Difference between revisions of "AI War 2:Zenith Onslaught Patch Notes"

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* The C# to support a DZ that is minor-faction allied is in. I don't intend for this to be available in the base game, but I intend for the modding support to be just a little bit of XML
 
* The C# to support a DZ that is minor-faction allied is in. I don't intend for this to be available in the base game, but I intend for the modding support to be just a little bit of XML
 +
 +
* Add DZ Pirates! Some Epistyles are Pirate Epistyles.
 +
** Pirate Epistyles are outcasts. Transports won't give them resources. So Pirate Epistyles build Privateers to go attack Transports and steal the resources.
 +
** Once a Privateer has stolen resources it will return back to the Pirate Epistyle.
 +
** Pirate Epistyles build unique combat ships as well
 +
*** TODO: there should be some chance that an Epistyle "turns pirate", or that the DZ "attacks" a pirate epistyle and turns it back into a regular Epistyle
  
 
== Beta 2.044 ==
 
== Beta 2.044 ==

Revision as of 12:46, 20 May 2020

This is for alpha testing for the Zenith Onslaught. I'm using this to keep patch notes.

Beta 2.045

Dark Zenith

  • Fix a bug where the DZ was friendly with the Hunter Fleet/Instigators/etc...
    • Thanks to Oval for reporting
  • The C# to support a DZ that is minor-faction allied is in. I don't intend for this to be available in the base game, but I intend for the modding support to be just a little bit of XML
  • Add DZ Pirates! Some Epistyles are Pirate Epistyles.
    • Pirate Epistyles are outcasts. Transports won't give them resources. So Pirate Epistyles build Privateers to go attack Transports and steal the resources.
    • Once a Privateer has stolen resources it will return back to the Pirate Epistyle.
    • Pirate Epistyles build unique combat ships as well
      • TODO: there should be some chance that an Epistyle "turns pirate", or that the DZ "attacks" a pirate epistyle and turns it back into a regular Epistyle

Beta 2.044

Zenith Architrave

  • The ZA actually has some unique ships and defensive structures now
    • They are themed based on roman gladiators
  • The ZA has a budget for building defenses over time, and it can replace killed defenses, instead of the old rather hacky approach

Zenith Miners

  • There are now more hacks for the Zenith Miner probe
    • You can move the probe to a random adjacent planet, so the miner will attack that planet instead
    • You can cause the Miner to modify the planet to permanently speedup or slowdown all ships on that planet. If this option is chosen then the miner will vanish after its time is up. The miner will still attack everything though.
      • Potential use case: the Probe is on a planet adjacent to a heavily defended AI planet that has an Ark you want. You can reprogram the Miner to speedup all units, then try to move the probe and hope it goes to the defended planet. Then the Miner will do your dirty work for you.

Beta 2.043

  • Dark Zenith
    • Can now actually invade the galaxy. "Open" for stability testing. No attempt at balance or unit creation has been made.
  • Zenith Miners
    • Now have notifications
  • Nomads and Zenith Miners
    • Planets should now be properly destroyed

Beta 2.042

  • Zenith Architrave
    • Give them a few new defensive structures
    • Remove some mentions of the militant dyson from notification tooltips. Thanks to Starkelp for reporting
    • Fix a bug where Golems weren't going to spawn
  • Dark Zenith
    • Dark Zenith now actually spawn new planets
    • First pass at DZ economy done. Can be turned on for testing, though they only do economic stuff right now

Version 2.031

  • Nomad Changes
    • Fix a null reference exception in the nomad planet notifier, and minor text tweaks there.
    • Don't let an AI homeworld be placed on a Nomad planet
    • Faction-specific stuff can't seed at game start time on a Nomad planet. This prevents the Dyson or ZA from being on a Nomad
    • Nomad Planets that are also player homeworlds can't be crashed into the AI
    • Nomad Planets now spawn exos in a reasonable fashion once the Nomad Planets are en route to crash. Balance levers in XML
  • Zenith Architrave
    • Give the ZA some actual units (stolen from the Dyson for now).
    • Give the ZA some golems that spawn only during the Civil War.
    • Some buffs to the ZA
  • Dark Zenith
    • New planets should now spawn when the Invasion Starts. Planet locations need work, and debugging code is still enabled for it
    • Planets can now have varying initial amounts of science. Used to make Dark Zenith planets worth extra science.
    • Start the XML for dark zenith economy.

Version 2.029

Factions open for testing: Zenith Architrave, Zenith Miners, Nomad Planets

  • Add a debug setting (in the game lobby) to make Nomad Planets move more often
  • Fix a null reference from clicking on the nomad planet notification
  • Don't let the AI homeworld be placed on a Nomad planet


Things that need testing right now

  • Multiple ZAs for the civil war
    • Test that they spawn golems
  • How does ZA balance feel? Do they feel impactful?
  • Zenith Miners are open for testing! No restrictions. Turn em on and see what happens! Please try the various hacks.
  • Nomad planets are open for testing. No restrictions. Turn em on and see what happens!
  • DZ can be turned on and they will invade the galaxy. Please turn these on and watch for exceptions

Known Issues/Bug reports

  • Architrave can spawn close to each other (in one case, on adjacent planets). While not necessarily a bug, its not very interesting when they fight.
    • Should add a minimum hop distance between multiple.


Links to Faction descriptions

AI War 2: Zenith Architrave

AI War 2: Zenith Miners

AI War 2: Nomad Planets

AI War 2: Dark Zenith

Bug Reports

This section is to give an easy place for people to mention problems they are having