AI War 2:The Era of Discovery
Revision as of 10:19, 1 August 2018 by X4000Chris (talk | contribs) (Created page with "== Known Issues == * The lobby interface is currently temporary, and undergoing a complete overhaul. * Beam-weapon style shot graphics don't yet display, and a couple of AOE...")
Known Issues
- The lobby interface is currently temporary, and undergoing a complete overhaul.
- Beam-weapon style shot graphics don't yet display, and a couple of AOE effects don't show quite correctly yet.
- Various bugs on mantis: https://bugtracker.arcengames.com/view_all_bug_page.php
- Balance needs a lot of attention, with your help.
- The tutorial is currently missing, as we need to redo it.
- Multiplayer is temporarily disabled while we focus on tightening up the single-player loop.
- Arks are still only partly back, which means that also Chief Advisers are not used for now.
- There are roughly 100ish ships/units that we still have not reimplemented from Pivot phases 3-5.
- There are a variety of ships/units that don't have proper graphics or reuse icons 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.
Version 0.759
(Not yet released -- we're still working on it!)
- Adjusted the balance for Mark V, VI, and VII ships/structures. They were progressively getting weaker compared to their lower tiers, which generally increased at a higher rate.
- Mark II is 2x as strong as Mark I, for instance, but Mark V was only 1.25x as strong as Mark IV. Now Mark V and up are each 1.5x as strong as the mark that came before them, which matches how much stronger IV is than III.
- We can of course change this with ease again in the future, but it seems like a good plan for now.
- Metal costs for ships go up by 1.5x per mark level, rather than following the strength/hull power trend line. This makes mark II ships a particular value compared to mark I ships, incidentally. The deal of power-to-metal-cost ratio gets progressively worse as you go up in mark levels, but always remains quite positive (aka it's always a good idea to upgrade, but you get more bang for your buck upgrading something low than something high, assuming all else is equal -- which it is not, heh).