The latest beta is available via the Updates window in version 3.060 or greater of the game. Just open the game and you can quickly download the prerelease through the updates tab. If you don't yet have 3.060 or greater, you can download 3.060
here. This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.
Note: If you have bug reports related to this release,
please log them in the
bug reports subforum with one bug per topic. It makes things infinitely easier for us. Thanks!
Looking for a Patch That Can Be Manually-Installed?Because of the time involved in creating multiple versions of each patch, we only create manually-installable patches for official versions of the game, not each beta prerelease. But you can easily create your own manually-installable beta patch! Please note that current betas can only be successfully applied to version
3.060 of the game or later (if you later wish to revert to the official version for any reason, you can download the full raw files from the above link to do so).
To create your own manual beta patch, simply download these two files:
1.
Current Beta Director Xml File.
2.
Current Beta Zip File.
If you try to open that zip file, it will say it's corrupt -- that's okay, it's not really a zip file. Finally, create a new zip file on your computer, and put both the director and the fake-zip-file inside it. Call your outer zip file something that starts with Beta and ends with an extension of .zip. Beta.zip will work just fine, or you can name it after the specific version number if you want to hang onto it. And that's it! Now you have your very own manually-installable package of the AI War beta version of your choice, which you can install by simply selecting via your Updates window in the game. Please note that "Beta" in the filename is case-sensitive.
What's new since 3.111:(Cumulative release notes since 3.060 are attached at the bottom)
-------------------
-The frequency of the mining golems appearing has been reduced to around 8 hours instead of 5 hours, but there is more variance in exactly on what frequency they might appear.
-The frequency of the rebel colonies appearing has been reduced to around 10 hours instead of 5 hours, but there is more variance in exactly on what frequency they might appear.
-Anti Starship Arachnids now have about 3x as much health, almost doubled attack power, a bit more range, and now have middling bonuses against bombers and tanks in addition to their larger bonuses against starships.
-The AIs are now severely constrained in how many anti starship arachnids they are able to build on a planet -- about one arachnid per every guard post (including wormhole guard posts) on the planet, per AI player. This plus the last change makes them more interesting as a capturable fabricator for human players, without making them ridiculously overpowered in the hands of the AI. Older savegames that happen to have a huge ton of arachnids already in play for the AIs may seem a bit overpowered until those are killed off.
-Increments to total AI Progress now show in a small alert box listing the time, amount, and cause of the 6 most recent increments. This box doesn't show if there is nothing to display, and once it is showing you can minimize it by right-cliking the box title bar, or clear it (and thus hide it until the next increment) by ctrl+alt+right-clicking it. Alternatively you can just right-click the box title bar and it will "minimize" down to that bar. You can drag it around by left-click-and-drag on the box title bar.
-Fixed a bug where ships would keep "chasing" targets that were already gone or overkilled. This fix may introduce other behavior problems, so please let us know.
-Frigates now have a 3x bonus against teleport battle stations.
-Bombers now have a 12x instead of a 6x bonus against MLRS.
-MLRS now have an 80% penalty against all starships and turrets.
-Missile Turrets now have a 6x bonus against MLRS ships.
Updates in 3.113:-All mines now have 35,000 health instead of 20,000, which means they also do the same amount more damage.
-The paralysis effect (but not damage) of EMP mines now effects ships in an area of effect radius. The damage of them is still applied to the target that hit them only.
-Last version seriously broke move logic (wormhole orders, space dock gather points, etc); this should be fixed now, while maintaining the fix preventing excessive closing of range.