Difference between revisions of "AI War:Current 4.0 Beta"
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* The planet-mouseover tooltip in the galaxy view will now anchor to a corner away from your cursor. | * The planet-mouseover tooltip in the galaxy view will now anchor to a corner away from your cursor. | ||
* The ship-mouseover tooltip in the planet view will now anchor to the very bottom-left, rather than to the top of the button window. | * The ship-mouseover tooltip in the planet view will now anchor to the very bottom-left, rather than to the top of the button window. | ||
+ | |||
+ | * The effect on overall ship caps from having more players is now more severe; this keeps the performance more in line even in larger multiplayer games. | ||
+ | |||
+ | * There is now a Unit Cap Scale lobby option that allows players to choose between the following options (Normal is now the default, and is applied to all existing saveganes; players may recognize that High was the previous default): | ||
+ | ** Most large-cap ships have half the standard cap (Fighter MkI = 50), and are roughly twice as expensive, twice as strong, etc. | ||
+ | *** This puts the lowest possible load on the your CPU when you have the biggest-possible battles. | ||
+ | ** Normal caps (Fighter MkI = 99), costs, and strengths. | ||
+ | *** This puts a moderate load on your CPU when you have really large-scale battles. | ||
+ | ** Most large-cap ships have double the standard cap (Fighter MkI = 198) and are roughly half as expensive, half as strong, etc. | ||
+ | ***This puts a lot more load on the your CPU when you have the biggest-possible battles. | ||
(note: the above changes reflect our work-in-progress build that has not yet been released) | (note: the above changes reflect our work-in-progress build that has not yet been released) |
Revision as of 10:50, 10 October 2010
Contents
Prerelease 3.707
- Fixed a crash bug when opening the objectives window.
- Fixed typo in the "Auto Build MkIII Engineers" control label.
- Thanks to Winter Born for reporting.
- Fixed bug in the new controls window that was allowing the construction of Engineer MkII and MkIII units without having researched it.
- Thanks to Winter Born for reporting.
- The per-planet controls for auto-building units now allow values from 0 to the ship cap for that unit type, rather than just 0-9.
- Thanks to Lancefighter for reporting.
- The change from the mission summary to the objectives screen made the coprocessor description incorrect, fixed.
- Thanks to Moonshine Fox for reporting.
- The auto-build sliders on the controls window now display your number of existing ships of that type on each planet (that has at least 1) in the tooltip.
- Thanks to Lancefighter for reporting the lack compared to the control node implementation.
- All mercenary ships (except the Mercenary Enclave Starship) are now equivalent to MkIV ships (instead of MkII). They cost 10x the metal and crystal of their normal MkIV counterparts.
- EMP Mines now paralyze their targets for 10 seconds instead of 3.
- Riot control tazers now paralyze their targets for a full second instead of half a second.
- The zenith paralyzers i, ii, iii, iv, v now paralyze their targets for 1, 2, 3, 5, 7 seconds at a time, rather than the older 0.2, 0.4, 0.8, 1.8, 3.2 that they previously did.
- The recharge rate of ships is no longer affected by fast & dangerous or blitz combat styles.
- The way that ships that have a failed shot that disappears (because of a dead target/overkill) get a "freebie" has been updated so that they always do, rather than only if their shot was fired in the last second.
- The recharge rate of snipers and sniper turrets has been decreased from 60 seconds to 30 seconds.
- The recharge rate of spider turrets has been increased from 7.5 seconds to 15 seconds, but their attack power and engine damage have both been doubled.
- The recharge times of the flak turrets and heavy beam cannons have been nerfed a bit for the lower levels, and are a tad better for the higher levels now.
- The recharge time for some of the melee ships is now worse, as there is no smaller than a 1 second delay between attacks now.
- Various ships that had partial-second recharge times (3.5 seconds, 9.8 seconds, etc) now have been rounded to either one second or the other (not always to the nearest second -- some subtle balance tweaks here).
- Recharge bars no longer show for ships that have fewer than 2 seconds total recharge, even if the recharge bars are turned on.
- The paralysis penalty for after teleporting ships move is now a bit more severe, but is capped at 5 seconds. People had complained a bit about the balance with them, and this was something I'd been meaning to do for a while.
- The internal mechanics of cloaking, recharge, tachyon, emps, and paralysis have all been altered significantly in a way that is now performance-profile-indepdendent, as well as requiring less processing overhead in general.
- Shots that are currently sitting around because of an emission delay (as with the machine gun on the riot) are no longer drawn until they actually start moving. This looks better and helps performance in those cases.
- Previously it was possible for the AI to get an inordinate number of MRS's on a single planet; it is now generally limited to 2 per planet.
- Performance Profile can now be changed from the Scores tab of the Stats screen.
- Added Performance Profile dropdown to Game Options tab of Lobby.
- Added "FPS" and "Viewing" columns to the Scores tab of the Stats window; FPS so you can see what kind of performance other players are getting locally, and Viewing so you can tell what they are looking at (and switch to that view yourself by clicking the button).
- AI planets with most units in cold storage and no human presence generally only process every other sim cycle (but double the movement, etc); this looks odd when viewing such a planet via complete-visibility, and now that the game actually syncs some of the local-interface data for each human player across the network, we have changed this so that an AI planet currently being viewed by a human player will never use the every-other-cycle model.
- An entirely new method of doing ship repairs is now in place. The old method was uneven, and would often result in too-high costs for some ships and too-low costs for others. Now the cost of repairing ships is simply 1/4th the metal and crystal it costs to build them, over a span of a half as long as it took to build them in the first place.
- An entirely new method of doing ship construction costs is now in place behind the scenes. The actual effect on gameplay is hopefully going to be minimal (unless we introduced bugs with it), but it's a lot more efficient and is performance-profile agnostic, and fixes a number of prior bugs.
- Units under construction that are shot now actually lose build progress in addition to health, like in many other RTS games.
- The way that mining golems work has been revamped fairly substantially. Rather than coming in from way out in deep space (where it is difficult for players to even get to), and then exploding when they reach the planet center, they now just appear somewhere in the planetary gravity well and explode after 90 minutes of existence.
- Regeneration, attrition, and self-attrition are now dealt out in per-second bursts, rather than as a continual stream.
- Fixed a bug from 3.704 with having AI plots actually function with the AI.
- The planet-mouseover tooltip in the galaxy view will now anchor to a corner away from your cursor.
- The ship-mouseover tooltip in the planet view will now anchor to the very bottom-left, rather than to the top of the button window.
- The effect on overall ship caps from having more players is now more severe; this keeps the performance more in line even in larger multiplayer games.
- There is now a Unit Cap Scale lobby option that allows players to choose between the following options (Normal is now the default, and is applied to all existing saveganes; players may recognize that High was the previous default):
- Most large-cap ships have half the standard cap (Fighter MkI = 50), and are roughly twice as expensive, twice as strong, etc.
- This puts the lowest possible load on the your CPU when you have the biggest-possible battles.
- Normal caps (Fighter MkI = 99), costs, and strengths.
- This puts a moderate load on your CPU when you have really large-scale battles.
- Most large-cap ships have double the standard cap (Fighter MkI = 198) and are roughly half as expensive, half as strong, etc.
- This puts a lot more load on the your CPU when you have the biggest-possible battles.
- Most large-cap ships have half the standard cap (Fighter MkI = 50), and are roughly twice as expensive, twice as strong, etc.
(note: the above changes reflect our work-in-progress build that has not yet been released)
Prerelease 3.706
- Fixed a regression in 3.704 and up that could cause some savegames to fail to load.
(October 8th, 2010)
Prerelease 3.705
- Fixed some problems with the horizontal centering of text on the planetary summary buttons and bottom-left menu buttons.
- Further attempts to fix the lobby not populating the underlying options data correctly.
(Released October 8th, 2010)
Prerelease 3.704
- The main score now shown in the scores panel of the stats window is the adjusted score (which is what is mainly used on scoreboards). The raw score is now also still shown -- this was the old score that is shown in-game -- but it is given a lower priority.
- The score benefit from using mercenary ships has now been slashed 10x.
- Thanks to Vinraith for suggesting.
- In the last couple of versions, the game speed was running a bit over-fast due to some partially-implemented timing changes. Fixed.
- Thanks to Fleet for reporting.
- AI Home Command Station icons and actual graphics were previously of an invalid size that was causing them to not show in unity (and cause a lot of lag with the reports of them not working). Fixed. They also now have a border on their icons, like other ships.
- Thanks to Moonshine Fox for reporting.
- Starship Constructors now have their own icon in far zoom, which a lot of people have been asking for for a while.
- Music playback has now been integrated into the game.
- The new, remastered AI War and TZR tracks have been added to the full installer, and the new CoN tracks are also now available. This is earlier than we normally would release these tracks, but we felt upon reflection that it was important to make sure that the beta testing included proper testing of the music functionality, too.
- When there are multiple available title music tracks, as is the case when players have an expansion installed, the game will now pick randomly between those songs and play them at the title menu and lobby. That way it's not always the same track just looping instantly, and all the title music tracks can still be enjoyed when you've got the expansions.
- There is now a Master Sound Volume slider on the audio tab of the settings screen. This allows for the relative volumes of all the various sound effects to be left alone, while the overall volume of all sounds are adjusted. This affects everything except the volume of music.
- The rate of the game speed increases has been slowed a tad, so that game speed 10 doesn't practically kill the game.
- In the last version, if you were playing a tutorial and then went to another game, it would keep the tutorial text showing. Fixed.
- Thanks to freeman08 for reporting.
- Objectives tab of Stats screen now handles all the stuff the old mission display did (and a bit more), and also provides mouseover-tooltip and click-to-view-object (where applicable) support.
- Removed Pause-All-Constructors and Lone/Group-toggle button from the bottom global button row, replaced with:
- Map button, toggles between galaxy and planet view (will also be used for showing the minimap, when that is implemented).
- Controls button, opens a new window for changing a variety of galaxy-wide and planet-specific settings.
- All Control Nodes have been removed and replaced with the Controls window. Grief and career counseling is available to those engineer drones suffering existential angst as a result.
- Fixed shot-rotation bug from recent versions.
- Implemented a replacement for the minimap. It is not part of the normal GUI but rather an overlay that you can trigger by holding either the Middle Mouse Button + the MakeMiddleMouseScrollingUseMiniMapScale key (context: PlanetView, defaults to LeftShift), or the ShowMinimap key (context: InGame, defaults to T).
- The ShowMinimap keybind (not the middle-mouse-scrolling one) can also be used to "peek" at a planet by holding it and either mousing over a planet in the Galaxy View (it will display the minimap for that planet) or a wormhole in the Planet View (it will display the minimap for the planet on the other end of the wormhole). The peek displays obey the usual rules for visible intel, etc.
- The planetary summary now combines various icon layers into intermittent textures, which makes it use on average 5x fewer draw calls to the GPU, and lower transient per-frame memory as well.
- The planetary summary now once again renders a yellow border around its icons when ships corresponding to that icon are selected.
- Removed the Galaxy Display for starship constructors, since they are already counted in the All Constructors display.
- The mark numbers on planets on the galaxy view no longer alternate between colors, because that was causing an inordinate amount of visual distraction.
- The buttons along the bottom of the screen (and buy buttons, etc) have been massively upgraded to be far more efficient, visually pleasing again, and with their text in mostly the right place. There are still a few issues with the text not centering correctly horizontally, but that's still on our list.
- The count of enemies at the current planet is now shown as an alert in the upper left, rather than as a hard-to-see flashing number on top of the command stations quick button.
- The current wave multiplier and reinforcement multiplier, if any, are also now shown at the upper left as an alert. That way players aren't surprised by massive waves if they have a golem at a planet, etc.
- Thanks to Sizzle for suggesting.
- A new style of mouse scrollwheel handling has been put in place, which should hopefully resolve the troubles with some players being unable to use certain input devices.
- Thanks to Itchykobu for alerting us to the issue.
- Mouse zooming would previously not always be the same when zooming out and zooming in. Fixed.
- Thanks to Morslok for reporting.
- Fixed a bug in recent versions that was causing some of the lobby options to have their GUI controls properly initialized without actually initializing the underlying data used by the map generator, leading to general unexpected mayhem. Apparently this is not what the players meant when asking for more randomization tools.
- Thanks to orzelek for reporting.
- Fixed a bug that could potentially have caused display issues with certain images not rendering on larger resolutions in the lobby and main menu.
- Thanks to Shardz and orzelek for reporting this issue.
- It is now possible to see the screen/viewport sizes in the F3 debug menu.
- The pause function is now mapped to both the pause key and the p key.
- A number of the other AI Core Guard Posts had incorrectly-sized galaxy view icons that could not be displayed. Fixed.
(Released October 8th, 2010)
Prerelease 3.703
- Added a new context menu (it was a working example for the new context menu system, etc) : Special Unload.
- Two ways to open: right-click the Unload button (left-click still does the usual basic unload), or use the new OpenSpecialUnload keybind (context: with-selection, defaults to LeftCtrl+U); if your selection does not contain any transports with ships in them, the special unload menu won't display.
- Displays 1 button with the total number of ships loaded into transports in your selection.
- Displays 1 button for each distinct ship type (so fighter I, fighter II, bomber I, etc), with the number of that type.
- If you left click one of the buttons, it will give the order to unload 1 ship of that category.
- If the SpecialUnload_MakeUnload_10 keybind (defaults to LeftShift) is active, it does 10 ships instead.
- If the SpecialUnload_MakeUnload_50 keybind (defaults to LeftCtrl) is active, 50.
- If the SpecialUnload_MakeUnload_All keybind (defaults to LeftAlt) is active, all of that category (so Alt-clicking Fighter I will unload all fighter Is held by all the transports in your selection, and Alt-clicking the top catch-all button will act very much like the basic unload operation).
- While the window is open, the SpecialUnload_CancelUnload keybind (no default binding) is also available; it will cancel any unloading of the ships in your selection, without cancelling any other orders.
- Note that this works with fortresses, etc, not just "Transports" proper.
- Added UnloadAll keybind (context: with-selection, no default binding) that is just an alias for the basic Unload button.
- Added CloseContextMenu keybind (context: in-game, defaults to LeftCtrl+Space) that closes any open context menu (note that currently the only context menus are the Special Unload menu and the popup menus from the global-ship-category buttons on the bottom of the screen).
- The InputBindingsMenu now has a tab for "Context Menus"; rather than have 1 tab per context menu it has a dropdown for picking the specific menu you want to see/edit the bindings for. There's currently only the Special Unload menu.
- The mark I and II engineer energy costs have been reduced from 1000, 500 to 250, 200. This makes it far easier to keep a large standing fleet of them on various planets now that they aren't teleporting.
- The mark III and Experimental engineers are now once again teleporting, for players who really love that feature. The metal/crystal costs of the mark III engineers have been increased somewhat to compensate, however (about a 50% increase).
- Thanks to Winter Born for suggesting (and many others for contributing).
- The tutorials and manual window is now in place.
- The visuals have obviously been changed a fair bit, but so has the content. The link to the videos page, and the link to the community wiki, have both been removed. A direct link to the "Fast Facts: A Crash Course On AI War" has been added.
- Further improvements to line drawing accuracy.
- The in-game tutorials actually work now, and a number of refinements have been made to the tutorial playback engine (scrolling messages, clickable messages, etc).
- Basic tutorials 1 and 2 have been revised a bit to be a little bit more up to date with recent changes to the game, and a bit more informative in general.
- In the past few prereleases, the build 5 ships and build 10 ships functions were swapped as to which hotkey they were. Fixed.
- It is now possible to hide the tutorial instructional messages by holding down the Alt key.
- Since there is a bug in Unity where keys can get into a held-down state permanently (until that key is again pressed and released) after an alt-tab or similar window switching, we've now put in a safety feature: whenever keys are held down for more than four seconds, the name of the key being held down is shown.
- During normal play, except in a few cases such as holding down to see some sort of overlay (ship lines, attack ranges, etc), this would never even come into practice. But when someone can't understand why no ships are clickable, etc, and it's because the alt key is behind-the-scenes being held down, now there's an easy visual cue that should get most people to automatically tap the key in question, which solves the problem. Should save a lot of frustration for folks down the line.
- Ported the Galaxy View's left sidebar of small buttons.
- The Pause key is now actually used for pausing the game, instead of P (that didn't work in the older versions of AI War, but now can in Unity).
- The Select Starship Constructor key (T) has been removed. The Select Space Dock key (D) now also selects Starship Constructors, fabricators, missile silos, and mercenary space docks in addition to the prior function of selecting space docks and advanced factories.
- Most of the keybinding descriptions have been filled in, but there are still some more to go. Those that remain have been marked with a ~*~.
- The DebugMustAuthCyclesIncrement (F4) and DebugAuthCycles (F5) key bindings have been removed, as the ability to make the game simulation run slower (and the addition of the debug log) make this pretty unneccessary now.
- The debug-related keybindings for F6, F9, and F10 have all been removed.
- The attack-move function has been moved to X, and the "open move menu" function has been moved to left alt.
- The toggle score display (F2) option has been removed, as the score is no longer shown directly on the screen at all times.
- A completely new way of drawing the savegames on the save and load pages is now in place. This new method is a lot easier to read, and is by-column instead of by-row. It also manages to show the last-modified date of each file in a very compact and attractive format, and allows quickly sorting by date with the press of a single button. The save and load have never looked so good.
- Deleting savegames is now once again functional (just hadn't been ported before).
- The sound playback should now have a much lower chance of over-saturating when a lot of sound effects are playing during a huge battle.
- The in-game graphics now look noticeably cleaner and crisper thanks to a fixed bug with the orthographic camera.
- Players are now able to connect to lobbies hosted by other players, although the lobbies are not yet fully properly synced (and thus aren't quite functional yet in multiplayer).
- A regression that was causing clients to sometimes be unable to connect to existing multiplayer savegames is now fixed.
- Fixed several bugs with tooltips.
(Released October 6, 2010)
Prerelease 3.702
- Implemented mouseover tooltips for the remaining GameButtons (like the categories that previously had tooltips that were getting chopped off, etc).
- Changed the black lines on the Tech button mouseover to a shade of blue to be more readable. A more thorough re-coloring of stuff (in the wake of the switch away from bordered text) is coming later.
- Thanks to Ancestral for the report.
- Fixed bug where the top row of a 5-row build menu was still being cut off in 3.701.
- Thanks to Lancefighter for the report.
- Fixed bug where the expansion toggles in the license keys window were always being prepopulated as off, rather than checking whether the expansion was enabled.
- Thanks to leb0fh for the report.
- Fixed bug where tech mouseover would incorrectly report available techs as already unlocked.
- The buy/tech menus will now dynamically size vertically as well as horizontally.
- Re-implemented the display of the normal low-power-mode-toggle, give button, and unload-transport button.
- Fixed bug where higher-row buttons on buy/tech menus were in the wrong column.
- Thanks to freeman08 for the report.
- Fixed bug where GameButtons were acting as if they were clicked if the click point was near where they would be at the original (generally 1280x768) resolution. Also fixed the bug where context menus triggered from those buttons were showing up near the original resolution points instead of snapped to the global game button window.
- Thanks to Burnstreet for the report.
- Fixed bugs in single-click selection behavior, specifically it is now again possible to shift-left-click to add a single ship to the selection (as opposed to having to shift-left-click-and-drag). Alt-left-click to remove a single ship now works as well.
- Thanks to unclean for the report.
- The method for denoting enabled/disabled items in toggled lists has been changed to be the same as that which is used for drawing enabled/disalbed tabs.
- Thanks to Winter Born for the suggestion.
- Fixed a bug from the unity port where GUI dropdowns were drawn well below their parent control.
- The number of cycles per game turn has been decreased from 4 to 3, which puts a slight bit more load on the network (180ms turn times instead of 240ms), but makes the command lag lower even than in SlimDX. And if anyone has trouble with the network load, they can still use the network skip function to improve that.
- The "Loading Items From Disk" method at the start of the game now actually counts down how many items it has left to load -- it was a mistake that it was not previously doing so.
- Textboxes in the HUD have been darkened.
- The visuals for denoting dropdowns (versus buttons) have been substantially improved.
- The "military ships immune to reclamation get a damage multiplier of 0.2 against me" rule was being applied to Parasites and Raid Starships; has now been corrected to apply to Parasites and Leech Starships. This means that Raid Starships will now be subject to tons of damage multipliers they were not subject to previously. To prevent the same problem with Leech Starships, that particular multiplier rule will now multiply any other defined damage multiplier against the ship type, rather than overwrite it.
- Thanks to Lancefighter for the report.
- Siege starships can now hit one type of fleet ship: the Force-Field Bearer. Hard.
- Thanks to Lancefighter for the report.
- The various minor faction Neinzul ships are now all immune to reclamation.
- Thanks to Draco18s for the report.
- Improvements to angled line drawing accuracy.
- The galaxy map is now protected from having multiple instantiations of the same galaxy map in a row.
- In general, the lobby is now vastly faster and more responsive, whereas before it was rather laggy because it had some logic being run many times more than it needed to be.
- It is now possible to see the AI Plots in the Galaxy Stats window (before it wasn't possible to see what AI Plots were enabled in-game, which was a problem of sorts).
- The Debug window (hit F3 to see) has been reworkd a bit to be more compact and yet more helpful.
- It includes one new line of particular interest, under the GAME SPEED header, that is FPS / Draw Calls. The FPS number gives a pretty good indicator of the frames per second (averaged from the last 3 seconds), and the Draw Calls tells how many sprites were actually drawn to the graphics card for the non-GUI parts of the game (So all the ships, backgrounds, explosions, all that).
- Both of these help to give a more empirical look at both graphics card performance and graphics card load.\ for when players report that something seems laggy.
- It includes one new line of particular interest, under the GAME SPEED header, that is FPS / Draw Calls. The FPS number gives a pretty good indicator of the frames per second (averaged from the last 3 seconds), and the Draw Calls tells how many sprites were actually drawn to the graphics card for the non-GUI parts of the game (So all the ships, backgrounds, explosions, all that).
- A number of internal performance tweaks were made, especially to the sound subsystem.
(Released October 4, 2010)
Prerelease 3.701
- Re-implemented drawing of cost lines for Buy-Button and Tech-Button mouseovers.
- Thanks to Fleet for the bug report.
- In previous version any buy menu with 4 rows was having the top row chopped off, fixed.
- Thanks to Lancefighter for the bug report.
- Internal note: removed last two references to Input.mousePosition (they were in DrawGUI, from ported Tidalis code), in favor of Event.current.mousePosition.
- Fixed a couple bugs preventing the Debug and TakeScreenshot KeyBinds from properly working when a game is not actually running.
- Fixed a crash when using the new Blitz combat style.
- Thanks to Dazio for the bug report.
- Fixed the "Unknown Client Message 116|1" bug.
- Fixed a bug where left-mouse-button-down was clearing the existing selection, breaking all kinds of normally expected behavior.
- Thanks to freeman08 for the bug report.
- Fixed bug where lobby was not properly initializing host player color from the current profile.
- Thanks to freeman08 for the bug report.
- Fixed bug where color selection in lobby was not working properly.
- Thanks to freeman08 for the bug report.
- Fixed bug where it wasn't possible to properly disable an expansion from the License/Expansions window.
- Thanks to Zenchess for the bug report.
- In the previous version we had made more of the lobby options regenerate the map for various reasons, but this has been found to cause very annoying lag and has been reverted.
- Thanks to RCIX for the report.
- The SimSpeedPlus and SimSpeedMinus keybinds now have aliases that respond to KeypadPlus and KeypadMinus; the pre-existing ones only responded to the alpha-side +/-.
- Thanks to RCIX for the report.
- Internal Note: SimSpeedPlus and SimSpeedMinus previously did not send network messages, but did the change directly on the local machine, now they use the network.
- OpenChatPopup keybind is now an InGame bind instead of AnyTime; in Tidalis you could be connected on the main menu and could chat, but not in AI War.
- Thanks to RCIX for the report.
- In the previous version the default key for the AssignToControlGroup keybind was incorrectly KeyCode.Slash (for internal development purposes, we can't use Ctrl+1, but players can). Changed back to KeyCode.LeftControl (and added an alias that maps to RightControl). If you've already played 3.700 this won't change your binding from Slash to LeftControl, but you can do so manually or simply close the program, delete inputbindings.dat, and restart to get the new defaults.
- Thanks to RCIX for the report.
- All AnyTime binds will now fire... well, any time. Except when the loading screen is visible, just to be contrary.
- Fixed some missing loca problems with the chat popup.
- Thanks to RCIX for the report.
- Fixed some missing loca problems on the keybindings screen.
- Thanks to Kalzarius for the report.
- The LobbyOptions window will no longer revert to previously saved-to-disk settings whenever opening (unless an expansion has been enabled or disabled since the last time it was opened). The LobbyPlayer window will still do this, at least for now.
- Thanks to MoonshineFox for the report.
- Remains can no longer be gifted.
- Thanks to LanceFighter for reporting an exploit related to this.
- Fortresses now have infinite engine health, as they are unable to have their engines repaired.
- Thanks to CogDissident for reporting.
- Fortresses now only take 2 hours to fully repair themselves from nearly-dead, rather than 3. SuperFortresses now take 3 hours to repair themselves from nearly-dead instead of 5.
- Thanks to CogDissident for suggesting.
- The + key now increases the game in increments that are 2x faster.
- Some internal timing changes have been made to the game, leading to a bit lower simulation load on the processor, a bit lower network load, a bit slower animations, a bit faster movement and build times, and similar. Mostly these changes are pretty subtle,
- The current combat style is now shown on the galaxy stats screen, since that's now the only way to see that data while in the game itself.
- The build modifier for placing 50 ships has been removed, and the build modifiers for placing 10 and 5 ships have been switched to thos that were for building 50 and 10 in the last release. This fixes the conflict with holding shift to place ships in a series.
- Thanks to Kalzarius for reporting.
- The zooming and panning was previously often laggy at the start, simply because of how that was being calculated (it was simply one of those porting things).
- This also means that there won't be any extra lag introduced into scrolling or zooming based on slowing down the simulation speed with the minus key.
- Thanks to vonduus for reporting.
- There is now less apparent lag when first loading a game (even compared to the SlimDX version), as the AI thread is started right at the tail end of the load process rather than during the first frames of the game.
- Some tweaks have been made to the sound playback engine to make it get less overwhelming (and thus distorted) during massive battles.
- Thanks to Moonshine Fox for reporting.
- The stars, nebulae, and planet graphics are loaded right on the game start now. This makes the game start up slightly slower (still much faster than the SlimDX version), but prevents lag and some visual artifacts later.
- The in-game processing is no longer nearly so interrupted by images streaming in belatedly. This causes more pop-in the first time that a new ship or graphic is seen, but makes the experience significantly smoother than ever before (especially compared to the SlimDX side). This is particularly notable for multiplayer, when one player has a significantly slower hard drive than the others.
- The "Hide Ship Recharge Bars" settings option has become a "Show Ship Recharge Bars" option, because these bars really don't need to be shown for most people and they cause significant visual clutter and extra graphical load.
- The "Show Ship Bars In Far Zoom" settings option has become a "Hide Ship Bars In Far Zoom" option, because these bars are really important to being able to see the battlefield at a glance from far zoom, and need to be on unless people specifically want to disable them for performance reasons (which isn't likely to be needed, these days, anyway).
- The buttons and panels in the HUD have been darkened a bit, to make it more pleasant for players who are sensitive to even slight contrast in black shades.
- The "disabled option" visuals in the HUD have been improved substantially so that they are much more readable.
- Thanks to Kalzarius for reporting the trouble with visibility in the load game menu.
- Dropdowns now use a bluish background that makes them much easier to tell apart from the panels they are hovering over top of.
- The update checker now uses the main Arcen site, rather than Amazon S3, as we have the bandwidth to spare for that sort of simple thing and it will no longer cost us anything.
- The update checker also now is substantially more flexible in terms of being able to download update files from any other server (as specified in the update file), rather than only from a server compiled into the game itself. This uses a tad more bandwidth for update checks, but the added flexibility is well worth it.
- The old version of the "AI War Pre-4.0 Settings Importer" did not work because it was in a folder with a file called AIWar.exe in it. Based on how .NET looks for file assemblies, that was causing it to look at the wrong file for trying to bind. Now the importer has been updated to run instead from inside the RuntimeData folder of the game install folder, which bypasses this issue.
- The .pdb file is now included in the installer; it was an oversight that it did not previously do so. This lets us actually get line numbers with our bug reports, which means we can actually fix the bugs without intense pain.
- The installer no longer installs a desktop shortcut (it's not really needed with this demographic, and tends to clutter up that space).
- Thanks to Lancefighter for suggesting.
- In 3.700, there was previously a colon in the shortcut name for the AI War start menu link, which was causing it to be treated as an invalid object rather than a shortcut. Fixed.
- Thanks to Burnstreet for originally reporting this, and others for confirming it.
(Released October 3, 2010)
Prerelease 3.700
- AI War version 3.189 converted to the Unity 3D engine. Only new features since 3.189 are mentioned here.
Performance Improvements
- There are no longer any prerequisites for running the game.
- The game no longer uses GDI+, so it is no longer at all dependent on system fonts, and programs like FRAPS are able to record the menus as well as the actual gameplay.
- Thanks largely to the removal of the GDI+ components, the game application itself opens markedly faster now.
- The draw-framerate is now independent from the simulation-framerate.
- This is a huge benefit, because now the draw framerate automatically drops under serious load (like a big battle), which lets the actual simulation speed stay at 100% during play in many cases.
- Thus the game doesn't slow down to a crawl during big battles (it just gets briefly choppy, if that), which passes much more quickly and is markedly less frustrating.
- Also, if one player has a slightly underpowered machine during a network game, it is less likely to slow down the simulation for the other players, which is also excellent.
- This is a huge benefit, because now the draw framerate automatically drops under serious load (like a big battle), which lets the actual simulation speed stay at 100% during play in many cases.
- In-game textures are now streamed into the game in a queue, rather than loaded-all-at-once when first encountered. This avoids choppiness and momentary lag when loading savegames and similar. This does cause images to be invisible and then pop-in during that same time, but that's much preferable in the main.
- The methods for rendering general in-game shots is now 1/5th as GPU-intensive as before. The method for rendering missile shots is now 1/9th as GPU-intensive as before. The method for rendering explosions are now about 1/2 to 1/4 as GPU-intensive as before. The method for rendering the new uv-animated line effects is about 1/5 as GPU-intensive as the old "fuzzy line" effects. Paired with new graphics, they also look better, which gives a double bonus to this shift.
Visual Improvements
- A new and better-looking game HUD visual style is now in place. This new visual style is also intended to improve readability while also increasing performance.
- The GUI for the game no longer uses bordered text -- this both aids in readability for some players, as well as improving performance, and with the higher-contrast window backgrounds this is more readable than ever.
- All of the in-game fonts have been replaced and improved with prettier, sharper, more-legible fonts that also contribute better to the sci-fi theme and feel less spreadsheet-like.
- The status text over most of the in-game ships (poor efficiency, exhausted, knowledge income, etc) now appear with a nice little bounding box that makes them look better and also easier to read. These boxes now conveniently disappear when moused-over, so that they are never in the way of what the player is trying to click on. When the Alt key is held, all of these also now disappear, which makes it even more convenient.
- The galaxy map has seen a number of improvements.
- The planet graphics in the galaxy map are now much-improved, and make use of shaders and rotation to make themselves look much more realistic.
- The lines between the planets on the galaxy map also now use shaders and have a much more modern, realistic look to themselves.
- The little row of ship icons below each planet has been removed from the galaxy map, as that was useless clutter that made the galaxy map harder to read and which most people didn't notice anyway.
- Flares are now shown on top of player ships, rather than under them. This is a longstanding request from players who found them too hard to see when under ships. Holding the alt key now hides the flares, so you get the best of both worlds.
- A completely new starfield generation algorithm is now used -- it looks a lot better, is incredibly more varied (not every planet has the same kind of starfield background), and has nice parallax depth to itself. It is way faster to draw than the old SlimDX style of starfields, which is another excellent bonus.
- A completely new nebula generation algorithm is now used -- it also looks a lot better, and is way way faster to draw than the old SlimDX style of nebulae. The nebulae no longer have parallax scrolling, but the starfields themselves do a plenty fine job enough of that, and this overall effect looks better.
- The way that the galaxy map in the lobby is drawn has been completely reworked to look better.
- The "obstacles" (black holes, asteroid belts) are no longer shown at all, as they were distracting and just getting in the way of the relevant visuals, anyway -- they are still shown in-game, though, of course.
- The scale and quality of the lines and graphics shown in the galaxy are now far superior to what they previously were, making them easier to read.
- The galaxy map in the lobby now scales on both the X and Y axes individually, again to allow for the maximum visibility on varying scree resolutions.
- Every last shot/weapon visual effect in the game has been completely redone in a much higher-res, fancier fashion.
- The explosion visuals have been completely replaced and upgraded.
- In recent releases, damage smoke had been unintentionally disabled. It has now been re-enabled, and has been notably upgraded to look a lot more realistic at the same time.
- The shot hit effects have been revamped so that it is much easier to tell when a shot has hit (and it just looks cooler, too).
- Shield blocks now have a much more distinctive visual look, so that it will hopefully be more obvious to players that something is actually happening out of the ordinary there.
- All of the old "fuzzy line" effects have been replaced with much fancier and better-looking uv-animated special effects.
- Beam weapon effects are now animated, and have a different color and animation per mark level (from 0 to V).
Keyboard Control Changes
- A number of keyboard control changes have been made. If you don't like them, the beauty is that you can now remap them as you wish, but we wanted to take this opportunity to clean up the keycodes to make them as sensible as possible -- they grew up a bit unevenly as the game has developed, and there were a few things that have been bugging us for a while.
- Ship contruction keycodes have been made consistent:
- It is now possible to build queue-constructed ships in groups of 10 by holding alt.
- It is now possible to build directly-placed ships in groups of 50 by holding ctrl.
- Ship selection modifier keycodes (when using hotkeys such as S to select science labs, or when clicking items on the planetary summary) have been made more consistent with the general selection modifiers (when just dragging selection boxes):
- When holding Shift, it now adds the new ship to the selection rather than centering on it.
- When holding Space, it now centers on the ship.
- The button for showing control group assignments, and for showing ship movement/attack lines, and for toggling on all the attack power modifier overlays, has been changed from Ctrl to Alt.
- This keeps the lines, etc, from getting in the way when players are just using the Ctrl key normally, which is a lot -- and still makes it readily accessible to see these lines and control groups at an easy click of the button, though.
- The keyboard shortcuts for "frame skip" have been removed, as that feature no longer exists (it's no longer needed).
- The keyboard shortcuts for "game speed" can now go between -10 and 10, rather than 0 and 10. This allows players to slow down time as well as speed it up.
- Ship contruction keycodes have been made consistent:
Galaxy Map Functional Changes
- The glow around planets that are alerted to the human presence is now red instead of yellow, as with the new blending, etc, the yellow was extremely hard to see.
New Features
- Added "Blitz" combat style which is like Fast and Dangerous but the ship speed is doubled again. Also, "Normal" has been renamed to Epic/4X-like and "Fast and Dangerous" has been renamed to "Normal".
- The keyboard bindings are now able to be edited. The editing interface is on the settings menu, and the bindings themselves are stored in inputbindings.dat, separate from all other settings for ease of sharing, etc.
- The way that the "Game Speed" options (+/-) on the keyboard work is now completely different.
- Previously, the options went from 0 to 10. Now, they go from -10 to 10... meaning that time can be slowed down as well as sped up.
- Additionally, in the past when the speed was increased from 0 to 1 it more than doubled the speed of the simulation, whereas increasing it all the way to 10 had very little change compared to the initial shift with 1. Now the speed scaling is a lot more linear, which is quite helpful.
- There is a new "AI War Pre-4.0 Settings Importer" application that allows players to import pre-4.0 settings files into the new 4.0 version. Unfortunately, the new versions of AI War can't directly read the legacy settings files because of a bug in the Mono framework (regarding deserializing generic collections, if you're curious).
- Our settings importer tool also moves across savegame files as a convenience, although there is no compatibility issue with them.
Interface Improvements
- The resource bar has seen some rework, making it a bit more concise and relying on icons and tooltips instead of spelling out things like "knowledge" in it. On the flip side, a few things that were previously unlabeled (like the number of planets under attack at the moment) now have a label.
- Warnings about energy levels are now shown directly in the resource bar, and more concisely, with a tooltip over them to explain further.
- The game speed modifier is now shown right next to the game clock in the upper left, and the game clock flashes red and white when slowed down, and green and white when sped up.
- A new ship selection scrollable window now shows up whenever ships are selected, making for a significant update to the old selected ships button and dropdown.
- The Planetary Summary window on the right-hand side of the screen has seen significant visual improvements that make it easier to quickly read, especially during battles or multiplayer games.
- The position and styling of both chat messages and alert messages have been changed a bit, emphasizing readability and keeping the screen as clear as possible for actually showing gameplay.
- The main menu is now nigh unrecognizable, it's seen so much rework.
- Our license key screen is now miles better, as well. It lets you enter all of your license keys on one screen, rather than having a separate screen for each (with the expansions buried in an expansions tab of the settings window). Now it's all on one place, accessible directly from the main menu, and should cut down on confusion as to which license key the application is asking for at any given time (a fair number of people tried to enter their expansion keys as a main key, for example, if they bought the game and expansions at the same time).
Gameplay Balance Changes
- Metal and Crystal Harvesters no longer require energy to operate -- they produce enough energy for themselves directly.
- When AI ships in old savegames are converted to a new type (such as all the guard posts), those now start out at full health rather than whatever their health was previously.
- The engineering range on mobile repair stations has been increased from 15,000 to 20,000.
- Engineers (including mine layers and cleanup drones) no longer have teleportation. However, they do all now move at speed 100 and they have vastly larger enginering ranges. They also no longer automatically move toward targets to heal (they just heal what's in their considerable range). All in all, this makes engineers vastly easier to control; something that was a learning issue for new players in the past, and an annoyance for experienced players.
Settings Changes
- The settings screen will never prompt players to restart the game now (previously it did on resolution changes and on expansions being enabled/disabled). Yay!
- It is no longer possible to manually select a starfield type in the game settings -- a completely new starfield generation algorithm is now used.
- Same as with the starfields, it is no longer possible to select styles of nebulae, as they are now handled differently and better. Also, nebulae detail levels can no longer be set in the game settings, but nebula can now be turned off via a toggle if desired.
- The option "Scale Game On Large Monitors (Keeps game objects the same relative size on larger and smaller monitors, but may cause lowered overall quality)" has been removed, as it no longer applies on the new platform (it looked awful on the old platform, anyway).
- The "Disable Very Far Zoom" option has been removed from settings. It's long-since been clear that nobody in their right mind would want to do that.
- The "Disable Cleartype" option has been removed from settings because it also has no meaning on the Unity platform (text comes from prerendered textures, never from the OS, now).
- The "Default Frame Skip" option has been removed (as has the "frame skip" feature in general), because Unity 3D manages the render-vs-sim framerate automatically (and does a much better job of it, we might add).
- The "Extra Tooltip Font Size" option has been removed, as fonts can't be dynamically resized in the same way on Unity 3D the way we're using the fonts. BUT, because the game now supports true fullscreen, that shouldn't ever be a need any more, anyway -- this feature was added for a few players so that they could compensate for the text looking too small when viewed at their overlarge desktop resolution.
- The settings option "Use Simple Render For Far Zoom Icons (Slower, But Prevents Invisible Icons On Some Graphics Card Drivers)" has been removed, as with the new Unity 3D system there is no risk of the invisible icons -- again, yay. Now it's definitely always nice and fast for everyone, and there's one fewer confusing settings options.
- The "Always Show Selected Units Hover Text" settings option has been removed, as the new Selected Ships window has replaced the entire older way of handling selected ships (and this new way is much better).
- The "Combine Planetary Summary Icon Colors" and "Hide Planetary Summary Icon Counts" settings options have been removed, as the planetary summary has been revised substantially enough that these sorts of options really don't have any solid purpose any longer (and we're really making an effort to weed out settings options of that sort, so that the useful ones are easier for players to look at and find).
- The settings options "Disable Blending of Shot/Explosion Effects" and "Use Simple Shot Effects" have been removed from the settings screen, as these were performance-boosting settings that no longer are needed with the new special effects rendering methods now employed by the game.
- The "Disable Explosion Debris/Embers" option has been removed, as the debris/ember emission has been taken out of the engine in favor of more complex base explosion effects (the end result looks better and runs more efficiently).
- The "Show Window Toolbar" settings option has been removed, as unfortunately that's not something we can control in Unity.
- New settings options have been added that make it possible to set the windowed resolution to anything, or to set the fullscreen resolution to a list of general resolutions, and to toggle which one is presently active. Basically, the identical setup to Tidalis.
Misc Changes
- The Unit Relative strengths is no longer compiled into the game itself, but is now in a UnitRelative.dat file that is in the RuntimeData folder. This lets players update the relativestrengths file if they are so inclined (sometimes it takes us a while to do it).
- Previously, the game only ran in a "faux fullscreen" mode that was the size of the player's desktop resolution. For many that worked very well, but for some that made the fonts unusably small. Now, thanks to Unity 3D, the game supports both true fullscreen as well as windowed mode.
- Unfortunately this means the loss of the "faux fullscreen" mode, which we're sorry to see go, but that is not yet something Unity 3D supports.
- The game also now supports resizing (and changing between fullscreen and windowed modes) in realtime. Previously, the game had to be restarted whenever sizing changes were made.
- A brand new Tidalis-style in-game updater is now included. This beats the pants off any updaters we used in the past in terms of speed, efficiency, and overall flow.
- The screenshots function (F12) was previously unable to function on some computers. It should now work for everyone.
- The screenshot function, plus any external video recording software (FRAPS, XFire, etc) previously would not pick up the menus in the game because of their GDI+ nature. Now this works with all of them.
- Also previously, externally-inserted overlays like the Steam interface and XFire had to have special support (as in the case of Steam) to avoid conflicts between the overlay and our GDI+ menus. Now that is no longer a consideration either, it all works as you'd expect.
- Our installer is now much better. The old versions used MSI packages, which are clunky and extraordinarily slow. It helps that we now have no prerequisites for the game, but the installer is miles better even discounting that.
(Released October 2, 2010)
Known Issues
Updated as of 3.704
- There are some issues with lobby settings not taking, and multiplayer in the lobby doesn't work. Multiplayer for an existing savegame should work, though.
- The following items have not yet been implemented (if a feature isn't on this list but seems to be missing, feel free to check with us, but it's probably an oversight in terms of the list rather than what we're planning):
- The achievements menu.
- The high scores menu.
- Most of the in-game stats window tabs.
- In-game graphs.
- This does make the Find function inaccessible, though. Also the planet notes function.
- The minimap.
- The in-game context menu (was X+right-click, will be alt+right-click).
- The third basic tutorial, and the intermediate tutorial, are both woefully out of date.
- We know that currently force fields stack and get pretty opaque if there are a lot of them. We're planning to revamp the graphics for them entirely, but haven't managed anything that looks good yet. Bear with us, please. :)
- There are other performance improvements planned, and of course a laundry list of bugfixes already reported in the bug reports forum relating to pre-4.0 versions.
- We have major plans for the balance of the Neinzul younglings, and how easy the new lower AI ship caps can sometimes be.
- The credits scroll is currently missing from the main menu, along with the logos for the expansions.
- The logos for the expansions are currently missing from the main menu.
- The tooltips on the resource bar at the top of the screen are currently largely missing.
- The handy little colored icons next to the alerts in the box at the top left aren't yet there. They will be.
- Ships with what we called "niche text" showing on their icon (like "Lit" on the lightning warheads) currently don't show that text. We plan to make that icon-based instead, but have not yet had a chance to.
- The text on the buy/tech category buttons is currently pretty unreadable. We know what to do to fix that, just haven't had the time yet.
- Some of the other buttons, like Pause All, Group/Lone, etc, have their big central button text pretty offset at the moment. That will also be fixed soon, it just wasn't too important. The smaller text under these buttons (generally numbers) is offset by design.
- There may be some text, especially in the galaxy map, that is hard to read based on clutter and/or font colors being at too low of a contrast. Those are artifacts of the porting, and while we've cleaned that up some, we could definitely use help from folks with finding more of them.
- The put-in-low-power button doesn't always show up on the interface. Thankfully there is a key bind for that (defaults to K) which still works.
- The unload-transport button doesn't show up on the interface. Regrettably there is currently no key-bind for that, so the only way to get units out of a transport is to get the transport blown up (can't even scrap on a hostile planet).
- There is no mouseover text on buy-queue-item buttons.
- The mouseover text for tech buttons erroneously indicates "Already Unlocked" for a tech that is available but not unlocked.
(Released October 2, 2010)