Difference between revisions of "AI War 2:Post Completion"

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== 5.002 ==
 
== 5.002 ==
 
(Not Yet Released)
 
(Not Yet Released)
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* Orbital mines for captured outposts were dying to remains that the Necromancer could not interact with and thus making captured orbital outposts with minefields effectively null and void since they could not replace expired minefields with dead ones clogging the slots. While this will definitely help newer games already impacted games may simply be out of luck.
 +
** The attribute never_leaves_remains="true" has been set for the various types of orbital minefields. Replacements are put in play by the host outpost.
  
 
* Received report that AI Spire Rail Destroyer were massively larger than their common cousins visually. Went ahead and made their regular AI Spire Destroyer companions a little larger visually while making the AI Rail Destroyers smaller but still larger slightly visually.
 
* Received report that AI Spire Rail Destroyer were massively larger than their common cousins visually. Went ahead and made their regular AI Spire Destroyer companions a little larger visually while making the AI Rail Destroyers smaller but still larger slightly visually.

Revision as of 04:42, 23 April 2022

Reporting Bugs

  • Any bugs or requests should go to our mantis bugtracker
    • If you need to submit log files, those can generally be found under your PlayerData folder in the folder your game is installed in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts.
    • In rare cases, mainly if your entire game crashes (that almost never happens), we will need your unity player log. That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
      • Windows: C:\Users\username\AppData\LocalLow\Arcen Games, LLC\AIWar2\Player.log
      • macOS: ~/Library/Logs/Arcen Games, LLC/AIWar2/Player.log
      • Linux: ~/.config/unity3d/Arcen Games, LLC/AIWar2/Player.log

What Happens Now That The Game Is "Done?"

The last of the AI War 2 DLCs is now out, the Complete Edition is out, and you can read a retrospective of the entire project if you would like to.

At this point, we have primarily moved on to other projects aside from bugfixes and balance tweaks and modder-support throughout 2022. That said, expect patches to arrive weekly or so at least, and in the short period after DLC3 releases it will be even more frequent.

We expect AI War 2 to have a long life if AI War Classic is anything to go by. The game is in a really good state, and we want you to be able to enjoy it for years and years.

5.002

(Not Yet Released)

  • Orbital mines for captured outposts were dying to remains that the Necromancer could not interact with and thus making captured orbital outposts with minefields effectively null and void since they could not replace expired minefields with dead ones clogging the slots. While this will definitely help newer games already impacted games may simply be out of luck.
    • The attribute never_leaves_remains="true" has been set for the various types of orbital minefields. Replacements are put in play by the host outpost.
  • Received report that AI Spire Rail Destroyer were massively larger than their common cousins visually. Went ahead and made their regular AI Spire Destroyer companions a little larger visually while making the AI Rail Destroyers smaller but still larger slightly visually.
    • AI Spire Destroyer visual scaling 1 -> 1.5
    • AI Spire Rail Destroyer visual scaling 3 -> 2.0
      • It is still useful to the player to be able to distinguish which ones are infinite range at a glance in a mixed group.

5.001 First Post-Completion Tweaks

(Released April 22nd, 2022)

  • Update the tooltip for the bubble forcefield module to clarify the behaviour
    • Thanks to Strategic Sage for reporting
  • Fix a bug where the Spire Infused Empire was not generating its periodic exos, and the 'exo on spire city build' was trivially small. This will make the Spire Infused Empire much more interesting
    • Thanks to Trantor63 on discord for the initial report, and Lord of Nothing for providing a save game to examine
  • Fix a bug where the necromancer would basically get no resources if played on Challenger or above.
    • While the necromancer is not really intended to be played except for in HA mode, there's no reason to break it at higher levels
    • Thanks to Gzar for reporting
  • Swapping a necropolis that has an amplifier now causes the amplifier to change which necropolis owns it. Previously the amplifier would just vanish, which was not great
    • Thanks to Doc_Den for reporting
  • Clarify distribution nodes for necromancer
    • Thanks to ptarth for suggesting
  • Elderling hacks no longer make you select a particular hacker (since it doesn't matter which hacker is used)
    • Thanks to ptarth for suggesting
  • The necromancer text popup at the beginning of the game now explicitly warns players who are above HA that they may have unexpected issues.
  • Also clarify the Necromancer description to explicitly disclaim necromancer support
    • We had a couple people playing on Challenger today and finding bugs (Gzar and ussdefiant in particular), so I want to make it clearer that Challenger+ is not really supported
  • Small correction of oversight in albedo for a strikecraft within DLC 3 with cloaking.
    • Stealth Bombard albedo 0.4 -> 0.7
  • Fixed a grammar error in "The Migrants: The Arrival" Journal.

Prior Release Notes

AI War 2: The Final Cycle