AI War 2:Post Completion

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Reporting Bugs

  • Any bugs or requests should go to our mantis bugtracker
    • If you need to submit log files, those can generally be found under your PlayerData folder in the folder your game is installed in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts.
    • In rare cases, mainly if your entire game crashes (that almost never happens), we will need your unity player log. That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
      • Windows: C:\Users\username\AppData\LocalLow\Arcen Games, LLC\AIWar2\Player.log
      • macOS: ~/Library/Logs/Arcen Games, LLC/AIWar2/Player.log
      • Linux: ~/.config/unity3d/Arcen Games, LLC/AIWar2/Player.log

What Happens Now That The Game Is "Done?"

The last of the AI War 2 DLCs is now out, the Complete Edition is out, and you can read a retrospective of the entire project if you would like to.

At this point, we have primarily moved on to other projects aside from bugfixes and balance tweaks and modder-support throughout 2022. That said, expect patches to arrive weekly or so at least, and in the short period after DLC3 releases it will be even more frequent.

We expect AI War 2 to have a long life if AI War Classic is anything to go by. The game is in a really good state, and we want you to be able to enjoy it for years and years.

5.004

(Not Yet Released)

Bugfixes

  • Fixed scourge spawning from beacons.
    • Thanks to Ragnaidin for the report.
  • Fixed duplicate text in the Build Rows for the entity tooltip.
  • The "Cannot be supercharged" info in tooltips now no longer tries to appear in the Ship Class row but instead is part of the normal tooltip similar to the zombification immunity "Cannot be captured by other factions".
    • This fixes a format-unfriendly visually noisy "Cannot be supercharged" attaching itself to the wrong row in the tooltip of probably all flagships and centerpieces.
  • Fixed a variable typo regarding resources rewards given on death.
  • Improve the sapper economic logic to let it make better decisions as to what sort of crystal to flower
  • Add some more defensive code to wormhole borerers to try to prevent them from connecting already-connected planets
  • Necropolis buildings are now properly destroyed when the necropolis moves
    • Thanks to strategic sage for reporting
  • Let the templar track how many ships a wave leader has rallied. Untested, and only for debugging purposes, in case we need it for templar wave balance
  • Add some defensive code to the templar hacking reaction
    • Thanks to MadTwit for the bug report
  • Fix a bug where the new "beat the game with scourge enabled" achievements weren't triggering
    • Thanks to Ecthelon for reporting
  • Elderlings should no longer be able to trigger raid engines
    • Thanks to ptarth for reporting

5.003 Revenant Efficacy

(Released April 23rd, 2022)

  • Elderlings/Templar that die from Corrosive damage now grant resources to the necromancer
    • Thanks to a number of people for reporting, in particular Gzar for uploading a save
  • Fix a typo in the templar haking response
    • Thanks to AxiomExotic and Ushgarak for reporting
  • Added a new "Debug Zoom If Above" mouse setting specifically to help one specific user figure out what is happening with their mouse. It will be interesting to see if it yields anything more broadly applicable as well.
    • Thanks to Tankor Smash for his patience since... um... 2019 apparently. This is one of our older bug reports.
  • Finish adding C# support for the fallen spire module journal entries
    • Thanks to vinco for suggesting these, and contributing the text
  • The "Save Preset" function in the debug menu now actually works! Previously it was using an old format for quickstarts, because I forgot that it was even a thing.
    • I added the makequickstart gamecommand, which works great. Now the save preset function does as well. The command is able to save to whatever quickstart folder you want, but doesn't save a tooltip file. The debug menu only saves to the Community quickstart folder, but DOES save a quickstart file.
    • Thanks to Dragoris for reporting the difference in filesizes, which was critical to noticing this. The format changed for quickstarts right before the great refactor (specifically so that they could survive into the new save format).
  • The "Neinzul Galaxy" quickstart by Dragoris now shows up in the Community quickstarts section if you have DLC3 installed.
    • Thanks to Dragoris for creating it!
  • Correction! The third quickstart in the Necromancer section for DLC3 was the one by Dragoris, and that has now been corrected to the new format that won't error on load.
    • Thanks to Dragoris, Smidlee, and ptarth for reporting.
  • FiresThroughEnemyShields now pierces bubble forcefields as the tooltip suggests it should
    • Thanks to Darkshade for reporting.
  • If the escape menu is open, the game will no longer respond to mouse inputs for the camera view. This is already the case if the game doesn't have focus, but this should help if you haven't yet unfocused the game because of multiple monitors.
    • Thanks to MaxAstro for requesting.
  • Major necropolises now actually respect their galaxy cap
    • Thanks to Exlium for reporting
  • Fixed an issue where fireteams that had a long time to process something (more than 10 seconds) would claim they were leaking memory. They now allow for 120 seconds of time to elapse for making this declaration.
    • Thanks to Zer0h1nder for reporting.
  • Fixed the description of the "Battlestations receive turrets from hacks for all" setting, which erroneously stated that it defaults to off (it defaults to on), and in general it had its logic stated backwards.
    • Thanks to Ushgarak for reporting.
  • Fixed a typo in the Samurai frigate's description.
    • Thanks to Ithuriel0 for reporting.
  • Removed an old drone-correctness check that was being triggered on some NPC drone usage cases.
    • Thanks to Dismiss for reporting.
  • The text at the top right of the screen that shows the build cost no longer displays metal costs for the necromancer
    • Thanks to LilLillyFox for reporting
  • If the game is in the process of shutting down, there's a certain class of errors that could happen that were spurious but pretty rare that no longer can happen.
    • Thanks to Badger for reporting.
  • Corrosion damage now explicitly blocks repairing. In compensation, make corrosion tick down a little bit faster at the end
    • Thanks to vinco for reporting
  • Instrumented the SpawnTeliumIfAble function so that if there is an error in there it will give us more precise locations for what is wrong, and it also won't shut down the entire macrophage faction anymore.
    • Thanks to JDingDong8 for reporting.
  • Pathfinders now wait 300 seconds before declaring themselves as memory leaks, rather than merely 30 seconds. When things are really busy, they can legitimately need to be in use by a background thread for more than 30 seconds.
    • Thanks to Zer0h1nder for the report.
  • Updated the kickstarter backer credits to include one missing backer (from backerkit, a later addition).

5.002 Venators Optional

(Released April 23rd, 2022)

  • Orbital mines for captured outposts were dying to remains that the Necromancer could not interact with and thus making captured orbital outposts with minefields effectively null and void since they could not replace expired minefields with dead ones clogging the slots. While this will definitely help newer games already impacted games may simply be out of luck.
    • The attribute never_leaves_remains="true" has been set for the various types of orbital minefields. Replacements are put in play by the host outpost.
  • Received report that AI Spire Rail Destroyer were massively larger than their common cousins visually. Went ahead and made their regular AI Spire Destroyer companions a little larger visually while making the AI Rail Destroyers smaller but still larger slightly visually.
    • AI Spire Destroyer visual scaling 1 -> 1.5
    • AI Spire Rail Destroyer visual scaling 3 -> 2.0
      • It is still useful to the player to be able to distinguish which ones are infinite range at a glance in a mixed group.
  • Venators are now enabled/disabled in the game lobby. They default to 'off' for HA, but are forced on for Challenger+
    • Thanks to Ecthelon for the request, and Chris for deciding what to do about said request
  • The 'Unspent Modules' notification will now cycle between unspent entities, if you don't spend all of your points on the first

Tooltip work

  • The current amount of Weapon Points is now displayed in the buff row.
    • Thanks to Puffin for creating the mechanic and zeusalmighty for requesting.
    • The FixedResourceTextStats class is now renamed FixedTextFormatingStats (as it supports more than just resources), has been moved to the AIW2 Core project and given the ability to support Geo icons.
  • Began an overhaul of the entire entity type tooltip to fit more icons instead of text, and in uniform show either icons or text and not a mix of the two. For now this is inactive code, existing next to the original tooltip code. In the future there will be a setting to use the experimental tooltip code instead of the current one. Thus all of the below has no effect on the game just yet:
    • Removed the old Start[Something] or Add[Something] extension methods for ArcenCharacterBufferBase. Now they are either named Start[Something], End[Something] and Wrap[Something] to clarify.
      • Additionally there now is support for generic resources to automatically find the correct FixedResourceTextStats object to work with, support for the PlayerTypeData resources and a way to end with the resource name.
    • The tooltip for planetary energy and metal boosting after X seconds now has an unified code path, and will combine the numbers for energy and metal if they are both the same, and both are either enabled or disabled.
    • The tooltip code for Factory assisting, factory boosting, claiming, rebuilding and repairing has been rewritten in large parts. Individual repair speeds for hull, shield and engine can now actually be displayed. The assist range will only be displayed once, sine all except internal factories (which measures range in hops) use the same range.
    • Unified the code paths for the lower part of the orbiting tooltips, ships orbiting the gravity well will now show the current distance.
    • Unified and completely rewrote the code for planetary attack and speed amplifiers and inhibitors.
    • The "CEASEFIRE" and "CEASEFIRE BLOCKER" parts are now in color so they stand out more.
    • Unified the code paths for harmonic damage increases.
    • Units with a hacking response multiplier that is >1 (= units that worsen the AI response to hacks) will now display it as a "HACKING MALUS" instead of always "BONUS".
      • This section also no longer refers only to hacking the AI, as other factions may also have responses.
    • On minimum tooltips the hull, shield and speed values now display the percentual values (for hull and shield the percent of the maximum, for speed the percent of the base value)
    • On medium tooltips the hull, shield and speed values now display the same information as full tooltips do, but with icons instead of text.
      • Thanks to General Frost for requesting.
  • Add some improved debugging code for entity tooltips
    • Reported by Daniexpert

Bugfixes

  • Removed the seeding of Elderlings' beacon when a Necromancer Empire or Sidekick is present in game.
    • Thanks to LilLillyFox for the report!
  • Fix a bug where the Move Necropolis hack was causing errors in longer-running games
    • Thanks to Strategic Sage for reporting
  • Put in several message response buffers to prevent timing issues on multiplayer clients that were responding to several things at one time.
    • Thanks to AxiomExotic and FwiffoForce for the report.
  • Fix to a multiplayer error in the ultra frequent sync that could happen if a client was told about about a planet it did not yet have info for.
    • Thanks to AxiomExotic and FwiffoForce for the report.

5.001 First Post-Completion Tweaks

(Released April 22nd, 2022)

  • Update the tooltip for the bubble forcefield module to clarify the behaviour
    • Thanks to Strategic Sage for reporting
  • Fix a bug where the Spire Infused Empire was not generating its periodic exos, and the 'exo on spire city build' was trivially small. This will make the Spire Infused Empire much more interesting
    • Thanks to Trantor63 on discord for the initial report, and Lord of Nothing for providing a save game to examine
  • Fix a bug where the necromancer would basically get no resources if played on Challenger or above.
    • While the necromancer is not really intended to be played except for in HA mode, there's no reason to break it at higher levels
    • Thanks to Gzar for reporting
  • Swapping a necropolis that has an amplifier now causes the amplifier to change which necropolis owns it. Previously the amplifier would just vanish, which was not great
    • Thanks to Doc_Den for reporting
  • Clarify distribution nodes for necromancer
    • Thanks to ptarth for suggesting
  • Elderling hacks no longer make you select a particular hacker (since it doesn't matter which hacker is used)
    • Thanks to ptarth for suggesting
  • The necromancer text popup at the beginning of the game now explicitly warns players who are above HA that they may have unexpected issues.
  • Also clarify the Necromancer description to explicitly disclaim necromancer support
    • We had a couple people playing on Challenger today and finding bugs (Gzar and ussdefiant in particular), so I want to make it clearer that Challenger+ is not really supported
  • Small correction of oversight in albedo for a strikecraft within DLC 3 with cloaking.
    • Stealth Bombard albedo 0.4 -> 0.7
  • Fixed a grammar error in "The Migrants: The Arrival" Journal.

Prior Release Notes

AI War 2: The Final Cycle