Difference between revisions of "AI War 2:Post Completion Part II"

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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.
 
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.
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== 5.567 ==
  
 
== 5.566 You Saw Nothing ==
 
== 5.566 You Saw Nothing ==
 +
(Released September 10th, 2023)
  
 
=== Fixes/Changes ===
 
=== Fixes/Changes ===

Revision as of 11:05, 10 September 2023

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 moved on to other projects aside from bugfixes and balance tweaks and modder-support. That said, since modders and volunteers are still making updates, there tend to be patches every 1-2 weeks on average.

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.

5.567

5.566 You Saw Nothing

(Released September 10th, 2023)

Fixes/Changes

  • fix to "mod _Vanilla" not found
  • fix to range test inverted for targeting
  • remove logging when writing world base/deep infos
  • non-mobile entity tooltips now show as Behavior: Stationary

Coders

  • HackingTypeTable now reports exceptions loading a hacking type or implementation including the mod its from but continues processing rows.
    • It was aborting all processing on first error causing a cascade of unrelated errors, also wasn't clear at all it was from a mod.

Mods

  • disabled Ship Lines for now, is causing exceptions that can cascade
  • disabled Dark Sphere, shh thats a secret for later
  • added City Ships, oops now its in
  • added Hydral Federation Balance, oops now its in
  • fixed Classic Fusion, sorry Puffin
  • fixed Points of Interest errors

5.565 The League Of Arphar Mods

(Released September 9th, 2023)

Fixes/Changes

  • Fix to again show modular systems in tooltips for unbuilt entities (eg. encyclopedia, hack choices).
  • Fix a typo in the Mass Driver journal entry
    • Thanks to alocritani for reporting
  • Fix to a couple sniper ships closing in for their short range guns that shouldn't have.
  • Target selection is now influenced by how far away (in seconds) it would take to move close enough to be in range.
  • Melee ships not in Attack Move or Pursuit (shown as Defending in-game) will no longer seek targets.
  • New command you can optionally bind in Controls to order selected ships to Stop.
    • Turns off any behavior toggles, cancels any orders, clears preferred targets.

Mods

Outguard Party

  • Improved presentation of settings in Outguard category.
    • For the starting-planet beacon you now choose "None" or "Random" in the dropdown instead of being separate settings.

Dyson Sidekick

  • Give the reapers a bit more oomph
  • Dyson Sidekick flagships get to mark 3 a bit faster
  • Start of work toward making building dyson spheres more desirable:
    • Dyson Spheres can now build templar guardians
    • Buff dyson sphere flagships

Radiant Maps

NEW:

  • Mirror Universe map style: two non-intersecting grids, overlapping. Will you find a way to reach the other side?
  • Elder Sign map style: an asymmetrical tree-like shape, with trapezohedrons hanging off of it like branches.

Tweaks to existing map styles:

  • All:
    • Commented out some unused variables so the compiler would stop bugging me. Hopefully this doesn't cause any bugs
  • BrickWall:
    • Beltway linking has been tweaked to be more aesthetic
    • Broken links should prioritize turning corners into isolated planets (before adding the beltway), to maximize the number of dead-end planets attached to the beltway.
    • Default number of broken links is now 5 instead of 10
    • Automatically determines the dimensions of the grid according to the desired number of planets
    • Added a "wibble" setting to move the planets around a bit at random. This should reduce the probability of cursed random links
  • SquareFractal:
    • Added a "Beltway" setting (default is off)
    • Added a "Heart" setting for those who want even more connectivity (default is off)
    • Added a "wibble" setting to move the planets around a bit at random. This should reduce the probability of cursed random links
  • Sausage
    • Added a "wibble" setting to move the planets around a bit at random. This should reduce the probability of cursed random links
  • Flenser:
    • Removed a bugged function

Hydral Federation Rebalance

  • New Mod!
    • Made by @Arphar
  • Rebalances the Hydral Federation units. Mostly nerfs.
    • Can only be used in addition to the Hydral Federation mod.

City Ships

  • New Mod!
    • Made by @Arphar
  • Introduces the City Ships as a faction.
    • A City Ship will invade at some point in the game. It will then wander and attempt to become more prosperous by establishing settlements and defend them by placing down defenses to protect them.
    • Given enough time and little disturbance, it will grow prosperous and powerful, and be able to contend with the powers of the galaxy.
    • Can be put on any team barring the Dark Alliance, and you can also choose when it will invade.

Universal Nemesis / League Of Evil

  • New Mod!
    • Made by @Arphar
  • Introduces the League Of Evil as a faction.
    • Led by the Universal Nemesis, the League Of Evil has decided to invade your galaxy.
    • The Universal Nemesis is a powerful being with exceptional corrupting abilities, making heavy use of devour and conversion mechanics, and its troops are not lacking.
    • The League Of Evil grows in strength by defeating its foes, granting them extra max Hull and Shield thanks to a new mechanics cleverly implemented by @Dismiss. Once available, they will also utilize the weapon upgrade mechanic.
    • Put an end to the League Of Evil's conquest by destroying the Universal Nemesis, putting the faction at a standstill.
    • Can be put on any team, including the Dark Alliance, and you can also choose when it will invade. Is on the Dark Alliance by default.
    • Has rewards for Necromancer.
  • Note : The League Of Evil is a worthy foe, and should not be taken lightly.

Dire Macrophage

  • Changed invulnerability region of Dire Telium from Galaxy to Planetary. This means you only need to destroy Bastions in a planet with the Dire Telium you wish to destroy instead of the entire galaxy.
  • Adjusted mass of Dire Macrophage units.

Azaran Empire

  • Adjusted mass of Azaran units.

Reclaimers

  • Several new ships available at Research Stations for fleet-ships.
    • They have pretty spectacular new special effects too.
    • New Death Effect type Instability which causes a ships death to deal damage in an area around them, 1-to-1 with the number of points applied to them.

5.564 MMAP No!

(Released August 31st, 2023)

Fixes

  • Fix to Linux build crashes related to mmap errors. This also should improve performance for non-linux users, when seeing lots of text at once.
    • Big thanks to Zoey for reporting this, and also being instrumental in diagnosing the specific cause.
  • 250 mb or so less permanent memory allocated for everyone, as a side effect of looking into the mmap issue. It's more like 400 MB in larger games.
  • Fixed FRD target waffling.
  • Consolidated FRD targeting related settings.
    • MethodicalFRD is gone. It was the source of many odd targeting choices.
    • ConcentratedFRD is gone/replaced with 'FRD Considers Overkill'.
      • Still unclear if it does anything useful and is off by default.

Changes

  • Some things that can die to remains, will now skip doing so.
    • If its not a planet the player controls, nor is attempting to control.
    • ie. an under construction station is there counts
  • FRD Target selection no longer heavily weights choices that have it in their range.

Mods

Reclaimers

  • Rework of photonic frigate, its torpedos are now drones.
  • Rework of anti drone sniper to Counter-Drone Frigate. Should really decimate drones now.

Coders

  • New mechanic for weapon systems: Charges
  • Can now specify a priority for kiting on a weapon system. This depreciates several less flexible attributes.
  • Any system can now be explicitly turned on or off in code with a string reason to display.

5.563 Tweaks

(Released August 26th, 2023)

Fixes

  • Restored the AI-Type dropdown in lobby to have the nice full name with coloration it had before.

Improvements

  • The "Hostile To All" allegiance now colorized (was the only one not).
  • The "Minor Faction Team [color]" allegiances now show as "[Color] Team" (and in that color).

Mods

Sidekicks

  • Reaper Difficulty is now a more meaningful setting
    • Previously there wasn't a lot of differentiation
  • Reaper Gateways are much less likely to spawn on Dyson Sphere planets, since that has visual problems

Reclaimers

  • Genesis Pod ward rework.
    • They will hang around the Pod until there are enemies within range then fly out to fight, and return afterwards!
    • The Pod now fires less of the infinite range drone gun nanos, but does still have them.

Lore

New Mod! .. really really small

This mod currently does very little. 
1. Zombie faction names and descriptions changed.

And that is it.
But here is the general idea behind it and where it could be added onto:

Changes in-game text to be:
1. More "in-character" rather than "out-of-character".
2. More consistent with itself.
3. More clearly worded.

I'm more interested in directly in-gameplay text, like faction names, descriptions, anything in a tooltip, etc.
The Tutorial, Tips, and Journal entries could definitely be improved with a similar approach but I do not plan to tackle that (also, check out the Juicy Journals mod).

This mod is free to modify by any modder who wishes to.
The next time you see some in-game text that bothers I highly encourage you to just add it to this mod. Or with even less effort, submit a note in #mod-general-chat, #mod-requests, and/or @Dimiss42.

Coders

  • New ship attribute 'orbits_parent_unless_parent_system_has_target' which is the string id of a weapon system it checks for on its parent.
    • The weapon system on its parent defines the range at which the orbiters can break off to attack.
    • They will be automatically given attack orders and have them cleared to return to orbit its parent.
  • TestChamber no longer spams log with everything it spawned.
  • Entities marked with 'has_custom_move_order_and_no_other_direct_commands_can_be_given_from_player' were surprisingly actually taking attack-target orders and now will not.

5.562 Woah There Buddy

(Released August 21st, 2023)

Fixes

  • Saves from last version, and earlier, should load again.
    • Thanks to Alocritani for reporting it with a save file too!
  • The AI briefly had become a Sentinal but got bored and is back to a Sentinel.
  • Lobby names made a bit brighter.

Mods

Outguard Party

  • New Outguard the Chromatic Husk!
    • A Chromatic Horror no more, but its weapons still work.
    • Only 'shoots' enemies but maybe don't stand in front of it.
  • Super Bulwark now has kinetic buffers to help out.

Points of Interest

  • New phenomena the Dwarf Planet Cluster may make one planet in your galaxy microscopic, but also have 12 asteroids.
  • New phenomena the Mega Planet may make one planet in your galaxy gigantic and have only 2 asteroids.

5.561 Have At Thee

(Released August 21st, 2023)

Fixes

  • Fix to ai-cost counting of entities when computing the reinforcement cap at a planet.
    • This resolves a long-standing bug causing particular ai planets to build up huge amounts of turrets.
    • Thanks to Arphar for finding this!
  • The error popup for "_PSec.XXXX was already running we cant start another" is now gone.
    • This should have just been logged as a warning and not interrupted the player.
  • Fix to factions added to a lobby sometimes not having their expected default colors.
    • Factions can now coexist with the same center color, if they aren't the same faction.
  • Performance improvement: In-game escape menu About section no longer updated when its not visible.
    • The irony of updating performance stats costing performance...

Improvements

  • The appearance of factions within the lobby has been substantially improved.
    • Every faction, including different player types, have an icon showing their team color.
    • The status line beneath the name is now consistently formatted.
    • The controlling profile username shown off to the side.
  • Gray/Chromatic Sphere are now separate factions, no more dropdown.
    • This allows them to each appear by name in the list adding factions.
    • Adding a Gray Sphere will -actually- have a gray faction color.
    • Adding a Chromatic Sphere will -actually- have a bright (fuchsia) faction color.
    • Both have very nice and identifiable icons, like the zenith sphere already did.
    • All the Dyson Sphere factions now appear together in the list.
  • Splintering Spire now has a more thematic and distinct icon.
  • Fallen Spire now has a more thematic and distinct icon.
  • The appearance of factions listed in view/edit factions now matches that of the pregame lobby as described above.
  • Some tweaks to the Phantasmal Decoy produced by Phantasmal Host Frigate when it takes damage.
    • It is now marked as a DroneGeneral type and will therefore not be zombified.
    • Adjusted its visuals a bit to not confused for a real frigate.
    • No longer lingers on top of the Host.

Mods

Simple Options

  • New Mod! and first by @Strategic Sage!

Eliminates most Galaxy options and some Faction options from the game to simplify and ease the process of creating your own campaigns. The most essential & commonly-used options remain. There are a few changes to defaults:

  • Beacons default to being disabled, but can be turned on
  • Expert Mode is always on for Spire games
  • Venators are always on
  • Fuel Overuse is on if Fuel is active
  • ZA Civil War is always on
  • As always, constructive criticism is encouraged on the discord. Any flaming can be safely disposed of in your nearest circular file receptacle.

Radiant Maps

  • New Mod! New Modder!
  • Try out new map types by @RadiantPhoenix
      • Globe: the topology is like a sphere
      • Square Fractal: a grid connected in a fractal pattern
      • Flenser: a pentagon that puts the AI in the middle if you are outside it. Mostly theoretical
      • Brick Wall: can be a brick wall or a hexagon honeycomb.
      • Cursed: the worst. The absolute worst. Play at your own risk.
      • Sausage: the wurst. The absolute wurst. Have fun. :)
      • Hello World: the first galaxy God ever made

Points of Interest

  • New ai type: Imperial
    • Watch your clock. The Imperial AI is always building more fortifications and hunters to patrol the empire.
    • Plays like Turtle but with the additional time pressure of roaming builder ship that add new defenses, and shipyards that produce guardians for hunter.
      • Thanks to Arphar for contributing this! Also clever mechanics and unique for any AI type!

Generator

  • Fix to Mirrored map type in some situations putting a planet in the centroid way too close to another.
    • In fact, it added them at (0,0) in a failure case, but will now just skip adding the problem planet.
    • Thanks to RadiantPhoenix for reporting!
  • Fix/Improvement to ZA homeworld selection when player homeworld is on the galactic edge or a large number of planets.
    • Will now more correctly avoid picking so close to ai homeworlds.
    • Thanks to ussdefiant60 for the report!
  • Scatter map type now initially links planets as a minimum spanning tree.
    • The result is it looks less messy.
  • Showing major data center icons from the start was not intentionally committed and has been removed.
    • Oops. It could be a feature to turn on in settings, if requested though.

Necro Party

  • Fix a typo causing zero Igors to be granted, is now two (per home).
    • Thanks to two reporters on Discord!

Coders

  • ExternalFactionBaseInfo is now unique for all player types. PlayerSpecificCodebase types no longer exist.
  • Debug controls has a "Reboot AIW2" binding which triggers the same process as when you enable/disable mods.
    • This will explode if done from within a game.
  • Added an entity tag 'not_a_reinforcement_location'.
    • Allows a SpecialEntityType.GuardPost to not have GameEntityTypeData.IsReinforcementLocation be true.
  • Added a faction tag 'should_never_be_in_new_games'.
    • This is for removing obsolete factions lingering from a previous game when entering a new lobby.
    • Older saves which use that faction can still be loaded and played.
  • Getting ship-line-grants for minor factions which do not have any such lines was erroring do to an accidental recent change in behavior and has been fixed.
  • The xml definition for achievements now supports minor_faction_name="Fac1,Fac2" style comma separated lists.
    • This allows an achievement to be triggered by any of the listed factions.
  • GameEntityTypeData.IsFleetLeader and IsKingUnit now also imply CannotBeStacked.
  • Argument "readable" added to GameEntity_Squad.ToStringWithLocation.
    • With it you get values in the same range one sees looking at ship ranges and move speed.
  • FleetMembership.ToDebugString showing "FleetName#UniqueTypeDataDifferentiatorForDuplicates"
  • Fleet.GetName() was returning "Unnamed" for npc fleets without centerpieces.
    • Now returns either "Loose" or "[Faction] Loose"
    • This matches existing behavior for player fleets.
  • Galaxy settings now obey the 'sort_order' tag
    • Sage has a use in mind for this.
    • Not all that useful in general unless someone assigns an order to all settings of a category/subcategory.
  • Faction settings marked as 'is_hidden' were still shown, at least in-game, and now are not.
  • Faction settings with dropdown options that were rows, were not obeying rows marked with 'is_hidden' and now do.
  • Test Chamber has been improvement.
    • Now has the default gravwell size instead of being so small.
    • You can specify a specific gravwell size with grav_well_size.
    • You can specify how many squads to split the specified count of ships into with squad_count.
      • By default ships that don't stack, based on their type, will be put into stacks of 1.
      • By default ships that do stack, based on their type, will be put into stacks of 60 (this number is the npc stacking number from performance settings).

5.560 Let The Ambushes Resume (Until Morale Improves?)

(Released August 1st, 2023)

General

  • Orchid's rescue pods bumped back up a little in size and added the 'drone' overlay image.
  • Fix to Ambush Post not spawning drones on death, and potentially other things.
  • Moved the reason a form is not available to the top instead of the bottom of the tooltip.
    • This is when changing the form of a ship via its fleet details window.
    • Options fixed to correctly show ones you cannot afford the essence price for.

Coders

  • HackingImplementation_WithMenu now shows the extra label info (generally this is additional resource costs) for items that are not possible instead of skipping that.
  • GameEntityTypeData.CalculateEffectiveGalaxyWideCapForPlayersConstructing now takes the faction as an argument.
  • Added virtual ExternalFactionBaseInfo.GetAddedToGalaxyCapForType( GameEntityTypeData ) so that a faction can have its own mechanics for increasing a galaxy-wide cap.
  • Added cheat cmd:allnecroflagships which gives you all blueprints.

Mods

Sidekicks

  • Reapers get some buffs to make their gateways more likely to stick around

Necro Party

New Mod for Necromancers!

  • This mod makes gameplay and balance changes for Necromancer players. Our goal:
    • More variety in winning strategies.
    • Give less used mechanics and ships a purpose.
    • Make each game/galaxy with Necromancer feel more varied.
  • See full change list in-game.
    • These changes are quite dramatic. Really, read the mod description =D

Reclaimers

  • The message shown when research finishes now takes you to the research ship instead of the home station, if clicked.
  • Wormholes formed between deep space outposts are now actually located where the station is.
  • Fixed a lot of reclaimers entities to not give the player vision when 'share npc ally vision' setting is on.
  • Fixed time elapsed between LRP losing time when its been over 20 seconds.

Points of Interest

  • Fix to several phenomena inappropriately showing a strength value and other ship-like stats.
  • Shattered World phenomena fix to not obscure other icons with its model.
    • It also looks cooler with the new rotation.

Ai Lieutenants

  • Disabled from mod list until more work can be done.

Rebalancing Party

  • Disabled from mod list until more work can be done.

5.559 Deringing

(Released July 27th, 2023)

Bugfixes

  • It's very hard to test, since this is something that only happens intermittently in the case of unit testing, but the "stuck extra rings hanging around" should be a thing of the past.
    • The way it works is, the rings and similar now remember when they were last asked to be drawn, and if they are not asked to be drawn for more than 1 second, then they disable themselves.
    • Previously, these were being orphaned and not being still drawn even though nothing was asking them to. There is code running on the rings themselves which lets them self-check and thus bypasses the orphan problem. This of course leads to two other issues:
      • Issue one with the self-checking is performance. This has been implemented in a very slim way, using normal unity Monobehaviour update calls, so that should be solved. Other approaches would have involved things like iterating the list frequently or something, in a way that would have been detrimental. The other reason that this isn't too bad on performance is that we have a pretty limited number of rings ever used, since they are pooled and reused as needed.
      • The second issue is that just because something is properly cleaned up, that doesn't mean it won't be causing other problems later. Specifically, these rings are distributed from a pool of rings, and if one is orphaned, then technically some ship visualizer that previously was using it still has a reference to it. This would mean that when that comes back into play, it would resume trying to use said ring, and then we'd start seeing flickering rings or rings jumping around strangely, because two ship visualizers are writing to it at once.
        • To bypass this second problem, I implemented a version of something that I developed for Heart of the Machine, where essentially the rings all now have "owners," and before using an existing ring from a collection or variable, the ships or similar say "if I'm not still your owner, then I will ignore you and get a fresh ring from the pool, because someone else is using you now."
    • What has been successfully tested so far is that the rings still look and work fine when the game is freshly open, performance does not seem to be affected adversely, and the "check for orphans and expire them" logic is working.
    • What has NOT been tested is what happens when an orphan is actually encountered and cleared, and the bits after that. I simply can't ever make it orphan a ring, so... I have no way to test that, which is why this bug has persisted for so long in the first place (not being able to cause the bug, but knowing that other people see it regularly, is a special kind of frustrating).
      • So there's a vague possibility that the sky opens and demons spill out when this actually encounters an orphan, but the code is very simple and has been proofread carefully, so the odds seem low.
    • Thanks to Galian Gadris for the reminder that this was still going on.
  • Fix a bug since beacons first were committed. They were being treated as SmallGood when there was a FactionBeacon seeding-type.
    • Actually difference in behavior, if apparent at all, is that planets with beacons wont tend to not have any 'good' stuff seeded there with them.
  • Galaxy map strength text for 'hostile threat' which was the second/bottom line to the right, will now match the factions center color instead of confusing you by using the trim unlike other text labels.
  • Fix to 'Share Allies Vision' galaxy setting giving you vision of all planets with an Outguard Beacon.
  • Fix to ships granting lines not getting actual lines picked successfully, with certain combinations of the grant related tags.
    • This also removed a whole ton of duplicate code.

Improvements

  • The sidebar button/tab for outguard now has subtext with the number of outguard currently ready to be deployed.

Coders

  • Added DrawBag.AllowZeroWeightItems so that added items with zero weight will still be added to the bag.
  • The tags 'force_gravity_well_size_of_planet_to_be_at_least' and 'force_gravity_well_size_of_planet_to_be_at_most' which repositions entities on planet when shrinking the grav well size, now also does so if it increases it.
  • Added support for parsing xml attributes as an html hex format color, ie. #FF0000 would be red.
  • Added GameEntityTypeData tag 'does_not_give_allies_vision' which is used if the galaxy setting to share allied vision is on to exclude individual ship types.
  • Galaxy settings that are CustomDropdownCoreTable can now be modified with partial records. This was generating exceptions if attempted.

Mods

Outguard Party

  • Fix to the remote hacking drone lingering forever as a crippled ship after it attritions to death.

More Frigates

  • Fixing xml error on startup about invalid range on a beam weapon.

Azaran Empire

  • Added DLC requirements.

Dire Macrophage

  • Added DLC requirements

5.558 New Mods And Authors

(Released July 21st, 2023)

Game

  • Decrease size of the Orchid Ark's rescue spore icons
    • Thanks to Mac for reporting
  • Add some defensive code for an exception hit in the resource bar UI
    • Thanks to R4gingFire for reporting
  • Fix to null reference exception rarely occurring in decollision planning.
  • Nanocaust invasion planet is now deterministic.
    • Which is to say it will pick the same planet if you reload and replay the same save (but it doesn't only reinvade the same place, obviously).

Coders

  • Get/Release a temporary RandomGenerator easily with RandomGenerator.GetTemporary and RandomGenerator.ReleaseTemporary.
  • Easily get a random element in a list via List.GetRandom(RandomGenerator).
  • Home-Arks can now be tagged with custom_neverRandom="true" to prevent them from being chosen when Random is selected.
  • Ai Types can now be tagged with custom_neverRandom="true" to prevent them from being chosen when Random or Adaptive is selected.
  • FleetDesignTemplates for your starting fleet, mobile factory, and battlestations can now be tagged with weight="0" to be skipped past when Random is selected.
  • Necromancer now checks if a guard post has ImmuneToNecromancy before converted it.
  • The debug feature for showing the destination of threat (occurs when debug tooltips setting is on) within the popup window for visible threat is now a ton easier to comprehend.

Mods

Azaran Empire

  • New Mod!
    • Thanks to the author @Arphar
  • Introduces the Azaran Empire as a new faction.
  • The galaxy is being invaded by the Azaran Empire. They are a highly centralized empire bringing their own planet into the galaxy from which they will produce ships to take over planets and build structures to bolster their production.
  • Face off against them in order to gain rewards and hack their facilities to gain new ships to use either against them or the AI.
  • Or fail and watch them take over the galaxy.
  • Includes rewards for Necromancer, alongside some rewards for Humans to keep on fighting.

Sapper Alterations

  • New Mod!
    • Thanks to the author @obscuris
  • This mod alters how the Neinzul Sappers faction behaves and how their economy works, along with adding new units and mechanics.
  • All changes can be read in the text file provided with the mod folder.

Dire Macrophage

  • Now has rewards for Necromancer.

Sidekicks

  • Some tweaks to the dyson sidekick's flagships for visual size and balance
  • Reapers will now find it even harder to blow up command stations when they don't have any gateways on the map
  • The Jabberwock AI will no longer automatically get ships from the Sidekicks mod if the Sidekicks mod is enabled. Instead there is a new AI type in the Sidekicks mod, Jub Jub Bird (Beware the Jub Jub Bird!) that is the Jabberwock + Sidekicks ships
    • Thanks to Dismiss for requesting

ExoWar Overhaul

  • The achievements for killing a mothership and flenser now trigger correctly upon killing the variations in this mod.

Reclaimers

  • Disabled the chat log message when a scrap box is produced and when drones are reinforced, since these can become spam with many planets.
  • Constructor ships now can build a Near-Space Outpost on the planet they are produced, instead of always first leaving it immediately.
  • Fixed bug causing the Reclaimers Home Station to always end up at the center of the planet.
    • It is now always near the player's station/necropolis as intended.
  • Fixed issue causing a startup warning about the autobuild setting for ReclamationFrigate.
  • Fixed issue with BaseReclaimersInfastructure appearing in the encyclopedia.
  • Disabled most of the reward infrastructure, they were not interesting. It now only has the wormhole suppressor and the warp gate.
  • Chromatic Ark is now never chosen when Random starting ark is selected.
  • Dismissal Fleet, Dismissal Defenses, Reclamation Fleet and Reclamation Defenses will no longer be chosen when Random is selected.
    • So no need to disable the whole mod just to avoid getting weird randoms.
  • Scrap box will no longer be destroyed by enemies.
  • Near-Space Outposts now gain cloaking at mk3.
  • The faction setting 'Debug Mode' is now more clearly separated from other settings.
  • Necromancers no longer end up converting dying Near-Space Outposts like they were a regular guard post.

Points of Interest

  • Marked all new ai types added by poi to never be picked for random or adaptive.
    • One less reason to disable the mod, when you just don't want the AI types appearing randomly.
  • Vindictive Ai type is now in a much better and playable state.
    • Halved the amount donated to hunter.
    • Anger accrued is now properly saved/loaded, in all cases.
    • Many structures which were causing anger no longer do.

Prior Release Notes

AI War 2: Post Completion