Difference between pages "AI War:1.008 Release" and "AI War:1.004 Release"

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-Capturable ships do not come under player control until a command station is finished being built (previously they came under control as soon as it started being built, which is when planet control changes).
+
-Core Starships have now been added.  These terrifying ships are only available to the Harder AI Types, and only show up on core and home AI planets, but they are quite a force to be reckoned with.
  
-When a command station is finished being built, there is now a 50% chance that any local enemy guards might desert their posts.  This is in addition to the existing 50% chance when the enemy command station is lost.
+
-All missiles in the game are now immune to being insta-killed (by ion cannons or what have you).
  
-"Unknown Path" no longer flashes next to each planet on the galaxy map before the actual number of hops are calculated.
+
-The installer should no longer have false-positives of SlimDX detection on Vista machines (this only happened occasionally to begin with).
  
-The metal, crystal, and energy costs of parasites have been doubled.  This is to compensate for all the "free" ships that parasites capture.  For the similar reasons of balance the range of parasites has also been cut in half.  They are still deadly, but this takes the edge off of them so that they are not too overpowered.
+
-For versions of the game that are installed via our installer, the start menu folder for the game now includes entires for the System Requirements, Credits, Controls, and License documents.
  
-Queuing up any waypoint or attack commands no longer clears the wormhole travel path for shipsAny queued commands will be executed, and then the ships will go on their wormhole travel pathThis also had the side effect of finally fixing the movement bug reported by Quitch.
+
-PermaMines have been addedThese mines don't have cloaking, but also don't get destroyed when they damage enemy ships.  Higher-difficulty AIs have a better chance of having more minefields made of these.
  
-Two new hotkeys: F9 and F10.  They let players toggle off or on the "far zoom" icons.
+
-The background of the Pause All button is now green instead of teal.
  
-The selection radius for the Advanced Research Station was too smallFixed.
+
-A new "Ship Movement Style" button has been added next to the Pause All buttonIt allows for ship movement commands to cause all ships to move at the slower speed, or not.
  
-Previously, sometimes the Auto-placement of harvesters would fail in situations where the manual placement would succeed.  Fixed.
+
-Previously there was a minor graphical bug wherein the yellow "extra text" line on ship hover info could extend outside the background panel.  Fixed.
  
-It is now possible for ships to stay in attack-move mode or free-roaming-defender mode when moving between planets.  If there is an allied command station on the destination side, they will move there, otherwise they will move just inside the wormhole.  These new kinds of move commands work from the galaxy map or the main planetary view.  This also works with setting constructors in attack-move or FRD mode, and setting their gather point on another planet (produced ships will emerge in the target mode, and go to the destination planet while staying in that mode).
+
-The G key can now be held in order to put ships into group movement mode.
  
-The options to force software sound/music mixing have been removed, as they are not actually needed.
+
-Ships that are currently in group movement mode now show up with a teal border in far zoom, to make them easier to identify.
  
-The settings screen now has options for setting specific zoom and pan speeds.
+
-There is now a "Free Roaming Defender" mode that can be set on ships, which means that they will attack anything at the current planet, regardless of range.  Ships in this mode show up with a pink border in far zoom mode.  Hold down the V button while issuing a move order to put ships into this mode.
  
-There is a new "Extra Tooltip Font Size" option in the settings screen, which allows some of the font sizes in the game to be increased or decreased.  More may be done with this in the future.
+
-Pressing the L key now selects half of the currently selected ships.
  
-A new "Omit Numerals From Mark I Ship Icons" option has been added to the settings screen.
+
-Tachyon MicroFighters, Autocannon Minipods, and Parasites now have twice the attack power and health, but only half as many get created at once.
  
-There is a new "Show Intel Summary By Cursor" option in the settings screen.
+
-Infiltrators now have 4x the attack power and health, but only half as many get created at once.  The amount of engine damage dealt by infiltrators is also now markedly lower, making them less effective at dealing engine damage than spiders.
  
-The overzoom border is now displayed better on large/wide monitors, or those monitors with an unusual resolution.
+
-A huge improvement to processing large numbers of ships has been made.  This makes it possible to have 80,000 or more ships in a game with no lag—and really the number could get as high as 160,000 ships at the upper end, under optimal circumstances on a 2.4Ghz dual core machine.  Basically, the game no longer does any processing for ships that are immobile or guarding when the ships are on a planet where there are no enemies.
  
-There is now a "Show Details" option in the Save and Load menus, which lets players see the dates of each savegameThe Details view also has sortable columns, and the game remembers whether the user last used Details or normal view.
+
-Trial saved games were unable to be loadedFixed.
  
-The backslash key now selects the first idle ship from the current selection.
+
-The G key now just inverts the ship movement mode—before it always made it grouped mode, but now if it is already grouped mode it will make it work as lone mode.
  
-Fixed a very rare bug where blocked shots could cause enemy ships to become unshootable because of how their total damage was too high.
+
-The game no longer scales itself up by default on larger monitors, though there is an option to turn this on in the settings (it caused issues with display quality).
  
-The amount of collected knowledge at the current planet is now shown over top of all science labs (like Exhausted shows), and in the popup menu for quick-selection of science labs.  This makes science labs quicker and easier to check the status of.
+
-The Starfield images now scale up properly whether the rest of the game is being scaled or not.
 
 
-The filter for Mobile Military in the galaxy map was incorrectly calculating the values for Allies and Team.  Fixed.
 
 
 
-A bug with astro trains commonly just hanging out at their train stations should now be fixed.
 
 
 
-The hover-tips now work while waiting for players in a multiplayer game.
 
 
 
-Minor fixes to the tutorial text.
 
 
 
-When a tractor beam grabs a ship that is already fading out through a wormhole, the graphics no longer briefly glitch on the far side of the wormhole.
 
 
 
-Mark II engineers now have 10x the range for doing repairs, which makes them able to repair ships at the center of larger groups.
 
 
 
-The status messages regarding engineers (in the hover-text of the engineers quick button) are now more informative about what the engineers are up to).
 
 
 
-EtherJet Tractors will now approach their target until they have grappled it (if it can be grappled), rather than just until they are in firing distance.
 
 
 
-Stealth command posts no longer fire on enemy ships (since that would reveal them).
 
 
 
-A new ship, Wormhole Command Posts, has been added for the AI. This ship is completely invisible and cannot be revealed, like the Mark IV scout for the human players.  These command posts let the AI do reinforcements right at their wormholes, like a player would.  The command posts are destroyed only when the central command station for the planet is destroyed.  These are automatically inserted into older savegames.
 
 
 
-The AI will now send some of its reinforcements to wormhole command posts on planets at which it otherwise would not reinforce.  This should make sustained deep raids into enemy territory a lot more difficult.
 
 
 
-The AI will no longer use Scout Starships against the players.
 
 
 
-Scouts have been rebalanced in response to the AIs now protecting wormholes better.  Mark I and Mark II now have cloaking (so that all scouts now have cloaking), and they also thus no longer have any shields (no cloaking ships have shields).  The health of the armored scout has thus been quadrupled, and the health of the Mark III scout has been doubled.  Mark I and II scouts also no longer have any weapons (Mark III and IV already did not), so they will never accidentally decloak themselves in order to attack an enemy ship.
 
 
 
-The AI will now intentionally route its special forces ships to any core or home planets that are under attack.
 
 
 
-If the AI players have different tech levels, they will now both be shown in the AI Progress section, rather than just showing one of them.
 
 
 
-Since the new style of AI Progress was introduced, the AI players were getting new ship types at much too fast a rate.  Fixed.
 
 
 
-Items in the build queue that are delayed for being finished will no longer show negative time estimates.
 
 
 
-Cloaked ships (controlled by players or the AI) will no longer auto-attack targets unless they are in attack-move mode or free-roaming defender mode.  Instead they will only attack the targets that they are issued by the player.  This helps to preserve their cloaked state, and gives them a combat edge in many situations (such as raids into enemy territory).
 
 
 
-When initially loading a savegame, sometimes the AI tech levels would be slightly off until the player did something new to affect the overall AI progress.
 
 
 
-Engineers and Mine Layers would previously stop to perform other duties when given a wormhole command by players.  Fixed.
 
 
 
-When issuing an assist order to an engineer, or a "get in transport" command to any ships, if the free-roaming defender mode or attack-move mode buttons were held, the ships would not get into that mode.  Fixed.
 
 
 
-Previously, science labs would not display as exhausted until they were finished being constructed.  Fixed.
 
 
 
-The planetary summary now includes icons for the control groups the player has set.  The icon shows up as blue if any ships from that control group are at the current planet, or as white if not.  Hovering over the icon allows players to see exactly what and how many ships are in the control group, and how many of each are on the current planet vs elsewhere.  Left and right clicking this icon works just like the other buttons in the planetary summary, simply selecting or selecting and centering on all ships of the clicked control group (on the local planet only).
 
 
 
-Previously, if a selected mobile builder was killed, players could keep building turrets if they were already building them.  Fixed.
 
 
 
-In recent releases (1.007 and on), maps that are 80 planets or larger were creating far  too many data centers and advanced research stations on each map, making the game much easier than it otherwise would be.  Fixed.
 
 
 
-When a munitions booster's object goes out of range, dies, or switches planets, the munitions booster now reacts to this more quickly and removes the link.
 
 
 
-Ships that are unable to hurt shield bearers will no longer auto-attack them as targets.  This makes shield bearers less of a targeting distraction in battles.
 
 
 
-Previously, the AI would just stop dead and not know what to do if the only enemy ships on a planet were fully cloaked.  Now the AI will ignore them as if they were not even there, instead of waiting around for them to decloak.
 
 
 
-Since version 1.006, the Astro Trains were sometimes stopping permanently at train stations.  Now they might stop for a little while, but they will quickly resume travel like they used to before some of the waypoint shifts.
 
 
 
-When ships controlled by the human team are only partially-cloaked, they now no longer show the cloaking graphic under them.  This makes it clear when ships are at least visible enough to be shot, versus being fully cloaked and unshootable (before the difference between fully cloaked and partially cloaked for your own team's ships was imperceptible—now the difference between partially-cloaked and decloaked is imperceptible, but when it is a ship you control there is no gameplay difference between these two states, anyway).
 
 
 
-Engineers now only clear mines when there is nothing else for them to do inside their search range.
 
 
 
-A total count has been added to the new Control Group icon tooltips.
 
 
 
-Mines are now immune to blade-based ships (vampire and cutlass), which will prevent those ships from attacking mines (and dying) when the mines are visible.
 
 
 
-There was previously a desync that could be caused in multiplayer if one player was looking at a force field when new ships were added or the force field went down, and other players were not.  Fixed.
 
 
 
-Wormhole Command Posts are now positioned on the wormhole they are guarding, rather than to the side.
 
 
 
-Non-mobile enemy ships are no longer displaced by mobile force fields' movement.
 
 
 
-The metal/crystal cost of Mark II Science Labs has been much reduced, and their shields have been reduced from 2500 to 1500.
 
 
 
-The range of all the tachyon beam emitter variants have been increased.
 
 
 
-Both the counter-shooter range and the attack range is now shown during ship placement mode for ships that have both (like Fortresses).
 
 
 
-The position of the attack ranges during ship placement mode was drawn slightly off.  This was only notable for very large ships, like Fortresses.  Fixed.
 
 
 
-Until now, the AI was not properly limiting its reinforcements based on the tech level of each reinforcement.  Now it is, which means that the hugely vast numbers of ships on the final planets are somewhat less likely to occur, making things a bit more equivalent for players when they get there (given equal AI progress).  On the other hand, the AI will now build Mark V ships on the home and core planet command posts during reinforcements, whereas before it only build Mark IV ships there.  The overall balance shift should be a bit in favor of the human players, which is good given the other behavior changes in this release in favor of the AI.
 
 
 
-Previously, when a constructor had a cross-planet gather point, resetting the gather point to the current planet would not work.  Fixed.
 
 
 
-The AI alert level is now shown in the intel summary of enemy planets.  This shows if the AI is likely to reinforce or not at a given planet, based on how aware it is of your presence.  The border color of the enemy ship icons and planet icons on the galaxy map will also turn crimson when the AI is on alert and prepared to reinforce at a given planet.
 
 
 
-When players have a negative crystal or metal income rate, they are now still allowed to build more ships.  Previously, it stopped them from doing so.
 
 
 
-Previously, when players had a negative crystal or metal rate, it would show +- in the top of the hud, rather than just -.  Fixed.
 
 
 
-Mark I through III scouts now have a "cloaking booster" ability, which lets them work better in groups.  When scouts are traveling in groups, some of them will boost the cloaks of the others, which protects the boosted scouts from being revealed by tachyon beam emitters.  The scouts doing the boosting cannot themselves be boosted, which means that some of the scouts are likely to be picked off or at least damaged at every tachyon beam emitter that is passed.  Higher-level scouts can boost multiple ships at once, and also have a bigger boost range.
 
 
 
-The cost of the Missile Silo has been reduced from 100k metal and crystal to only 25k metal and crystal.  The missiles are still just as expensive, but having the silo be less expensive creates less of a barrier for players to at least try out missiles.
 
 
 
-The range of mobile repair stations is now 10x its prior value, for similar reasons as to the Mark II engineer.
 
 
 
-Scout Starships are now treated like other scouts and are not selected when the selection box includes military ships.
 
 
 
-EyeBots now have cloaking and the cloaking booster ability.
 
 
 
-The health of lightning missiles has been doubled, and they are now immune to missiles, blades, and can pass under force fields.  Armored missiles did not get a health bonus, but got all the other improvements.
 
 
 
-The MLRS Turret II technology no longer depends on the Missile Turret tech having been unlocked.
 
 
 
-When ships fully recloak, any incoming shots don't hit them.
 
 
 
FIXES FROM PAST PRERELEASES
 
----
 
 
 
Took out the following, since it was just overpowered and unexpected:  "-Ships guarding "core" AI planets will now come to the aid of a core AI command station that is under attack, attempting to prevent the AI player from going out of the game.  If they succeed in killing the ships on the AI home planet, they will then turn on the human players, so this can be extremely dangerous and even game-ending if not handled carefully.  This behavior is so potentially deadly that it will only be used by AIs of difficulty 7 or higher."
 
  
 +
-Added a new "No Enemy Waves" AI Modifier.
  
 
SPECIAL THANKS
 
SPECIAL THANKS
 
----
 
----
 +
Thanks to Maxim Kuschpel for his excellent suggestions that were used in this release.  The Group Move, Free-Roaming Defender mode, and new L key functionality were all his idea.
  
Thanks to Revenantus for suggesting the improvement to when capturable ships are captured, for reporting the issue with mobile builder death, for inspiring the "cloaking booster" feature.
+
Thanks also to Sorceresss for inspiring the "No Enemy WaveS" AI Modifier.
 
 
Thanks to darke for suggesting a rebalancing of parasites, for reporting the issue with the advanced research station selection radius, for reporting the issue with the auto-placement of harvesters, for reporting the AI's new difficulty with harvester attacks, for suggesting the update to Mark II Engineers, for suggesting the increases in tachyon range, for suggesting the improvement to mobile repair stations, for suggesting that scout starships not be selected with other mobile military ships, for suggesting the improvements to lightning missiles, for suggesting the change to the prerequisite for MLRS Turret II.
 
 
 
Thanks to yllamana for inspiring the improvements to how commands are queued before wormhole movement commands.
 
 
 
Thanks to Admiral for suggesting the F9 and F10 toggles, for suggesting the Omit Numerals option, for suggesting the new Show Intel Summary By Cursor option.
 
 
 
Thanks to Quitch for suggesting the zoom/pan speed sliders, for suggesting the Details view on Save/Load menus, for reporting the graphical issue with tractor beams and wormholes, for suggesting the engineers quick button text improvement, for suggesting full row select on the details view of save/load, for inspiring the Wormhole Command Posts, for inspiring the change to the AI progress display, for reporting the issue with the build queue estimated times going negative, for reporting the issue with the AI progress being a bit off at load, for reporting the issues with engineers and mine layers disobeying wormhole move orders, for reporting the issue with engineers and free-roam/attack-move modes when given assist orders, for reporting the issue with science labs not showing as exhausted until fully constructed, for suggesting the change to engineer mine remain cleaning, for suggesting the total count in the control group icon tooltips, for reporting the issue with vampires attacking visible mines, for reporting the issue with the attack ranges being off with fortresses, for reporting the issue with cross-planet gather points.
 
 
 
Thanks to keith.lamothe for suggesting the backslash functionality.
 
 
 
Thanks to vendolis for reporting the minor issues with the tutorial text.
 
 
 
Thanks to Admiral and darke for suggesting the tooltip size option.
 
 
 
  
 
[[AI War:AI War]]
 
[[AI War:AI War]]
 
[[Category:AI War Release Notes]]
 
[[Category:AI War Release Notes]]
 
[[Category:Release Notes]]
 
[[Category:Release Notes]]

Latest revision as of 11:52, 16 September 2017

-Core Starships have now been added. These terrifying ships are only available to the Harder AI Types, and only show up on core and home AI planets, but they are quite a force to be reckoned with.

-All missiles in the game are now immune to being insta-killed (by ion cannons or what have you).

-The installer should no longer have false-positives of SlimDX detection on Vista machines (this only happened occasionally to begin with).

-For versions of the game that are installed via our installer, the start menu folder for the game now includes entires for the System Requirements, Credits, Controls, and License documents.

-PermaMines have been added. These mines don't have cloaking, but also don't get destroyed when they damage enemy ships. Higher-difficulty AIs have a better chance of having more minefields made of these.

-The background of the Pause All button is now green instead of teal.

-A new "Ship Movement Style" button has been added next to the Pause All button. It allows for ship movement commands to cause all ships to move at the slower speed, or not.

-Previously there was a minor graphical bug wherein the yellow "extra text" line on ship hover info could extend outside the background panel. Fixed.

-The G key can now be held in order to put ships into group movement mode.

-Ships that are currently in group movement mode now show up with a teal border in far zoom, to make them easier to identify.

-There is now a "Free Roaming Defender" mode that can be set on ships, which means that they will attack anything at the current planet, regardless of range. Ships in this mode show up with a pink border in far zoom mode. Hold down the V button while issuing a move order to put ships into this mode.

-Pressing the L key now selects half of the currently selected ships.

-Tachyon MicroFighters, Autocannon Minipods, and Parasites now have twice the attack power and health, but only half as many get created at once.

-Infiltrators now have 4x the attack power and health, but only half as many get created at once. The amount of engine damage dealt by infiltrators is also now markedly lower, making them less effective at dealing engine damage than spiders.

-A huge improvement to processing large numbers of ships has been made. This makes it possible to have 80,000 or more ships in a game with no lag—and really the number could get as high as 160,000 ships at the upper end, under optimal circumstances on a 2.4Ghz dual core machine. Basically, the game no longer does any processing for ships that are immobile or guarding when the ships are on a planet where there are no enemies.

-Trial saved games were unable to be loaded. Fixed.

-The G key now just inverts the ship movement mode—before it always made it grouped mode, but now if it is already grouped mode it will make it work as lone mode.

-The game no longer scales itself up by default on larger monitors, though there is an option to turn this on in the settings (it caused issues with display quality).

-The Starfield images now scale up properly whether the rest of the game is being scaled or not.

-Added a new "No Enemy Waves" AI Modifier.

SPECIAL THANKS


Thanks to Maxim Kuschpel for his excellent suggestions that were used in this release. The Group Move, Free-Roaming Defender mode, and new L key functionality were all his idea.

Thanks also to Sorceresss for inspiring the "No Enemy WaveS" AI Modifier.

AI War:AI War