Difference between revisions of "AI War 2:The Final Cycle"
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** Marauder Outposts now only have 5 each of both types of drones instead of 20 each. | ** Marauder Outposts now only have 5 each of both types of drones instead of 20 each. | ||
** Marauder Drone Frigates now only have 2 each of both drones instead of 5 each. | ** Marauder Drone Frigates now only have 2 each of both drones instead of 5 each. | ||
+ | * Also went ahead and adjusted Marauder Constants and Marauder Outposts. | ||
+ | ** Marauder Outposts now have some of their turret ring weapons baked into the outpost. | ||
+ | *** These would be equivalent to 5x Concussion Turrets, and 4x Fusion Turrets. | ||
+ | *** The Fusion Turret equivalent has a minimum mark level of two to function. Which is when outposts normally gain turrets of this type. | ||
+ | ** Marauder Constants now only have new outposts spawn in with five Concussion Turrets instead of 10. And on first mark up they only gain an additional 4 turrets protecting them instead of 8. | ||
+ | *** This is an average savings of 18 less turrets spawned on ally controlled worlds and 36 less turrets per world the marauders have primary ownership of. | ||
+ | * For existing games this will slightly be imbalanced towards Marauders unless their now excess counts of planetary turrets get cleaned out. New games will get the full benefit of having less entities in play. | ||
=== DLC3 === | === DLC3 === |
Revision as of 00:35, 6 March 2022
Contents
Known Issues
- 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
- Multiplayer is in public beta, as noted below. There is a detailed multiplayer guide that we are working on building up.
- Feel free to join discussions on discord!
What Does Multiplayer Beta Mean?
Please see this link for details on multiplayer. This wound up taking up too much space in this document, so all of the multiplayer-relevant bits have been moved to the other page.
What's this phase all about?
We finally got out of the endless beta of The Great Refactor, and DLC1 has been majorly beefed-up and multiplayer is better than ever. That said, multiplayer is still in the very last stages of its own beta.
With this new phase, we have fully shifted back to working on DLC3 (The Neinzul Abyss), which will be the final DLC for the game. The various remaining kickstarter items will also be taken care of, plus some other bits that we just always wanted to add for the game, and after that we'll be moving on to other projects aside from bugfixes and balance tweaks and modder-support throughout 2022.
The target release for DLC3 is in April of 2022, and that is when we'll also have the AI War 2 Complete Edition. After that, it will just be fixing material defects, and supporting modders. We expect it to have a long life if AI War Classic is anything to go by. The game is in a really good state and only getting better, and doing a refactor of this scale near the end of the project development cycle is a sign of our commitment to that longevity. Even if you aren't giving us more money in the future for this title, we want you to be able to enjoy it for years and years.
Beta 4.001
(Not Yet Released)
Marauders
- Due to report from voidlily on the Discord about Marauders exceeding drone caps some changes have been made.
- Marauder V-Wing and Bomber drones now have 4x costs, health, and damage compared to normal.
- Marauder drones new attrition by 15% per second when the host is lost instead of 1%.
- Marauder Outposts now only have 5 each of both types of drones instead of 20 each.
- Marauder Drone Frigates now only have 2 each of both drones instead of 5 each.
- Also went ahead and adjusted Marauder Constants and Marauder Outposts.
- Marauder Outposts now have some of their turret ring weapons baked into the outpost.
- These would be equivalent to 5x Concussion Turrets, and 4x Fusion Turrets.
- The Fusion Turret equivalent has a minimum mark level of two to function. Which is when outposts normally gain turrets of this type.
- Marauder Constants now only have new outposts spawn in with five Concussion Turrets instead of 10. And on first mark up they only gain an additional 4 turrets protecting them instead of 8.
- This is an average savings of 18 less turrets spawned on ally controlled worlds and 36 less turrets per world the marauders have primary ownership of.
- Marauder Outposts now have some of their turret ring weapons baked into the outpost.
- For existing games this will slightly be imbalanced towards Marauders unless their now excess counts of planetary turrets get cleaned out. New games will get the full benefit of having less entities in play.
DLC3
- Overshot how metal intensive Sapper strikecraft should be. Pulling metal costs back down a bit so they replenish faster but aren't as fast at building as they were before the buffs.
- Fix a bug with the necropolis-swap hack
- Thanks to Daniexpert for reporting
- Skeleton homes now grant more bodyguards; +2 bodyguards (archer/warrior/rogue), +1 bodyguard (mage/lord)
- For Necropolises, there was a hole where the AI might build a reconquest command station on a planet with a crippled necropolis, then the player could rebuild the necropolis, so you could have a functioning Necropolis and an AI Command station on a planet at the same time.
- Untested, for feedback. Thanks to Daniexpert for reporting
- Necropolis modules now do necromantic damage
- Thanks to Pmm5000 for reminding me of this
- Feeble Elderlings grant a bit more Essence.
- The Necromancer can now use the Sabotage hack, just like the human empire
- If you don't have Igors already unlocked, Igors will be available in the second rift
- If you don't have Banshees already unlocked, Banshees will be available in the second rift
- The first rift will also offer you a skeleton type or a wight type you don't have yet
- Fix a bug where Elderlings were not laying eggs
- Thanks to Sage for reporting
- The 'move necropolis' hack no longer lists the necropolis you want to move as an option.
- Thanks to Daniexpert for reporting
- Decrease the skeleton lord's bonus damage
- From Daniexpert's feedback
- Templar Constructors are now much slower and more powerful. In addition they grant a good amount of Science and Hacking.
- The goal is to strongly reward good strategy (killing these constructors will really limit the Templar's expansion), buffing the player strategically and with resources.
- There have been a number of buffs to the Necromancer in the last couple patches, due to feedback that the Necromancer was a little more challenging than we wanted. I've tried playing with a number of balance-dials in part to try to figure out how much impact each one has. If it turns out that (say) additional bodyguards is a really big buff, that's good to know.
- I also went (perhaps) a bit overboard with the buffs, but I'd like to know that player feedback as a much stronger necromancer makes the game more fun. Right now the game is harder than HA according to testers, so I'd like to see what people think about the game being a bit easier than HA; if it's just way more fun to feel Powerful as the necromancer then we can lean into it to find the sweet spot.
- If it turns out that these buffs are not enough to make the game feel easier I'll make more changes, because I really would like to know how a Buffed Necromancer feels