Difference between revisions of "AI War 2:Zenith Onslaught Patch Notes"
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* Dark Zenith | * Dark Zenith | ||
** Dark Zenith now actually spawn new planets | ** Dark Zenith now actually spawn new planets | ||
− | ** First pass at DZ economy done. | + | ** First pass at DZ economy done. Can be turned on for testing, though they only do economic stuff right now |
=== Version 2.031 === | === Version 2.031 === |
Revision as of 17:30, 13 May 2020
This is for alpha testing for the Zenith Onslaught. I'm using this to keep patch notes.
Contents
Version 2.033
- Zenith Architrave
- Give them a few new defensive structures
- Remove some mentions of the militant dyson from notification tooltips. Thanks to Starkelp for reporting
- Fix a bug where Golems weren't going to spawn
- Dark Zenith
- Dark Zenith now actually spawn new planets
- First pass at DZ economy done. Can be turned on for testing, though they only do economic stuff right now
Version 2.031
- Nomad Changes
- Fix a null reference exception in the nomad planet notifier, and minor text tweaks there.
- Don't let an AI homeworld be placed on a Nomad planet
- Faction-specific stuff can't seed at game start time on a Nomad planet. This prevents the Dyson or ZA from being on a Nomad
- Nomad Planets that are also player homeworlds can't be crashed into the AI
- Nomad Planets now spawn exos in a reasonable fashion once the Nomad Planets are en route to crash. Balance levers in XML
- Zenith Architrave
- Give the ZA some actual units (stolen from the Dyson for now).
- Give the ZA some golems that spawn only during the Civil War.
- Some buffs to the ZA
- Dark Zenith
- New planets should now spawn when the Invasion Starts. Planet locations need work, and debugging code is still enabled for it
- Planets can now have varying initial amounts of science. Used to make Dark Zenith planets worth extra science.
- Start the XML for dark zenith economy.
Version 2.029
Factions open for testing: Zenith Architrave, Zenith Miners, Nomad Planets
- Add a debug setting (in the game lobby) to make Nomad Planets move more often
- Fix a null reference from clicking on the nomad planet notification
- Don't let the AI homeworld be placed on a Nomad planet
Things that need testing right now
- Check if the ZA will spawn golems during the civil war
- Give a vague sense of whether the response to the nomad planets crashing A. works and B. is balanced.
- Note that setting the nomads on 'fast move' will decrease the AI response significantly
- Check that you can no longer crash your homeworld if it's on a nomad planet
Known Issues/Bug reports
- Nomad Planets can get links to themselves (reproduction scenario needed). This hasnt been seen for a while
- Nasty Crashes when a planet is destroyed (either by Zenith Miner or Nomad). Someone needs to test this again now.
- Units loaded inside of a Architrave structure do not have their strength counted.
- While a Architrave is in the game, all waves will be directed at the Architrave, and none towards the player.
- Architrave can spawn close to each other (in one case, on adjacent planets). While not necessarily a bug, its not very interesting when they fight.
- Should add a minimum hop distance between multiple.
Links to Faction descriptions
Bug Reports
This section is to give an easy place for people to mention problems they are having