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

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* Disabled most of the reward infrastructure, they were not interesting. It now only has the wormhole suppressor and the warp gate.
 
* Disabled most of the reward infrastructure, they were not interesting. It now only has the wormhole suppressor and the warp gate.
 
* Chromatic Ark is now never chosen when Random starting ark is selected.
 
* Chromatic Ark is now never chosen when Random starting ark is selected.
 +
* Dismissal Fleet, Dismissal Defenses, Reclamation Fleet and Reclamation Defenses will no longer be chosen when Random is selected.
 +
** So no need to disable the whole mod just to avoid getting weird randoms.
 
* Scrap box will no longer be destroyed by enemies.
 
* Scrap box will no longer be destroyed by enemies.
 
* Near-Space Outposts now gain cloaking at mk3.
 
* Near-Space Outposts now gain cloaking at mk3.

Revision as of 15:12, 21 July 2023

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 moved on to other projects aside from bugfixes and balance tweaks and modder-support. That said, since modders and volunteers are still making updates, there tend to be patches every 1-2 weeks on average.

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.

5.558

(Still in progress)

Game

  • Decrease size of the Orchid Ark's rescue spore icons
    • Thanks to Mac for reporting
  • Add some defensive code for an exception hit in the resource bar UI
    • Thanks to R4gingFire for reporting
  • Fix to null reference exception rarely occurring in decollision planning.
  • Nanocaust invasion planet is now deterministic.
    • Which is to say it will pick the same planet if you reload and replay the same save (but it doesn't only reinvade the same place, obviously).

Coders

  • Get/Release a temporary RandomGenerator easily with RandomGenerator.GetTemporary and RandomGenerator.ReleaseTemporary.
  • Easily get a random element in a list via List.GetRandom(RandomGenerator).
  • Home-Arks can now be tagged with custom_neverRandom="true" to prevent them from being chosen when Random is selected.
  • FleetDesignTemplates for your starting fleet, mobile factory, and battlestations can now be tagged with weight="0" to be skipped past when Random is selected.
  • Necromancer now checks if a guard post has ImmuneToNecromancy before converted it.
  • The debug feature for showing the destination of threat (occurs when debug tooltips setting is on) within the popup window for visible threat is now a ton easier to comprehend.

Mods

Azaran Empire

  • New Mod!
    • Thanks to the author @Arphor
  • Introduces the Azaran Empire as a new faction.

Sapper Alterations

  • New Mod!
    • Thanks to the author @obscuris
  • Various alterations to the Sappers faction to provide more variation and utility. Also rather large changes to their economy to fix some self-perceived shortcomings.
  • All changes can be read in the text file provided with the mod folder.

Dire Macrophage

  • Now has rewards for Necromancer.

Sidekicks

  • Some tweaks to the dyson sidekick's flagships for visual size and balance
  • Reapers will now find it even harder to blow up command stations when they don't have any gateways on the map
  • The Jabberwock AI will no longer automatically get ships from the Sidekicks mod if the Sidekicks mod is enabled. Instead there is a new AI type in the Sidekicks mod, Jub Jub Bird (Beware the Jub Jub Bird!) that is the Jabberwock + Sidekicks ships
    • Thanks to Dismiss for requesting

ExoWar Overhaul

  • The achievements for killing a mothership and flenser now trigger correctly upon killing the variations in this mod.

Reclaimers

  • Now has its own trace flag instead of hijacking sappers.
  • Disabled the chat log message when a scrap box is produced and when drones are reinforced, since these can become spam with many planets.
  • Constructor ships now can build a Near-Space Outpost on the planet they are produced, instead of always first leaving it immediately.
  • Fixed bug causing the Reclaimers Home Station to always end up at the center of the planet.
    • It is now always near the player's station/necropolis as intended.
  • Fixed issue causing a startup warning about the autobuild setting for ReclamationFrigate.
  • Fixed issue with BaseReclaimersInfastructure appearing in the encyclopedia.
  • Disabled most of the reward infrastructure, they were not interesting. It now only has the wormhole suppressor and the warp gate.
  • Chromatic Ark is now never chosen when Random starting ark is selected.
  • Dismissal Fleet, Dismissal Defenses, Reclamation Fleet and Reclamation Defenses will no longer be chosen when Random is selected.
    • So no need to disable the whole mod just to avoid getting weird randoms.
  • Scrap box will no longer be destroyed by enemies.
  • Near-Space Outposts now gain cloaking at mk3.
  • The faction setting 'Debug Mode' is now more clearly separated from other settings.
  • Necromancers no longer end up converting dying Near-Space Outposts like they were a regular guard post.

Points of Interest

  • Marked all new ai types added by poi to never be picked for random or adaptive.
    • One less reason to disable the mod, when you just don't want the AI types appearing randomly.
  • Vindictive Ai type is now in a much better and playable state.
    • Halved the amount donated to hunter.
    • Anger accrued is now properly saved/loaded, in all cases.
    • Many structures which were causing anger no longer do.

Prior Release Notes

AI War 2: Post Completion