AI War 2:Pre-Early Access Polish
Contents
Known Issues
- The lobby interface is currently temporary, and undergoing a complete overhaul.
- It's suggested that you use the quick start option instead.
- Various bugs on mantis: https://bugtracker.arcengames.com/view_all_bug_page.php
- Balance needs a lot of attention, with your help. Please tell RocketAssistedPuffin if you find anything you think needs changing.
- The tutorial is currently not as comprehensive as it could be.
- Multiplayer is temporarily disabled while we focus on tightening up the single-player loop.
- There are still a bunch of ships that we either want to re-implement, or new ideas that we want to implement for the first time.
- There are a variety of ships/units that don't have proper graphics at the moment.
- There is not an in-game way to see and edit the control bindings yet.
- But you can go into the created bindings file inside the PlayerData folder to edit them in a text editor.
What's this phase all about?
We are nearing the point where we're ready for Early Access, and so we're focusing on polish and bugfixing. As well as finishing the graphics for the existing ships. More content will be added during Early Access, but right now it's all about polishing what is there.
This also marks the start of the press preview period, so hopefully those folks bear with us on the rough edges they get caught on in this pre-Early-Access state.
Version 0.781
(Not yet released -- we're still working on it!)
- Allow marauders to be more aggressive about joining in-progress battles.
- Previously the marauders would just compare their strength with "All marauder-hostile units on the planet". Now they will also check for their strength against the planet owner and all units hostile to the planet owner separately.
- Lets imagine a case where the Marauders have 4k Strength, and the planet in question has 3K human and 2K AI strength in combat. Previously Marauders would have checked "4K < 3K + 2K, so don't attack". Now they will check "4K > 3K" and "4K > 2K", so they will be allowed to attack. This is only available to Marauder factions with > 5 intensity.
- Added ability to delete saves from in game load and save menus
- Thanks to Mac for reporting on Discord
- Improve Instigator Base tooltips to fix a few problems. Add a new Instigator Base type that increases AIP
- Thanks to JAlfredGoodwin and Vellsi for the bug reports
- Some improvements to the tutorial. More needs to be done, but this is a start
- Thanks to Sheepdog on youtube for the critique, and Eric for transcribing the comments.
- Cross planet waves no longer tell you the warp gate they are spawning from or the planet they are attacking
- Astro Train Depots now spawn hourly, and trains spawn every half hour (isntead of a 10 minute interval for both spawns). Also trains will not start spawning immediately after a depot spawn, but will instead wait a few minutes.
Balance Tweaks
There's a general focus on diversifying what gets a bonus against what. A look through and creating of lists concluded that this was sorely needed - Concussion and Pike Corvettes were indeed countering almost the entirety of the game. Hopefully this is a noticeable improvement.
- Concussion units get their bonus against Armor of 50mm and less, down from 80.
- Auto Bombs get their bonus against Armor of 40mm or less, down from 80.
- Auto Bomb detonation radius increased from 500 to 600.
- All Fleetships previously with 60mm Armor now have 50mm, excluding the Fusion Bomber (60), Metabolizing Gangsaw (60), Space Tank (120), Vampire Claw (40mm), Sentinel Frigate (60), Inhibiting Tesla Corvette (60), Etherjet (40).
- Fusion Bombers now get a damage bonus of 2x against anything with 20,000 shields and above, against the hull only.
- So the damage that bypasses the shield is boosted, but nothing else.
- All Pike units now gain their bonus for high hull percentage only against the hull. Requirement is now above 75% remaining hull, instead of 80%.
- This was causing them to get this bonus against units that are mostly shields, for essentially the entirety of their health.
- MLRS Corvettes, Turrets and Guard Posts now get their bonus damage against units with 30% or less remaining hull health, up from 20%.
- Fairly minor boost for how little it'd appear.
- Sentinel Frigates now have albedo of 0.7, and engine gx of 14.
- More suiting to what seems like a "vanguard military scout" themed unit, and gives them two new weaknesses.
- Metabolizing Gangsaw hull health increased from 3500 to 4200.
- Drone Armor Ship has 40mm Armor, up from 30.
- All Starships have greatly increased health, and most have increased costs as well, excluding Raid Starships.
- Includes some of the Mercenaries - War Harvesters and War Siegers.
- Warbird Starship damage increased from 170 per missile to 200.
- Assault Starship damage increased from 2720 to 4000, but the damage bonus increase per mark is lowered from +1.5x to +1x per mark.
- Siege Starship no longer spreads damage out, and instead hits 5 targets for full damage. Damage reduced from 9000 to 3000, damage bonus against bubble forcefields increased from 10x to 20x to compensate.
- Should temporarily solve that bug where they weren't getting the bonus at all. Should also be a bit more interesting instead of ridiculously specialised.
- AI Forcefields only have their shield points reduced from 1,000,000 to 750,000.
- Obnoxiously long to kill.
- Spider Guardian now has multiple shots per salvo.
- I mean really, a debuffer that only affects one fleetship at a time?
- All existing Spider units now have a maximum engine stun of 17s, and level up such to reach it at Mark 7. Dires have the maximum stun possible. They also all affect engine gx of below 14.
- Guardians have a vast array of changes - too many to list. Stats have been moved around, creating new weaknesses and removing old, Vampires gain more life, Heavy Beams self damage less, etc. Also includes health decreases to most.
- Guard Posts are the same.
- All turrets have had metal cost increases, some only about 20-33%, some fairly major (due to being strangely undercosted, far beyond normal).
- Fleetships energy cost is generally increased and standardised - 175 for caps of 180, 500 for caps of 60, and 1000 for caps of 30.
- Please note that this may cause a brownout upon save loading - though I doubt it...seems everyone had too much.
- Dark Spire have had stat changes as well, plus some health and damage shuffling.
- Why was a weak manifestation far more durable than the terrifying manifestation? What a strange race.
- Nanocaust have also had stat changes. No health or damage though.
- Fortresses now do 1000 damage per missile, and fire 16 per salvo instead of 10. Oh and you get 2 per mark instead of 1.
- Mines and Area Mines have had their damage halved, but gain a 2x damage bonus against units with at least Mass of 5tx, and at most 50mm armor, respectively.
- Meant to help differentiate them a bit.
- Both Astrotrain Types have a health boost so they aren't as easy to kill when one accidentally bumbles through your forces, as well as Armor increased to 120mm.
- Almost all turret armor values reduced to 50mm to follow the Concussion changes - Beam Cannons up to 120.
Version 0.780 Just Some Cleanup
(Released October 5th, 2018)
- Fixed an issue in the prior version of the game where at certain aspect ratios (16:9 included, unfortunately) the load game screen would show hanging off the side of the screen. Same with the quick start screen.
- Thanks to Badger for reporting.
- The "color picker" tool now uses the newer, prettier style of interface.
- The "character biographies and recent history" screen now uses the same UI as everything else rather than that horrible white one.
- The load game interface now has a toggle button on it that lets you switch through sorting the savegames in a campaign by name (default), campaign time, or date modified.
- Thanks to Badger for suggesting.
- If you had more than 9 notifications showing at once, then in the prior version of the game the second row would overlap the first. Fixed!
- Additionally, now it only wraps the notifications to a new line after it runs out of space. This was harder to implement than you might think, but it generally means that you can have 18-20 items on a single row depending on your screen aspect ratio.
- The ongoing message display and debug message display both now bump downwards if need be to allow for this.
- Thanks to HeartHunter7 for reporting.
- Fixed a visual bug in the color picker where the selection box for the right-hand (trim) color was way too large, looking quite strange. Not sure how we missed this one for so long!
- Thanks to Badger for reporting.
- The density map type has been disabled for now, as it was no longer generating maps for some reason.
- The savegame menu has now been updated to be a match to the recently-reworked load menu.
- Clicking on savegame names in the list now properly populates the textbox at the bottom.
- Trying to save over an existing savegame name now gives you a yes/no prompt letting you know that's what you're doing.
- The settings menu has been updated to the new visual style, while having a minimum of rewrite to its general code.
- We've added a new ability for us to have the "old style" control creation process happen inside a "new style" prefab window at a point of our choosing. We can only do this in one area per window, but it's quite useful for cases like this particular one.
- The basic text font used on old-style pages is now updated. This includes the settings menu and lobby, mainly.
- The graphics for sliders (used on the settings window) have been updated dramatically.
- The borders for textboxes have been made more clear, which also helps set them apart from buttons better.
- The visuals for dropdowns and the last of the buttons have been updated to the newer style. This again just affects the settings and lobby pages.
- In general cleaned up some of the formatting on the settings screen so that it looks a lot nice.
- Fixed an issue (with TextMeshPro) where dropdowns would show blank text if popped open inside a scrolling area.
- Improved the descriptions of some of the game settings, and the displayed names for them and their categories. Still more to do, though, to make them truly clear across the board.
- The settings menu now shows no more than four decimals behind the float sliders.
- Thanks to dv for reporting.
Version 0.779 Quick Starts
(Released October 4th, 2018)
- Completely redid the logos on the main menu. They are no longer 3D objects, but instead are world-space ui elements with PBR textures. They have materials set up for themselves, and new lights set just for them, and they no longer suffer from the strange clipping and aliasing issues that they previously had.
- Thanks to Mckloshiv for reporting we still had an issue.
- The visual styling for buttons is now completely different, and in keeping with the new visual theme that was added a while ago in the main HUD.
- The add/edit profile screen no longer includes the ability to select a default Ark, since that was completely unused anyhow.
- Ships/structures that have been destroyed and turned into remains no longer consume any energy.
- Thanks to HeartHunter7 for suggesting.
- The lobby screen now includes, literally, an apology notice. It's still under construction, but will be done prior to Early Access.
- There is now a resume button in the escape menu.
- Thanks to Dominus Arbitrationis for reporting.
- The hacking line items are now substantially taller, allowing for more sane-looking spacing between each one. Mercenaries, too.
- The sizing and spacing of items in the left sidebar for objectives is now far better. It takes up more room, but is now actually legible.
- Additionally, categories that are empty no longer show up at all.
- Also also, fixed the bug with collapsing categories not actually hiding the items inside them.
- Also also also, there is now colorization on pretty much all of the category items to make them easier to visually parse.
- The load savegame window has been completely redone in the new style of the ui.
- It also now has two columns: one on the left, which has the campaigns, and one on the right, which has the savegames.
- Savegames are now individual rows, showing the basic info on them in an easy to read format, and the extra data in a tooltip.
- The sorting of savegames is also now simply alphabetical, so you can actually find what you're looking for!
- The graphics for the textboxes and buttons have all been updated to match the newer GUI style.
- A few out of date windows, like Save Game, Settings, and Custom Game still use old-style buttons, though.
"Quick Starts" Now Available!
- The game now has an official Quick Start option. This works by loading existing savegames that are placed in the new GameData/QuickStarts folder (even categorized by subfolder so there can truly be a ton of these in there).
- All of the parameters are fully baked in, including things like difficulty and the number of human players, so there is a limit to just how flexible a given savegame can be.
- THAT said, the starting planet is randomized every time, as is the map seed; so the planet layouts, and all that other stuff with what is seeded on each planet, is different every time. It's basically like going in and hitting random seed and then generate on the galaxy map, and throwing a dart to see what your starting planet is.
- Thanks to having the ability to categorize these into folders, this is probably flexible enough for our purposes of letting players get into the game quick and explore things. If they really want a lot more customization, the list kind of keeps expanding until you wind up recreating a scaled-down version of the lobby itself. So at that point, they should just graduate to the lobby from quick starts.
- There are now 5 different quick start scenarios available, each with detailed descriptions on them if you mouseover them.
- Two are very basic vanilla scenarios, while three of them are varied multi-faction situations.
Bugfixes
- Fixed a bug where, since the automatic strength calculation work was put into place, parasitism, zombification, and metabolization were not working.
- Thanks to zeusalmighty, HeartHunter7, and BadgerBadger for reporting.
- Fixed ALL of the issues relating to the mouse being over some non-tooltip part of the GUI, and you using the mousewheel and it causing the planet view or galaxy map to zoom.
- This also fixes the issue when you're mousing over a dropdown and trying to zoom with that.
- This WAS working, a while back, at least in cases like the sidebar. But upgrades to the ui system and the underlying unity system broke it. The new fix should be future-proof, knock on wood, as it is no longer timing-sensitive.
- Thanks to Kahuna for reporting.
- Fixed an issue where modal popups were not visible when triggered from certain windows that were saying "suppress all other windows." Load screen, for instance. Now the modal popups push past even those kinds of screens.
- The little notification indicators at the top of the screen FINALLY no longer have the overlap that makes them largely illegible.
- Additionally, their background has been updated and they now are more legible thanks to not being on a partially transparent background.
- Thanks to Ovalcircle and many others for reminding us about this one.
- Fixed the color picker window examples all just being big boxes since the icon rework.
- Fixed an issue that could lead to flickering in various tooltips.
- Please let us know if you still see that in the sidebar, though.