AI War 2:Pre-And-Post Launch Polish
Contents
Known Issues
- Various bugs on mantis: https://bugtracker.arcengames.com/view_all_bug_page.php
- Multiplayer is disabled until post-1.0 while we focus on tightening up the single-player loop (more info here).
What's this phase all about?
The game is solid at this point and something we're really proud of and that players are having fun with. But inevitably, the more people we have playing it, the more things get brought to our attention to refine and make as smooth and fun as possible. This is basically a period we've set aside for doing that sort of thing, rather than focusing on any major new content drops or other major new features.
There may still be the odd major new thing, who knows -- sometimes the volunteers or modders wind up creating something and we're certainly not going to turn that down! But by the start of this phase the game was mature and really huge already, so focusing on polish seems like the way to best serve the largest group of people.
Version 0.900
(Not yet released -- we're still working on it!)
Balance Improvements
- Instead of spawning instantly, a Dyson Antagonizer now warps in over time, giving the player a chance to destroy it before the Sphere gets Antagonized.
- Requested by zeus almighty. You'd think he could have just struck it with a lightning bolt or seduced it in the form of a goose...
Tutorial Work
- Added a new "Tutorial 99", which is even in its description just a note to be sure and check out the "How to Play" section of the game and other resources.
- Since various people seem to miss those other resources but easily see the tutorials list, having this always be the last tutorial in the list no matter how many other tutorials we add seemed like a good idea.
- Also got rid of the "Example Tutorial" that was junking up the tutorials screen, since now there are plenty of much more involved examples that are also actually fully-functional tutorials.
Bugfixes
- Fix a bug where units sometimes were waiting out of range instead of closing to firing distance
- Reported by kmunoz and Telcontar on Steam
- Fix a bug where flagships could just wander away from where you told them to go
- Reported by kmunoz.
- Fixed a rare nullref exception that could happen in the wave notifications.
- Fixed a really rare nullref that could happen in Network.OnClient_SendClientBatchToServer.
- Thanks to Badger for reporting.
UI Improvements
- Standing order buttons now display their key shortcut on the button itself, provided it can be expressed in a single letter (so X and V are displayed, Delete isn't).
- Implemented by Asteroid
- Science bar now has icons for the various techs.
- Implemented by Asteroid
- Wave progress indicator on galaxy map links now animates smoothly instead of once every second. (No associated visual at the moment, Chris didn't find the proposed particle effect good enough.)
- Implemented by Asteroid
- For all mobile flagships and citadels (not lone flagships, though), there is a new "Flagship Movement Mode" in their fleet status window.
- Your flagships are usually precious enough that you don't want them to roam around in pursuit mode or attack-move mode. HOWEVER, you will often want to set them into those modes in order to make any ships they construct pop out in those modes.
- When this is set to"Stay Put Unless Direct Order", it acts as you might expect and causes the flagship to ignore things like Pursuit mode, but for ships it creates to be put in that mode (and obey it).
- When this is set to "Roam If Instructed" mode, the flagship will pursue when in pursuit mode, attack when in attack-move mode, and so on. This can be useful for Arks and Golems in some cases, or even for things like Combat Factories (on peaceful worlds).