Difference between revisions of "AI War:Current Post-7.000 Beta"

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*** Research Redirector; a renamed Ship Design Hacker.
 
*** Research Redirector; a renamed Ship Design Hacker.
 
** Both are immobile, no longer directly buildable (except by the hacker) and can only be placed on planets that are currently controlled by the AI.
 
** Both are immobile, no longer directly buildable (except by the hacker) and can only be placed on planets that are currently controlled by the AI.
 +
 +
* The scale of the AI's response to hacking is now determined by a mix of AIP and the new "Hacking Progress" resource instead of the old under-the-hood "Hacking Antagonism" metric.
 +
** Hacking Progress is basically equal to total AIP (not effective AIP, but total before reductions) minus whatever you've spent.  It's spent thus:
 +
*** Knowledge hacking: 30 for the first planet's worth, 60 for the second planet's worth, 120 for the third, etc.
 +
*** Ship Design hacking: 50 for the first ARS, 100 for the second, 200 for the third, etc.
 +
*** Superterminal hacking: 1 each for the first 20 ticks (which is a net 20 AIP reduction, 2 each for the next 20, 4 each for the twenty after that, etc.
 +
** Hacking Progress can go negative!  This basically represents a situation where your hackers have used all the known vulnerabilities in the AI's network defenses to the point that the AI has patched them all, and now further hacking is basically brute-force stuff that really trips a lot of alarms.
 +
** The hacking response is:
 +
*** If Hacking Progress is >= 0, then just uses Effective AIP (so AIP after reductions).
 +
*** If Hacking Progress is negative, then it uses either Effective AIP or -HackingProgress (whichever is greater) AND multiplies the result by 1+(HackingProgress/-10).
 +
**** So if AIP is 10 normally the response would be scaled by just 10.  But if Hacking Progress were -50 the response would be scaled by _250_.
  
 
== Prerelease 7.001 ==
 
== Prerelease 7.001 ==

Revision as of 20:27, 1 July 2013

Prerelease 7.002

(not yet released; we're still working on it!)

  • Space Docks, Mobile Space Docks, and Advanced Factories:
    • Can now all build all 5 mark levels, assuming you have the prerequisites for those ships (so if you have a Core Shield Bearer fabricator you can now build Core Shield Bearers at any Space Dock, Mobile Space Dock, or Advanced Factory; even if you don't have access to building mkI shield bearers).
    • Their buy menu tab is now labeled "FLEET" instead of "I-III" or "IV" or whatever.
    • There is now a "FLEET 2" tab that will show next to that one if your name is Cinth; I mean, if you have more than 20 distinct fleet-ship types.
    • Thanks to Cinth for inspiring the fleet-2 tab part.
  • Starship Constructors and Advanced Starship Constructors can now build all 5 mark levels, assuming you have the prereqs for the ships in questions. So you can now build Warbird Starships at a normal Starship Constructor if you have the right fab, etc.
  • Added a new ship to the ECON build tab: the Hacker.
    • This works a lot like the Ship Design Hacker but doesn't do any hacking itself. Instead it can deploy devices much like a champ can deploy projected shields, etc (so it has to be within X range, is essentially free and instant, etc). The first two such devices are:
      • Covert Knowledge Extractor; a renamed Knowledge Hacker (formerly known as the Science Lab MkIII).
      • Research Redirector; a renamed Ship Design Hacker.
    • Both are immobile, no longer directly buildable (except by the hacker) and can only be placed on planets that are currently controlled by the AI.
  • The scale of the AI's response to hacking is now determined by a mix of AIP and the new "Hacking Progress" resource instead of the old under-the-hood "Hacking Antagonism" metric.
    • Hacking Progress is basically equal to total AIP (not effective AIP, but total before reductions) minus whatever you've spent. It's spent thus:
      • Knowledge hacking: 30 for the first planet's worth, 60 for the second planet's worth, 120 for the third, etc.
      • Ship Design hacking: 50 for the first ARS, 100 for the second, 200 for the third, etc.
      • Superterminal hacking: 1 each for the first 20 ticks (which is a net 20 AIP reduction, 2 each for the next 20, 4 each for the twenty after that, etc.
    • Hacking Progress can go negative! This basically represents a situation where your hackers have used all the known vulnerabilities in the AI's network defenses to the point that the AI has patched them all, and now further hacking is basically brute-force stuff that really trips a lot of alarms.
    • The hacking response is:
      • If Hacking Progress is >= 0, then just uses Effective AIP (so AIP after reductions).
      • If Hacking Progress is negative, then it uses either Effective AIP or -HackingProgress (whichever is greater) AND multiplies the result by 1+(HackingProgress/-10).
        • So if AIP is 10 normally the response would be scaled by just 10. But if Hacking Progress were -50 the response would be scaled by _250_.

Prerelease 7.001

(Released June 19th, 2013)

  • Added a clarification to the tutorial text in step 11 of tutorial 2 that you're supposed to unlock the harvester exo-shield from the SUP tab of the Science Lab, not of the Command Station.
    • Thanks to Some Donkus (actual provided name, not an editorial comment) for inspiring this change.
  • Fixed a bug where the Lightning Torpedo still had a theoretical cost of 50,000m+50,000c instead of 1+1 (they're never built normally, this is just to prevent scrap exploits).
    • Thanks to onyhow for the report.
  • Added support for an easier way for the steam version to recognize that you own the first four expansions. As in, not copy-and-pasting 4 separate keys.
    • There's still some other stuff we need to do to make this work, though.
  • Updated the Advanced Starship Constructor to no longer claim that the MkIV enclave is built at the normal starship constructor.
    • Thanks to corfe83 for the report.