Difference between revisions of "AI War:Current Post-4.000 Beta"
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** Thanks to Moonshine Fox, Vinraith, and techsy730 for suggesting. | ** Thanks to Moonshine Fox, Vinraith, and techsy730 for suggesting. | ||
− | * A change has been put in place to make ships immediately re-check for new forcefield protection as soon as they lose protection from a prior force field. This was previously the case for command stations only. This will have some performance impact, but will greatly help correctness in the case of multi-stacked force fields. And in most cases, the performance impact will hopefully be | + | * A change has been put in place to make ships immediately re-check for new forcefield protection as soon as they lose protection from a prior force field. This was previously the case for command stations only. This will have some performance impact, but will greatly help correctness in the case of multi-stacked force fields. And in most cases, the performance impact will hopefully be negligible, but we look forward to your feedback on that. |
** Thanks to Draco18s for reporting the issue that spawned this. | ** Thanks to Draco18s for reporting the issue that spawned this. | ||
Revision as of 19:04, 22 December 2010
Contents
- 1 Prerelease 4.054
- 2 Prerelease 4.053
- 3 Prerelease 4.052
- 4 Prerelease 4.051
- 5 Prerelease 4.050
- 6 Prerelease 4.049
- 7 Prerelease 4.048
- 8 Prerelease 4.047
- 9 Prerelease 4.046
- 10 Prerelease 4.045
- 11 Prerelease 4.044
- 12 Prerelease 4.043
- 13 Prerelease 4.042
- 14 Prerelease 4.041
- 15 Prerelease 4.040
- 16 Prerelease 4.039
- 17 Prerelease 4.038
- 18 Prerelease 4.037
- 19 Prerelease 4.036
- 20 Prerelease 4.035
- 21 Prerelease 4.034
- 22 Prerelease 4.033
- 23 Prerelease 4.032
- 24 Prerelease 4.031
- 25 Prerelease 4.030
- 26 Prerelease 4.029
- 27 Prerelease 4.028
- 28 Prerelease 4.027
- 29 Prerelease 4.025
- 30 Prerelease 4.024
- 31 Prerelease 4.023
- 32 Prerelease 4.022
Prerelease 4.054
- Fixed an inaccuracy in the Armored Golem description text.
- Thanks to Moonshine Fox for reporting.
- Clarified the description text on Zenith SpaceTime Manipulators and Speed Boosters to note that they affect all friendly ships EXCEPT minor faction ships (in other words, your ships and allied human ships).
- Thanks to Toll and Ozymandiaz for reporting.
- Previously, speed boosters and similar could override the cap of things like gravity drills, which made combos like gravity drills plus logistics command stations ridiculously overpowered. Fixed.
- Thanks to Toll and PineappleSam for reporting.
- The effects of gravity drills, gravitational turrets, etc, are now calculated approximately 3x more frequently, and thus increase CPU load a bit but at the same time make the gravity turrets in particular more effective.
- Thanks to Ozymandiaz for reporting.
- When there are extra metal or crystal harvesters on a planet (typically from old and semi-messed-up-saves), all of the harvesters of the type-in-excess are now removed (and presumably are then rebuilt afterward). This prevents some situations of essentially accidental-cheating. A message is sent when the harvesters of a planet are reset in this way.
- All metal and crystal harvesters and all energy reactors are now destroyed on a planet when the command station is lost. The main goal of this is making the loss of a command station more meaningful again, as it used to be for other reasons, but it happily also means that energy reactors can no longer be constructed on neutral/enemy planets (thus preventing circumvention of the AI Progress needed for energy via that sort of strategy).
- The various resource-gathering-type ships are no longer including the "captured on planet ownership" flag, as that was pointless given that the AI no longer has them.
- Fixed an extremely longstanding bug (since pre-1.0) where in certain rare circumstances, specific harvesters could not be built.
- Thanks to Toll for reporting the most recent case of this.
- The way that exo-shields work has now been completely re-done. Rather than providing a single-ship forcefield, the exo-shield now just adds its health to that of the original ship. For purposes of the AI thread, the AI is now WAY better at deciding when to attack ships under exo-shields (in the past it would pretty much just ignore them). Additionally, the way that exo-shields work is a lot more RAM-efficient. Also, a ship can now be protected by both a regular force field and an exo-shield at the same time, unlike before. The visuals of exo-shields also now show up like the "ship based force fields" of riot starships and similar.
- Exo-shields no longer die when their target protected object dies, they simply become unlinked and will later link with anything valid that is within range of them.
- The regen rate of exo-shields has now been dropped considerably, to regenerating over 20 minutes instead of a ludicrous 30 seconds. They also now drop remains, however, so that rebuilders can come along and put them back up.
- Thanks to Echo35 for suggesting.
- Rather than having exo-shields cost a simple -2 metal and crystal per second, they simply halve the effectiveness of whatever ship it is they are protecting. They also now cos 750 knowledge to unlock instead of 500.
- Improved the AI thread's information about guarding objects and exo-shields. This should fix some of the issues relating to units dancing, etc.
- Energy reactors now drop remains when they die, so that remains rebuilders can rebuild them automatically.
- Metal and crystal harvesters mark II now each cost 3250 knowledge rather than 3000.
- Tachyon beam emitters now cost 250 knowledge to unlock instead of 500. The stealth tachyon emitters now cost 1500 knowledge instead of 1000 to unlock.
- Ships that are still under construction are now immune to all forms of paralysis -- paralysis shots, EMPs, whatever. This prevents a number of little issues.
- Thanks to TheDeadlyShoe for reporting.
- The exo-shield and energy reactor remains now can't be rebuilt when on a planet that doesn't have a player command station (the exo shields because those are linked to nonexistent harvesters, so those are pointless).
- Thanks to techsy730 for suggesting.
- A couple of force field rebalancements:
- The health of mark I and player home force fields has gone up from 9 million to 14 million (and thus the AI force fields mark I have gone up from 45 million to 70 million).
- The health of mark II force fields has gone up from 18 million to 30 million (and thus the AI force fields mark II have gone up from 90 million to 150 million).
- Thanks to Moonshine Fox, Vinraith, and techsy730 for suggesting.
- A change has been put in place to make ships immediately re-check for new forcefield protection as soon as they lose protection from a prior force field. This was previously the case for command stations only. This will have some performance impact, but will greatly help correctness in the case of multi-stacked force fields. And in most cases, the performance impact will hopefully be negligible, but we look forward to your feedback on that.
- Thanks to Draco18s for reporting the issue that spawned this.
(Note: this prerelease is not publicly available yet, we're still working on it)
Prerelease 4.053
- Fixed a bug where the Fallen-Spire per-game-second logic was not always being called on all appropriate ships (so some chases were not being triggered at all).
- Spire City Shield Generators now use the same mechanic as the Riot Shield modules (that is, they cannot be flown through, and they do not apply the 75% damage reduction to objects protected by them).
- This may make things a wee bit too easy, we'll see, but it was confusing people to have things fly through those shields.
- Spire Capital Ships larger than a Frigate main gun base range from 4000 => 7000 (this was kept short because the main gun has to be shorter range than any module gun that can be mounted on the ship, but 7000 should be safe for that even with the other modules that are planned).
- Fixed bug that was making the planet-specific auto-build-energy-reactor-mark-(I/II/III) toggles simply not work at all.
- Still working on how to balance the melee/aoe/kamikaze ship types, but went ahead and did a balance pass on the simpler turrets:
- MLRS Turret:
- Base Health from 58,000/74,000/130,000 => 100,000*mk.
- Armor Rating from 600/800/800 => 450*mk.
- Base Range from 7000 => 12000.
- Build time from 70/120/170 => 60*mk.
- The dps of this thing was simply _out there_, even at mkI, so with great regret:
- Shots-per-salvo from 12/24/48 => flat 12.
- Seconds-per-salvo from 4 => 8.
- Base Attack Power from 1240/1600/2000 => 700*mk.
- Bonus vs Light from 16 => 2.4.
- Bonus vs Swarmer from 8 => 2.4.
- Bonus vs Neutron from 4 => 2.4.
- Bonus vs UltraLight from 1 => 2.4.
- Bonus vs CloseCombat from 1 => 2.4.
- Flak Turret:
- Ship cap multiplier from 1.2 => 0.5.
- Base Health from 110,000*mk => 250,000*mk.
- Armor Rating from 100+100*mk => 750*mk.
- Energy Use from 150 => 300.
- Base Metal Cost from 1150 => 2000.
- Base Crystal Cost from 225 => 400.
- Build time from 70 => 120*mk.
- Base Range from -1000+750*mk => 1000*mk (Translation: the real in-game range is going from 2250/3000/3750 => 4000/5000/6000).
- Seconds-Per-Salvo from 8-mk => 7 flat.
- Base Attack Power from 3000*mk => 6,000*mk.
- Bonus vs CloseCombat from 8 => 2.4.
- Bonus vs Refractive from 8 => 2.4.
- Bonus vs Composite from 3 => 2.4.
- Bonus vs Swarmer from 1 => 2.4.
- Basic Turret:
- Base Health from 46,000/92,000/400,000 => 75,000*mk.
- Armor Rating from 600 => 300*mk.
- Build Time from 60/90/120 => 60*mk.
- Base Attack Power from 1800/3600/7200 => 4000*mk.
- Armor Piercing from 0 => 150*mk.
- Base Crystal Cost from 0 => 400.
- Bonus vs Heavy from 2 => 2.4.
- Bonus vs UltraHeavy from 1 => 2.4.
- Bonus vs Artillery from 3 => 2.4.
- Bonus vs Structural from 1 => 2.4.
- Missile Turret:
- Base Health from 56,000/86,000/130,000 => 50,000*mk.
- Armor Rating from 1200 => 150*mk.
- Base Range from 27,000/27,000/33,000 => 27,000 flat.
- Base Attack Power from 3600/5600/7600 => 5400*mk.
- Base Metal Cost from 300 => 800.
- Base Crystal Cost from 1200 => 300.
- Bonus vs UltraLight from 8 => 2.4.
- Bonus vs Medium from 6 => 2.4.
- Bonus vs Polycrystal from 4 => 2.4.
- Bonus vs Neutron from 1 => 2.4.
- Bonus vs Composite from 1 => 2.4.
- Lazer Turret
- Base Health from 200,000/300,000/400,000 =>150,000*mk.
- Armor Rating from 800 => 300*mk.
- Base Attack Power from 600/2000/3000 => 1500*mk.
- Armor Piercing from 500/1500/3500 => 750*mk.
- Build Time from 130/210/250 => 60*mk.
- Base Metal Cost from 600 => 200.
- Base Crystal Cost from 1800 => 900.
- Bonus vs Refractive from 15 => 2.4.
- Bonus vs UltraHeavy from 8 => 2.4
- Bonus vs Polycrystal from 1 => 2.4.
- Bonus vs Heavy from 1 => 2.4.
- Now that Mining Golems spawn so close to the human planets, there is only a 30-minute countdown timer on them, rather than 90 minutes.
- Thanks for Vinraith for suggesting.
- Translocator health has been increased 7x. It was a mistake that it was previously set so low (since 4.0 or so).
- Thanks to Ozymandiaz for reporting.
- Removed recently added rule that increased the rate of marauder spawns as AIP increased (specifically it would be 2x normal at 100-199 AIP, 3x normal at 200-299, etc); this was intentional but with the recent buffs to the marauder ships themselves it is not necessary and indeed fairly overwhelming.
- Ships with modules can no longer be camouflaged.
- Thanks to Moonshine Fox for reporting.
- Fixed an inaccuracy in the Tachyon Guardian description.
- Thanks to Nightchill for reporting.
- Hybrids now cannot rebuild modules if they have been angered (fired upon by human player ships) within the last 30 seconds.
- AI ships that are immune to force fields will never now prioritize attacking them over ships under it (this makes raid starships way more dangerous than before in the hands of the AI, incidentally). It was previously simply a property being mis-applied on some ships that later got ff immunity belatedly. Now it automatically removes that flag for anything with the immunity.
- Thanks to themachineissentient and MaxAstro for reporting.
- All guardians are now immune to being insta-killed.
- Thanks to Toll for suggesting.
- Fixed an inaccuracy in the Zenith Reserve tooltip.
- Thanks to Lancefighter for reporting.
- Fixed an inaccuracy in the decoy drone description.
- Thanks to Salamander for reporting.
- Previously, using 0 as the seed on some map types could cause the game to lock up. Fixed.
- Thanks to Sora-Chan for reporting.
- All Warheads (except armored) now have 5x more health. It's been a post-4.0 bug that they have so little.
- Thanks to Vinraith for reporting.
- The attack power of all the lightning warheads have been increased by 3x due to recent game rebalances. Additionally, their ranges have been increased by 0/250/250.
- Thanks to Moonshine Fox for suggesting.
- The "Can't Go Through Wormholes" ability has been removed from any ships that are unable to move, thus preventing useless text in their descriptions.
- Thanks to Heavens for reporting.
- Bomber Starships now use the energy wave shot type, rather than energy burst, so that their attack is visually and aurally more impressive.
- Thanks to Lancefighter for suggesting.
- Metal and crystal manufactories now have 5x more health.
- Thanks to Toll for suggesting.
- In multiplayer games, all player-controlled command stations now automatically fold out into mobile builders for allied players. This saves time and hassle with sending mobile builders around and keeping them alive, making the actual mobile builders now simply a matter for use in enemy/neutral territory.
- If either of the two icon rows on the intel summary in the galaxy map need to get wider than they can, they now will wrap down to the next line.
- The icons on the intel summary in the galaxy map now are colorized by player and include the niche icons.
- Carriers and Hunter-Killers can now be targeted by siege and bomber starships. Carriers still have their invincible-if-more-than-2000-ai-ships-here property, so this should be ok.
- Thanks to Sunshine for reporting that HKs were not already like this.
- Explicitly set the following flags for Hunter-Killers (some may already have been set implicitly):
- Immune to Black Hole Machines.
- Immune to Nuclear Explosions.
- Immune to Tractor Beams.
- Thanks to Sunshine for pointing out that HKs were not tractor immune.
- Fixed bug where neinzul clusters were only checking for non-mine military enemy units to see if they should spawn their internal squadrons. Now checks all enemy units. Will still not trigger on scouts unless it's a privacy cluster (though it will trigger in that case, it hasn't been for a while).
- Thanks to Lancefighter for the report and save.
- Reworked the AutoCreateUnitOutside behavior used by Neinzul Clusters and Hybrid Hive Spawners to not require that the source ship still exist when the command is processed, and to be triggered on death, so that taking out a cluster in one shot does not bypass its spawning of its internal squadrons.
- Thanks to Lancefighter for the report.
- Modules can no longer be assigned to a control group, since that was really buggy and unintended anyway.
- Thanks to Ozymandiaz for the report.
- The logic used for most minor faction and zombie ships for deciding to move on to a different planet should now ignore the presence of any enemy target that they are incapable of actully hitting (so neutral and player-ally Dyson Gatlings won't get stuck because of mk5 ships on the planet, etc).
- Thanks to Spikey00 for the report.
- Fixed a bug where playing a game without Fallen-Spire on could lead to ClientReceivingData errors when loading the game because it would try to deserialize the galaxy-wide state string (which was added for the FS serialization) and not realize it was empty.
- Thanks to Vinraith for the report and save.
- Player-Ally Dyson Gatlings no longer self-attrition on human-controlled planets. This shouldn't be too unbalancing because the humans would have to capture a contiguous line of planets, the spawns only come so fast, etc.
- Fixed a bug that could cause "ghosting" of old graphics (and thus both incorrect drawing as well as performance degradation) in certain circumstances. We never actually saw evidence of this occurring in AI War -- we found it via Tidalis -- but it's something that definitely could have been happening, especially temporarily as images were being loaded in to the game.
- When ships such as viral shredders replicate, they now are automatically added to any control groups that their source ship was in.
- Thanks to SInflux for suggesting.
- When ships such as viral shredders replicate, if the original was selected, the new ship will also be selected.
- Thanks to zebramatt for suggesting.
- Advanced Factories, Fabricators, and Captive Human Settlements are now immune to nukes.
- Thanks to Sunshine for reporting.
- Fixed bug that could result in resistance fighter ships built by a human player at a resistance colony being produced as minor faction units and thus not costing energy (until the game was saved and reloaded, apparently, potentially resulting in a nasty shock).
- Thanks to Vinraith and Master Cylinder Pants for the report.
- Fixed some bugs with the Resource Flows tab of the Stats window where it wouldn't include everything that was causing an impact on metal or crystal (notably self-building turrets, etc).
- Added a toggle to the Resource Flows tab of the Stats window, defaulting to un-toggled, that:
- If unchecked, the grid is in "detail" mode and displays one row per ship with a non-zero metal or crystal impact (units with only an energy impact are omitted due to sheer volume).
- If checked, the grid is in "summary" mode and displays one row for each distinct type of ship with a non-zero metal, crystal, or energy impact. This can be very helpful for figuring out where all your energy is going.
- Filenames for savegames are now fully validated, avoiding characters that are not allowed, filenames that are not allowed on windows (CON, LPT1, etc), and things like directory path separators that would cause the file to get saved into a subdirectory by accident.
- Thanks to ciaran, rhinosaurus, and jsterrett for reporting.
- When placing ships via far-zoom, their niche images now show if they have them. This makes it a lot clearer what's going on there.
- The buy buttons in ship menus now include the niche images if they have them. This makes it a lot easier to tell apart the various types of command stations, and things of that nature.
- The tech buttons in the science menu now also includes the niche images, rather than including hard-to-read overlay text.
- Thanks to zebramatt for suggesting.
- The attack recharge speed of hunter/killers has been changed from 1s to 3s.
- Thanks to Sunshine for suggesting.
(Released December 21st, 2010)
Prerelease 4.052
- The Hard versions of the Broken Golems and Spirecraft minor factions now have their "challenge" side implemented:
- PLEASE NOTE that the balance of this is very preliminary, please try it out and give us feedback!
- Roughly every minute, the current AIP (or AIP * 0.8 for the golems one) is added to an event-attack accumulation counter that works similar to the Spire-City-provoked event attacks in the Fallen Spire progression, but is considerably more tame than that one just due to the lower magnitude.
- Assuming an average AIP of 100, the first attack (of 12,000 points, base) will come a bit before the 2.5 hour mark. If your average AIP is 200, the first attack will come about an hour and 15 minutes into the game.
- Each attack's base point value is 25% larger than the previous, and thus takes 25% more time to accumulate (if AIP stays constant).
- The base point value cannot increase beyond 100,000 (this is somewhat less than the ceiling on FS event attacks when you have 2 cities).
- The three sources of event attacks (Fallen Spire, Broken Golems - Hard, Spirecraft - Hard) are computed entirely separately from each other, so you can have three of these counting up at once if all three minor factions are on.
- Event-Attack coordinated ships (as opposed to Hybrid coordinated ships) are now reflected in the threat counts.
- Event-Attack "buildup" is now roughly indicated in the Alert box: when an event-attack is at least 50% "charged" the buildup will be detected and displayed with the current percent progress towards the the attack actually being spawned. The minor faction responsible for the buildup is also listed (which is helpful when multiple such factions are in play).
- Put in some error-trapping code to help with diagnosing the occasional nullreferencexception in gamebutton rendering. This will both provide us with more info (which row/col button it was with the error), as well as providing a safeguard to definitely avoid any interruption to the game execution.
- Thanks to Vinraith for inspiring this change.
- "Weak" force fields that protect their allied ships as normal but which do not collide with enemy ships (such as those by shield bearers, etc) now have their own special graphic to denote this.
- Thanks to Spikey00 for inspiring this.
- Fixed a "ghost line" in the spire teleporting leech graphic.
- Thanks to wyvern83 for reporting!
- Mining Golem attack power has been increased 10x, armor has been decreased 3x. Health of the mining golem has been increased from 40m to 120m.
- When mining golems explode, they now destroy the planet and all the resource points, but no ships. This means that there is no risk of AI Progress increase from them, they just cut off access to resources.
- Mining golems are now only seeded on planets in player territory, or within one hop of player territory.
- Instead of a single mining golem per planet, it is now one per human player in multiplayer games.
- Instead of a single planet getting a mining golem at once, three planets all get them at the same time, now.
- Mining golems are now spawned every four hours (or so), rather than every 8ish hours.
- The net effect here is that with this minor faction on, you'll have planets exploding and sometimes you'll just need to let them explode. This can put crimps in your and/or AI supply, and can also put the pressure on in terms of resource availability.
- Thanks to Vinraith and unclean for suggesting that mining golems needed a boost.
- When a planet is destroyed, all of the new advanced resources asteroids are also destroyed in addition to the regular resources.
- Mining Golems also now have 10k radar dampening.
- Thanks to Lancefighter for suggesting.
- Hunter Killers now have 5x more health, and 10x more attack power. They also now fire 10x as many shots at once as before.
- Thanks to Vinraith for suggesting.
- There is now a new "Show Firepower Instead Of Ship Counts In Resource Bar" option in the interface tab of the settings window. Firepower was just too abstract to be the default thing displayed. The chief problem here was just with a few mega-sized ships in free mode, anyhow, so those can be handled through alerts.
- Thanks to Red Spot for inspiring this change.
- Firepower for under-construction units is now considered to be zero, for display and AI purposes.
- Thanks to Vinraith for suggesting.
- Spirecraft, golems, hunter/killers, and avengers all now count as "massive" ships that give the player a warning in the alerts box onscreen while the AI has these ships in free/threat mode. This way players are still warned about oversized ships that are a particular threat to them, without needing to make the actual Attack and Threat displays into something confusing (aka firepower-based).
- Marauder Buzzbombs have had their attack power halved.
- Thanks to MaxAstro for suggesting.
- Fixed a bug in the firepower calculations that was causing ships with incredibly high firepowers (like armored golems) to actually have an overflow and wind up with a firepower of 1. Now they instead are calculated as Int64s temporarily, and then capped at Int32.MaxValue. This mostly only applies to the new version of Mark V hunter/killers, and armored golems, and a few others.
- This may have also been causing some performance issues in the prior version, which are now fixed.
(Released December 18th, 2010)
Prerelease 4.051
- Fixed a bug in prior logic that was not causing constructor foldouts to appear for disabled players.
- All fabricators now have foldouts (like advanced factories), so that when one player captures a core fabricator in a multiplayer game, all the players on his/her team now also gain access to use the fabricator. This prevents the incentivization of players to gift fabricators back and forth between one another, while also raising the usefulness of fabricators in multiplayer games by a substantial margin.
- Fixed a hang-causing bug in processing the removal of a ship with coordinated underlings (like a Hybrid).
- Thanks to orzelek for the report and reproducing save.
- Previously the CanBeSwallowed UnitData flag was not actually being honored. Fixed.
- Ships with module attachment points are now inherently immune to being swallowed, to avoid dealing with really weird edge cases.
- Previously it was possible for spire maws to swallow starships and starship disassemblers to swallow fleet ships, fixed.
- All AI Guardians are now immune to being swallowed.
- Thanks to orzelek for the suggestion.
- Previously, there was no "Event flare" for rebelling human colonies on the galaxy map. Now there is, when they are still in the hands of the AI.
- Thanks to Draco Cretel for suggesting.
- It is now possible for ships to be captured from a minor faction by the humans on planet ownership change, something that was previously not allowed.
- The way that rebelling human colonies work has now been completely revamped in terms of what happens once you capture them:
- They now provide foldouts in multiplayer.
- They cannot be used to create ships while the minor faction still controls them (previously, when the rebel colony was in supply, they could).
- The ships they create are now created through a queue as you would expect, rather than through direct placement.
- The colonies are captured on planet ownership change, rather than continuing to belong to a minor faction.
- This fixes a number of prior bugs and logical issues with the rebelling human colonies:
- Previously, the colonies gave no economic benefit to players, despite claiming to, because they were controlled by a minor faction.
- Interestingly, no-one ever reported this one.
- Recently, it was impossible to build any ships using the colonies.
- Thanks to Vinraith, Collic, shortstar, and Malibu Stacey for reporting this.
- Previously, the colonies gave no economic benefit to players, despite claiming to, because they were controlled by a minor faction.
- The attack power of the resistance fighter/bombers and resistance frigates has gone up 10x, and their bonuses against hull types has gone down 10x. Their health has also gone up 10x, and they are also both now including warp detection and blind in their abilities list. Speed up from 18 to 48, also. Their ships caps have been reduced to 1/3 of what it was before, and their metal/crystal cost has gone up 3x.
- Thanks to Spikey00 for suggesting they were underpowered.
- Marauders have been overhauled:
- Marauder BuzzBombs have had their speed decreased from 82 to 60. Health increased 100x. Their armor rating and EMP-absorption have been removed, and they no longer explode themselves to deal area damage. They now fire area-of-effect grenades, instead. This is much, much scarier and more effective, as their firepower remains the same as before -- but is now something they can do over and over again.
- Marauder Dagger Frigates have had their speed increased from 20 to 60. Health increased 100x (it was very low in recent times, unintentionall so).
- Thanks to MaxAstro for suggesting that marauders have become underpowered.
- All marauders and resistance fighters are now immune to Attrition, being insta-killed, camouflaging, EMPs, gravity effects, shield boosting, munitions boosting, paralysis attacks, nuclear explosions, tractor beams, translocation, and black hole machines. They all also now include a radar dampening range of 4000.
- Beachheads can no longer be used by the AI against any planets that were ever a home planet.
- Thanks to colonyan, Draco18s, KDR_11k, Varone, Winter Born, amonchakad, and wyvern83 for weighing in on this one.
- The spawning logic for human marauders previously was that there had to be at least 100 enemy-to-AI and AI-allied ships on the planet, unless the difficulty was set to 8 or higher, in which case it was just completely random.
- The spawning logic has been changed so that on AI planets or neutral planets, there must be at least 100 human military ships present (so that marauders are more likely to show up during big attacks); and so that on human planets there must be at least 10 AI-allied military ships on the planet. The AI difficulty level no longer has any impact on this.
- Thanks to Lancefighter for pointing out some inconsistencies in the old logic.
- Zombie and Minor Faction ships are no longer allowed to be regenerated.
- Thanks to ShdNx for reporting that marauders could be regenerated by human regenerators.
- Previously, the logic for human resistance fighters to spawn was a bit fiddly and wasn't always working as intended. It's been overhauled so that on AI planets, resistance fighters have a chance of joining in when there are at least 300 human-allied military ships, and the AI still outnumbers the humans in terms of ship count; while on human or neutral planets, there must be at least 400 human-enemy military ships, and the resistance fighters may join in.
- Thanks to wyvern83 for reporting that resistance fighters were previously almost never appearing.
- The AI home command station has had it's health increased 20x. It was previously actually 10x lower than expected, but it could have used a boost even above that in light of all the recent changes to the game.
- Thanks to Vinraith for suggesting.
- Zombified ships are all now immune to reclamation (it doesn't say this in their tooltip, as these are regular ships that have been reclaimed as zombies, and they are only reclamation-immune in their zombified state).
- Both SuperTerminals and AI Eyes now spawn ships as zombie bots, so that they are extra aggressive as well as being non-reclaimable. This is a nerf from them being reclamator farms.
- When players have scouted a planet, forever after it will include counts in the upper-left alerts window whenever there are enemy warp gates (reinforce or warp) at a planet. This should greatly help with player confusion on a number of fronts, the most frequent of which is the AI Eyes in recent times.
- Thanks to Toll, Moonshine Fox, and TheDeadlyShoe for suggesting.
- When alarm posts are triggered, there is now a chat message sent saying what kind of alarm post was triggered and on what planet.
- Thanks to themachineissentient and TheDeadlyShoe for suggesting.
- When AI Eyes or SuperTerminals are spewing out ships, a warning message (like the "you have flown into a minefield" message) is now shown. This is helpful particularly with the AI Eye for making sure that players (especially new players) aren't accidentally setting them off.
- Thanks to TheDeadlyShoe for suggesting.
- The way that gravity guardians scale up their range is now much lower. Before it was 8k * mk. Now it's 6k + ( 2k * mk).
- Thanks to shugyosha for suggesting.
- The way that the spawn planet for deepstrike-spawned-ships is chosen is now handled more correctly.
- Thanks to Spikey00 for reporting.
- Fixed a bug that was causing per-guard-post AI ship caps on AI types to not be set properly in recent versions.
- The old way of having per-planet ship caps for AI starships has been completely replaced. That was some OLD logic, dating back to pre-1.0, and it's not been updated as much as we'd have preferred. Now the AI starships use a variant of the new per-planet logic, which has recently been updated to work better, anyhow. This results in per-type-of-starship kinds of ship caps, rather than per-"starship" ship caps. That actually works a lot better in general, or should.
- Added a new cheat: We Like Carriers, which spawns in a MASSIVE wave with 1 second left on the timer. (As you may guess from many of our cheats, this was added for testing, even though it's interesting outside of that context).
- When AI carriers or barracks are on a planet with more than 2000 allied-to-the-carrier ships, the carriers are now temporarily invincible. This is a CPU/RAM safety measure, to prevent player ships from autotargeting their way to a crash in huge-numbers-of-carriers situations, but with still letting ships autotarget the carriers. There's still some risk in that a player could destroy a bunch of carriers at a single time, but that's a lot less likely even inside this already-very-unusual circumstance.
- My obviously-cheat-induced test case was with 30 armored golems facing off against a wave of 156,000 enemy ships, and thus some 154 carriers. Notably, the battle was able to be carried out in a completely automated fashion while never dropping the game execution speed below about 98% and without causing any crazy RAM spikes. That's the goal!
(Released December 15th, 2010)
Prerelease 4.050
- Marauder and Human Resistance ship counter-accumulation-rate now scales somewhat with AIP (not that they have any connection to the AI, but it's a decent index for "how big should this be").
- Space Tank:
- MkI Metal Cost from 1540 => 1000.
- Spire Gravity Drain:
- Base Health from 5000+5000*mk => 7,300*mk.
- Base Attack Power from 46,000*mk => 8,200*mk (it was way, way out there).
- Armor Piercing from 50,000 => 100,000.
- Energy Cost from 100 => 400.
- MkI Crystal Cost from 5000 => 3000.
- Spire Gravity Ripper:
- Energy Cost from 100 => 300.
- MkI Metal Cost from 3000 => 1800.
- MkI Crystal Cost from 2000 => 1200.
- Base Health from 15,000+15,000*mk => 30,000*mk.
- Base Attack Power from 4000*mk => 1000*mk.
- Spire Teleporting Leech:
- Energy Cost from 100 => 400.
- MkI Metal Cost from 3200 => 2200.
- MkI Crystal Cost from 1200 => 800.
- Base Health from 10000*mk => 8,200*mk.
- Armor Rating from 750*mk => 150*mk.
- Attack Power from 1600*mk => 440*mk.
- Armor Piercing from 1500 => 750*mk.
- Bonus vs Refractive from 6 => 3.2.
- Bonus vs Composite from 6 => 3.2.
- Teleport Battlestation:
- Base Attack Power from 400/700/1000/1300 => 310*mk.
- Shots-per-salvo from 8/12/16/20 => flat 8.
- Base Health from 2800/3800/4800/5800 => 14,000*mk.
- Armor Rating from 600/800/1000/1000 => 450*mk.
- Armor Piercing from 0 => 600*mk.
- Bonus vs Light from 10 => 2.4.
- Bonus vs UltraLight from 10 => 2.4.
- Bonus vs Polycrystal from 10 => 2.4.
- Bonus vs Swarmer from 2 => 2.4.
- Shield Bearer:
- Base Move Speed from 22/23/24/25 => flat 22.
- Base Attack Power from 240/480/840/1220 => 3000*mk.
- Base Health from 150,000*mk => 90,000*mk.
- Armor Rating from 200 => 0.
- Bonus vs Swarmer from 10 => 2.
- Bonus vs UltraLight from 10 => 2.
- Bonus vs Medium from 10 => 2.
- Bonus vs Composite from 10 => 2.
- Teleport Raider:
- Base Attack Power from 100/300/500/700 => 120*mk.
- Armor Piercing from 0 => 150*mk.
- Base Health from 400/800/1400/2000 => 1500*mk.
- Armor Rating from 150/225/300/375 => 0.
- Bonus vs Polycrystal from 30 => 2.
- Bonus vs UltraLight from 4 => 2.
- Deflector Drone:
- Base Move Speed from 26/27/28/29 => flat 26.
- Base Attack Power from 900/1500/2100/2700 => 1400*mk.
- Base Health from 300/500/700/1200 => 1900*mk.
- Armor Rating from 320/420/520/620 => 300*mk.
- Bonus vs Artillery from 20 => 2.4.
- Bonus vs Neutron from 2 => 2.4.
- Bonus vs Refractive from 2 => 2.4.
- Bonus vs UltraLight from 2 => 2.4.
- The Unit Formerly Known As Shield Booster:
- Base Health from 11200/15200/19200/23200 => 37,000*mk.
- Armor Rating from 3200/3400/3800/4400 => 750*mk.
- Energy Cost from 200 => 500.
- Base Attack Power from 300/600/1200/2400 => 1000*mk.
- Bonus vs Light from 10 => 6.
- Bonus vs UltraLight from 10 => 6.
- Bonus vs Polycrystal from 5 => 6.
- Bonus vs Refractive from 5 => 6.
- Bonus vs Composite from 2 => 6.
- Zenith Polarizer:
- Base Health from 11600/15600/19600/23600/28600 => 11,000*mk.
- Armor Rating from 500 => 450*mk.
- Base Attack Power from 24/48/72/96/180 => 48*mk.
- Armor Piercing from 10,000 => 100,000.
- The multiply-damage-by-square-root-of-target-armor mechanic now gives a minimum attack multiplier of 4 even against targets with less than 16 armor, and a maximum attack multiplier of 100 even against targets with more than 10,000 armor.
- Munitions Booster:
- Base Move Speed from 18/19/19/20 => flat 18.
- Base Health from 2800/3800/4800/5800 => 37,000*mk.
- Armor Rating from 600/800/1000/1000 => 300*mk.
- Base Attack Power from 300/600/1200/2400 => 1000*mk.
- Bonus vs Refractive from 10 => 6.
- Bonus vs Composite from 10 => 6.
- Bonus vs Artillery from 2 => 6.
- Parasite:
- Base Health from 6600*mk => 7200*mk.
- Armor Rating from 400+100*mk => 450*mk.
- Bonus vs Medium from 3 => 4.
- Bonus vs Neutron from 2 => 4.
- Impulse Reaction Emitter:
- Base Health from 11600/15600/19600/23600/31600 => 11,000*mk.
- Base Attack Power from 150/300/450/600/720 => 150*mk.
- Damage/energy scaling changed from multiplying by sqrt(energy)/10 to multiplying by 1 + (energy/1024), with a maximum multiplier of 30. Note that partial units of 1024 are counted, so something with an energy use of 200 will take roughly 1.2x damage.
- Spire Armor Rotter:
- Base Health from 11000*mk => 14500*mk.
- Base Attack Power from 700*mk = 1200*mk.
- Energy Cost from 100 => 250.
- (MkI) Metal Cost from 1000 => 800.
- (MkI) Crystal Cost from 2400 => 1900.
- Spider (MkI-IV):
- Base Health from 3600/4200/6200/8200 => 3600*mk.
- Armor Rating from 60 => 150*mk.
- Base Attack Power from 100/300/450/700 => 1000*mk.
- Engine Damage from 15/30/50/90 => 15*mk.
- Bonus vs Light from 8 => 6.
- Bonus vs UltraLight from 2 => 6.
- Bonus vs Swarmer from 1 => 6.
- Bonus vs CloseCombat from 1 => 6.
- Etherjet:
- Base Health from 2400/3600/5400/7800 => 2400*mk.
- Base Attack Power from 100/300/700/1100 => 600*mk.
- Base Attack Range from 1000/1500/1750/2000 => 1000+(250*mk).
- Tractor Range from 400/450/500/600 => 400+(50*mk).
- Bonus vs Light from 20 => 4.
- Bonus vs UltraHeavy from 3 => 4.
- Zenith Mirror:
- Base Health from 10,000/25,000/45,000/75,000/95,000 => 11,000*mk.
- Armor Rating from 500/1000/2000/4000/8000 => 600*mk.
- Base Attack Power from 100/200/400/800/1600 => 500*mk.
- Spire Tractor Platform:
- Base Health from 60,000*mk => 300,000*mk.
- Base Attack Power from 200*mk => 3,500*mk.
- Shots per salvo from 21/24/27/30/33 => flat 21.
- Armor Piercing from 3000*mk => 750*mk.
- Removed penalty vs Polycrystal.
- Bonus vs UltraLight from 1 => 2.
- Bonus vs Light from 1 => 2.
- Zenith Paralyzer:
- Base Health from 3500*mk => 3600*mk.
- Armor Rating from 350 => 450*mk.
- Base Attack Power from 1/2/4/8/16 => 625*mk (this still gives them a really low dps-at-cap, but it's not completely useless).
- Paralysis seconds per shot from 8/10/12/14/18 => 6+(2*mk).
- Colony ships are now immune to reclamation.
- Thanks to Varone for reporting that they weren't already immune.
- Changed number-of-enclaves spawned for a roaming enclave spawn-event from 1 + (AIP / 50) to 1 + (AIP / 75).
- When multiple roaming enclaves are spawned as part of a single spawn-event, they now each spawn on a randomly selected planet (of the eligible planets). This can still result in multiple spawns on a single planet, but it's much less likely.
- Doubled number of precomputed circular offset points for pre-displacement stuff like large-number-of-unit moves and exiting wormholes, etc.
- Mobile Builders are now immune to reclamation.
- Thanks to Spikey for reporting that they weren't.
- Continuous beam weapons no longer get overkill reload-refund.
- Thanks to Lancefighter for pointing out that they were.
- Youngling Tiger:
- Base Health from 10,000/15,000/20,000/25,000/30,000 => 11,000*mk.
- Armor Rating from 400 => 300*mk.
- Base Attack Power from 2400/3000/3600/4200/5000 => 2800*mk.
- Bonus vs Artillery from 40 => 2.4.
- Bonus vs UltraHeavy from 20 => 2.4.
- Bonus vs Structural from 20 => 2.4.
- Bonus vs Medium from 8 => 2.4.
- Bonus vs Turret from 4 => 1.
- Bonus vs Heavy from 1 => 2.4.
- Youngling Commando:
- Base Health from 10,000/15,000/20,000/25,000/30,000 => 6,600*mk.
- Armor Rating from 120/220/320/320/460 => 150*mk.
- Base Attack Power from 270/540/810/1080/2250 => 1000*mk.
- Bonus vs Turret from 15 => 1.
- Bonus vs UltraHeavy from 10 => 1.
- Bonus vs Swarmer from 8 => 2.
- Bonus vs Light from 8 => 2.
- Bonus vs UltraLight from 1 => 2.
- Bonus vs CloseCombat from 1 => 2.
- Youngling Vulture:
- Base Health from 12,000/16,000/20,000/24,000/28,000 => 15,400*mk
- Armor Rating from 400 => 450*mk.
- Base Attack Power from 1/3/6/8/10 => 77*mk.
- Armor Piercing from 0 => 100000.
- Attack multiplier (from enemy health) now has a minimum of 10 and a maximum of 90.
- Penalty against UltraHeavy removed.
- Youngling Weasel:
- Base Health from 4000/6000/10000/16000/24000 => 15,400*mk
- Armor Rating from 120/220/320/320/460 => 600*mk.
- Base Attack Power from 900/1200/1500/1800/2500 => 2250*mk.
- Bonus vs Artillery from 20 => 1.
- Bonus vs Refractive from 2 => 4.
- Bonus vs UltraLight from 2 => 1.
- Bonus vs Neutron from 1 => 4.
- Bonus vs Composite from 1 => 4.
- Bonus vs Polycrystal from 1 => 4.
- To compensate for the pretty significant buffing of mkIII younglings (by virtue of the new base values for mkI and the linearization of stats by mk) and thus the minor-faction versions, Roaming Enclave and Preservation Warden "hangar size" has been reduced to half of what it was (300 => 150 for roaming, 500 => 250 for wardens), and the time-to-"build"-one-internal-ship has been doubled. Similar changes made to Neinzul Clusters and Neinzul Privacy Clusters (not to bomber or viral clusters yet, since the neinzul bomber and neinzul viral swarmer haven't been changed yet).
- Added some measures to make the game less likely to hang onto memory it no longer needs (excess rollup list space, dead ships still linked to other objects, etc).
- Note that this could introduce some instability, but our tests worked fine.
- Changed a few ship types (like the blade spawner) that were using AIPerPlanetShipCap to use a new AIPerGuardPostShipCap flag that will allow us to prevent massive concentrations of larger fleet ships on AI planets but also not interfere with their inclusion in waves.
- Thanks to Spikey00 for reporting that the previously limited ship types were not being added in proper quantity to waves.
- Spire Blade Spawners are now not eligible to be used as a homogenous wave, though they can still be used in schizo waves.
- Zenith Electric Bombers and Sentinel Frigates now use AIPerGuardPostShipCap (of 4/2/1 on high/normal/low caps, respectively) to avoid big concentrations on AI planets, and to make it easier to engage them a few at a time when attacking AI planets (since planets with many guard posts may still have a pretty scary number of them but they won't generally all dogpile you).
- Thanks to Sunshine for pointing out that AI reinforcements of zelecs and sentinels could pile up to be pretty brutal after their rebalancing.
- The experimental anti-bottleneck/anti-giant-fleet from the last version was problematic and on shaky logical ground to begin with. It was an interesting brief experiment, and thanks to everyone for bearing with us and sharing your thoughts whether you loved it or hated it. But this is one mechanic where trying to fix it is likely to just spiral out of control, and we'd rather devote our time and attention to more promising avenues.
- Fixed a bug that could cause uv textures to become accidentally flipped.
- Neinzul Nesters, Raid Engines, and Alarmist AI types now have 2x the normal number of data centers seeded to offset their AI-Progress-increasing weapons to some extent. Special Forces captains now have 1.4x the normal number of data centers because of all their special forces guard posts.
- Note that this will not affect existing savegames, since the data center seeding there is already past.
- Thanks to Vinraith for suggesting.
- Spirecraft ship caps have been changed around from being a flat 2 as in the last release.
- The following spirecraft now have ship caps of 5/4/3/2/1 (mark I through V): Shield Bearer, Attritioner
- The following spirecraft now have ship caps of 8/6/4/2/1 (mark I through V): Ion, Penetrator, Implosion, Siege Tower
- The following spirecraft now have ship caps of 16/12/8/4/2 (mark I through V): Ram, Martyr, Scout, Jumpship
- Thanks to MaxAstro for suggesting a sliding scale of this sort.
- Fixed a number of issues with per-planet AI ship count limiters kicking in when they should not have been. This is most notable for things like AI starships that are included in a wave to an AI planet, or just included to a planet in general, for instance. Now only guarding or planetary roamer ships are even included in the ship caps -- free/threat ships, special forces ships, etc, don't count, since they are all transient, anyhow.
- This also includes some performance improvements associated with it, including making savegames open a hair faster.
- Fixed a since-the-port-to-Unity bug with ships being selected, where if you drag-selected once it would select military-only, and then on the second time over the same group it would select all.
(Released December 15th, 2010)
Prerelease 4.049
- Added new Galaxy Display Mode: "Detected Threat"; only displays data from planets with current scout intel.
- Added new Galaxy Display Mode: "Detected Threat Firepower"; only displays data from planets with current scout intel. This displays the total rough firepower of the threat ships (the raw value is divided by 1000 to make it a bit easier to read; it's a relative value anyway).
- Added new Galaxy Display Mode: "Detected Core Shield Generators"; works like the previously-existing single-type modes, displays all 5 types of core shield generator each with a different color.
- The old single-type modes have been removed.
- Thanks to cathexis for the suggestion.
- As more variable ship sizes have been introduced to the game, the utility of simply counting ships has been dropping sharply: is one threatening ship a big deal, or not? Most players would agree not. But what if that sole ship is an avenger or a golem? Then, certainly, that's as dangerous as hundreds or thousands of ships and demands immediate attention.
- For this reason, the overall threat and attack counters at the top of the screen have been changed to now show total firepower rather than ship counts. This is a bit more abstract, but it's far more useful for actually gauging danger in the current builds of the game, and is only going to be becoming more critical soon.
- Players can still see the count of ships making up this threat or attack value by looking in the tooltip that is shown when hovering over these items in the resource bar.
- Note that the wave notices still show ship counts (and thus don't have an "F:" in front of them), since those are talking about theoretical ships and not literal existing firepower.
- The Attacking ships tooltip has been updated to show the same kind of sorted per-planet info that the threatening ships tooltip does.
- In the last few versions, capturable ships were switching to player control as soon as a command station was started into construction. Fixed.
- Thanks to Vinraith and Toll for reporting.
- The small buttons on the left of the galaxy map for the display mode and display filter have been removed, as they were redundant with the much better dropdowns at the bottom of the screen since 4.0.
- The firepower for ships inside transports or barracks/carriers are now properly included in the firepower totals.
- All of the various galaxy map filters now have both Units and Firepower variants.
- The AI now considers munitions boosting when deciding whether or not to fleet the planet it is on.
- The way that the AI does threat assessments has been improved a ton in general on the AI thread. Specific areas of improvement include transports, carriers, barracks, and munitions boosting, but also it's just been much improved in general.
- The AI now is waiting only until it has equal force to the enemy human player, rather than waiting until it has overwhelming force, except on lower difficulties where it attacks sooner (less than 6 attacks with half-forces, less than 5 attacks with third forces).
- The scale of displayed firepower has been reduced 5x, to result in smaller, more manageable numbers that are less likely to go to six figures.
- Previously, AI ships that were being "coordinated" by other AI ships (such as hybrid hives) were counting as threat. Fixed.
- A new command has been added to the game: "cmd:enable cheats" turns on cheats for the current campaign, but does not itself count as a cheat.
- Note: Having cheats enabled does not affect score or the game's outcome at all, until players actually use the cheats. Disabling cheats is simply a "safety net" mechanism so that players don't accidentally use cheats, and so that players can't grief by suddenly cheating out of the blue.
- Further note that this command cannot be used when there is more than one active player (in other words, if you use "manage players" to disable all the players but the host, you can use this command). This is another anti-griefing safety measure.
- Lastly, this specific alteration to the savegame does not require a full sync and so does not create a conversion save file, etc. It just makes the changes right in memory, as it's a comparably simple change to the save.
- Two new cheats have been added to the game:
- Fog This! (Change Fog of War To "Complete Visibility")
- Better Than Trelawney (Reveal Random AI Types)
- Revisited several recently rebalanced types since we now have a better feel for the balance we're going for:
- Sniper:
- Base Health from 30,000*mk => 18,750*mk.
- Armor rating from 800+100*mk => 0.
- Base Attack Power from 8100*mk => 7500*mk.
- Bonus vs UltraLight from 8 => 6.
- Bonus vs Turret from 5 => 1.
- Bonus vs CloseCombat from 5 => 6.
- Bonus vs Medium from 3 => 6.
- Bonus vs Polycrystal from 2 => 6.
- Energy use from 100 => 250 (mkI has half energy cost, as usual).
- Metal cost from 1200 => 1500.
- Eyebot:
- Base Health from 1000*mk => 7200*mk.
- Armor rating from 500 => 0.
- Attack Power from 1800*mk => 2000*mk.
- Metal cost from 60 => 100.
- Crystal cost from 60 => 100.
- Energy cost from 10 => 100.
- Bonus vs Heavy from 6 => 3.2.
- Bonus vs Structural from 10 => 3.2.
- Bonus vs Turret from 5 => 3.2.
- Stealth Battleship:
- Base Health from 250,000*mk => 275,000*mk.
- Energy Use from 800 => 2000.
- Base Attack Power from 4,500*mk => 4,000*mk.
- Bonus vs Structural from 2 => 1.4.
- Bonus vs Artillery from 2 => 1.4.
- Bonus vs Composite from 2 => 1.4.
- Tachyon Microfighter:
- Base Health from 10,440*0.9*mk => 7,000*mk.
- Armor rating from 75 => 150*mk.
- Base Attack Power from 975*mk => 700*mk.
- Bonus vs CloseCombat from 4 => 2.4.
- Bonus vs Polycrystal from 3.2 => 2.4.
- Bulletproof Fighter:
- Base Health from 20300*mk => 16000*mk.
- Armor rating from 150 => 300*mk.
- Base Attack Power from 1625*mk => 1400*mk.
- Metal Cost from 200 => 400.
- Armor piercing from 1000*mk => 750*mk.
- Bonus vs CloseCombat from 4 => 2.4.
- Bonus vs Polycrystal from 3.2 => 2.4.
- Fighter:
- Armor rating from 100 => 150*mk.
- Base Attack Power from 1300*mk => 1200*mk.
- Armor piercing from 1000*mk => 750*mk.
- Bonus vs CloseCombat from 4 => 2.4.
- Bonus vs Polycrystal from 3.2 => 2.4.
- Autocannon Minipod:
- Base Attack Power from 160*mk => 140*mk.
- Base Health from 6000*mk => 3900*mk.
- Bonus vs UltraHeavy from 3 => 3.2.
- Bonus vs Structural from 3 => 3.2.
- Bonus vs Turret from 3 => 3.2.
- Bonus vs Swarmer from 3 => 3.2.
- Raptor:
- Base Health from 3500*mk => 3600*mk.
- Base Attack Power from 1200*mk => 1000*mk.
- Bonus vs Light from 3 => 1.8.
- Bonus vs UltraLight from 1.5 => 1.8.
- Bonus vs Refractive from 2 => 1.8.
- Sentinel Frigate:
- Base Health from 90,000*mk => 75,000*mk.
- Armor Rating from 800 => 300*mk.
- Anti-Armor:
- Base Attack Power from 900*mk => 950*mk.
- Armor Rating from 100*mk => 150*mk.
- Energy Cost from 100 => 50.
- Bonus vs Heavy from 5 => 2.4.
- Bonus vs UltraHeavy from 5 => 2.4.
- Bonus vs Polycrystal from 5 => 2.4.
- Bonus vs Structural from 4 => 2.4.
- Space Plane:
- Base Health from 1500*mk => 2100*mk.
- Energy Cost from 150 => 100.
- Bonus vs Heavy from 4 => 2.4.
- Bonus vs Light from 5 => 2.4.
- Bonus vs Polycrystal from 4 => 2.4.
- Bonus vs UltraHeavy from 4 => 2.4.
- Acid Sprayer:
- (fixed bug where it wasn't actually multiplying attack power, health, or armor piercing by mark level)
- Base Health from 11,600*mk => 11,000*mk.
- Armor Piercing from 500*mk => 450*mk.
- Armor Rating from 1000 => 450*mk.
- Bonus vs Composite from 9 => 6.
- Bonus vs Neutron from 9 => 6.
- Bonus vs Polycrystal from 7 => 6.
- Bonus vs Refractive from 7 => 6.
- Zenith Chameleon:
- Base Health from 13,000*mk => 14,500*mk.
- Energy Use from 100 => 50.
- Bonus vs Structural from 3 => 2.4.
- Bonus vs UltraHeavy from 3 => 2.4.
- Bonus vs Neutron from 3 => 2.4.
- Bonus vs Heavy from 2 => 2.4.
- Infiltrator:
- Base Health from 2000*mk => 2900*mk.
- Armor Rating from 500 => 150*mk.
- Armor Piercing from 200+200*mk => 300*mk.
- Bonus vs UltraHeavy from 6 => 4.
- Zenith Electric Bomber:
- (fixed bug where health was not multiplied by mark)
- Base Health from 60,000*mk => 75,000*mk.
- Armor Rating from 1000+200*mk => 600*mk.
- Base Attack Power from 32,000*mk => 38,000*mk.
- Energy Cost from 1000 => 500.
- Bonus vs Polycrystal from 10 => 3.2.
- Bonus vs Structural from 2 => 3.2.
- Bonus vs UltraHeavy from 2 => 3.2.
- Removed 0.5 penalty against CloseCombat.
- Lazer Gatling:
- (fixed bug where health was not multiplied by mark)
- Base Health from 1,750*mk => 1,400*mk.
- Armor Rating from 120*mk => 150*mk.
- Armor Piercing from 500*mk => 600*mk.
- Energy Cost from 50 => 20.
- Metal Cost from 150 => 80.
- Crystal Cost from 150 => 80.
- Bonus vs Polycrystal from 3 => 1.8.
- Bonus vs Light from 3 => 1.8.
- Bonus vs Refractive from 3 => 1.8.
- Bomber:
- Base Health from 9000*mk => 11,000*mk.
- Armor Rating from 200+300*mk => 600*mk.
- Base Attack Power from 1500*mk => 1900*mk.
- Bonus vs UltraHeavy from 6 => 10.
- Bonus vs Structural from 6 => 10.
- Bonus vs Heavy from 3 => 10.
- Bonus vs Artillery from 4 => 10.
- Space Tank:
- Base Health from 7200*mk => 7300*mk.
- Armor Rating from 200+300*mk => 750*mk.
- Base Attack Power from 1800*mk => 2600*mk.
- Bonus vs UltraHeavy from 6 => 3.2.
- Bonus vs Polycrystal from 6 => 3.2.
- Bonus vs Structural from 6 => 3.2.
- Bonus vs Heavy from 3 => 3.2.
- Bonus vs Artillery from 4 => 3.2.
- Missile Frigate:
- Base Health from 9000*mk => 11,000*mk.
- Armor Rating from 150 => 150*mk.
- Attack Reload Time from 10/9/8/7/6 => flat 10.
- Base Attack Power from 1000*mk => 1600*mk.
- Bonus vs Swarmer from 5 => 10.
- Bonus vs Neutron from 5 => 10.
- Bonus vs Composite from 5 => 10.
- Bonus vs Refractive from 5 => 10.
- Zenith Bombardment:
- Base Health from 20,000*mk => 27,000*mk.
- Armor Rating from 150 => 150*mk.
- Bonus vs Heavy from 1 => 2.
- Bonus vs UltraHeavy from 1 => 2.
- Bonus vs Structural from 1 => 2.
- Removed penalties against Artillery, CloseCombat, and Light.
- And rebalanced a few types that haven't been touched recently:
- Armored:
- Base Health from 40,000/60,000/80,000/100,000/140,000 => 25,000*mk.
- Armor Rating from 3,000/3,200/3,400/3,600/4,000 => 750*mk.
- Base Attack Power from 400/1,200/2,000/3,000/6,000 => 800*mk.
- Base Range from 200/500/600/800/900 => 300+100*mk.
- Bonus vs Turret from 9 => 4.
- Bonus vs CommandGrade from 6 => 1.
- Bonus vs Structural from 6 => 4.
- Bonus vs Light from 6 => 4.
- Bonus vs Swarmer from 6 => 4.
- Bonus vs UltraLight from 6 => 4.
- Raider:
- Base Move Speed from 36/38/40/42/45 => flat 36.
- Base Health from 1600/3200/5200/10000/13600 => 3000*mk.
- Armor Rating from 150/225/300/375/500 => 150*mk.
- Base Attack Power from 200/400/600/800/1200 => 200*mk.
- Armor Piercing from 3000/4000/5000/6000/7000 => 10000.
- Base Attack Range from 4000/4000/5000/6000/7000 => 4000+100*mk.
- Metal Cost from 100 => 40.
- Crystal Cost from 300 => 120.
- Energy Cost from 50 => 20.
- Bonus vs Heavy from 8 => 4.
- Bonus vs Artillery from 12 => 4.
- Bonus vs Turret from 5 => 4.
- Bonus vs UltraHeavy from 1 => 4.
- MLRS:
- Base Attack Power from 240/600/960/1120 => 800*mk.
- Base Attack Range from 2800/3200/3800/3800 => 2800+200*mk.
- Shots-Per-Salvo from 4/6/8/12 => flat 8.
- Reload Time from 6 => 12.
- Base Health from 16800/24800/30800/36800 => 14,000*mk.
- Armor Rating from 600/800/1000/1000 => 600*mk.
- Bonus vs Light from 16 => 2.
- Bonus vs UltraLight from 10 => 2.
- Bonus vs Swarmer from 8 => 2.
- Bonus vs Neutron from 4 => 2.
- Roaming enclaves now only hold 30% as many ships, but when the game spawns new roaming enclaves it spawns an additional enclave (of the same alignment) for every 50 AIP. So at 0-49 AIP it spawns 1 enclave, at 50-99 AIP it spawns 2, etc.
- In a recent version, ships that were in low power mode would ignore commands from the AI. Now, instead ships will be woken up from low power mode when given commands from the AI. This may or may not cause some strange issues, but more likely it should resolve some of the "AI ships keep staying in low power mode!" issues when players are attacking planets.
- Additionally, AI ships that have active commands from the AI will no longer be automatically put back into low-power mode even if they otherwise would be.
- Fixed up some age-old nonsensical code from the AI thread, the unclarity of which had been the cause of some recent bugs with threat accumulating.
- Fixed a major longstanding typo in the AI loop dating back to sometime pre-3.120, wherein huge numbers of the AI's planets often would not be evaluated for AI logic, attacking, etc. Actually, depending on the circumstances of the savegame, it could affect no planets or it could affect virtually all of them. In one example save from Spikey00, for instance, it was only processing 4 planets out of 120 for the AI... with the result that over 17,000 ships accumulated in threat.
- This one took forever to track down, but was super worth it. A lot of the "why didn't the CPA ships actually attack" issues probably trace back to this. Not sure why exactly this issue has been seeming more prevalent in the last week (perhaps related to the other, more recent issues reported in the line item above), but it's very clearly some code that dates all the way back to the initial import to Unity and before.
- Thanks to Spikey00 for providing the save that finally helped us track this down.
- The logic for "excess starship removal" on AI planets is now significantly better, and will never clean up starships because of an excess of free/threat starships, which might just have clustered on a planet. Only "planetary roamer" starships will be kept to a specific cap, now.
- AI Hunter/Killers have been coded into the game for some while now (you could see them in the planetary summary indexes), but they were never actually spawned or used by the AI. As players will know, they were truly fearsome in the stats screen. Their stats have been adjusted a bit (mostly downward) for this release.
- When there are more than 4,000 ships in Threat for the AI players, they will convert some portion of that to the equivalent firepower of Hunter/Killers. Generally this will then leave between 1,000 and 2,400 AI ships behind as individual threat, while creating 1-2 hunter killers.
- Typically a single hunter/killer ranging from mark I-V will be created, and then if there is any remainder that will go to a second mark I hunter/killer. So, this can actually bump the threat up slightly because of that remainder effect, but generally speaking it's not an enormous effect (and, hey, the hunter/killers are meant to be scary (and they are).
- When these are spawned, huge numbers of the AI's other ships are scrapped. The numbers vary based on firepower ratings, but in a lot of cases it's upwards of 12,000 mark III/IV ships that are packed into one single Hunter/Killer Mark V, for example. It's significant compacting, and so you should expect the hunter/killers to present more trouble than... well, pretty much anything other than the avenger, or the biggest golems, or similar.
- Right now their attack strength and health are preliminary. They may be too fearsome, or they may be too easy. Feedback very much welcomed on this, but just keep in mind how many other ships they are supposed to be representing. Our best guess is that they will be a bit too easy compared to what we want.
- When spawned, these appear on one of the AI homeworlds whenever possible. When that isn't possible (if both homeworlds are missing), they will instead appear on a random AI planet.
- The primary reason for this is to keep games running smoothly and not getting bogged down on the CPU (or worse, getting out-of-RAM-errors) in extreme-threat situations such as extended sieges. This is very similar to a big part of the function of carriers and barracks, which address ships in waves or guarding ships. This is the first time that existing free/threat AI ships has been addressed in this way, but it's a very important function.
- The secondary function, of course, is to make the massive-threat events even slightly more challenging/intense.
- In short: you will fear these on the battlefield, but will absolutely love what they do for you in the performance department. And these are a prime example of why the threat meter now shows firepower instead of ship counts as of this release.
- All ships that can be captured on planet ownership change, or which swallow enemy ships, are now immune to camouflaging.
- Thanks to Vinraith for reporting.
- Spirecraft are now internally treated as "major weapons" by the game, in the same way that golems and anything of the type heavy defense is.
- All major weapons are now immune to camouflaging, EMPs/paralysis, munitions boosting, shield boosting, and gravity effects. This partially buffs them and partially nerfs them, but underscores their epic nature, at least.
- Forcefields now have a firepower rating, even though they typically don't have a direct attack. This helps for overall strength-of-forces analysis, both for the humans and the AI.
- The AI now has an anti-extreme-blobbing/bottlenecking mechanic built in very similar to the one for anti-deepstriking. For every 10,000 firepower or more on a planet, the AI home planets will spew out ships equivalent to that which is spewed out with the deep striking. If a player thus has 310,000 firepower on a single planet, that's as bad as doing 62 deepstrikes at once, for instance.
- This applies to both AI planets and player planets. So if the players try to make an absolutely-impenetrable defense, the AI notices and gets pissed, and the same thing is true if the AI tries to make a crazy attack force.
- This may make the fallen spire minor faction extremely difficult at the moment, thanks to the crazy-high firepower on the spire city buildings. We'll have to address that as we continue to evaluate the balance of this feature. However, for the moment the firepower of the fallen spire city buildings are all being undervalued by 2x, which should help a tremendous amount.
- Spirecraft are now limited to a ship cap of two per type of spirecraft. Given that there are 50 different types of spirecraft, this is not a huge restriction (that's 100 different ships right there), but it does prevent some of the worst excesses of the spirecraft lifestyle, so to speak.
- Spirecraft Rams, Shield Bearers, Jumpships, and Martyrs are now never repairable. These were all made to be single-use, and are simply massively unbalanced without it.
- The Firepower calculation has been switched around so that high-health ships aren't so highly valued as before. The firepower calculation still needs a fair bit of work to be truly accurate for the main range of situations (ignoring things like special abilities, etc), but it's getting there.
(Released December 11th, 2010)
Prerelease 4.048
- Sniper Turrets:
- Base Health from 24,000 => 100,000.
- Bonus vs UltraLight from 1 => 6.
- This is to compensate for the Raid Starship getting the 8000 radar dampener range, because now you'll need to plant snipers close to where you expect to face the Raid starships. Doing so should maintain the sniper turret's use as a counter to the raid starship, however.
- Spider Turrets now have the same attack power, bonuses, and health as sniper turrets.
- In the prior version, all ships were immune to attrition. Fixed.
- Thanks to Toll and Fleet for reporting.
- Fixed an error that could sometimes strike on the AI thread in the last version with upgrading ship types.
- Thanks to Spikey00 for reporting.
- Without trying to get too complex and factor in everything into the firepower rating, the firepower ratings now value the overall health of their ships. Thus if there are some really high-health ships, like golems, those are considered to have notably higher overall firepower, since their survivability determines how much damage they'll have a chance to dish out before they die.
- Border Aggression has always had a mechanism whereby it would get more severe the longer players played: the cap of total attacking units plus threat would increase by 20 per hour of play. The cap would basically not release any ships to border aggression if the total number of enemies attacking and/or threatening exceeds that cap.
- However, there was a catch: the cap was capped at 1/4 the total size of the player's current military. This cap on the cap has now been removed, so very long games now get ever-increasing border aggression caps.
- Note that this doesn't mean that border aggression will definitely increase linearly over an entire long game, but it won't be artificially kept low if it would have been high late in a 60-hour game or whatever.
- Border Aggression is now keyed based on firepower. The caps for BA now go up by the equivalent of 20 mark III bombers per hour.
- The Starfields have been adjusted to no longer try and draw if they failed to initialize, thus preventing flooding of a ton of issues into a single log file.
- Thanks to glassairports, nl1dnv, and snelg for reporting.
- The prior version would throw tons of errors if the player had an expansion installed but not unlocked. Fixed.
- Thanks to glassairports, nl1dnv, and snelg for reporting.
(Released December 9th, 2010)
Prerelease 4.047
- Both the Gravity Driller and One Way Doormaster types now have 2x as many data centers as normal (in the prior release, one way doormasters had 3x the norm, but that was a miscalculation on my part).
- Thanks to Vinraith for suggesting.
- Fixed bug in last version where Tachyon Microfighters had no tech prerequisites.
- Thanks to Suzera for reporting.
- Zenith Bombardment:
- Base Attack Power from 8,000*mk => 45,000*mk (note, this unit has no bonuses).
- Base Health from 10,000*mk => 20,000*mk.
- Bonus vs Artillery from 0.5 => 1.
- Bonus vs Close Combat from 0.5 => 1.
- Bonus vs Light from 0.25 => 1.
- Zenith Electric Bomber:
- Base Attack Power from 8,000/27,000/56,000/80,000/120,000 to 32,000*mk.
- Base Health from 30,000*mk => 60,000*mk.
- Armor rating from 1500/2500/4500/4500/4500 to (1000 + 200*mk).
- Added "Experimental Auto-Kite Behavior" textbox to the galaxy controls window.
- This is an experimental control, use at your own risk.
- Valid values are 0 through 50,000 (no commas in the textbox, please). If this is not zero, all your non-melee, non-sniper ships with greater than the specified range will automatically pull away from their target so that they are (effectiveRange - 500) range units away.
- We're working with some players to see if this results in desirable behavior.
- Thanks to Suzera for inspiring this control.
- Fixed a crash bug when a ship with the DamageMultiplierOnEnemyPlanets flag (like engineers) was hit by a shot from an enemy that no longer had a CurrentPlanet (because it had been sucked into a Maw, or gone into cold-storage, etc).
- Thanks to Kemeno for reporting.
- Trying to make parasites not slaughter everything with their newfound dps:
- Base Attack power from 40,000*mk => 4,000*mk.
- Ship Cap Multiplier from 1.5 => 0.5.
- Thanks to Wingflier for reporting the... terrifying capabilities of 4.046 parasites.
- To make them more reasonable as fighter+ types:
- Bulletproof fighter hull type from Medium => Light.
- Tachyon microfighter hull type from Swarmer => Light.
- Thanks to Toll for pointing out that having a Medium hull with shell immunity is serious business.
- Bomber:
- Base Move Speed from 28/25/22/18/30 => a flat 28 (same as a fighter).
- Base Attack Power from 600/2700/4200/9000/15000 => 1500*mk.
- Base Range from 1000/1300/3000/3400/3000 => 800 + (200*mk).
- Attack Reload Time from 12/12/12/12/8 => a flat 12.
- Base Health from 8,000/20,000/36,000/60,000/65,000 => 9,000*mk.
- Armor Rating from 500/1500/3500/3500/5500 => 200 + (300*mk).
- Bonus vs UltraHeavy from 10 => 6.
- Bonus vs CommandGrade from 10 => 6.
- Bonus vs Structural from 10 => 6.
- Bonus vs Artillery 7 => 4.
- Bonus vs Heavy from 2 => 3 (Yes, increased).
- Note that Space Tank stats are based off Bomber stats with several multipliers and changes.
- Space Tank:
- Move Speed from 0.5 * Bomber's => a flat 12 (same as a missile frigate).
- Metal Cost from 1.2 * Bomber's => 2.2 * Bomber's (note that it has no crystal cost).
- Same bonus changes as the Bomber, except Tanks have a bonus against Polycrystal instead of CommandGrade (and it went from 10 => 6).
- Sentinel Frigate:
- Base Health from 120,000/160,000/220,000/280,000/330,000 => 90,000*mk.
- Base Attack Power from 2,000*mk => 20,000*mk (note, this unit has no bonuses).
- Acid Sprayer:
- Base Attack Power from 40*mk => 450*mk.
- Bonus vs. Composite from 50 => 9.
- Bonus vs. Neutron from 50 => 9.
- Bonus vs. Polycrystal from 38 => 7.
- Bonus vs. Refractive from 38 => 7.
- Base Health from 11,600/15,600/19,600/23,600/31,600 => 12,000*mk.
- Sniper:
- Base Health from 6000/8000/10000/12000 => 30,000*mk.
- The balance export added last version now includes hull type for each ship.
- Raptor:
- Base Attack Power from 300/550/800/1050/1800 => 1200*mk.
- Base Health from 1600/2600/3800/6200/9800 => 3500*mk.
- Armor Piercing from 0 => 500*mk.
- Bonus against Light from 8 => 3.
- Bonus against UltraLight from 4 => 1.5.
- Bonus against Swarmer from 2 => 1.
- Bonus against Refractive from 1 => 2.
- Infiltrator:
- Base Attack Power from 120*mk => 270*mk.
- Base Health from 1440/1680/2480/3280 => 2000*mk.
- Bonus against Turret from 10 => 1.
- Bonus against Heavy from 2 => 4.
- Bonus against UltrayHeavy from 4 => 6.
- Bonus against Scout from 2 => 1.
- Eye Bot:
- Base Attack Power from 2000*mk => 1800*mk.
- Base Health from 360/420/620/820 => 1000*mk.
- Bonus vs Heavy from 4 => 6.
- Bonus vs Structural from 20 => 10.
- Bonus vs Turret from 20 => 5.
- Bonus vs Scout from 2 => 1.
- Space Plane:
- Base Move Speed from 44/45/46/48/50 => flat 44.
- Base Attack Power from 500/1500/3500/5500/10000 => 600*mk.
- Base Attack Range from 2000/3000/3500/4000/4000 => 2000 + (500*mk).
- Base Health from 600/900/1400/2000/2000 => 1500*mk.
- Bonus vs Heavy from 2 => 4.
- Bonus vs Light from 10 => 5.
- Bonus vs UltraHeavy from 3 => 4.
- Stealth Battleship:
- Base Attack Power from 8800*mk => 4500*mk.
- Shots-Per-Salvo from 8/10/12/14/16 => flat 8.
- Energy use from 100 => 800
- Bonus vs Polycrystal from 0.5 => 1.
- Bonus vs Structural from 1 => 2.
- Bonus vs Artillery from 1 => 2.
- Bonus vs Composite from 1 => 2.
- Laser Gatling:
- Base Move Speed from 24/25/26/27/28 => flat 24.
- Base Attack Power from 180*mk => 150*mk.
- Armor Piercing from 0 => 500*mk.
- Base Health from 1300/1900/2900/3700/3600 => 1750*mk.
- Armor Rating from 120/220/320/320/460 => 120*mk.
- Bonus vs PolyCrystal from 15 => 3.
- Bonus vs Light from 15 => 3.
- Bonus vs Refractive from 5 => 3.
- Anti-Armor:
- Base Attack Power from 1200/2000/3200/6000 => 900*mk.
- Armor Piercing from 10000/14000/18000/22000 => 10000*mk.
- Base Health from 1600/3600/5600/7600 => 2000*mk.
- Armor Rating from 100/150/200/250 = 100*mk.
- Bonus vs UltraHeavy from 14 => 5.
- Bonus vs Polycrystal from 10 => 5.
- Bonus vs Heavy from 6 => 5.
- Fighter and Tachyon Microfighter base attack power from 1500 => 1300*mk (Bulletproof Fighter staying roughly the same).
- Decoy Drones and AI Carriers can now be targeted and damaged by siege starships and bomber starships.
- Thanks to Spikey00 and Lancefighter for the reports.
- AI Carriers can now be targetted and damaged by Orbital Mass Drivers.
- Thanks to LintMan for the report.
- Previously the Spire Penetrator's shots could be attracted by a Decoy Drone. Decoy Drones now know better than to get in the way of that.
- Thanks to LintMan for the report.
- Added Galaxy-Wide and Planet-Specific versions of three new toggle controls: Auto Build MkI Energy Reactor, Auto Build MkII Energy Reactor, Auto Build MkIII Energy Reactor.
- Thanks to Suzera for the suggestion.
- All ships that are not directly autotargeted by human players are now immune to the effects of attrition. This prevents things like spirecraft attritioners from harming enemy-held fabricators, ARSes, etc.
- Thanks to Spikey00 and Nihilus for reporting.
- Ships that are immune to speed boosting now actually have that shown in their list of immunities.
- Added a new tip of the day about ctrl+dragging to select all ships regardless of military status.
- Thanks to shortstar for suggesting.
- Planets that have been destroyed, or which don't have supply for the local player, now won't be included in pathing that should be limited to planets that have knowledge left (those planets are considered as having no knowledge left).
- An ENORMOUS number of memory-static-ness updates have been made, primarily centering around converting some very central generic dictionaries to arrays. This also serves as a performance boost, and makes savegames load a little faster, as well as the game itself.
- However, this changed several thousand disparate lines, so the risk of random new bugs is pretty high. We've still got a month or so before the next official release, so it seemed a good time to try something like this; and the benefits are certainly well worth it in the long run.
- When players unlock higher-mark metal or crystal harvesters, all existing lower-mark harvesters are immediately upgraded to the new higher-mark versions at full health, at no metal/crystal cost.
- However, any lower-mark harvesters that are still under construction won't upgrade until after they finish constructing.
- Thanks to Wingflier for suggesting.
- Put in a fix that should make it harder for AI ships to be brought out of low-power-mode when the player attacks and then drop back into low-power during the battle.
- Thanks to Suzera for reporting that this was still happening.
- Fixed odd bug with the code that sends updates on planets (specifically on the wormholes, in this case) to the AI thread.
- Thanks to Elukka for the report leading to the discovery.
- Ion Cannons, Mass Drivers, and Counter Spies now scrap for 0.1% of their cost rather than 10%, to bring the usefulness of melting captured ones down closer to the usefulness of keeping them.
- We won't point any fingers on this one.
- Scouts, Scout Starships, Raptors, and Spire Starships are now immune to "gravity effects," which includes the gravity drill, gravity ripper, gravity drains, gravity turret, and similar effects.
- Thanks to orzelek for suggesting.
- Cursed Golems are now immune to both snipers and gravity effects.
- Ships that swallow enemy ships can now NEVER be put into cold storage, to avoid any potential issues there.
- The various galaxy-map-based counts (including the find count) now include parenthetical counts for any ships that have been swallowed by enemy ships.
- Thanks to Invelios for inspiring this change.
- Fixed the City Hub tooltip to include all the rules of where it can be built.
- Thanks to Draco18s for reporting.
- Imunities are now shown for ships that can't be swallowed or can't be transported.
- Ships that can swallow or transport other ships are now unable to be swallowed.
- Thanks to Kemeno for reporting.
- Raid Starships and Raptors are both now immune to being swallowed.
- The reclaim ability no longer shows any higher than mark IV, since there are no mark VI ships and mark V ships are immune to reclamation across the board.
- Thanks to Draco18s for suggesting.
- Spire Teleporting Leechs now have a 90% penalty against command stations.
- Thanks to bonesbro for suggesting.
- The ship caps and other stats in the planetary summary are now always synced with the local player's stats. Previously they often used global defauts that weren't correct for the current game.
- Thanks to Draco18s for reporting.
- Raid Starships now have radar dampening of 8000, helping to protect them from the likes of artillery guardians.
- Thanks to Spikey00 for suggesting.
- Mark I-III Scout Starships now have radar dampening like the mark I-III regular scouts do.
- Thanks to amonchakad for suggesting.
- When a ship is having its radar jammed by a global planetary effect (this does NOT refer to radar dampening against a single ship), the drawn attack range of the ship is shown as halved.
- Thanks to Ymihere for suggesting.
- Reclamators were, in the prior release, only reclaiming stuff of a higher mark level than themselves. Whoops. Fixed.
- Thanks to Spikey00 and MaxAstro for reporting.
(Released December 9th, 2010)
Prerelease 4.046
- Distribution nodes and zenith reserves will no longer be targeted or damaged by AI ships.
- Thanks to Toll for reporting.
- Distribution nodes and zenith reserves that are scrapped will now give their proper benefit.
- Thanks to TechSY730 for reporting.
- Added new top-level context menu that opens when you alt+right-click (that's the default binding) empty space when you have no ships selected (if you have ships selected it still opens the with-selection top-level menu). The only thing on this new menu is the now-re-implemented Give Resources menu.
- Reimplmented "Give Resources" context menu.
- Keybind: OpenGiveResourcesContextMenu can open this menu any time in the game (unless a nearer-scope active context has the same key bound, of course), no default binding.
- Keybind: ContextMenu_TopLevel_OpenGiveResourcesContextMenu can open this menu from the top-level context menu (which is also new in this version).
- Keybinds: ContextMenu_GiveResources_ToggleGivingToPlayer1 (and 7 other ones for player 2, 3, ... , 8) works on the give-resources menu and toggles whether the specified player will receive the resources when given. Defaults to Alpha1 through Alpha8 (top-of-keyboard number keys). Note that giving to multiple players gives the full amount to each, not splitting it or anything complicated like that.
- Keybind: ContextMenu_GiveResources_IncreaseMetal works on the give-resources menu and increases the metal-to-give by 1,000. Defaults to Alpha9.
- Keybind: ContextMenu_GiveResources_IncreaseCrystal works on the give-resources menu and increases the crystal-to-give by 1,000. Defaults to Alpha0.
- Keybind: ContextMenu_GiveResources_DecreaseMetal works on the give-resources menu and decreases the metal-to-give by 1,000. Defaults to Minus (next to Alpha0 on many keyboards).
- Keybind: ContextMenu_GiveResources_DecreaseCrystal works on the give-resources menu and decreases the crystal-to-give by 1,000. Defaults to Equals (next to Minus on many keyboards).
- Keybind: ContextMenu_GiveResources_MakeAmount10000 works on the give-resources menu; while it is held the amount of the increase/decrease metal/crystal keybinds is 10,000 instead of 1,000. Defaults to LeftControl (and on default settings RightControl is an alias to LeftControl).
- Keybind: ContextMenu_GiveResources_MakeAmount100000 works on the give-resources menu; while it is held the amount of the increase/decrease metal/crystal keybinds is 100,000 instead of 1,000. Defaults to LeftAlt.
- Keybind: ContextMenu_GiveResources_ExecuteGive works on the give-resources menu, it executes the give operation configured using the other buttons. Defaults to Backspace (which may prove to be ill-advised, dunno, but it's next to Equals on many keyboards and you can change the bind and a lot of people just use the mouse anyway). Note that this will also close the context menu unless you're holding the SuppressContextMenuAutoClose keybind that's been around for a while (it defaults to LeftShift).
- Fixed a fairly longstanding bug that was totally messing up the detection of whether one input context was "narrower" than another, and thus should have precedence when one if its keybinds conflicted with another active context's keybinds.
- Note that this won't fix the "K causes low power and knowledge filter when ships selected while viewing galaxy map" thing, that will require the low-power bind being assigned to a different context than WithSelection which is supposed to work on the galaxy map.
- This was also resolved, see below.
- Note that this won't fix the "K causes low power and knowledge filter when ships selected while viewing galaxy map" thing, that will require the low-power bind being assigned to a different context than WithSelection which is supposed to work on the galaxy map.
- Fixed bug where a Spire City Hub could be given a gather point that could result in the structures it produced being sent through a wormhole upon completion. Cute, but wrong.
- Added "Export Balance Stats" button to reference tab; its tooltip explains how it functions but basically it's just for use in our new effort to systematically establish a rough-baseline balance of the fleet ship types. That's still very much a work in progress, of course.
- A new "maintenance commands" section has been added to the wiki with some previously-not-all-public commands you can use for altering existing savegames. This is generally to turn on new features that were added after your existing savegame was created, so you don't have to start over from scratch to see the new features.
- Core Shield Generators can now be disabled in the lobby, like Turrets or Heavy Defense or Cloaking various other ships. This can be done under the Ships tab of the lobby, for players who simply don't like the new mechanic; but the default is to have these on, since the mechanic provides helpful intermediate goals for new players, and is something we consider a useful new core part of the game. The turn-off option is simply for those players who can't stand the feeling that their choices are being reduced by it (after much forum discussion we don't really agree with that view, but consented for the ability to disable the feature).
- Existing savegames will all have this as false. This will also remove existing Core Shield Generators from existing games.
- A new command, "cmd:activate core shield generators" has been added for turning on CSGs in any savegame that doesn't have them on. This will seed them fresh, so if you had already had CSGs on, then captured E group, then upgraded to this version and re-enable CSGs, you will have to capture E group again, unfortunately. We apologize for any annoyance this might cause, but long-term this seemed like the least-destructive-to-existing-saves path.
- Thanks to the dozens and dozens of players who weighed in one way or the other on this issue!
- The WithSelection context is now only active in planet-view, never in galaxy-view. It now also overrides any conflicting PlanetView binds. These two changes should resolve some really confusing input-causing-multiple-unrelated-things-to-happen issues we've been seeing (including the K causing both low-power-mode and knowledge-display-filter thing).
- The current game version is now shown in the galaxy stats window, so that players have a way of checking the game version from within the game itself.
- Thanks to Winter Born for suggesting
- When a player uses a command, it now shows "CMD" instead of "CHEAT" for the sake of clarity.
- There is now a "Has Cheated" option shown in the Galaxy Stats window, since that's the internal value that score-modifiers go on rather than Cheats Enabled. It doesn't care if you have cheats enabled, it just cares if you used any. Now that's more clear when that's the case and when it's not. Commands don't count as cheats, of course.
- Warbird Starships no longer eligible for inclusion in an event attack since the speed-inflation of one being picked as a battle-group command ship has a pretty dramatic impact on difficulty that can basically require the unlocking of grav turrets in an unintended way. This quite obviously could have nothing to do with one of the developers getting roflstomped by a warbird-led battlegroup in a recent test game.
- Thanks to TheDeadlyShoe for reporting.
- There are now buttons for both the high scores and achievements in the in-game menu, so that players don't have to go out to the main menu to see those.
- Thanks to Toll for suggesting.
- Zenith Chameleon rebalance:
- Move Speed from 28/25/22/18/28 to simply 28 across the board.
- Base Attack Power from 400/1800/2800/4000/8000 to 4000*mk.
- Base Attack Range from 2600/3600/4000/4000 to 4000 across the board.
- Health from 10,000/18,000/30,000/28,000 to 13,000*mk.
- Armor from 500/1000/1500/2000/2500 to 150*mk.
- Bonus vs Structural from 18 => 3.
- Bonus vs UltraHeavy from 10 => 3.
- Bonus vs Neutron from 1 => 3.
- Bonus vs Heavy from 1 => 2.
- Bonus vs CommandGrade from 5 => 1.
- Bonus vs Turret from 4 => 1.
- The goal here is a moderately durable, moderately cheap ship providing solid dps (particularly vs big stuff) plus it's little bonus of the stationary-camo.
- The metal/crystal costs of ships by mark level has been reduced from 1x/2x/4x/8x/16x to 1x/2x/4x/6x/8x.
- Thanks to Suzera and KDR_11k for suggesting.
- When the game is unable to unlock a bonus ship type for human players/home-planets that is unique for their team (usually due to playing with a lot of players on the simple ship types with no or few expansions), it now unlocks something that is unique for each player instead of for the team as a whole. The only time players would get nothing is if they already had all the ship types available.
- Previously, the game had a chance to sometimes hang if it was unable to unlock a new bonus ship for a player at various junctures. Fixed.
- Now when an Advanced Research Station is captured, it unlocks not only a new bonus ship type, but also the mark II technology of that ship type.
- This helps to allow players to experiment with more bonus ship types without fear, since normally if you are getting a mark I bonus ship type late in the game, that's not very useful and it's hard to tell if the higher-mark ships would be useful. Those extra ships wind up just being put on guard duty. This way, players also get mark II ships that are a lot more useful later in the game, and they can make a better decision about whether or not they want mark III/IV variants.
- Of course, it also sweetens the deal for capturing Advanced Research Stations.
- Thanks to Wingflier for suggesting.
- The knowledge cost of mark III fleet ships has been raised from 5000 to 6000. This is partly to counterbalance the change above, but also to better account for the fact that you get mark III AND IV ships out of the deal of just unlocking III (assuming you have and hold an advanced factory).
- All mkI fleet ships (triangle and bonus types) cost 1/2 as much energy as they used to, to ease the early game energy economy somewhat and to make them more attractive for garrison/support roles later in the game.
- Thanks to Suzera for inspiring this change.
- Bulletproof fighter tweaks
- Base range changed to fighter's base range +2000.
- Attack power * 1.1.
- Health changed from fighter's health * 1.1 => 1.75.
- Armor Rating changed from fighter's armor * 0.8 => 1.5 (the 0.8 was from when they were called shields).
- Tachyon Microfighter rebalanced in a similar fashion as the Bulletproof Fighter to basically be a fighter, but with the following modifiers:
- Obviously, the tachyon range, and the mine immunity that they've always had.
- Half metal cost.
- Double crystal cost.
- Reload time from 4 seconds to 3.
- Base range +1000.
- Attack power * 0.75.
- Armor piercing * 0.75.
- Armor rating * 0.75.
- Health * 0.75.
- Ship cap multiplier from 1 => 1.5.
- Autocannon Minipod rebalance:
- Base Move Speed from 84/85/86/88 to 84 across the board.
- Given 3*mk armor damage per shot, to help counteract their very low power-per-shot and total lack of armor piercing when used in larger groups.
- Base Attack Power from 4/8/16/32 to 160*mk.
- Base Health from 3300/5900/8900/14100 to 6000*mk.
- Bonus vs UltraHeavy from 45 => 3.
- Bonus vs Structural from 45 => 3.
- Bonus vs Turret from 35 => 3.
- Bonus vs Swarmer from 28 => 3.
- The goal here is a cloaked ship that does pretty good "ambush" dps against lightly armored stuff but has a "spin up" time versus more heavily armored targets. In general they may need more than this to get up to the desired level of usefulness, but this should help bring them out of the bottom-of-the-bin.
- One-way doormasters now seed with 3x as many data centers as normal, to make up for the AI Progress cost of all those black hole machines (30 each). It's still a harder AI than normal, but now not so egregiously so.
- Thanks to orzelek for reporting.
- Zenith viral Shredders are now immune to reclamation, as they unintentionally could multiply from 1 captured by a player to hundreds or thousands.
- Thanks to Ozymandiaz for reporting.
- The parasite line of ships has had their stats rebalanced in general, and linearized. They now have a lower attack speed, but massively higher attack values (which they now need).
- Thanks to lovekawakawaii for suggesting.
- Leech Starships now cost 2x as much energy to run, and their stats have been linearized also. They also now have 10x fewer shots, and do 10x more damage than before.
- Thanks to lovekawakawaii for suggesting.
- All mark V ships are now immune to reclamation (this was always the intent, but a few slipped through before).
- Thanks to Toll for reporting some of the lapses.
- Ships with the reclamation ability are now only able to reclaim ships that are, at most, one mark level above their current level. So mark I ships can reclaim mark II ships, and so on.
- Thanks to Wingflier for suggesting.
- When reclamators damage an enemy ship, it will only be reclaimed if at least 50% of the damage to that ship was done by the parasites of the current player.
- Thanks to superking for suggesting.
- Neinzul Cockroaches can no longer be regenerated.
- Thanks to True-Chaos for reporting.
- Attrition Emitters can no longer be reclaimed.
- Thanks to Malibu Stacey for reporting.
- Attrition emitters now have teeth: they now do 400 damage per second, rather than 20.
- Thanks to Toll for suggesting.
- The Exo-Galactic Wormholes now spawn way further out than beofre when in the hands of a Backdoor Hacker. This prevents bombers and similar from being in immediate range of the home forcefields with these.
- Thanks to Suzera for reporting.
- Rather than there being three cloaking states -- full, partial, and none -- there are now only two -- full and none. Now there is never a case where players can shoot at an enemy ship without being able to see what it is. Ships are either cloaked or they are not.
- Thanks to Lancefighter for suggesting.
- Any ship that can't be repaired now automatically has infinite engine health.
- Ships with shot-out engines are no longer completely unable to move. Now they just have the infuriatingly-slow move speed of 1. This prevents such situations as wormhole guard posts permanently trapping player ships. Now ships can always at least move away, albeit extremely slowly, to then be later repaired. This also helps to reduce the micro needed with engineers related to engine health.
- AI MRS and Fortresses were still repairing broken golems preemptively. Fixed.
- Thanks to ArcDM, Toll, and Vinraith for reporting.
- Engineers mark I-III now take 4x as much damage when on enemy planets. This makes them still just as useful while on beachheads or in other protected circumstances where they are under forcefields or whatever and thus not taking fire while in enemy territory. But it makes them vastly less effective in actual combat situations, so that they don't work well mixed in with your main fleet WHILE it is attacking. However, on defense and on player planets they are just as effective as ever, which is also important.
- The multi-repair-range of superfortresses has been doubled, although it's still much smaller than that of the other fortresses. That's simply not its primary function.
- Thanks to Toll for suggesting.
- SuperFortresses, Fortresses, and Mobile Repair Stations now have to remain stationary to do their multi-repairs. After moving, they must recharge for 60 seconds before they can start doing repairs again: it's best to find a good position for them and leave them there until you're ready to deploy them in a new locale. In the case of fortresses/superfortresses, this doesn't affect their ability to attack while stationary or moving.
- The intent here is to keep mobile repair stations from being used as mobile heal-instantly fleet-life extenders.
- Further Parasite/Leech rebalance:
- The Parasites now have a further 10x added to their attack power, but now always have an 8-second recharge time rather than one that diminishes with their mark level. Their bonus against medium hulls has thus been cut from 6 to 3.
- The MicroParasite attack recharge has been put back to 2s instead of 8, and now has an attack power of 8000 instead of 800. Their health has also been doubled.
- The Leech Starship has had their attack buffed a further 40x, giving them a pretty sizble DPS. Their number of shots has been further reduced from 4x to 1x, helping to make them a lot more likely to convert enemy ships.
- The overall goal is to make Parasites rather slow-firing so that they are not converting everything in sight, but with a high enough DPS that they have a reasonable chance of success in mixed fleets, or with allies, or on their own (in order from least to most successful, there). These changes are a start, at least, and we'll see how these feel.
- Thanks to Draco18s for reporting.
- Apparently Starship Dissasembler guardians weren't actually attriting the starships that they ate. This meant that the starships would be stuck in permanent limbo until the guardians were killed, which was obviously a problem.
- Additionally, starships in particular were eaten very slowly, but a lot of high-health ships would be. This was very problematic, as players can't rebuild those ships until they are returned to them. Now all ships are eaten at a speed that will ensure they are dead and can be rebuilt 4 minutes later. 4 minutes is long enough to kill the maw/disassembler if you have ships present, and otherwise the ship is just lost and can be rebuilt without so much hassle.
- Previously, Starship Disassemblers didn't even have the ability to properly capture starships, because they had no transport capacity set. Now they can eat one starship per mark level.
- Thanks to Fleet for reporting.
- Spirecraft Attritioners now do 300 x ShipLevel damage per second.
- Thanks to Draco18s for suggesting they get a buff.
- Previously, shot damage was only being reduced by 75% at the time of attack, not when the shot damage was actually being calculated for things like estimated damage display. Fixed.
- Previously, shot damage was being capped at the maximum health of the target at the time of firing. Fixed.
- Previously, if overkill damage was being dealt to an enemy ship, it would self-heal, self-damage, or help-with-replication at the overkill amount rather than the actual amount of damage needed to kill the ship. Fixed.
- Previously, shots that self-heal, self-damage, or help-with-replication, were taking effect when they were shot, rather than when they hit. This was particularly troublesome with self-damaging shots, which could cause a ship to massively over-damage itself for very little gain. Fixed.
- Wasps and Spire Blades no longer make an explosion sound when they die.
- Thanks to Dazio and PineappleSam for reporting.
- Wasps and Spire Blades no longer effect the counts of number of ships lost or built, and no longer effect score.
- Thanks to Spikey00 and Draco18s for reporting.
- Ships with the reclamator ability now all do their best to target ships they can actually reclaim. This is particularly important because of the new ship-level restrictions that reclamators have, but it's also important new logic that they never had in general (previously hitting stuff that was immune to reclamation just as commonly).
- Thanks to Draco18s for suggesting.
- Ships that have regen or vampirism now are automatically overkilled by a corresponding amount by enemy ships; this makes automated fleets of ships (and AI fleets of ships in general) able to actually take care of ships with high regen or high vampirism.
- Thanks to shugyosha and Toll for reporting.
- New hybrids will no longer mature into builder classes, since they were responsible with numerous crimes against humanity including "the ai is still building turrets", "good grief that's a lot of forcefields", and "why won't my fleet autotarget those 200 neinzul clusters".
- Builders will be back when we have appropriate things for them to build in moderation.
- New behavior for the AI! When the player goes on distant deepstrike runs -- defined as having any human military ships more than four hops away from any human or neutral planet -- the AIs both goes on high alert and starts spewing out ships from their home planets (or a random planet if their home planets are destroyed).
- The tech level of the spawned ships will be whatever the AI's current tech level is, plus one (obviously between 1-5). Unless it's an AI home planet that is being deepstruck, or a planet adjacent to an AI home planet (we call these core planets), in which case the tech level is always 5. Watch out for that: you'll want some sort of launch pad within 4 hops of the AI home planet in order to take it without massive pain.
- The spawned ships will be random fleet ships that the AI is allowed to use in waves, and each AI player will spawn a certain number of ships ship per event-second.
- The event-second interval is defined as ( 11 - Floor(AIDifficultyLevel) ). So, for difficulty 7 or 7.6, that would be 11 - 7 = 4 seconds per interval.
- The number of ships is defined as Floor(AIDifficultyLevel/2). So for difficulty 7, it would be 3 ships every 4 seconds, per AI player. On difficulty 8, it would be 4 ships every 3 seconds, per AI player.
- These spawned ships are in free/threat mode, and will eventually attack the human players in whatever way they think will be most disruptive. They may engage the deep strikers, but more likely they will try to kill the planets of the players instead.
- Note that all of these numbers are PER PLANET that has a deepstrike on it. So if you are deepstriking four planets, multiply those numbers by four. It's best to keep your forces together, and make the deepstrike raids as brief and effective as possible to avoid too strong a retaliation against your forces.
- Thanks to many players for contributing ideas that ultimately led to this.
(Released December 7th, 2010)
Prerelease 4.045
- Reverted change from 4.043 for recalculating world-point even on frames where screen point did not change, because it was seriously interfering with middle-mouse scrolling.
- Thanks to Toll for the report.
- Other mouse-move and middle-mouse-scrolling handling changes and another way of updating the world-point each frame, in hopes that it won't break something else.
- Distribution nodes and Zenith reserves are now captured on planet ownership change. It allows them to be scrapped when needed instead of having to send ships to already secured planets on the other side of the galaxy.
- Thanks to Toll for suggesting.
- New galaxy map filters have been added for detected AI Progress reducers (combined counts of co-processors, data centers, and superterminals). The default keybindings are unbound.
- Thanks to Toll for suggesting.
- The "runsim" command line argument was previously crashing the game when used. As it's no longer supported, it's now been removed.
- Thanks to themachineissentient for reporting.
- The way that the seeding for asteroids was previously done in the maps, it was random-chance-per-planet for each group of rarities. Now it's percentage-of-galaxy based, which makes sure that it's way more likely that the rarer asteroid types will show up in the game. It's still possible you might not have some titanite and adamantite, but you'll definitely have at least two planets with at least one or the other.
- Thanks to Kemeno for partially inspiring this change.
- Fixed a bug in the prior version where the filters for adamantite and titanite had missing localization errors.
- Thanks to Kemeno for reporting.
- Added a new cheat: Military Takeover
- Spawn Military Command Station, Thus Capturing The Planet Even If The AI Held It
- Added a new cheat: Like Dynamiting Fish In A Bucket
- Spawn an Advanced Research Station under the control of the first AI.
- When an AI ship that is captured upon planet ownership change is on a player planet, that AI ship now changes hands automatically to the player who controls the planet.
- Science Labs are no longer seeded on AI planets, or able to be captured on planet ownership change. It was just clutter, was slightly confusing, and was slightly problematic with the new logic.
- The external invincibility counts on core guard posts were previously flickering all over the place. Fixed.
- Thanks to wyvern83 for reporting.
- Processing order was causing core shield generators to sometimes not properly cascade in their destruction, but other times to do so properly. A two-stage processing order has now been implemented to fix this.
- Thanks to Mithror for reporting.
- The AI Wave level modifiers from tech levels have been adjusted to the following:
- Thanks to Suzera for suggesting.
Mark Level | Multiplier |
1 | 1.5 |
2 | 0.9 |
3 | 0.7 |
4 | 0.6 |
5 | 0.5 |
- Data Centers were previously seeded on the core planets (those next to the AI home planets) in great abundance. Often it would be five or six of them, a huge treasure trove and between the two AI planets constituting often nearly half of the total data centers in the galaxy. On higher-linked AI home planets, the effect of this could be multiplicative, making them even more crazily overpowered. These have now been removed, but the seeding of other data centers throughout the galaxy has been unchanged.
- This obviously makes for way fewer data centers in general (on average perhaps 1/3 the prior numbers), and it also means there tends to be a max of usually 1 per planet, rather than huge clusters of them.
- This will also strip out the extra data centers on the core planets from existing saves.
- Thanks to Suzera for suggesting -- though don't blame her entirely, I've been thinking this direction for a while, myself. ;)
- Neinzul Cockroaches are now immune to reclamation.
- Thanks to Sunshine for suggesting.
- All Neinzul ships in general are now immune to reclamation. This makes them excellent against botnet golems in particular now.
- Thanks to Draco18s for suggesting.
- Wasps and Spire Blades are now immune to reclamation.
- Thanks to Draco18s for suggesting.
- Shield Bearers have been changed to Heavy on their ship type. Thus more ships (including turrets) actually get bonuses against them. The max health of shield bearers has also been halved.
- Thanks to Fleet and Suzera for suggesting.
- AI Stealth Guard Posts now have the cloaking super boost ability.
- Thanks to mr_lolz for suggesting.
- Guardians are now immune to the effect of the camouflager.
- Thanks to Lancefighter for suggesting.
- Home Cores are now immune to blade attacks.
- Thanks to Lancefighter for suggesting.
- Previously, it was possible for Core Shield Generators to spawn on AI home planets on very small maps, which would make the game unwinnable. Fixed. Also, this will fix existing savegames.
- Thanks to Sunshine for reporting.
(Released December 4th, 2010)
Prerelease 4.044
- The armor rating on metal and crystal harvesters has been reduced 10x.
- Thanks to superking for suggesting.
- The Unity resolution configuration screen is no longer allowed to be opened. It was pointless, anyway, as the game overrides it.
- The core guard posts all now have descriptions that explain that all the core shield generators in the galaxy must be destroyed before they can be destroyed.
- Core Shield Generators are no longer acting as warp gates.
- Thanks to Toll for suggesting.
- The seeding of the core shield generators is now much improved. It no longer has trouble with cold storage units, or with units that are seeded as part of the second AI's generation, or with not seeding when one AI is lower-level than 4 while the other is not.
- Thanks to wyvern83 for reporting.
- New galaxy map filters have been added for each of the asteroid types. The default keybindings are unbound.
- Thanks to LintMan for suggesting.
- The galaxy map filter for detection of hybrid hives and hybrid hive facilities now works properly when fog of war is off.
- New galaxy map filters have been added for advanced research stations, advanced factories, core fabricators, experimental fabricators, experimental starship fabricators, and broken golems. The default keybindings are all unbound.
- New galaxy map filters have been added for all of the various detected core shield generators. This makes it way easier to plot an attack with them. The default keybindings are all unbound.
- The actual hull of ships no longer show up as pink or green while being munitions-boosted or shield-boosted. This looked rather odd, was unneeded, and especially made the spire ships bubble-gum pink, heh.
- Previously, Spire Archives were only appearing in existing savegames, not in new campaigns. Fixed.
- Thanks to wyvern83 for reporting.
(Released December 3rd, 2010)
Prerelease 4.043
- Raid Starships:
- Multiplier against command-grade hull type (primarily command stations) from 4 => 1. This should help make them less insta-homeworld-death against the human, but still quick-homeworld-death.
- Multiplier against ultra-heavy hull type from 2 => 4.
- No longer immune to snipers.
- Snipers, Sniper Turrets, and Sniper Guardians all now have 100,000 armor piercing.
- Sniper base damage was way out of line (MkII did 900 damage every 9 seconds with a 0.2 ship cap multiplier, Sniper Turret did 3600 damage every 6 seconds with a 1.2 ship cap multiplier, a ratio of 1:36), so base damage from 450*mk => 8100*mk. making the mkIV Sniper have a roughly equivalent dps-for-cap as the sniper turret, and the mkI sniper have roughly 1/4 of that, etc.
- Sniper Turrets now get a 5x vs Close-Combat hulls (Snipers already had this).
- Fixed bug preventing ships from leaving cold storage if they were on a planet with > 4000 attack+threat ships (this led to capturables not being captured, zero-health ships not going away, ai ships sitting there and not firing and not fireable-upon, etc).
- Thanks to BlackCobra for reporting and providing a save.
- Added both a global and a per-planet "Non Military Do Not Rally" control to the controls window.
- If this toggle is checked, all your non-military ships will ignore all rally posts.
- Please note that if the "Reclaimed Ships Rally To Rally Post" global control is enabled, a non-military ship that has just been reclaimed will still try to rally.
- Thanks to Wingflier for the suggestion.
- Fixed a bug with the suppress-rally garrison controls where it would suppress the rally of a non-military ship (which don't count toward garrisons anyway).
- Armor maximum percent damage blocked from 95% => 80%. Health of some high-armor units increased to offset this somewhat:
- Vorticular Cutlass health a bit less than doubled.
- Armor Ship health a bit more than doubled.
- Grenade Launcher had _really_ low health so it's been increased 10x.
- Zenith Electric Bomber health increased somewhat and made more linear with mark level: 20k/40k/80k/160k/320k => 30k/60k/120k/150k/180k.
- Raid Starship health from 800,000*mk => 1,600,000*mk.
- Fixed unintended inflation of schizo waves where each distinct type would have a minimum of its effective ship-cap; now ignores that rule for waves containing at least two non-starship types.
- Thanks to Master Cylinder Pants for the logs demonstrating the bug.
- Fixed bug causing the "minimum wave size for difficulty" logic to be twice as high as intended.
- Raid Engines now no longer trigger on zombie ships since the human player has no way of controlling where they go.
- Thanks to Ymihere for the suggestion.
- Raid Engines used to be capable of triggering multiple times at once if multiple adjacent planets and/or the engine's own planet satisfied the conditions at once. Changed to only trigger at most once per "reload".
- Fixed a bug where we thought Spire Maws were slacking off on the job by inexplicably ceasing to swallow more ships. The truth is far more sinister: the Maws were not only failing to swallow the ship, they were _altering the fundamental rules of the universe_ such that all ships of the target type ever produced would be unable to be loaded into any transport ever again (well, until you reloaded the save). Thankfully we've put an end to their dastardly plans to... we're not sure, actually.
- Thanks to Nypyren for the report and save.
- Since vampires are refractive, flak turrets and flak guardians now have an 8x bonus against refractive (that's what they've had against close-combat for a while).
- Thanks to Spikey00 for the suggestion.
- Fixed a bug where the game was not recomputing the coordinate in "world space" under the mouse cursor if the game was moving under the cursor without the cursor actually moving (panning, zooming, switching planets, etc).
- Warheads produced by the Neinzul Rocketry Corps will now actually do something. Their behavior was probably disabled a while ago when a wholesale revision was made to how the AI thread issued commands for minor faction ships (or, more precisely, how it does not).
- Be afraid.
- Thanks to zebramatt for the report.
- Fixed bug where one of the module slots on the Spire Habitation Center could take a normal heavy-beam-cannon-module instead of the city-variant it's supposed to use.
- Thanks to Toll for reporting.
- Hybrids can no longer get the starship-esque Spire bonus ships (Blade Spawner, Maw, Stealth Battleship, Tractor Platform) as drones, since its "drone cap" doesn't differentiate by ship power and it would be painfully unbalanced to get hit by a bunch of hybrids escorted by a horde of such ships.
- Random wave sizing factor changed from a number between 1.0 and 1.3 to a number between 0.8 and 1.1. Wiki updated to reflect the new number.
- Thanks to Suzera for reporting that the wiki mismatched the actual calculation to begin with.
- Rather than having Counterattack Guard Posts die (and launch a counterattack wave) when the command station on their planet is now killed, instead they now provide protection to their command station until they are killed. Thus the same net effect is in place for players -- players can't kill the command station without also killing the counterattack guard post -- but it is no longer possible for players to ACCIDENTALLY trigger the counterattack guard post, which is a big improvement.
- Thanks to TechSY730 for suggesting, and to Winter Born for inspiring this change.
- Five new types of Core Shield Generators have been added to the game: These must be destroyed before the AI Core Guard Posts and AI Home Command Station can be damaged. The planet on which this shield generator sits must be controlled by the humans before it can be damaged. These only get seeded on difficulty 4 and up.
- Group A-Prime
- One of these is seeded on every planet with an advanced research station.
- The A-Prime shield generators are linked into a very strong network. All but one of them must be destroyed before the last generator in the group will self-destruct.
- Group B-Secondary
- One of these is seeded on every planet with an advanced factory.
- The B-Secondary shield generators are linked into a weak network. Destroy any one of the generators in the group, and the rest will self-destruct.
- Group C-Secondary
- One of these is seeded on every planet with a fabricator and without an advanced factory.
- The C-Secondary shield generators are linked into a weak network. Destroy any one of the generators in the group, and the rest will self-destruct.
- Group D-Secondary
- One of these is seeded on every planet with a counterattack guard post, but with no other core shield generators already in place.
- The D-Secondary shield generators are linked into a weak network. Destroy any one of the generators in the group, and the rest will self-destruct.
- Group E-Secondary
- These are scattered on some random planets that do not already have an existing shield generator.
- The E-Secondary shield generators are linked into a weak network. Destroy any one of the generators in the group, and the rest will self-destruct.
- Thanks to Suzera for inspiring this new feature.
- This new mechanic is designed to require players capture at least a certain small baseline number of planets before they can even attack the AI homeworlds. This ensures that ultra-conservative low-planets-held strategies simply aren't valid, and the alternative is somewhere the game been before: having the AI homeworlds be so beefy that they are incredibly grindy in the late game, which also isn't good. That had led to most players "declaring they had won" and stopping before they actually had won. The logical solution, then, is a multi-stage AI takedown procedure that requires you to take certain planets that it was expected you were required to take, anyway.
- To those that would complain about how this will prevent certain playstyles: yes, it will. But only the ones that don't allow for a natural progression of AI difficulty, and so short-circuit (and thus drastically break) the game. Deep striking and raiding are still a great thing to do, and in fact may be more important than every in some circumstances now, but you can't use that in a preemptive "the enemy's gate is down" sort of fashion to win the game. If you'll recall, even the battle school teachers changed the rules after Ender used that tactic once, and for good reason: it's fun once, but leads to a broken game after that.
- Note that achieving the alternate victory in the Fallen Spire progression will take care of this shield network for you, since that victory condition already involves taking plenty of territory, etc.
- Group A-Prime
- Fixed a bug that would allow the selection of a non-available bonus ship type in the lobby, but not actually allow the construction of that type in the game. Fixed to not allow the choice in the first place.
- Thanks to Toll for reporting.
- Neinzul Roaming Enclaves:
- Now are much prompter about retreating when under heavy fire.
- Move Speed from 34 => 51, effective range from 5,000 => 10,000, and removed the x0.2 penalties against Light and Ultra Heavy (apples to preservation wardens too).
- HumanAlly variant now has 30x the base health instead of 10x.
- HumanAlly variant can no longer be repaired (this could hurt your economy before, and it's got plenty of self-regen by itself).
- Thanks to Spikey00 for inspiring these changes.
- Fabricators will now be listed under the "Build Queues" quick button at the bottom of the screen.
- Thanks to wyvern83 for reporting that they were not.
- The Fallen-Spire progression now requires (during the build-five-cities phase) that all cities be level 2 (have a hab center and no adjacent AI planets) before the next signal marker will spawn. This was the intent all along, but the original implementation didn't enforce this properly.
- The "Mobile Military" filter option on the galaxy map has been renamed to "Mobile Military (Units)." A new option, called "Mobile Military (Firepower)" has been added, which shows the My, Allied, and Team values in terms of the firepower rating of their ships (divided by 10,000) instead of by the raw number of ships.
- When enabled, this also effects the display of the enemy ship counts on the galaxy map.
- This option makes it a lot easier to tell the relative strengths of planets, since ship counts are all but meaningless now: what with spirecraft, golems, guardians, and other large ships making it so that one or two ships can take on hundreds or thousands of smaller ships. This also helps to account for the relative mark levels of ships, too.
- The game now requires that the human players leave at least two planets unclaimed in the lobby (for the AIs to use).
- Thanks to PineappleSam and ArcDM for reporting.
- In recent versions, the frequency of asteroids was unintentionally way lowered. Fixed.
- Thanks to snrub_guy, LintMan, and wyvern83 for reporting.
- Fixed bug where continuous beam weapons were actually hitting twice per frame instead of once when targeting stuff that didn't require direct targeting (incidentally, most of the is-the-damage-correct testing was done on wormhole guard posts, go figure). Since the balance of the beams is as desired, numeric attack power doubled to maintain current balance.
- Thanks to Toll for reporting.
- There were still some cases of commands being issued to AI ships that were in low-power mode, so we've added a much more aggressive check that makes it essentially impossible for a low-power-mode AI ship to receive a UnitCommand. In our testing this has worked out fine, but it's such a sweeping change that there may be some really weird consequences. Note also that if any low-power-mode AI ships in your saves that were out doing something because they erroneously had a command will pretty much just sit still wherever they happen to be (other than collisions with other stuff), which may look odd until they're woken up by something.
- Thanks to ShadowOTE for reporting a case where this was still happening.
- There is now only a 25% chance that AI ships will prioritize the destruction of an "irreplaceable" unit (like an ion cannon) at any given time. This makes them still likely to hit important targets, but a lot less predictable. It also makes it a lot harder to use those other ships as a damage sponge.
- When AI ships are fleeing from a planet, they will now tend to scatter a lot more than they used to, and have a much greater chance of circling around to an undefended or unexpected part of player territory. Paired with other recent changes that make the AIs more smart about when to attack a planet they are "stalking," this will make them a lot less predictable and a lot more dangerous.
- Thanks to Suzera for inspiring this change.
- Special Forces ships that arrive on player planets now go into "free" mode instead of just passing through while on special forces mode. Similarly, whenever special forces ships find themselves on a planet with a human-controlled non-scout/scout-starship unit, they will also go into "free" mode. This is how it used to be, but sometime since 4.0 it's changed, likely because minor factions were accidentally stirring up special forces units. That will no longer happen. Also, Zombie units will be ignored for these purposes.
- Thanks to Toll for reporting that this was amiss.
- Raid Engines are no longer triggered by zombie ships.
- Thanks to Ymihere for reporting.
- On difficulty 7 and up, when the AI forces on a planet are more than 2x outgunned in terms of firepower, the guards will be freed and will either engage the player forces en masse or will escape to fight another day, as appropriate.
- Thanks to Suzera for suggesting.
- When players have exhausted the ship cap for a type of ship, that now takes precedence over the ENER error message on the buttons when players are in low-energy situations.
- Thanks to ShadowOTE and Toll for suggesting.
- The raid engine description was previously out of date, talking about a "significant fleet" instead of "any military units" to trigger it. Fixed.
- Thanks to Weteor for reporting.
- Previously when players selected more than 8 home planets to start with, they would get oddly low available ship counts. Fixed.
- Thanks to orzelek and ArcDM for reporting.
(Released December 2nd, 2010)
Prerelease 4.042
- Added new control to the Planet-Specific tab of the Controls window: "Redirection Tries To Maintain Garrison Of".
- When this is greater than zero, and the number of allied mobile military ships on the planet is less than the specified number, redirection rally posts won't actually redirect ships entering the planet.
- Functionally this allows you to tell the planet to hold onto a "garrison" of X ships, filling up from the redirection-post patrols you've set up.
- Note that you have relatively little control over the composition of the garrison, since faster ships will tend to fill empty slots unless you've got your patrol groups on group-move. Nonetheless, this can be useful for making sure a planet has some kind of defensive force without having to nanny it.
- Thanks to Fleet for the suggestion.
- Added new control to the Planet-Specific tab of the Controls window: "Stop Building Military If Have Garrison Of".
- When this is greater than zero, and the number of allied mobile military ships on the planet is greater than or equal to the specified number, build queues on the planet will be suspended (not actually paused, per se, but similar to that).
- This also allows establishing a garrison, and gives you more control over composition but requires that you build a space dock (or whatever) on the planet and set up the queue, etc. Anyway, you can set up a looping queue of, say, 5 fighters, 1 bomber, and 1 missile frigate and a garrison threshold of 50 and it will produce ships until it hits 50 ships and then stop until some of the ships die or leave; it will then replace those (though not necessarily with the same type, of course).
- Does not impact self-building units like turrets, or the construction of modules on modular ships.
- Thanks to Fleet for the suggestion.
- Enclave Starship collision priority from 9000 => 875, putting it below rally posts (and standard ff-gens and command station cores) but above just about everything else that's mobile.
- Thanks to Lancefighter for the suggestion.
- Shield Bearers and Spirecraft Shield Bearers now have collision priority of 566, making them less likely to be bounced out to the edges of a group and more likely to cover more units.
- Thanks to zebramatt for the suggestion.
- All other Spirecraft, and the "starship-esque" Spire bonus ship classes (Blade Spawner, Maw, Stealth Battleship, Tractor Platform) now have collision priority, the default for all starships.
- Thanks to zebramatt for the suggestion.
- The Spire Blade Spawner, Maw, Stealth Battleship, and Tractor Platform:
- No longer use the ship cap scaling since there are so few of them even on high. This means that their stats (attack power, health, etc) will no longer be higher on low and normal caps than on high caps, but the ship cap will not decrease either.
- Now have AIPerPlanetShipCap set to 4. This is supposed to cull existing populations and apply to almost all forms of reinforcement and spawning, and will help with situations like the AI having 100 blade spawners on a single planet slaying your CPU.
- Note that this functions more like a cap of 5 and is per-mark-level, so it is possible to still get fearsome clusters of these, just nothing like 100.
- Thanks to Spikey00 for reporting the AI blade spawner CPU-slaying menace.
- Fixed some mixed-wave messages showing up as homogenous and thus misleading the player as to the content of the wave (now just says Enemy Ships in those cases).
- Thanks to SNAFU for the report and save.
- Fixed unintended inflation of counter-attack-wave size. May still be some issues but this should fix the biggest of them.
- Thanks to many, many... many players, for reporting.
- Previously Raid Engines and Core Raid Engine Posts could lead to runaway wave sizes (particularly the core one), this has been set to a more constant multiplier. Still might have some runaway-ness, we'll see.
- Thanks to TheDeadlyShoe for reporting being attacked by almost seven. hundred. thousand. ships.
- Fixed bug that was preventing the spawning of certain objects in the fallen-spire progression if there were simply no more planets far enough away from human territory; now they'll spawn as far away as they can in those cases.
- Thanks to mavorspam for the report and the save.
- Fixed some discrepancies in applying AI-Type-specific modifiers to wave sizes between mixed-wave and homogenous-wave branches.
- Fixed a bug where the WaveSize multiplicative factor was being applied twice (once on the AI thread, once on the main thread), leading to factors < 1 causing smaller-than-intended waves and factors > 1 causing larger-than-intended waves. In some cases the factors were >= 10, and you can imagine how bad that got.
- The Enable Advanced Logging setting now also causes two new logs to be written: MainThreadWaveComputationLog and AIThreadWaveComputationLog (which is only written on the host's machine in an mp game). These will have a lot of details in how a wave's size was computed, which is helpful in diagnosing exactly what's going on if we continue to have unexpectedly-sized (generally unexpectedly-large) waves.
- Fixed a bug in the enforcement of the IsEligibleForHomogenousWave flag that was leading to a wave that would be composed entirely of a non-eligible type simply being a nearly-empty wave (basically it would just have the starship(s)). Now the wave will only be empty if it somehow does not have any eligible types, but that should be impossible.
- Shield Bearers hull type from Heavy => Structural.
- Thanks to Lancefighter for the suggestion.
- Fixed a bug where multiple science lab mkIIIs on one planet were reporting as if multi-stacking the reinforcement multipliers, even though they were not actually multiplying them.
- Thanks to Suzera for reporting.
- The game now makes it clear when a wave or CPA that is incoming was triggered by a ship -- guard post, raid engine, scrap wave, or otherwise. This should substantially help reduce confusion about the deep raids into player territory.
(Released November 30th, 2010)
Prerelease 4.041
- All map seeds now give twice as many possible starting positions (16 instead of 8), to allow for players to have greater variety with less clicking through map seeds to find the ships they want (especially with all the new ship types lately).
- If there are fewer than the allotted number of ship types available given the current expansions and ship complexity, then the number of valid starting positions will be reduced as appropriate.
- Thanks to themachineissentient for inspiring this change.
- Zenith Electric Bomber hull type changed from Heavy to Neutron.
- Thanks to Lancefighter for the suggestion.
- Zenith Autobombs and Neinzul Youngling Nanoswarms now do a better job of splitting up rather than focusing on a small set of targets.
- Missile Frigate Rebalance:
- Reload Time from 20/15/10/8/7 => 11 - ShipLevel (10/9/8/7/6).
- Base Range from 7000 for all marks => 6500 + 500*mk (7000/7500/8000/8500/9000).
- Health from 4,800/16,000/22,000/28,000/33,000 => 9000*mk (9,000/18,000/27,000/36,000/45,000).
- Armor from 150/150/300/600/300 => 150 for all marks.
- Attack Power for MkV from 8000 => 5000.
- Bonus against Neutron from 3x => 5x.
- Added 5x bonuses against Composite and Refractive (previously, no triangle ship had a bonus against either of those).
- Youngling Nanoswarm Rebalance:
- Removed all damage bonuses (trying to avoid their autotargeting prioritizing damage over other stuff).
- Maximum targets affected from 1/3/5/7/9 => 3/5/7/9/11.
- Now does 100*mk armor damage (i.e. "armor rotter" damage) to each affected target.
- Now adds 1*mk seconds of paralysis to each affected target.
- Now does 2*mk engine damage to each affected target.
- Note that the nanoswarm cannot directly target stuff that is immune to reclamation, and may have similar difficulties with ships immune to its new debuffs, but that often other ships caught in the blast may be affected by those debuffs they are not immune to. Nanoswarms will pay house calls to individuals found filing mantis reports resulting from not reading this release note.
- Nanoswarm now considered to use non-shell ammo, so bulletproof stuff should no longer be immune to them.
- Thanks to Lancefighter for reporting.
- The way that unit data is synced to the AI thread is now better for purposes of cold storage and similar in particular.
- The AI now has some new logic for cleaning up certain old ships on its thread, to hopefully avoid issues with "ghost" warp gates and such that would lead to waves that shouldn't happen. That may or may not have been happening before, but we suspect it might have been and this adds on some safety checks to hopefully prevent it.
- Human ships no longer automatically open fire on low-power AI ships, though they do still put them in their targeting lists as normal (so that as soon as the AI ship comes out of low-power mode, they are able to fire on them just as quickly as before). This prevents long-range human ships from accidentally stirring up the guards of AI guard posts unless the player specifically orders them to. In general this will make the AI guards bumrush the player ships a lot less frequently than they were recently doing, while not losing the first-mover advantage of the human ships against the low-power AI ships.
- Thanks to CogDissident for inspiring this change.
- Human ships no longer automatically open fire on guard posts of the AI if those guard posts have not already been "angered." This means that long-range human ships won't just snipe them without being told to do so, but as soon as the guard posts have entered the battle at all, they will fire at will. Like the other change about low-power ships, this also doesn't impact the putting of guard posts into the targeting lists, so it doesn't hurt the first-mover advantage of the player ships. Generally when players get at all in the vicinity of the guard posts the guard post gets angered, so this just prevents snipers and similar from alerting the entire planet without the player desiring for that to happen, for instance.
- Human ships no longer automatically open fire on guardians of the AI if those guardians have not already been "angered" AND they are on active guard duty. This works basically on the same principles as the above change to the guard posts, except for guardians that are already freely moving around it ignores them.
- Fallen Spire stuff:
- Fixed another bug with the minor faction stuff costing the player energy.
- Thanks to orzelek for reporting that the bug was still happening.
- Improved the defense-assistance fleet logic, and improved the coverage from the initial spawns.
- Fixed a bug where still-in-construction shipyards and city hubs counted towards their respective ship caps (for the capital ships and the galactic capitol, respectively).
- Thanks to Ozymandiaz for the report.
- Due to the golem buffs, the event-attack logic point-costs for golems have been increased by roughly 2.5x (from "Medium Battleship" to "Light Dreadnought", for those keeping score). Note that the balance may be off now, it's hard to say ahead of time, but the AI-variants used in these attacks are still relatively easy to destroy by concentrated beam & photon cannon fire, they're just more dangerous offensively.
- Fixed another bug with the minor faction stuff costing the player energy.
- On difficulty 7 and up, AI ships now spread out 2x as much as before. AI ships that are waiting before going through a wormhole to a human planet now spread out 4x more diffusely to make them even harder for players to hit.
- The AI now uses the intel data it has about the relative strengths of planets (as human players do), when determining whether or not to send its ships through a wormhole they are waiting on. This is different from the prior method, which was partly randomized, partly based on an accumulated number of 200 ships, and partly based on having a lot of ships incoming.
- This is a far-reaching change to the emergent behavior, which will have many effects on the gameplay, some of which are likely to be unanticipated at this time. The general expected result is that the AI will not attack players with "trickles" of ships very often anymore, and will instead choose to build up before breaching. The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard post.
- On lower difficulties (<5), the AI actually overestimates its strength 5x, leading it to make dumber decisions. On difficulties less than 6, it overestimates its strength by half, leading it to make occasional stupid decisions there. Both of these are examples of the intentionally-sometimes-off decisions that make the lower-level AIs easier while also making reasonable mistakes a human might.
- On difficulty 9 and up, the AI actually underestimates its strength by half, leading to it to have a greater tendency to wait to strike with overwhelming force.
- These changes should also make the AI more effective in defender mode.
- The number of shots of the raider guardians have been cut about 10x, and the attack power of their shots has bee increased about 20x. Their bonuses have also been changed to specialize against commandgrade, structural, and ultraheavy, with a penalty against turrets.
- The speed of raid starships has been increased about 50%, and their attack power has gone up 5x. They also have gained a hefty bonus against command grade ships, while losing their bonus against turrets and instead having a penalty. The armor rating of raid starships has also been increased 3x.
- Enclave starships mark II-IV still had guns in previous versions. Fixed.
- Thanks to Nypyren for reporting.
- Armored Golem health has once again gone up 10x (to 500m). The base attack power of armored golems has gone up 100x. The number of shots of armored golems has gone down to 1/6th of its prior value. The armor piercing of armored golems has increased from 10k to 999k.
- Artillery Golem health has been increased 20x (to 100m). The base attack power of them has gone up to 50m per shot. The armor piercing of armored golems has increased from 100k to 999k.
- Black Widow Golems now have 70m health instead of 30m. The attack range of black widow golems has been increased 4k, and their tractor range has also gone up 4k. The armor piercing of 1k has been removed from black widow golems, and their attack power has increased from 3k to 60k.
- Regenerator Golem attack power has been increased 100x.
- Cursed Golem range has been increased 100x, and health up by 3x (to 60m). The number of shots has also increased from 3 to 20.
- The AI Wave and reinforcement bonuses of all golems have been removed. Golems also no longer require the proximity of AI Warp Gates.
- The repair costs of golems were ludicrously low in recent releases -- fixed.
- Added new "Auto Load" command.
- Can be issued via Unit Commmand context menu (either click the button or via context-menu-specific keybind, which has no default binding) or the Auto Load keybind (which also has no default binding).
- When issued:
- Tells all can-be-transported units in the selection to try to load themselves into a transport on their planet. If insufficient transport space is available, those that can find room will try to load while the others may do nothing.
- If any transports are currently in the selection, only those transports are eligible for the auto-load operation. If no transports are in the selection, all allied transports on the planet are eligible.
- Each ship to be loaded will prefer nearby transports, but if multiple transports are within roughly 5000 range units of one another, ships will generally prefer to fill one transport before beginning to fill the next.
- Hive Golem health has been increased 3x (to 48m). Hive Golem attack has been increased 50x, but their attack range has been reduced by 3k. Hive Golems also now have a radar dampening range of 10000. The speed of creation of wasps has been increased 4x.
- The health of the botnet golem has been increased 10x. Armor Piercing on the Botnet Golem has gone up 10x. The number of secondary shots fired by the botnet golem has been doubled.
- The previous concept of AI Wave Bonuses (the crazy multipliers that could lead to waves of 700,000 ships, for example) have been removed entirely. This buffs a number of structures for human use, including captive human settlements, zenith power generators, gravity drill stations, zenith spacetime manipulators, and ion cannons.
- The cost of all ion cannons has gone up 3x. The cost of the higher-mark ion cannons now go up even more exponentially than before.
- The ability "AI Reinforces When This Enters AI Planet" has been removed from the game, as only golems used it and now they do not.
- The ability "Requires Proximity Of AI Warp Gate" has been removed from the game, as only golems used it and now they do not.
- Broken Golems are no longer seeded as a part of the base Zenith Remnant campaigns (it used to seed 3 in every TZR campaign) -- however, any preexisting seeded golems will remain in existing saves.
- Three new minor factions have been added to The Zenith Remnant (nearly a year after the expansion's release -- crazy, right?). The purpose of these is to provide a more satisfactory range of experiences with golems to match player tastes, rather than the old "there are always three there" method. The three minor factions are:
- Broken Golems (Easy)
- Massive broken golems can be found around the galaxy, ready for humanity to capture and repair them. Once repaired, they represent enormous power to use against the AI.
- The EASY version of this minor faction simply gives you the golems with nothing in the way of benefit to the AI. Consequently, your adjusted score is also halved.
- Broken Golems (Moderate)
- Massive broken golems can be found around the galaxy, ready for humanity to capture and repair them. Once repaired, they represent enormous power to use against the AI.
- The MODERATE version of this minor faction gives you the golems at a moderate energy cost and with a small AI Progress increase upon repairing them from their broken states. Consequently, your adjusted score is also reduced by 1/3.
- Using the moderate version will automatically disable the easy version if the easy version is also selected.
- Broken Golems (Hard)
- Massive broken golems can be found around the galaxy, ready for humanity to capture and repair them. Once repaired, they represent enormous power to use against the AI.
- The HARD version of this minor faction simply gives you the golems with nothing in the way of benefit to the AI. However, whether or not you choose to capture any golems, the AI will be launching periodic large waves with golems of their own -- so you're highly advised to get some golems in order to survive.
- Using the hard version will automatically disable the easy and moderate versions if either of them is also selected.
- Important: So far the hard version just works like Easy, it doesn't actually spawn the waves yet. That will come in a future version.
- Broken Golems (Easy)
- All of the human-controlled golems now have a self-attrition that makes them require ongoing maintenance from player engineers. The attrition is slow, however, taking the golems from full health to the brink of death over a two hour span (except for the cursed golem, which takes a mere 40 minutes -- still up from the prior 20 minutes there).
- This creates an optional non-energy-related ongoing cost for golems that players can choose to pay or not pay; if they don't wish to repair golems, they can simply be placed out of service somewhere safe. This also seems fitting with the status of golems as uber-powereful, extremely ancient weapons in poor repair. And boy are they powerful, they do need something to counteract them a bit even on the Hard golem minor faction.
- AI-controlled golems don't have the self-attrition, but instead have 10x lower health and an inability to be repaired.
- Spirecraft Rams now do 10x more attack damage, and now have 999k piercing damage, have a ton more health, and are now much faster. This makes them brutally effective against force fields and other large structures that the martyr can't really touch. Now there's a reason to sometimes choose these over the martyr.
- Thanks to Spikey00 for suggesting.
- Spirecraft Shield Bearers now have a much larger radius, making them a lot more useful.
- Thanks to Lancefighter for suggesting.
- A new "positive AI Progress on Metamorphosis" ability has been added for golems on the Broken Golems (Moderate) minor faction only. Also on that moderate minor faction, the cost of the golems in terms of energy is 10x higher.
- Previously, only three broken golems were seeded into almost all games. Now 3x the number of human home planets are seeded, not to be less than 9 or more than 14.
- Existing savegames that already had their broken golems seeded won't get any extras, unfortunately.
- Asteroids are no longer seeded as a part of the base Light of the Spire campaigns (and Spire Mining Ships also thus don't appear) -- however, any preexisting seeded asteroids/mining ships will remain in existing saves, though the mining ships won't be constructible new and no spirecraft will be constructible with existing mining ships.
- Three new minor factions have been added to Light of the Spire. The purpose of these is to provide a more satisfactory range of experiences with spirecraft to match player tastes. The three minor factions are:
- Spirecraft (Easy)
- Six different kinds of asteroids are seeded around the various planets of the galaxy, waiting for you to use your Spire Mining Ships (CONST tab) to build mining enclosures on them. From these mining enclosures, you can produce the rare and deadly Spirecraft ships, which cannot be procured any other way. These massive ships can be an enormous asset against the AI.
- The EASY version of this minor faction simply gives you the spirecraft with nothing in the way of benefit to the AI. Consequently, your adjusted score is also halved.
- Spirecraft (Moderate)
- Six different kinds of asteroids are seeded around the various planets of the galaxy, waiting for you to use your Spire Mining Ships (CONST tab) to build mining enclosures on them. From these mining enclosures, you can produce the rare and deadly Spirecraft ships, which cannot be procured any other way. These massive ships can be an enormous asset against the AI.
- The MODERATE version of this minor faction gives you the spirecraft with a vastly higher energy cost, and without the ability to repair them. Consequently, your adjusted score is also reduced by 1/3.
- Using the moderate version will automatically disable the easy version if the easy version is also selected.
- Spirecraft (Hard)
- Six different kinds of asteroids are seeded around the various planets of the galaxy, waiting for you to use your Spire Mining Ships (CONST tab) to build mining enclosures on them. From these mining enclosures, you can produce the rare and deadly Spirecraft ships, which cannot be procured any other way. These massive ships can be an enormous asset against the AI.
- The HARD version of this minor faction simply gives you the spirecraft with nothing in the way of benefit to the AI. However, whether or not you choose to capture any spirecraft, the AI will be launching periodic large waves with spirecraft of their own -- so you're highly advised to get some spirecraft in order to survive.
- Using the hard version will automatically disable the easy and moderate versions if either of them is also selected.
- Important: So far the hard version just works like Easy, it doesn't actually spawn the waves yet. That will come in a future version.
- Spirecraft (Easy)
- When asteroids are seeded into a campaign, they are now seeded onto all non-homeworld worlds. This makes them work in a much more friendly fashion with long-running existing savegames.
- Three new commands have been added to The Zenith Remnant for enabling the new minor factions in existing savegames (but ONLY if none of the three is already on -- you can't use this to switch back and forth between them):
- cmd:activate broken golems easy
- cmd:activate broken golems moderate
- cmd:activate broken golems hard
- Three new commands have been added to Light of the Spire for enabling the new minor factions in existing savegames (but ONLY if none of the three is already on -- you can't use this to switch back and forth between them):
- cmd:activate spirecraft easy
- cmd:activate spirecraft moderate
- cmd:activate spirecraft hard
- There was a missing localization error on the Spirecraft Martyr short name. Martyr is hard to type. ;)
- Thanks to TheDeadlyShoe for reporting.
- Spirecraft can now be repaired, except when playing with the Spirecraft Moderate minor faction. On that one minor faction, spirecraft aren't repairable and their energy costs are 5x as high as they otherwise would be.
- Previously, self-attrition was impairing engineers from being able to repair ships with self-attrition. Fixed.
- Thanks to Salamander for reporting.
- The "View Ship Modules" context menu item now works on groups of more than one of the same designable type. If more than one distinct designable type is in the selection, the option is not available. Please note that it will only actually display the modules for one of the selected ships, but changes applied to the ships will be applied to them all (meaning that they will all wind up with the same design if you apply anything to the ships).
- Thanks to Lancefighter for the suggestion.
- Previously, the graphics for the Implosion Guardian was missing from in the game. Fixed.
- Thanks to Nypyren for reporting.
(Released November 24th, 2010)
Prerelease 4.040
- Heavy Beam Cannons buffed:
- MkI beam count 1 => 3
- MkII beam count 3 => 6
- MkIII beam count 7 => 12
- All Marks armor piercing from 2000*mk => 8000 (flat, not multiplied by mark)
- Fallen Spire Stuff:
- Spire Shard Reactors, Habitation Centers, Shipyards, and the Galactic Capitol now have a primary armament; the Capitol's is similar to a Spire Dreadnought, the others' are between a Spire Destroyer and a Spire Cruiser. For all of them, the base range is roughly double that of the capital ships.
- Spire city laser-cannon and heavy-beam-cannon modules are now significantly more expensive and much more powerful.
- Spire city shield generator mkII health doubled to put it more in line with the mkI and mkIII (the ship-based versions used by Spire capital ships and Hybrids are intended to have a big jump from mkII to mkIII).
- Combined with the 4.039 changes, this probably actually makes things too easy on defense, but not trying to correct for that (possibly non-existent) problem yet.
- Added a new LotS AI Guardian: Gravity
- Enormous gravity distortion effect slows enemy ships over a wide area. Middling firepower specially geared towards starships and other large targets.
- Thanks to Ozymandiaz for suggesting.
- Added a new LotS AI Guardian: Starship Disassembler
- Huge alien guardian that swallows enemy starships and gradually attritions them. If the guardian is destroyed, they are ejected with whatever health they have left. External guns also fire at targets at short range while it chews on the swallowed ships.
- Added a new LotS AI Guardian: Implosion
- Mid-range, middling-health artillery weapon that does damage based on a percentage of the enemy ship's remaining health (not to be less than 1 damage). This is most effective when enemy ships have very high remaining health.
- Thanks to RCIX for suggesting.
- The radius of all the human force fields (but not AI force fields) have been increased substantially.
- The radius of the spirecraft shield bearer force fields have been increased substantially.
- The ship cap of the shield bearer ship class has been cut in half, but their individual force field sizes have been doubled, their health has been tripled, and their attack power has been doubled. Their costs have also been doubled.
- Fixed bug where minor faction ships were consuming player energy.
- Thanks to orzelek for reporting.
- Previously, rally posts were able to be damaged by mines. Fixed.
- Thanks to Sigma7 for reporting.
- If a rally post is in FRD mode or attack-move mode, it will now set those modes on any ships that are directed to/through that rally post.
- The old rally posts are now called "Mobile Rally Posts," since their key feature is that they are mobile.
- New "Redirector Rally Posts" have been added to the base game. These are NOT mobile, but which can have gather points set like that of a space dock. You can use this to give cross-planet move orders, and even to set up cross-planet roving patrols of ships if you set up a looping pattern of redirectors.
- Thanks to Toll for suggesting.
- Cross-planet gather points (for docks and otherwise) now visually show movement lines on the planet itself, thus making it far more clear what's going on.
- Previously, holding Ctrl could allow players to build extra mining enclosures on a single asteroid. Fixed.
- Thanks to Lancefighter for reporting.
- "Ally to all" minor faction ships were previously being affected by attrition. Fixed.
- Thanks to Ozymandiaz for reporting.
- All ships that are unable to be repaired now automatically get infinite engine health (to prevent them from being permanently stranded).
- Thanks to Lancefighter and TheDeadlyShoe for reporting.
- Spire Blades (from a Spire Blade Spawner) and Wasps (from a Hive Golem) no longer get regenerated by Regenerator Golems/Trains.
- Thanks to TheDeadlyShoe for reporting.
- The fighter hull attack bonuses have been doubled to compensate for the recent cutting-in-half of their base attack.
- Previously, when an AI ship contained other ships (carriers, etc) that was not reflected in the threat/attack meters properly. Now it is.
- Previously, when AI waves got too large (more than about 2000 ships), the extra ships of the AI would simply not be included in the wave, leading to very inflexible wave caps. Now waves are free to get infinitely large, but any ships over the wave caps get added inside carriers instead of as roaming ships. There is a separate cap for starships in waves (always was), and now the excess starships also go into carriers rather than being cropped out. The net effect of this change is to make the danger from high AI Progress levels continue to rise linearly, rather than capping out at some certain value. However, the reason for the wave caps in the first place was to protect performance, and the use of carriers still accomplishes that while not reducing difficulty overmuch.
- The Armor Rotter, Blade Spawner, Tractor Platform, and Maw ships are now considered complex ship types. The rest are all considered Normal, as before.
- The Special Forces Rally Guardians are now direct-only targeted by the human players. The attack power of these guardians has been reduced to practically nothing, and they now have self-attrition that kicks in ONLY on human worlds, and which kills the guardian after 30 minutes of time. Thus the special forces rally post guardian winds up redirecting special forces ships for quite a long while, but isn't the same hassle as before to players.
- Thanks to LintMan and TheDeadlyShoe for reporting the previous difficulties.
- Unique far-zoom icons have now been created for the following ships: AI Beachhead, SC Attritioner, SC Implosion, SC Ion, SC Jumpship, SC Martyr, SC Penetrator, SC Ram, SC Scout, SC Siege Tower, Spire Archive.
(Released November 23rd, 2010)
Prerelease 4.039
- Previously a ship design with empty slots would actually try to add "None" to the ship's queue. Hilarity ensued. Fixed to not do this.
- Thanks to Ham for reporting.
- When Spirecraft Martyrs die, they now deal damage even to those ships that are immune to normal AOE damage.
- In the prior version, spire civilian leaders were helping out the humans even when under AI control. Oops. :) Fixed.
- Thanks to Winter Born for reporting.
- A new capturable ship type has been added for LotS: Spire Archive.
- These powerful science vessels can be found nearby or on the AI homeworlds. Capturing them will provide +1/s knowledge income on the archive's planet for all human players while the archive lives, up to a cap that is 3x that of the normal per-planet cap. If the archive is destroyed, however, there is a hefty AI Progress cost.
- Fallen Spire rebalancing:
- City-Hub provoked event-attacks now cannot exceed 60,000 points per city hub (so 5 city hubs = max of 300,000). Having a capitol counts as one extra city hub for purposes of event-attack calculations.
- Thanks to orzelek for suggesting some kind of cap.
- Event-attack counter increment rate from 1300 per hub to 1000 per hub.
- City Hubs are now perma-cloaked and thus exceedingly unlikely to ever be destroyed, but now requires supply to actually build anything. Other city facilities can be destroyed normally, as before. This change mostly removes the possibility of being kicked out of the "quest line" by losing a city during the build-five-cities phase, and makes it much easier to use cities as major defensive bulwarks on the way to your home command stations.
- Thanks to Lancefighter for pointing out why people didn't want to use cities as heavy defense.
- Event attacks used to send one battlegroup after each city hub, now it picks a random non-hub city facility from those existing in the galaxy.
- Spire Habitation centers now produce 300/s of both metal and crystal. Generally the player wants as many shipyards as possible so there isn't a huge motivation to spam hab centers, but it does somewhat help compensate for the increased amount of fleet rebuilding required by the special attacks.
- Leech starships no longer show up in event attacks.
- Fixed bug where the signal to be scanned by a subspace receiver or refugee outpost was being spawned on the first homeworld their respective shards arrived on, rather than the homeworld they were constructed on. The game will also try to correct this retroactively in old saves by removing and respawning signals on incorrect planets.
- Thanks to UberJumper for reporting.
- Spire capital ship caps weren't scaling with multiple homeworlds since they used the entirely separate shipyard-count-based calculation, fixed to also scale with multiple homeworlds.
- Previously event-attack battlegroups using the ship-coordination logic (same as the Hybrids use) were effectively immune to engine damage except for the "lead" ship (and the player is not told and should not need to know which ship is the lead ship). Fixed so that engine-damaged "underlings" can have an effective speed below coordinator.EffectiveMoveSpeed+5 (which is their normal speed while coordinated).
- Thanks to orzelek for pointing out that engine damage was really ineffective against these.
- City-Hub provoked event-attacks now cannot exceed 60,000 points per city hub (so 5 city hubs = max of 300,000). Having a capitol counts as one extra city hub for purposes of event-attack calculations.
- The force field size of the spirecraft shield bearers has been greatly increased.
- Previously, the metal and crystal costs to actually build spirecraft via the mining enclosures were swapped. Whoops, fixed.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Attritioner (Mark I-V)
- This massive ship has weak direct guns, but does high attrition damage to all enemy ships once per second (on the order of multiple fixed-position attrition emitters). Enemy ships on the current planet will notice that they are damaged by attrition and will turn aggressive, however, so be careful of stirring up enemy planets with the attritioners.
- These each get created as 1 ship from one asteroid ranging from Pysite to Titanite, Mark I-V ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Scout (Mark I-V)
- These scouts are all perma-cloaked, but move pretty slowly and rapidly lose health if they are on an enemy planet of a higher mark level than the scout itself. Most of these except for the Mark IV or V spirecraft scouts make for better long-term sentries (thus freeing up your normal scouts to do mobile scouting) rather than as literal scouts that explore.
- These each get created as 2 ships from one asteroid ranging from Pysite to Titanite, Mark I-V ships, or as 4 ships from one asteroid ranging from Xampite to Titanite, Mark I-IV ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Minimum ship cap multiplier for wave size from 0.3 => 0.03. This should help with the killer waves of zenith electric bombers, spire stealth battleships, etc.
- AI Reinforce-guard-post logic now stops prioritizing the "majority" type at that guard post when a certain cap is reached, that cap is related to the human ship cap, this should help avoid massive piles of z-bombers and stealth battleships, though it won't completely prevent them.
- Added "priority" values to each of the hardpoints on the Spire capital ships, and newly completed modules fill the lowest-priority slot that is open. This helps prevent the case where, say, the shield generator and one of the heavy-beam-cannon modules are shot off of a cruiser, and it happens to rebuild the HBC first, and it gets put in the shield generator's slot.
- Thanks to Lancefighter for reporting.
- Spire Tractor Platform shots-per-salvo from 1+(20*mk) => 18+(3*mk).
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Ion Blaster (Mark I-V)
- Advanced weapon insta-kills most ships with a mark level equal to or lower than its mark value. Cannot fire upon ships immune to insta-kill. Unlike the fixed-position ion cannons, these ion ships are both mobile and much shorter-ranged, but they are still extremely deadly.
- These each get created as 1 ship from one asteroid ranging from Pysite to Titanite, Mark I-V ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Thanks to mr_lolz and love kawa for suggesting.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Penetrator (Mark I-V)
- Perma-cloaked ship that cannot hit most smaller fleet ships and which must be manually targeted to fire. It does absolutely astronomical damage, and then is uncloaked and unable to fire for the next half hour. This ship is Blind, and thus requires the support of scouts or other similar ships to see its target, but otherwise it works best as a lone wolf sort of ship, delivering its payload and then returning to friendly space to rest and recuperate.
- These each get created as 1 ship from one asteroid ranging from Pysite to Titanite, Mark I-V ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Thanks to LintMan for suggesting.
- Ion cannons, orbital mass drivers, and core warhead interceptors are no longer immune to minor electric shots.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Implosion Artillery (Mark I-V)
- Large, high-range, middling-health artillery weapon that does damage based on a percentage of the enemy ship's remaining health (not to be less than 1 damage). This is most effective when enemy ships have very high remaining health.
- These each get created as 1 ship from one asteroid ranging from Reptite to Adamantite, Mark I-V ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Thanks to RCIX for suggesting.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Siege Tower (Mark I-V)
- Huge, slow, low-range, high-piercing, highly-armored, radar-dampened battlestation with multiple shots excellent for taking out large swathes of enemy ships while repelling a beating in return.
- These each get created as 1 ship from one asteroid ranging from Reptite to Adamantite, Mark I-V ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Jumpship (Mark I-V)
- Expensive, tiny-capacity transport with advanced teleportation and no self-attrition-per-wormhole. The advanced teleportation lets the jumpship pass through wormholes and across planets without the normal few-second delays that regular teleporting ships face. On planets with a higher mark than the jumpship, the jumpship expires in about twenty seconds, however.
- These each get created as 2 ships from one asteroid ranging from Pysite to Titanite, Mark I-V ships, or as 4 ships from one asteroid ranging from Xampite to Titanite, Mark I-IV ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Thanks to Lancefighter for suggesting.
- Added a new LotS AI Plot: Beachheads
- Each wave that the AI sends has a 10% chance of being half-size, but including a Beachhead structure that interferes with supply on the planet being attacked (thus knocking out everything from turrets to forcefields until the beachhead is destroyed), as well as preventing player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a beachhead.
- Five marks of AI Beachhead have also been added:
- Tough, armored, immobile long-range AI ship that gets sent along with some waves. Interferes with supply on the planet being attacked (thus knocking out everything from turrets to forcefields until the beachhead is destroyed), as well as preventing its enemies' ships from retreating.
- Thanks to KDR_11k for suggesting.
(Released November 22nd, 2010)
Prerelease 4.038
- Fallen Spire stuff:
- Fixed bug where it was possible to order the new higher-tech modules for spire city defenses and capital ships through the ship design window, but not through the normal buy menu. Added to the buy menu now.
- Added episodes 9 & 10, which are the end of the progression. They're actually also entirely optional, actually.
- Fixed bug where the "must have all neighboring planets clear of AI" requirement of expanding a city was looking for units with WarpGateWave, instead of just checking for an AI command station.
- Thanks to TheDeadlyShoe for reporting.
- Laser Cannon Modules (for the Riot Control Starships, Hybrids, and Spire capital ships) now use new laser shot graphics generously donated by HitmanN, the Hybrid and Spire lasers use different colors for the different power levels (mkI = red, mkII = orange, mkIII = green, mkIV = blue) and the Riot laser mkI and mkII also use different colors.
- Fixed a bug that was causing Gravity Rippers to permanently strand enemy ships.
- Thanks to TheDeadlyShoe for reporting.
- Added a new cheat for Light of the Spire: Impact Is Imminent (+1 Of Each Asteroid Type On The Current Planet)
- The far zoom icon for the asteroids has been greatly improved.
- Guardians and guard posts no longer try to load colormasks off the disk (which were all blank, anyway) to save a bit of RAM use and disk access time.
- Spire Mining Ships have been added to the game for the LotS expansion.
- This ship allows the construction of mining enclosures on asteroids. Each tab in its build menu corresponds to a type of asteroid on which specific mining enclosures can be built.
- The attack range on the spire maw has been shrunk by 1000 to make extra sure that it's always in swallowing range of enemy ships.
- Thanks to mr_lolz for suggesting.
- The cloaking and selection circles on the spire stealth battleship have been increased in far zoom so that they are actually visible.
- Thanks to Nypyren for reporting.
- The Spire Blade Spawners accidentally had tractor beams in the prior version. Fixed.
- Thanks to mr_lolz for reporting.
- The Core Neinzul Melee Guard Posts and all the spire Mini Rams now have a shot type of Ram instead of Blades. The Ram is also a melee type, but ships aren't immune to it.
- Thanks to TheDeadlyShoe for reporting the confusion with mini rams not being able to attack many of their intended targets.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Shield Bearer (Mark I-V)
- Does relatively low damage, but has very high health and provides a sizable force field to protect allied ships. Its force field does not reduce the attack power of protected ships.
- These each get created as 1 ship from one asteroid ranging from Pysite to Titanite, Mark I-V ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Thanks to Ozymandiaz for suggesting.
- A system for spirecraft mining enclosures is now in place, so that the spire mining ships build mining enclosures which consume asteroids and which then actually turn into one or more spirecraft when completed. Whew. Now we can get on with the business of actually creating the rest of the spirecraft themselves!
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Ram (Mark I-V)
- This massive battering ram specializes in high-health targets, crashing into them for extreme damage and destroying itself in the process. Unable to hit smaller ships.
- These each get created as 2 ships from one asteroid ranging from Reptite to Adamantite, Mark I-V ships, or as 4 ships from one asteroid ranging from Pysite to Adamantite, Mark I-IV ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Thanks to HitmanN and RCIX for suggesting.
- The far zoom icons for the spire bonus ships have had their contrast and sharpness improved.
- A new LotS Spirecraft ship class (built on the new asteroids) has been added: Martyr (Mark I-V)
- This massive ship has no guns, but is bristling with tractor beams. When it dies, it explodes for extreme damage to enemy ships within its tractor range.
- These each get created as 2 ships from one asteroid ranging from Reptite to Adamantite, Mark I-V ships, or as 4 ships from one asteroid ranging from Pysite to Adamantite, Mark I-IV ships.
- Spirecraft are massive ships using advanced materials that mean they can't be repaired by any known technology. Use them wisely, or find a new asteroid belt to build encampments and replace them.
- Thanks to KDR_11k for suggesting.
- All ships that have tractor beams on them are now immune to the tractor beams of other ships.
- Thanks to Lancefighter for reporting the issue that led to this change.
- The health of armored and artillery golems has been increased 10x.
- In the prior version, the Civilian Leaders outposts were not working properly -- they could not be captured by taking their planet. Now they are properly captured, and they also give positive AI progress even when the AI command station has been destroyed but the humans have not yet colonized the planet.
- Thanks to DonCarsto for reporting.
- The awesome modified version of the beam guardian that was created by HitmanN as a mod has now been integrated into the main game.
- Thanks to HitmanN for creating!
- The way AI/minor-faction ships with module templates are created fixed to be much less fiddly (this was leading to avengers and AI-controlled Riots spawning with no modules).
- Thanks to TheDeadlyShoe for reporting.
- Spire ships now have a new blue explosion animation, like the Zenith ships have a green explosion.
- Fixed bug in recent versions preventing the ai eye and superterminal from functioning.
- Thanks to TheDeadlyShoe for reporting.
- Bulletproof fighter changed from Heavy hull type to Medium hull type.
(Released November 20th, 2010)
Prerelease 4.037
- The awesome modified version of the short range guard post, missile guard post, and MLRS guard post that were created by HitmanN as a mod have now been integrated into the main game.
- Thanks to HitmanN, of course!
- A new LotS bonus ship class has been added: Spire Maw (Mark I-V)
- Huge alien vessel that swallows transportable enemy ships and gradually attritions them. If the maw is destroyed, they are ejected with whatever health they have left. External guns also fire at targets at short range while it chews on the swallowed ships.
- A new LotS bonus ship class has been added: Spire Blade Spawner (Mark I-V)
- Large central ship has weak guns, but continously spawns smaller independent blades that crash into enemy ships.
- This also adds mark I-V of Spire Blades.
- Extremely fast melee ship -- loses health over a 10-second period, then self-destructs. Created inside Spire Blade Spawners, these are uncontrollable but will viciously attack the enemy on the current planet. Players cannot give direct orders to the blades.
- Thanks to soMe_RandoM for suggesting.
- Fallen Spire stuff:
- Added Episode 8.
- Fixed bug where secondary unlocks (like the higher laser cannon modules unlocked by researching laser turret II and laser turret III) were being used for the parent tech description.
- Shard planets are now chosen more forgivingly; it still insists on X planets deep in AI territory (X=2 or 3 for early missions, 4 for city-shard-recovery missions) but it will choose between those meeting that criteria that are closest to the human homeworld(s), rather than potentially choosing something waaaaaay far away from the human homeworld if the human has expanded fairly far in a particular direction. If the human expands in all directions from their homeworld they may still face a rather long "shard run".
- Recovery mission chase-spawn interval now scales with combat style; on Normal it's unchanged, on epic it's 2x as long, on blitz it's 1/2x as long. This is just to compensate for differences in actual shard speed.
- Hab centers and Shard reactors can now mount a few higher tech modules if you have them unlocked. Note that we intend to add more variety of modules for both the city defenses and spire capital ships (particularly the really big ones).
- Fixed a freeze bug in ship-coordination code
- Building a Spire Colony Ship from a shard no longer requires the refugee outpost, just a home command station. This makes it possible to continue during the city-building phase if you lose your refugee outpost.
- Fixed bug where AI players were having no wave-eligible core ship types unlocked, and in some cases no core ship types unlocked at all. This caused various problems. Now all AI players will have the core fighter, core bomber, and core missile frigate unlocked. This will be applied retroactively to savegames as they are loaded.
- The last of the new LotS bonus ship classes has been added: Spire Armor Rotter (Mark I-V)
- Shots do fairly little damage, but eat away at the armor of ships they hit with each shot. Ship armor gradually regenerates over time (it takes up to 10 minutes to fully regenerate, depending on how much armor the target has), but cannot be directly repaired. Thus the armor rotters can create a window of opportunity for other ships to strike high-armor ships.
- Thanks to Salamander for suggesting.
- There was previously a cap on wave timers that was preventing counterattack waves from taking as long as they should have been taking. Fixed.
- Thanks to Winter Born for reporting.
- The "Grid" map type from The Zenith Remnant has been renamed to "Lattice" instead, as it really was not a true grid.
- Two new grid-like maps have been added for Light of the Spire:
- Grid
- Planets are organized into an orderly grid.
- Crosshatch
- Planets are organized into an orderly grid with the angles also filled in.
- Grid
- The spire tractor platforms were previously ridiculously fearsome. Fixed.
- Thanks to UberJumper for reporting.
- Six new maze-like maps have been added for Light of the Spire:
- Maze A
- Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a grid to create the maze.
- Maze A Easy
- Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a grid to create the maze, but with random extra links added in various spots.
- Maze B
- Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a crosshatch to create the maze.
- Maze B Easy
- Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a crosshatch to create the maze, but with random extra links added in various spots.
- Maze C
- Planets are organized into a maze-like grid that uses the Prims algorithm on a grid to create the maze.
- Maze D
- Planets are organized into a maze-like grid that uses the Prims algorithm on a crosshatch to create the maze.
- Maze A
- The armor piercing and armor rating on the stealth battleship have both been removed. The radar dampening range on these has also been doubled (making it half as effective).
- Thanks to Nypyren for suggesting.
- A new Minor Faction has been added for Light of the Spire: Spire Civilian Leaders
- Up to 10 Spire Civilian Leader Outposts are scattered throughout the galaxy in the control of the AI. Against their will, every hour each outpost increases the AI Progress by 1. You have the choice of either destroying these outposts for colloduing with the AI, or freeing the outposts by capturing the planet from the AI. When freed, each of these outposts will gratefully decrease the AI Progress by one every hour.
- The attack power of all the fighters have been reduced by half from the prior release, but also now have twice as much armor piercing in general.
- Guns have been removed from the Neinzul Enclave Starships, at the request of players to have these work more like space docks (not selecting with military ships, etc).
- Thanks to Foogsert for suggesting.
(Released November 18th, 2010)
Prerelease 4.036
- Fixed some bugs where logic was not properly checking for AssociatedExpansion = -1; notably this pretty much prevented all Fallen-Spire event-attacks.
- Thanks to orzelek for reporting.
- The game is no longer able to use multiple copies of the same starfield background to draw the starfield effect (that was able to make it look blurry when that happened).
- Thanks to Toll and Kejal for reporting.
- Previously, Defender mode would result in different AI Progress for the host and the clients on game start. Fixed.
- Thanks to Fleet for reporting.
(Released November 17th, 2010)
Prerelease 4.035
- The wave sizes of the aggressive AI types have been toned down quite a bit, from being 2x or 3x larger than normal, to being 1.25x or 1.5x larger in general, or 2x for the mad bomber (which was previously the sole 3x-larger one).
- For clarity, the rarity descriptions of asteroids have been changed from "Low, "Medium," and "High" to "Common", "Rare", and "Very Rare."
- Thanks to TheDeadlyShoe for suggesting.
- Fighters and bulletproof fighters have been rebalanced a fair bit.
- Their attack power and health, etc, scales up more linearly by mark level, making the higher-level ships much more powerful than before.
- Their attack power in general has increased 10x, while their hull attack multipliers have been dropped 10x. Any hull multipliers that were less than 10 have simply been removed.
- This is essentially a preview of something we hope to do next week for all the fleet ship types.
- Fallen-Spire Stuff
- Added episode 7.
- The in-hostile-space surveys now takes 2 minutes instead of 5.
- The event-attack counter now won't count up at all until the first city hub is constructed. Any saves from before the first city hub construction will have their event-attack counter zero'd out on load.
- All event-attack-counter incrementing now comes from the city hubs, to avoid players feeling like they're being penalized for building the structures and ships that come from the hubs. This also avoids problems where multi-homeworld games using the expanded caps for the Spire capital ships was resulting in the event attack counter increasing faster AND causing bigger attacks, when it should have been maintaining the same frequency as a single-homeworld game while using bigger attacks.
- Fixed a bug where saves made after construction of the subspace receiver or refugee outpost in versions where those were the last implemented stage of the progression were failing to progress when loaded in recent versions.
- Thanks to themachineissentient, Lancefighter, and Dazio for reporting this from their mp game.
- City Hub IncrementsEventWaveCounterByThisPerMinute from 1500 => 1300 (the 1500 is from the aforementioned combination of other factors into the hub, the decrease is to compensate in part for the build-up time from hub construction to full deployment if its structures and capital ships).
- Event attacks will now use roughly 1/3rd as many fleet ships, if it is unable to spend the points they will be shuffled up to buy more escorts.
- When loading games from 4.034 or earlier, the game will compute the event-attack-counter contribution from the existing city hubs and set NextRawEventWaveSize and AccumulatedEventWaveCounter to what it would have been with the new numbers. It is also very forgiving of city hubs that have been in existence for over 3 hours, though in general having several hubs for several hours is going to lead to tremendously dangerous event attacks.
- Frequency of chase-spawns during recovery of city shards increased so that the actual "points per second" stays constant with the first city-shard-recovery, but the power of each spawn is larger on the later missions.
- Event attacks can now choose from a much wider selection of starships and golems.
- Warbird Starship health 300,000 => 3,000,000.
- Beam Starship health 900,000 => 4,500,000.
- The way that AI fixed-position ships, most notably things like guard posts, respond to radar jamming and similar is now much improved.
- Space planes now have a new "Radar Dampening" ability that makes them impossible to hit beyond a certain distance. This even affects snipers, ion cannons, and the like -- they can't target the space planes until the planes get close enough to them.
- Thanks to TheDeadlyShoe for suggesting.
- Scout drones 1-3 now also have the radar dampening ability, to counteract the recent nerf to scouts based on making them unable to outrun shots through wormholes.
- A new LotS bonus ship class has been added: Spire Stealth Battleship (Mark I-V)
- Powerful battleship with onboard cloaking options as well as a portable radar dampener that makes enemy ships have to be in very close range to hit it at all (radar dampening does not affect the ability of enemy ships to hit other ships, just this one).
- Thanks to KDR_11k for suggesting.
- The Attack Power of the Zenith Starship has been increased 3x, as it was actually lower than the flagship (though with more shots) lately.
- The Spire Starship has had its range increased by 10k, it's attack power roughly tripled, and its number of shots cut by half.
- Continuous beam weapon endpoints now maintain position to the firing ship rather than maintaining an absolute position.
- Fixed bug where continuous beams were not properly "punching through" when the current target was destroyed and no other targets were behind it.
- A new LotS bonus ship class has been added: Spire Teleporting Leech (Mark I-V)
- Large teleporting ship fires lightning shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator).
- Yet... another... wildly different sound subsystem method in an attempt to get rid of the psched issue on osx. I'll be really surprised if this one doesn't work, and it also has the side benefit of having to do fewer calls to the disk. It possibly has a drawback of limiting how many sound effect files can be used by the game (to around 200), but AI War is presently under that number, anyway.
- Fixed bug where superterminal would stop generating ships once it tried to cross from MkIV to MkV ships. For now it will just stick with MkIV.
- Thanks to themachineissentient, Lancefighter, and Dazio for reporting.
- Gravity turrets and other ships with gravitational effects now only affect enemy ships, rather than all ships. This makes them significantly more valuable and less annoying to use.
- A new LotS bonus ship class has been added: Spire Gravity Drain (Mark I-V)
- Large, slow ship slows the movement of enemy ships near to it. Also has powerful short-range lasers.
- A new LotS bonus ship class has been added: Spire Gravity Ripper (Mark I-V)
- Large, high-health, slow ship temporarily halts the movement of enemy ships with every hit of its weak, short-range, rapid-fire energy bursts. Best used in combination with other ships to keep fast targets from escaping.
- Thanks to KDR_11k for suggesting.
- A new LotS bonus ship class has been added: Spire Mini Ram (Mark I-V)
- This miniature battering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
- Thanks to RCIX for suggesting.
- A new LotS bonus ship class has been added: Spire Tractor Platform (Mark I-V)
- Large, slow alien vessel is bristling with small guns but most importantly many tractor beams. This has obvious defensive uses, but can also be used to hold enemy ships at bay while longer range allied ships take them out.
(Released November 17th, 2010)
Prerelease 4.034
- Sniper, Tractor, Tachyon, Artillery, and Laser guardian shots-per-salvo significantly reduced, damage-per-shot increased to maintain same raw dps. Should shred fleet ships somewhat less. Flak, Lightning, and Raider guardians a bit more distinctively-against-large-groups now.
- Fallen-Spire stuff:
- Added episode 6.
- The 2-hour time limits on the survey missions have been removed. The main point of them was to encourage the player to be planning to move forward in the near future, rather than waiting until significantly later in the game (when it might no longer be possible due to sheer AIP, buildup, etc), but the psychological impact was more of "feeling rushed", which was not intended. The limits may be re-introduced later in another form if this is found desirable.
- Spire frigate, destroyer, and cruiser main weapons changed from Heavy Beam Cannons to a new beam mechanic (currently called "Photon Bombardment Cannon", though not all tooltips may indicate this).
- These look pretty similar to a single-beam HBC, but instead of applying all their damage in one frame they apply it over about 2 game seconds, doing damage every frame, but the beam endpoint cannot change during firing. This makes it much easier to apply full damage at a longer range than the fan-of-beams based HBCs, but it is also possible for the target to move out of the beam during those 2 seconds. It behaves similar to an HBC in that it hits whatever is along the actual line of fire, and closest to the firing ship, and continues through any targets destroyed by the damage.
- Note that the heavy beam cannon modules mounted by Spire ships are still HBCs, only the main guns are now PBCs. There may be some PBC modules for the higher capital ships later on.
- Along with the mechanic change, the Spire capital ship main-guns now have a firing cycle time of about 10 seconds instead of 5 seconds, and do about 4x as much damage as they used to (2x to compensate for the reload time change, 2x to compensate for the mechanic change that makes it very much more anti-big-target).
- The AI's Event-attack composition logic now uses a somewhat different system for assigning point-values to eligible ship types, so there may be some differences in sizes and when certain ships start showing up in these.
- Core Starships are no longer immune to missiles (this is a base game unit, but in practice is only encountered via cheats or the Fallen Spire progression).
- Survey Ships can now fit in a transport, though they will not be able to scan from inside them.
- Spire capital ships will no longer add more to the event-attack counter when on an AI planet, removing the penalty from using them offensively.
- Thanks to orzelek for reporting the unseemly difficulty of having 1 Spire City on Diff 7, due to offensive use of the Spire fleet.
- Added "Enable Advanced Logging" toggle to the advanced tab of the settings window. The only thing this does right now is add entries to a new "EventAttackCompositionInfoLog.txt" log file in the RuntimeData directory, each time a Fallen-Spire event attack is launched, with details on the composition that is useful for balance and debugging. The option is off by default since disk i/o is related to some of the recent instability issues on OSX, etc, but really it should be safe since these attacks are not triggered frequently.
- If you are playing a Fallen-Spire game, we would appreciate your turning this option on in case you run into some oddness or just sheer brutality from the event attacks, it makes it much easier for us to get the necessary details to make informed decisions.
- For 4.033 the IncrementsEventWaveCounterByThisPerMinute values for each of the relevant Spire unit types were about 35% of what they were in 4.032. For 4.034 they will be roughly 25% of the 4.032 values.
- Transport unload radius changed from 50,000 to 60,000.
- Put in a fix that prevents a semi-rare exception from killing the AI thread.
- Thanks to Kejal and Ymihere for reporting.
- The method for randomizing lists has been made generic rather than object-based, so that lots of boxing and casting no longer occurs with it, saving a bit of CPU and more transient memory usage.
- Previously, there was an extra wave per wave event for difficulty 8, two extra waves for difficulty 9, and three extra waves for difficulty 10. This made the game WAY harder for solo play on those difficulties, but much easier the more players you have (since this didn't scale per the number of players).
- Now it has been changed so that there are no extra waves per wave event on difficulties 8 and 9 (as the more recent changes to wave sizing make this unneeded, anyway), and the number of waves per wave event is simply doubled on difficulty 10 (so that way it scales appropriately with the number of players). Normally there is one wave per home planet of the players per wave event.
- Thanks to Dazio for reporting.
- Warp Jammer Command Stations now block counterattack waves.
- Thanks to Winter Born for suggesting.
- Counterattack waves are now 4x larger than normal, but take a full 14 minutes to arrive. This makes them more of an event than they used to be, even, but also makes them much easier to prepare for and deal with.
- Thanks to Spikey00 and others for inspiring this change.
- Previously, SuperTerminals and AI Eyes were not limited in what they spawned based on the types that the controlling AI had unlocked. Fixed.
- Thanks to HitmanN for reporting.
- When a target ship gets into a transport or goes through a wormhole, shots that are incoming to that ship will now hit the the ship immediately. This prevents players or the AI from being able to use wormholes or transports to fire pot-shots and then disappear.
- Shot damage is now recalculated right when a ship is hit, so that if targets were changed (was the forcefield, now the ship, or vice-versa) the appropriate damage is now done rather than an inflated or reduced amount.
- Multi-shot ships no longer are able to get any "freebie" shots if their target dies while their shots are incoming against it. This nerfs the mutli-shot ships to a minor degree, but more significantly it is a CPU-cheap way of solving a huge bug that was recently leading to multi-shot ships sometimes getting loads and loads of freebie shots that they weren't supposed to -- leading to things like the "rapid fire artillery guardian," for instance.
- Thanks to mr_lolz for reporting.
- Yet more changes have been made to sound (and, actually, this time also music) playback to hopefully further reduce the psched issue on OSX. Additionally, this should fix the nonresponsiveness and cutting-off-too-early issues with sound effects on windows in the last version.
- Raid Starships are no longer immune to missiles.
- FF Bearers are no longer immune to or absorb EMPs (to make it possible to disable their ff coverage via emp).
- Thanks to lanstro for the suggestion.
- The health of all the scout starships have been doubled.
- The health and other stats of the scouts have been improved a bit.
- Fleet, Bomber, Siege, Raid, Leech, and Riot Starships all now cost 2x more metal and crystal than before, and thus also take 2x longer to build. This should hopefully bring their cost-to-benefit ratios more inline with the fleet ships.
- Dyson Gatling Health increased by factor of 10. Also, they now take 1000 seconds to auto-decay instead of 200 seconds (it had been 1000 before the removal of a standard 5x health multiplier). Also can now hit UltraHeavy and Structural hulltypes again, but should still be unable to hit all guard posts to avoid freeing stuff.
- Marauder Buzz Bomb and Marauder Dagger Frigate health and attack power increased by factor of 10.
- Resistance FighterBomber and Frigate health and attack power increased by factor of 3.
- Player-Ally and Enemy-To-All Neinzul Roaming Enclaves health increased by factor of 10; AI-ally ones left as-is since those are painful enough.
- Neinzul Preservation Wardens health and move speed increased up to same as AI-Ally Roaming Enclaves.
(Released November 15th, 2010)
Prerelease 4.033
- A completely new formula for wave sizes has now been put in place, and it puts a much more linear weight on AI Progress and difficulty when determining wave size. This attempts to go back to some of the earlier 2.0-and-before feel of the AI Progress increases while staying away from extreme early game difficulty with the first waves.
- Impulse Reaction Emitter damage is now multiplied by (sqrt(targetEnergyUse)/10) instead of (targetEnergyUse/100) (the root is computed when the energy use is set, not each time it is needed, of course), much like the zenith polarizer now multiplies by the square root of armor rating instead of armor rating. Also using the lower divisor to make it more granular. Base damage is half what it used to be (except the core version which had a much higher base, down to like 1/4 of what it was).
- AI Carriers engine health from 100 => infinity.
- Thanks to Lancefighter for reporting.
- AI-only Black Widow golems 1/2 health modifier (it used to have less than a core starship, and not much more than an old spire starship).
- Thanks to Lancefighter for pointing out the oddity.
- Fallen-Spire stuff:
- Added "episode 5".
- Spire Heavy Beam Frigate now fires 1 250,000 damage beam instead of 5 50,000 damage beams.
- Spire Destroyer's main gun now fires 1 375,000 damage beam instead of 5 75,000 damage beams.
- Spire Cruiser's main gun now fires 1 750,000 damage beam instead of 3 250,000 damage beams.
- Spire Heavy Beams now have no bonuses against anything (they had a few bonuses against small-ish stuff, which is not their intent; the existing heavy beam cannon turrets and modules are unchanged).
- Coordinator ships now release their minions if the coordinator's engines are shot out.
- Thanks to Lancefighter for admitting to the use of this tactic.
- The rolling special attacks that start midway through episode 4 have been cranked down to happen about 35% as often as before. The actual attack sizes will be about the same. This will be retroactively applied to 4.032 saves so that future attacks won't be as large. Any attacks already spawned will not be affected, however.
- Thanks to Ozymandiaz for reporting this in mantis.
- Hybrids will now launch an attack if at least 7/8ths of the hybrids that are coming are ready, and will not intentionally wait for the last 1/8th.
- Modules firing will now apply the same "cannot be cloaked for x seconds" logic to their parent ships as to themselves.
- Thanks to themachineissentient for reporting.
- Fixed a bug in the prior version that was causing special forces ships and astro trains to not patrol properly.
- Thanks to Ozymandiaz for reporting.
- Fixed index out of bounds exception in reference tab.
- Thanks to Lancefighter for reporting.
- Fixed a sizing issue that was causing an error message and for the special forces guardian to not appear in far zoom.
- Thanks to orzelek and themachineissentient for reporting.
- System.IO.File.AppendAllText is no longer used, in favor of a wrappered System.IO.StreamWriter. It is apparently possibly the case that the AppendAllText does not close properly, or uses a secondary thread, in Mono on OSX. That's not 100% certain, but as a matter of safety at this stage we're trying to eliminate extra held handles that might exist.
- A wildly different sort of sound playback system has been put in place. It's now using PlayOneShot off a single audiosource, for those keeping score. The hope is, once again, to fix the OSX psched issue with either this change or the File.AppendAllText change.
(Released November 13th, 2010)
Prerelease 4.032
- Several things with HullType.UltraHeavy changed to HullType.Heavy, since they just didn't have the hp to play in that league.
- Most bonuses vs HullType.Heavy reduced to 20-25% of what they were, since they were much more in line with bonuses vs. HullType.UltraHeavy, leading to alarmingly rapid destruction.
- Thanks to Lancefighter for pointing out some of the more egregious cases.
- All Fabricators from base health of 60,000 to 1,000,000, since they are lost forever if destroyed and previously a player could lose one before they even realized there were hostiles near it.
- Fixed swapping of text between two keybinds on the controls window.
- Thanks to Nypyren for the report.
- Added context menu item for when you have a single ship selected that is modular, for opening the ship design window with that ship's modules prepopulated into the slots so that you can save the design. You can also change the modules manually or select another defined custom design and apply it to the ship you used to get to the window.
- Spire Starship given 16000 armor piercing, because it strangely had none despite both the Zenith and the Core starship having it.
- Core Starship rebalance:
- Armor from 5000 => 2500.
- Health from 65,000,000 => 25,350,000 (twice the Spire Starship's).
- Attack Power from 40,000 => 60,000.
- Fallen-spire stuff:
- Art added for actual zoomed-in graphics and buy icons of fallen-spire-related stuff; buy icons and far-zoom-icons still what they were.
- Added "episode 4".
- Added an Achievement for completing "episode 1" of the fallen spire progression on difficulty 10 with 8 human homeworlds (it takes the number of human homeworlds or the number of human players, whichever is greater). If this causes you grievous harm, blame the guys on irc.
- Fixed a bug where the AI would scrap some of the starships spawned an event attack.
- The "from homeworld" scans now only take 5 minutes instead of 45.
- Spire Heavy Beam Frigates:
- Actually have an engine health now.
- Shots-per-salvo from 7 to 5.
- Now properly immune to insta-kill, tractors, reclamation, emps, and paralysis (some of these had been missing).
- Non-chase event attacks now try to be a bit more coherent.
- The way that the AI thread keeps track of Astro Train Stations and Special Forces Rally Points (of all sorts) is now significantly more efficient and effective, resulting in somewhat lower RAM and CPU use on the AI thread in general.
- The EMP on death ability now shows how many seconds the EMP is for.
- The way that expansion enabled status is checked and set in code is now more efficient on RAM and CPU use.
- 35 new guardians have been added to LotS (5 marks each of 7 new guardian types): Carrier, EMP, Self Destruction, Special Forces Rally, Vampire, Warp Gate, and Zombie.
- EMP guardians only appear on difficulty 7 and up.
- Self-destruction guardians only appear on difficulty 8 and up.
- Warp gate guardians only appear on difficulty 7 and up.
- The rest of the guardians have a more normal difficulty spread, and thus appear at all difficulty levels.
- Thanks to HitmanN for providing module-scale versions of the Heavy Beam Cannon graphics (the turret versions of which he also provided).
- Six different kinds of asteroids are now seeded throughout the galaxy in the following order of rarity (from least to most rare): Reptite, Pysite, Xampite, Ebonite, Adamantite, Titanite.
- Build a mining enclosure (not available yet in the beta) around this asteroid to consume it and use its advanced materials to create advanced ships not accessible any other way.
- Note these are utterly useless at the moment, but won't be for long. ;)
- The way that the text wrapping is handled on the intel summary is now better, appropriate to its new taller-but-narrower appearance.
- Transports can now not unload further than 50,000 range units from planet-center (for reference, the maximum distance anything can be built at is 60,000), to avoid some of the more exploitative usages.
- In yet another attempt to find that sound-related resource issue on OSX, the sound system has been hugely restructured to be more bulletproof and to hopefully remove any possibility that Arcen's code is dropping any clip references that were keeping files open.
- A new version of the Unity Engine, 3.1, is now in use (updating from prior version 3.0).
(Released November 12th, 2010)
Prerelease 4.031
- Fallen-Spire stuff:
- Added 3rd "episode" of the progression.
- Dangerous fallen-spire events (like when you discover an artifact and the AI starts spawning ships to go after it) now automatically pause the game and display the corresponding journal entry so that you don't miss the fact that you're about to be torn to ribbons (or not, if you're on your toes).
- Thanks to Lancefighter for the suggestion.
- Added "Disable Dangerous Event Auto-Pause" toggle to a new "Advanced" tab of the settings window to disable this behavior. Note that in a multiplayer game if anyone hasn't disabled the auto-pause, it will still happen, though those with it disabled will not have the journal entry pop up automatically.
- Added LotS-only cheat "i do not have time for this" that toggles the fallen-spire UseTestTimingValues flag on and off (it defaults to off). When the flag is on, all time-to-perform-survey (not time-before-signal-disappears) times are divided by 60. Note that this is indeed a cheat and will massively mess with the overall balance, but is provided as a courtesy to those players who are so helpfully assisting in the testing of these features. It can be toggled back and forth, though the behavior may not work quite as expected in all cases. One suggestion for balance testing is to use it to shorten the "remote" (from your homeworld) surveys and turn it off before beginning the "local" (on the AI planet) surveys.
- Thanks to themachineissentient for suggesting a way to short-circuit the waits for testing.
- Increased Avenger hull hp to be somewhat greater than a superfortress, again in line with recent hp changes to fortresses.
- Added a new tab to the Controls screen called "Ship Design", for defining custom templates for modular ships (i.e. the three marks of Riot Control Starship).
- Updated Zenith Polarizer tooltip to no longer specify the exact relationship between attack power and target-armor, since it's more complex now and there isn't space to explain it all.
- Thanks to liq3 for pointing out the inaccuracy.
- Re-implemented the small window that used to draw when placing a ship, that tells you why the icon is red if the proposed location is not valid.
- Fixed bug where the minor-faction-shots-never-anger-AI logic was causing it to not even apply the repair-cooldown from the damage. Changed to handle LastDamaged separately from LastAngered.
- GZip compression is now used instead of Zip compression for savegames. This has the advantages of: 1) resulting in significantly smaller save files, especially for large savegames -- as much as 30% savings at the upper end; 2) resulting in the correspondingly smaller full sync network requirements for multiplayer; 3) hopefully solving the "pthread_getschedparam" issue on OSX, which seems to quite likely have been related to unintentionally-multithreaded zip processing in the autosave process.
- Huge thanks to dumpsterKEEPER, resistor, and Vampyre for helping to track this one down.
- A message is now shown when a savegame is saved, to provide visual feedback that the save actually did occur. It's only been since SlimDX that this message was missing, incidentally, but it's fixed now.
- Thanks to dumpsterKEEPER for suggesting.
- Raid Starships now have only 1/2 the health reduction that was previously made a few releases back (it's about 5x more health than in the last version, or thereabouts).
- Thanks to Toll, orzelek, Winter Born, and Moonshine Fox for suggesting.
(Released November 9th, 2010)
Prerelease 4.030
- Fixed a null-exception bug in hybrid-hive logic that was killing the ai thread when it was unable to pathfind to certain objects.
- Thanks to KToff for reporting.
- Fallen Spire stuff:
- Unset a testing flag that was making the survey times in seconds instead of minutes.
- Survey-marker time-to-disappear no longer counts down while the marker is being actively surveyed (this is important in cases where you have 2 hours before it disappears and it takes 45 minutes to go from start-to-finish; this way you have 2 hours to start, rather than just 1 hour and 15 minutes).
- Made event-attack composition logic significantly more robust (more interesting compositions, at least in the developer's opinion, now properly scales with unit caps for scaled units, point-cost and tier-associations now kept with the rest of the unit data, etc).
- Chase ships will now no longer wait at wormholes for an accumulation of force (which is the normal behavior).
- Shard is now immune to engine damage.
- Shard will now be consumed by construction of receiver.
- Receiver construction notice now happens at time of completion, not beginning.
- Thanks to Lancefighter for reporting.
- Added next "episode".
- Special difficulty factor (currently only used for hybrids and fallen-spire stuff) now scales more granular-ly with difficulty. For example, it used to be that 7, 7.3, and 7.6 all multiplied the factor by 1 (i.e. no change), and 8 multiplied it by 1.5. now 7 = 1, 7.3 = 1.15, 7.6 = 1.3, and 8 = 1.5. And so on with the other partial difficulties.
- In recent versions the MkIV heavy beam cannon's metal+crystal cost was lower than intended, increased to 2x of what it was, to be in the general neighborhood of 4x what the mkIIIs cost.
- FF Bearers (Shield Bearers):
- Health increased from 88000*Mk to 100000*Mk.
- Armor decreased from 4000 to 200.
- FF coverage radius increased by 50%.
- Armor ship:
- Reload Time from 4 seconds to 3 seconds.
- Armor from 15,000 to 3,000/3,200/3,400/3,600/4,000 for I/II/III/IV/V.
- Superfortress health from 90,000,000 to 150,00,000 to be more in line with the recent AI fort hp bonuses.
- Thanks to TechSY730 for reporting the new inconsistency.
- Fixed a bug that's probably been around since unit scaling and armor where the game was frequently using the normal-cap base-attack-value instead of low, when playing on low. With this fixed, it is likely that stuff will die faster on low now.
- Laser Guardian
- Bonus against polycrystal 45x => 5x.
- Bonus against light 45x => 5x.
- Bonus against refractive 15x => 5x.
- Bonus against turrets 3x => 1x.
- Base attack power 1800*Mk => 4800*Mk.
- Raider Guardian
- Bonus against heavy 18x => 5x.
- Bonus against artillery 12x => 3x.
- Bonus against turrets 3x => 2x.
- Bonus against swarmer 4x => 3x.
- Base attack power 1200*Mk => 1800*Mk.
- Fixed a bug in the prior version with the AIs only using basic ships.
- Unfortunately, this will only work for new savegames -- campaigns started in the last prerelease will still be too easy, because this was part of the initial seeding of those savegames.
- Thanks to DakaSha for reporting.
- When a "pthread_getschedparam" error is logged, the game now also logs information about the total number of texture, music, web service, update, and sound WWWs (and errors) that have been started. Hopefully this would provide some clues as to the nature of the pthread_getschedparam error.
- The ship cap for colony ships has been dropped from 60 to 5, to prevent people from just storing up so many extra colony ships now that there is no energy cost per colony ship.
- Command stations must now be built within 2000 pixels of a colony ship.
- Thanks to Malibu Stacey, Moonshine Fox, orzelek, and KToff for various suggestions relating to this.
- A new graphic for the Shard is now in place.
- In prior versions, the AI was actually still creating barracks instead of carriers (d'oh). Fixed.
- Thanks to Toll for reporting.
- The images for the AI Carrier, Raider Guardian, and Laser Guardian have once again been included in this beta release since the 4.021 update on Steam for some reason still didn't include them.
(Released November 8th, 2010)
Prerelease 4.029
- Added a new "Fallen Spire" Minor Faction for LotS. Details secret for now :) The special stuff starts right at the beginning of a game with them, though, so self-discovery is possible. Only about 10% of what's intended is actually done.
- Fixed some inconsistencies in AI "can I give another order to this unit yet?" logic.
- Fixed some bugs skewing the overall "special difficulty" modifier (based on homeworld/player count and AI difficulty); it was only used for hybrids, so the problems may not have been apparent.
- Fixed some rare null-exception bugs in the lobby when coming in with a messed up settings.dat.
- Turret rebalance:
- Basic, MLRS, Flak, Laser health to 5/3x of what it was.
- Lightning Turrets health to 5x what it was.
- Missile Turrets health to 1/3x of what it was.
- Laser Turret base range from 6000 to 9000.
- Various major-electric ships now have the corresponding extreme-armor-piercing (core electric guard post, tazer, all warheads, electric shuttle,
- Following guardians now have 1.4x as much health as before: Tractor, Lightning, Flak, Beam, Laser.
- Bomber starship rebalance:
- Attack power 1/3x what it was.
- Reload time 1/9x what it was.
- Attack range from 5000 => 2500.
- Health to 2x what it was.
- Fixed bug where if you had the game in non-trial mode and your last-started-game's available ships setting was something other than "Simple", and then switched to trial mode (by adding an expansion without a key), and then tried to start a new game it would fail.
- Fixed a bug in the prior version that was causing there to be no higher-mark AI planets in Conquest mode except for the homeworlds and the worlds next to them.
- Thanks to DakaSha for reporting.
- Achievements for victories against AI types, minor factions, AI plots, on various planet counts, for controlling various planet counts, winning and losing in general or against certain difficulties, and so forth are all now Conquest-only. Other achievements, based on things such as points, time, resources, kills/losses, and reclaimining/scrap are still able to be won in Defender mode.
- Thanks to nachomahn for suggesting.
- Fixed a couple of bugs with how bonus ships were assigned on game start in the last version.
- Previously, the "Attack Recharge" was also being used as an "Ability recharge" for a growing number of ships (raid engines, cleanup drones, rebuilders, etc). That led to a number of bugs so subtle that no-one has ever reported them (mostly with the raid engine), but now we've split these apart and the various bugs are thus resolved.
- The logic for when raid engines trigger is now a lot tougher (it happens when there are ANY human military ships, whereas in the past it took a military fleet of size 100 to trigger them (which was basically a free pass to starships -- no longer).
- Four new AI Core Guard Posts have been added for LotS: Booster, Cross Planet Attack, Heavy Beam, and Raid Engine.
- All four of these basically add variety to the end-of-game scenarios (most specifically the CPA guard post is wildly different), which has been a long-term goal for the game for a while now. Because of the comparative rarity of AI Core Guard Posts (they only show up on the AI homeworlds), we won't be adding too many of these in this expansion, though -- more focus will be going into the regular Guard Posts (mark I-V) that show up on all the AI planets randomly, as variety is even more critical there (in one sense).
(Released November 5th, 2010)
Prerelease 4.028
- Fixed a bug that caused any non-Defender-mode campaigns to result in an instant loss in the prior version. Whoops!
- Thanks to Varone and ghoti221 for reporting.
(Released November 4th, 2010)
Prerelease 4.027
- Auto-created manufactories are always now disabled at the start of the game.
- The first set of waves now comes sooner from the AIs, more like it used to in the 2.0 era of the game. It's been a longstanding bug since 3.0 or thereabouts where the first set of waves always fizzled.
- The remaining trial time is now shown as a countdown timer in the alerts box in the upper left of the screen while playing. This should make it a lot more obvious when players accidentally start a trial game, as well as making it more clear how much time remains for players who did intend to start a trial game.
- The first release of Light of the Spire's beta is in this one. Defender mode, as well as the Vanilla and Everything AI types make their debut. As a warning, Defender mode is extremely preliminary, so will probably need a lot of tweaking to be in balance. But it's pretty fun already, if you like getting beat up. ;)
- Also bear in mind that we do still need to teach the AI a few new tricks for this mode. It's not used to working on a timer, it's used to thoroughly crushing you. When it's on the clock, it needs to do a better job of prioritizing your quick defeat, rather than obliterating every last trace of you.
- In short, if you play with too few planets the AI will crush you; too many, on too short a time schedule, and it won't have time to crush you so you'll likely win despite the thousands of high-level ships slowly scouring you from the galaxy. We'll be working on that in future releases, but for now we suggest you use maybe 4-5 planets as perhaps a sweet spot. Or, feedback on what seems to work best (and what doesn't) is also welcome. Part of the point of the beta, after all!
(Released November 4th, 2010)
Prerelease 4.025
- Fixed mark I scouts to not have guns, unlike the prior release.
- Thanks to Epsilon Plus for reporting.
- Raid Starships now have 100x more armor than before, and now have 100k armor piercing. They also now have 10x lower health. In general, this transforms them into a ship specializing in killing highly-armored targets, including fleet ships such as armor ships, which is a unique role for them amongst starships. The extra armor that they have, in turn, makes them better suited than ever for doing long-range raids except when they run up against raw-damage-dealing ships such as siege starships and so forth.
- Neinzul Cockroaches no longer fire translocation shots, as this was overpowered and made offense a lot tougher with them around.
- Thanks to orzelek for suggesting.
- Fixed what may have been a small memory leak in the GZip compression. More likely, an extra handle declared and never released. Related to the crash on OSX?
(Released November 3rd, 2010)
Prerelease 4.024
- Colony ships no longer have any energy cost.
- Cutlasses now have a heavy penalty against command grade hulls, and their attack power (and health) have also been significantly reduced.
- Thanks to Vinraith for reporting the imbalance.
- All of the fleet ships, starships, and turrets (and a few other types of ships) now have a completely revamped cost structure. In the case of their mark I variants, the costs have been tweaked somewhat, often reduced slightly or even significantly in cases of ships that were exceedingly expensive before. In the case of their mark II, III, IV, and V variants, they are now based on multipliers from the mark I version.
- Those multipliers are x2, x4, x8, and x16, respectively. This makes the mark V variants enormously more expensive than the mark I variants, which accomplishes two things: first it once again increases the utility of those lower-level ships, and secondly it makes it so that the economy becomes more strained the further into the game players go. This makes the early game simpler (as it has been lately), while not making the late-game too easy in terms of the decisions regarding territory, economic unlocks, and so forth.
- Thanks to Vinraith for inspiring this change.
- The health of all the AI force fields has been increased by 5x, in light of all the new ultra-damaging starships and such that the humans have.
- Home planet command stations for the human players now have 2 million health instead of 300k.
- Thanks to KDR_11k for suggesting.
- The AI now has a separate fortress line with 10x more health and without the ability to be repaired. Player fortresses can now be directly repaired, but those fortresses now take 10x longer to build and repair.
- Thanks to orzelek for suggesting.
- At long last, due to popular demand, there are now Mark V Fighters in the game. What's more, there are also now Mark V Bulletproof Fighters and MicroFighters.
- There are also now core fabricators for all three of these ship types.
- Spire Starships are now considered Mark IV, instead of Mark III.
(Released November 2nd, 2010)
Prerelease 4.023
- Removed AI Progress cost for killing any Neinzul cluster (Neinzul Nests still cost 10 AIP to kill).
- Previously the save window, load window, and stats window would not functionally fit on a 1024x600 screen (1024x768 is the lowest resolution supported, but we try to make 1024x600 work at least minimally functional), fixed the sizing of controls so this works now.
- Thanks to datom for reporting.
- Also fixed the settings window to fit (albeit barely) on 1024x600.
- Also fixed the lobby window for 1024x600, though this one is a bit more intrusive: when the lobby window first initializes, if the height of the current resolution is less than 768, it omits the logo at the top of the right window, so there's room for the start game button at the bottom. This looks a bit weird but it's at least functional.
- Added explicit logic for preventing most non-ai-ally minor faction ships from being able to hit anything that can cause freeing of ai ships (namely command stations and guard posts); this had been handled properly before but after the switch to hull-type-based bonuses some gaps opened up, and may be responsible for some of the inexplicable early-game attacks people have been seeing.
- Fixed an (apparently) rare crash bug in the tutorial that happens right after capturing the ARS. If the underlying bug happens it may cause problems, but at least shouldn't crash.
- Fixed bug in last version where it would fail to write to an error log due to path confusion.
- Added 2 new planet-specific controls:
- Alert When # Enemy Units Present
- Alert When # Aggressive Units Present
- If set to something higher than zero, the alert window will note when the planet has >= the specified number of enemy or threat (respectively) units. This only works if you have scout intel on the planet (command station or scout drone provide that, among others).
- Augmented the tooltip of the "Threat" section of the resource bar to display a list of all planets with known threat units, and the count thereof. Only displays planets you have scout intel on.
- Lightning Guardians now have 100000 armor-piercing (like lightning turrets), 4x previous attack power, and 1/2x previous base range (actual range differs from base range due to some post-processing on stats).
- Since the introduction of armor, the different unit scales have provided pretty radically different balance between scaled-types (like a bomber) and non-scaled-types (like a flak guardian). This is due to the fact that 2x as many bombers each with 1/2 as much armor (high caps) are going to die way more than 2x faster against a flak guardian. Similarly, 1/2x as many bombers each with 2x as much armor (low caps) are going to have a much easier time surviving against the same unscaled flak guardian (even leaving aside the aoe aspect of that). We've now put in a fix that will make scaled ships always have the same effective armor against non-scaled ships, while maintaining their scaled armor ratings versus each other (since if we just stopped scaling armor at all then scaled ships would take a _lot_ longer to kill each other on some settings).
- PLEASE NOTE: this is going to put the effective armor roughly between where it was on High and where it was on Normal. Low will probably be a step harder in this respect, but it was never intended to be easier than Normal or High. We'll be listening closely to player feedback and will continue to make adjustments as necessary. Your patience is appreciated :)
- Fixed bug preventing the mercenary space dock from building a ship whose base type was prohibited by the Available Ships lobby setting (so if you had it on "simple" you couldn't build ether jets or beam frigates from the mercenary space dock, but now you'll be able to).
- Thanks to several users for reporting and providing saves.
- Fixed bug occasionally causing a null exception in GameButton.SelfRender early in the game. This was being caught, logged, and ignored so it probably wasn't hurting anything, but definitely good to have it fixed.
- Fixed a bug preventing player from buying ships from a human rebel colony.
- Thanks to Collic for reporting.
- Heavy Beam Cannon health increased by 5x, to make them not insta-die so readily.
- Further balancing of the guardians, specifically:
- Most of the offensive types had their number of shots multiplied by their mark level; since their attack power was already being multiplied by their mark level each level was a much larger increase in dps than might be expected. For now, all those types now have the same number of shots that the mkIII versions used to have.
- Those types with bonuses against turrets have had those bonuses reduced; Flak guardians in particular will do much less damage against turrets as they're supposed to be the bane of mobile lightly-armored stuff, not everything that has the audacity to exist. Guardians are still very effective vs turrets (particularly mkI turrets) and are intended to be so.
- The artillery guardian's base range reduced from 25000 + 4000*mk to 30000 + 1000*mk.
- Laser guardian reload time from 2sec => 4sec, shots-per-salvo from 19 = > 11, attack power from 400*mk => 1600*mk. This makes them even more effective against armored targets (already having 500*mk armor-piercing).
- Fortress balancing to deal with ineffectiveness vs. armored targets and stuff with high bonuses vs UltraHeavy:
- Reload time from 3sec => 6sec.
- Shots-per-salvo from 60/80/100 => 30/40/50.
- Attack power from 2000/3500/5000 => 8000/14000/20000.
- Health from 2,800,000/4,800,000/8,800,000 => 4,000,000/8,000,000/12,000,000.
- Fixed a bug preventing the galaxy-map helper-window from switching out of displaying the last find-mode target. Also changed the find-mode text to reflect that left clicking empty space ends it, rather than right-clicking empty space.
- Decreased the difficulty of the player-adjacent Mark IV planet in the intermediate tutorial.
- Fixed a bug where Youngling Commando MkIIIs were not scaling with the unit cap.
- Thanks to cpunch for the report.
- The license keys, logo, and general programming hooks for the upcoming expansion pack AI War: Light of the Spire are now in place.
- Various AI types are now disabled based on the current options in the lobby.
- If an AI belongs to a specific expansion, it is now disabled if that expansion is disabled in the LOBBY, not just in the overall License Keys / Expansions setting for the game itself.
- If Mines are disabled, so is the Mine Enthusist.
- If Starships are disabled, so is the Starfleet Commander.
- If Heavy Defense is disabled, so is the Fortress Baron.
- If Teleporting is disabled, so is the Teleporter Turtle.
- If Parasites are disabled, so are the Technologist Parasite and Feeding Parasite.
- If Cloaking is disabled, so are the Camoflager, the Counter Spy, the Shadow Master, and the Stealth Master.
- If the Astro Trains AI Plot is disabled for either player, then those players cannot be a Train Master.
- Thanks to Folket for suggesting.
- When the AI Type that would be selected is unavailable (due to options being changed as above, for instance), it now defaults to Random Moderate/Easier instead.
- When the player or AI colors would be set to nothing in the lobby based on their old values not being available, it now sets them to the first entry in the list instead.
- Two new expansion-3-only AI types have been added: Vanilla and Everything.
- Vanilla is just a basic AI with no special abilities or extra ship unlocks, whil Everything has ALL of the fleet ships unlocked.
- There are also the attendant six achievements associated with these, also.
- Note that as preorders haven't quite yet started for the third expansion, these are currently inaccessible in the game.
- Fixed a rare bug that could cause the lobby to draw without the planets actually showing, while throwing a lot of exceptions, upon the second or third run of the program (but not always!). This seems to only have happened if the players were viewing the galaxy map when they exited out of the game, and possibly only if they were hovering over a plant at the time.
- Thanks to unclean, vonkolberg, and Spikey00 for reporting.
- Hopefully fixed a rare AI Assertions bug that could be caused by a "race condition" of sorts when starting a new game or restarting the AI thread.
- Thanks to NickAragua for reporting the last batch of them.
- If the dreaded pthread_getschedparam error is encountered on OSX, normally this means a crash is imminent within 30 seconds or so if the player does not disable their sound first.
- We've been attempting many things to solve this problem, and still will be hunting for it, but as a temporary salve we've now made it so that when this error is encountered it will AUTOMATICALLY disable the sound for the player and shows them a message advising them to save their game and restart the program asap.
- It also now logs some extra information about the state of their program to hopefully aid in actually fixing the root cause of this.
- It also stops further images, music, and similar from being loaded, as they could also trigger the same crash and the player really needs to restart, anyway.
- Since the 4.0 switch, the "Automatically Check for Updates" settings option was doing nothing. Now it properly disabled automatic update checks.
(Released November 1st, 2010)
Prerelease 4.022
- Put in some more sanity checks that would hopefully prevent missing image or sound files from impacting game stability on OSX (if that is what was happening).
- The error file writing has now been centralized, so that if error files can't be written it no longer crashes the game.
- Additionally, if any error file is larger than 2MB before the new error occurs, it now deletes the entire old error file and starts again (if it can). This keeps the game from generating gargantuan error files in the case of a serial error that might occur.
- Additionally, if the error file is unable to be written, it now logs itself to the console log instead.
- And finally, when errors are encountered in-game they are now rendered as local text messages to the player (not their contents, just their error name). Thus players actually know when errors happen, rather than them being a bit too silent.
- They also now ALL include the game version number as part of their error, which a few previously did not do.
- All of the Unity GUI texture-drawing methods are now wrappered in a much more robust error-avoiding central call. If this was the cause of any instability on the OSX side, it should now be resolved.
- Added a new "Left Mouse <=> Right Mouse" AnyTime KeyBind (defualts to None on windows, defaults to LeftApple on a mac), for people who were having problems getting the normal ctrl+left = right logic on a mac one-button mouse.
(Released October 29th, 2010)