AI War 2:The Paradigm Shift
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 alpha, 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 Alpha 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?
Multiplayer is fully playable at this point, but still has a variety of glitches and doesn't have all of the features that we intend to have in the long term. So hence it still being in alpha status. But we greatly welcome folks to play, and hopefully give us reports on what is going wrong if something does go wrong.
We expect to be to a fully-polished non-beta status for multiplayer in November or December, if things continue as they have.
Our second expansion for the game, Zenith Onslaught, has a whole heck of a lot of it completed, but still needs more doing. Badger has done all of his parts for it, and has retired like Puffin before him, so at this point we are down to basically a one-person show again (me, Chris) on bugfixing, finishing multiplayer, finishing my parts of DLC2, and finishing the last of the kickstarter obligations. So if the schedule slips some, it's likely because I had trouble juggling that, or wanted extra time to make things truly shine, whichever. But at the start of this phase, things are feeling very positive.
Version 2.617
(Not yet released -- we're still working on it!)
- Add a new Galaxy Map Setting to change how the links look. Instead of using Red for "these two planets are hostile" or Blue for "these two planets are friendly", the game can now show a color gradient between the faction owners
- The old style version is still available as an option.
- Should now be a new Journal message for AI Relic Trains.
- There is a general problem with "churn" in ships and stacks being so fast that if you have many ships selected it was almost impossible to remove a status effect based off of a simple toggle.
- Our overall logic was "if at least one of the selected items doesn't have the status, then add the status." But this gets intensely confusing, and we introduced transports that is part of why we made L be load and U be unload.
- So let's revisit our older standing orders, too, because this is just problematic with trying to toggle them.
- G is no longer "toggle group move" it is now "Enable Group Move"
- You now have to use Ctrl+G to remove ships from group move. None of this toggling business!
- Additionally, on the interface for the game where it shows the icon under selected ships, right-clicking that button now removes, while left-clicking enables. The tooltips are updated to say all this.
- The same exact setup is now true for "Stop To Shoot Mode" and the K key, including its button and Ctrl+K and all that.
- Exact same thing again with "hold fire/disable" functions and the N key, and Ctrl+N, the interface button, etc.
- Ditto again for Pursuit mode and the V key.
- And a final ditto for attack-move mode and the X key.
- G is no longer "toggle group move" it is now "Enable Group Move"
- This is something that has been reported since at the very least February, and even before that, apparently. Somehow or other this still frankly just slipped past our attention. The amount of information overload that we sometimes face is kind of intense when it comes to bug reports.
- But with that said, holy cow this was incredibly annoying. There's nothing like pressing a button and not having it do what you want to induce rage. We just don't really use these options all that much, or when we do they are with only one fleet selected, and it was working well in single-fleet situations. Something about multiple fleets in one selection was particularly throwing this off, but it's hard to be sure of the exact full reasons.
- At any rate, we're glad to have it fixed now, and thanks to folks for bringing this up again so that it finally registered in our attention properly. This feels like a major frustrating oversight.
- Thanks to Strategic Sage, Asteroid, Arides, and TechSY730 for reporting.
- The escape key no longer clears your selected ships and fleets. There really was no good use case for this, and it was annoying to at least some folks.
- Thanks to Asteroid for suggesting.
Bugfixes
- Fix a bug where the AI Reserves journal message was playing incorrectly when loading a sufficiently old game save.
- Thanks to Metrekec for reporting
- Fix a typo in the AIP hovertext in the resource bar
- Thanks to Puffin for reporting
- Don't let Exos sync with a wormhole invasion if the AIP is too low for wormhole invasions
- Thanks to NRSirLimbo for reporting
- Fix a bug where the AI was telling you where its major structures are, even on unexplored planets
- Thanks to TechSY730 for reporting
- Add some defensive code to the DoOnAnyDeath code path for the player
- Problems were reported here in several multiplayer games.
- Fixed a bug in the nanocaust where any savegames that included them and which were from version 2.614 would fail to load in 2.616.
- Thanks to Cyborg for reporting, although we also ran into it ourselves.
- It turns out that in some older savegames, we already had the wrong data types on certain other objects, such as having DoomData on certain ships.
- We fixed this in later versions of the game and had them become more strict with how they are loading the related data in order to now allow for this sort of wrong data to persist, but in turn this made some older savegames (from the 1.3x timeframe and prior) unreadable.
- For those older savegames, we've now relaxed the restrictions to allow for the bad data to be read in, and it will throw a warning message as you load those saves but should still actually get them open properly (the example save that we have now loads fully).
- Thanks to Strategic Sage for reporting.
- Fixed an exception that could happen in certain circumstances after failing to load a bad savegame.
- Further updates: after a savegame with old bad data is loaded in, it now discards that old bad data after it loads it. This has no effect on gameplay, it was data that wasn't being used anyhow. But this does make it so that if you save it in a newer version of the game and then try to load the NEW save, you aren't just right back in the same boat with it not loading the save because of that bad data.
- Updated the TimeBasedPool class to no longer expand, but rather to start large and just use the parts that it needs, throwing any excesses away if there really are any that are that far out of bounds.
- There was an exceptionally rare exception that could happen when shutting down the game or going to the main menu out of the game with the way it worked before, but much more common was some extra slowness in how it was having to resize arrays to handle those events in general. That is all faster now, and can't have that sort of exception.
- Thanks to Endovior for reporting.
- Also put in some changes to further distance ships from pooling, and somewhat start a road toward prepping them more for the new style of PKID generation.
- Fixed a cross-threading exception that could happen in UpdateEntitiesShownAtPlanetDirectly() if you were on the galaxy map view and a ship died at just the wrong time.
- Thanks to UFO for reporting.
Version 2.616 Stop Printing Money, AI!
(Released October 14th, 2020)
- Grappler Guardian balance updates from zeusalmighty, for those new units that come as a unique thing in the new AI Reserves mechanics Badger added yesterday.
- Added a new Dire Singularity Guardian by zeusalmighty, for basically boss-level seeding in the new AI Reserves mechanics.
- Fixed an issue where black hole generators that were not also on a ship with a gravitic core of some sort would not work.
- Fix a bug where the scourge were spawning unlimited builders
- Thanks to a number of people, including Sombre and ArnaudB for reporting. Thanks to Badger for fixing even after retirement.
- Fix a bug where right-clicking a journal entry could cause an Exception
- Thanks to Ahnold for reporting. Thanks to Badger for fixing even after retirement.
- You can read all about The Badger And Puffin Legacy, if you like. Puffin retired earlier this year, and Badger is retiring now, so this is a good time to pay some respects.
- The reinforcements seem to have a math bug in them, so we put in extra detail and formatting in how we export them.
- Fixed a math bug in reinforcements that was basically "printing money" once the game really got going, and would let planets of the AI reinforce almost infinitely.
- We're not sure if this is fully a new bug, but it has certainly found new expression in the new reinforcement logic.
- This may have been an older bug that was somewhat suppressed by the old reinforcement logic, or it's a brand new typo, but because of how much code has changed it's hard to be sure.
- For the first time, we now have a way for the budgets of the AI to dump their details to log files. What we found was a bit surprising and definitely horrifying.
- First of all, for quite a long time, apparently the logic for partially-neutered planets has been horribly wrong.
- If a planet was neutered down to 1 reinforcement point, then the budget would be 5% of usual, no problem.
- If a planet had not lost any reinforcement points, then the budget would be 100% of usual, no problem.
- If a planet had lost some reinforcement points, then the budget would... be multiplied by whatever the number of reinforcement points are.
- So, you killed reinforcement points down to 4 left out of 7 original? Congrats, the cap is UP by 400%.
- The correct number should have been 57% of normal, and now that works properly.
- Then there was a really harsh AIP multiplier that was being applied. It was adding far too much based on whatever the budget was, and larger budgets were more affected.
- Now it only adds budget for each AIP above 100, which is softer to begin with, and then it also only adds it based on 10% of the current running total, rather than on the entire running total.
- Finally, there was a portion that was added based on time (number of 10 minute increments).
- This was also too harsh. This is now based not on the running total of budget, but 1/10th of it, instead. Making this also a much gentler slope.
- None of these were new errors, but they were showing up now more because the reinforcement logic calling these budgets was so much more effective.
- Without these in place, AND with the above actually-charge-me-the-budget fix in place, now reinforcements happen at a rate we would expect.
- Thanks to ArnaudB and Crabby for the saves where we could verify it, and others also for reporting.
- First of all, for quite a long time, apparently the logic for partially-neutered planets has been horribly wrong.