Difference between pages "AI War:3.000 Release" and "AI War:3.060 Release"

From Arcen Wiki
(Difference between pages)
Jump to navigation Jump to search
 
 
Line 1: Line 1:
NEW ART -All of the new art is by Philippe Chabot except where here noted.
 
----
 
-The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved.
 
-All of the ship graphics have been updated so that they look better around their edges when slightly zoomed out.
 
-The graphics for the colony ships and transports have been majorly updated, and those units are also now larger than before.
 
-The Advanced Factory and Space Dock have been updated and are now much larger and more visually impressive.  Space docks and advanced factories also now have more health.
 
-All of the command stations except for the AI home planet command station now have new, larger graphics and icons.  This includes the command station cores.  This makes them more attractive, but also easier to see and select when zoomed very far out (including locating them on enemy planets).
 
-Omega Drive, Resistance Fighter Bomber, Resistance Frigate, Marauder DaggerFrigate, Marauder Buzz Bomb are by Daniel Cook / Chris Park.
 
-New planets by I-KP:  IKP_RockyDarkMoon, IKP_VulcanDiamond, IKP_RockyIcy, IKP_ForestCracked, IKP_GasClouds, IKP_ExplodedState, IKP_Cloaked
 
-New colorized planetary summary panel graphics and new explosion graphics by Hans-Martin Portmann.
 
-New ship graphics by I-KP: Orbital Mass Driver (and related shot), Distribution Node, Gravity Drill Station, AI Co-Processor, replacement SuperFortress and SuperFortress
 
-Updated Fortress and SuperFortress graphics by I-KP.
 
 
 
NEW SOUND EFFECTS
 
----
 
-All of the new sounds are by Pablo Vega except where here noted.
 
ShotArtillery
 
ShotMassDriver, by I-KP
 
AlarmPost
 
ShotAcid
 
ShotImpulseReactive
 
New ShotBasicLaser
 
New ShotDoubleLaser, ShotDoubleLaser2
 
 
 
Various Notable New Features
 
----
 
-A new expansions tab has been added to the Settings window, with a way to enable/disable expansions, and/or unlock them for full rather than trial use.  All of the other logic relating to having expansions that are unlockable (but first in trial mode) has also been added.
 
 
-It is now possible to enable or disable expansions for a given savegame, and the high scores and galaxy map totals now include information about which expansions were enabled for their play.
 
 
-It is now possible to select which expansions will be used in a game during the lobby.  The game won't start unless all players have the selected expansions.  Additionally, players loading a savegame or joining a game-in-progress won't be able to load/join if they don't have the expansions in use by the existing game.  Existing savegames cannot be upgraded to the expansion or downgraded from having the expansion (since the expansion content has a large effect on the entire game).
 
 
-The map population logic for capturables and AI special weapons has been revamped.  This both fixes some bugs that tended to make maps more generic than they should have been, and paves the way for a large influx of new special weapon types, which will individually be more common in this expansion and the future.  The algorithm now supports randomizing the order in which they are added, and insuring that too many bad things or good things are not bunched on the same planet—issues that were never a problem before, but would have become a problem over time with the old algorithm.
 
 
-Previously, when ships had queued waypoints for movement, they would decelerate and re-accelerate at each waypoint.  Now they don't lose speed when turning.
 
 
-A new set of Core Fabricators has been added for both the base game and the expansion.  These are new capturables that are scattered around the galaxy map, a count of which can be seen in the Mission Summary in each campaign.  Generally there are 2 per human starting planet, same as advanced factories.  Each of these core fabricators, once captured, lets a human player build a single type of Core ship (which otherwise normally only the AI can build).        The ship caps for core ships are quite low (and can be seen in the planetary summary by hitting F1 a few times), and the core ships are also very expensive, but they also cost no knowledge to unlock and are quite powerful.
 
  Players can see what kind of core ship will be produced at a core fabricator before they capture it by hovering over it and looking at its hover text.
 
  In the base game, all 9 of the core ships from the base ship classes can be found as core fabricators.  In the expansion, those 9 plus an additional 11 core ships from the expansion can be found.  Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.
 
 
-A new set of Experimental Starship Fabricators has been added for both the base game and the expansion.  These are new capturables that are scattered around the galaxy map, a count of which can be seen in the Mission Summary in each campaign.  Generally there are 1 per human starting planet.  Each of these experimental starship fabricators, once captured, lets a human player build a single type of Experimental Starship (which otherwise normally are not built at all, or the AI only builds, depending). These experimental starships are fairly expensive, but cost no knowledge to unlock and are quite powerful.
 
  Players can see what kind of experimental starship will be produced at a experimental starship fabricator before they capture it by hovering over it and looking at its hover text.
 
  In the base game, currently the only experimental starship is the Bomber Starship Mark I.  In the expansion, a new Beam Starship and Warbird Starship can also be found.  Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.
 
 
-A new updater has been put in place for the game.  This new updater does not use MSI patches, and so does not require that the game have been installed via our MSI installer—this lets the updater work with the game regardless of what source it was pulled from (Impulse, Steam, anything).
 
  The updater is no longer simply for official updates—it now lets users check for official updates, beta updates, and updates to content for any expansions to the game (right now just The Zenith Remnant).
 
  The updater automatically checks for updates in the background when the application is started, so players always know when there is something new (this can be turned off in the settings interface).  Players can also manually check for updates to download via the updater, or they can manually load an update into the updater from their file system (useful for computers without a direct connection to the Internet).
 
 
 
 
Co-Op Improvements
 
Co-Op Improvements
 
----
 
----
-Previously, when a desync was encountered it would alert the host with a beeping noise and a bunch of text, but would let the game continue.  Now it halts the game immediately, instead.
 
 
-Major new co-op mechanic:  In a multiplayer game, when a human player loses his/her home command station(s), they now will get a new "Orbital Command Station Home Core." which produces more energy and resources than the original orbital command station.  These ships are also mobile and can move between planets, and don't have any bearing on capturing planets unlike regular full command stations.
 
  There are three different levels of orbital command station home core, and each produces more resources and has more health.  The higher-level cores are granted when the AI tech level is higher (the core that is granted is equal to the highest current tech level of the AIs). 
 
  If the core of a player is lost, there is an AI Progress hit that is also larger than the hit from losing the original home command station, but a replacement core is immediately granted.  Cores are always created on the safest allied home planet possible.
 
 
-Major new co-op mechanic:  When a new player is added to an existing co-op game, they will be given an orbital command station home core" right from the start, since they do not have a home planet command station.  This gives late-added players a significant resource income right from the start, and makes them no longer completely dependent on gifts of ships from allied players.  This gets newly-added players up and running more quickly, and also avoids having the game slow down too much for the short time right after their addition.
 
 
-Players are no longer able to gift home command stations between each other.  With the addition of home command station cores, this is no longer neccessary, and it also prevents an exploit.-Players are no longer able to gift home command stations between each other.  With the addition of home command station cores, this is no longer neccessary, and it also prevents an exploit.
 
 
-Previously, if engineers from Player A assisted in the construction of a unit belonging to Player B, then this would add to Player B's cost and not cost Player A anything.  This was highly unintuitive, and has now been switched so that the controller of the engineers now always pays the cost.  Additionally, the expense associated with the engineer is now reported as part of the engineer itself rather than as part of the constructor/building-unit in the Expenses By Player tab (even when both units are controlled by the same player.  The same applies to ships that are being built through queues.
 
 
-It is now possible to gift ships to disabled players.
 
 
-A new "Networking Help" section has been added to the Game tab of the settings window to aid new users in setting up multiplayer games of AI War.  Covers port forwarding, finding a public IP, and so on.
 
 
  
 +
-Cross Planet Attacks now scale less severely with number of human players (multiplier is 1 + 0.33 for each additional player now instead of just the number of players).
  
 
AI Updates
 
AI Updates
 
----
 
----
-New AI Type:  Random Harder Non-Technologist.  A random AI type that includes only the higher-difficulty types, but none of the "technologist" types.
 
  
-New AI Type:  Random All Non-Technologist.  A random AI type that includes all types except the technologist types.
+
-Anti-starship arachnids were spawning in response to minor human player starship presence, now the chance of the spawns is proportional to the intensity of the starship presence.
  
-New AI Modifier:  Reveal Random AI Types. When a random AI type is chosen, the name of the randomly-selected will be visible to players (normally it would be obscured).
+
-Added support for removing individual AI types from consideration for random selection by placing disabledaitypes.txt file in your exe's directory (just like altplanetnames.txt) with a line for each AIType code to disable.
  
-Previously, the threshold for player ships to trigger an Alert on AI planets was 50 units.  Starships and Golems were not weighted any more highly in the past, but now Starships will count for 25, and the Golems and other "major weapons" (the heavy defense category in general) will trigger the alert all by themselves.
+
-AI Progress Floor calculations now extended to 300 Floor at 1450+ total progress (previously only went up to 100 floor at 450+ progress.
 
 
-The internal logic for AI reinforcements has seen a number of internal shifts to make them more intelligent in caes of over-full planets in particular.
 
 
 
-The internal logic for how AI players handle having many starships, and how they handle starships being disabled, is now much improved.
 
 
 
-On difficulty 7 and up, the AI is now smarter about taking out key targets when it is outnumbered; now sometimes managing suicide runs instead of always falling back in this situation.
 
 
 
-The logic for cross-planet attacks has been majorly updated so that it is more consistent between single-player and multiplayer.  Also, all AI types now do cross-planet attacks, whereas previously the turtle types would not—since CPAs are from more than one AI type at a time, this only makes sense.  Lastly, cross-planet attacks are more than three times less frequent than before.
 
 
 
-The AI is no longer able to issue movement or attack orders to its ships if they are stuck in tractor beams.  This lets low-level autotargeting make better short-term decisions.
 
 
 
-Starships and golems and will now patrol around at random if they are AI-controlled and without any targets to attack.  This makes them less predictable, and keeps them from "clumping" and thus becoming easy targets for area damage attacks.
 
  
 +
-AI floor calculation is now more granular, increasing floor by 1 per 5 total progress instead of 10 per 50 progress.
  
 +
-Fixed a longstanding bug with cross-planet attacks (CPAs).  Basically, a CPA is always uses ships that are the same level as the current tech level of the AI, but it won't use ships from any planets that have significant player presence on them.  And if there were too few ships—well, too bad, the CPA would just be undersized.  Now the game will go back for subsequent passes at higher tech levels to fill out the full roster of the CPA.  So if you've been playing a particularly long game and all the planets have been upgraded to Mark IV simply because of densityof the ships (this would be 30+ hours of gametime, usually), then you're in for much more wicked CPAs than before, even if your AIP is low.
  
 
Performance Improvements
 
Performance Improvements
 
----
 
----
-There is now a new unified command queue for attack, move, go-through-wormhole, get-in-transport, and assist/repair commands.  Previously, there were separate queues for attack, move, and go-through-wormhole commands, but they could not be comingled with one another or with the queue-less commands.  Now they can all be comingled as needed, so that a player can (for instance) queue up a series of attacks and then also the escape, without having to micromanage the entire process as it goes to pull something like that off.
 
  
-Added some minor performance improvements to the target chasing logic and targeting in general, and to speed calculations.
+
-When there are more than 100 "fuzzy lines" being drawn on the screen (as with tractor beams, etc), the game now switches to a lower-fidelity mode for those lines until fewer of them are being drawn.  This helps performance quite a lot during large battles that include many tractor beams.
  
-The MTU of the application networking is now 1400 instead of 1459, which should provide better network performance across some internet connections, and no change to those that were already fine.
+
-Previously, there was a bug with the basic tutorials stuttering.  Fixed.
  
-Several optimizations have been made to RAM usage when saving huge games.
+
-New music streaming code should do a better job under high latency conditions on some audio drivers.
  
-The internal logic for ship targeting and a number of other subsystems relating to combat and ship automatic interactions have been heavily revamped, leading to both better performance and better functionality/maintainability/extensibility.
+
-The rendering of many attack ranges has now become a bit more efficient.
  
-A new performance improvement has been introduced for when players are attacking enemy planets with lots of guarding ships.
+
-Added interface option "Icon Grouping Distance" which, if enabled (as it now is by default), groups far-zoom icons together to save rendering time.  At the default setting, this makes render performance approximately doubled when zoomed out on a planet with a few thousand ships or more on it.
  
-All remaining usages of LINQ have been replaced with raw list sorts instead, which are faster.
+
-GameCommand and AICommand objects now pooled for some performance boost.
  
-Game performance is no longer severely affected when localization files are missing.
+
-Several performance improvements have been made to how very large battles (more than a few thousand ships at a time) work.  In general, this about triples performance when there are more than 2000 ships on each of two opposing sides on a planet.  On smaller battles the effect is somewhat less striking, but still really significant.
  
-Some internal performance improvements have been made to the simulation logic in a variety of areas.
+
-The game no longer checks for jpg versions of missing pngs, which makes it load faster.
  
-A new method is now being used for line/circle intersection tests.  This method is a bit more of an approximation, but it runs very much faster and also isn't prone to overflow errors.  This fixes errors that had previously been in place with beam weapons (making them hit many targets they should not have been hitting), as well as making the galaxy maps generate more quickly.
+
-All of the various error files are now cleared at the start of every run of the program, preventing those files from getting too huge and causing game slowdowns because of missing images or whatever other cosmetic issues.
  
-Improved the timeliness of scout data being returned on planets after loading a savegame and waiting for multiple players (sometimes it was fine before, but sometimes not).
+
-Ships that are placed into cold storage are no longer removed and re-added to their planet's secondary rollups (they are just kept in those rollups the entire time).  This removes the lag at the start of games from ships going into cold storage, as well as about all of the lag when ships are coming into and out of planets that are in cold storage.  This makes transports that are traveling through many large planets that are in cold storage no longer cause the game to repeatedly hitch for about 2 seconds every time they enter or leave the planets of that sort, while still keeping practically all the benefits of cold storage itself.
  
-Several efficiency improvements have been made with regard to ship aggregations on the main simulation thread.
+
-More targeting performance improvements have been made, and the FRD logic for ships has also been improved.
  
-A new "cold storage" backend ship code technique is now implemented, leading to massive performance gains with high ship countsIn benchmarks with a 202k unit game the performance boost was 500%, while in a benchmark with a 104k unit game the performance boost was right at 1000%The performance increase will vary by the scenario, and scenarios with very few ships will see no gain at all, but in general maps with more than even just 20k units should see some gain, both in simulation speed and (at times) in targeting performance.  This performance boost does not really help in large battles, except insofar as it leaves the CPU freer to process said large battles—but battle performance itself is not directly improved by these changes.  In games with very many ships, the performance will be the same as it was previously for approximately 1 second per 4k ships in the game—then it will jump greatly upwards.  The special forces captain AI Type, it should be noted, sees particularly little gain from this n
+
-Previously, free-roaming defender mode (which all minor factions use) could really slow down battles because of the extra compuation involvedShips now weight frd computation as a higher issue, thus causing them to appropriately slow their target acquisition based on that to thus avoid such slowdownThis makes it far more feasible (if still inadvisable) to use frd mode on enemy planets, and also makes it so that minor factions don't slow down the game as they could before.
ew technique.
 
  
-Ships that are in cold storage were previously not being drawn at all when the players were looking at them with hidden scouts or with complete visibility turned onNow these ships are shown with a black border.
+
-Ships are now put into cold storage as part of the sync process, which takes extra time but prevents lag at the start of the game (aside from the lag of transferring data to the AI thread)Additionally, it now shows a status counter as part of the "Linking FG Objects" part of the sync, to make it clear what progress is being made during that period.
  
-Error handling for corrupt game images is now better.  It now says specifically which image is corrupt, and doesn't crash the game.
+
-Putting AI Ships into cold storage, and loading savegames with large numbers of AI ships in general, is now faster.
  
-Previously, the "protection ranges" were being drawn for all ships whenever the player was in build mode.  This could cause some performance problems, however—now the game will only draw those ranges if the player holds Z, whether in build mode or not.
+
-Fixed a slowdown when playing against tag teamer AI types in particular when its ships were on player planets, but also when attacking command stations of AI players in general.
  
 +
-Added system for aggregate targeting, if a ship is near enough to a ship of the same type that is owned by the same player and has already computed its target list, it just uses that list instead of computing its own.  Currently this is used mainly to speed up the rate at which large groups of ships get their target lists (particularly noticeable on loading a game), but we could shift this to a cpu savings if it seems necessary.
  
 
Interface / Other Graphical Improvements
 
Interface / Other Graphical Improvements
 
----
 
----
-The splash screen now shows status messages for the progress of loading the game.  This also prevents windows 7 and vista from thinking the program is nonresponsive on startup.
 
 
-An icon is now shown for wormholes at far zoom, making them far easier to click (previously players had to zoom all the way in to effectively click them).  Holding the Ctrl key now pops the far zoom icon to the front, as well as the text.
 
 
-Human home planet command stations now have "Home" written on their icon, making them easier to identify at a glance compared to other kinds of command stations.
 
 
-Holding shift while clicking a ship to sub-select in the "Selected ship types" popup listbox now sub-selects the entire ship class (e.g., all fighters), rather than just the individual ship type clicked (e.g., fighters mark II).
 
 
-Munitions boosting lines are now drawn much more faintly.
 
 
-Enemy ships that are cloaked were previously invisible on the planetary summary sidebar.  Now they show up as a generic cloaking bubble, with a count of how many are present, though with no details on what types of cloaked ships there are.  This is similar to what players are able to see through the galaxy map intel summary.
 
 
-The Counter-Shooter ranges now get drawn below everything else, including resources and wormholes, to aid visibility.
 
 
-The resource display has been adjusted a bit with how the unused metal/crystal harvester spots and the exhausted science labs show.  These should now be easier to see at a glance.
 
 
-Planets that are cloaked via a planetary cloaking device now have a special cloaked graphic for the planet itself.
 
 
-There are now two different destroyed planet graphics that are used for various destroyed planets.
 
 
-Three new general-use planet graphics have been added to the game.
 
 
-A wide variety of new player colors have been added.  Some of them are a bit too close together to be comfortably used in the same game as one another (depending on player monitor settings and vision in general), but having more options will allow players to get a setup more like they want, color-wise, in general.
 
 
-The version number of the game is now shown on the splash screen as the game is loading; this should make it more obvious to players what version they are running when questions come up.
 
 
-The planetary summary has once again been updated, to an even-more-readable colorized layout that makes finding ships easier than ever.
 
 
-Perma-cloaked enemy ships now show up as "Perma-Cloaked" on the galaxy map intel summaries.  The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (perma-cloaked ships don't really function like other cloaked ships, and so don't count for purposes of that feature).
 
 
-The insta-kill message no longer appears until ships are actually being hit and killed, rather than appearing when they are being fired upon.
 
 
-Hovering over the AI Progress meter in the resource bar at the top of the screen now shows a breakdown of Total AI Progress, AI Progress Reduction, AI Progress Floor, and finally the Effective AI Progress (which is all that is normally shown).  (For those who are interested, Effective = Total -  Reduction, unless Total - Reduction < Floor, in which case Effective = Floor.  Floor increases as Total goes up.)  This should hopefully make AI Progress value calculations more clear for advanced players.
 
  
-Since there are so many secondary mission objectives now (often 10 or more instead of the previous 4), they are now grouped into several categories: Technology, AI Progress, and Economic.
+
-The game now plays the buzz sound effect when a ship cannot be scrapped.
  
-There is a new category under command stations and mobile builders: CTRL. In this category, various "control nodes" can be built.  These are basically very cheap control options that are perma-cloaked and which can be built by players in order to change how the current campaign works.  In many respects, these are simply like per-player lobby options, except that they can be set at any time during the game's play.  These are distinct from the overall settings options in that they are per-player, and a per-campaign.  Most settings will continue to be accessed via the lobby or the settings screens, but certain gameplay-centric options that need to be per-player per-campaign will be available via the new CTRL category at the command stations.  These options will typically center around ship behavior.
+
-The modeless message boxes are now larger, to make sure all text is always able to fit with the larger font that is now present.
  
-New Control Node: Allow Team Control Of Ships. Allows all teammates to share control of your ships on any planet. This is useful when players wish to share control of their empires with allies, but doesn't require that all players in a multiplayer game share control of their empires at oncePlayer A can share control of their empire, while Players B and C keep control of their own ships to themselves, for example.
+
-In addition to drawing ship-to-ship lines, munitions boosting is now indicated by ships having a pink hue to them when you are zoomed far in on them, and shield boosting is now indicated by ships having a light green hue to them when you are zoomed far in.  There is now an option to turn off the munitions/shield lines in the settings window, since in extreme cases that could adversely affect performance.
  
-New Control Node: Auto-Build Engineers Mark II.  Each command station you control will automatically maintain one Mark II Engineer at each planet you control.  Building  multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.
+
-Alt-clicking ships in the planetary summary now deselects them.
  
-New Control Node: Auto-Build Engineers Mark III.  Each command station you control will automatically maintain one Mark III Engineer at each planet you controlBuilding  multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.
+
-New interface feature: shift-left-clicking an item from the popup lists from the tabs at the bottom of the screen will now attempt to toggle it's paused stateThis works for all of the ships that actually pauseable (i.e. not command stations or colony ships) but should work for the others just fine (including the low-power-mode tab for taking items off that list).
  
-New Control Node: Auto-FRD Engineers.  Automatically places all of your engineers (including secondary engineers such as remains rebuilders) into Free-Roaming Defender mode if they are on planets you control.
+
-Added J+right-click combination for new "formation-move" order that maintains each ship in the selection's relative offset from their weighted center.
  
-New Control Node: Auto-FRD Mobile Military.  Automatically places all of your mobile military ships into Free-Roaming Defender mode if they are on planets you control.
+
-Added "Sticky Formations" control node that makes move orders honor formation offsets if they exist.
  
-New Control Node: Auto-Build Remains Rebuilders.  Each command station you control will automatically maintain one Remains Rebuilder at each planet you control.  Building multiple of this control node causes multiple rebuilders to be maintained at each planet. Replacement rebuilders will only be built if there are fewer than 100 mobile enemy ships on the planet.
+
-Stop order (End key) now clears formation offsets (J+right-click does not clear formation offsets if they're already set).
  
-New Control Node: Engineers To Not Auto-Assist Queues.  Prevents your engineers from automatically assisting build queues (keeping them on repair duty only, unless they are given explicit orders to accelerate a queue).
+
-Added ;+right-click as basic "arc move" function: select ships, ;+right-click-and-hold the center of the desired circle, continue holding ; and right-mouse-button while moving the cursor to a point the desired radius away (it will show a line), then release to give the selected ships the order to position themselves in the designated circle.
  
-New Control Node: Engineers To Not Auto-Assist Allies.  Prevents your engineers from automatically assisting any allied ships (though you can still manually assign them to assist specific allied ships).
+
-Added "No Friendly Evade" control node that prevents scout evasion behavior when exiting a wormhole onto a friendly planet.
  
-The intel summaries on the galaxy map now include labels for all of their icons to make it easier to tell what planets might deserve more investigation without having to use the help palettes in the planetary summary.
+
-Added "Stay with MRS" control node that makes ships repaired by your multi-repair ships stay with the MRS unit rather than returning to their previous location.
  
-The list of scouts in the scouts button now only includes the specific scout ships (Scout I-IV) and the Scout Starship.  Other units that provide scout intel, such as eyebots or command stations, are not included in this list.
+
-Added basic middle-mouse-click-and-drag panning.
  
-Instead of showing a percent full, transports now show how many ships are inside them out of how many they can hold in total.
+
-Added shift+middle-mouse-click-and-move to simulate the moving the cursor to the current point on the minimap, clicking left-mouse, and moving around.
  
-The Auto AI Progress and AI Modifiers settings have moved from the Game Options tab of the lobby to a new AI Options tab in the lobby.
+
-The "I" (incoming waves) overlay for the galaxy map now shows a timer on each planet with an incoming wave. representing time-to-arrival for the earliest wave that will hit that planet.
  
-A new "Minor Factions To Include" setting has been added to the AI Options tab of the lobby, allowing players to select one or more minor factions to use.
+
-Added "Don't Overwrite Previous Autosaves" checkbox to Settings -> Game menu.  With this option checked, autosave file names will use the format Autosave_YYYY_MM_DD_hh_mm_ss.sav and thus will not overwrite each other (unless you somehow trigger multiple autosaves in the same second).
  
-Larger selection circles are now drawn for oversized ships such as fortresses and golems.
+
-Galaxy View Find Mode now displays the number of matching ships currently in transports in parentheses next to the normal counts.
  
-The new colors on the planetary summary were making it easier to see categories of ships, but harder to see ship shapes themselves, and particularly hard to see local versus ally versus enemy colors.  The old type of color scheme has been returned to for the default, but now when the planetary summary is moused-over, it switches to the new color scheme to provide the best of both worlds: easy category visibility as well as easy icon/team visibility, depending on the context.
+
-Added new control node that "Makes engineers prefer to assist non-mobile-military ships so they don't get bogged down repairing your fleets."
  
-Previously, only AI ships were showing up in the icon row on the intel summary.  This has now been changed so that it also displays ships belonging to minor factions and human players.  This makes it far easier for players to inventory their own planets as well as inventorying enemy planets.
+
-Solving one of the more annoying pockets of micromanagement of the game, manufactories now auto-optimize their on/off states to keep resources flows as positive as possible (assuming there is enough free energy to turn them on).
  
-The gridviews used on the high scores, achievemetns, and in-game stats windows have been completely recoded from scratch to replace the stock Microsoft versions that were being used before.  This fixes a number of bugs with the old ones.  The new gridviews also use color to make the data more readable.
+
-A new control node has been added to disable the new auto-management of manufactories, so that players can continue to manually manage them as before
  
-Advanced Factories and starship constructors now use different icons from space docks.
+
-Added in-game screenshot key (F12), images are saved as .png files to the Screenshots directory under the local application data directory (so it's a sibling directory to the Saves directory).
  
-The savegame and loadgame windows have once again been made wider.
+
-When hovering the selection box over ships, the game now only shows military units in the main count, and shows non-military units parenthetically after that.
  
-It is now possible to simultaneously select multiple savegames at once in the save and load windows for purposes of deleting multiple saves simultaneously.
+
-Previously, ships that were being transported would show up in the count of the quick buttons at the bottom of the screen, but not directly in the list itself.  Now they show up as normal in the quick button lists of ships, with a flag of "Transported" behind them.
  
-The colors for wormhole text now show properly for allied and local-controlled planets.
+
-Added "Sniper Focus Fire" control node that makes units with infinite range (sniper turrets, snipers, etc) use an alternate autotargetting behavior to focus on maximizing rapid enemy casualties.
 
 
-The names of planets in the galaxy map are now color-coded in the same manner that wormhole text is colorized for planets.
 
 
 
-A checkbox has been added to the updates window that allows for updates to optionally be applied without invoking admin rights.  This only works on pre-Vista machines, or when the game is installed somewhere other than Program Files.
 
 
 
-There is now a Close button on the game sync window to let players cancel out of syncs that have failed due to network conditions or host cancelation or similar.
 
 
 
-A new "Use Simple Render For Far Zoom Icons (Slower, But Prevents Invisible Icons On Some Graphics Card Drivers)" option has been added to Settings, Graphics.  A very few graphics card driver / directx combinations have trouble with the way that icons are normally written in memory before they are drawn, which in those instances leads to invisible icons.  This new option lets players bypass the invisible icons issue (which can also usually be solved with a graphics card driver update), but at some performance penalty (the in-memory writing is present specifically to be a speed improvement).
 
 
 
-The minimap is now more accurate.
 
  
 +
-Added "Non-Sniper Focus Fire" control node that makes non-sniper units use an alternate autotargetting behavior to focus on maximizing rapid enemy casualties.  This behavior was developed for sniper units, so use with caution.
  
 
New Ships
 
New Ships
 
----
 
----
-A new ship has been added to the defensive tab: Rally Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ships will pick one of them at random.
 
 
-New ship: Cleanup Drone.  Removes exploded enemy mines and turrets, to prevent them from being rebuilt
 
by enemy mine/turret layers.  Previously this was accomplished with engineers (once those engineers had finished with anything else that they considered a higher priority, which caused some challenges), or via manual targeted.  Now, having a specialized unit dedicated to cleanup makes it much simpler to clear exploded enemy mines without any micromanagement.
 
 
-New Minor Faction: Human Marauders. Hostile human vagabonds who live in deep space and will occasionally raid human or AI planets via traditional propulsion methods.  Unlike pretty much any hostile threat, these don't always come through wormholes, in other words.
 
 
-New Minor Faction: Human Resistance Fighters. Pockets of human allies still live in deep space around AI planets; when they see you attacking the AI, sometimes they will reveal themselves and join you.
 
  
-New Minor Faction Ship: Marauder Buzz Bomb.  Hostile human vagabonds who live in deep space will occasionally send these automated bombs at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. The buzz bomb explodes on contact with its target, dealing area damage. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.
+
-Four new space tugs have been added: One for picking up starships with less than 100% health remaining, and three for picking up ships with varying degrees of engine damage (they ignore ships without engine damage).
  
-New Minor Faction Ship: Marauder Dagger Frigate.  Hostile human vagabonds who live in deep space will occasionally send these extremely long-range frigates at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.
+
-New Riot Starship MkI added to the starship constructor (requires tech to unlock)This is a customizable modular ship, which is also a new feature in general.
 
 
-New Minor Faction Ship: Resistance Fighter/Bomber.  Pockets of human allies who still live in deep space around AI planets will occasionally send these versatile fighter/bomber hybrids to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.
 
 
 
-New Minor Faction Ship: Resistance FrigatePockets of human allies who still live in deep space around AI planets will occasionally send these very long-range frigates to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.
 
 
 
-New Minor Faction: Human Colony Rebellions. Most human settlements have been destroyed or completely subdued, but every five or so hours one will rise against the machines.  However, these civilians are always outmatched despite their enthusiasm.  If you do not help them take back their planet, they will die and the AI Progress will go up.  Save them, and their unique ship production facilities are yours to use. Only works with galaxy maps with 30+ planets.
 
 
 
-New Minor Faction Ship: Rebelling Human Colony.  A formerly captive city filled with living humans.  AI progress will skyrocket by 100 if this is destroyed. These civilians have decided to rebel, and have erected a temporary invisibility cloak while they call for aid. When the cloak dissipates, they'll be vulnerable to attacks from the AI, and surely won't last long. When the rebels have supply, your entire team can use their facilities to build rebel ships. While you hold the planet on which they are located, their invisibility cloak will remain at full power.
 
  
 +
-Added Riot Control Starship MkII and MkIII and associated modules.
  
 
Ship Logic Updates
 
Ship Logic Updates
 
----
 
----
-Colony Ships now have mine avoidance, are immune to sniper shots, and are immune to tractor beams.  This should make colonizing certain planets more feasible, since Mobile Builders now require supply and so can't always be used to build a colony ship on site.
 
  
-The following ships can now be transported by transports, in addition to all of the general mobile military ships: engineers i-iii, mine layers, mobile builders, space tugs (all kinds), colony ships, science labs i and ii, decloakers, and tachyon drones.
+
-Previously, permamines were autotargeted by player ships to great disaster. Now, any ships with >= 2 billion health are automatically direct-only targets.
  
-All of the tachyon beam emitters, including the tachyon drone and the decloaker, now have mine avoidance to make them a bit more useful and require less micro.
+
-Instead of patrolling at random, patrolling ships will now patrol between the guard posts on a planet if there are at least two such guard posts.  If there are not, then they will patrol at random.
  
-Harvester Exo-Shields can no longer be paused, as previously this encouraged too much micromanagement.
+
-Previously, ships with shorter range could not attack force fields that had a radius greater than their range unless they were targeting some ship under the force field.  Fixed so that now there is always at least a 5% chance that they will be able to hit such ships.
  
-Attrition emitters are now capturable.
+
-Previously, Zenith Trade Ships would immediately exit dead-end worlds.  Now they will first travel to the command station and back on the world before leaving.
  
-Ships that damage engines should now do a better job of preferring to target ships whose engines can actually be damaged.
+
-Remains Rebuilders now have a delay before they will start rebuilding.  For players, that delay is a simple 3 seconds, but for the AI that delay is 2 minutes.  This makes the burden of cleanup drones significantly less onerous.
  
-Ships are now more intelligent about how they will try to autotarget enemy ships that are paralyzed (and thus which temporarily can't shoot back).
+
-All non-melee ships in the game now have an extra 2,000 range.  This solves many of the targeting issues for fighters in attack-move stance, etc, and provides for a better large-battle experience in general.
  
-Ships now prefer to autotarget enemy ships that do not reflect attacks (that are not mirrors).
+
-Cleanup Drones are now able to dismantle enemy mines (including permamines) on allied planets.
  
-Ships now do a bit better autotargeting in general if they are chosing secondary targets.
+
-Units that are hit by translocation shots are no longer translocated if they are already held by a tractor beam.
  
-The free-roaming defender logic is now much improved for all ships, as is autotargeting in general.  The targeting intelligence of multi-shot ships is also particularly improved.
+
-There is now an absolute maximum ship cap of 1500 for any specific ship type (so 1500 Viral Shredder MkIs, 1500 MkIIs, etc).
  
-Tractor Beams now have their own separate targeting cycle from weapon attacks and other similar, making them much more effective at quickly catching incoming ships.
+
-Since ships immune to their own damage types are now effectively immune to reflected shots, their autotargetting will now not be prejudiced towards saving mirrors for last (same with ships otherwise immune to reflected shots).
  
-When ships go through a wormhole into a planet, if they don't have other orders they tend to just sit at the wormhole and wait for more orders, fighting with whatever is there.  That is great for most ships, but disastrous for scouts.  Scouts in that situation will now flee to the outer border of the planetary area, where they are almost sure to be out of range of tachyon beams and thus can wait for further player orders in relative safety.
+
-Large ships (radius >= 256) are now immune to translocation.
  
-It is now possible to put a single ship in multiple control groups.
+
-The calculation of "which forcefield is protecting me" for each ship is now much more likely to pick the "outer" forcefield of a set of forcefields where one completely encapsulates another.  This makes incoming fire less likely to visually "penetrate" the outer field to damage the inner.  Will not do much better in cases where the forcefields overlap but one is not contained within the other.
  
-The following ships now drop remains on their destruction in the same manner that mines always have: advanced warp sensors, tachyon beam emitters and stealth tachyon beam emitters, and all turretsConsequently, all of these ship types are also now immune to reclamation.
+
-Previously if AI ship was regenerated (e.g. by a regenerator train) it was being regen'd free-to-hunt-human-players even if killed by a minor faction ship (e.g. a Devourer) in the complete absence of human player shipsFixed so that there needs to be at least one human player ship on the planet for the freeing to take place.
  
-Improvements have been made to the targeting behavior of groups of melee ships.
+
-Previously if an AI ship was chasing a minor faction ship and moved beyond a certain distance from its guard poing, it would be freed to hunt the human players.  Fixed to not be thus freed unless there is at least one human player ship on the planet.
  
-Ships such as rebuilders and engineers would previously go all the way to their free-roaming point when given a free-roaming move order before they would do any target seeking.  Now they will properly start target seeking immediately, as with all other ships, and only go to their destination if their destination is not accessible.
+
-When a ship module is destroyed the parent ship automatically queues a replacement (assuming a conflicting order hasn't already been queued).
  
-If rebuilders cannot rebuild a ship from remains due to that ship already being at cap, the remains will instead be scrapped and a chat message will be sent to the player controlling the remains that were removed.
+
-Modified the "don't chase teleporting units" code to prevent a problem causing human player ships in FRD mode to do nothing because they were constantly picking a teleporting target and dropping it again.
  
-Ships that are rebuilt from remains now start out with 50% health when they are starting to be rebuilt.  This both makes them half as expensive as they were to build the first time, as well as making them take half as long to rebuild.  This makes it much cheaper to maintain well-designed defenses.
+
-Modified evade-at-wormhole-end logic so that ONLY the following ships use this behavior: Scout I-IV, Scout Starship.
  
-Fortresses now provide scout data on the planet they are on if that planet changes control from the player with the fortress.
+
-Cloaking boosters now boost ships not in low-power-mode before ships in low-power-mode.
  
-Transports now use the scout-style logic at their last wormhole and move away from the wormhole to avoid taking so much direct fire.
+
-New rule in hit chance calculation: if the defender is held in a tractor beam and the defender is within the attacker's normal range, the attacker's minimum hit chance is 5%.
  
-In the spirit of minimizing micromanagement, when transports are destroyed they now safely eject their cargo, rather than losing all of it.
+
-Ships that are within the normal attack range of enemy ships are now given a 1% chance of hitting the enemy ship, whereas previously they could have a 0% hit chance if the enemy ship had shields that were too high.  This prevents confusion when turrets, etc, just sit there stupidly when a highly-shielded target is in their outer range, but not in their effective range.
  
-The Leech and Raid Starship lines have now been split, so that there are three in each of two lines, rather than them being a shared line.  The Raid Starships are now much faster and hard-hitting against single targets, while the leech starships are now much weaker but strike many more ships, tagging them all for reclamation as soon as any ships finishes them off.  The caps for all of these starships has also been cut in half, as they are individually now far more useful than they previously were.
+
-Modified autotargetting-throttling to be quicker about digging through a massive line of ships waiting for autotargetting (mainly when just loading a game with tons of ships fighting) to avoid large groups of ships sitting there doing nothing for minutes.
  
-The health of parasites and core leeches has significantly increased.
+
-Previously, area of effect shots could hit cloaked ships, which caused numerous problems with scouts and other units being hit when they seemingly should not have been.  This has been changed so that cloaking now provides immunity from being hit by area of effect attacks.
  
-Astro Train stations are now only attacked by player ships when given a direct order.
+
-Autotargeting has been much improved in terms of better accounting for targets that are killed or recloaked, which is especially notable for FRD mode but also relevant in general for all battles.  It makes ships act with more purpose, and avoid lulls where they were just sitting around.
  
-Mobile builders now count as constructors instead of engineers.
+
Balance Updates
 
 
 
 
Ship Balance Updates
 
 
----
 
----
-Laser Gatlings are now weaker against cruisers and Zenith Bombard Ships, and Cruisers now have a bonus against laser gatlings.
 
  
-The attack power of space planes has been increased 5x.  They still die extremely quickly, but they now also do a ton more damage to their opponents.
+
-The repair range of mobile repair stations is now up to 3000 from 1000, but they can now only repair a maximum of 50 ships at once.
  
-Laser gatlings have had their attack power reduced by 1/4, as they were previously more than a bit overpowered.
+
-Anti-Starship Arachnids will now do a much better job of preferring to shoot at starships.
  
-Vampires have had their health increased 3x, making them much more formidable and able to maintain their attack longer.  They are also now immune to sniper shots and missiles, making them able to close distance on most units more effectively.
+
-Dyson Gatlings now have 10x more health.
  
-Autocannon Minipods are now a bit more expensive, and they now have an even lower base attack strength, but they now have a 2% cluster attack bonus, which makes them extremely much more powerful in large swarms.  Their internal ship bonuses have also been adjusted.
+
-The force field radius, and the health, of force field bearers has been increased.
  
-The shield rating and health of advanced research stations have both been reduced to 1/4 their prior values.  This makes them far less invincible as targets to hit, and lets enemy ships target them more sensibly (it makes them a more interesting target for the AI to attack, and for the players to have to defend).
+
-Cursed Golems now lose health half as fast as they previously did.
  
-Turrets can no longer have their munitions boosted or their shields boosted, but they are now immune to minor electric shots and blades.
+
-Electric Shuttles now have a smaller maximum damage modifier against any enemy ships.
  
-Teleport Raiders, Anti-Starship Arachnids, and Teleport Battle Stations are now immune to tractor beams, since they can no longer shoot them.
+
-Dyson Gatlings are now unable to hit core ships.
  
-The health of all the ships in the raid starship line have been reduced.  Additionally, their general-purpose attack power has been vastly reduced, but their specialist attack power against force fields, turrets, and heavy defense has been doubled.  Additionally, they no longer have a penalty against resources, constructors, or heavy defenses.  The net effect of this is a nerf for how humans are able to use Raid starships (though keeping them very useful in many specialist roles), while boosting what the AI is likely to be able to do with them by a small amount (as the AI was previously not all that effective with them).
+
-Rebel Colonies will no longer spawn on AI planets that have an original tech level greater than II.
  
-The attack range and power of dreadnoughts have been doubled.
+
-Scouts and scout starships are now immune to force fields to prevent them from ever getting stuck on enemy planets while traveling automatically.
  
-The metal and crystal costs of light starships, flagships, zenith starships, and spire starships have now been reversed.  This makes them cost much more metal than crystal, rather than the other way around.  This provides an excellent counterpoint to many of the other starships and provides a good use for metal if it is too abundant compared to crystal in a campaign.
+
-The cost of resistance ships has been increased by 33%, but rebelling human colonies now produce +55 metal and crystal per second.  This makes capturing multiple rebel colonies valuable.
  
-The range of spire starships has been increased from 3000 to 7000The speed of the spire starships has also been increased from 18 to 24.
+
-Ships are no longer able to be put inside Hive Golems as a transport; hive golems only transport the wasps that they create themselvesThis also fixes an issue with engineers being unable to repair hive golems.
  
-Player-held Attrition Emitters no longer give a bonus to incoming AI waves.
+
-Engineers and Mobile Repair Stations no longer require supply to function.  This lets them work on enemy planets to support longer-range raids if players desire (thus letting no-engine ships be healed in those circumstances), and it also allows players to repair broken golems on nuked planets, and other similar circumstances.
  
-Higher-level autocannons now get more of a clustering damage multiplier than the lower marks.
+
-Marauders and human resistance fighters will now have half as many ships as before.
  
-The effectiveness of melee ships is no longer decreased by their being under protecting force fields.
+
-Armored and Lightning Warheads no longer hurt allied ships when they go off, and now properly hit enemy command stations and similar.
  
-Previously, the metal/crystal costs of core ships was irrelevant, because players could never build them.  Now the cost of core ships is normalized to 3x the cost of the mark iv version of its ship type.
+
-Human players must now have at least 100 military ships on an AI planet for the resistance fighters to join in.
  
-Deflector Drones now fire a new Energy Burst ammo type, instead of using minor electric ammo.
+
-Marauders and resistance fighers were starting way too far out in the middle of nowhere.  Changed so that they start around 10x closer now.
  
-Ships that absorb lasers or dark matter now also attract the absorbed type of shots to themselves.  This works similarly to how counter-missiles and related provide a protection radius, but instead of firing a counter-shot, these shots are drawn to the protecting ship and heal it.
+
-Vampires, Cutlasses, and Wasps now have 2,000 more shields each.
  
-Shot effective damage is now capped at the max health of the target being shot at.  This prevents mirrors from being nearly so deadly against ships with very high attack values.
+
-All of the weapons have been removed from the cloaker starships, as this would cause them to blow their own cover and was fairly pointless for them to have, anyway.
  
-All ships that have at least 1 million health are now immune to blades. This prevents some exploits with the Zenith Viral Shredders, and makes for more sensible attack logic with Cutlasses.
+
-Cleanup Drones now work half as quickly as before. With all the other recent shifts, they were otherwise becoming too powerful when used alone or in pairs.
  
-Ion Cannons no longer require supply.
+
-Mobile Repair Stations now have infinite engine health, since there is no way for their engine health to be regained.
  
-Warheads are now Mark V instead of Mark 0, and they are no longer immune to being insta-killed.
+
-Engineers, cleanup drones, remains rebuilders, mobile builders, mobile repair stations, and space tugs are all now able to pass through enemy force fields.  This prevents them from ever getting stuck while trying to do their work.
  
-Anti-starship arachnids have been on the weak side of things in recent times, and so have been given a significant boost (around 3x) against starships.
+
-Warheads, Ion Cannons, Orbital Mass Drivers, and Core Warhead Interceptors can no longer be munitions boosted.
  
-Remains Rebuilders now have cloaking, making them easier for players to keep alive (and more devious for when the AI has them, incidentally).  They also now have 100k more health.  They also no longer require unlocking, and thus no longer have any associated knowledge cost now that they are more of a general-purpose ship.  Their ship cap has also been raised about 3x.
+
-Dyson Gatlings are now immune to reclamation.
  
-Ships that are self-building are no longer cloaked while under construction (if they have the cloaking ability, previously that would be engaged while they were still under construction, which was erroneous).
+
-On spokes maps only AI planets with >= 5 wormholes get Core Forcefields (previously every single AI planet got one on those maps).
  
-Since remains and their cleanup and rebuilding are now so important, when Cloaking is disabled in the lobby options there is now a non-cloaked version of the Remains Rebuilder that players and AIs will use, and a non-cloaked version of the Cleanup Drone that players can use.
+
-Mines no longer have engine damage strength (used to have 300, though it didn't seem to be working, and it was decided they shouldn't do engine damage anyway).
  
-All ships that are immune to reclamation now have a strong attack penalty against the Raid Starship line, and Parasites.
+
-Transports were still evading after exiting a wormhole (like scouts), despite the change where a dying transport's passengers are safely dumped rather than destroyed immediately.  Changed to not use the scout behavior.
  
-The movement speed of all parasites has been nearly doubled.
+
-Electric shuttle attack power lowered 30% (I: 400 -> 280, II: 1200 -> 840, III: 2000 -> 1400, IV: 3000 -> 2100).
  
-Infiltrators no longer absorb dark matter (and that ability has now been entirely removed as redundant with the counter-dark-matter flares).
+
-Added player-planet-wide delay between electric shuttle attacks (so each player can have a shuttle fire every 15 turns or whatever it is).
  
-When lasers are fired into the area around a deflector drone, their power is now reduced to 1/4 of normal, but otherwise they are no longer redirected or absorbed or anything of that natureThat also means that deflector drones are no longer immune to lasers, though they are quite resistant to them.
+
-Counter turrets (-sniper,-darkMatter,-missiles) now have increased range and much increased health-darkMatter and -missiles have lowered knowledge cost.
  
-The health of advanced factories has been increased 4x to make them not quite so brittle and hard to defend.
+
-Lowered SelfBuildTime of several units sold through Zenith Trader, as they were so large (20000 in one case) that they were causing precision errors in determining the per-turn metal/crystal cost of self-construction, leading to ships like the Zenith Power Generator consuming a much lower rate for 95% of the build time and then spiking at the end to make up the difference.
  
-The health of bombers have been doubled.
+
-Increased repair costs of units sold through Zenith Trader.
  
-The core Figher -> Cruiser -> Bomber -> Figher relationship has been redefined to Figher -> Bomber -> Cruiser -> Figher.
+
-The auspicious Zenith Trader now offers a fine selection of Counter Spy units (well, only one ship type, but you know).
  
-Space Tanks now have 30x more shields than before, making them much harder to hit at range.
+
-AI viral shredders now only have a 10% chance of replicating when they amass enough build points to replicate.
  
-Fortresses and SuperFortresses now have fewer shots, but do much more damage and have a very long range. They also now have a big bonus against all starships, a sizeable bonus against raiders and teleporting ships, and a pretty big bonus against most cloaked ships.  Fortresses also now have 500 transport capacity, making them able to protect ships until they are ready to be ejected.
+
-Reduced Electric Shuttle attack power to 50% of what it was in 3.0 (so 200,600,1000,1500)
  
-Bombers now have a 50% penalty against bombers.
+
-Reduced Electric Shuttle aoe-delay from 15 to 12 to speed up the rolling thunder a bit
  
-Frigates now have a 10x bonus against space planes and etherjets.
+
-Electric Shuttles now do 30% of normal damage against Teleport Raiders (who they used to eat alive)
  
-EtherJets now have a better bonus against fighters and bombers and armor ships.
+
-Made it so that Interplanetary Munitions Boosters will not be placed on or adjaent to AI homeworlds.
  
-Raptors now have a better bonus against fighters and frigtes, and a penalty against bombers.
+
-Made it so that Dyson Sphere Golems will not be placed on AI homeworlds (but can still be adjacent).
  
-Teleport battle stations now have a better bonus against fighters, raiders, tele-raiders, and tanks.
+
-Turret and mine remains, as well as mines themselves, are now blind so as not to provide inappropriate scout intel by existing on enemy planets.
  
-The knowledge and crystal costs of decloakers have been halved, and their ship cap has been doubled.
+
-Changed Electric Shuttle damage against tele-raiders from 30% of normal to 50%
  
-The attack power of mark IV and V bombers has been increased.
+
-There is now a maximum of 4 advanced factories created during map generation.
  
-Force fields now provide protection from tractor beams and tachyon beams.
+
-Scouts and scout starships are now immune to area of effect attacks.
  
-Human ships are now 40% faster than their stated values, in fast & dangerous and normal modes (this amplifies whatever the effective speed was from these two modes).  This also causes the human ships to accelerate that much faster.  This gives player ships an edge over the AI ships, to make chasing down incoming AI incursions easier with free-roaming defender mode.  This also speeds up the game a bit without making it any more difficult (in fact, making it easier, because it is then easier to react to things while the AI is still the same speed as before).
+
-Tripled energy cost of all space planes, along with doubling their metal/crystal costs.
  
-Fortresses and superfortresses now act as allied rally posts and mobile repair stations.
+
-Space plane cap multiplier changed from 2.5 to 1.75.
  
-Colony ships and transports both now have a ship cap of 60.  However, they also now each take 4,000 energy to run instead of 50 in order to discourage having large numbers of these ships just sitting around as free decoys against the AI.
+
-Cleanup drones are now immune to tractor beams and aoe damage.
  
-Mobile Repair Stations now move at speed 12 instead of 8, have about 4x more health than before, and regenerate their own health about twice as fast.  The AI also now cares much less about these now.
+
-Sentinel Frigate rebalance: towards usefulness to the player and somewhat less to the AI: tripled damage, recharge time from 100 to 80, 40% cluster penalty to 45%, attack power floor from 6% to 2%
  
-PermaMines now have 2 billion health instead of being truly invincible. This makes it so that they can die in nuclear blasts and such.
+
-Anti-Armor rebalance: 2x health, reduced ship cap multiplier from 1.5 to 1.3.
  
-Decloakers are now immune to being insta-killed.
+
-Bulletproof Fighter rebalance: increased health to 80% of fighters, added minHitPercent of 15 (fighters have 30), increased attack to halfway between where they are now (200 for MkI) and fighters (300 for MkI).
  
-The radii of force fields have been greatly increased to accomodate the larger space docks, and make them a bit more useful in general.
+
-Cloaker starship mkI cloaking range 400 -> 700, cloaking cap 30 -> 20; mkII range 800 -> 900, cap 90 -> 80.
  
-Mark I Engineers, Cleanup Drones, and Remains Rebuilders all now have teleportation.
+
-Zenith mirrors are now immune to snipers.
  
-Engineers and other economic ships that have teleportation are no longer disabled when teleportation is disabled.  Instead, they simply switch to regular propulsion.
+
-Bulletproof fighters now have the exact same stats as fighters except that they are bulletproof and (new) immune to insta-kill.
  
-Teleporting engineers now ignore the range to their targets (assuming that the target is within their effective range), instead preferring to repair ships that are most damaged.
+
-Previously shots reflected by Zenith mirrors were damaging ships immune to their own damage types, fixed (the shots will no longer reflect).
  
-All golems and astro trains are now immune to black hole machines.
+
-Dyson Gatlings are now immune to shot reflection.
  
-Dreadnought Starships no longer have multiple shots per attack, but now have a stronger attack.  They also do much more engine damage now.  They also will try to disable the engines of all ships before trying to finish ships off.
+
-Dyson Gatlings now have infinite engine health to avoid a huge parking lot of them on AI planets with ion cannons killing the CPU with repeated failed pathfinding.
  
-The cost of all the lightning turret techs have been reduced by 1500 each.
+
-All munitions boosting ships now have a cap on the number of ships they can simultaneously boost:
 +
Light Starship: 10 (range still 2000)
 +
Flagship: 20 (range still 2000)
 +
Zenith Starship: 40 (range 1000 -> 2000)
 +
Spire Starship: 80 (range still 2000)
 +
Core Starship: 100 (range still 2000)
 +
Munitions Booster I: 200 (range 600 -> 2000)
 +
Munitions Booster II: 350 (range 800 -> 2000)
 +
Munitions Booster III: 500 (range 1000 -> 2000)
 +
Munitions Booster IV: 600 (range 1200 -> 3000)
  
-Shots that are incoming from longer than 20,000 distance are now not used in short-range overkill prevention, which leads to quicker kills in most cases.  Previously it had to be a sniper shot.
+
-Zenith Viral Shredder replication is now more complex:
 +
-- replication requires that the shredder have at least a certain health percent (20% for MkI)
 +
-- replication results in the shredder and the new shredder having a certain percent of the old shredder's health (75% for MkI)
 +
-- replication cost scales up with the number of that ship type on the planet in excess of the normal ship cap for that type.
  
-All of the attack bonuses of fortresses and superfortresses have been removed, as their shots are so powerful on baseline that is no longer needed. This is particularly relevant for when they are facing starships.  Note that their penalties against tanks and bombers remain.
+
-Zenith Viral Shredder base replication cost slightly (by 1/9) reduced.
  
-Command stations now automatically rebuild metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet.
+
-Anti-starship arachnid attack power doubled.
  
-Ships that stuck in tractor beams now always have at least a 25% chance of hitting the tractor beam that is holding them if they would normally be able to hit the tractor beam from closer range.  This makes tractor beams no longer so instantly fatal to bombers and other shorter-ranged ships.
+
-Missile frigates bonus against anti-starship arachnids (and other spider types) increased from 3x to 6x (for reference, their bonus against fighters is 10x).
  
-Ship bonuses against turrets no longer ocunt against tractor beams or ion cannons.  This levels the playing field a bit for all ships with these, without making some ships absolutely useless against them and others ridiculously overpowered against them.
+
-Munitions Boosts no longer stack, the highest available to a given ship is used.
  
-Engineers Mark I and III, and cleanup drones and remains rebuilders, all now have longer ranges for doing their repairs.
+
-Munitions Boosts are now more incremental instead of 100%, 200%, etc.
  
-Engineers now will not to auto-assist constructor queues that have only maxed-out ships in them, or that are otherwise un-assistable, unless the player has explicitly assigned them to that constructor.
+
-Munitions Booster speed from 12 to 24 (will almost certainly nerf this back down).
  
-The health of Mark I engineers have been reduced by about 60% to reduce their power when in the hands of the AI.
+
-Bulletproof fighter stats adjusted to be more unique from the fighter.
  
-Astro Train Stations no longer provide a force field effect.
+
-Devourer Golem now completely unable to damage guard posts and command stations, in order to prevent them from freeing high mark AI ships to attack the player in the first 10 minutes.  Same applied to Dyson Gatlings, Marauders, and Resistance Fighters (this is not ideal as we would like gatlings/marauders to be able to blow up player command stations, so may revisit this).
  
-The effective ranges of all the gravitation turrets have been increased by 2000 each.
+
-Previously non-cold-storage lighting turrets would fire even if only fully cloaked enemy ships were present.  Fixed so that they will not fire unless there is some legitimate target provoking them.
  
-The actual attack range of both electric shuttles and lightning turrets was far less than they were showing as their range circle.  Fixed.
+
-Force fields are now immune to translocation.
  
-The effective range of armored missiles has been doubled, making them more effective.
+
-Added some autotargetting optimizations for Riot Control Starships to disable the engines of as many enemy ships as possible.  Also applied same logic to spiders and spider turrets.
  
-The attack range of electric shuttles has been tripled, making them more useful in general as massive-but-weak-powered area damage.
+
-Interplanetary Munitions Boosters now only give a 100% boost (to 2x) instead of a 200% boost (to 3x).
  
 +
-Previously SpiderIVs did the same engine damage as SpiderIIIs despite having a much lower cap, whereas SpiderIIIs had a significant better engine damage than SpiderIIs (and IIs than Is), so changed SpiderIVs to fire 3 shots instead of 1, maintaining a decent progression of effectiveness.  To compensate a bit, SpiderIV energy cost doubled from 30 to 60.
  
 +
-All of the various types of astro trains are now unable to be repaired.  This helps to mitigate their effects at least a tiny bit over the course of longer games.  They also no longer have bonuses against engineers.
  
 +
-All enginers, cleanup drones, rebuilders, space tugs, mobile repair stations, transports, harvesters, and colony ships are now immune to dark matter.  This makes them effectively invisible to astro trains.
  
New Cheats
+
-Fortresses are now immune to Devourer golems.  Golems more hungry as a result.
----
 
-Two new cheats have been added: "advanced fat" adds an advanced factory, and "core of the star" adds a core starship.
 
  
-New cheat: "activate the omega" creates a new "Omega Drive" unit.  This omega drive generates incredible amounts of resources (+1000/s metal and crystal, and +1 million energy), but will cause a boost of 1,000 AI progress if detroyed.  This new unit will only ever appear in the game through the use of this cheat.  It's useful for testing, and for players who want a certain style of deathmatch play.
+
-Changed Impulse Reaction Emitter shots to have a maximum multiplier of 2500 (for ships that use 25,000 or more energy) so that they aren't so incredibly powerful against golems (where they could normally get a multiplier of 40,000+).
  
-Six new cheats have been added for spawning broken or fully-functional versions of the new golems: busted teensy, teensy, busted ohm, busted shinra, shinra.  These only work when the first expansion is enabled for the current game.
+
-The move speeds of all the scouts, and the scout starship, have all been doubled to counter the effects of the much-larger tachyon beams that are now on planets.
  
-There is now a much more severe penalty to the ranked/weighted scores for using cheatsAnd, there is also now a 100,000 points score cap for ranked/weighted scores during the first hour of the game, to prevent extremely low gametimes from being able to create astronomically high scores.
+
-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15Thus making it cheaper to gate-raid, but the same price to take a new planet.
  
-Entering the chat text "cmd:activate expansion 1" (without quotes) now allows for the first expansion to be enabled for a campaign that did not already have the expansion enabled.  This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings.
+
-Alarm posts, Raid Engines, and Black Hole machines now increase the AI Progress by half as much as before when they die.
  
-A new cheat has been added for spawning armored missiles: armor em.
+
-Made Astro Trains immune to paralysis attacks.
  
-There is now a command line argument "steam" that can be used to force the game to launch in steamworks-enabled mode.  This is useful for Steam players who want to use the game in full steamworks-enabled mode.
+
-Previously cluster attack penalties were more harsh than intended, changed to a more gradual (but increasing) rate of decline.
  
-Three new cheats have been added to the base game to trigger the three new minor factions in the base game: Spawn Angry Colonists, Spawn Vagabonds, Spawn The Conners.
+
-Transports now move vastly faster, have almost doubled shields, have 10x more health, and cost 2x as much crystal.
  
-Added a new "cmd:toggle hud" command that allows the game hud to be turned off and on (useful for screenshots and videos).
+
-Transports are no longer of a higher priority than any other ships.
  
 +
-Engineers can now assist an MRS's build queue.
  
Misc Changes
+
-Made special forces AI ships less likely to pursue minor faction ships (including devourers).
----
 
  
-Trial mode now allows players to use all ship types, not just the simple ones.  This is particularly useful for people who want to test the expansion ships without buying them.
+
-Mining golems are now immune to sniper shots.
  
-The descriptions of dreadnoughts have been updated to reflect the fact that they are no longer good against force fields.  Additionally, dreadnoughts have gotten a boost in general, with new bonuses against munitions boosters, zenith bombardment ships, teleport battle stations, fighters of all sorts, zenith autobombs, raiders, and tele-raiders.  This makes dreadnoughts a much more versatile and interesting ship in general, especially against the power of massed AI zenith bombardment ships.
+
-Ships with attack bonuses against all other starships now have similar bonuses against experimental starships (the beam and bird starships).
  
-The time limit on campaigns in the trial of the game and expansion is now 3 hours instead of 1 hour.  This is something that has been requested by players as a way to really get a better feel for the game than can be had in a single hour.  It's still not enough time to finish even a short campaign, however, so it's not "giving away the farm."
+
-Devourer Golems now have 9x as much health as before.
  
-There were previously two spelling errors on the network sync popup tooltip.  Fixed.
+
-Bombers now do only 3/4 their prior damage to force fields and heavy defenses (fortresses, etc).
  
-On the technology unlock, "Zenith Starships" were still referred to as "Zinth." Fixed.
+
-Dreadnoughts now only do about 2/3 their prior damage to heavy defenses, teleport battle stations, and zenith bombardments.
  
-The blue force fields used by players are no longer damaged by shots being fired out from under them.  Instead, outgoing shots from under the force field are now reduced by 75% in power.
+
-Infiltrators now have much lower bonuses against those ships they specialize against, with the largest drop being against heavy defenses and force fields.
  
-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument.  When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.
+
-Eyebots now do half their prior bonus against heavy defenses, force fields, scouts, and engineers.
  
-The Microsoft .NET Framework 2.0 is now used instead of the .NET Framework 3.5 SP1.  This should ease installation woes for those who have trouble installing the bulkier .NET 3.5, and it should also provide better compatibility with Linux and Mac-based systems under WINE and/or Mono.  Players who previously had .NET 3.5 installed but not .NET 2.0 will be inconvenienced by having to install .NET 2.0, but in general this should be a positive change for the playerbase, especially over time.
+
-Zenith Electric Bombers now have much lower damage bonuses against tanks, force fields, and heavy defenses.
  
-There is now a FontSizesInPixels.xml file in the Fonts folder.  This lets people manually adjust the font sizes (in pixels) used by the game.  This is particularly useful when players may wish to use an alternate font beyond the default.
+
-Zenith Chameleons now have halved damage bonuses against all ships, except for resource ships, which they now have a doubled bonus against.
  
-A number of updates have been made to the localization text files to reduce redundant entries and thus both file size and the number of words needing to be translated by around 4,500 in the base game alone.
+
-Astro Train Stations now only have 5/8 as much health as before.
  
-The function of F1 has been altered somewhat to account for the large amount of new ships in the game:
+
-Tachyon Drones and Decloakers no longer require supply.
F1: Cycle through pages of planetary summary help icons.
 
Shift+F1: Jump back to the non-help view of the planetary summary.
 
  
-Several new hotkeys have been added relating to control groups:
+
Misc Changes
Ctrl+X+0-9: Set control group and remove unit from its other control groups.
+
----
Ctrl+Alt+0-9: Remove units from control group.
 
Shift+Alt+0-9 Deselected control group ships.
 
 
 
-Mine remains are now practically invincible to conventional attacks, since those were far too micromangement-intensive in the past to be a valid way to play.  Additionally, this prevents remains from accidentally being destroyed by area attacks or other means.
 
  
-Mine Layers have been renamed to Remains Rebuilders, and now are a general purpose rebuilder for any ship types that leave remains.  They also now only will rebuild ships that were owned by the player who controls the rebuilder, rather than also working on allied ships.  These have been moved to the Economy tab, instead of the Defensive tab, along with Cleanup Drones.
+
-The game now auto-corrects for AI ships that were accidentally placed on top of one another in past versions of the game, though it doesn't touch the placement of player ships.
  
-Ship Remains that belong to AI players, but which are not on AI planets, now automatically explode—thus saving players the trouble of creating cleanup drones to clean them up manually.
+
-AI immobile ships are now unable to be placed directly on top of wormholes.
  
-The savegame format has been drastically updated to a format that is now more compact.  Average size savings are between 14% to 42%, with the average being around 20%.  This not only makes savegames smaller, but also makes it that much faster to connect/sync multiplayer games.  This new format will be even more advantageous as the game continues to develop, preventing the savegames from getting ever larger.
+
-The logic for when harvesters are auto-created by command stations has been improved so that if any non-mine military units of the enemy are present, it will not auto-create them.
  
-Invincible ships and ships with 2 billion health or more are now omitted from the strong/weak data, as there is no useful data collected for them, anyway.
+
-The wording for when ships do not have supply has been improved so as to be more clear when supply is blocked for some reason other than distance from allied planets.
  
-There is now a chat message sent every time a player unlocks a tech, which is particularly helpful for coordination in co-op.
+
-Previously, if the low-energy text was being shown over a ship, then no other hover text (such as knowledge counts on science labs) was shown.  Changed so that it now shows both.
  
-There is now a chat message sent when a player finishes rebuilding a golem.  This is helpful in co-op and in solo.
+
-Remains are now omitted from the ship icon guide (F1), as they have no useful traits to show and took up too much vertical space on hover.
  
-The way that the names of technologies are loaded is now more efficient for localization, and also prevents a redudancy in the notification-of-unlock message text that is now shown.
+
-Sizing updates have been made to many of the menu panels and windows to make them more localization-friendly.
  
-The count of the number of enemy ships at enemy and neutral planets are now calculated the same way that the counts on local player planets are: only including "dangerous" enemy ships (not non-attacking ships, astro trains, mines, or remains, etc).
+
-The resource bar at the top of the screen now sizes itself in a more dynamic way, so that it is more localization-friendly.
  
-The Ctrl+Alt+F8 output now also creates a new AIProgressIncreases.txt file, which lists all of the possible sources of AI Progress increase and decrease.
+
-It is no longer possible for players to manually attack remains, as that often led to accidental pointless clicks during the middle of battle.
  
-New ShotAcid sound effect.
+
-Individual waves are now capped at a map of 2,000 AI units.  Since the AI can send up to two waves per human player, this can still be an enormous number of ships overall if players have a huge number of wave-multiplying assets on a target planet.
  
-New ShotImpulseReactive sound effect.
+
-If the game is for whatever reason unable to load settings.dat, it now tries to load settings.bak.  If it fails loading that as well, then it will instead launch with an empty settings file.  Previously, the game would just crash in these cases.
  
-There is now a sound effect that plays when alarm posts are set off.
+
-DNS hostnames can now be entered into the direct connect server box, whereas previously it would only allow IP Addresses.
  
-A new numbering system has been put in place for versions, which is all-numeric and more compatible with general windows updater software packages.
+
-Planetary shield boosters, planetary shield inhibitors, radar jammers, and radar jammer IIs can now be scrapped.
  
-The official game manual can now be launched via the tutorial screen—its omission was an oversight previously.
+
-Changes have been made to auto-wrap text in foreign languages, and to correct localization artifacts on game load, thus optimizing the look of the game in more localizations.
  
-The game now buzzes if players try to gift a ship that cannot be gifted, to give some feedback rather than silently failing.
+
-Made Core Warhead Interceptor much lower priority target for AI.
  
-Previously, the game would silently fail to unpause ships if there was not enough energy to unpause them.  Now the game plays the buzz sound effect.  Hovering over the ship shows how much energy it takes to unpause it, which should make the source of the issue much clearer to players having a trouble with it.
+
-Modified maximum value of "Show Icons At" slider on Settings -> Interface menu from 800 to 100; as any value about 97 or so basically means "never show icons". (if you have a setting higher than 100 it will be set to 100 when you open the settings screen to prevent a crash).
  
-The prereleases are now able to autodetect when Steamworks is supposed to be turned on, rather than requiring the "steam" command line argument to force them on. The command line argument is being left in place in case users need to force it on, however.
+
-Cluster attack bonus ability description in ship info now shows the third decimal place since it was misleading to show autocannon minipod mk2s as only have 0.02% bonus per ship when it is really 0.025%.
  
-Steam achievements will now automatically resubmit on game start if they were previously logged locally, but failed to get to Steam for whatever reason.  This should both resolve this particular issue, and should also allow players to play the game offline, get some achievements, and then have those achievements actually be logged when they next play the game online via Steam.
+
-Auto-FRD-Engineers and Auto-FRD-Mobile-Military control node knowledge costs removed (were 250 each).
  
-If AI War was launched with command-line arguments, and then the updater is run, the game will be restarted with the same command line arguments after the update is complete.
+
-Added sanity check to prevent the AI from generating a ship on a planet that already has at least 6000 AI units.
  
-The new updater now runs in UAC mode, to allow updating the game when it is installed in the Program Files folder or other OS-protected folders.
+
-Amended perma-mine description to note to clarify that Cleanup drones can only remove them once you own the planet.
  
-3 new achievements have been added to the base game relating to the new minor factions.
+
-Previously, if an expansion folder existed, it would treat the expansion as installed.  This could lead to problems with the beta for people without the real expansion installed.  Changed so that it now only treats an expansion as installed if the Version.txt file exists inside the expansion folder.
  
-4 new achievements have been added to the base game relating to the new expansion minor factions.
+
-Changed negative shield boost text to be a bit clearer that it is a negative modifier.
  
-42 new achievements have been added to the base game relating to the new expansion AI types factions.
+
-A stop command to a ship now also counts as a stop command to each of its modules (for the purpose of clearing preferred targets, for example).
  
-The game now uses an averaging process for determining the "center of mass" of units on which the camera is to be centered.  This affects centering the camera on a group of selected units, centering the camera on all friendly units when switching to a new planet, and similar.  Before it was a literal center of a bounding box of all the units in question, which could lead to a camera view in the middle of nowhere if units were spread very far apart.  Now it will trend the camera toward the largest concentrations of units.
+
-Rally posts no longer cost knowledge.
  
-Now the game will autosave as Autosave_AfterGameOver.sav after a game over has been reached, rather than overwriting Autosave.sav.  This lets players continue past a game over if they wish, without risk of losing their prior autosaves.
+
-Control nodes can no longer be paused.
  
-The simulation that generates the strong/weak data now starts the ships off at about 16,000 range, making it so that range is now properly valued in the strong/weak calculations.
+
-Made the ControlNodeFRDLimitedTo80000 node apply to non-military ships as well.
  
-Attrition emitters now have to be explicitly targeted by player ships, like ion cannons, warp gates, etc.
+
-Ships over a certain cost threshold (500,000 right now, for either metal or crystal) now use an alternate build-increment timing so they only update every game-second instead of every cycle (20 cycles a game-second).  This should help prevent cost-rate spikes towards the end of building a Zenith Power Generator, for example.
  
-The internals of the wave name logic have been revamped so that they are more consistent and accurate, and so that they are now fully localization-friendly.  Additionally, waves now show what tech level they are, since now with the new Raid Engines the tech level of waves can vary by planet.  Waves that are incoming to non-visible planets now still show up in the list of incoming warps, but with a destination of "???"  Previously, those waves showed up in the wave count, but not in the list of incoming waves.
+
-Made Riot Control Starship forcefield module center on the ship instead of stick to the normal module attachment point.
  
 +
-Made Riot Control Starship module construction non-assistable if the ship has been damaged in the past few seconds (same threshold as repairs).
  
 +
-The Delete button on the Save and Load screens were previously showing up with gray text, which made them look disabled when they are not.  Changed to simply show these as white.
  
EXPANSION-ONLY CHANGES
+
-Relaxed "am I out of range" checks on shots that were causing them to disappear mysteriously in a lot of cases (particularly involving decoys).
----
 
  
Expansion-Only New Ships & Ship Classes
+
-Clarified Devourer Golem description to note that they also eat scouts despite scouts not having attack power (they are mobile military despite this).
----
 
  
-New expansion-only Ship: Raid Engine. Launches brutal waves against its own planet or any adjacent planets, if those planets are not controlled by AI players, or if the human players have a significant fleet thereIf human players don't have warp sensors on these planets, the waves may well arrive unanncouncedThese waves arrive around every four minutes, contain a broad mix of AI ships, and use the tech level of the planet if that is higher than the current wave level for the controlling AI player.
+
-Previously, AI ships could be set free by chasing scouts too far away from their guard posts, which could lead to early waves of higher-level ships if players were unlucky in their scoutingThis was most noticeable against the Tag Teamer AI typeResolved.
  
-New expansion-only Ship: Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the guards at the current planet will desert their posts and go on the attack.  If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the guards.
+
-Updated tooltip for paralysis attacks to display partial seconds of duration.
  
-New expansion-only Ship: Special Forces Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the "special forces" ships in the entire galaxy will turn aggressive and attack the humans.  If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the special forces ships.
+
-Changed super terminal description to be (hopefully) less confusing.
  
-Three new expansion-only ships have been added (difficulty 5 and up only): Astro Speed Booster Trains I-III.  Nearly-indestructible robotic courier.  Slightly damages nearby ships. More importantly, they provide a massive speed boost to all AI ships in the system and reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.
+
-Auto-build-harvester behavior is now disabled for tutorials 1 and 2, to let players learn how to manage this on their own.
  
-Three new expansion-only ships have been added (difficulty 6 and up only): Astro Regenerator Trains I-III.  Nearly-indestructible robotic courier.  Slightly damages nearby ships. More importantly, is able to use its own health to resurrect AI mobile ships that are killed on the current planet. Resurrected ships are teleported to another AI planet at full health at no cost beyond the health of the train. They also reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.
+
-Changed name of "Remains Rebuilders" unit to "Remains Rebuilder".
  
-5 new expansion-only ships: Zenith Reserve Ships Mark I-V. Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost).Given the large number of ships that come online at once, be sure to have between 400k and 1 million energy available to support them.
+
-Modular ships (just the Riots, right now) now properly flag their build queues as non-assistable when they don't contain any queue items that are currently buildable (i.e. queued modules with no hardpoint to fit on).
  
-New expansion-only ship: Distribution Node.  Destroy to capture a sizable cache of metal and crystal for the player destroying it (at some AI Progress cost). Be warned, however: around 1/5 of all nodes are actually Trojan Distribution Nodes, which are empty save for a malicious electronic payload that actually cause you to lose a sizable chunk of resources before automated recovery systems can purge the malicious infection.
+
-Made planetary shield booster description clearer.
  
-New expansion-only ship: AI Co-Processor.  Destroying a co-processor normally increases the AI Progress by 20.  However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120.  Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal.  Co-Processors also interfere with supply on their planet.
+
-Gave cloaker starships slightly higher collision priority than other starships.
  
-New expansion-only ship: AI SuperTerminal.  When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities.  Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two.  This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.
+
-Super Terminals added to the list of units that absolutely, positively, must not move when the game is loaded (Exo-wormholes are the other such unit).
  
-New expansion-only ship: EMP Mine.  Enemy ships coming too close to these invisible traps will incur heavy damage. If the ship triggering the mine survives, it will also be paralyzed for 60 seconds. The mine is also destroyed in the process. These are particularly useful for stalling out large incoming vesseles that don't have mine avoidance.
+
-More localization-related changes.
  
-New expansion-only ship: Area Mine.  Enemy ships coming too close to these invisible traps will incur heavy damage. The explosions from these mines also effect other enemy ships that are close by. The mine is also destroyed in the process. These are obviously useful for taking out groups of ships, but they are also useful for hitting ships that have Mine Avoidance—those ships can still get caught in the blasts of area mines that are triggered by another ship.
+
-Attrition Emitters are no longer put in cold storage.
  
-Three new expansion-only Starships:  Cloaker Starship I-III.  Very fast starship that cloaks other ships near it, even if those ships normally do not have cloaking.
+
-Transport boarding distance is now considerably more forgiving to teleporting units (previously it was very difficult to load a teleporting unit into a moving transport).
  
-Three new expansion-only ships have been added: Astro Turret Trains I-III.  Tough but not nearly-indestructible robotic courier.  Has heavier turrets than normal astro trains, and so poses much more of a threat. More importantly, they reveal any cloaked ships that come near, and they tend to disrupt player minefields. Build Counter-Dark-Matter Turrets to protect against them, destroy Astro Train Stations to re-route them, or attack them head-on. If destroyed, an individual astro turret train is gone forever, but its destruction comes at an AI Progress cost.
+
-The way that line breaks are handled for the Strong/Weak data is now much improved so that it no longer leads to odd wrapping. This is particularly notable in non-English versions of the game.
  
-New Starship (expansion only): Warbird Starship.  Extremely fast starship with cloaking and a huge multi-targeting energy burst system. Great for clearing out hordes of enemy ships.
+
-Riot Control Starship's module buy menu now color coded by hardpoint type to make somewhat clearer which modules "compete" with each other for space.
  
-New Starship (expansion only): Beam Starship. Fires very powerful high-range beam weapons that strike all enemy ships in a line.
+
-The little starship icon underneath planets on the galaxy map is no longer used, now it just shows the regular ship icon always.
  
-New Ship Class (expansion only): Zenith Bombardment Ship (and core).  Fires very powerful, very long-range energy bombs, but is expensive and has a very slow reload time.
+
-All forcefield creating units are now listed as immune to tractor beams (anything under a forcefield is already immune to tractors, but it doesn't show in the tooltip).
  
-New Ship Class (expansion only): Zenith AutoBombSuicidal unit destroys itself when attacking in order to deal focused area damage to enemies.
+
-AI self-building units now temporarily suspend construction if damaged, to make it less likely that overkill-prevention will result in the AI ship not being destroyedThis construction-suspension rule does not currently apply to non-AI ships.
  
-New Ship Class (expansion only): Grenade Launcher (and core).  Launches mid-power grenades over medium distance.  Grenades explode on contact and deal area damage to enemies.
+
NEW ART
 +
----
 +
-Added new Riot Control Starship graphics by I-KP.
  
 +
-Added ship-based forcefield graphic from I-KP, and it is used for the forcefield generator module that can be mounted on the Riot Control Starship.
  
-New Ship Class (expansion only): Zenith Electric Bomber (and core).  Expensive bomber that delivers a tremendous payload, but loses attack power due to interference when too many are on the same planet.  Most efficient in groups of 5 or less.
+
-A new lightning sprite by I-KP has replaced the old one, making for a nicer look as well as making it easier to see the source of lightning bursts.
  
-New Ship Class (expansion only): Sentinel Frigate (and core).  Very powerful and expensive frigate with sniper-style shots, that loses attack power due to interference when too many are on the same planet.  Most efficient in groups of 2 or less.  Also includes an onboard advanced warp sensor.
+
-A better-looking small explosion effect (for shot hits) has been added by Hans-Martin Portmann.
  
-New Ship Class (expansion only): Zenith Mirror (and core).  Extraordinarily weak main attack, but has the unique ability to reflect all incoming shots against its attackers.  With its shielding, can often deal out significantly more damage that it actually receives in this way. Mirrors are very weak to area-of-effect or melee attacks, however, since those cannot be reflected.
+
NEW SOUND EFFECTS
 
 
-New Ship Class (expansion only): Zenith Paralyzer (and core).  Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits. Great when combined with other ship types.
 
 
 
-New Ship Class (expansion only): Shield Booster.  Strong fighter in its own right, it also gives a 2x shielding bonus to nearby ships on your team.
 
 
 
-New Ship Class (expansion only): Zenith Polarizer.  Fires straight through shields, and does higher damage to shields with more shielding.
 
 
 
-New Ship Class (expansion only): Beam Frigate.  Fires powerful high-range beam weapons that strike all enemy ships in a line.
 
 
 
-New Ship Class (expansion only): Zenith Chameleon.  Midrange bomber that takes on the appearance of junk, and is unassailable, when not moving.
 
 
 
-New Ship Class (expansion only): Zenith Viral Shredder.  Melee ship that generates build points as it attacks, spawning a free copy of itself when enough are accumulated.
 
 
 
-New Ship Class (expansion only): Impulse Reaction Emitter.  Attacks with ammo that reacts with enemy energy sources, doing much higher damage to ships with higher energy use.
 
 
 
-New Ship Class (expansion only): Acid Sprayer. Fires an acid shot at close range. Excellent at dissolving organic components found in all Zenith ships.
 
 
 
-New Experimental Ship (expansion only): Decoy Drone. Tough, armored vessel with no significant guns. Attracts all fire from enemy ships to itself in place of ships within its protection area.
 
 
 
-New Experimental Ship (expansion only): Speed Booster. Mobile ship that increases the speed of all friendly ships in the current system by a small amount. This effect is cumulative when multiple speed boosters are present.
 
 
 
-New Experimental Ship (expansion only): Translocator. Mid-power teleporting fighter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit.
 
 
 
-New Experimental Ship (expansion only): MicroParasite. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). Very weak alone, but becomes significantly stronger when many are at the same planet.
 
 
 
-New Experimental Ship (expansion only): Experimental Engineer Drone. Advanced prototype model that can regenerate itself as well as repairing other ships very quickly.
 
 
 
-New Defensive Ship (expansion only): Zenith SpaceTime Manipulator. Stationary alien ship that increases the speed of all friendly ships in the current system by a large amount. This effect is cumulative when multiple spacetime manipulators are present. Beware the minor AI Progress increase if this is destroyed.
 
 
 
-New AI Ship (expansion only):  Core Warhead Interceptor. Advanced weapon insta-kills warheads (which explode without doing any damage or incurring any AI Progress increase).
 
 
 
-More about wasps: Very fast and nasty melee ship—loses health over a 3 minute period, then self-destructs. Created inside Hive Golems, when these are unloaded they are uncontrollable but will viciously attack the enemy on the current planet. Players cannot give direct orders to the wasps.
 
 
 
-New expansion-only Minor Faction: Zenith Devourer. The nigh-indestructible Devourer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself. Only works with galaxy maps with 30+ planets.
 
 
 
-New expansion-only Minor Faction Ship: Devourer Golem.  This nigh-indestructible Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself.  It's attack power is so high that it will insta-kill most ships, but it will only attack non-core ships that are both mobile and which have attack power. The only way for those ships to survive is for them to flee to another planet until the devourer has moved on.
 
 
 
-New expansion-only Minor Faction: Zenith Miners. Every five hours or so, a Mining Golem will appear from deep space, and will spend time consuming a planet unless it is destroyed before it complete its task.  The destruction of this planet may prove advantageous or not, depending on where it lies, but the usual AI Progress increases do apply if it is an AI planet.  If one Mining Golem is destroyed, the Zenith miners will simply send another one at the next allotted time. Only works with galaxy maps with 30+ planets.
 
 
 
-New expansion-only Minor Faction Ship: Mining Golem.  This golem is sent from deep space for one purpose: to consume the planet it is heading toward. It will fire on human ships that approach it, but it emits a signal that tricks AI ships into ignoring it as harmless. It takes it quite a while to reach the planet, but as soon as it does, it causes a blast the same as if a nuclear weapon had been set off—destroying all the resources and most ships, and making the planet unable to sustain supply.
 
 
 
-New expansion-only Minor Faction: Zenith Traders. These alien traders are happy to do business with anyone who can pay.  They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI players alike. Only works with galaxy maps with 30+ planets.
 
 
 
-New expansion-only Minor Faction Ship: Zenith Trade Ship.  These neutral traders are happy to trade with humans or AIs, although they charge quite a lot in return—and their wares are a bit different for AIs versus humans.  The trade ship travels slowly around the galaxy, and when it has supply from your team, your entire team can use it to build very expensive and powerful ships that you can't directly build any other way.  The AI will use it to build such things as even new Warp Gates or Astro Train Stations—but they only make purchases about 1% of the time when the trader exits a system belonging to them.
 
 
 
 
 
Expansion-Only New Golems
 
 
----
 
----
-New Regenerator Golem (expansion only):  Very little in the way of weapons, but is able to use its own health to resurrect allied mobile ships that are killed on the current planet. Resurrected ships are teleported back to the golem at full health at no cost beyond the health of the golem.
+
-Added shotgun noise from I-KP to the Riot Control Shotgun Module shot.
  
-New Cursed Golem (expansion only):  Cursed Golems continuously take passive damage and cannot be repaired by traditional means.  The only way for this golem to survive is to attack enemy ships, which recovers its health through vampirism.
+
-Riot Control Tazer module now uses a special sound effect from I-KP.
  
-New Armored Golem (expansion only):  Incredibly highly armored, this golem fires 30x powerful flame waves in quick succession, letting it really chew through groups of enemies. Each shot also damages itself, however.
+
Bugfixes
 
 
-New Artillery Golem (expansion only): Must be manually assigned targets, but fires extremely, extremely powerful artillery shots over long ranges.  Is very slow, and heavily damages itself when firing, though.  Great for taking out very heavily defended targets.
 
 
 
-New Black Widow Golem (expansion only): Relatively low health for a golem, but doesn't damage itself when firing.  Fires 50x fairly powerful shots at a time, dealing extreme engine damage with each volley.  Excellent for immobilizing or outright destroying large fleets.
 
 
 
-New Hive Golem (expansion only):  Large, slow transport that automatically fills over time with up to 500 small wasp ships. When the wasps are unloaded, they will automatically spread out and attack enemy ships on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes.
 
 
 
-New Botnet Golem (expansion only):  Reclaims enemy ships it kills (reclaimed ships have health = full damage inflicted by reclamator). Reclaimed ships come back as Zombie Bots, which cannot be controlled but which will attack enemy ships mercilessly until they die.  Zombie bots will travel to enemy planets if no enemies present.  This golem damages itself with zombie-creating shots, and cannot attack ships that are immobile, have no attack, or are immune to reclamation.
 
 
 
 
 
Expansion-Only New Capturables
 
 
----
 
----
-New Capturable Ship (expansion only):  Orbital Mass Driver. Advanced weapon sends projectiles stripped from an iron asteroid to deal heavy damage to starships and golems.
 
 
-A new expansion-only capturable, the Zenith Power Generator, has been added: Advanced Zenith power generator that produces a massive amount of energy at a very tiny cost. AI progress goes up by 20 if this is destroyed, and while your team holds it, the AIs will send 2x stronger waves against this planet.
 
 
-New expansion-only Capturable Ship: Radar Jammer.  Causes all ships on the planet to have extreme trouble targeting at ranges greater than 1000.
 
 
-New expansion-only Capturable Ship: Radar Jammer II.  Causes enemy ships on the planet to have extreme trouble targeting at ranges greater than 1000.
 
 
-New expansion-only Capturable Ship: Gravity Drill Station.  A large station that bores a hole into the fabric of spacetime.  So brutal is the rending of normal space that the effects radiated from this rupture dramatically interfere with most known forms of propulsion thus rendering any teleportation within the system impossible and reducing the speed of all vessels to 8. Generates free energy, metal, and crystal for the player holding it.
 
 
-New expansion-only Capturable Ship: Black Hole Machine.  Prevents all enemy ships (except scouts) from escaping from this planet through wormholes, though enemy ships can still enter through wormholes as normal.
 
 
-New expansion-only Capturable Ship: Interplanetary Munitions Booster.  Triples the attack of all allied ship in its planet, as well as adjacent planets.
 
 
-New expansion-only Capturable Ship: Planetary Shield Booster.  Triples the shield strength of all allied ships on the current planet, making them far harder to hit.
 
 
-New expansion-only Capturable Ship: Planetary Shield Inhibitor.  Disables the shields of all enemy ships on the current planet, making them much easier to hit. Also disables enemy force fields.
 
 
  
Expansion-Only Ship Logic Updates
+
-Previously there was a bug that would sometimes prevent players from gifting under-construction or paused reactors to their alliesFixed.
----
 
-Regarding all golems:  Golems are extremely powerful ships, and thus are very concerning to the AI. Golems cause the AI to send larger waves and reinforcements  to the planets the golems are on, as well as causing the AI Progress to increase when they are repaired.  All golems start out in a broken state when captured by players, with 25% of their health remaining, and must be repaired to full health before they will become operationalThis initial repair generally increases AI Progress by 100, but the power of the golem itself is a match for that.
 
  
-Golems are now immune to sniper shots and minor electric shots, and can no longer be boosted by munitions boosters.
+
-Collision-detection on cold storage planets should now be more efficient, and should avoid the "stacks" of ships that were previously possible.
  
 +
-Previously, Marauders and some other minor factions were getting the same 40% speed boost as player ships.  Fixed.
  
 +
-Planetary Cloakers are no longer put in cold storage (this was causing their cloaked ships to be revealed).
  
 +
-Guards that were previously "dancing" should now just abandon their guard posts instead.
  
Expansion-Only AI Types
+
-Positive handicaps will no longer affect negative resource outflows.
----
 
-New expansion-only AI type: Raid Engine.  Uses Raid Engines on a huge number of their planets.  Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines.
 
  
-New expansion-only AI type: AlarmistUses alarm posts (special forces or regular) on all of their planets.  Makes for massive cross-planet attacks unless players carefully kill these alarms.
+
-Previously, area damage was not damaging ships that must be directly targetedFixed so that it simply doesn't damage ships that cannot be targeted at all.
  
-New expansion-only AI type: CamouflagerAll of its mobile ships look like harmless pieces of junk when stationary and not firing.
+
-Previously, shield boosters could affect minor factionsFixed.
  
-New expansion-only AI type: Zenith DescendantAggressive AI that uses only Zenith fleet ships.
+
-Previously, FRD engineers could "stick" to docks instead of repairing other allied shipsFixed.
  
-New expansion-only AI type: One-Way DoormasterEmploys black hole machines on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroyed.
+
-Previously, the multi-repairs of fortresses to other units were not working correctlyFixed.
  
-New expansion-only AI type: Peacemaker.  Uses anti-golem, anti-starship, anti-warhead, etc, ships on all its planets.
+
-The collision-detection issues with objects in cold storage have now been fully resolved; objects now collide with objects in cold storage as if they were not.
  
-New expansion-only AI type: ExperimentalistAggressive AI that uses a heavy mix of experimental ships along with its normal fleets.
+
-Leech Starships were previously not counting as starshipsFixed.
  
-New expansion-only AI type: Golemite.  Has fully-functioning golems on a great many of its planetsSince the AI Progress goes up greatly when these are repaired, care must be taken to destroy these all in one wave to avoid any such penalty.
+
-The logic for resistance fighters spawning was incorrect, and they never wereThey will actually start showing up now.
  
-New expansion-only AI type: Radar JammerEmploys radar jammers on all of its planets, which makes long-range ships very ineffective against it.
+
-Previously, the "niche text" on icons was not being shown in ship placement mode until the ship was actually placedFixed.
  
-New expansion-only AI type: Speed RacerAll of its mobile ships have been upgraded to move extremely fast.
+
-Previously, lightning warheads and other explosion-type units (warheads, autobombs, etc) were detonating too early against very large structuresFixed.
  
-New expansion-only AI type: Starfleet Commander.  Aggressive AI that uses starships heavily in place of normal fleet ships.
+
-Lack of metal or crystal no longer prevents allies from having their ships be assisted in self-construction or queue-construction.
  
-New expansion-only AI type: Tag Teamer.  A defensive AI whose guards are extra speedy and don't stay near their postsThis makes them more challenging to attack.
+
-Previously, command station home cores were not being created for a new player to a game until they were given at least one other ship from another playerFixed.
  
-New expansion-only AI type: Shield NinnyPlanets are all heavily defended, often with special boosters for allied shields or inhibitors for enemy shields, but this AI never launches waves at the players.
+
-Previously, some listbox popups could hang off the bottom of the screenFixed.
  
-New expansion-only AI type: Grav DrillerAggressive AI with many gravity drill stations on its planets.  Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy.
+
-Previously, the Auto AI Progress values were not being set properly from the game lobbyFixed.
  
 +
-Previously it was possible for expansion minor factions to be enabled in non-expansion games.  Fixed.
  
 +
-Previously, there were some glitches with the health of very high-health ships such as PermaMines, which was causing them to be targetable when they should not have been, and autoattacked in FRD mode, etc.  Fixed.
  
Expansion-Only Misc
+
-Previously, using shift+right click to deselect groups of units from the unit type selection box was not working properly.  Fixed.
----
 
-When the expansion is installed and available or in trial mode (not disabled), it now shows a new expansion-specific logo and splash screen.
 
  
-Two new map styles are now available (expansion only):  Tree and Spokes.  Tree tends to have lots of little branches and long corridors, with very long numbers of hops between the sides of the map (but not always)Spokes tends to have certain hub planets that have super-high numbers of connections (10 to 14 or even more), and usually any part of the map is a bit closer (but again, not always).
+
-Space tugs were not visually showing up correctly in the build queueFixed.
  
-The expansion-related text has been moved into a more final format that will be easier to handle with localization partners.
+
-When hovering over a marauder with your units selected, it was previously not giving targeting info.  Fixed.
  
-In the expansion only, the "energize" cheat now creates 10 Zenith Power Generators instead of 10 mark II energy reactors.
+
-Fixed an issue with engineer beams flashing green right at the start when they are assigned to a unit they cannot actually assist at the moment.
  
-Four new cheats have been added for spawning broken or fully-functional versions of the new golems: busted curse me, curse me, busted its a troll, its a trollThese only work when the first expansion is enabled for the current game.
+
-Previously, engineers were charging players for repairing space docks that they were assisting, even if they were not doing actual repairsFixed.
  
-In the expansion on difficulty 7 and up, the AI home planets and core planets (those next to the home planets) will now always include both an orbital mass driver and a core warhead interceptor.
+
-Fixed a bug that could lead to indecisive AI units if they were simultaneously trying to escape and attack.
  
-Two new cheats have been added for spawning broken or fully-functional versions of the new hive golem: busted and the hegemon, and the hegemonThese only work when the first expansion is enabled for the current game.
+
-Previously, there was a bug where steam achievements would reactivate on every game loadFixed.
  
-Two new cheats have been added for spawning broken or fully-functional versions of the new botnet golem: busted zombie bots, zombie botsThese only work when the first expansion is enabled for the current game.
+
-The text in the tutorials window was being cut off in recent versions.  Fixed.
  
-Four new cheats have been added to the expansion to trigger the four new minor factions in the expansion: Go Go Trade Pact, Spawn Miners, Calling Mr Miles, Invoke Unicron.
+
-Command Stations will now only autobuild ships at planets that have supply.
  
-Spokes maps are particularly vulnerable to supply, so all AI players now get a core force field covering all of their command stations in that map style—this adds some challenge back, and essentially deepens the scenario as a counterpoint to how you can take advantage of them with supply denial.
+
-Fixed a collision issue that could previously cause allied ships to dance around instead of stopping in rare cases.
  
-A warning message is now shown whenever a devourer is on one of your team's planets, or on an adjacent planet to your team.
+
-Previously, the +/- buttons would not always respond to being pressed.  Fixed.
  
-Three new expansion-only map styles have been added to the game: Snake, Vines, and GridThey provide somewhat more orderly alternatives to Tree and Spokes, with explorations in different sorts of connection-patterns between planets, providing more variety in terms of planet adjacency, numbers of hops, and so on.
+
-Previously, tachyon warheads were enabled when cloaking was disabledFixed.
  
 +
-Previously, there was an issue with Zenith Traders not always going through wormholes correctly when a player planet was on the other side.  Fixed.
  
 +
-Previously, cloaked ships that were revealed by a tachyon beam could not be manually targeted by player ships.  Fixed.
  
Bugfixes
+
-Fixed a bug relating to enemy units turning into threat via chasing marauders and other minor faction ships.  This was most noticeable with core ships chasing devourer golems.
----
 
-The game will no longer crash when it is missing images, but instead will log the error and will display a pink square instead.
 
  
-Previously, there was a problem with lightning missiles not always detonating immediately upon reaching a player-set target.  Fixed.
+
-Experimental starships (warbirds, beams) were not being treated as starships, fixed (this also fixes the cannot-put-them-in-low-power-mode problem).
  
-Fixed a network multiplayer glitch that could occur in the 2.0 version when Skip Batch Network Sending was not enabled.
+
-Planetary shield inhibitors (and similar) were having full effect even while still under construction, fixed to not "activate" until construction is complete.
  
-In recent releases, AI Parasites were not taking over human ships.  Fixed.
+
-AI combat ship tactics are now much less likely to switch between high-priority (irreplaceable) targets when they have a significant advantage on a planet.
  
-Previously, there was an issue where multiplayer connections would fail the first time, but succeed the second time, for some players. This should now be fixed.
+
-Z key (i.e. Z+X hotkey) now only checks for drawing ship ranges if planet has normal visibility.
  
-Previously, there was still a minimum range set on the raptor mark II, which caused it to act strangely.  Fixed.
+
-Fixed a bug where starting a second instance of the game on a single-screen system caused a crash instead of just displaying an error message and exiting the second instance (as it behaved before).
  
-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.
+
-Fixed Lobby not retaining proper checked-ness of minor faction types.
  
-The display of strong/weak data had some glitches in it previously for turrets and starships.  Fixed. Starships were still giving nonuseful data, however, so the algorithm for checking those has been changed to a good degree. Future exports of data for starships, heavy defense, golems, and force fields should be more informative.
+
-Fixed AI ships stopping and starting a lot during movement towards a high-priority target (e.g. command station) out of its effective range.
  
-In previous versions of the game, there was an exceptionally rare bug where players who were fast-clickers in above-averge-lag situations could cause invalid planetary travel paths for ships.  Fixed.
+
-Fixed bug where ships put into frd by auto-frd control node were not returning to their original point after doing something on frd (like an engineer auto-assisting something).
  
-Previously, the counter-shooting ranges of ships was being shown for enemy ships—even cloaked enemies.  Fixed.
+
-Previously, a bug was preventing players with greater than version 3.0 of the game from installing the expansion through the Arcen updater.  Fixed.
  
-Previously, moving force fields could push even enemies that are immune to force fields.  Fixed.
+
-Fixed bugs preventing the AI taunt conditions from ever being true.
  
-Previously, the Expenses By Player tab of the stats window was omitting any outflows for ships that were try to spending resources, but temporarily unable to actually spend them because of a resource shortage.  Fixed.
+
-Fixed a bug where very long range ships (like Zenith Bombard; not snipers or other infinite-range ones since those are handled differently) were not auto-firing at all due to an overflow calculating their guard range.
  
-Previously, there was an error with the time taken for conflicts to resolve in the simulation data (it was showing about half the time it really took). Fixed.
+
-Fixed a bug where "pause all" was not properly causing the game to realize that the paused constructors were not assistable, so frd engineers would sometimes waste time assisting them.
  
-Previously, damage smoke could give away the position of large damaged ships on planets that a player did not have visibility to.  Fixed.
+
-Fixed bug where you could get an achievement from playing a game started in someone else's profile.
  
-In the past release, the starting color of players was not being shown correctly in the lobby.  Fixed.
+
-Fixed bug where group-moving through a wormhole to a planet with a rally post was causing the ships to break out of group-move and travel full speed.
  
-Previously, non-combat ships were drawing an attack range.  Fixed.
+
-Fixed bug where a unit assisting an allied constructor could not assist if the allied constructor's player did not have sufficient resources.
  
-In recent releases, when players connected to a host with a different version of the game, they would erroneously go into an empty lobby.  Now it properly kicks them back out to the "find lan games" window with a message about what version they need to run in order to connect.
+
-Fixed bug where an engineer that had previously failed to assist (due to a space dock queue running out or some such) would draw a red fuzzy line instead of a green fuzzy line when repairing a ship, even though it was successfully repairing the target.
  
-The StrongWeak.xml export now only includes the actual main ship types and bonus ship types once again, as it was always supposed to.
+
-Fixed bug where giving an attack order during execution of a move order would cause a complete stop before re-accelerating (move during move just changed direction, no slowdown).
  
-Previously, AIs would often build far too many counter-snipers when threatened with any snipers.  Fixed.
+
-Fixed bug where auto-frd node was overwriting AttackMovePoint with LocationCenter even when AttackMovePoint was not empty.
  
-Kills made by electric shuttles and lightning turrets were not previously being correctly logged.  Fixed.
+
-Previously, if a player tried to connect to a game with the same name as the game host, it was failing silently instead of giving them the appropriate duplicate player message.  Fixed.
  
-Niche text overlays were not previously being positioned properly on 64x64 icons.  Fixed.
+
-Ships immune to black hole machines were not saying so on the tooltip, fixed.
  
-Previously it was possible for Remains Rebuilders to send a player into negative energy through their rebuilding.  In recent prereleases, they were also doing their rebuilding for free.  All fixed, and now they are not instantly rebuilt, either, but rather are kicked off so that they then construct themselves over time for an ongoing resource cost as with every other aspect of the new economy.  For the first time ever, this also applies to the AI when it is rebuilding ships—thus the AI Remains Rebuilders are not nearly so threatening as mine builders used to be, since they can't just instantly respawn large numbers of ships.
+
-AI should no longer taunt player for scrapping a command station.
  
-Several bugs with the strong/weak export have now been fixed.
+
-Fixed a bug where joining a multiplayer game as a client, quitting, and loading another game for single-player play would leave you stuck "Waiting for players".
  
-Previously, large numbers of mines and remains (as in, 50,000+) in the game could cause significant slowdown.  This has now been fixed so that they cause almost no performance impact whatsoever, except right after the game is loaded (since there are extra messages being sent to the AI, and the save files themselves are larger).
+
-Fixed "Cloaked Enemey Ship" typo.
  
-The Stealth Tachyon Beam Emitter was supposed to have regular Tachyon Beam Emitters as a prerequisite technology, but did not. Fixed.
+
-Previously ships that were self-built that could unload passengers could not have their construction paused because the Unload button was being drawn on top of the pause button, fixed.
  
-Fixed a bug where ships could be built on non-controlled planets using a control group exploit.
+
-Previously ships in FRD would sometimes ignore distant ships based on guard radius, fixed to not regard guard radius in FRD.
  
-Previously, there were several bugs with engineers assisting objects under construction and how the costs were calculated and reportedAll fixed.
+
-Previously when loading a save (generally an autosave) that was created on the exact same Game Second as an auto AI progress increase, it would apply the auto increase again despite it having also been applied before the save was createdFixed to remember the last auto increment Game Second and not increment again until enough additional seconds have passed.
  
-Previously there was a bug that would sometimes cause AI ships—most notably bombers—to act indecisive when they are generally outnumbered but also still have a target of value that they can killThis is now fixed.
+
-Previously exo-wormholes were being treated as AI units during loading of a game, which could cause them to fail a collision check against other stationary objects and move out of the way, resulting in the exo-wormhole not being in the same place after loading a gameFixed to not consider collision-moving for exo-wormholes.
  
-Previously, if the low-energy count was shown over a ship that had a countdown timer or a transport text, the text was all overlapping.  Fixed.
+
-Previously ships that were able to fire through forcefields were completely unable to fire at targets protected by a decoy drone AND completely unable to fire at the drone (other ships could at least shoot the drone).  Fixed so that ships able to fire through forcefields are able to fire at ships protected by a decoy drone as if the drone were not there.
  
-Previously, there was a bug where reclaimed ships always came back with 50% health no matter how much damage had been dealt to them by reclamators.  Fixed.
+
-Fixed a bug that could cause the load/save screen to take over a minute to come up in some circumstances.
  
-Previously, the tooltips in the lobby were often jittery at the edge of the screen.  Fixed.
+
-Fixed an inaccuracy and a typo in the Interplanetary Munitions Booster description.
  
-Previously, the up and down arrows were not working correctly on the custom scrollbars used by the game.  They have now simply been removed.
+
-Updated descriptions for Remains objects to not wrap in odd places.
  
-Previously, ships could be manually targeted onto ships that they could not hit at all (due to shot immunities, mainly), which was problematic.  Fixed.
+
-Previously, the game would crash if it was missing any of the images used by its GDI components.  Fixed.
  
-Previously, sometimes just-created ships would flash fully-visible and red while still fading in.  Fixed.
+
-Fixed the issue with the raid and leech starship mark levels being visually offset.
  
-Previously, if players had energy less than zero, then various services would shut off.  Occasionally it seems that builders will let energy accidentally go to -50 or so, and other minor events can also cause this very temporarily, which would cause (essentially) brownouts.  In order to smooth this out (and because this new logic makes more sense in terms of a power grid anyway), the threshold  for "negative energy" has now been changed to -30,000.  The only way players would ever get energy that is this negative is if they lost an energy reactor.  Having a zero or less balance of will still prevent new ship construction as before, but it won't cause brownouts until this more extreme threshold is passed.  This retains the general character of the risk of losing reactors, without having small events cause such major fluctuations.
+
-Previously units with IsScout set were having a lot of orders (FRD, etc) cleared when loading a game, fixed to not reset these.
  
-Previously there were a few situations where it was possible for players starting a game, or joining a game late, to not get their starting allotment of metal, crystal, and knowledge.  All fixed.
+
-Fixed Co-processor description line breaks to display better.
  
-Previously, via gifting ships it was possible to send yourself or allies into negative energy balances.  Fixed.
+
-Previously if an object was somehow created on the exact center of the planet (coordinates 0,0) it would behave very oddly (notably most shots would not progress towards them).  This typically only happened with cheat-created ships.  Fixed to make sure that objects are never added directly on 0,0.
  
-Previously, when switching to a new planet the camera would center on enemy command stations (even if the enemy command station was not visible).  Fixed so that it never centers on enemy command stations.
+
-Previously ships towed through a wormhole were switching planets without changing location coordinates, resulting in very odd positions and very long tractor beams.  Fixed to set the location of the towed ship to the location of the towing ship after switching planets.
  
-Previously, structures larger than 120 radius did not show a circle around themselves when cloaked or under force fields; players could only tell if they were protected when looking at them very zoomed out.  Fixed.
+
-Previously clicking the "reset all queues" button with some currently self-building units would scrap the self-building units.  Fixed so that reset does nothing to units still self-building.
  
-Previously, when selecting both science labs and advanced research stations together, the tech menu would not show.  Fixed.
+
-Overhauled cursor position detection to properly account for the window toolbar (if enabled) and window positions other than screen coordinate (0,0).
  
-Previously, when an etherjet was trying to move and got stuck on the edge of a force field, its tractored cargo would keep moving.  Fixed.
+
-Previously Marauder Buzz Bombs were considering human ships as friendly when exploding (and thus not damaging them), fixed to consider them as enemy in that case.
  
-Previously, sometimes the planetary summary would show a blank space instead of a zero for a ships that was no longer present.  Fixed.
+
-Previously, if an overly long name was entered for the profile, it would not be visible in the main menu.  Fixed.
  
-Previously, group-move commands would not function with any ships with move speed less than 6.  Fixed.
+
-Previously ships reduced to very low percentages of engine health (particularly those like dreadnoughts with low normal speeds) could sometimes fail to move despite having an effective speed of 1.  Fixed to be able to move at the slowest possible speed in those cases, even if it's more than they deserve.
  
-Previously, the selection hotkeys (B, D, S, O, etc) were working on both ships belonging to the local player, as well as the ships of disabled playersThis was confusing and could lead to input errors, so it has changed to just cylcing through ships belonging to the local player.
+
-Previously AI engineers in FRD mode could get into a cycle of moving to a nearby guard post and then back to their FRD anchor point over and over againFixed to re-anchor their FRD point to the guard post.
  
-Previously, the planetary summary would often start as one long row and then jump to its correct size when loading a game.  In a super-rare case, this could even cause it to overlap the score.  Fixed.
+
-Fixed Tutorial 3 to prevent AI ships from entering FRD mode and thus attacking human player ships when the instructions specifically state that this will not happen.
  
-Previously, there was a bug in the second tutorial where if the science labs were sent to another planet and actually made it there before the player hit enter, the tutorial would get stuck.  Fixed.
+
-Previously cleanup drones could start cleaning up permamines when the human player had begun construction of a command station on the planet.  Fixed to not allow the cleanup drones to start cleaning up permamines until the command station is complete.
  
-Previously, it was possible for some game input to erroneously reach the game when the game did not have input focus, or when the game loading window was showing.  Fixed.
+
-Changed line breaks in distribution node description to prevent odd wraps.
  
-Previously, hosting a multiplayer and then immediately switching to being a client of another game could cause a crash.  Fixed.
+
-Fixed the ship mark icons on the tachyon beam emitters.
  
-Previously, ships heading for a transport or a wormhole would collision-detect in advance (as is appropriate with a move order) and select new destinations adjacent to their true target.  This caused some slowdown with wormholes and a ton of slowdown with transports, and was undesirable in the first place because the collision detection is not even needed or correct. Fixed.
+
-Previously ships were sometimes failing to perform "opportunity fire" while pursuing a primary target currently outside their range. Fixed.
  
-Previously, command stations that are attacked on planets that used to be the AI's home planet were giving the wrong warning message.  Fixed.
+
-Previously units with extremely high single-shot attack power (e.g. Devourer) were massively overkilling targets.  Fixed to cap overkill at 100% (i.e. will keep shooting until health = -maxHealth).
  
-The tooltip on the tachyon warheads was indicating that their effect only lasts for 30 seconds, when the effect really lasts for 5 minutes.  Fixed.
+
-Fixed rare wrapping oddity in galaxy map planetary summary hover text.
  
-Previously, when the host of a multiplayer game quit back to the main menu, it was not completely shutting down the server process—this would leave "phantom" games in play that could cause issues.  Fixed.
+
-Previously it was possible in very rare cases for ships to get "stuck" on the edge of a hostile strong forcefield.  Fixed to use more exact distance checking in case of possible collision to check for a real collision.
  
-Previously, it was possible for clicking through a wormhole to cause unintentional ship selections on the far side of the wormhole.  Fixed.
+
-Previously if a scrolling key (up/down/left/right) was pressed while clicking on the scores screen, after the scores screen was closed the game would still think the scrolling key was pressed (thus leaving the screen scrolling until the same key was pressed and released).  Fixed to clear the pressed-ness of those keys when closing the scores screen.
  
-Previously, scrapping in-progress ships would give back too many resources.  Fixed so that it simply gives back 10% of the resources equivalent to the current health of the self-bulder being scrapped, as with any other ship.
+
-Fixed a bug where AI taunts were ignoring the "Disable Sound" setting.
  
-Previously, there was a bug with manufactories not working when the resource they would produce is at zero. Fixed.
+
-Previously, when a raid engine finished counting down on a planet with no command station, it would cause the game to crash.
  
-The game now saves a settings.bak file before saving to settings.dat, just to make sure that if the write is interrupted before completing, data is not lost.
+
-Fixed some inaccuracies/omissions in Riot module descriptions.
  
 +
CHANGES TO PAST PRERELEASES
 +
=======
  
  
Line 876: Line 671:
 
----
 
----
  
-Thanks to kjara for reporting the issue with AI parasites note taking over human ships, for reporting exploits to the adjusted score calculation, for suggesting the new bonuses for higher-mark autocannons, for reporting that in prior versions expansion ships could show up in the lobby when the expansion was disabled or not installed, for suggesting that attrition emitters must be directly attacked by player ships, for suggesting the improvements to when the AI goes on alert, for reporting the issue with the colors not showing correctly in multiplayer lobbies, for suggesting some of the new player colors, for suggesting the Speed Boosters, for suggesting eyebots not show up in the scouts tab, for reporting that under-construction units were not receiving any protections in the prereleases.
+
-Thanks to Hans-Martin Portmann for suggesting the fuzzy line performance improvement, from suggesting the removal of munitions boosting lines, for reporting that shield boosters could affect minor factions, for reporting the issue with fortress repairs, for suggesting the health boost to dyson gatlings, for suggesting that multiple rebel colonies still provide some benefit to the players, for the better-looking small shot effect.
 
 
-Thanks to Nibelung44 for reporting the issue with the raptor IIs still having a minimum range.
 
 
 
-Thanks to twobitshift for suggesting the colony ship improvements.
 
 
 
-Thanks to etgfrogs for suggesting that golems be immune to minor electric shots, for reporting that Beam Frigates were unable to hit must-be-directly-targeted ships in 2.001L, for suggesting the AI SuperTerminal.
 
 
 
-Thanks to RCIX for suggesting the Artillery Golem, for suggesting the Black Widow Golem, for suggesting the Armored Golem, for doing original sketches for the Grenade Launcher and the Zenith Polarizer, for suggesting the Zenith Chameleons, for suggesting the Acid Sprayers, for suggesting that players be able to set font sizes for replacement fonts, for reporting balance issues with the beam frigates, for suggesting the Zenith Power Generator, for suggesting the Core Warhead Interceptor, for suggesting the Zenith Reserve Ships, for suggesting EMP Mines, for suggesting that the strong/weak simulations be run at range, for suggesting that any ships that can fire through force fields can also fire through decoy protection radii, for reporting the exploit with control groups and building on non-controlled planets, for suggesting the Mining Golem, for reporting the visual issue with ships fading in, for suggesting the Dyson Golem, for reporting the rotating mark iii force fields, for suggesting the lightning turret rebalance, for suggesting that grenade launchers be moved to normal complexity in the lobby, for reporting the new shot outrunning problem, for reporting the issue with units collision-detecting while on the way to get into a transport, for reporting the sleeping alarm posts in 2600, for reporting the issue with blinking protecting from exo-forcefields.
 
 
 
-Thanks to Ktoff for suggesting the buffs to the spire starships.
 
 
 
-Thanks to Joshua Yu for suggesting that tachyon emitters have mine avoidance, for reporting the grenade launcher IV range error, for reporting the issue with the game version mismatch throwing players into an empty lobby, for reporting the exploit with viral shredders, for reporting that the description of teleporting units in the lobby was out of date, for suggesting Cursed Golems, for suggesting the Black Hole Machine, for reporting the missing wave names in some prereleases, for suggesting the rebalance of beam starships, for suggesting that tanks get a buff, for reporting the exploit with gifting home command stations, for suggesting that control nodes not be giftable, for suggesting the AI Superterminals not interfere with supply, for suggesting that decloaker be immune to being insta-killed, for reporting the errors in the mrls and mlrs turret descriptions, for suggesting the knowledge cost reduction in cloaker starships, for reporting the issue with speed boosters acting while under construction.
 
 
 
-Thanks to Calvin Southwood for suggesting that laser gatlings be weak against cruisers, for suggesting that harvester exo-shields not be pausable, for reporting the bug with the simulation data in the 2.001F, for suggesting the Stealth Leech Starships, for reporting the issue with ships forgetting queued attacks, for coding out the change to make ships able to be in multiple control groups at once, for identifying the overflow error in the line-circle intersection tests, for reporting that you could gift allies into negative energy, for suggesting the change to cold storage ships being blacked out.
 
 
 
-Thanks to Vaos for reporting the crash bug in 2.001C, for reporting the ucc wormhole additive bug in 2.001E, for suggesting that mirror ships should have a stronger primary attack, for reporting that paralyzers were not properly prioritizing ships in 2.001H.
 
  
-Thanks to Velox for reporting the fact that attrition emitters were not capturable, but should have been, for suggesting the Sentinel Frigates, for suggesting the Zenith Virtal Shredder, for reporting the confusing way that turrets interacted with most ships that fire minor electric shots, for suggesting the Core Fabricator, for suggesting the Zenith SpaceTime Manipulator, for suggesting the Experimental Fabricator and Experimental Starship Fabricators, for suggesting Regenerator Golems, for suggesting Hive Golems, for suggesting Devourer Golems, for reporting the description of fleet and alien starships being off, for reporting the gather points bug in 2200, for reporting the raid engine adjaceny issue, for reporting the issue with ship selection when clicking through wormholes.
+
-Thanks to Blahness for suggesting the increase in MRS range, for reporting that the increase to MRS range didn't actually work the first time, and for suggesting the starship tug 100.
  
-Thanks to Nailer for suggesting that wormholes should have a clickable icon in far zoom.
+
-Thanks to kjara for suggesting the engine tugs, for reporting that anti-starship arachnids were not targeting starships with preference, for suggesting the improvement to patrols, for reporting that marauders were getting the player speed boost, for reporting the issue with marauders spawning way too far out on enemy planets, for reporting the issue with targeting issue not appearing when hovering over marauders, for suggesting the shield boost to melee ships, for reporting the issue with vertical space on the remains hover in the F1 windows, for suggesting that transports no longer use the scout-evade behavior after exiting wormhole, for reporting that it was possible to detect fully cloaked enemy ships in Icon Grouping rendering mode, for pointing out that zenith mirrors do really poorly under sniper fire, for reporting that zenith-mirror-reflected shots were not respecting immunity, for noting that the devourer description didn't clearly state that it eats scouts, for reporting that the tooltip for Zenith Paralyzers was always saying x0, for reporting that giving an attack order during execution of a move order would cause a complete stop before re-accelerating, for reporting that devourers were devouring inordinate numbers of special forces ships, for suggesting the change to the AIP costs of warp gates and command stations, for reporting that teleporting units had a very hard time boarding moving transports.
  
-Thanks to dumpsterKEEPER for reporting the two bugs with the unified command queue in 2.001F, for reporting two spelling errors on the network sync popup text, for reporting the error with FRD ships and rally posts, for reporting the crash when converting some savegames to the expansion, for reporting the issue with paralyzed self-builders, for reporting the incorrect "your income" line items in the intel summary.
+
-Thanks to Oewyn for reporting the bug with gifting reactors, for reporting the issue with planetary cloakers in cold storage, for reporting the lack of resistance fighters, for reporting the issue with engineers charging players for repairs of fully-healed docks, for pointing out that mine remains were still targetable, for suggesting buffs for counter-turrets, for pointing out that AI Taunts were never playing, for pointing out that core warhead interceptors were much too highly prioritized as a target by the AI, for reporting that a unit assisting an allied constructor could not assist if the allied constructor's player did not have sufficient resources, for reporting and providing a save to demonstrate the occasional unwillingness of ships to shoot at secondary targets while their primary target was out of range, for suggesting that the ControlNodeFRDLimitedTo80000 apply to non-military ships too, for noting that electric shuttles were pretty brutal and for their save file and suggestions on fixing this, for reporting that attrition emitters were not functioning in cold storage, for reporting that experimental starships didn't have the expected starship weaknesses.
  
-Thanks to Desmond Kaplan for suggesting the orbital command station home cores.
+
-Thanks to SNAFU for reporting the issue with ships autoattacking permamines.
  
-Thanks to inchoate for suggesting the altered MTU as a way to solve the transmission problems that a few players were having over certain network setups.
+
-Thanks to RCIX for reporting the turret stacking, for reporting the persistence of the dancing guards issue, for suggesting the improvements to the force field bearers, for suggesting the reduction in cursed golem health drain rate, for suggesting the change to how rebel colonies spawn, for suggesting the change to the cloaker starships, for suggesting a cap on the number of ships an MRS can repair simultaneously, for suggesting an option for MRS-repaired ships staying with the MRS rather than returning to their previous location, for reporting that enemy ships were sometimes still being drawn after the human players had lost visibility.
  
-Thanks to keith.lamothe for suggesting that ships prefer not to autotarget mirrors when possible.
+
-Thanks to HellishFiend for reporting the issue with Zenith Trade Ships on dead-end worlds, for reporting the issue with positive handicaps affecting negative resource outflows, for reporting the issue with short-range ships targeting high-radius force fields, for reporting the issue with assisting allies failing when they have zero of a resource, for reporting the issue with engineers trying to teleport into enemy force fields, for reporting the omitted knowledge counts on science labs when there is low energy, for reporting the issue with translocators hitting ships that are held by tractor beams, for reporting the issue with Zenith Traders going through wormholes, for suggesting that cloaked ships in general not be immune to AOE damage, for reporting the oddly steep effect of attack cluster penalties, for reporting that Devourer Golems were indulging in ridiculous amounts of overkill, for reporting that ships were getting stuck on the edges of hostile forcefields.
  
-Thanks to Vade for reporting the Zenith Starship misspelling on the technology button.
+
-Thanks to Kalzarius for reporting the issue with area damage and direct-targeted enemy ships, for reporting the inability to repair hive golems, for reporting the issues with lightning warhead targeting, for providing the updated game music streaming code, for reporting the issue with the find listbox hanging off the bottom of the screen, for suggesting the larger stream buffer size for game music, and for reporting that lightning turrets were firing even when the only enemy ships in range were fully cloaked.
  
-Thanks to laxrulz777 for suggesting the Zenith Polarizers, for suggesting the Interplanetary Munitions Booster.
+
-Thanks to Velox for reporting the issue with engineers sticking to docks, for suggesting that the buzz sound effect play when ships cannot be scrapped, for helping diagnose the problem with permamines being autoattacked, for reporting the issue with harvesters rebuilding when enemy turrets were present, for reporting the issue with manually targeting ships revealed by a tachyon beam, and for reporting that engineers sometimes drew red lines instead of green when successfully repairing ships.
  
-Thanks to Oewyn for suggesting Shield Boosters, for reporting the issue with counter-shooter ranges appearing for enemy ships, for reporting the issue with non-combat ships showing attack ranges, for reporting a misspelling in the Raid Starship descriptin text, for suggesting the hard counter to impulse reaction emitters, for reporting a crash bug in ZF, for reporting the issue with transport percents, for suggesting that turret trains not be auto-attacked, for reporting the clipping in the stats window, for suggesting the cost reduction for EMP mines, for reporting the temporary issue with colony ships requiring supply, for reporting the temporary mixup with permamine health, for suggesting that mirrors not reflect starship attacks, for suggesting that astro train stations only be attacked via direct orders, for suggesting that fortresses not have such a huge bonus against starships, for suggesting the buzzbomb rebalance, for reporting the issue with the incorrect message being shown when player ships flew into enemy minefields, for suggesting the increase in engineer ranges, for suggesting the better range for rebel/mining spawns, for suggesting that the range of gravitational turrets be increased, for reporting that resistance fighters were not spawning, for suggesting the warning when devourers are on or next to player planets, for reporting the harvesters rebuilding too frequently, for reporting another issue with FRD ships chasing teleporters, for reporting the issue with devourer positions being revealed by some galaxy map counts, for reporting the cold storage issue with waves to unknown planets, for reporting the issues with SuperTerminals.
+
-Thanks to SpencerK and ownu for reporting the stuttering bug in the basic tutorials.
  
-Thanks to Lars Bull for suggesting the separate target search cycle for tractor beams, for reporting the issue with exo-galaxy wormholes in certain prereleases, for pointing out that the new cloaked planets could be used to circumvent scouting, for suggesting that Zenith ships have a different color of explosion, for suggesting the improved rally post attributes, for suggesting that mobile builders count as constructors instead of engineers, for reporting the issue with energy going minorly negative, for reporting that you could gift yourself into negative energy, for suggesting the change to cold storage ships being blacked out, for suggesting the widening of the minor faction listbox, for suggesting that the view never center on enemy command stations by default, for reporting the issues with acceleration and group move, for reporting the visual issue with zeroed ship counts on the planetary summary, for suggesting the change to autosave after game over, for suggesting that building hotkeys not include ships of disabled players, for reporting the issue with engineers improperly charging allies for dock acceleration, for reporting the crash when joining a multiplayer game after hosting, for reporting that group-moving into transports was not working, for reporting the miscolorization of planet names on wormholes, for reporting that cloaked ships were being shown during game syncs.
+
-Thanks to akronia for reporting the issue with the multi-planet warning text in the lobby being cut off, for reporting the issue with ship text on placement mode not showing up, for reporting that Dyson gatling reclamation led to weird behavior (they're not supposed to be reclaimable).
  
-Thanks to Kiro for reporting the exploit with command station cores.
+
-Thanks to SkyWest for reporting the issue with leech starships not counting as starships.
  
-Thanks to Draxis for reporting the issue with force fields being able to push cutlasses.
+
-Thanks to Amonchakad for reporting the issue with scouts getting stuck on force fields, for reporting the broken Auto AI Progress settings.
  
-Thanks to I-KP for suggesting that the "Always display wormhole names in front of ships" setting no longer affect the wormhole far zoom icon, for contributing a variety of graphics noted above, for suggesting the Orbital Mass Driver, for suggesting the Gravity Drill Station, for suggesting the Distribution Node, for suggesting the AI Co-Processor, for suggesting that force fields provide protection from tractor beams, for suggesting the method for making ships borders look better at partial zoom, for reporting the issue with etherjets stuck against force fields, for suggesting the improvements to the electric shuttles and reporting the issue with their stated-vs-actual ranges, for suggesting the colorized planet names in the galaxy map.
+
-Thanks to Collic for suggesting that the munitions lines simply be an option to turn off.
  
-Thanks to Minty for reporting the bug with incoming fire going through forcefields in the 2.001L prerelease, for suggesting that trade ships be immune to force fields.
+
-Thanks to arthurp for suggesting that alt-clicking items in the planetary summary should deselect them.
  
-Thanks to sparkler for reporting the bug in prerelease M that would allow unbounded ship reinforcements.
+
-Thanks to NahtanoJ88 for reporting the issue with command station home cores for new players.
  
-Thanks to StealthArcher for suggesting the Impulse Reaction Emitter.
+
-Thanks to Lars Bull for reporting the issue with minor factions from the expansion being able to be enabled in non-expansion games, for reporting the issue with shift+right clicking the selected units dropdown, for reporting the issue with the +/- key not always working, for reporting that starting a second instance of the game on a single-screen system causes a crash.
  
-Thanks to Hans-Martin Portmann for reporting balance issues with the beam frigates, for suggesting adjustments to the font sizes from prereleases O and P, for creating the new colorized planetary summary panel graphics, for suggesting the Planetary Shield Booster and Planetary Shield Inhibitor, for providing the new explosion graphics (red, green, and blue), for suggesting the buff of forts, for suggesting that astro train stations no longer create a force field, for suggesting that the rebel human colony event be a bit easier, for reporting the issue with ships firing too early on radar jammer planets, for suggesting that minor factions be blind for allied humans, for reporting the issue with clicking minor faction ships in the planetary summary, for suggesting that command stations never shift on game load.
+
-Thanks to Anticept for reporting the issue with space tugs not showing up correctly in queues, for reporting the issue with mobile repair station engine health being unrepairable, and for reporting that pausing control nodes does not deactivate them.
  
-Thanks to damador for reporting the issue with the font size loading being problematic in version P.
+
-Thanks to carlosjuero for suggesting the change to make resistance fighters only spawn when there are a certain number of human ships at a planet, for suggesting automatic DNS resolution of host names for direct connect, and for the example code that worked very well.
  
-Thanks to freeofme for suggesting the translocator.
+
-Thanks to TheDeadlyShoe for providing a save to show indecisive AI ships and for suggesting that astro trains be made immune to paralysis attacks.
  
-Thanks to OniRyo for suggesting the decoy drone.
+
-Thanks to intently for inspiring the ability to let cleanup drones remove mines on allied planets.
  
-Thanks to CogDissident for suggesting that golems be immune to paralysis attacks, for reporting the issue with beam frigate targeting.
+
-Thanks to frags for reporting the issue with Steam achievements activating on every savegame load.
  
-Thanks to Cintia for reporting a bug in the prereleases where munitions boosting was still working with turrets.
+
-Thanks to I-KP for reporting the issue with command stations still autobuilding when they have no supply, for reporting that fortress construction could not be paused, for contributing a lot sfx and graphics for the new Riot starship line, for suggesting a disabledaitypes.txt file to save GUI programming time on the disabling-individual-ai's feature, for pointing out that micro-ing ships to constantly fly over a mobile repair station was allowing the simultaneous repair of an arbitrary number of ships, for creating the new lightning sprite, for suggesting that Advanced Factories "fold out" rather than replicate on capture, for suggesting the engine-damage-floor concept, for suggesting revised preconfigurations for the Riot.
  
-Thanks to Lancefighter for reporting the bug in a few prereleases with regen abilities incorrectly being applied during the 3-seconds-after-being hit period, for reporting that Stealth Tachyon Beam Emitters did not have a proper prerequistie, for suggesting that forts be mrses and rally posts, for suggesting the rebalance of dreadnoughts, for reporting the issue with FRD ships and teleporters in 2.600, for reporting that enemy force fields were visible in enemy territory with fog of war on again.
+
-Thanks to PLivesey for reporting the issue with "no supply" text being incorrect.
  
-Thanks to Echo35 for suggesting that turrets leave remains in the same manner of mines, for reporting the disappearing fonts, for reporting the clipping of the header text in the stats window, for suggesting the simple render option for far zoom icons.
+
-Thanks to orzelek for reporting the collision issue that caused dancing allied ships, for reporting that the lobby was not retaining proper checked-ness of minor faction types, for reporting that engineers set to frd by the auto frd engineer control node were not returning to their original spot after doing something, for pointing out that modules should honor stop commands to the parent ship, for providing a save to investigate the mysterious-disappearing-shots problem, and for pointing out that translocation was working in some pretty absurd cases (fortresses, etc).
  
-Thanks to darke for suggesting that advanced factories should get a health boost, for suggesting that bombers should get a health boost.
+
-Thanks to Thasero for reporting that warbird experimental starships can't be put in low-power mode, for reporting that the hover text of mines reported 300 engine damage strength but no such engine damage was observed in practice, for reporting that experimental starships (warbirds, beams) were not being treated as starships, for suggesting that munitions boosting ships have a cap on the number of ships they can simultaneously boost, for reporting that icon groups were disappearing if their top ship died, and for suggesting that Interplanetary Munitions Boosters not be placed adjacent to AI homeworlds and that Dyson Spheres not be placed on AI homeworlds.
  
-Thanks to Darloth for reporting the missing EMP Mine buy icon, for reporting the issue with the reload speed of sentinel frigates, for reporting the crash bug in ZD.
+
-Thanks to PineappleSam for reporting the fact that tachyon warheads were enabled when cloaking was off.
  
-Thanks to raptor331 for suggesting that fortresses be able to store units as a transport to keep them safe until they are ready to be ejected, for suggesting the option to not require admin rights to install updates.
+
-Thanks to Doddler for suggesting that remains not be manually attackable, for reporting AI ships stopping and starting a lot, for reporting the issue with scouts freeing guards when they should not, and for reprting that cleanup drones could start cleaning up permamines when the human player had begun construction of a command station on the planet instead of waiting for the station to complete.
  
-Thanks to JfpOne23 for suggesting the rebalance of sentinel frigates.
+
-Thanks to Ruges for reporting that planetary shield inhibitors (and similar) were having full effect even while still under construction, for reporting that ion cannons were getting munitions-boosted, for reporting that raid starships were unable to fire at decoy-drone-protected ships or the drones themselves despite the fact that they should be able to ignore the drones altogether, and for reporting that it's possible to get over 7000 viral shredders of a given level by abusing the game horribly.
  
-Thanks to FFLaguna for reporting the issue with rebuilders not working correctly when ships were at cap, for reporting the issue with rebuilders going all the way to their FRD destination before actually target searching, for suggesting teleporting remains rebuilders and cleanup drones.
+
-Thanks to Johnthesavage for reporting that spokes maps had a core AI forcefield on every single AI planet.
  
-Thanks to HellishFiend for suggesting the improvements to the mobile repair stations, for reporting the desyn in 2201, for reporting the missing dangerous ship counts on the command station button list, for reporting the issue with under-construction ships forgetting their orders on completion.
+
-Thanks to vonduus for reporting indecisive ai behavior when multiple high priority targets were available, particularly when one started construction in the middle of the battle, and for reporting the out of memory exception that can come from Game Command pooling, for reporting the wrong mark level icon showing on the tachyon beam emitter.
  
-Thanks to Volatar for suggesting the botnet golem, for reporting that too many bonuses were being shown in the strong/weak data for ships.
+
-Thanks to Bobtree for reporting that lightning warheads can be munitions-boosted, for reporting that Z+X hotkey was showing ship ranges on planets where the players had no visibility.
  
-Thanks to Kalzarius for reporting the issues with the scrollbar arrows, for reporting the issue with silent failure of unpausing low-power ships when not enough energy, for reporting that the tooltip on the tachyon warhead was out of date, for reporting the issue with old server sessions not always being cleaned up correctly, for reporting the issue with AIs growing out of control in 2801.
+
-Thanks to billboo151 for reporting the issue with installing the expansion on certain versions of the game.
  
-Thanks to Epsilon Plus for suggesting that golems and astro trains be immune to black hole machines, for suggesting the alert when traders are visiting a player planet, for suggesting the FRD range limiting control node.
+
-Thanks to Unspoken for suggesting a way to ease toggling pause on energy reactors.
  
-Thanks to Haagenti for reporting the out of date description of raptors, for suggesting the extra AI force fields on spokes maps.
+
-Thanks to Ozymandiaz for reporting Zenith Power Generators (and similar) consuming extreme amounts of resources at the end of construction.
  
-Thanks to Marisa Park for her work in maximizing the readability of the new font.
+
-Thanks to aZmoDen for reporting that Zenith Bombards were not auto-firing as they should.
  
-Thanks to TheWordWillSetYouFree for suggeting the rebalance of light starships.
+
-Thanks to Buttons840 for reporting that FRD engineers were sometimes distracted by constructors paused by "pause all" in a way that wasn't true of manually paused constructors, for reporting the issue with mine remains providing line of sight data, for reporting that fortresses lose their FRD status after a save, and for reporting that loading autosaves was sometimes resulting in additional AI progress.
  
-Thanks to Dere011 for reporting the issue with fortresses not properly accting as an MRS in some prereleases.
+
-Thanks to Baka^Ni for pointing out the problems with a player unlocking achievements by playing a game started under another player's profile.
  
-Thanks to NahtanoJ88 for reporting the issue with FRD mode in 2200.
+
-Thanks to Goekhan for reporting that ships group-moving through a wormhole to a planet with a rally post were breaking out of group-move.
  
-Thanks to tombom for reporting the map seed textbox being too small in prereleases.
+
-Thanks to Florian for suggesting that the back-and-forth gifting of advanced factories in multiplayer games be made unnecessary.
  
-Thanks to Guardia for reporting the issue with engineers teleporting agains astro train stations in 2201.
+
-Thanks to Echo35 for pointing out that the icon draw distance slider pretty much meant "never draw icons" past about 1/16th up the slider.
  
-Thanks to Cubittus for reporting issues with engineers assisting queues that were fully empty.
+
-Thanks to Lancefighter for suggesting that scouts be immune to AOE damage.
  
-Thanks to maritime for reporting the issues with marauders getting stranded by engine damage.
+
-Thanks to Black for suggestions on initial rebalancing of space planes, for reporting that exo wormholes were moving between saves, and for suggestions on non-linear mechanics of viral shredder replication.
  
-Thanks to aspo for suggesting the reduction of Mark I Engineer health.
+
-Thanks to Malibu Stacey for pointing out the inaccuracy of the autocannon mk2 tooltip.
  
-Thanks to Shardz for reporting the counts of ships being off in cold storage planets, for reporting the enemy counts being off in the global summary button, for reporting the planetary summary sizing issue, for reporting the costs overlap issue.
+
-Thanks to Venma for suggestions on making the middle-mouse click-and-drag pan more usable.
  
-Thanks to quickstix for reporting the issue with rally posts not properly setting the FRD target of ships to themselves, for reporting the broken cross-planet attacks, for reporting the issue with clicking enemies on the planetary summary when they were in cold storage, for reporting the issue with attack-move mode working like FRD mode in 2.600.
+
-Thanks to deMangler for providing a save to fix that stubborn bug with auto-frd-mobile-miltary control nodes overriding constructor gather points.
  
-Thanks to Thiima for reporting the AI being laconic about its command stations being under attack, for reporting the issue with the wrong message being shown when a command station on the AI's old home planet was attacked.
+
-Thanks to HitmanN for reporting that with Icon Grouping enemies remain on screen even when no player ships on a planet and for reporting that ships emerging from a wormhole were sometimes not being drawn until zooming in and back out, for pointing out that forcefield generating ships did not note in their tooltips that they are immune to tractors.
  
-Thanks to Kaptein for reporting that engineers could repair ships even when in low power mode.
+
-Thanks to Fleet for reporting that FRD ships were sometimes ignoring distant ships, for reporting that the descriptions for remains and co-processors were wrapping in odd places, for pointing out that the effect text for shield inhibiting was unclear, for pointing out that the perma-mine description does not indicate that planet ownership is required for cleanup drones to clean them up, for reporting that ships etherjet-tractored through a wormhole were showing up at very odd positions, for reporting that reset was scrapping constructors still under construction, for reporting that warp gates were not auto-exploding in the absence of a friendly command station, for reporting that AI engineers sometimes teleport back and forth between various spots in an enemy system for no apparent reason, for reporting a problem causing human player ships in FRD mode to do nothing because they were constantly picking a teleporting target and dropping it again, for reporting a rare galaxy map planetary summary tex wrapping oddity, and that sometimes the game deselected the Star buy category on starship constructors.
  
-Thanks to orzelek for reporting several targeting issues, for reporting that marauders were kiling traders, for reporting the targeting issues with turrets and mining golems in 2600.
+
-Thanks to Iskabis for reporting that translocators were affecting forcefields, rendering them much less useful than they should be.
  
-Thanks to Pandemic for reporting the issue with science labs and ARSes not being able to use the tech menu when selected together.
+
-Thanks to dumpsterKEEPER for reporting a typo in the Interplanetary Munitions Booster description.
  
-Thanks to JoeFosterX for reporting the issue with group moving with non-military ships.
+
-Thanks to MaxAstro for suggesting that engineers be immune to dark matter, for suggesting a control node to make engineers prefer to assist non-mobile-military ships, and for reporting that Marauder Buzz Bombs were not damaging player ships, for reporting the issue with self-building manufactories incorrectly being auto-managed.
  
-Thanks to Rifleman for inspiring the change to make marauders and such patrol when idle.
+
-Thanks to Dmdunn for reporting that it was sometimes possible to tell that a fully cloaked enemy ship was present by mousing over the location and for pointing out the oddness of a smaller forcefield completely within another forcefield being damaged before the outer forcefield.
  
-Thanks to dragoniv for reporting the bug in tutorial 2.
+
-Thanks to Minty for reporting that using the middle-mouse-button scroll feature while in ship placement mode would make the screen jump in an unhelpful manner.
  
-Thanks to SingleMalt for reporting the issue with scrapping returning too many resources for in-progress ships.
+
-Thanks to Simoyd for reporting that cursor position detection was still off in some cases for some players when the window was not based at screen coordinate 0,0.
  
-Thanks to kjara, Pantera, Dr_Mario, Calvin Southwood, and Lars Bull for reporting and helping to diagnose the multiplayer connection issue relating the batch network sending.
+
-Thanks to triggerman602 for reporting that impulse reaction emitters were doing improbable amounts of damage against golems and for reporting that Riot Control Starships with un-buildable build queue items were incorrectly attracting engineer assistance (which would then fail).
  
-Thanks to Admiral and freeofme for suggesting the ability to reveal the random AI types, for suggesting the Cloaker Starships.
+
-Thanks to corfe83 for suggesting that Galaxy View find mode account for ships in transports.
  
-Thanks to Lars Bull and Calvin Southwood for originally suggesting the unified command queue, and Nibelung44 for bringing the issue back up more recently, as well as the dozen or more other forum members who commented on this feature, for reporting the issue with the keyboard input sometimes registering when there is no focus.
+
-Thanks to quickstix for reporting that if Icon Grouping was enabled and multiple constructors with rally points were selected, only the rally point of the "top" constructor would be drawn, for pointing out that the planetary shield booster description was somewhat ambiguous, for reporting that autosaves were saving as "Autosave_".
  
-Thanks to kjara and Haagenti for suggesting the reduced penalty for holding an attrition emitter.
+
-Thanks to fbgbt for reporting that engineers were not reporting their outflows on the expenses-by-player stats screen in some cases.
  
-Thanks to HellishFiend and RCIX for reporting the crash bug when upgrading an existing savegame to include the expansion.
+
-Thanks to vnena for reporting that AI ships in tutorial 3 were sometimes attacking the human player when the instructions specifically state that this would not happen.
  
-Thanks to Cintia and TheWordWillSetYouFree for reporting the bug where player ships were unable to hit must-be-directly-targeted ships sometimes in 2.001L.
+
-Thanks to Lyrae for pointing out that the economy tutorial was confusing with the new auto-build-harvester behavior.
  
-Thanks to Lars Bull, Calvin Southwood, dumpsterKEEPER, RCIX, kjara, and eRe4s3r for reporting the queued wormhole command issue in the unified command queue prereleases.
+
-Thanks to zebramatt for pointing out that the "Remains Rebuilders" unit was inconsistently using the plural form for it's main name.
  
-Thanks to Velox, Joshua Yu, I-KP, Hans-Martin Portmann, and Vaos for their input on how to rebalance the regenerator trains.
+
-Thanks to vince0018 for providing improved versions of the sound effects for ShotTiny and ShotTinyRapid.
  
-Thanks to Lancefigher and Oewyn for suggesting the buffs to decloakers.
+
-Thanks to lazerwolf for suggesting the improvement to the descriptions of manufactories.
  
-Thanks to I-KP, HellishFiend, CogDissident, Velox, and quickstix for reporting the issues with the FRD mode.
+
-Thanks to WraithOD for reporting the sticky-scrolling-key problem with the scores screen.
  
-Thanks to PineappleSam and Hobbit for reporting the missing control node technologies.
+
-Thanks to Shardz for (repeatedly) suggesting an in-game screenshot key.
  
-Thanks to Oewyn and I-KP for reporting the jumbled galaxy map text in some prereleases.
+
-Thanks to Tssbackus for reporting that FRD ships were just sitting there doing nothing when there were tons of ships fighting at once (mostly just after loading a game).
  
-Thanks to Hans-Martin Portmann and maritime for reporting the issues with the Zenith Trade Ship balance.
+
-Thanks to Nightchill for suggesting that Devourer Golems have more health.
  
-Thanks to Pandemic and PineappleSam for reporting the issues with starting resources not being properly granted in some cases.
+
-Thanks to Drutt-Myth for reporting the crash with raid engines on non-controlled planets.
  
-Thanks to aspo and quickstix for reporting the missing strong/weak data in 2201.
+
-Thanks to KaOSoFt and dlcooper for reporting the issue with the tutorial window text being cut off.
  
-Thanks to Harry and LanceFighter for reporting the issue with command stations counting as scouts.
+
-Thanks to Ruges and orzelek for reporting that planetary shield boosters and radar jammers could not be scrapped.
  
  

Latest revision as of 11:54, 16 September 2017

Co-Op Improvements


-Cross Planet Attacks now scale less severely with number of human players (multiplier is 1 + 0.33 for each additional player now instead of just the number of players).

AI Updates


-Anti-starship arachnids were spawning in response to minor human player starship presence, now the chance of the spawns is proportional to the intensity of the starship presence.

-Added support for removing individual AI types from consideration for random selection by placing disabledaitypes.txt file in your exe's directory (just like altplanetnames.txt) with a line for each AIType code to disable.

-AI Progress Floor calculations now extended to 300 Floor at 1450+ total progress (previously only went up to 100 floor at 450+ progress.

-AI floor calculation is now more granular, increasing floor by 1 per 5 total progress instead of 10 per 50 progress.

-Fixed a longstanding bug with cross-planet attacks (CPAs). Basically, a CPA is always uses ships that are the same level as the current tech level of the AI, but it won't use ships from any planets that have significant player presence on them. And if there were too few ships—well, too bad, the CPA would just be undersized. Now the game will go back for subsequent passes at higher tech levels to fill out the full roster of the CPA. So if you've been playing a particularly long game and all the planets have been upgraded to Mark IV simply because of densityof the ships (this would be 30+ hours of gametime, usually), then you're in for much more wicked CPAs than before, even if your AIP is low.

Performance Improvements


-When there are more than 100 "fuzzy lines" being drawn on the screen (as with tractor beams, etc), the game now switches to a lower-fidelity mode for those lines until fewer of them are being drawn. This helps performance quite a lot during large battles that include many tractor beams.

-Previously, there was a bug with the basic tutorials stuttering. Fixed.

-New music streaming code should do a better job under high latency conditions on some audio drivers.

-The rendering of many attack ranges has now become a bit more efficient.

-Added interface option "Icon Grouping Distance" which, if enabled (as it now is by default), groups far-zoom icons together to save rendering time. At the default setting, this makes render performance approximately doubled when zoomed out on a planet with a few thousand ships or more on it.

-GameCommand and AICommand objects now pooled for some performance boost.

-Several performance improvements have been made to how very large battles (more than a few thousand ships at a time) work. In general, this about triples performance when there are more than 2000 ships on each of two opposing sides on a planet. On smaller battles the effect is somewhat less striking, but still really significant.

-The game no longer checks for jpg versions of missing pngs, which makes it load faster.

-All of the various error files are now cleared at the start of every run of the program, preventing those files from getting too huge and causing game slowdowns because of missing images or whatever other cosmetic issues.

-Ships that are placed into cold storage are no longer removed and re-added to their planet's secondary rollups (they are just kept in those rollups the entire time). This removes the lag at the start of games from ships going into cold storage, as well as about all of the lag when ships are coming into and out of planets that are in cold storage. This makes transports that are traveling through many large planets that are in cold storage no longer cause the game to repeatedly hitch for about 2 seconds every time they enter or leave the planets of that sort, while still keeping practically all the benefits of cold storage itself.

-More targeting performance improvements have been made, and the FRD logic for ships has also been improved.

-Previously, free-roaming defender mode (which all minor factions use) could really slow down battles because of the extra compuation involved. Ships now weight frd computation as a higher issue, thus causing them to appropriately slow their target acquisition based on that to thus avoid such slowdown. This makes it far more feasible (if still inadvisable) to use frd mode on enemy planets, and also makes it so that minor factions don't slow down the game as they could before.

-Ships are now put into cold storage as part of the sync process, which takes extra time but prevents lag at the start of the game (aside from the lag of transferring data to the AI thread). Additionally, it now shows a status counter as part of the "Linking FG Objects" part of the sync, to make it clear what progress is being made during that period.

-Putting AI Ships into cold storage, and loading savegames with large numbers of AI ships in general, is now faster.

-Fixed a slowdown when playing against tag teamer AI types in particular when its ships were on player planets, but also when attacking command stations of AI players in general.

-Added system for aggregate targeting, if a ship is near enough to a ship of the same type that is owned by the same player and has already computed its target list, it just uses that list instead of computing its own. Currently this is used mainly to speed up the rate at which large groups of ships get their target lists (particularly noticeable on loading a game), but we could shift this to a cpu savings if it seems necessary.

Interface / Other Graphical Improvements


-The game now plays the buzz sound effect when a ship cannot be scrapped.

-The modeless message boxes are now larger, to make sure all text is always able to fit with the larger font that is now present.

-In addition to drawing ship-to-ship lines, munitions boosting is now indicated by ships having a pink hue to them when you are zoomed far in on them, and shield boosting is now indicated by ships having a light green hue to them when you are zoomed far in. There is now an option to turn off the munitions/shield lines in the settings window, since in extreme cases that could adversely affect performance.

-Alt-clicking ships in the planetary summary now deselects them.

-New interface feature: shift-left-clicking an item from the popup lists from the tabs at the bottom of the screen will now attempt to toggle it's paused state. This works for all of the ships that actually pauseable (i.e. not command stations or colony ships) but should work for the others just fine (including the low-power-mode tab for taking items off that list).

-Added J+right-click combination for new "formation-move" order that maintains each ship in the selection's relative offset from their weighted center.

-Added "Sticky Formations" control node that makes move orders honor formation offsets if they exist.

-Stop order (End key) now clears formation offsets (J+right-click does not clear formation offsets if they're already set).

-Added ;+right-click as basic "arc move" function: select ships, ;+right-click-and-hold the center of the desired circle, continue holding ; and right-mouse-button while moving the cursor to a point the desired radius away (it will show a line), then release to give the selected ships the order to position themselves in the designated circle.

-Added "No Friendly Evade" control node that prevents scout evasion behavior when exiting a wormhole onto a friendly planet.

-Added "Stay with MRS" control node that makes ships repaired by your multi-repair ships stay with the MRS unit rather than returning to their previous location.

-Added basic middle-mouse-click-and-drag panning.

-Added shift+middle-mouse-click-and-move to simulate the moving the cursor to the current point on the minimap, clicking left-mouse, and moving around.

-The "I" (incoming waves) overlay for the galaxy map now shows a timer on each planet with an incoming wave. representing time-to-arrival for the earliest wave that will hit that planet.

-Added "Don't Overwrite Previous Autosaves" checkbox to Settings -> Game menu. With this option checked, autosave file names will use the format Autosave_YYYY_MM_DD_hh_mm_ss.sav and thus will not overwrite each other (unless you somehow trigger multiple autosaves in the same second).

-Galaxy View Find Mode now displays the number of matching ships currently in transports in parentheses next to the normal counts.

-Added new control node that "Makes engineers prefer to assist non-mobile-military ships so they don't get bogged down repairing your fleets."

-Solving one of the more annoying pockets of micromanagement of the game, manufactories now auto-optimize their on/off states to keep resources flows as positive as possible (assuming there is enough free energy to turn them on).

-A new control node has been added to disable the new auto-management of manufactories, so that players can continue to manually manage them as before

-Added in-game screenshot key (F12), images are saved as .png files to the Screenshots directory under the local application data directory (so it's a sibling directory to the Saves directory).

-When hovering the selection box over ships, the game now only shows military units in the main count, and shows non-military units parenthetically after that.

-Previously, ships that were being transported would show up in the count of the quick buttons at the bottom of the screen, but not directly in the list itself. Now they show up as normal in the quick button lists of ships, with a flag of "Transported" behind them.

-Added "Sniper Focus Fire" control node that makes units with infinite range (sniper turrets, snipers, etc) use an alternate autotargetting behavior to focus on maximizing rapid enemy casualties.

-Added "Non-Sniper Focus Fire" control node that makes non-sniper units use an alternate autotargetting behavior to focus on maximizing rapid enemy casualties. This behavior was developed for sniper units, so use with caution.

New Ships


-Four new space tugs have been added: One for picking up starships with less than 100% health remaining, and three for picking up ships with varying degrees of engine damage (they ignore ships without engine damage).

-New Riot Starship MkI added to the starship constructor (requires tech to unlock). This is a customizable modular ship, which is also a new feature in general.

-Added Riot Control Starship MkII and MkIII and associated modules.

Ship Logic Updates


-Previously, permamines were autotargeted by player ships to great disaster. Now, any ships with >= 2 billion health are automatically direct-only targets.

-Instead of patrolling at random, patrolling ships will now patrol between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random.

-Previously, ships with shorter range could not attack force fields that had a radius greater than their range unless they were targeting some ship under the force field. Fixed so that now there is always at least a 5% chance that they will be able to hit such ships.

-Previously, Zenith Trade Ships would immediately exit dead-end worlds. Now they will first travel to the command station and back on the world before leaving.

-Remains Rebuilders now have a delay before they will start rebuilding. For players, that delay is a simple 3 seconds, but for the AI that delay is 2 minutes. This makes the burden of cleanup drones significantly less onerous.

-All non-melee ships in the game now have an extra 2,000 range. This solves many of the targeting issues for fighters in attack-move stance, etc, and provides for a better large-battle experience in general.

-Cleanup Drones are now able to dismantle enemy mines (including permamines) on allied planets.

-Units that are hit by translocation shots are no longer translocated if they are already held by a tractor beam.

-There is now an absolute maximum ship cap of 1500 for any specific ship type (so 1500 Viral Shredder MkIs, 1500 MkIIs, etc).

-Since ships immune to their own damage types are now effectively immune to reflected shots, their autotargetting will now not be prejudiced towards saving mirrors for last (same with ships otherwise immune to reflected shots).

-Large ships (radius >= 256) are now immune to translocation.

-The calculation of "which forcefield is protecting me" for each ship is now much more likely to pick the "outer" forcefield of a set of forcefields where one completely encapsulates another. This makes incoming fire less likely to visually "penetrate" the outer field to damage the inner. Will not do much better in cases where the forcefields overlap but one is not contained within the other.

-Previously if AI ship was regenerated (e.g. by a regenerator train) it was being regen'd free-to-hunt-human-players even if killed by a minor faction ship (e.g. a Devourer) in the complete absence of human player ships. Fixed so that there needs to be at least one human player ship on the planet for the freeing to take place.

-Previously if an AI ship was chasing a minor faction ship and moved beyond a certain distance from its guard poing, it would be freed to hunt the human players. Fixed to not be thus freed unless there is at least one human player ship on the planet.

-When a ship module is destroyed the parent ship automatically queues a replacement (assuming a conflicting order hasn't already been queued).

-Modified the "don't chase teleporting units" code to prevent a problem causing human player ships in FRD mode to do nothing because they were constantly picking a teleporting target and dropping it again.

-Modified evade-at-wormhole-end logic so that ONLY the following ships use this behavior: Scout I-IV, Scout Starship.

-Cloaking boosters now boost ships not in low-power-mode before ships in low-power-mode.

-New rule in hit chance calculation: if the defender is held in a tractor beam and the defender is within the attacker's normal range, the attacker's minimum hit chance is 5%.

-Ships that are within the normal attack range of enemy ships are now given a 1% chance of hitting the enemy ship, whereas previously they could have a 0% hit chance if the enemy ship had shields that were too high. This prevents confusion when turrets, etc, just sit there stupidly when a highly-shielded target is in their outer range, but not in their effective range.

-Modified autotargetting-throttling to be quicker about digging through a massive line of ships waiting for autotargetting (mainly when just loading a game with tons of ships fighting) to avoid large groups of ships sitting there doing nothing for minutes.

-Previously, area of effect shots could hit cloaked ships, which caused numerous problems with scouts and other units being hit when they seemingly should not have been. This has been changed so that cloaking now provides immunity from being hit by area of effect attacks.

-Autotargeting has been much improved in terms of better accounting for targets that are killed or recloaked, which is especially notable for FRD mode but also relevant in general for all battles. It makes ships act with more purpose, and avoid lulls where they were just sitting around.

Balance Updates


-The repair range of mobile repair stations is now up to 3000 from 1000, but they can now only repair a maximum of 50 ships at once.

-Anti-Starship Arachnids will now do a much better job of preferring to shoot at starships.

-Dyson Gatlings now have 10x more health.

-The force field radius, and the health, of force field bearers has been increased.

-Cursed Golems now lose health half as fast as they previously did.

-Electric Shuttles now have a smaller maximum damage modifier against any enemy ships.

-Dyson Gatlings are now unable to hit core ships.

-Rebel Colonies will no longer spawn on AI planets that have an original tech level greater than II.

-Scouts and scout starships are now immune to force fields to prevent them from ever getting stuck on enemy planets while traveling automatically.

-The cost of resistance ships has been increased by 33%, but rebelling human colonies now produce +55 metal and crystal per second. This makes capturing multiple rebel colonies valuable.

-Ships are no longer able to be put inside Hive Golems as a transport; hive golems only transport the wasps that they create themselves. This also fixes an issue with engineers being unable to repair hive golems.

-Engineers and Mobile Repair Stations no longer require supply to function. This lets them work on enemy planets to support longer-range raids if players desire (thus letting no-engine ships be healed in those circumstances), and it also allows players to repair broken golems on nuked planets, and other similar circumstances.

-Marauders and human resistance fighters will now have half as many ships as before.

-Armored and Lightning Warheads no longer hurt allied ships when they go off, and now properly hit enemy command stations and similar.

-Human players must now have at least 100 military ships on an AI planet for the resistance fighters to join in.

-Marauders and resistance fighers were starting way too far out in the middle of nowhere. Changed so that they start around 10x closer now.

-Vampires, Cutlasses, and Wasps now have 2,000 more shields each.

-All of the weapons have been removed from the cloaker starships, as this would cause them to blow their own cover and was fairly pointless for them to have, anyway.

-Cleanup Drones now work half as quickly as before. With all the other recent shifts, they were otherwise becoming too powerful when used alone or in pairs.

-Mobile Repair Stations now have infinite engine health, since there is no way for their engine health to be regained.

-Engineers, cleanup drones, remains rebuilders, mobile builders, mobile repair stations, and space tugs are all now able to pass through enemy force fields. This prevents them from ever getting stuck while trying to do their work.

-Warheads, Ion Cannons, Orbital Mass Drivers, and Core Warhead Interceptors can no longer be munitions boosted.

-Dyson Gatlings are now immune to reclamation.

-On spokes maps only AI planets with >= 5 wormholes get Core Forcefields (previously every single AI planet got one on those maps).

-Mines no longer have engine damage strength (used to have 300, though it didn't seem to be working, and it was decided they shouldn't do engine damage anyway).

-Transports were still evading after exiting a wormhole (like scouts), despite the change where a dying transport's passengers are safely dumped rather than destroyed immediately. Changed to not use the scout behavior.

-Electric shuttle attack power lowered 30% (I: 400 -> 280, II: 1200 -> 840, III: 2000 -> 1400, IV: 3000 -> 2100).

-Added player-planet-wide delay between electric shuttle attacks (so each player can have a shuttle fire every 15 turns or whatever it is).

-Counter turrets (-sniper,-darkMatter,-missiles) now have increased range and much increased health. -darkMatter and -missiles have lowered knowledge cost.

-Lowered SelfBuildTime of several units sold through Zenith Trader, as they were so large (20000 in one case) that they were causing precision errors in determining the per-turn metal/crystal cost of self-construction, leading to ships like the Zenith Power Generator consuming a much lower rate for 95% of the build time and then spiking at the end to make up the difference.

-Increased repair costs of units sold through Zenith Trader.

-The auspicious Zenith Trader now offers a fine selection of Counter Spy units (well, only one ship type, but you know).

-AI viral shredders now only have a 10% chance of replicating when they amass enough build points to replicate.

-Reduced Electric Shuttle attack power to 50% of what it was in 3.0 (so 200,600,1000,1500)

-Reduced Electric Shuttle aoe-delay from 15 to 12 to speed up the rolling thunder a bit

-Electric Shuttles now do 30% of normal damage against Teleport Raiders (who they used to eat alive)

-Made it so that Interplanetary Munitions Boosters will not be placed on or adjaent to AI homeworlds.

-Made it so that Dyson Sphere Golems will not be placed on AI homeworlds (but can still be adjacent).

-Turret and mine remains, as well as mines themselves, are now blind so as not to provide inappropriate scout intel by existing on enemy planets.

-Changed Electric Shuttle damage against tele-raiders from 30% of normal to 50%

-There is now a maximum of 4 advanced factories created during map generation.

-Scouts and scout starships are now immune to area of effect attacks.

-Tripled energy cost of all space planes, along with doubling their metal/crystal costs.

-Space plane cap multiplier changed from 2.5 to 1.75.

-Cleanup drones are now immune to tractor beams and aoe damage.

-Sentinel Frigate rebalance: towards usefulness to the player and somewhat less to the AI: tripled damage, recharge time from 100 to 80, 40% cluster penalty to 45%, attack power floor from 6% to 2%

-Anti-Armor rebalance: 2x health, reduced ship cap multiplier from 1.5 to 1.3.

-Bulletproof Fighter rebalance: increased health to 80% of fighters, added minHitPercent of 15 (fighters have 30), increased attack to halfway between where they are now (200 for MkI) and fighters (300 for MkI).

-Cloaker starship mkI cloaking range 400 -> 700, cloaking cap 30 -> 20; mkII range 800 -> 900, cap 90 -> 80.

-Zenith mirrors are now immune to snipers.

-Bulletproof fighters now have the exact same stats as fighters except that they are bulletproof and (new) immune to insta-kill.

-Previously shots reflected by Zenith mirrors were damaging ships immune to their own damage types, fixed (the shots will no longer reflect).

-Dyson Gatlings are now immune to shot reflection.

-Dyson Gatlings now have infinite engine health to avoid a huge parking lot of them on AI planets with ion cannons killing the CPU with repeated failed pathfinding.

-All munitions boosting ships now have a cap on the number of ships they can simultaneously boost: Light Starship: 10 (range still 2000) Flagship: 20 (range still 2000) Zenith Starship: 40 (range 1000 -> 2000) Spire Starship: 80 (range still 2000) Core Starship: 100 (range still 2000) Munitions Booster I: 200 (range 600 -> 2000) Munitions Booster II: 350 (range 800 -> 2000) Munitions Booster III: 500 (range 1000 -> 2000) Munitions Booster IV: 600 (range 1200 -> 3000)

-Zenith Viral Shredder replication is now more complex: -- replication requires that the shredder have at least a certain health percent (20% for MkI) -- replication results in the shredder and the new shredder having a certain percent of the old shredder's health (75% for MkI) -- replication cost scales up with the number of that ship type on the planet in excess of the normal ship cap for that type.

-Zenith Viral Shredder base replication cost slightly (by 1/9) reduced.

-Anti-starship arachnid attack power doubled.

-Missile frigates bonus against anti-starship arachnids (and other spider types) increased from 3x to 6x (for reference, their bonus against fighters is 10x).

-Munitions Boosts no longer stack, the highest available to a given ship is used.

-Munitions Boosts are now more incremental instead of 100%, 200%, etc.

-Munitions Booster speed from 12 to 24 (will almost certainly nerf this back down).

-Bulletproof fighter stats adjusted to be more unique from the fighter.

-Devourer Golem now completely unable to damage guard posts and command stations, in order to prevent them from freeing high mark AI ships to attack the player in the first 10 minutes. Same applied to Dyson Gatlings, Marauders, and Resistance Fighters (this is not ideal as we would like gatlings/marauders to be able to blow up player command stations, so may revisit this).

-Previously non-cold-storage lighting turrets would fire even if only fully cloaked enemy ships were present. Fixed so that they will not fire unless there is some legitimate target provoking them.

-Force fields are now immune to translocation.

-Added some autotargetting optimizations for Riot Control Starships to disable the engines of as many enemy ships as possible. Also applied same logic to spiders and spider turrets.

-Interplanetary Munitions Boosters now only give a 100% boost (to 2x) instead of a 200% boost (to 3x).

-Previously SpiderIVs did the same engine damage as SpiderIIIs despite having a much lower cap, whereas SpiderIIIs had a significant better engine damage than SpiderIIs (and IIs than Is), so changed SpiderIVs to fire 3 shots instead of 1, maintaining a decent progression of effectiveness. To compensate a bit, SpiderIV energy cost doubled from 30 to 60.

-All of the various types of astro trains are now unable to be repaired. This helps to mitigate their effects at least a tiny bit over the course of longer games. They also no longer have bonuses against engineers.

-All enginers, cleanup drones, rebuilders, space tugs, mobile repair stations, transports, harvesters, and colony ships are now immune to dark matter. This makes them effectively invisible to astro trains.

-Fortresses are now immune to Devourer golems. Golems more hungry as a result.

-Changed Impulse Reaction Emitter shots to have a maximum multiplier of 2500 (for ships that use 25,000 or more energy) so that they aren't so incredibly powerful against golems (where they could normally get a multiplier of 40,000+).

-The move speeds of all the scouts, and the scout starship, have all been doubled to counter the effects of the much-larger tachyon beams that are now on planets.

-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15. Thus making it cheaper to gate-raid, but the same price to take a new planet.

-Alarm posts, Raid Engines, and Black Hole machines now increase the AI Progress by half as much as before when they die.

-Made Astro Trains immune to paralysis attacks.

-Previously cluster attack penalties were more harsh than intended, changed to a more gradual (but increasing) rate of decline.

-Transports now move vastly faster, have almost doubled shields, have 10x more health, and cost 2x as much crystal.

-Transports are no longer of a higher priority than any other ships.

-Engineers can now assist an MRS's build queue.

-Made special forces AI ships less likely to pursue minor faction ships (including devourers).

-Mining golems are now immune to sniper shots.

-Ships with attack bonuses against all other starships now have similar bonuses against experimental starships (the beam and bird starships).

-Devourer Golems now have 9x as much health as before.

-Bombers now do only 3/4 their prior damage to force fields and heavy defenses (fortresses, etc).

-Dreadnoughts now only do about 2/3 their prior damage to heavy defenses, teleport battle stations, and zenith bombardments.

-Infiltrators now have much lower bonuses against those ships they specialize against, with the largest drop being against heavy defenses and force fields.

-Eyebots now do half their prior bonus against heavy defenses, force fields, scouts, and engineers.

-Zenith Electric Bombers now have much lower damage bonuses against tanks, force fields, and heavy defenses.

-Zenith Chameleons now have halved damage bonuses against all ships, except for resource ships, which they now have a doubled bonus against.

-Astro Train Stations now only have 5/8 as much health as before.

-Tachyon Drones and Decloakers no longer require supply.

Misc Changes


-The game now auto-corrects for AI ships that were accidentally placed on top of one another in past versions of the game, though it doesn't touch the placement of player ships.

-AI immobile ships are now unable to be placed directly on top of wormholes.

-The logic for when harvesters are auto-created by command stations has been improved so that if any non-mine military units of the enemy are present, it will not auto-create them.

-The wording for when ships do not have supply has been improved so as to be more clear when supply is blocked for some reason other than distance from allied planets.

-Previously, if the low-energy text was being shown over a ship, then no other hover text (such as knowledge counts on science labs) was shown. Changed so that it now shows both.

-Remains are now omitted from the ship icon guide (F1), as they have no useful traits to show and took up too much vertical space on hover.

-Sizing updates have been made to many of the menu panels and windows to make them more localization-friendly.

-The resource bar at the top of the screen now sizes itself in a more dynamic way, so that it is more localization-friendly.

-It is no longer possible for players to manually attack remains, as that often led to accidental pointless clicks during the middle of battle.

-Individual waves are now capped at a map of 2,000 AI units. Since the AI can send up to two waves per human player, this can still be an enormous number of ships overall if players have a huge number of wave-multiplying assets on a target planet.

-If the game is for whatever reason unable to load settings.dat, it now tries to load settings.bak. If it fails loading that as well, then it will instead launch with an empty settings file. Previously, the game would just crash in these cases.

-DNS hostnames can now be entered into the direct connect server box, whereas previously it would only allow IP Addresses.

-Planetary shield boosters, planetary shield inhibitors, radar jammers, and radar jammer IIs can now be scrapped.

-Changes have been made to auto-wrap text in foreign languages, and to correct localization artifacts on game load, thus optimizing the look of the game in more localizations.

-Made Core Warhead Interceptor much lower priority target for AI.

-Modified maximum value of "Show Icons At" slider on Settings -> Interface menu from 800 to 100; as any value about 97 or so basically means "never show icons". (if you have a setting higher than 100 it will be set to 100 when you open the settings screen to prevent a crash).

-Cluster attack bonus ability description in ship info now shows the third decimal place since it was misleading to show autocannon minipod mk2s as only have 0.02% bonus per ship when it is really 0.025%.

-Auto-FRD-Engineers and Auto-FRD-Mobile-Military control node knowledge costs removed (were 250 each).

-Added sanity check to prevent the AI from generating a ship on a planet that already has at least 6000 AI units.

-Amended perma-mine description to note to clarify that Cleanup drones can only remove them once you own the planet.

-Previously, if an expansion folder existed, it would treat the expansion as installed. This could lead to problems with the beta for people without the real expansion installed. Changed so that it now only treats an expansion as installed if the Version.txt file exists inside the expansion folder.

-Changed negative shield boost text to be a bit clearer that it is a negative modifier.

-A stop command to a ship now also counts as a stop command to each of its modules (for the purpose of clearing preferred targets, for example).

-Rally posts no longer cost knowledge.

-Control nodes can no longer be paused.

-Made the ControlNodeFRDLimitedTo80000 node apply to non-military ships as well.

-Ships over a certain cost threshold (500,000 right now, for either metal or crystal) now use an alternate build-increment timing so they only update every game-second instead of every cycle (20 cycles a game-second). This should help prevent cost-rate spikes towards the end of building a Zenith Power Generator, for example.

-Made Riot Control Starship forcefield module center on the ship instead of stick to the normal module attachment point.

-Made Riot Control Starship module construction non-assistable if the ship has been damaged in the past few seconds (same threshold as repairs).

-The Delete button on the Save and Load screens were previously showing up with gray text, which made them look disabled when they are not. Changed to simply show these as white.

-Relaxed "am I out of range" checks on shots that were causing them to disappear mysteriously in a lot of cases (particularly involving decoys).

-Clarified Devourer Golem description to note that they also eat scouts despite scouts not having attack power (they are mobile military despite this).

-Previously, AI ships could be set free by chasing scouts too far away from their guard posts, which could lead to early waves of higher-level ships if players were unlucky in their scouting. This was most noticeable against the Tag Teamer AI type. Resolved.

-Updated tooltip for paralysis attacks to display partial seconds of duration.

-Changed super terminal description to be (hopefully) less confusing.

-Auto-build-harvester behavior is now disabled for tutorials 1 and 2, to let players learn how to manage this on their own.

-Changed name of "Remains Rebuilders" unit to "Remains Rebuilder".

-Modular ships (just the Riots, right now) now properly flag their build queues as non-assistable when they don't contain any queue items that are currently buildable (i.e. queued modules with no hardpoint to fit on).

-Made planetary shield booster description clearer.

-Gave cloaker starships slightly higher collision priority than other starships.

-Super Terminals added to the list of units that absolutely, positively, must not move when the game is loaded (Exo-wormholes are the other such unit).

-More localization-related changes.

-Attrition Emitters are no longer put in cold storage.

-Transport boarding distance is now considerably more forgiving to teleporting units (previously it was very difficult to load a teleporting unit into a moving transport).

-The way that line breaks are handled for the Strong/Weak data is now much improved so that it no longer leads to odd wrapping. This is particularly notable in non-English versions of the game.

-Riot Control Starship's module buy menu now color coded by hardpoint type to make somewhat clearer which modules "compete" with each other for space.

-The little starship icon underneath planets on the galaxy map is no longer used, now it just shows the regular ship icon always.

-All forcefield creating units are now listed as immune to tractor beams (anything under a forcefield is already immune to tractors, but it doesn't show in the tooltip).

-AI self-building units now temporarily suspend construction if damaged, to make it less likely that overkill-prevention will result in the AI ship not being destroyed. This construction-suspension rule does not currently apply to non-AI ships.

NEW ART


-Added new Riot Control Starship graphics by I-KP.

-Added ship-based forcefield graphic from I-KP, and it is used for the forcefield generator module that can be mounted on the Riot Control Starship.

-A new lightning sprite by I-KP has replaced the old one, making for a nicer look as well as making it easier to see the source of lightning bursts.

-A better-looking small explosion effect (for shot hits) has been added by Hans-Martin Portmann.

NEW SOUND EFFECTS


-Added shotgun noise from I-KP to the Riot Control Shotgun Module shot.

-Riot Control Tazer module now uses a special sound effect from I-KP.

Bugfixes


-Previously there was a bug that would sometimes prevent players from gifting under-construction or paused reactors to their allies. Fixed.

-Collision-detection on cold storage planets should now be more efficient, and should avoid the "stacks" of ships that were previously possible.

-Previously, Marauders and some other minor factions were getting the same 40% speed boost as player ships. Fixed.

-Planetary Cloakers are no longer put in cold storage (this was causing their cloaked ships to be revealed).

-Guards that were previously "dancing" should now just abandon their guard posts instead.

-Positive handicaps will no longer affect negative resource outflows.

-Previously, area damage was not damaging ships that must be directly targeted. Fixed so that it simply doesn't damage ships that cannot be targeted at all.

-Previously, shield boosters could affect minor factions. Fixed.

-Previously, FRD engineers could "stick" to docks instead of repairing other allied ships. Fixed.

-Previously, the multi-repairs of fortresses to other units were not working correctly. Fixed.

-The collision-detection issues with objects in cold storage have now been fully resolved; objects now collide with objects in cold storage as if they were not.

-Leech Starships were previously not counting as starships. Fixed.

-The logic for resistance fighters spawning was incorrect, and they never were. They will actually start showing up now.

-Previously, the "niche text" on icons was not being shown in ship placement mode until the ship was actually placed. Fixed.

-Previously, lightning warheads and other explosion-type units (warheads, autobombs, etc) were detonating too early against very large structures. Fixed.

-Lack of metal or crystal no longer prevents allies from having their ships be assisted in self-construction or queue-construction.

-Previously, command station home cores were not being created for a new player to a game until they were given at least one other ship from another player. Fixed.

-Previously, some listbox popups could hang off the bottom of the screen. Fixed.

-Previously, the Auto AI Progress values were not being set properly from the game lobby. Fixed.

-Previously it was possible for expansion minor factions to be enabled in non-expansion games. Fixed.

-Previously, there were some glitches with the health of very high-health ships such as PermaMines, which was causing them to be targetable when they should not have been, and autoattacked in FRD mode, etc. Fixed.

-Previously, using shift+right click to deselect groups of units from the unit type selection box was not working properly. Fixed.

-Space tugs were not visually showing up correctly in the build queue. Fixed.

-When hovering over a marauder with your units selected, it was previously not giving targeting info. Fixed.

-Fixed an issue with engineer beams flashing green right at the start when they are assigned to a unit they cannot actually assist at the moment.

-Previously, engineers were charging players for repairing space docks that they were assisting, even if they were not doing actual repairs. Fixed.

-Fixed a bug that could lead to indecisive AI units if they were simultaneously trying to escape and attack.

-Previously, there was a bug where steam achievements would reactivate on every game load. Fixed.

-The text in the tutorials window was being cut off in recent versions. Fixed.

-Command Stations will now only autobuild ships at planets that have supply.

-Fixed a collision issue that could previously cause allied ships to dance around instead of stopping in rare cases.

-Previously, the +/- buttons would not always respond to being pressed. Fixed.

-Previously, tachyon warheads were enabled when cloaking was disabled. Fixed.

-Previously, there was an issue with Zenith Traders not always going through wormholes correctly when a player planet was on the other side. Fixed.

-Previously, cloaked ships that were revealed by a tachyon beam could not be manually targeted by player ships. Fixed.

-Fixed a bug relating to enemy units turning into threat via chasing marauders and other minor faction ships. This was most noticeable with core ships chasing devourer golems.

-Experimental starships (warbirds, beams) were not being treated as starships, fixed (this also fixes the cannot-put-them-in-low-power-mode problem).

-Planetary shield inhibitors (and similar) were having full effect even while still under construction, fixed to not "activate" until construction is complete.

-AI combat ship tactics are now much less likely to switch between high-priority (irreplaceable) targets when they have a significant advantage on a planet.

-Z key (i.e. Z+X hotkey) now only checks for drawing ship ranges if planet has normal visibility.

-Fixed a bug where starting a second instance of the game on a single-screen system caused a crash instead of just displaying an error message and exiting the second instance (as it behaved before).

-Fixed Lobby not retaining proper checked-ness of minor faction types.

-Fixed AI ships stopping and starting a lot during movement towards a high-priority target (e.g. command station) out of its effective range.

-Fixed bug where ships put into frd by auto-frd control node were not returning to their original point after doing something on frd (like an engineer auto-assisting something).

-Previously, a bug was preventing players with greater than version 3.0 of the game from installing the expansion through the Arcen updater. Fixed.

-Fixed bugs preventing the AI taunt conditions from ever being true.

-Fixed a bug where very long range ships (like Zenith Bombard; not snipers or other infinite-range ones since those are handled differently) were not auto-firing at all due to an overflow calculating their guard range.

-Fixed a bug where "pause all" was not properly causing the game to realize that the paused constructors were not assistable, so frd engineers would sometimes waste time assisting them.

-Fixed bug where you could get an achievement from playing a game started in someone else's profile.

-Fixed bug where group-moving through a wormhole to a planet with a rally post was causing the ships to break out of group-move and travel full speed.

-Fixed bug where a unit assisting an allied constructor could not assist if the allied constructor's player did not have sufficient resources.

-Fixed bug where an engineer that had previously failed to assist (due to a space dock queue running out or some such) would draw a red fuzzy line instead of a green fuzzy line when repairing a ship, even though it was successfully repairing the target.

-Fixed bug where giving an attack order during execution of a move order would cause a complete stop before re-accelerating (move during move just changed direction, no slowdown).

-Fixed bug where auto-frd node was overwriting AttackMovePoint with LocationCenter even when AttackMovePoint was not empty.

-Previously, if a player tried to connect to a game with the same name as the game host, it was failing silently instead of giving them the appropriate duplicate player message. Fixed.

-Ships immune to black hole machines were not saying so on the tooltip, fixed.

-AI should no longer taunt player for scrapping a command station.

-Fixed a bug where joining a multiplayer game as a client, quitting, and loading another game for single-player play would leave you stuck "Waiting for players".

-Fixed "Cloaked Enemey Ship" typo.

-Previously ships that were self-built that could unload passengers could not have their construction paused because the Unload button was being drawn on top of the pause button, fixed.

-Previously ships in FRD would sometimes ignore distant ships based on guard radius, fixed to not regard guard radius in FRD.

-Previously when loading a save (generally an autosave) that was created on the exact same Game Second as an auto AI progress increase, it would apply the auto increase again despite it having also been applied before the save was created. Fixed to remember the last auto increment Game Second and not increment again until enough additional seconds have passed.

-Previously exo-wormholes were being treated as AI units during loading of a game, which could cause them to fail a collision check against other stationary objects and move out of the way, resulting in the exo-wormhole not being in the same place after loading a game. Fixed to not consider collision-moving for exo-wormholes.

-Previously ships that were able to fire through forcefields were completely unable to fire at targets protected by a decoy drone AND completely unable to fire at the drone (other ships could at least shoot the drone). Fixed so that ships able to fire through forcefields are able to fire at ships protected by a decoy drone as if the drone were not there.

-Fixed a bug that could cause the load/save screen to take over a minute to come up in some circumstances.

-Fixed an inaccuracy and a typo in the Interplanetary Munitions Booster description.

-Updated descriptions for Remains objects to not wrap in odd places.

-Previously, the game would crash if it was missing any of the images used by its GDI components. Fixed.

-Fixed the issue with the raid and leech starship mark levels being visually offset.

-Previously units with IsScout set were having a lot of orders (FRD, etc) cleared when loading a game, fixed to not reset these.

-Fixed Co-processor description line breaks to display better.

-Previously if an object was somehow created on the exact center of the planet (coordinates 0,0) it would behave very oddly (notably most shots would not progress towards them). This typically only happened with cheat-created ships. Fixed to make sure that objects are never added directly on 0,0.

-Previously ships towed through a wormhole were switching planets without changing location coordinates, resulting in very odd positions and very long tractor beams. Fixed to set the location of the towed ship to the location of the towing ship after switching planets.

-Previously clicking the "reset all queues" button with some currently self-building units would scrap the self-building units. Fixed so that reset does nothing to units still self-building.

-Overhauled cursor position detection to properly account for the window toolbar (if enabled) and window positions other than screen coordinate (0,0).

-Previously Marauder Buzz Bombs were considering human ships as friendly when exploding (and thus not damaging them), fixed to consider them as enemy in that case.

-Previously, if an overly long name was entered for the profile, it would not be visible in the main menu. Fixed.

-Previously ships reduced to very low percentages of engine health (particularly those like dreadnoughts with low normal speeds) could sometimes fail to move despite having an effective speed of 1. Fixed to be able to move at the slowest possible speed in those cases, even if it's more than they deserve.

-Previously AI engineers in FRD mode could get into a cycle of moving to a nearby guard post and then back to their FRD anchor point over and over again. Fixed to re-anchor their FRD point to the guard post.

-Fixed Tutorial 3 to prevent AI ships from entering FRD mode and thus attacking human player ships when the instructions specifically state that this will not happen.

-Previously cleanup drones could start cleaning up permamines when the human player had begun construction of a command station on the planet. Fixed to not allow the cleanup drones to start cleaning up permamines until the command station is complete.

-Changed line breaks in distribution node description to prevent odd wraps.

-Fixed the ship mark icons on the tachyon beam emitters.

-Previously ships were sometimes failing to perform "opportunity fire" while pursuing a primary target currently outside their range. Fixed.

-Previously units with extremely high single-shot attack power (e.g. Devourer) were massively overkilling targets. Fixed to cap overkill at 100% (i.e. will keep shooting until health = -maxHealth).

-Fixed rare wrapping oddity in galaxy map planetary summary hover text.

-Previously it was possible in very rare cases for ships to get "stuck" on the edge of a hostile strong forcefield. Fixed to use more exact distance checking in case of possible collision to check for a real collision.

-Previously if a scrolling key (up/down/left/right) was pressed while clicking on the scores screen, after the scores screen was closed the game would still think the scrolling key was pressed (thus leaving the screen scrolling until the same key was pressed and released). Fixed to clear the pressed-ness of those keys when closing the scores screen.

-Fixed a bug where AI taunts were ignoring the "Disable Sound" setting.

-Previously, when a raid engine finished counting down on a planet with no command station, it would cause the game to crash.

-Fixed some inaccuracies/omissions in Riot module descriptions.

CHANGES TO PAST PRERELEASES

=

SPECIAL THANKS


-Thanks to Hans-Martin Portmann for suggesting the fuzzy line performance improvement, from suggesting the removal of munitions boosting lines, for reporting that shield boosters could affect minor factions, for reporting the issue with fortress repairs, for suggesting the health boost to dyson gatlings, for suggesting that multiple rebel colonies still provide some benefit to the players, for the better-looking small shot effect.

-Thanks to Blahness for suggesting the increase in MRS range, for reporting that the increase to MRS range didn't actually work the first time, and for suggesting the starship tug 100.

-Thanks to kjara for suggesting the engine tugs, for reporting that anti-starship arachnids were not targeting starships with preference, for suggesting the improvement to patrols, for reporting that marauders were getting the player speed boost, for reporting the issue with marauders spawning way too far out on enemy planets, for reporting the issue with targeting issue not appearing when hovering over marauders, for suggesting the shield boost to melee ships, for reporting the issue with vertical space on the remains hover in the F1 windows, for suggesting that transports no longer use the scout-evade behavior after exiting wormhole, for reporting that it was possible to detect fully cloaked enemy ships in Icon Grouping rendering mode, for pointing out that zenith mirrors do really poorly under sniper fire, for reporting that zenith-mirror-reflected shots were not respecting immunity, for noting that the devourer description didn't clearly state that it eats scouts, for reporting that the tooltip for Zenith Paralyzers was always saying x0, for reporting that giving an attack order during execution of a move order would cause a complete stop before re-accelerating, for reporting that devourers were devouring inordinate numbers of special forces ships, for suggesting the change to the AIP costs of warp gates and command stations, for reporting that teleporting units had a very hard time boarding moving transports.

-Thanks to Oewyn for reporting the bug with gifting reactors, for reporting the issue with planetary cloakers in cold storage, for reporting the lack of resistance fighters, for reporting the issue with engineers charging players for repairs of fully-healed docks, for pointing out that mine remains were still targetable, for suggesting buffs for counter-turrets, for pointing out that AI Taunts were never playing, for pointing out that core warhead interceptors were much too highly prioritized as a target by the AI, for reporting that a unit assisting an allied constructor could not assist if the allied constructor's player did not have sufficient resources, for reporting and providing a save to demonstrate the occasional unwillingness of ships to shoot at secondary targets while their primary target was out of range, for suggesting that the ControlNodeFRDLimitedTo80000 apply to non-military ships too, for noting that electric shuttles were pretty brutal and for their save file and suggestions on fixing this, for reporting that attrition emitters were not functioning in cold storage, for reporting that experimental starships didn't have the expected starship weaknesses.

-Thanks to SNAFU for reporting the issue with ships autoattacking permamines.

-Thanks to RCIX for reporting the turret stacking, for reporting the persistence of the dancing guards issue, for suggesting the improvements to the force field bearers, for suggesting the reduction in cursed golem health drain rate, for suggesting the change to how rebel colonies spawn, for suggesting the change to the cloaker starships, for suggesting a cap on the number of ships an MRS can repair simultaneously, for suggesting an option for MRS-repaired ships staying with the MRS rather than returning to their previous location, for reporting that enemy ships were sometimes still being drawn after the human players had lost visibility.

-Thanks to HellishFiend for reporting the issue with Zenith Trade Ships on dead-end worlds, for reporting the issue with positive handicaps affecting negative resource outflows, for reporting the issue with short-range ships targeting high-radius force fields, for reporting the issue with assisting allies failing when they have zero of a resource, for reporting the issue with engineers trying to teleport into enemy force fields, for reporting the omitted knowledge counts on science labs when there is low energy, for reporting the issue with translocators hitting ships that are held by tractor beams, for reporting the issue with Zenith Traders going through wormholes, for suggesting that cloaked ships in general not be immune to AOE damage, for reporting the oddly steep effect of attack cluster penalties, for reporting that Devourer Golems were indulging in ridiculous amounts of overkill, for reporting that ships were getting stuck on the edges of hostile forcefields.

-Thanks to Kalzarius for reporting the issue with area damage and direct-targeted enemy ships, for reporting the inability to repair hive golems, for reporting the issues with lightning warhead targeting, for providing the updated game music streaming code, for reporting the issue with the find listbox hanging off the bottom of the screen, for suggesting the larger stream buffer size for game music, and for reporting that lightning turrets were firing even when the only enemy ships in range were fully cloaked.

-Thanks to Velox for reporting the issue with engineers sticking to docks, for suggesting that the buzz sound effect play when ships cannot be scrapped, for helping diagnose the problem with permamines being autoattacked, for reporting the issue with harvesters rebuilding when enemy turrets were present, for reporting the issue with manually targeting ships revealed by a tachyon beam, and for reporting that engineers sometimes drew red lines instead of green when successfully repairing ships.

-Thanks to SpencerK and ownu for reporting the stuttering bug in the basic tutorials.

-Thanks to akronia for reporting the issue with the multi-planet warning text in the lobby being cut off, for reporting the issue with ship text on placement mode not showing up, for reporting that Dyson gatling reclamation led to weird behavior (they're not supposed to be reclaimable).

-Thanks to SkyWest for reporting the issue with leech starships not counting as starships.

-Thanks to Amonchakad for reporting the issue with scouts getting stuck on force fields, for reporting the broken Auto AI Progress settings.

-Thanks to Collic for suggesting that the munitions lines simply be an option to turn off.

-Thanks to arthurp for suggesting that alt-clicking items in the planetary summary should deselect them.

-Thanks to NahtanoJ88 for reporting the issue with command station home cores for new players.

-Thanks to Lars Bull for reporting the issue with minor factions from the expansion being able to be enabled in non-expansion games, for reporting the issue with shift+right clicking the selected units dropdown, for reporting the issue with the +/- key not always working, for reporting that starting a second instance of the game on a single-screen system causes a crash.

-Thanks to Anticept for reporting the issue with space tugs not showing up correctly in queues, for reporting the issue with mobile repair station engine health being unrepairable, and for reporting that pausing control nodes does not deactivate them.

-Thanks to carlosjuero for suggesting the change to make resistance fighters only spawn when there are a certain number of human ships at a planet, for suggesting automatic DNS resolution of host names for direct connect, and for the example code that worked very well.

-Thanks to TheDeadlyShoe for providing a save to show indecisive AI ships and for suggesting that astro trains be made immune to paralysis attacks.

-Thanks to intently for inspiring the ability to let cleanup drones remove mines on allied planets.

-Thanks to frags for reporting the issue with Steam achievements activating on every savegame load.

-Thanks to I-KP for reporting the issue with command stations still autobuilding when they have no supply, for reporting that fortress construction could not be paused, for contributing a lot sfx and graphics for the new Riot starship line, for suggesting a disabledaitypes.txt file to save GUI programming time on the disabling-individual-ai's feature, for pointing out that micro-ing ships to constantly fly over a mobile repair station was allowing the simultaneous repair of an arbitrary number of ships, for creating the new lightning sprite, for suggesting that Advanced Factories "fold out" rather than replicate on capture, for suggesting the engine-damage-floor concept, for suggesting revised preconfigurations for the Riot.

-Thanks to PLivesey for reporting the issue with "no supply" text being incorrect.

-Thanks to orzelek for reporting the collision issue that caused dancing allied ships, for reporting that the lobby was not retaining proper checked-ness of minor faction types, for reporting that engineers set to frd by the auto frd engineer control node were not returning to their original spot after doing something, for pointing out that modules should honor stop commands to the parent ship, for providing a save to investigate the mysterious-disappearing-shots problem, and for pointing out that translocation was working in some pretty absurd cases (fortresses, etc).

-Thanks to Thasero for reporting that warbird experimental starships can't be put in low-power mode, for reporting that the hover text of mines reported 300 engine damage strength but no such engine damage was observed in practice, for reporting that experimental starships (warbirds, beams) were not being treated as starships, for suggesting that munitions boosting ships have a cap on the number of ships they can simultaneously boost, for reporting that icon groups were disappearing if their top ship died, and for suggesting that Interplanetary Munitions Boosters not be placed adjacent to AI homeworlds and that Dyson Spheres not be placed on AI homeworlds.

-Thanks to PineappleSam for reporting the fact that tachyon warheads were enabled when cloaking was off.

-Thanks to Doddler for suggesting that remains not be manually attackable, for reporting AI ships stopping and starting a lot, for reporting the issue with scouts freeing guards when they should not, and for reprting that cleanup drones could start cleaning up permamines when the human player had begun construction of a command station on the planet instead of waiting for the station to complete.

-Thanks to Ruges for reporting that planetary shield inhibitors (and similar) were having full effect even while still under construction, for reporting that ion cannons were getting munitions-boosted, for reporting that raid starships were unable to fire at decoy-drone-protected ships or the drones themselves despite the fact that they should be able to ignore the drones altogether, and for reporting that it's possible to get over 7000 viral shredders of a given level by abusing the game horribly.

-Thanks to Johnthesavage for reporting that spokes maps had a core AI forcefield on every single AI planet.

-Thanks to vonduus for reporting indecisive ai behavior when multiple high priority targets were available, particularly when one started construction in the middle of the battle, and for reporting the out of memory exception that can come from Game Command pooling, for reporting the wrong mark level icon showing on the tachyon beam emitter.

-Thanks to Bobtree for reporting that lightning warheads can be munitions-boosted, for reporting that Z+X hotkey was showing ship ranges on planets where the players had no visibility.

-Thanks to billboo151 for reporting the issue with installing the expansion on certain versions of the game.

-Thanks to Unspoken for suggesting a way to ease toggling pause on energy reactors.

-Thanks to Ozymandiaz for reporting Zenith Power Generators (and similar) consuming extreme amounts of resources at the end of construction.

-Thanks to aZmoDen for reporting that Zenith Bombards were not auto-firing as they should.

-Thanks to Buttons840 for reporting that FRD engineers were sometimes distracted by constructors paused by "pause all" in a way that wasn't true of manually paused constructors, for reporting the issue with mine remains providing line of sight data, for reporting that fortresses lose their FRD status after a save, and for reporting that loading autosaves was sometimes resulting in additional AI progress.

-Thanks to Baka^Ni for pointing out the problems with a player unlocking achievements by playing a game started under another player's profile.

-Thanks to Goekhan for reporting that ships group-moving through a wormhole to a planet with a rally post were breaking out of group-move.

-Thanks to Florian for suggesting that the back-and-forth gifting of advanced factories in multiplayer games be made unnecessary.

-Thanks to Echo35 for pointing out that the icon draw distance slider pretty much meant "never draw icons" past about 1/16th up the slider.

-Thanks to Lancefighter for suggesting that scouts be immune to AOE damage.

-Thanks to Black for suggestions on initial rebalancing of space planes, for reporting that exo wormholes were moving between saves, and for suggestions on non-linear mechanics of viral shredder replication.

-Thanks to Malibu Stacey for pointing out the inaccuracy of the autocannon mk2 tooltip.

-Thanks to Venma for suggestions on making the middle-mouse click-and-drag pan more usable.

-Thanks to deMangler for providing a save to fix that stubborn bug with auto-frd-mobile-miltary control nodes overriding constructor gather points.

-Thanks to HitmanN for reporting that with Icon Grouping enemies remain on screen even when no player ships on a planet and for reporting that ships emerging from a wormhole were sometimes not being drawn until zooming in and back out, for pointing out that forcefield generating ships did not note in their tooltips that they are immune to tractors.

-Thanks to Fleet for reporting that FRD ships were sometimes ignoring distant ships, for reporting that the descriptions for remains and co-processors were wrapping in odd places, for pointing out that the effect text for shield inhibiting was unclear, for pointing out that the perma-mine description does not indicate that planet ownership is required for cleanup drones to clean them up, for reporting that ships etherjet-tractored through a wormhole were showing up at very odd positions, for reporting that reset was scrapping constructors still under construction, for reporting that warp gates were not auto-exploding in the absence of a friendly command station, for reporting that AI engineers sometimes teleport back and forth between various spots in an enemy system for no apparent reason, for reporting a problem causing human player ships in FRD mode to do nothing because they were constantly picking a teleporting target and dropping it again, for reporting a rare galaxy map planetary summary tex wrapping oddity, and that sometimes the game deselected the Star buy category on starship constructors.

-Thanks to Iskabis for reporting that translocators were affecting forcefields, rendering them much less useful than they should be.

-Thanks to dumpsterKEEPER for reporting a typo in the Interplanetary Munitions Booster description.

-Thanks to MaxAstro for suggesting that engineers be immune to dark matter, for suggesting a control node to make engineers prefer to assist non-mobile-military ships, and for reporting that Marauder Buzz Bombs were not damaging player ships, for reporting the issue with self-building manufactories incorrectly being auto-managed.

-Thanks to Dmdunn for reporting that it was sometimes possible to tell that a fully cloaked enemy ship was present by mousing over the location and for pointing out the oddness of a smaller forcefield completely within another forcefield being damaged before the outer forcefield.

-Thanks to Minty for reporting that using the middle-mouse-button scroll feature while in ship placement mode would make the screen jump in an unhelpful manner.

-Thanks to Simoyd for reporting that cursor position detection was still off in some cases for some players when the window was not based at screen coordinate 0,0.

-Thanks to triggerman602 for reporting that impulse reaction emitters were doing improbable amounts of damage against golems and for reporting that Riot Control Starships with un-buildable build queue items were incorrectly attracting engineer assistance (which would then fail).

-Thanks to corfe83 for suggesting that Galaxy View find mode account for ships in transports.

-Thanks to quickstix for reporting that if Icon Grouping was enabled and multiple constructors with rally points were selected, only the rally point of the "top" constructor would be drawn, for pointing out that the planetary shield booster description was somewhat ambiguous, for reporting that autosaves were saving as "Autosave_".

-Thanks to fbgbt for reporting that engineers were not reporting their outflows on the expenses-by-player stats screen in some cases.

-Thanks to vnena for reporting that AI ships in tutorial 3 were sometimes attacking the human player when the instructions specifically state that this would not happen.

-Thanks to Lyrae for pointing out that the economy tutorial was confusing with the new auto-build-harvester behavior.

-Thanks to zebramatt for pointing out that the "Remains Rebuilders" unit was inconsistently using the plural form for it's main name.

-Thanks to vince0018 for providing improved versions of the sound effects for ShotTiny and ShotTinyRapid.

-Thanks to lazerwolf for suggesting the improvement to the descriptions of manufactories.

-Thanks to WraithOD for reporting the sticky-scrolling-key problem with the scores screen.

-Thanks to Shardz for (repeatedly) suggesting an in-game screenshot key.

-Thanks to Tssbackus for reporting that FRD ships were just sitting there doing nothing when there were tons of ships fighting at once (mostly just after loading a game).

-Thanks to Nightchill for suggesting that Devourer Golems have more health.

-Thanks to Drutt-Myth for reporting the crash with raid engines on non-controlled planets.

-Thanks to KaOSoFt and dlcooper for reporting the issue with the tutorial window text being cut off.

-Thanks to Ruges and orzelek for reporting that planetary shield boosters and radar jammers could not be scrapped.


AI War:AI War