OS-protected folders.
** Thanks to BadgerBadger for reporting.
 
  
* When there is invalid data somewhere on trying to load a ship that does not exist, the game now does a better job telling you what the heck is happening. This would mainly be something helpful to modders and us devs.
+
-3 new achievements have been added to the base game relating to the new minor factions.
  
* Put in massive numbers of performance improvements in how the GUI interfaces with unity.
+
-4 new achievements have been added to the base game relating to the new expansion minor factions.
  
* Put in a bunch of new error checking on the GUI side, so that if things are set up wrong at any point, it now yells instead of failing silently.
+
-42 new achievements have been added to the base game relating to the new expansion AI types factions.
  
* Tractor turret tractor-multiplier from 30 => 3.35, which is slightly more than enough for one squad of MkI tractors to indefinitely hold one cap (10 squads) of MkI fighters. Previously it could hold... more. A lot more.
+
-The game now uses an averaging process for determining the "center of mass" of units on which the camera is to be centered.  This affects centering the camera on a group of selected units, centering the camera on all friendly units when switching to a new planet, and similar. Before it was a literal center of a bounding box of all the units in question, which could lead to a camera view in the middle of nowhere if units were spread very far apart. Now it will trend the camera toward the largest concentrations of units.
** Tractor effectiveness is also now reduced by the tractor turret "squad" taking losses.
 
  
* Put in some logic to prevent minor gc allocs related to the galaxy map when you're not viewing the galaxy map.
+
-Now the game will autosave as Autosave_AfterGameOver.sav after a game over has been reached, rather than overwriting Autosave.sav.  This lets players continue past a game over if they wish, without risk of losing their prior autosaves.
  
* Fixed a bug in the last couple of versions where ship animations were not always playing when there were a ton of ships on a planet.
+
-The simulation that generates the strong/weak data now starts the ships off at about 16,000 range, making it so that range is now properly valued in the strong/weak calculations.
** Thanks to BadgerBadger for reporting.
 
  
* Bunches of performance improvements have been made to the movements of squads and their icon gimbals.
+
-Attrition emitters now have to be explicitly targeted by player ships, like ion cannons, warp gates, etc.
  
== Version 0.301 The New HDR Visual Stack ==
+
-The internals of the wave name logic have been revamped so that they are more consistent and accurate, and so that they are now fully localization-friendly. Additionally, waves now show what tech level they are, since now with the new Raid Engines the tech level of waves can vary by planet. Waves that are incoming to non-visible planets now still show up in the list of incoming warps, but with a destination of "???"  Previously, those waves showed up in the wave count, but not in the list of incoming waves.
(Released May 30th, 2017)
 
* Engine Damage Repair has been implemented.
 
** Works similarly to hull/shield repair, but does not actually cost metal.
 
  
* Changed balance_seconds_per_fight to 15 from 20, and balance_seconds_per_shot to 2 from 4, massively speeding up the feeling of combat from what it felt like in the prior version. It's now much more like what it was in past versions, without having such bullet spam in giant battles that there's a bunch of slowdown.
 
** Thanks to BadgerBadger for reporting.
 
  
* Fonts are now sharper in the GUI, although there's still room for improvement. Blurriness causing legibility problems is a definite issue to some extent still.
 
** We've also updated the font on the small buttons at the bottom of the screen to be more readable, although we still want to update that even further in the future.
 
** Thanks to Sounds and BadgerBadger for reporting.
 
  
* New backgrounds for dropdowns.
+
EXPANSION-ONLY CHANGES
 +
----
  
=== HDR Graphics! ===
+
Expansion-Only New Ships & Ship Classes
* We had thought this wouldn't be possible with our visual style as recently as one version ago, but it turns out it is!
+
----
** Also, prior to version 5.6 of unity, it ''literally'' wasn't possible at all, at least not without losing hardware MSAA support (which is the best sort of antialiasing available these days, and fastest).
 
  
* The game now uses HDR graphics for the main camera, allowing for a better color range and fancier lighting effects, etc.
+
-New expansion-only Ship: Raid Engine. Launches brutal waves against its own planet or any adjacent planets, if those planets are not controlled by AI players, or if the human players have a significant fleet there.  If human players don't have warp sensors on these planets, the waves may well arrive unanncounced.  These waves arrive around every four minutes, contain a broad mix of AI ships, and use the tech level of the planet if that is higher than the current wave level for the controlling AI player.
** One of the most obvious examples is the way the rings on the end of the laser turrets glow very bright blue now, whereas before they would white out fast and so we had to keep them pretty non-bright.
 
  
* We're using a new reflection cubemap against our scenes, and have tuned a ton of the materials to have better values to give themselves really high quality results without an over-blown specular highlight at certain angles to the main scene directional light.
+
-New expansion-only Ship: Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the guards at the current planet will desert their posts and go on the attack. If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the guards.
** Kinda related to this, we're doing new tonemapping now, which maps back down from HDR to the LDR range better, and helps give us a richer color without things having to be so darn glowy _everywhere_.
 
  
* The bloom effects have been completely replaced with another set, which is able to use a lot more precision in what it does.
+
-New expansion-only Ship: Special Forces Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the "special forces" ships in the entire galaxy will turn aggressive and attack the humans.  If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the special forces ships.
  
* The game now uses the bloom and tonemapping from the relatively-new [https://www.assetstore.unity3d.com/en/#!/content/83912 official unity postprocessing uber-stack].
+
-Three new expansion-only ships have been added (difficulty 5 and up only): Astro Speed Booster Trains I-III.  Nearly-indestructible robotic courier. Slightly damages nearby ships. More importantly, they provide a massive speed boost to all AI ships in the system and reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.
  
==== Known Issues ====
+
-Three new expansion-only ships have been added (difficulty 6 and up only): Astro Regenerator Trains I-III.  Nearly-indestructible robotic courier.  Slightly damages nearby ships. More importantly, is able to use its own health to resurrect AI mobile ships that are killed on the current planet. Resurrected ships are teleported to another AI planet at full health at no cost beyond the health of the train. They also reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.
* Thanks to the tonemapping, the backgrounds are presently too bright relative to the ships. We simply didn't have time to get to that, and didn't want to hold up the rest of this release over that.
 
  
==== AIW2ModdingAndGUI Capability Updates! ====
+
-5 new expansion-only ships: Zenith Reserve Ships Mark I-V. Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost).Given the large number of ships that come online at once, be sure to have between 400k and 1 million energy available to support them.
* Since this [https://www.assetstore.unity3d.com/en/#!/content/83912 unity postprocessing uber-stack] is freely available, and even open source at that, we're now able to show you actually what ships would really look like in the real game when you are working in the AIW2ModdingAndGUI project.
 
** This is enormously important in particular for being able to reliably set up the space nebula backgrounds, which have their characteristics altered some by the post-processing stack and which you need to be able to see in order to properly create them.
 
** As part of this, we're no longer using Amplify Bloom or Beautify.
 
** Also as part of this general work, we've updated all the various shaders and ship models and materials in the examples folder there.
 
  
* To aid in background creation, as well as in general giving more examples of ships and how their shaders are used, there are a bunch of new ships that have been added to the example project: data center, lightning corvette, mlrs corvette, spider, and starship constructor.
+
-New expansion-only ship: Distribution Node.  Destroy to capture a sizable cache of metal and crystal for the player destroying it (at some AI Progress cost). Be warned, however: around 1/5 of all nodes are actually Trojan Distribution Nodes, which are empty save for a malicious electronic payload that actually cause you to lose a sizable chunk of resources before automated recovery systems can purge the malicious infection.
  
=== Bugfixes ===
+
-New expansion-only ship: AI Co-Processor.  Destroying a co-processor normally increases the AI Progress by 20.  However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120.  Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal. Co-Processors also interfere with supply on their planet.
* Fixed a bug in the improvements to shot staggering that caused divide-by-zero errors when the game was paused (because it actually runs zero-length frames during that time so the game can still respond to you).
 
** Thanks to BadgerBadger for reporting.
 
  
* Fixed a variety of errors that could happen with accidental extra calls to clean up objects (those extra calls are GOOD, since they often are coming from a few sources that need to double check things properly). This should also help performance minorly when objects are destroyed compared to pre-0.300 versions.
+
-New expansion-only ship: AI SuperTerminal.  When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities.  Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two. This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.
** Thanks to BadgerBadger for reporting.
 
  
* Fixed some bugs that could prevent shield repair.
+
-New expansion-only ship: EMP Mine. Enemy ships coming too close to these invisible traps will incur heavy damage. If the ship triggering the mine survives, it will also be paralyzed for 60 seconds. The mine is also destroyed in the process. These are particularly useful for stalling out large incoming vesseles that don't have mine avoidance.
** Thanks to BadgerBadger for the report and save.
 
  
* The sidebar is removed temporarily, since it was so busted anyway and overlapping things strangely.
+
-New expansion-only ship: Area Mine.  Enemy ships coming too close to these invisible traps will incur heavy damage. The explosions from these mines also effect other enemy ships that are close by. The mine is also destroyed in the process. These are obviously useful for taking out groups of ships, but they are also useful for hitting ships that have Mine Avoidance—those ships can still get caught in the blasts of area mines that are triggered by another ship.
** Thanks to BadgerBadger for reporting some of the related issues it was having.
 
  
* Fixed some bugs that caused the build menu buttons to collapse into a pile in the bottom-left of the screen.
+
-Three new expansion-only Starships:  Cloaker Starship I-III. Very fast starship that cloaks other ships near it, even if those ships normally do not have cloaking.
** Thanks to BadgerBadger for reporting.
 
  
* Reworked the "Quit Game" button on the master menu to no longer be a "immediately chuck the gamestate into the grinder" function, but rather "tell the game that once it's done executing the current sim frame to close the gamestate". This avoids various race-condition null exceptions when quitting while the sim threads are going.
+
-Three new expansion-only ships have been added: Astro Turret Trains I-III.  Tough but not nearly-indestructible robotic courier.  Has heavier turrets than normal astro trains, and so poses much more of a threat. More importantly, they reveal any cloaked ships that come near, and they tend to disrupt player minefields. Build Counter-Dark-Matter Turrets to protect against them, destroy Astro Train Stations to re-route them, or attack them head-on. If destroyed, an individual astro turret train is gone forever, but its destruction comes at an AI Progress cost.
** Thanks to BadgerBadger for reporting.
 
  
* Improved the inter-cluster connection logic of Clusters to be much less likely to draw long connections that overlap other clusters.
+
-New Starship (expansion only): Warbird Starship.  Extremely fast starship with cloaking and a huge multi-targeting energy burst system. Great for clearing out hordes of enemy ships.
** Thanks to BadgerBadger for reporting.
 
  
== Prior Release Notes ==
+
-New Starship (expansion only): Beam Starship. Fires very powerful high-range beam weapons that strike all enemy ships in a line.
[[AI War 2:Earlier Than Early Alpha]]
+
 
 +
-New Ship Class (expansion only): Zenith Bombardment Ship (and core).  Fires very powerful, very long-range energy bombs, but is expensive and has a very slow reload time.
 +
 
 +
-New Ship Class (expansion only): Zenith AutoBomb.  Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.
 +
 
 +
-New Ship Class (expansion only): Grenade Launcher (and core).  Launches mid-power grenades over medium distance.  Grenades explode on contact and deal area damage to enemies.
 +
 
 +
 
 +
-New Ship Class (expansion only): Zenith Electric Bomber (and core).  Expensive bomber that delivers a tremendous payload, but loses attack power due to interference when too many are on the same planet.  Most efficient in groups of 5 or less.
 +
 
 +
-New Ship Class (expansion only): Sentinel Frigate (and core).  Very powerful and expensive frigate with sniper-style shots, that loses attack power due to interference when too many are on the same planet.  Most efficient in groups of 2 or less.  Also includes an onboard advanced warp sensor.
 +
 
 +
-New Ship Class (expansion only): Zenith Mirror (and core).  Extraordinarily weak main attack, but has the unique ability to reflect all incoming shots against its attackers.  With its shielding, can often deal out significantly more damage that it actually receives in this way. Mirrors are very weak to area-of-effect or melee attacks, however, since those cannot be reflected.
 +
 
 +
-New Ship Class (expansion only): Zenith Paralyzer (and core).  Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits. Great when combined with other ship types.
 +
 
 +
-New Ship Class (expansion only): Shield Booster.  Strong fighter in its own right, it also gives a 2x shielding bonus to nearby ships on your team.
 +
 
 +
-New Ship Class (expansion only): Zenith Polarizer.  Fires straight through shields, and does higher damage to shields with more shielding.
 +
 
 +
-New Ship Class (expansion only): Beam Frigate.  Fires powerful high-range beam weapons that strike all enemy ships in a line.
 +
 
 +
-New Ship Class (expansion only): Zenith Chameleon.  Midrange bomber that takes on the appearance of junk, and is unassailable, when not moving.
 +
 
 +
-New Ship Class (expansion only): Zenith Viral Shredder.  Melee ship that generates build points as it attacks, spawning a free copy of itself when enough are accumulated.
 +
 
 +
-New Ship Class (expansion only): Impulse Reaction Emitter.  Attacks with ammo that reacts with enemy energy sources, doing much higher damage to ships with higher energy use.
 +
 
 +
-New Ship Class (expansion only): Acid Sprayer. Fires an acid shot at close range. Excellent at dissolving organic components found in all Zenith ships.
 +
 
 +
-New Experimental Ship (expansion only): Decoy Drone. Tough, armored vessel with no significant guns. Attracts all fire from enemy ships to itself in place of ships within its protection area.
 +
 
 +
-New Experimental Ship (expansion only): Speed Booster. Mobile ship that increases the speed of all friendly ships in the current system by a small amount. This effect is cumulative when multiple speed boosters are present.
 +
 
 +
-New Experimental Ship (expansion only): Translocator. Mid-power teleporting fighter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit.
 +
 
 +
-New Experimental Ship (expansion only): MicroParasite. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). Very weak alone, but becomes significantly stronger when many are at the same planet.
 +
 
 +
-New Experimental Ship (expansion only): Experimental Engineer Drone. Advanced prototype model that can regenerate itself as well as repairing other ships very quickly.
 +
 
 +
-New Defensive Ship (expansion only): Zenith SpaceTime Manipulator. Stationary alien ship that increases the speed of all friendly ships in the current system by a large amount. This effect is cumulative when multiple spacetime manipulators are present. Beware the minor AI Progress increase if this is destroyed.
 +
 
 +
-New AI Ship (expansion only):  Core Warhead Interceptor. Advanced weapon insta-kills warheads (which explode without doing any damage or incurring any AI Progress increase).
 +
 
 +
-More about wasps: Very fast and nasty melee ship—loses health over a 3 minute period, then self-destructs. Created inside Hive Golems, when these are unloaded they are uncontrollable but will viciously attack the enemy on the current planet. Players cannot give direct orders to the wasps.
 +
 
 +
-New expansion-only Minor Faction: Zenith Devourer. The nigh-indestructible Devourer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself. Only works with galaxy maps with 30+ planets.
 +
 
 +
-New expansion-only Minor Faction Ship: Devourer Golem.  This nigh-indestructible Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself.  It's attack power is so high that it will insta-kill most ships, but it will only attack non-core ships that are both mobile and which have attack power. The only way for those ships to survive is for them to flee to another planet until the devourer has moved on.
 +
 
 +
-New expansion-only Minor Faction: Zenith Miners. Every five hours or so, a Mining Golem will appear from deep space, and will spend time consuming a planet unless it is destroyed before it complete its task.  The destruction of this planet may prove advantageous or not, depending on where it lies, but the usual AI Progress increases do apply if it is an AI planet.  If one Mining Golem is destroyed, the Zenith miners will simply send another one at the next allotted time. Only works with galaxy maps with 30+ planets.
 +
 
 +
-New expansion-only Minor Faction Ship: Mining Golem.  This golem is sent from deep space for one purpose: to consume the planet it is heading toward. It will fire on human ships that approach it, but it emits a signal that tricks AI ships into ignoring it as harmless. It takes it quite a while to reach the planet, but as soon as it does, it causes a blast the same as if a nuclear weapon had been set off—destroying all the resources and most ships, and making the planet unable to sustain supply.
 +
 
 +
-New expansion-only Minor Faction: Zenith Traders. These alien traders are happy to do business with anyone who can pay.  They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI players alike. Only works with galaxy maps with 30+ planets.
 +
 
 +
-New expansion-only Minor Faction Ship: Zenith Trade Ship.  These neutral traders are happy to trade with humans or AIs, although they charge quite a lot in return—and their wares are a bit different for AIs versus humans.  The trade ship travels slowly around the galaxy, and when it has supply from your team, your entire team can use it to build very expensive and powerful ships that you can't directly build any other way.  The AI will use it to build such things as even new Warp Gates or Astro Train Stations—but they only make purchases about 1% of the time when the trader exits a system belonging to them.
 +
 
 +
 
 +
Expansion-Only New Golems
 +
----
 +
-New Regenerator Golem (expansion only):  Very little in the way of weapons, but is able to use its own health to resurrect allied mobile ships that are killed on the current planet. Resurrected ships are teleported back to the golem at full health at no cost beyond the health of the golem.
 +
 
 +
-New Cursed Golem (expansion only):  Cursed Golems continuously take passive damage and cannot be repaired by traditional means.  The only way for this golem to survive is to attack enemy ships, which recovers its health through vampirism.
 +
 
 +
-New Armored Golem (expansion only):  Incredibly highly armored, this golem fires 30x powerful flame waves in quick succession, letting it really chew through groups of enemies. Each shot also damages itself, however.
 +
 
 +
-New Artillery Golem (expansion only): Must be manually assigned targets, but fires extremely, extremely powerful artillery shots over long ranges.  Is very slow, and heavily damages itself when firing, though.  Great for taking out very heavily defended targets.
 +
 
 +
-New Black Widow Golem (expansion only): Relatively low health for a golem, but doesn't damage itself when firing.  Fires 50x fairly powerful shots at a time, dealing extreme engine damage with each volley.  Excellent for immobilizing or outright destroying large fleets.
 +
 
 +
-New Hive Golem (expansion only):  Large, slow transport that automatically fills over time with up to 500 small wasp ships. When the wasps are unloaded, they will automatically spread out and attack enemy ships on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes.
 +
 
 +
-New Botnet Golem (expansion only):  Reclaims enemy ships it kills (reclaimed ships have health = full damage inflicted by reclamator). Reclaimed ships come back as Zombie Bots, which cannot be controlled but which will attack enemy ships mercilessly until they die.  Zombie bots will travel to enemy planets if no enemies present.  This golem damages itself with zombie-creating shots, and cannot attack ships that are immobile, have no attack, or are immune to reclamation.
 +
 
 +
 
 +
Expansion-Only New Capturables
 +
----
 +
-New Capturable Ship (expansion only):  Orbital Mass Driver. Advanced weapon sends projectiles stripped from an iron asteroid to deal heavy damage to starships and golems.
 +
 
 +
-A new expansion-only capturable, the Zenith Power Generator, has been added: Advanced Zenith power generator that produces a massive amount of energy at a very tiny cost. AI progress goes up by 20 if this is destroyed, and while your team holds it, the AIs will send 2x stronger waves against this planet.
 +
 
 +
-New expansion-only Capturable Ship: Radar Jammer.  Causes all ships on the planet to have extreme trouble targeting at ranges greater than 1000.
 +
 
 +
-New expansion-only Capturable Ship: Radar Jammer II.  Causes enemy ships on the planet to have extreme trouble targeting at ranges greater than 1000.
 +
 
 +
-New expansion-only Capturable Ship: Gravity Drill Station.  A large station that bores a hole into the fabric of spacetime.  So brutal is the rending of normal space that the effects radiated from this rupture dramatically interfere with most known forms of propulsion thus rendering any teleportation within the system impossible and reducing the speed of all vessels to 8. Generates free energy, metal, and crystal for the player holding it.
 +
 
 +
-New expansion-only Capturable Ship: Black Hole Machine.  Prevents all enemy ships (except scouts) from escaping from this planet through wormholes, though enemy ships can still enter through wormholes as normal.
 +
 
 +
-New expansion-only Capturable Ship: Interplanetary Munitions Booster.  Triples the attack of all allied ship in its planet, as well as adjacent planets.
 +
 
 +
-New expansion-only Capturable Ship: Planetary Shield Booster.  Triples the shield strength of all allied ships on the current planet, making them far harder to hit.
 +
 
 +
-New expansion-only Capturable Ship: Planetary Shield Inhibitor.  Disables the shields of all enemy ships on the current planet, making them much easier to hit. Also disables enemy force fields.
 +
 
 +
 
 +
Expansion-Only Ship Logic Updates
 +
----
 +
-Regarding all golems:  Golems are extremely powerful ships, and thus are very concerning to the AI. Golems cause the AI to send larger waves and reinforcements  to the planets the golems are on, as well as causing the AI Progress to increase when they are repaired.  All golems start out in a broken state when captured by players, with 25% of their health remaining, and must be repaired to full health before they will become operational.  This initial repair generally increases AI Progress by 100, but the power of the golem itself is a match for that.
 +
 
 +
-Golems are now immune to sniper shots and minor electric shots, and can no longer be boosted by munitions boosters.
 +
 
 +
 
 +
 
 +
 
 +
Expansion-Only AI Types
 +
----
 +
-New expansion-only AI type: Raid Engine.  Uses Raid Engines on a huge number of their planets.  Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines.
 +
 
 +
-New expansion-only AI type: Alarmist.  Uses alarm posts (special forces or regular) on all of their planets.  Makes for massive cross-planet attacks unless players carefully kill these alarms.
 +
 
 +
-New expansion-only AI type: Camouflager.  All of its mobile ships look like harmless pieces of junk when stationary and not firing.
 +
 
 +
-New expansion-only AI type: Zenith Descendant.  Aggressive AI that uses only Zenith fleet ships.
 +
 
 +
-New expansion-only AI type: One-Way Doormaster.  Employs black hole machines on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroyed.
 +
 
 +
-New expansion-only AI type: Peacemaker.  Uses anti-golem, anti-starship, anti-warhead, etc, ships on all its planets.
 +
 
 +
-New expansion-only AI type: Experimentalist.  Aggressive AI that uses a heavy mix of experimental ships along with its normal fleets.
 +
 
 +
-New expansion-only AI type: Golemite.  Has fully-functioning golems on a great many of its planets.  Since the AI Progress goes up greatly when these are repaired, care must be taken to destroy these all in one wave to avoid any such penalty.
 +
 
 +
-New expansion-only AI type: Radar Jammer.  Employs radar jammers on all of its planets, which makes long-range ships very ineffective against it.
 +
 
 +
-New expansion-only AI type: Speed Racer.  All of its mobile ships have been upgraded to move extremely fast.
 +
 
 +
-New expansion-only AI type: Starfleet Commander.  Aggressive AI that uses starships heavily in place of normal fleet ships.
 +
 
 +
-New expansion-only AI type: Tag Teamer.  A defensive AI whose guards are extra speedy and don't stay near their posts.  This makes them more challenging to attack.
 +
 
 +
-New expansion-only AI type: Shield Ninny.  Planets are all heavily defended, often with special boosters for allied shields or inhibitors for enemy shields, but this AI never launches waves at the players.
 +
 
 +
-New expansion-only AI type: Grav Driller.  Aggressive AI with many gravity drill stations on its planets.  Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy.
 +
 
 +
 
 +
 
 +
Expansion-Only Misc
 +
----
 +
-When the expansion is installed and available or in trial mode (not disabled), it now shows a new expansion-specific logo and splash screen.
 +
 
 +
-Two new map styles are now available (expansion only):  Tree and Spokes.  Tree tends to have lots of little branches and long corridors, with very long numbers of hops between the sides of the map (but not always).  Spokes tends to have certain hub planets that have super-high numbers of connections (10 to 14 or even more), and usually any part of the map is a bit closer (but again, not always).
 +
 
 +
-The expansion-related text has been moved into a more final format that will be easier to handle with localization partners.
 +
 
 +
-In the expansion only, the "energize" cheat now creates 10 Zenith Power Generators instead of 10 mark II energy reactors.
 +
 
 +
-Four new cheats have been added for spawning broken or fully-functional versions of the new golems: busted curse me, curse me, busted its a troll, its a troll.  These only work when the first expansion is enabled for the current game.
 +
 
 +
-In the expansion on difficulty 7 and up, the AI home planets and core planets (those next to the home planets) will now always include both an orbital mass driver and a core warhead interceptor.
 +
 
 +
-Two new cheats have been added for spawning broken or fully-functional versions of the new hive golem: busted and the hegemon, and the hegemon.  These only work when the first expansion is enabled for the current game.
 +
 
 +
-Two new cheats have been added for spawning broken or fully-functional versions of the new botnet golem: busted zombie bots, zombie bots.  These only work when the first expansion is enabled for the current game.
 +
 
 +
-Four new cheats have been added to the expansion to trigger the four new minor factions in the expansion: Go Go Trade Pact, Spawn Miners, Calling Mr Miles, Invoke Unicron.
 +
 
 +
-Spokes maps are particularly vulnerable to supply, so all AI players now get a core force field covering all of their command stations in that map style—this adds some challenge back, and essentially deepens the scenario as a counterpoint to how you can take advantage of them with supply denial.
 +
 
 +
-A warning message is now shown whenever a devourer is on one of your team's planets, or on an adjacent planet to your team.
 +
 
 +
-Three new expansion-only map styles have been added to the game: Snake, Vines, and Grid.  They provide somewhat more orderly alternatives to Tree and Spokes, with explorations in different sorts of connection-patterns between planets, providing more variety in terms of planet adjacency, numbers of hops, and so on.
 +
 
 +
 
 +
 
 +
Bugfixes
 +
----
 +
-The game will no longer crash when it is missing images, but instead will log the error and will display a pink square instead.
 +
 
 +
-Previously, there was a problem with lightning missiles not always detonating immediately upon reaching a player-set target.  Fixed.
 +
 
 +
-Fixed a network multiplayer glitch that could occur in the 2.0 version when Skip Batch Network Sending was not enabled.
 +
 
 +
-In recent releases, AI Parasites were not taking over human ships.  Fixed.
 +
 
 +
-Previously, there was an issue where multiplayer connections would fail the first time, but succeed the second time, for some players.  This should now be fixed.
 +
 
 +
-Previously, there was still a minimum range set on the raptor mark II, which caused it to act strangely.  Fixed.
 +
 
 +
-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.
 +
 
 +
-The display of strong/weak data had some glitches in it previously for turrets and starships.  Fixed.  Starships were still giving nonuseful data, however, so the algorithm for checking those has been changed to a good degree.  Future exports of data for starships, heavy defense, golems, and force fields should be more informative.
 +
 
 +
-In previous versions of the game, there was an exceptionally rare bug where players who were fast-clickers in above-averge-lag situations could cause invalid planetary travel paths for ships.  Fixed.
 +
 
 +
-Previously, the counter-shooting ranges of ships was being shown for enemy ships—even cloaked enemies.  Fixed.
 +
 
 +
-Previously, moving force fields could push even enemies that are immune to force fields.  Fixed.
 +
 
 +
-Previously, the Expenses By Player tab of the stats window was omitting any outflows for ships that were try to spending resources, but temporarily unable to actually spend them because of a resource shortage.  Fixed.
 +
 
 +
-Previously, there was an error with the time taken for conflicts to resolve in the simulation data (it was showing about half the time it really took). Fixed.
 +
 
 +
-Previously, damage smoke could give away the position of large damaged ships on planets that a player did not have visibility to.  Fixed.
 +
 
 +
-In the past release, the starting color of players was not being shown correctly in the lobby.  Fixed.
 +
 
 +
-Previously, non-combat ships were drawing an attack range.  Fixed.
 +
 
 +
-In recent releases, when players connected to a host with a different version of the game, they would erroneously go into an empty lobby.  Now it properly kicks them back out to the "find lan games" window with a message about what version they need to run in order to connect.
 +
 
 +
-The StrongWeak.xml export now only includes the actual main ship types and bonus ship types once again, as it was always supposed to.
 +
 
 +
-Previously, AIs would often build far too many counter-snipers when threatened with any snipers.  Fixed.
 +
 
 +
-Kills made by electric shuttles and lightning turrets were not previously being correctly logged.  Fixed.
 +
 
 +
-Niche text overlays were not previously being positioned properly on 64x64 icons.  Fixed.
 +
 
 +
-Previously it was possible for Remains Rebuilders to send a player into negative energy through their rebuilding.  In recent prereleases, they were also doing their rebuilding for free.  All fixed, and now they are not instantly rebuilt, either, but rather are kicked off so that they then construct themselves over time for an ongoing resource cost as with every other aspect of the new economy.  For the first time ever, this also applies to the AI when it is rebuilding ships—thus the AI Remains Rebuilders are not nearly so threatening as mine builders used to be, since they can't just instantly respawn large numbers of ships.
 +
 
 +
-Several bugs with the strong/weak export have now been fixed.
 +
 
 +
-Previously, large numbers of mines and remains (as in, 50,000+) in the game could cause significant slowdown.  This has now been fixed so that they cause almost no performance impact whatsoever, except right after the game is loaded (since there are extra messages being sent to the AI, and the save files themselves are larger).
 +
 
 +
-The Stealth Tachyon Beam Emitter was supposed to have regular Tachyon Beam Emitters as a prerequisite technology, but did not. Fixed.
 +
 
 +
-Fixed a bug where ships could be built on non-controlled planets using a control group exploit.
 +
 
 +
-Previously, there were several bugs with engineers assisting objects under construction and how the costs were calculated and reported.  All fixed.
 +
 
 +
-Previously there was a bug that would sometimes cause AI ships—most notably bombers—to act indecisive when they are generally outnumbered but also still have a target of value that they can kill.  This is now fixed.
 +
 
 +
-Previously, if the low-energy count was shown over a ship that had a countdown timer or a transport text, the text was all overlapping.  Fixed.
 +
 
 +
-Previously, there was a bug where reclaimed ships always came back with 50% health no matter how much damage had been dealt to them by reclamators.  Fixed.
 +
 
 +
-Previously, the tooltips in the lobby were often jittery at the edge of the screen.  Fixed.
 +
 
 +
-Previously, the up and down arrows were not working correctly on the custom scrollbars used by the game.  They have now simply been removed.
 +
 
 +
-Previously, ships could be manually targeted onto ships that they could not hit at all (due to shot immunities, mainly), which was problematic.  Fixed.
 +
 
 +
-Previously, sometimes just-created ships would flash fully-visible and red while still fading in.  Fixed.
 +
 
 +
-Previously, if players had energy less than zero, then various services would shut off.  Occasionally it seems that builders will let energy accidentally go to -50 or so, and other minor events can also cause this very temporarily, which would cause (essentially) brownouts.  In order to smooth this out (and because this new logic makes more sense in terms of a power grid anyway), the threshold  for "negative energy" has now been changed to -30,000.  The only way players would ever get energy that is this negative is if they lost an energy reactor.  Having a zero or less balance of will still prevent new ship construction as before, but it won't cause brownouts until this more extreme threshold is passed.  This retains the general character of the risk of losing reactors, without having small events cause such major fluctuations.
 +
 
 +
-Previously there were a few situations where it was possible for players starting a game, or joining a game late, to not get their starting allotment of metal, crystal, and knowledge.  All fixed.
 +
 
 +
-Previously, via gifting ships it was possible to send yourself or allies into negative energy balances.  Fixed.
 +
 
 +
-Previously, when switching to a new planet the camera would center on enemy command stations (even if the enemy command station was not visible).  Fixed so that it never centers on enemy command stations.
 +
 
 +
-Previously, structures larger than 120 radius did not show a circle around themselves when cloaked or under force fields; players could only tell if they were protected when looking at them very zoomed out.  Fixed.
 +
 
 +
-Previously, when selecting both science labs and advanced research stations together, the tech menu would not show.  Fixed.
 +
 
 +
-Previously, when an etherjet was trying to move and got stuck on the edge of a force field, its tractored cargo would keep moving.  Fixed.
 +
 
 +
-Previously, sometimes the planetary summary would show a blank space instead of a zero for a ships that was no longer present.  Fixed.
 +
 
 +
-Previously, group-move commands would not function with any ships with move speed less than 6.  Fixed.
 +
 
 +
-Previously, the selection hotkeys (B, D, S, O, etc) were working on both ships belonging to the local player, as well as the ships of disabled players.  This was confusing and could lead to input errors, so it has changed to just cylcing through ships belonging to the local player.
 +
 
 +
-Previously, the planetary summary would often start as one long row and then jump to its correct size when loading a game.  In a super-rare case, this could even cause it to overlap the score.  Fixed.
 +
 
 +
-Previously, there was a bug in the second tutorial where if the science labs were sent to another planet and actually made it there before the player hit enter, the tutorial would get stuck.  Fixed.
 +
 
 +
-Previously, it was possible for some game input to erroneously reach the game when the game did not have input focus, or when the game loading window was showing.  Fixed.
 +
 
 +
-Previously, hosting a multiplayer and then immediately switching to being a client of another game could cause a crash.  Fixed.
 +
 
 +
-Previously, ships heading for a transport or a wormhole would collision-detect in advance (as is appropriate with a move order) and select new destinations adjacent to their true target.  This caused some slowdown with wormholes and a ton of slowdown with transports, and was undesirable in the first place because the collision detection is not even needed or correct.  Fixed.
 +
 
 +
-Previously, command stations that are attacked on planets that used to be the AI's home planet were giving the wrong warning message.  Fixed.
 +
 
 +
-The tooltip on the tachyon warheads was indicating that their effect only lasts for 30 seconds, when the effect really lasts for 5 minutes.  Fixed.
 +
 
 +
-Previously, when the host of a multiplayer game quit back to the main menu, it was not completely shutting down the server process—this would leave "phantom" games in play that could cause issues.  Fixed.
 +
 
 +
-Previously, it was possible for clicking through a wormhole to cause unintentional ship selections on the far side of the wormhole.  Fixed.
 +
 
 +
-Previously, scrapping in-progress ships would give back too many resources.  Fixed so that it simply gives back 10% of the resources equivalent to the current health of the self-bulder being scrapped, as with any other ship.
 +
 
 +
-Previously, there was a bug with manufactories not working when the resource they would produce is at zero. Fixed.
 +
 
 +
-The game now saves a settings.bak file before saving to settings.dat, just to make sure that if the write is interrupted before completing, data is not lost.
 +
 
 +
 
 +
 
 +
SPECIAL THANKS
 +
----
 +
 
 +
-Thanks to kjara for reporting the issue with AI parasites note taking over human ships, for reporting exploits to the adjusted score calculation, for suggesting the new bonuses for higher-mark autocannons, for reporting that in prior versions expansion ships could show up in the lobby when the expansion was disabled or not installed, for suggesting that attrition emitters must be directly attacked by player ships, for suggesting the improvements to when the AI goes on alert, for reporting the issue with the colors not showing correctly in multiplayer lobbies, for suggesting some of the new player colors, for suggesting the Speed Boosters, for suggesting eyebots not show up in the scouts tab, for reporting that under-construction units were not receiving any protections in the prereleases.
 +
 
 +
-Thanks to Nibelung44 for reporting the issue with the raptor IIs still having a minimum range.
 +
 
 +
-Thanks to twobitshift for suggesting the colony ship improvements.
 +
 
 +
-Thanks to etgfrogs for suggesting that golems be immune to minor electric shots, for reporting that Beam Frigates were unable to hit must-be-directly-targeted ships in 2.001L, for suggesting the AI SuperTerminal.
 +
 
 +
-Thanks to RCIX for suggesting the Artillery Golem, for suggesting the Black Widow Golem, for suggesting the Armored Golem, for doing original sketches for the Grenade Launcher and the Zenith Polarizer, for suggesting the Zenith Chameleons, for suggesting the Acid Sprayers, for suggesting that players be able to set font sizes for replacement fonts, for reporting balance issues with the beam frigates, for suggesting the Zenith Power Generator, for suggesting the Core Warhead Interceptor, for suggesting the Zenith Reserve Ships, for suggesting EMP Mines, for suggesting that the strong/weak simulations be run at range, for suggesting that any ships that can fire through force fields can also fire through decoy protection radii, for reporting the exploit with control groups and building on non-controlled planets, for suggesting the Mining Golem, for reporting the visual issue with ships fading in, for suggesting the Dyson Golem, for reporting the rotating mark iii force fields, for suggesting the lightning turret rebalance, for suggesting that grenade launchers be moved to normal complexity in the lobby, for reporting the new shot outrunning problem, for reporting the issue with units collision-detecting while on the way to get into a transport, for reporting the sleeping alarm posts in 2600, for reporting the issue with blinking protecting from exo-forcefields.
 +
 
 +
-Thanks to Ktoff for suggesting the buffs to the spire starships.
 +
 
 +
-Thanks to Joshua Yu for suggesting that tachyon emitters have mine avoidance, for reporting the grenade launcher IV range error, for reporting the issue with the game version mismatch throwing players into an empty lobby, for reporting the exploit with viral shredders, for reporting that the description of teleporting units in the lobby was out of date, for suggesting Cursed Golems, for suggesting the Black Hole Machine, for reporting the missing wave names in some prereleases, for suggesting the rebalance of beam starships, for suggesting that tanks get a buff, for reporting the exploit with gifting home command stations, for suggesting that control nodes not be giftable, for suggesting the AI Superterminals not interfere with supply, for suggesting that decloaker be immune to being insta-killed, for reporting the errors in the mrls and mlrs turret descriptions, for suggesting the knowledge cost reduction in cloaker starships, for reporting the issue with speed boosters acting while under construction.
 +
 
 +
-Thanks to Calvin Southwood for suggesting that laser gatlings be weak against cruisers, for suggesting that harvester exo-shields not be pausable, for reporting the bug with the simulation data in the 2.001F, for suggesting the Stealth Leech Starships, for reporting the issue with ships forgetting queued attacks, for coding out the change to make ships able to be in multiple control groups at once, for identifying the overflow error in the line-circle intersection tests, for reporting that you could gift allies into negative energy, for suggesting the change to cold storage ships being blacked out.
 +
 
 +
-Thanks to Vaos for reporting the crash bug in 2.001C, for reporting the ucc wormhole additive bug in 2.001E, for suggesting that mirror ships should have a stronger primary attack, for reporting that paralyzers were not properly prioritizing ships in 2.001H.
 +
 
 +
-Thanks to Velox for reporting the fact that attrition emitters were not capturable, but should have been, for suggesting the Sentinel Frigates, for suggesting the Zenith Virtal Shredder, for reporting the confusing way that turrets interacted with most ships that fire minor electric shots, for suggesting the Core Fabricator, for suggesting the Zenith SpaceTime Manipulator, for suggesting the Experimental Fabricator and Experimental Starship Fabricators, for suggesting Regenerator Golems, for suggesting Hive Golems, for suggesting Devourer Golems, for reporting the description of fleet and alien starships being off, for reporting the gather points bug in 2200, for reporting the raid engine adjaceny issue, for reporting the issue with ship selection when clicking through wormholes.
 +
 
 +
-Thanks to Nailer for suggesting that wormholes should have a clickable icon in far zoom.
 +
 
 +
-Thanks to dumpsterKEEPER for reporting the two bugs with the unified command queue in 2.001F, for reporting two spelling errors on the network sync popup text, for reporting the error with FRD ships and rally posts, for reporting the crash when converting some savegames to the expansion, for reporting the issue with paralyzed self-builders, for reporting the incorrect "your income" line items in the intel summary.
 +
 
 +
-Thanks to Desmond Kaplan for suggesting the orbital command station home cores.
 +
 
 +
-Thanks to inchoate for suggesting the altered MTU as a way to solve the transmission problems that a few players were having over certain network setups.
 +
 
 +
-Thanks to keith.lamothe for suggesting that ships prefer not to autotarget mirrors when possible.
 +
 
 +
-Thanks to Vade for reporting the Zenith Starship misspelling on the technology button.
 +
 
 +
-Thanks to laxrulz777 for suggesting the Zenith Polarizers, for suggesting the Interplanetary Munitions Booster.
 +
 
 +
-Thanks to Oewyn for suggesting Shield Boosters, for reporting the issue with counter-shooter ranges appearing for enemy ships, for reporting the issue with non-combat ships showing attack ranges, for reporting a misspelling in the Raid Starship descriptin text, for suggesting the hard counter to impulse reaction emitters, for reporting a crash bug in ZF, for reporting the issue with transport percents, for suggesting that turret trains not be auto-attacked, for reporting the clipping in the stats window, for suggesting the cost reduction for EMP mines, for reporting the temporary issue with colony ships requiring supply, for reporting the temporary mixup with permamine health, for suggesting that mirrors not reflect starship attacks, for suggesting that astro train stations only be attacked via direct orders, for suggesting that fortresses not have such a huge bonus against starships, for suggesting the buzzbomb rebalance, for reporting the issue with the incorrect message being shown when player ships flew into enemy minefields, for suggesting the increase in engineer ranges, for suggesting the better range for rebel/mining spawns, for suggesting that the range of gravitational turrets be increased, for reporting that resistance fighters were not spawning, for suggesting the warning when devourers are on or next to player planets, for reporting the harvesters rebuilding too frequently, for reporting another issue with FRD ships chasing teleporters, for reporting the issue with devourer positions being revealed by some galaxy map counts, for reporting the cold storage issue with waves to unknown planets, for reporting the issues with SuperTerminals.
 +
 
 +
-Thanks to Lars Bull for suggesting the separate target search cycle for tractor beams, for reporting the issue with exo-galaxy wormholes in certain prereleases, for pointing out that the new cloaked planets could be used to circumvent scouting, for suggesting that Zenith ships have a different color of explosion, for suggesting the improved rally post attributes, for suggesting that mobile builders count as constructors instead of engineers, for reporting the issue with energy going minorly negative, for reporting that you could gift yourself into negative energy, for suggesting the change to cold storage ships being blacked out, for suggesting the widening of the minor faction listbox, for suggesting that the view never center on enemy command stations by default, for reporting the issues with acceleration and group move, for reporting the visual issue with zeroed ship counts on the planetary summary, for suggesting the change to autosave after game over, for suggesting that building hotkeys not include ships of disabled players, for reporting the issue with engineers improperly charging allies for dock acceleration, for reporting the crash when joining a multiplayer game after hosting, for reporting that group-moving into transports was not working, for reporting the miscolorization of planet names on wormholes, for reporting that cloaked ships were being shown during game syncs.
 +
 
 +
-Thanks to Kiro for reporting the exploit with command station cores.
 +
 
 +
-Thanks to Draxis for reporting the issue with force fields being able to push cutlasses.
 +
 
 +
-Thanks to I-KP for suggesting that the "Always display wormhole names in front of ships" setting no longer affect the wormhole far zoom icon, for contributing a variety of graphics noted above, for suggesting the Orbital Mass Driver, for suggesting the Gravity Drill Station, for suggesting the Distribution Node, for suggesting the AI Co-Processor, for suggesting that force fields provide protection from tractor beams, for suggesting the method for making ships borders look better at partial zoom, for reporting the issue with etherjets stuck against force fields, for suggesting the improvements to the electric shuttles and reporting the issue with their stated-vs-actual ranges, for suggesting the colorized planet names in the galaxy map.
 +
 
 +
-Thanks to Minty for reporting the bug with incoming fire going through forcefields in the 2.001L prerelease, for suggesting that trade ships be immune to force fields.
 +
 
 +
-Thanks to sparkler for reporting the bug in prerelease M that would allow unbounded ship reinforcements.
 +
 
 +
-Thanks to StealthArcher for suggesting the Impulse Reaction Emitter.
 +
 
 +
-Thanks to Hans-Martin Portmann for reporting balance issues with the beam frigates, for suggesting adjustments to the font sizes from prereleases O and P, for creating the new colorized planetary summary panel graphics, for suggesting the Planetary Shield Booster and Planetary Shield Inhibitor, for providing the new explosion graphics (red, green, and blue), for suggesting the buff of forts, for suggesting that astro train stations no longer create a force field, for suggesting that the rebel human colony event be a bit easier, for reporting the issue with ships firing too early on radar jammer planets, for suggesting that minor factions be blind for allied humans, for reporting the issue with clicking minor faction ships in the planetary summary, for suggesting that command stations never shift on game load.
 +
 
 +
-Thanks to damador for reporting the issue with the font size loading being problematic in version P.
 +
 
 +
-Thanks to freeofme for suggesting the translocator.
 +
 
 +
-Thanks to OniRyo for suggesting the decoy drone.
 +
 
 +
-Thanks to CogDissident for suggesting that golems be immune to paralysis attacks, for reporting the issue with beam frigate targeting.
 +
 
 +
-Thanks to Cintia for reporting a bug in the prereleases where munitions boosting was still working with turrets.
 +
 
 +
-Thanks to Lancefighter for reporting the bug in a few prereleases with regen abilities incorrectly being applied during the 3-seconds-after-being hit period, for reporting that Stealth Tachyon Beam Emitters did not have a proper prerequistie, for suggesting that forts be mrses and rally posts, for suggesting the rebalance of dreadnoughts, for reporting the issue with FRD ships and teleporters in 2.600, for reporting that enemy force fields were visible in enemy territory with fog of war on again.
 +
 
 +
-Thanks to Echo35 for suggesting that turrets leave remains in the same manner of mines, for reporting the disappearing fonts, for reporting the clipping of the header text in the stats window, for suggesting the simple render option for far zoom icons.
 +
 
 +
-Thanks to darke for suggesting that advanced factories should get a health boost, for suggesting that bombers should get a health boost.
 +
 
 +
-Thanks to Darloth for reporting the missing EMP Mine buy icon, for reporting the issue with the reload speed of sentinel frigates, for reporting the crash bug in ZD.
 +
 
 +
-Thanks to raptor331 for suggesting that fortresses be able to store units as a transport to keep them safe until they are ready to be ejected, for suggesting the option to not require admin rights to install updates.
 +
 
 +
-Thanks to JfpOne23 for suggesting the rebalance of sentinel frigates.
 +
 
 +
-Thanks to FFLaguna for reporting the issue with rebuilders not working correctly when ships were at cap, for reporting the issue with rebuilders going all the way to their FRD destination before actually target searching, for suggesting teleporting remains rebuilders and cleanup drones.
 +
 
 +
-Thanks to HellishFiend for suggesting the improvements to the mobile repair stations, for reporting the desyn in 2201, for reporting the missing dangerous ship counts on the command station button list, for reporting the issue with under-construction ships forgetting their orders on completion.
 +
 
 +
-Thanks to Volatar for suggesting the botnet golem, for reporting that too many bonuses were being shown in the strong/weak data for ships.
 +
 
 +
-Thanks to Kalzarius for reporting the issues with the scrollbar arrows, for reporting the issue with silent failure of unpausing low-power ships when not enough energy, for reporting that the tooltip on the tachyon warhead was out of date, for reporting the issue with old server sessions not always being cleaned up correctly, for reporting the issue with AIs growing out of control in 2801.
 +
 
 +
-Thanks to Epsilon Plus for suggesting that golems and astro trains be immune to black hole machines, for suggesting the alert when traders are visiting a player planet, for suggesting the FRD range limiting control node.
 +
 
 +
-Thanks to Haagenti for reporting the out of date description of raptors, for suggesting the extra AI force fields on spokes maps.
 +
 
 +
-Thanks to Marisa Park for her work in maximizing the readability of the new font.
 +
 
 +
-Thanks to TheWordWillSetYouFree for suggeting the rebalance of light starships.
 +
 
 +
-Thanks to Dere011 for reporting the issue with fortresses not properly accting as an MRS in some prereleases.
 +
 
 +
-Thanks to NahtanoJ88 for reporting the issue with FRD mode in 2200.
 +
 
 +
-Thanks to tombom for reporting the map seed textbox being too small in prereleases.
 +
 
 +
-Thanks to Guardia for reporting the issue with engineers teleporting agains astro train stations in 2201.
 +
 
 +
-Thanks to Cubittus for reporting issues with engineers assisting queues that were fully empty.
 +
 
 +
-Thanks to maritime for reporting the issues with marauders getting stranded by engine damage.
 +
 
 +
-Thanks to aspo for suggesting the reduction of Mark I Engineer health.
 +
 
 +
-Thanks to Shardz for reporting the counts of ships being off in cold storage planets, for reporting the enemy counts being off in the global summary button, for reporting the planetary summary sizing issue, for reporting the costs overlap issue.
 +
 
 +
-Thanks to quickstix for reporting the issue with rally posts not properly setting the FRD target of ships to themselves, for reporting the broken cross-planet attacks, for reporting the issue with clicking enemies on the planetary summary when they were in cold storage, for reporting the issue with attack-move mode working like FRD mode in 2.600.
 +
 
 +
-Thanks to Thiima for reporting the AI being laconic about its command stations being under attack, for reporting the issue with the wrong message being shown when a command station on the AI's old home planet was attacked.
 +
 
 +
-Thanks to Kaptein for reporting that engineers could repair ships even when in low power mode.
 +
 
 +
-Thanks to orzelek for reporting several targeting issues, for reporting that marauders were kiling traders, for reporting the targeting issues with turrets and mining golems in 2600.
 +
 
 +
-Thanks to Pandemic for reporting the issue with science labs and ARSes not being able to use the tech menu when selected together.
 +
 
 +
-Thanks to JoeFosterX for reporting the issue with group moving with non-military ships.
 +
 
 +
-Thanks to Rifleman for inspiring the change to make marauders and such patrol when idle.
 +
 
 +
-Thanks to dragoniv for reporting the bug in tutorial 2.
 +
 
 +
-Thanks to SingleMalt for reporting the issue with scrapping returning too many resources for in-progress ships.
 +
 
 +
-Thanks to kjara, Pantera, Dr_Mario, Calvin Southwood, and Lars Bull for reporting and helping to diagnose the multiplayer connection issue relating the batch network sending.
 +
 
 +
-Thanks to Admiral and freeofme for suggesting the ability to reveal the random AI types, for suggesting the Cloaker Starships.
 +
 
 +
-Thanks to Lars Bull and Calvin Southwood for originally suggesting the unified command queue, and Nibelung44 for bringing the issue back up more recently, as well as the dozen or more other forum members who commented on this feature, for reporting the issue with the keyboard input sometimes registering when there is no focus.
 +
 
 +
-Thanks to kjara and Haagenti for suggesting the reduced penalty for holding an attrition emitter.
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-Thanks to HellishFiend and RCIX for reporting the crash bug when upgrading an existing savegame to include the expansion.
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-Thanks to Cintia and TheWordWillSetYouFree for reporting the bug where player ships were unable to hit must-be-directly-targeted ships sometimes in 2.001L.
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-Thanks to Lars Bull, Calvin Southwood, dumpsterKEEPER, RCIX, kjara, and eRe4s3r for reporting the queued wormhole command issue in the unified command queue prereleases.
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-Thanks to Velox, Joshua Yu, I-KP, Hans-Martin Portmann, and Vaos for their input on how to rebalance the regenerator trains.
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-Thanks to Lancefigher and Oewyn for suggesting the buffs to decloakers.
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-Thanks to I-KP, HellishFiend, CogDissident, Velox, and quickstix for reporting the issues with the FRD mode.
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-Thanks to PineappleSam and Hobbit for reporting the missing control node technologies.
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-Thanks to Oewyn and I-KP for reporting the jumbled galaxy map text in some prereleases.
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-Thanks to Hans-Martin Portmann and maritime for reporting the issues with the Zenith Trade Ship balance.
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-Thanks to Pandemic and PineappleSam for reporting the issues with starting resources not being properly granted in some cases.
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-Thanks to aspo and quickstix for reporting the missing strong/weak data in 2201.
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-Thanks to Harry and LanceFighter for reporting the issue with command stations counting as scouts.
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[[AI War:AI War]]
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[[Category:AI War Release Notes]]
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[[Category:Release Notes]]

Latest revision as of 11:54, 16 September 2017

NEW ART -All of the new art is by Philippe Chabot except where here noted.


-The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved. -All of the ship graphics have been updated so that they look better around their edges when slightly zoomed out. -The graphics for the colony ships and transports have been majorly updated, and those units are also now larger than before. -The Advanced Factory and Space Dock have been updated and are now much larger and more visually impressive. Space docks and advanced factories also now have more health. -All of the command stations except for the AI home planet command station now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and select when zoomed very far out (including locating them on enemy planets). -Omega Drive, Resistance Fighter Bomber, Resistance Frigate, Marauder DaggerFrigate, Marauder Buzz Bomb are by Daniel Cook / Chris Park. -New planets by I-KP: IKP_RockyDarkMoon, IKP_VulcanDiamond, IKP_RockyIcy, IKP_ForestCracked, IKP_GasClouds, IKP_ExplodedState, IKP_Cloaked -New colorized planetary summary panel graphics and new explosion graphics by Hans-Martin Portmann. -New ship graphics by I-KP: Orbital Mass Driver (and related shot), Distribution Node, Gravity Drill Station, AI Co-Processor, replacement SuperFortress and SuperFortress -Updated Fortress and SuperFortress graphics by I-KP.


NEW SOUND EFFECTS


-All of the new sounds are by Pablo Vega except where here noted. ShotArtillery ShotMassDriver, by I-KP AlarmPost ShotAcid ShotImpulseReactive New ShotBasicLaser New ShotDoubleLaser, ShotDoubleLaser2


Various Notable New Features


-A new expansions tab has been added to the Settings window, with a way to enable/disable expansions, and/or unlock them for full rather than trial use. All of the other logic relating to having expansions that are unlockable (but first in trial mode) has also been added.

-It is now possible to enable or disable expansions for a given savegame, and the high scores and galaxy map totals now include information about which expansions were enabled for their play.

-It is now possible to select which expansions will be used in a game during the lobby. The game won't start unless all players have the selected expansions. Additionally, players loading a savegame or joining a game-in-progress won't be able to load/join if they don't have the expansions in use by the existing game. Existing savegames cannot be upgraded to the expansion or downgraded from having the expansion (since the expansion content has a large effect on the entire game).

-The map population logic for capturables and AI special weapons has been revamped. This both fixes some bugs that tended to make maps more generic than they should have been, and paves the way for a large influx of new special weapon types, which will individually be more common in this expansion and the future. The algorithm now supports randomizing the order in which they are added, and insuring that too many bad things or good things are not bunched on the same planet—issues that were never a problem before, but would have become a problem over time with the old algorithm.

-Previously, when ships had queued waypoints for movement, they would decelerate and re-accelerate at each waypoint. Now they don't lose speed when turning.

-A new set of Core Fabricators has been added for both the base game and the expansion. These are new capturables that are scattered around the galaxy map, a count of which can be seen in the Mission Summary in each campaign. Generally there are 2 per human starting planet, same as advanced factories. Each of these core fabricators, once captured, lets a human player build a single type of Core ship (which otherwise normally only the AI can build). The ship caps for core ships are quite low (and can be seen in the planetary summary by hitting F1 a few times), and the core ships are also very expensive, but they also cost no knowledge to unlock and are quite powerful.

  Players can see what kind of core ship will be produced at a core fabricator before they capture it by hovering over it and looking at its hover text.
  In the base game, all 9 of the core ships from the base ship classes can be found as core fabricators.  In the expansion, those 9 plus an additional 11 core ships from the expansion can be found.  Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.

-A new set of Experimental Starship Fabricators has been added for both the base game and the expansion. These are new capturables that are scattered around the galaxy map, a count of which can be seen in the Mission Summary in each campaign. Generally there are 1 per human starting planet. Each of these experimental starship fabricators, once captured, lets a human player build a single type of Experimental Starship (which otherwise normally are not built at all, or the AI only builds, depending). These experimental starships are fairly expensive, but cost no knowledge to unlock and are quite powerful.

  Players can see what kind of experimental starship will be produced at a experimental starship fabricator before they capture it by hovering over it and looking at its hover text.
  In the base game, currently the only experimental starship is the Bomber Starship Mark I.  In the expansion, a new Beam Starship and Warbird Starship can also be found.  Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.

-A new updater has been put in place for the game. This new updater does not use MSI patches, and so does not require that the game have been installed via our MSI installer—this lets the updater work with the game regardless of what source it was pulled from (Impulse, Steam, anything).

  The updater is no longer simply for official updates—it now lets users check for official updates, beta updates, and updates to content for any expansions to the game (right now just The Zenith Remnant).
  The updater automatically checks for updates in the background when the application is started, so players always know when there is something new (this can be turned off in the settings interface).  Players can also manually check for updates to download via the updater, or they can manually load an update into the updater from their file system (useful for computers without a direct connection to the Internet).


Co-Op Improvements


-Previously, when a desync was encountered it would alert the host with a beeping noise and a bunch of text, but would let the game continue. Now it halts the game immediately, instead.

-Major new co-op mechanic: In a multiplayer game, when a human player loses his/her home command station(s), they now will get a new "Orbital Command Station Home Core." which produces more energy and resources than the original orbital command station. These ships are also mobile and can move between planets, and don't have any bearing on capturing planets unlike regular full command stations.

  There are three different levels of orbital command station home core, and each produces more resources and has more health.  The higher-level cores are granted when the AI tech level is higher (the core that is granted is equal to the highest current tech level of the AIs).  
  If the core of a player is lost, there is an AI Progress hit that is also larger than the hit from losing the original home command station, but a replacement core is immediately granted.  Cores are always created on the safest allied home planet possible.

-Major new co-op mechanic: When a new player is added to an existing co-op game, they will be given an orbital command station home core" right from the start, since they do not have a home planet command station. This gives late-added players a significant resource income right from the start, and makes them no longer completely dependent on gifts of ships from allied players. This gets newly-added players up and running more quickly, and also avoids having the game slow down too much for the short time right after their addition.

-Players are no longer able to gift home command stations between each other. With the addition of home command station cores, this is no longer neccessary, and it also prevents an exploit.-Players are no longer able to gift home command stations between each other. With the addition of home command station cores, this is no longer neccessary, and it also prevents an exploit.

-Previously, if engineers from Player A assisted in the construction of a unit belonging to Player B, then this would add to Player B's cost and not cost Player A anything. This was highly unintuitive, and has now been switched so that the controller of the engineers now always pays the cost. Additionally, the expense associated with the engineer is now reported as part of the engineer itself rather than as part of the constructor/building-unit in the Expenses By Player tab (even when both units are controlled by the same player. The same applies to ships that are being built through queues.

-It is now possible to gift ships to disabled players.

-A new "Networking Help" section has been added to the Game tab of the settings window to aid new users in setting up multiplayer games of AI War. Covers port forwarding, finding a public IP, and so on.


AI Updates


-New AI Type: Random Harder Non-Technologist. A random AI type that includes only the higher-difficulty types, but none of the "technologist" types.

-New AI Type: Random All Non-Technologist. A random AI type that includes all types except the technologist types.

-New AI Modifier: Reveal Random AI Types. When a random AI type is chosen, the name of the randomly-selected will be visible to players (normally it would be obscured).

-Previously, the threshold for player ships to trigger an Alert on AI planets was 50 units. Starships and Golems were not weighted any more highly in the past, but now Starships will count for 25, and the Golems and other "major weapons" (the heavy defense category in general) will trigger the alert all by themselves.

-The internal logic for AI reinforcements has seen a number of internal shifts to make them more intelligent in caes of over-full planets in particular.

-The internal logic for how AI players handle having many starships, and how they handle starships being disabled, is now much improved.

-On difficulty 7 and up, the AI is now smarter about taking out key targets when it is outnumbered; now sometimes managing suicide runs instead of always falling back in this situation.

-The logic for cross-planet attacks has been majorly updated so that it is more consistent between single-player and multiplayer. Also, all AI types now do cross-planet attacks, whereas previously the turtle types would not—since CPAs are from more than one AI type at a time, this only makes sense. Lastly, cross-planet attacks are more than three times less frequent than before.

-The AI is no longer able to issue movement or attack orders to its ships if they are stuck in tractor beams. This lets low-level autotargeting make better short-term decisions.

-Starships and golems and will now patrol around at random if they are AI-controlled and without any targets to attack. This makes them less predictable, and keeps them from "clumping" and thus becoming easy targets for area damage attacks.


Performance Improvements


-There is now a new unified command queue for attack, move, go-through-wormhole, get-in-transport, and assist/repair commands. Previously, there were separate queues for attack, move, and go-through-wormhole commands, but they could not be comingled with one another or with the queue-less commands. Now they can all be comingled as needed, so that a player can (for instance) queue up a series of attacks and then also the escape, without having to micromanage the entire process as it goes to pull something like that off.

-Added some minor performance improvements to the target chasing logic and targeting in general, and to speed calculations.

-The MTU of the application networking is now 1400 instead of 1459, which should provide better network performance across some internet connections, and no change to those that were already fine.

-Several optimizations have been made to RAM usage when saving huge games.

-The internal logic for ship targeting and a number of other subsystems relating to combat and ship automatic interactions have been heavily revamped, leading to both better performance and better functionality/maintainability/extensibility.

-A new performance improvement has been introduced for when players are attacking enemy planets with lots of guarding ships.

-All remaining usages of LINQ have been replaced with raw list sorts instead, which are faster.

-Game performance is no longer severely affected when localization files are missing.

-Some internal performance improvements have been made to the simulation logic in a variety of areas.

-A new method is now being used for line/circle intersection tests. This method is a bit more of an approximation, but it runs very much faster and also isn't prone to overflow errors. This fixes errors that had previously been in place with beam weapons (making them hit many targets they should not have been hitting), as well as making the galaxy maps generate more quickly.

-Improved the timeliness of scout data being returned on planets after loading a savegame and waiting for multiple players (sometimes it was fine before, but sometimes not).

-Several efficiency improvements have been made with regard to ship aggregations on the main simulation thread.

-A new "cold storage" backend ship code technique is now implemented, leading to massive performance gains with high ship counts. In benchmarks with a 202k unit game the performance boost was 500%, while in a benchmark with a 104k unit game the performance boost was right at 1000%. The performance increase will vary by the scenario, and scenarios with very few ships will see no gain at all, but in general maps with more than even just 20k units should see some gain, both in simulation speed and (at times) in targeting performance. This performance boost does not really help in large battles, except insofar as it leaves the CPU freer to process said large battles—but battle performance itself is not directly improved by these changes. In games with very many ships, the performance will be the same as it was previously for approximately 1 second per 4k ships in the game—then it will jump greatly upwards. The special forces captain AI Type, it should be noted, sees particularly little gain from this n ew technique.

-Ships that are in cold storage were previously not being drawn at all when the players were looking at them with hidden scouts or with complete visibility turned on. Now these ships are shown with a black border.

-Error handling for corrupt game images is now better. It now says specifically which image is corrupt, and doesn't crash the game.

-Previously, the "protection ranges" were being drawn for all ships whenever the player was in build mode. This could cause some performance problems, however—now the game will only draw those ranges if the player holds Z, whether in build mode or not.


Interface / Other Graphical Improvements


-The splash screen now shows status messages for the progress of loading the game. This also prevents windows 7 and vista from thinking the program is nonresponsive on startup.

-An icon is now shown for wormholes at far zoom, making them far easier to click (previously players had to zoom all the way in to effectively click them). Holding the Ctrl key now pops the far zoom icon to the front, as well as the text.

-Human home planet command stations now have "Home" written on their icon, making them easier to identify at a glance compared to other kinds of command stations.

-Holding shift while clicking a ship to sub-select in the "Selected ship types" popup listbox now sub-selects the entire ship class (e.g., all fighters), rather than just the individual ship type clicked (e.g., fighters mark II).

-Munitions boosting lines are now drawn much more faintly.

-Enemy ships that are cloaked were previously invisible on the planetary summary sidebar. Now they show up as a generic cloaking bubble, with a count of how many are present, though with no details on what types of cloaked ships there are. This is similar to what players are able to see through the galaxy map intel summary.

-The Counter-Shooter ranges now get drawn below everything else, including resources and wormholes, to aid visibility.

-The resource display has been adjusted a bit with how the unused metal/crystal harvester spots and the exhausted science labs show. These should now be easier to see at a glance.

-Planets that are cloaked via a planetary cloaking device now have a special cloaked graphic for the planet itself.

-There are now two different destroyed planet graphics that are used for various destroyed planets.

-Three new general-use planet graphics have been added to the game.

-A wide variety of new player colors have been added. Some of them are a bit too close together to be comfortably used in the same game as one another (depending on player monitor settings and vision in general), but having more options will allow players to get a setup more like they want, color-wise, in general.

-The version number of the game is now shown on the splash screen as the game is loading; this should make it more obvious to players what version they are running when questions come up.

-The planetary summary has once again been updated, to an even-more-readable colorized layout that makes finding ships easier than ever.

-Perma-cloaked enemy ships now show up as "Perma-Cloaked" on the galaxy map intel summaries. The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (perma-cloaked ships don't really function like other cloaked ships, and so don't count for purposes of that feature).

-The insta-kill message no longer appears until ships are actually being hit and killed, rather than appearing when they are being fired upon.

-Hovering over the AI Progress meter in the resource bar at the top of the screen now shows a breakdown of Total AI Progress, AI Progress Reduction, AI Progress Floor, and finally the Effective AI Progress (which is all that is normally shown). (For those who are interested, Effective = Total - Reduction, unless Total - Reduction < Floor, in which case Effective = Floor. Floor increases as Total goes up.) This should hopefully make AI Progress value calculations more clear for advanced players.

-Since there are so many secondary mission objectives now (often 10 or more instead of the previous 4), they are now grouped into several categories: Technology, AI Progress, and Economic.

-There is a new category under command stations and mobile builders: CTRL. In this category, various "control nodes" can be built. These are basically very cheap control options that are perma-cloaked and which can be built by players in order to change how the current campaign works. In many respects, these are simply like per-player lobby options, except that they can be set at any time during the game's play. These are distinct from the overall settings options in that they are per-player, and a per-campaign. Most settings will continue to be accessed via the lobby or the settings screens, but certain gameplay-centric options that need to be per-player per-campaign will be available via the new CTRL category at the command stations. These options will typically center around ship behavior.

-New Control Node: Allow Team Control Of Ships. Allows all teammates to share control of your ships on any planet. This is useful when players wish to share control of their empires with allies, but doesn't require that all players in a multiplayer game share control of their empires at once. Player A can share control of their empire, while Players B and C keep control of their own ships to themselves, for example.

-New Control Node: Auto-Build Engineers Mark II. Each command station you control will automatically maintain one Mark II Engineer at each planet you control. Building multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.

-New Control Node: Auto-Build Engineers Mark III. Each command station you control will automatically maintain one Mark III Engineer at each planet you control. Building multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.

-New Control Node: Auto-FRD Engineers. Automatically places all of your engineers (including secondary engineers such as remains rebuilders) into Free-Roaming Defender mode if they are on planets you control.

-New Control Node: Auto-FRD Mobile Military. Automatically places all of your mobile military ships into Free-Roaming Defender mode if they are on planets you control.

-New Control Node: Auto-Build Remains Rebuilders. Each command station you control will automatically maintain one Remains Rebuilder at each planet you control. Building multiple of this control node causes multiple rebuilders to be maintained at each planet. Replacement rebuilders will only be built if there are fewer than 100 mobile enemy ships on the planet.

-New Control Node: Engineers To Not Auto-Assist Queues. Prevents your engineers from automatically assisting build queues (keeping them on repair duty only, unless they are given explicit orders to accelerate a queue).

-New Control Node: Engineers To Not Auto-Assist Allies. Prevents your engineers from automatically assisting any allied ships (though you can still manually assign them to assist specific allied ships).

-The intel summaries on the galaxy map now include labels for all of their icons to make it easier to tell what planets might deserve more investigation without having to use the help palettes in the planetary summary.

-The list of scouts in the scouts button now only includes the specific scout ships (Scout I-IV) and the Scout Starship. Other units that provide scout intel, such as eyebots or command stations, are not included in this list.

-Instead of showing a percent full, transports now show how many ships are inside them out of how many they can hold in total.

-The Auto AI Progress and AI Modifiers settings have moved from the Game Options tab of the lobby to a new AI Options tab in the lobby.

-A new "Minor Factions To Include" setting has been added to the AI Options tab of the lobby, allowing players to select one or more minor factions to use.

-Larger selection circles are now drawn for oversized ships such as fortresses and golems.

-The new colors on the planetary summary were making it easier to see categories of ships, but harder to see ship shapes themselves, and particularly hard to see local versus ally versus enemy colors. The old type of color scheme has been returned to for the default, but now when the planetary summary is moused-over, it switches to the new color scheme to provide the best of both worlds: easy category visibility as well as easy icon/team visibility, depending on the context.

-Previously, only AI ships were showing up in the icon row on the intel summary. This has now been changed so that it also displays ships belonging to minor factions and human players. This makes it far easier for players to inventory their own planets as well as inventorying enemy planets.

-The gridviews used on the high scores, achievemetns, and in-game stats windows have been completely recoded from scratch to replace the stock Microsoft versions that were being used before. This fixes a number of bugs with the old ones. The new gridviews also use color to make the data more readable.

-Advanced Factories and starship constructors now use different icons from space docks.

-The savegame and loadgame windows have once again been made wider.

-It is now possible to simultaneously select multiple savegames at once in the save and load windows for purposes of deleting multiple saves simultaneously.

-The colors for wormhole text now show properly for allied and local-controlled planets.

-The names of planets in the galaxy map are now color-coded in the same manner that wormhole text is colorized for planets.

-A checkbox has been added to the updates window that allows for updates to optionally be applied without invoking admin rights. This only works on pre-Vista machines, or when the game is installed somewhere other than Program Files.

-There is now a Close button on the game sync window to let players cancel out of syncs that have failed due to network conditions or host cancelation or similar.

-A new "Use Simple Render For Far Zoom Icons (Slower, But Prevents Invisible Icons On Some Graphics Card Drivers)" option has been added to Settings, Graphics. A very few graphics card driver / directx combinations have trouble with the way that icons are normally written in memory before they are drawn, which in those instances leads to invisible icons. This new option lets players bypass the invisible icons issue (which can also usually be solved with a graphics card driver update), but at some performance penalty (the in-memory writing is present specifically to be a speed improvement).

-The minimap is now more accurate.


New Ships


-A new ship has been added to the defensive tab: Rally Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ships will pick one of them at random.

-New ship: Cleanup Drone. Removes exploded enemy mines and turrets, to prevent them from being rebuilt by enemy mine/turret layers. Previously this was accomplished with engineers (once those engineers had finished with anything else that they considered a higher priority, which caused some challenges), or via manual targeted. Now, having a specialized unit dedicated to cleanup makes it much simpler to clear exploded enemy mines without any micromanagement.

-New Minor Faction: Human Marauders. Hostile human vagabonds who live in deep space and will occasionally raid human or AI planets via traditional propulsion methods. Unlike pretty much any hostile threat, these don't always come through wormholes, in other words.

-New Minor Faction: Human Resistance Fighters. Pockets of human allies still live in deep space around AI planets; when they see you attacking the AI, sometimes they will reveal themselves and join you.

-New Minor Faction Ship: Marauder Buzz Bomb. Hostile human vagabonds who live in deep space will occasionally send these automated bombs at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. The buzz bomb explodes on contact with its target, dealing area damage. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.

-New Minor Faction Ship: Marauder Dagger Frigate. Hostile human vagabonds who live in deep space will occasionally send these extremely long-range frigates at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.

-New Minor Faction Ship: Resistance Fighter/Bomber. Pockets of human allies who still live in deep space around AI planets will occasionally send these versatile fighter/bomber hybrids to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.

-New Minor Faction Ship: Resistance Frigate. Pockets of human allies who still live in deep space around AI planets will occasionally send these very long-range frigates to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.

-New Minor Faction: Human Colony Rebellions. Most human settlements have been destroyed or completely subdued, but every five or so hours one will rise against the machines. However, these civilians are always outmatched despite their enthusiasm. If you do not help them take back their planet, they will die and the AI Progress will go up. Save them, and their unique ship production facilities are yours to use. Only works with galaxy maps with 30+ planets.

-New Minor Faction Ship: Rebelling Human Colony. A formerly captive city filled with living humans. AI progress will skyrocket by 100 if this is destroyed. These civilians have decided to rebel, and have erected a temporary invisibility cloak while they call for aid. When the cloak dissipates, they'll be vulnerable to attacks from the AI, and surely won't last long. When the rebels have supply, your entire team can use their facilities to build rebel ships. While you hold the planet on which they are located, their invisibility cloak will remain at full power.


Ship Logic Updates


-Colony Ships now have mine avoidance, are immune to sniper shots, and are immune to tractor beams. This should make colonizing certain planets more feasible, since Mobile Builders now require supply and so can't always be used to build a colony ship on site.

-The following ships can now be transported by transports, in addition to all of the general mobile military ships: engineers i-iii, mine layers, mobile builders, space tugs (all kinds), colony ships, science labs i and ii, decloakers, and tachyon drones.

-All of the tachyon beam emitters, including the tachyon drone and the decloaker, now have mine avoidance to make them a bit more useful and require less micro.

-Harvester Exo-Shields can no longer be paused, as previously this encouraged too much micromanagement.

-Attrition emitters are now capturable.

-Ships that damage engines should now do a better job of preferring to target ships whose engines can actually be damaged.

-Ships are now more intelligent about how they will try to autotarget enemy ships that are paralyzed (and thus which temporarily can't shoot back).

-Ships now prefer to autotarget enemy ships that do not reflect attacks (that are not mirrors).

-Ships now do a bit better autotargeting in general if they are chosing secondary targets.

-The free-roaming defender logic is now much improved for all ships, as is autotargeting in general. The targeting intelligence of multi-shot ships is also particularly improved.

-Tractor Beams now have their own separate targeting cycle from weapon attacks and other similar, making them much more effective at quickly catching incoming ships.

-When ships go through a wormhole into a planet, if they don't have other orders they tend to just sit at the wormhole and wait for more orders, fighting with whatever is there. That is great for most ships, but disastrous for scouts. Scouts in that situation will now flee to the outer border of the planetary area, where they are almost sure to be out of range of tachyon beams and thus can wait for further player orders in relative safety.

-It is now possible to put a single ship in multiple control groups.

-The following ships now drop remains on their destruction in the same manner that mines always have: advanced warp sensors, tachyon beam emitters and stealth tachyon beam emitters, and all turrets. Consequently, all of these ship types are also now immune to reclamation.

-Improvements have been made to the targeting behavior of groups of melee ships.

-Ships such as rebuilders and engineers would previously go all the way to their free-roaming point when given a free-roaming move order before they would do any target seeking. Now they will properly start target seeking immediately, as with all other ships, and only go to their destination if their destination is not accessible.

-If rebuilders cannot rebuild a ship from remains due to that ship already being at cap, the remains will instead be scrapped and a chat message will be sent to the player controlling the remains that were removed.

-Ships that are rebuilt from remains now start out with 50% health when they are starting to be rebuilt. This both makes them half as expensive as they were to build the first time, as well as making them take half as long to rebuild. This makes it much cheaper to maintain well-designed defenses.

-Fortresses now provide scout data on the planet they are on if that planet changes control from the player with the fortress.

-Transports now use the scout-style logic at their last wormhole and move away from the wormhole to avoid taking so much direct fire.

-In the spirit of minimizing micromanagement, when transports are destroyed they now safely eject their cargo, rather than losing all of it.

-The Leech and Raid Starship lines have now been split, so that there are three in each of two lines, rather than them being a shared line. The Raid Starships are now much faster and hard-hitting against single targets, while the leech starships are now much weaker but strike many more ships, tagging them all for reclamation as soon as any ships finishes them off. The caps for all of these starships has also been cut in half, as they are individually now far more useful than they previously were.

-The health of parasites and core leeches has significantly increased.

-Astro Train stations are now only attacked by player ships when given a direct order.

-Mobile builders now count as constructors instead of engineers.


Ship Balance Updates


-Laser Gatlings are now weaker against cruisers and Zenith Bombard Ships, and Cruisers now have a bonus against laser gatlings.

-The attack power of space planes has been increased 5x. They still die extremely quickly, but they now also do a ton more damage to their opponents.

-Laser gatlings have had their attack power reduced by 1/4, as they were previously more than a bit overpowered.

-Vampires have had their health increased 3x, making them much more formidable and able to maintain their attack longer. They are also now immune to sniper shots and missiles, making them able to close distance on most units more effectively.

-Autocannon Minipods are now a bit more expensive, and they now have an even lower base attack strength, but they now have a 2% cluster attack bonus, which makes them extremely much more powerful in large swarms. Their internal ship bonuses have also been adjusted.

-The shield rating and health of advanced research stations have both been reduced to 1/4 their prior values. This makes them far less invincible as targets to hit, and lets enemy ships target them more sensibly (it makes them a more interesting target for the AI to attack, and for the players to have to defend).

-Turrets can no longer have their munitions boosted or their shields boosted, but they are now immune to minor electric shots and blades.

-Teleport Raiders, Anti-Starship Arachnids, and Teleport Battle Stations are now immune to tractor beams, since they can no longer shoot them.

-The health of all the ships in the raid starship line have been reduced. Additionally, their general-purpose attack power has been vastly reduced, but their specialist attack power against force fields, turrets, and heavy defense has been doubled. Additionally, they no longer have a penalty against resources, constructors, or heavy defenses. The net effect of this is a nerf for how humans are able to use Raid starships (though keeping them very useful in many specialist roles), while boosting what the AI is likely to be able to do with them by a small amount (as the AI was previously not all that effective with them).

-The attack range and power of dreadnoughts have been doubled.

-The metal and crystal costs of light starships, flagships, zenith starships, and spire starships have now been reversed. This makes them cost much more metal than crystal, rather than the other way around. This provides an excellent counterpoint to many of the other starships and provides a good use for metal if it is too abundant compared to crystal in a campaign.

-The range of spire starships has been increased from 3000 to 7000. The speed of the spire starships has also been increased from 18 to 24.

-Player-held Attrition Emitters no longer give a bonus to incoming AI waves.

-Higher-level autocannons now get more of a clustering damage multiplier than the lower marks.

-The effectiveness of melee ships is no longer decreased by their being under protecting force fields.

-Previously, the metal/crystal costs of core ships was irrelevant, because players could never build them. Now the cost of core ships is normalized to 3x the cost of the mark iv version of its ship type.

-Deflector Drones now fire a new Energy Burst ammo type, instead of using minor electric ammo.

-Ships that absorb lasers or dark matter now also attract the absorbed type of shots to themselves. This works similarly to how counter-missiles and related provide a protection radius, but instead of firing a counter-shot, these shots are drawn to the protecting ship and heal it.

-Shot effective damage is now capped at the max health of the target being shot at. This prevents mirrors from being nearly so deadly against ships with very high attack values.

-All ships that have at least 1 million health are now immune to blades. This prevents some exploits with the Zenith Viral Shredders, and makes for more sensible attack logic with Cutlasses.

-Ion Cannons no longer require supply.

-Warheads are now Mark V instead of Mark 0, and they are no longer immune to being insta-killed.

-Anti-starship arachnids have been on the weak side of things in recent times, and so have been given a significant boost (around 3x) against starships.

-Remains Rebuilders now have cloaking, making them easier for players to keep alive (and more devious for when the AI has them, incidentally). They also now have 100k more health. They also no longer require unlocking, and thus no longer have any associated knowledge cost now that they are more of a general-purpose ship. Their ship cap has also been raised about 3x.

-Ships that are self-building are no longer cloaked while under construction (if they have the cloaking ability, previously that would be engaged while they were still under construction, which was erroneous).

-Since remains and their cleanup and rebuilding are now so important, when Cloaking is disabled in the lobby options there is now a non-cloaked version of the Remains Rebuilder that players and AIs will use, and a non-cloaked version of the Cleanup Drone that players can use.

-All ships that are immune to reclamation now have a strong attack penalty against the Raid Starship line, and Parasites.

-The movement speed of all parasites has been nearly doubled.

-Infiltrators no longer absorb dark matter (and that ability has now been entirely removed as redundant with the counter-dark-matter flares).

-When lasers are fired into the area around a deflector drone, their power is now reduced to 1/4 of normal, but otherwise they are no longer redirected or absorbed or anything of that nature. That also means that deflector drones are no longer immune to lasers, though they are quite resistant to them.

-The health of advanced factories has been increased 4x to make them not quite so brittle and hard to defend.

-The health of bombers have been doubled.

-The core Figher -> Cruiser -> Bomber -> Figher relationship has been redefined to Figher -> Bomber -> Cruiser -> Figher.

-Space Tanks now have 30x more shields than before, making them much harder to hit at range.

-Fortresses and SuperFortresses now have fewer shots, but do much more damage and have a very long range. They also now have a big bonus against all starships, a sizeable bonus against raiders and teleporting ships, and a pretty big bonus against most cloaked ships. Fortresses also now have 500 transport capacity, making them able to protect ships until they are ready to be ejected.

-Bombers now have a 50% penalty against bombers.

-Frigates now have a 10x bonus against space planes and etherjets.

-EtherJets now have a better bonus against fighters and bombers and armor ships.

-Raptors now have a better bonus against fighters and frigtes, and a penalty against bombers.

-Teleport battle stations now have a better bonus against fighters, raiders, tele-raiders, and tanks.

-The knowledge and crystal costs of decloakers have been halved, and their ship cap has been doubled.

-The attack power of mark IV and V bombers has been increased.

-Force fields now provide protection from tractor beams and tachyon beams.

-Human ships are now 40% faster than their stated values, in fast & dangerous and normal modes (this amplifies whatever the effective speed was from these two modes). This also causes the human ships to accelerate that much faster. This gives player ships an edge over the AI ships, to make chasing down incoming AI incursions easier with free-roaming defender mode. This also speeds up the game a bit without making it any more difficult (in fact, making it easier, because it is then easier to react to things while the AI is still the same speed as before).

-Fortresses and superfortresses now act as allied rally posts and mobile repair stations.

-Colony ships and transports both now have a ship cap of 60. However, they also now each take 4,000 energy to run instead of 50 in order to discourage having large numbers of these ships just sitting around as free decoys against the AI.

-Mobile Repair Stations now move at speed 12 instead of 8, have about 4x more health than before, and regenerate their own health about twice as fast. The AI also now cares much less about these now.

-PermaMines now have 2 billion health instead of being truly invincible. This makes it so that they can die in nuclear blasts and such.

-Decloakers are now immune to being insta-killed.

-The radii of force fields have been greatly increased to accomodate the larger space docks, and make them a bit more useful in general.

-Mark I Engineers, Cleanup Drones, and Remains Rebuilders all now have teleportation.

-Engineers and other economic ships that have teleportation are no longer disabled when teleportation is disabled. Instead, they simply switch to regular propulsion.

-Teleporting engineers now ignore the range to their targets (assuming that the target is within their effective range), instead preferring to repair ships that are most damaged.

-All golems and astro trains are now immune to black hole machines.

-Dreadnought Starships no longer have multiple shots per attack, but now have a stronger attack. They also do much more engine damage now. They also will try to disable the engines of all ships before trying to finish ships off.

-The cost of all the lightning turret techs have been reduced by 1500 each.

-Shots that are incoming from longer than 20,000 distance are now not used in short-range overkill prevention, which leads to quicker kills in most cases. Previously it had to be a sniper shot.

-All of the attack bonuses of fortresses and superfortresses have been removed, as their shots are so powerful on baseline that is no longer needed. This is particularly relevant for when they are facing starships. Note that their penalties against tanks and bombers remain.

-Command stations now automatically rebuild metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet.

-Ships that stuck in tractor beams now always have at least a 25% chance of hitting the tractor beam that is holding them if they would normally be able to hit the tractor beam from closer range. This makes tractor beams no longer so instantly fatal to bombers and other shorter-ranged ships.

-Ship bonuses against turrets no longer ocunt against tractor beams or ion cannons. This levels the playing field a bit for all ships with these, without making some ships absolutely useless against them and others ridiculously overpowered against them.

-Engineers Mark I and III, and cleanup drones and remains rebuilders, all now have longer ranges for doing their repairs.

-Engineers now will not to auto-assist constructor queues that have only maxed-out ships in them, or that are otherwise un-assistable, unless the player has explicitly assigned them to that constructor.

-The health of Mark I engineers have been reduced by about 60% to reduce their power when in the hands of the AI.

-Astro Train Stations no longer provide a force field effect.

-The effective ranges of all the gravitation turrets have been increased by 2000 each.

-The actual attack range of both electric shuttles and lightning turrets was far less than they were showing as their range circle. Fixed.

-The effective range of armored missiles has been doubled, making them more effective.

-The attack range of electric shuttles has been tripled, making them more useful in general as massive-but-weak-powered area damage.



New Cheats


-Two new cheats have been added: "advanced fat" adds an advanced factory, and "core of the star" adds a core starship.

-New cheat: "activate the omega" creates a new "Omega Drive" unit. This omega drive generates incredible amounts of resources (+1000/s metal and crystal, and +1 million energy), but will cause a boost of 1,000 AI progress if detroyed. This new unit will only ever appear in the game through the use of this cheat. It's useful for testing, and for players who want a certain style of deathmatch play.

-Six new cheats have been added for spawning broken or fully-functional versions of the new golems: busted teensy, teensy, busted ohm, busted shinra, shinra. These only work when the first expansion is enabled for the current game.

-There is now a much more severe penalty to the ranked/weighted scores for using cheats. And, there is also now a 100,000 points score cap for ranked/weighted scores during the first hour of the game, to prevent extremely low gametimes from being able to create astronomically high scores.

-Entering the chat text "cmd:activate expansion 1" (without quotes) now allows for the first expansion to be enabled for a campaign that did not already have the expansion enabled. This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings.

-A new cheat has been added for spawning armored missiles: armor em.

-There is now a command line argument "steam" that can be used to force the game to launch in steamworks-enabled mode. This is useful for Steam players who want to use the game in full steamworks-enabled mode.

-Three new cheats have been added to the base game to trigger the three new minor factions in the base game: Spawn Angry Colonists, Spawn Vagabonds, Spawn The Conners.

-Added a new "cmd:toggle hud" command that allows the game hud to be turned off and on (useful for screenshots and videos).


Misc Changes


-Trial mode now allows players to use all ship types, not just the simple ones. This is particularly useful for people who want to test the expansion ships without buying them.

-The descriptions of dreadnoughts have been updated to reflect the fact that they are no longer good against force fields. Additionally, dreadnoughts have gotten a boost in general, with new bonuses against munitions boosters, zenith bombardment ships, teleport battle stations, fighters of all sorts, zenith autobombs, raiders, and tele-raiders. This makes dreadnoughts a much more versatile and interesting ship in general, especially against the power of massed AI zenith bombardment ships.

-The time limit on campaigns in the trial of the game and expansion is now 3 hours instead of 1 hour. This is something that has been requested by players as a way to really get a better feel for the game than can be had in a single hour. It's still not enough time to finish even a short campaign, however, so it's not "giving away the farm."

-There were previously two spelling errors on the network sync popup tooltip. Fixed.

-On the technology unlock, "Zenith Starships" were still referred to as "Zinth." Fixed.

-The blue force fields used by players are no longer damaged by shots being fired out from under them. Instead, outgoing shots from under the force field are now reduced by 75% in power.

-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument. When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.

-The Microsoft .NET Framework 2.0 is now used instead of the .NET Framework 3.5 SP1. This should ease installation woes for those who have trouble installing the bulkier .NET 3.5, and it should also provide better compatibility with Linux and Mac-based systems under WINE and/or Mono. Players who previously had .NET 3.5 installed but not .NET 2.0 will be inconvenienced by having to install .NET 2.0, but in general this should be a positive change for the playerbase, especially over time.

-There is now a FontSizesInPixels.xml file in the Fonts folder. This lets people manually adjust the font sizes (in pixels) used by the game. This is particularly useful when players may wish to use an alternate font beyond the default.

-A number of updates have been made to the localization text files to reduce redundant entries and thus both file size and the number of words needing to be translated by around 4,500 in the base game alone.

-The function of F1 has been altered somewhat to account for the large amount of new ships in the game: F1: Cycle through pages of planetary summary help icons. Shift+F1: Jump back to the non-help view of the planetary summary.

-Several new hotkeys have been added relating to control groups: Ctrl+X+0-9: Set control group and remove unit from its other control groups. Ctrl+Alt+0-9: Remove units from control group. Shift+Alt+0-9 Deselected control group ships.

-Mine remains are now practically invincible to conventional attacks, since those were far too micromangement-intensive in the past to be a valid way to play. Additionally, this prevents remains from accidentally being destroyed by area attacks or other means.

-Mine Layers have been renamed to Remains Rebuilders, and now are a general purpose rebuilder for any ship types that leave remains. They also now only will rebuild ships that were owned by the player who controls the rebuilder, rather than also working on allied ships. These have been moved to the Economy tab, instead of the Defensive tab, along with Cleanup Drones.

-Ship Remains that belong to AI players, but which are not on AI planets, now automatically explode—thus saving players the trouble of creating cleanup drones to clean them up manually.

-The savegame format has been drastically updated to a format that is now more compact. Average size savings are between 14% to 42%, with the average being around 20%. This not only makes savegames smaller, but also makes it that much faster to connect/sync multiplayer games. This new format will be even more advantageous as the game continues to develop, preventing the savegames from getting ever larger.

-Invincible ships and ships with 2 billion health or more are now omitted from the strong/weak data, as there is no useful data collected for them, anyway.

-There is now a chat message sent every time a player unlocks a tech, which is particularly helpful for coordination in co-op.

-There is now a chat message sent when a player finishes rebuilding a golem. This is helpful in co-op and in solo.

-The way that the names of technologies are loaded is now more efficient for localization, and also prevents a redudancy in the notification-of-unlock message text that is now shown.

-The count of the number of enemy ships at enemy and neutral planets are now calculated the same way that the counts on local player planets are: only including "dangerous" enemy ships (not non-attacking ships, astro trains, mines, or remains, etc).

-The Ctrl+Alt+F8 output now also creates a new AIProgressIncreases.txt file, which lists all of the possible sources of AI Progress increase and decrease.

-New ShotAcid sound effect.

-New ShotImpulseReactive sound effect.

-There is now a sound effect that plays when alarm posts are set off.

-A new numbering system has been put in place for versions, which is all-numeric and more compatible with general windows updater software packages.

-The official game manual can now be launched via the tutorial screen—its omission was an oversight previously.

-The game now buzzes if players try to gift a ship that cannot be gifted, to give some feedback rather than silently failing.

-Previously, the game would silently fail to unpause ships if there was not enough energy to unpause them. Now the game plays the buzz sound effect. Hovering over the ship shows how much energy it takes to unpause it, which should make the source of the issue much clearer to players having a trouble with it.

-The prereleases are now able to autodetect when Steamworks is supposed to be turned on, rather than requiring the "steam" command line argument to force them on. The command line argument is being left in place in case users need to force it on, however.

-Steam achievements will now automatically resubmit on game start if they were previously logged locally, but failed to get to Steam for whatever reason. This should both resolve this particular issue, and should also allow players to play the game offline, get some achievements, and then have those achievements actually be logged when they next play the game online via Steam.

-If AI War was launched with command-line arguments, and then the updater is run, the game will be restarted with the same command line arguments after the update is complete.

-The new updater now runs in UAC mode, to allow updating the game when it is installed in the Program Files folder or other OS-protected folders.

-3 new achievements have been added to the base game relating to the new minor factions.

-4 new achievements have been added to the base game relating to the new expansion minor factions.

-42 new achievements have been added to the base game relating to the new expansion AI types factions.

-The game now uses an averaging process for determining the "center of mass" of units on which the camera is to be centered. This affects centering the camera on a group of selected units, centering the camera on all friendly units when switching to a new planet, and similar. Before it was a literal center of a bounding box of all the units in question, which could lead to a camera view in the middle of nowhere if units were spread very far apart. Now it will trend the camera toward the largest concentrations of units.

-Now the game will autosave as Autosave_AfterGameOver.sav after a game over has been reached, rather than overwriting Autosave.sav. This lets players continue past a game over if they wish, without risk of losing their prior autosaves.

-The simulation that generates the strong/weak data now starts the ships off at about 16,000 range, making it so that range is now properly valued in the strong/weak calculations.

-Attrition emitters now have to be explicitly targeted by player ships, like ion cannons, warp gates, etc.

-The internals of the wave name logic have been revamped so that they are more consistent and accurate, and so that they are now fully localization-friendly. Additionally, waves now show what tech level they are, since now with the new Raid Engines the tech level of waves can vary by planet. Waves that are incoming to non-visible planets now still show up in the list of incoming warps, but with a destination of "???" Previously, those waves showed up in the wave count, but not in the list of incoming waves.


EXPANSION-ONLY CHANGES


Expansion-Only New Ships & Ship Classes


-New expansion-only Ship: Raid Engine. Launches brutal waves against its own planet or any adjacent planets, if those planets are not controlled by AI players, or if the human players have a significant fleet there. If human players don't have warp sensors on these planets, the waves may well arrive unanncounced. These waves arrive around every four minutes, contain a broad mix of AI ships, and use the tech level of the planet if that is higher than the current wave level for the controlling AI player.

-New expansion-only Ship: Alarm Post. When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the guards at the current planet will desert their posts and go on the attack. If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the guards.

-New expansion-only Ship: Special Forces Alarm Post. When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the "special forces" ships in the entire galaxy will turn aggressive and attack the humans. If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the special forces ships.

-Three new expansion-only ships have been added (difficulty 5 and up only): Astro Speed Booster Trains I-III. Nearly-indestructible robotic courier. Slightly damages nearby ships. More importantly, they provide a massive speed boost to all AI ships in the system and reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.

-Three new expansion-only ships have been added (difficulty 6 and up only): Astro Regenerator Trains I-III. Nearly-indestructible robotic courier. Slightly damages nearby ships. More importantly, is able to use its own health to resurrect AI mobile ships that are killed on the current planet. Resurrected ships are teleported to another AI planet at full health at no cost beyond the health of the train. They also reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.

-5 new expansion-only ships: Zenith Reserve Ships Mark I-V. Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost).Given the large number of ships that come online at once, be sure to have between 400k and 1 million energy available to support them.

-New expansion-only ship: Distribution Node. Destroy to capture a sizable cache of metal and crystal for the player destroying it (at some AI Progress cost). Be warned, however: around 1/5 of all nodes are actually Trojan Distribution Nodes, which are empty save for a malicious electronic payload that actually cause you to lose a sizable chunk of resources before automated recovery systems can purge the malicious infection.

-New expansion-only ship: AI Co-Processor. Destroying a co-processor normally increases the AI Progress by 20. However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120. Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal. Co-Processors also interfere with supply on their planet.

-New expansion-only ship: AI SuperTerminal. When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities. Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two. This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.

-New expansion-only ship: EMP Mine. Enemy ships coming too close to these invisible traps will incur heavy damage. If the ship triggering the mine survives, it will also be paralyzed for 60 seconds. The mine is also destroyed in the process. These are particularly useful for stalling out large incoming vesseles that don't have mine avoidance.

-New expansion-only ship: Area Mine. Enemy ships coming too close to these invisible traps will incur heavy damage. The explosions from these mines also effect other enemy ships that are close by. The mine is also destroyed in the process. These are obviously useful for taking out groups of ships, but they are also useful for hitting ships that have Mine Avoidance—those ships can still get caught in the blasts of area mines that are triggered by another ship.

-Three new expansion-only Starships: Cloaker Starship I-III. Very fast starship that cloaks other ships near it, even if those ships normally do not have cloaking.

-Three new expansion-only ships have been added: Astro Turret Trains I-III. Tough but not nearly-indestructible robotic courier. Has heavier turrets than normal astro trains, and so poses much more of a threat. More importantly, they reveal any cloaked ships that come near, and they tend to disrupt player minefields. Build Counter-Dark-Matter Turrets to protect against them, destroy Astro Train Stations to re-route them, or attack them head-on. If destroyed, an individual astro turret train is gone forever, but its destruction comes at an AI Progress cost.

-New Starship (expansion only): Warbird Starship. Extremely fast starship with cloaking and a huge multi-targeting energy burst system. Great for clearing out hordes of enemy ships.

-New Starship (expansion only): Beam Starship. Fires very powerful high-range beam weapons that strike all enemy ships in a line.

-New Ship Class (expansion only): Zenith Bombardment Ship (and core). Fires very powerful, very long-range energy bombs, but is expensive and has a very slow reload time.

-New Ship Class (expansion only): Zenith AutoBomb. Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.

-New Ship Class (expansion only): Grenade Launcher (and core). Launches mid-power grenades over medium distance. Grenades explode on contact and deal area damage to enemies.


-New Ship Class (expansion only): Zenith Electric Bomber (and core). Expensive bomber that delivers a tremendous payload, but loses attack power due to interference when too many are on the same planet. Most efficient in groups of 5 or less.

-New Ship Class (expansion only): Sentinel Frigate (and core). Very powerful and expensive frigate with sniper-style shots, that loses attack power due to interference when too many are on the same planet. Most efficient in groups of 2 or less. Also includes an onboard advanced warp sensor.

-New Ship Class (expansion only): Zenith Mirror (and core). Extraordinarily weak main attack, but has the unique ability to reflect all incoming shots against its attackers. With its shielding, can often deal out significantly more damage that it actually receives in this way. Mirrors are very weak to area-of-effect or melee attacks, however, since those cannot be reflected.

-New Ship Class (expansion only): Zenith Paralyzer (and core). Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits. Great when combined with other ship types.

-New Ship Class (expansion only): Shield Booster. Strong fighter in its own right, it also gives a 2x shielding bonus to nearby ships on your team.

-New Ship Class (expansion only): Zenith Polarizer. Fires straight through shields, and does higher damage to shields with more shielding.

-New Ship Class (expansion only): Beam Frigate. Fires powerful high-range beam weapons that strike all enemy ships in a line.

-New Ship Class (expansion only): Zenith Chameleon. Midrange bomber that takes on the appearance of junk, and is unassailable, when not moving.

-New Ship Class (expansion only): Zenith Viral Shredder. Melee ship that generates build points as it attacks, spawning a free copy of itself when enough are accumulated.

-New Ship Class (expansion only): Impulse Reaction Emitter. Attacks with ammo that reacts with enemy energy sources, doing much higher damage to ships with higher energy use.

-New Ship Class (expansion only): Acid Sprayer. Fires an acid shot at close range. Excellent at dissolving organic components found in all Zenith ships.

-New Experimental Ship (expansion only): Decoy Drone. Tough, armored vessel with no significant guns. Attracts all fire from enemy ships to itself in place of ships within its protection area.

-New Experimental Ship (expansion only): Speed Booster. Mobile ship that increases the speed of all friendly ships in the current system by a small amount. This effect is cumulative when multiple speed boosters are present.

-New Experimental Ship (expansion only): Translocator. Mid-power teleporting fighter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit.

-New Experimental Ship (expansion only): MicroParasite. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). Very weak alone, but becomes significantly stronger when many are at the same planet.

-New Experimental Ship (expansion only): Experimental Engineer Drone. Advanced prototype model that can regenerate itself as well as repairing other ships very quickly.

-New Defensive Ship (expansion only): Zenith SpaceTime Manipulator. Stationary alien ship that increases the speed of all friendly ships in the current system by a large amount. This effect is cumulative when multiple spacetime manipulators are present. Beware the minor AI Progress increase if this is destroyed.

-New AI Ship (expansion only): Core Warhead Interceptor. Advanced weapon insta-kills warheads (which explode without doing any damage or incurring any AI Progress increase).

-More about wasps: Very fast and nasty melee ship—loses health over a 3 minute period, then self-destructs. Created inside Hive Golems, when these are unloaded they are uncontrollable but will viciously attack the enemy on the current planet. Players cannot give direct orders to the wasps.

-New expansion-only Minor Faction: Zenith Devourer. The nigh-indestructible Devourer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself. Only works with galaxy maps with 30+ planets.

-New expansion-only Minor Faction Ship: Devourer Golem. This nigh-indestructible Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself. It's attack power is so high that it will insta-kill most ships, but it will only attack non-core ships that are both mobile and which have attack power. The only way for those ships to survive is for them to flee to another planet until the devourer has moved on.

-New expansion-only Minor Faction: Zenith Miners. Every five hours or so, a Mining Golem will appear from deep space, and will spend time consuming a planet unless it is destroyed before it complete its task. The destruction of this planet may prove advantageous or not, depending on where it lies, but the usual AI Progress increases do apply if it is an AI planet. If one Mining Golem is destroyed, the Zenith miners will simply send another one at the next allotted time. Only works with galaxy maps with 30+ planets.

-New expansion-only Minor Faction Ship: Mining Golem. This golem is sent from deep space for one purpose: to consume the planet it is heading toward. It will fire on human ships that approach it, but it emits a signal that tricks AI ships into ignoring it as harmless. It takes it quite a while to reach the planet, but as soon as it does, it causes a blast the same as if a nuclear weapon had been set off—destroying all the resources and most ships, and making the planet unable to sustain supply.

-New expansion-only Minor Faction: Zenith Traders. These alien traders are happy to do business with anyone who can pay. They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI players alike. Only works with galaxy maps with 30+ planets.

-New expansion-only Minor Faction Ship: Zenith Trade Ship. These neutral traders are happy to trade with humans or AIs, although they charge quite a lot in return—and their wares are a bit different for AIs versus humans. The trade ship travels slowly around the galaxy, and when it has supply from your team, your entire team can use it to build very expensive and powerful ships that you can't directly build any other way. The AI will use it to build such things as even new Warp Gates or Astro Train Stations—but they only make purchases about 1% of the time when the trader exits a system belonging to them.


Expansion-Only New Golems


-New Regenerator Golem (expansion only): Very little in the way of weapons, but is able to use its own health to resurrect allied mobile ships that are killed on the current planet. Resurrected ships are teleported back to the golem at full health at no cost beyond the health of the golem.

-New Cursed Golem (expansion only): Cursed Golems continuously take passive damage and cannot be repaired by traditional means. The only way for this golem to survive is to attack enemy ships, which recovers its health through vampirism.

-New Armored Golem (expansion only): Incredibly highly armored, this golem fires 30x powerful flame waves in quick succession, letting it really chew through groups of enemies. Each shot also damages itself, however.

-New Artillery Golem (expansion only): Must be manually assigned targets, but fires extremely, extremely powerful artillery shots over long ranges. Is very slow, and heavily damages itself when firing, though. Great for taking out very heavily defended targets.

-New Black Widow Golem (expansion only): Relatively low health for a golem, but doesn't damage itself when firing. Fires 50x fairly powerful shots at a time, dealing extreme engine damage with each volley. Excellent for immobilizing or outright destroying large fleets.

-New Hive Golem (expansion only): Large, slow transport that automatically fills over time with up to 500 small wasp ships. When the wasps are unloaded, they will automatically spread out and attack enemy ships on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes.

-New Botnet Golem (expansion only): Reclaims enemy ships it kills (reclaimed ships have health = full damage inflicted by reclamator). Reclaimed ships come back as Zombie Bots, which cannot be controlled but which will attack enemy ships mercilessly until they die. Zombie bots will travel to enemy planets if no enemies present. This golem damages itself with zombie-creating shots, and cannot attack ships that are immobile, have no attack, or are immune to reclamation.


Expansion-Only New Capturables


-New Capturable Ship (expansion only): Orbital Mass Driver. Advanced weapon sends projectiles stripped from an iron asteroid to deal heavy damage to starships and golems.

-A new expansion-only capturable, the Zenith Power Generator, has been added: Advanced Zenith power generator that produces a massive amount of energy at a very tiny cost. AI progress goes up by 20 if this is destroyed, and while your team holds it, the AIs will send 2x stronger waves against this planet.

-New expansion-only Capturable Ship: Radar Jammer. Causes all ships on the planet to have extreme trouble targeting at ranges greater than 1000.

-New expansion-only Capturable Ship: Radar Jammer II. Causes enemy ships on the planet to have extreme trouble targeting at ranges greater than 1000.

-New expansion-only Capturable Ship: Gravity Drill Station. A large station that bores a hole into the fabric of spacetime. So brutal is the rending of normal space that the effects radiated from this rupture dramatically interfere with most known forms of propulsion thus rendering any teleportation within the system impossible and reducing the speed of all vessels to 8. Generates free energy, metal, and crystal for the player holding it.

-New expansion-only Capturable Ship: Black Hole Machine. Prevents all enemy ships (except scouts) from escaping from this planet through wormholes, though enemy ships can still enter through wormholes as normal.

-New expansion-only Capturable Ship: Interplanetary Munitions Booster. Triples the attack of all allied ship in its planet, as well as adjacent planets.

-New expansion-only Capturable Ship: Planetary Shield Booster. Triples the shield strength of all allied ships on the current planet, making them far harder to hit.

-New expansion-only Capturable Ship: Planetary Shield Inhibitor. Disables the shields of all enemy ships on the current planet, making them much easier to hit. Also disables enemy force fields.


Expansion-Only Ship Logic Updates


-Regarding all golems: Golems are extremely powerful ships, and thus are very concerning to the AI. Golems cause the AI to send larger waves and reinforcements to the planets the golems are on, as well as causing the AI Progress to increase when they are repaired. All golems start out in a broken state when captured by players, with 25% of their health remaining, and must be repaired to full health before they will become operational. This initial repair generally increases AI Progress by 100, but the power of the golem itself is a match for that.

-Golems are now immune to sniper shots and minor electric shots, and can no longer be boosted by munitions boosters.



Expansion-Only AI Types


-New expansion-only AI type: Raid Engine. Uses Raid Engines on a huge number of their planets. Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines.

-New expansion-only AI type: Alarmist. Uses alarm posts (special forces or regular) on all of their planets. Makes for massive cross-planet attacks unless players carefully kill these alarms.

-New expansion-only AI type: Camouflager. All of its mobile ships look like harmless pieces of junk when stationary and not firing.

-New expansion-only AI type: Zenith Descendant. Aggressive AI that uses only Zenith fleet ships.

-New expansion-only AI type: One-Way Doormaster. Employs black hole machines on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroyed.

-New expansion-only AI type: Peacemaker. Uses anti-golem, anti-starship, anti-warhead, etc, ships on all its planets.

-New expansion-only AI type: Experimentalist. Aggressive AI that uses a heavy mix of experimental ships along with its normal fleets.

-New expansion-only AI type: Golemite. Has fully-functioning golems on a great many of its planets. Since the AI Progress goes up greatly when these are repaired, care must be taken to destroy these all in one wave to avoid any such penalty.

-New expansion-only AI type: Radar Jammer. Employs radar jammers on all of its planets, which makes long-range ships very ineffective against it.

-New expansion-only AI type: Speed Racer. All of its mobile ships have been upgraded to move extremely fast.

-New expansion-only AI type: Starfleet Commander. Aggressive AI that uses starships heavily in place of normal fleet ships.

-New expansion-only AI type: Tag Teamer. A defensive AI whose guards are extra speedy and don't stay near their posts. This makes them more challenging to attack.

-New expansion-only AI type: Shield Ninny. Planets are all heavily defended, often with special boosters for allied shields or inhibitors for enemy shields, but this AI never launches waves at the players.

-New expansion-only AI type: Grav Driller. Aggressive AI with many gravity drill stations on its planets. Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy.


Expansion-Only Misc


-When the expansion is installed and available or in trial mode (not disabled), it now shows a new expansion-specific logo and splash screen.

-Two new map styles are now available (expansion only): Tree and Spokes. Tree tends to have lots of little branches and long corridors, with very long numbers of hops between the sides of the map (but not always). Spokes tends to have certain hub planets that have super-high numbers of connections (10 to 14 or even more), and usually any part of the map is a bit closer (but again, not always).

-The expansion-related text has been moved into a more final format that will be easier to handle with localization partners.

-In the expansion only, the "energize" cheat now creates 10 Zenith Power Generators instead of 10 mark II energy reactors.

-Four new cheats have been added for spawning broken or fully-functional versions of the new golems: busted curse me, curse me, busted its a troll, its a troll. These only work when the first expansion is enabled for the current game.

-In the expansion on difficulty 7 and up, the AI home planets and core planets (those next to the home planets) will now always include both an orbital mass driver and a core warhead interceptor.

-Two new cheats have been added for spawning broken or fully-functional versions of the new hive golem: busted and the hegemon, and the hegemon. These only work when the first expansion is enabled for the current game.

-Two new cheats have been added for spawning broken or fully-functional versions of the new botnet golem: busted zombie bots, zombie bots. These only work when the first expansion is enabled for the current game.

-Four new cheats have been added to the expansion to trigger the four new minor factions in the expansion: Go Go Trade Pact, Spawn Miners, Calling Mr Miles, Invoke Unicron.

-Spokes maps are particularly vulnerable to supply, so all AI players now get a core force field covering all of their command stations in that map style—this adds some challenge back, and essentially deepens the scenario as a counterpoint to how you can take advantage of them with supply denial.

-A warning message is now shown whenever a devourer is on one of your team's planets, or on an adjacent planet to your team.

-Three new expansion-only map styles have been added to the game: Snake, Vines, and Grid. They provide somewhat more orderly alternatives to Tree and Spokes, with explorations in different sorts of connection-patterns between planets, providing more variety in terms of planet adjacency, numbers of hops, and so on.


Bugfixes


-The game will no longer crash when it is missing images, but instead will log the error and will display a pink square instead.

-Previously, there was a problem with lightning missiles not always detonating immediately upon reaching a player-set target. Fixed.

-Fixed a network multiplayer glitch that could occur in the 2.0 version when Skip Batch Network Sending was not enabled.

-In recent releases, AI Parasites were not taking over human ships. Fixed.

-Previously, there was an issue where multiplayer connections would fail the first time, but succeed the second time, for some players. This should now be fixed.

-Previously, there was still a minimum range set on the raptor mark II, which caused it to act strangely. Fixed.

-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them. Fixed.

-The display of strong/weak data had some glitches in it previously for turrets and starships. Fixed. Starships were still giving nonuseful data, however, so the algorithm for checking those has been changed to a good degree. Future exports of data for starships, heavy defense, golems, and force fields should be more informative.

-In previous versions of the game, there was an exceptionally rare bug where players who were fast-clickers in above-averge-lag situations could cause invalid planetary travel paths for ships. Fixed.

-Previously, the counter-shooting ranges of ships was being shown for enemy ships—even cloaked enemies. Fixed.

-Previously, moving force fields could push even enemies that are immune to force fields. Fixed.

-Previously, the Expenses By Player tab of the stats window was omitting any outflows for ships that were try to spending resources, but temporarily unable to actually spend them because of a resource shortage. Fixed.

-Previously, there was an error with the time taken for conflicts to resolve in the simulation data (it was showing about half the time it really took). Fixed.

-Previously, damage smoke could give away the position of large damaged ships on planets that a player did not have visibility to. Fixed.

-In the past release, the starting color of players was not being shown correctly in the lobby. Fixed.

-Previously, non-combat ships were drawing an attack range. Fixed.

-In recent releases, when players connected to a host with a different version of the game, they would erroneously go into an empty lobby. Now it properly kicks them back out to the "find lan games" window with a message about what version they need to run in order to connect.

-The StrongWeak.xml export now only includes the actual main ship types and bonus ship types once again, as it was always supposed to.

-Previously, AIs would often build far too many counter-snipers when threatened with any snipers. Fixed.

-Kills made by electric shuttles and lightning turrets were not previously being correctly logged. Fixed.

-Niche text overlays were not previously being positioned properly on 64x64 icons. Fixed.

-Previously it was possible for Remains Rebuilders to send a player into negative energy through their rebuilding. In recent prereleases, they were also doing their rebuilding for free. All fixed, and now they are not instantly rebuilt, either, but rather are kicked off so that they then construct themselves over time for an ongoing resource cost as with every other aspect of the new economy. For the first time ever, this also applies to the AI when it is rebuilding ships—thus the AI Remains Rebuilders are not nearly so threatening as mine builders used to be, since they can't just instantly respawn large numbers of ships.

-Several bugs with the strong/weak export have now been fixed.

-Previously, large numbers of mines and remains (as in, 50,000+) in the game could cause significant slowdown. This has now been fixed so that they cause almost no performance impact whatsoever, except right after the game is loaded (since there are extra messages being sent to the AI, and the save files themselves are larger).

-The Stealth Tachyon Beam Emitter was supposed to have regular Tachyon Beam Emitters as a prerequisite technology, but did not. Fixed.

-Fixed a bug where ships could be built on non-controlled planets using a control group exploit.

-Previously, there were several bugs with engineers assisting objects under construction and how the costs were calculated and reported. All fixed.

-Previously there was a bug that would sometimes cause AI ships—most notably bombers—to act indecisive when they are generally outnumbered but also still have a target of value that they can kill. This is now fixed.

-Previously, if the low-energy count was shown over a ship that had a countdown timer or a transport text, the text was all overlapping. Fixed.

-Previously, there was a bug where reclaimed ships always came back with 50% health no matter how much damage had been dealt to them by reclamators. Fixed.

-Previously, the tooltips in the lobby were often jittery at the edge of the screen. Fixed.

-Previously, the up and down arrows were not working correctly on the custom scrollbars used by the game. They have now simply been removed.

-Previously, ships could be manually targeted onto ships that they could not hit at all (due to shot immunities, mainly), which was problematic. Fixed.

-Previously, sometimes just-created ships would flash fully-visible and red while still fading in. Fixed.

-Previously, if players had energy less than zero, then various services would shut off. Occasionally it seems that builders will let energy accidentally go to -50 or so, and other minor events can also cause this very temporarily, which would cause (essentially) brownouts. In order to smooth this out (and because this new logic makes more sense in terms of a power grid anyway), the threshold for "negative energy" has now been changed to -30,000. The only way players would ever get energy that is this negative is if they lost an energy reactor. Having a zero or less balance of will still prevent new ship construction as before, but it won't cause brownouts until this more extreme threshold is passed. This retains the general character of the risk of losing reactors, without having small events cause such major fluctuations.

-Previously there were a few situations where it was possible for players starting a game, or joining a game late, to not get their starting allotment of metal, crystal, and knowledge. All fixed.

-Previously, via gifting ships it was possible to send yourself or allies into negative energy balances. Fixed.

-Previously, when switching to a new planet the camera would center on enemy command stations (even if the enemy command station was not visible). Fixed so that it never centers on enemy command stations.

-Previously, structures larger than 120 radius did not show a circle around themselves when cloaked or under force fields; players could only tell if they were protected when looking at them very zoomed out. Fixed.

-Previously, when selecting both science labs and advanced research stations together, the tech menu would not show. Fixed.

-Previously, when an etherjet was trying to move and got stuck on the edge of a force field, its tractored cargo would keep moving. Fixed.

-Previously, sometimes the planetary summary would show a blank space instead of a zero for a ships that was no longer present. Fixed.

-Previously, group-move commands would not function with any ships with move speed less than 6. Fixed.

-Previously, the selection hotkeys (B, D, S, O, etc) were working on both ships belonging to the local player, as well as the ships of disabled players. This was confusing and could lead to input errors, so it has changed to just cylcing through ships belonging to the local player.

-Previously, the planetary summary would often start as one long row and then jump to its correct size when loading a game. In a super-rare case, this could even cause it to overlap the score. Fixed.

-Previously, there was a bug in the second tutorial where if the science labs were sent to another planet and actually made it there before the player hit enter, the tutorial would get stuck. Fixed.

-Previously, it was possible for some game input to erroneously reach the game when the game did not have input focus, or when the game loading window was showing. Fixed.

-Previously, hosting a multiplayer and then immediately switching to being a client of another game could cause a crash. Fixed.

-Previously, ships heading for a transport or a wormhole would collision-detect in advance (as is appropriate with a move order) and select new destinations adjacent to their true target. This caused some slowdown with wormholes and a ton of slowdown with transports, and was undesirable in the first place because the collision detection is not even needed or correct. Fixed.

-Previously, command stations that are attacked on planets that used to be the AI's home planet were giving the wrong warning message. Fixed.

-The tooltip on the tachyon warheads was indicating that their effect only lasts for 30 seconds, when the effect really lasts for 5 minutes. Fixed.

-Previously, when the host of a multiplayer game quit back to the main menu, it was not completely shutting down the server process—this would leave "phantom" games in play that could cause issues. Fixed.

-Previously, it was possible for clicking through a wormhole to cause unintentional ship selections on the far side of the wormhole. Fixed.

-Previously, scrapping in-progress ships would give back too many resources. Fixed so that it simply gives back 10% of the resources equivalent to the current health of the self-bulder being scrapped, as with any other ship.

-Previously, there was a bug with manufactories not working when the resource they would produce is at zero. Fixed.

-The game now saves a settings.bak file before saving to settings.dat, just to make sure that if the write is interrupted before completing, data is not lost.


SPECIAL THANKS


-Thanks to kjara for reporting the issue with AI parasites note taking over human ships, for reporting exploits to the adjusted score calculation, for suggesting the new bonuses for higher-mark autocannons, for reporting that in prior versions expansion ships could show up in the lobby when the expansion was disabled or not installed, for suggesting that attrition emitters must be directly attacked by player ships, for suggesting the improvements to when the AI goes on alert, for reporting the issue with the colors not showing correctly in multiplayer lobbies, for suggesting some of the new player colors, for suggesting the Speed Boosters, for suggesting eyebots not show up in the scouts tab, for reporting that under-construction units were not receiving any protections in the prereleases.

-Thanks to Nibelung44 for reporting the issue with the raptor IIs still having a minimum range.

-Thanks to twobitshift for suggesting the colony ship improvements.

-Thanks to etgfrogs for suggesting that golems be immune to minor electric shots, for reporting that Beam Frigates were unable to hit must-be-directly-targeted ships in 2.001L, for suggesting the AI SuperTerminal.

-Thanks to RCIX for suggesting the Artillery Golem, for suggesting the Black Widow Golem, for suggesting the Armored Golem, for doing original sketches for the Grenade Launcher and the Zenith Polarizer, for suggesting the Zenith Chameleons, for suggesting the Acid Sprayers, for suggesting that players be able to set font sizes for replacement fonts, for reporting balance issues with the beam frigates, for suggesting the Zenith Power Generator, for suggesting the Core Warhead Interceptor, for suggesting the Zenith Reserve Ships, for suggesting EMP Mines, for suggesting that the strong/weak simulations be run at range, for suggesting that any ships that can fire through force fields can also fire through decoy protection radii, for reporting the exploit with control groups and building on non-controlled planets, for suggesting the Mining Golem, for reporting the visual issue with ships fading in, for suggesting the Dyson Golem, for reporting the rotating mark iii force fields, for suggesting the lightning turret rebalance, for suggesting that grenade launchers be moved to normal complexity in the lobby, for reporting the new shot outrunning problem, for reporting the issue with units collision-detecting while on the way to get into a transport, for reporting the sleeping alarm posts in 2600, for reporting the issue with blinking protecting from exo-forcefields.

-Thanks to Ktoff for suggesting the buffs to the spire starships.

-Thanks to Joshua Yu for suggesting that tachyon emitters have mine avoidance, for reporting the grenade launcher IV range error, for reporting the issue with the game version mismatch throwing players into an empty lobby, for reporting the exploit with viral shredders, for reporting that the description of teleporting units in the lobby was out of date, for suggesting Cursed Golems, for suggesting the Black Hole Machine, for reporting the missing wave names in some prereleases, for suggesting the rebalance of beam starships, for suggesting that tanks get a buff, for reporting the exploit with gifting home command stations, for suggesting that control nodes not be giftable, for suggesting the AI Superterminals not interfere with supply, for suggesting that decloaker be immune to being insta-killed, for reporting the errors in the mrls and mlrs turret descriptions, for suggesting the knowledge cost reduction in cloaker starships, for reporting the issue with speed boosters acting while under construction.

-Thanks to Calvin Southwood for suggesting that laser gatlings be weak against cruisers, for suggesting that harvester exo-shields not be pausable, for reporting the bug with the simulation data in the 2.001F, for suggesting the Stealth Leech Starships, for reporting the issue with ships forgetting queued attacks, for coding out the change to make ships able to be in multiple control groups at once, for identifying the overflow error in the line-circle intersection tests, for reporting that you could gift allies into negative energy, for suggesting the change to cold storage ships being blacked out.

-Thanks to Vaos for reporting the crash bug in 2.001C, for reporting the ucc wormhole additive bug in 2.001E, for suggesting that mirror ships should have a stronger primary attack, for reporting that paralyzers were not properly prioritizing ships in 2.001H.

-Thanks to Velox for reporting the fact that attrition emitters were not capturable, but should have been, for suggesting the Sentinel Frigates, for suggesting the Zenith Virtal Shredder, for reporting the confusing way that turrets interacted with most ships that fire minor electric shots, for suggesting the Core Fabricator, for suggesting the Zenith SpaceTime Manipulator, for suggesting the Experimental Fabricator and Experimental Starship Fabricators, for suggesting Regenerator Golems, for suggesting Hive Golems, for suggesting Devourer Golems, for reporting the description of fleet and alien starships being off, for reporting the gather points bug in 2200, for reporting the raid engine adjaceny issue, for reporting the issue with ship selection when clicking through wormholes.

-Thanks to Nailer for suggesting that wormholes should have a clickable icon in far zoom.

-Thanks to dumpsterKEEPER for reporting the two bugs with the unified command queue in 2.001F, for reporting two spelling errors on the network sync popup text, for reporting the error with FRD ships and rally posts, for reporting the crash when converting some savegames to the expansion, for reporting the issue with paralyzed self-builders, for reporting the incorrect "your income" line items in the intel summary.

-Thanks to Desmond Kaplan for suggesting the orbital command station home cores.

-Thanks to inchoate for suggesting the altered MTU as a way to solve the transmission problems that a few players were having over certain network setups.

-Thanks to keith.lamothe for suggesting that ships prefer not to autotarget mirrors when possible.

-Thanks to Vade for reporting the Zenith Starship misspelling on the technology button.

-Thanks to laxrulz777 for suggesting the Zenith Polarizers, for suggesting the Interplanetary Munitions Booster.

-Thanks to Oewyn for suggesting Shield Boosters, for reporting the issue with counter-shooter ranges appearing for enemy ships, for reporting the issue with non-combat ships showing attack ranges, for reporting a misspelling in the Raid Starship descriptin text, for suggesting the hard counter to impulse reaction emitters, for reporting a crash bug in ZF, for reporting the issue with transport percents, for suggesting that turret trains not be auto-attacked, for reporting the clipping in the stats window, for suggesting the cost reduction for EMP mines, for reporting the temporary issue with colony ships requiring supply, for reporting the temporary mixup with permamine health, for suggesting that mirrors not reflect starship attacks, for suggesting that astro train stations only be attacked via direct orders, for suggesting that fortresses not have such a huge bonus against starships, for suggesting the buzzbomb rebalance, for reporting the issue with the incorrect message being shown when player ships flew into enemy minefields, for suggesting the increase in engineer ranges, for suggesting the better range for rebel/mining spawns, for suggesting that the range of gravitational turrets be increased, for reporting that resistance fighters were not spawning, for suggesting the warning when devourers are on or next to player planets, for reporting the harvesters rebuilding too frequently, for reporting another issue with FRD ships chasing teleporters, for reporting the issue with devourer positions being revealed by some galaxy map counts, for reporting the cold storage issue with waves to unknown planets, for reporting the issues with SuperTerminals.

-Thanks to Lars Bull for suggesting the separate target search cycle for tractor beams, for reporting the issue with exo-galaxy wormholes in certain prereleases, for pointing out that the new cloaked planets could be used to circumvent scouting, for suggesting that Zenith ships have a different color of explosion, for suggesting the improved rally post attributes, for suggesting that mobile builders count as constructors instead of engineers, for reporting the issue with energy going minorly negative, for reporting that you could gift yourself into negative energy, for suggesting the change to cold storage ships being blacked out, for suggesting the widening of the minor faction listbox, for suggesting that the view never center on enemy command stations by default, for reporting the issues with acceleration and group move, for reporting the visual issue with zeroed ship counts on the planetary summary, for suggesting the change to autosave after game over, for suggesting that building hotkeys not include ships of disabled players, for reporting the issue with engineers improperly charging allies for dock acceleration, for reporting the crash when joining a multiplayer game after hosting, for reporting that group-moving into transports was not working, for reporting the miscolorization of planet names on wormholes, for reporting that cloaked ships were being shown during game syncs.

-Thanks to Kiro for reporting the exploit with command station cores.

-Thanks to Draxis for reporting the issue with force fields being able to push cutlasses.

-Thanks to I-KP for suggesting that the "Always display wormhole names in front of ships" setting no longer affect the wormhole far zoom icon, for contributing a variety of graphics noted above, for suggesting the Orbital Mass Driver, for suggesting the Gravity Drill Station, for suggesting the Distribution Node, for suggesting the AI Co-Processor, for suggesting that force fields provide protection from tractor beams, for suggesting the method for making ships borders look better at partial zoom, for reporting the issue with etherjets stuck against force fields, for suggesting the improvements to the electric shuttles and reporting the issue with their stated-vs-actual ranges, for suggesting the colorized planet names in the galaxy map.

-Thanks to Minty for reporting the bug with incoming fire going through forcefields in the 2.001L prerelease, for suggesting that trade ships be immune to force fields.

-Thanks to sparkler for reporting the bug in prerelease M that would allow unbounded ship reinforcements.

-Thanks to StealthArcher for suggesting the Impulse Reaction Emitter.

-Thanks to Hans-Martin Portmann for reporting balance issues with the beam frigates, for suggesting adjustments to the font sizes from prereleases O and P, for creating the new colorized planetary summary panel graphics, for suggesting the Planetary Shield Booster and Planetary Shield Inhibitor, for providing the new explosion graphics (red, green, and blue), for suggesting the buff of forts, for suggesting that astro train stations no longer create a force field, for suggesting that the rebel human colony event be a bit easier, for reporting the issue with ships firing too early on radar jammer planets, for suggesting that minor factions be blind for allied humans, for reporting the issue with clicking minor faction ships in the planetary summary, for suggesting that command stations never shift on game load.

-Thanks to damador for reporting the issue with the font size loading being problematic in version P.

-Thanks to freeofme for suggesting the translocator.

-Thanks to OniRyo for suggesting the decoy drone.

-Thanks to CogDissident for suggesting that golems be immune to paralysis attacks, for reporting the issue with beam frigate targeting.

-Thanks to Cintia for reporting a bug in the prereleases where munitions boosting was still working with turrets.

-Thanks to Lancefighter for reporting the bug in a few prereleases with regen abilities incorrectly being applied during the 3-seconds-after-being hit period, for reporting that Stealth Tachyon Beam Emitters did not have a proper prerequistie, for suggesting that forts be mrses and rally posts, for suggesting the rebalance of dreadnoughts, for reporting the issue with FRD ships and teleporters in 2.600, for reporting that enemy force fields were visible in enemy territory with fog of war on again.

-Thanks to Echo35 for suggesting that turrets leave remains in the same manner of mines, for reporting the disappearing fonts, for reporting the clipping of the header text in the stats window, for suggesting the simple render option for far zoom icons.

-Thanks to darke for suggesting that advanced factories should get a health boost, for suggesting that bombers should get a health boost.

-Thanks to Darloth for reporting the missing EMP Mine buy icon, for reporting the issue with the reload speed of sentinel frigates, for reporting the crash bug in ZD.

-Thanks to raptor331 for suggesting that fortresses be able to store units as a transport to keep them safe until they are ready to be ejected, for suggesting the option to not require admin rights to install updates.

-Thanks to JfpOne23 for suggesting the rebalance of sentinel frigates.

-Thanks to FFLaguna for reporting the issue with rebuilders not working correctly when ships were at cap, for reporting the issue with rebuilders going all the way to their FRD destination before actually target searching, for suggesting teleporting remains rebuilders and cleanup drones.

-Thanks to HellishFiend for suggesting the improvements to the mobile repair stations, for reporting the desyn in 2201, for reporting the missing dangerous ship counts on the command station button list, for reporting the issue with under-construction ships forgetting their orders on completion.

-Thanks to Volatar for suggesting the botnet golem, for reporting that too many bonuses were being shown in the strong/weak data for ships.

-Thanks to Kalzarius for reporting the issues with the scrollbar arrows, for reporting the issue with silent failure of unpausing low-power ships when not enough energy, for reporting that the tooltip on the tachyon warhead was out of date, for reporting the issue with old server sessions not always being cleaned up correctly, for reporting the issue with AIs growing out of control in 2801.

-Thanks to Epsilon Plus for suggesting that golems and astro trains be immune to black hole machines, for suggesting the alert when traders are visiting a player planet, for suggesting the FRD range limiting control node.

-Thanks to Haagenti for reporting the out of date description of raptors, for suggesting the extra AI force fields on spokes maps.

-Thanks to Marisa Park for her work in maximizing the readability of the new font.

-Thanks to TheWordWillSetYouFree for suggeting the rebalance of light starships.

-Thanks to Dere011 for reporting the issue with fortresses not properly accting as an MRS in some prereleases.

-Thanks to NahtanoJ88 for reporting the issue with FRD mode in 2200.

-Thanks to tombom for reporting the map seed textbox being too small in prereleases.

-Thanks to Guardia for reporting the issue with engineers teleporting agains astro train stations in 2201.

-Thanks to Cubittus for reporting issues with engineers assisting queues that were fully empty.

-Thanks to maritime for reporting the issues with marauders getting stranded by engine damage.

-Thanks to aspo for suggesting the reduction of Mark I Engineer health.

-Thanks to Shardz for reporting the counts of ships being off in cold storage planets, for reporting the enemy counts being off in the global summary button, for reporting the planetary summary sizing issue, for reporting the costs overlap issue.

-Thanks to quickstix for reporting the issue with rally posts not properly setting the FRD target of ships to themselves, for reporting the broken cross-planet attacks, for reporting the issue with clicking enemies on the planetary summary when they were in cold storage, for reporting the issue with attack-move mode working like FRD mode in 2.600.

-Thanks to Thiima for reporting the AI being laconic about its command stations being under attack, for reporting the issue with the wrong message being shown when a command station on the AI's old home planet was attacked.

-Thanks to Kaptein for reporting that engineers could repair ships even when in low power mode.

-Thanks to orzelek for reporting several targeting issues, for reporting that marauders were kiling traders, for reporting the targeting issues with turrets and mining golems in 2600.

-Thanks to Pandemic for reporting the issue with science labs and ARSes not being able to use the tech menu when selected together.

-Thanks to JoeFosterX for reporting the issue with group moving with non-military ships.

-Thanks to Rifleman for inspiring the change to make marauders and such patrol when idle.

-Thanks to dragoniv for reporting the bug in tutorial 2.

-Thanks to SingleMalt for reporting the issue with scrapping returning too many resources for in-progress ships.

-Thanks to kjara, Pantera, Dr_Mario, Calvin Southwood, and Lars Bull for reporting and helping to diagnose the multiplayer connection issue relating the batch network sending.

-Thanks to Admiral and freeofme for suggesting the ability to reveal the random AI types, for suggesting the Cloaker Starships.

-Thanks to Lars Bull and Calvin Southwood for originally suggesting the unified command queue, and Nibelung44 for bringing the issue back up more recently, as well as the dozen or more other forum members who commented on this feature, for reporting the issue with the keyboard input sometimes registering when there is no focus.

-Thanks to kjara and Haagenti for suggesting the reduced penalty for holding an attrition emitter.

-Thanks to HellishFiend and RCIX for reporting the crash bug when upgrading an existing savegame to include the expansion.

-Thanks to Cintia and TheWordWillSetYouFree for reporting the bug where player ships were unable to hit must-be-directly-targeted ships sometimes in 2.001L.

-Thanks to Lars Bull, Calvin Southwood, dumpsterKEEPER, RCIX, kjara, and eRe4s3r for reporting the queued wormhole command issue in the unified command queue prereleases.

-Thanks to Velox, Joshua Yu, I-KP, Hans-Martin Portmann, and Vaos for their input on how to rebalance the regenerator trains.

-Thanks to Lancefigher and Oewyn for suggesting the buffs to decloakers.

-Thanks to I-KP, HellishFiend, CogDissident, Velox, and quickstix for reporting the issues with the FRD mode.

-Thanks to PineappleSam and Hobbit for reporting the missing control node technologies.

-Thanks to Oewyn and I-KP for reporting the jumbled galaxy map text in some prereleases.

-Thanks to Hans-Martin Portmann and maritime for reporting the issues with the Zenith Trade Ship balance.

-Thanks to Pandemic and PineappleSam for reporting the issues with starting resources not being properly granted in some cases.

-Thanks to aspo and quickstix for reporting the missing strong/weak data in 2201.

-Thanks to Harry and LanceFighter for reporting the issue with command stations counting as scouts.


AI War:AI War