Author Topic: AI War Beta 4.037 Released!  (Read 12236 times)

Offline x4000

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AI War Beta 4.037 Released!
« on: November 18, 2010, 10:50:35 am »
Original: http://arcengames.blogspot.com/2010/11/ai-war-beta-4037-released.html

This release is another biggie.  Where to even begin...  Well, for one thing the Fallen Spire minor faction has seen yet more updates, balance tweaks, and bugfixes, and now also has episode 8 in place.  Getting near to the end on that story-based campaign arc, now!

There are also six new map types for the Light of the Spire expansion, based on three different overall algorithms.  These all create some really different sorts of situations compared to what we've seen in the past (the new maze maps are my favorites).  The new maps also continue the trend of having maps without any confusing, long-range overlapping lines.

The final three bonus ship classes have also now been added for Light of the Spire: Maw, Blade Spawner, and Armor Rotter.  I think the Maw is my new favorite bonus ship class, but actually a number of the new LotS bonus ship classes really vie for that.  Speaking of, we've toned down the Stealth Battleships and the Tractor Platforms, which were weapons of doom in the last version.  There are probably still a huge number of balance issues with the new bonus ship classes, but we'll be working on those -- with your help and feedback -- over the next few weeks.

Yet another new Light of the Spire feature is in place: a new minor faction called the Spire Civilian Leaders.  It's a fairly simple concept, nothing like the Fallen Spire, but I think it leads to some really interesting strategic choices.  There are only a few minor factions that I personally turn on in every game (Traders, Resistance Fighters, Marauders), but I think the Civilian Leaders might be another one that is always-on for me.  Of course, some of the more specialized minor factions are interesting for variety, but I also like having ones that I can always use if they match my personal preferences.

We also have some cool fan-created art by HitmanN for three of the guard posts, one of which is shown to the right.  They're updated versions of the originals I had done, and these add quite some cool effects.  This isn't the first time we've included fan-created art in the game; we're really fortunate to have such a talented, generous community!

In addition, of course, are some other random bugfixes and balance tweaks.
Coming up soon, we'll have the new Spirecraft in place, as well as some new Guard Posts and Guardians, and that's the biggest things remaining on our list aside from the Fallen Spire completion.  Well, and Constructor mode.  And possibly another couple of minor factions if Keith has time, but no promises there.  And a couple of other small random goodies from my end.  This is really a huge expansion!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 4.000 or later, you can download that here.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Heavens

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Re: AI War Beta 4.037 Released!
« Reply #1 on: November 18, 2010, 11:26:22 am »
Wow nice one, I love the new map style choices and the new "Grid", I'll definitely try those since I'm not very fond of maps with tons of overlapping lanes that makes it a mess to read for me  ;).

The new arts of LotS are really cool and HitmanN's one is amazing.

Offline Kron

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Re: AI War Beta 4.037 Released!
« Reply #2 on: November 18, 2010, 11:47:37 am »
Huh, it's a good thing I decided to manually update myself less than 30 minutes ago; I managed to accidentally run into this!

These Spirecraft send a chill down my spine. In a good way! :3
Time travel in the classic sense has no place in rational theory, but temporal distortion does exist on the quantum level, and more importantly it can be controlled.
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Offline snrub_guy

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Re: AI War Beta 4.037 Released!
« Reply #3 on: November 18, 2010, 12:17:52 pm »
So i know you guys are usually pretty good with this, but thought I'd check. I think it's time I started a real campaign with the spire stuff. But the new ships you create from the asteroids. If I start a new game, and start collecting asteroids etc, will I be ok playing a continuing campaign when the update with those craft hits- will those new spirecraft be available in my ongoing game? Or am I better waiting another release or two?


Also... should I leave a little knowledge spare for their appearance, or are they going to be unlocked in another way?

If you don't wish to answer any of those, don't worry, I'll just guess wildly.

Offline x4000

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Re: AI War Beta 4.037 Released!
« Reply #4 on: November 18, 2010, 12:38:07 pm »
So i know you guys are usually pretty good with this, but thought I'd check. I think it's time I started a real campaign with the spire stuff. But the new ships you create from the asteroids. If I start a new game, and start collecting asteroids etc, will I be ok playing a continuing campaign when the update with those craft hits- will those new spirecraft be available in my ongoing game? Or am I better waiting another release or two?


Also... should I leave a little knowledge spare for their appearance, or are they going to be unlocked in another way?

If you don't wish to answer any of those, don't worry, I'll just guess wildly.

No worries, you're good to go.  There won't be any knowledge requirements for these, and they'll be available in existing savegames retroactively. :)
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Offline Winter Born

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Re: AI War Beta 4.037 Released!
« Reply #5 on: November 18, 2010, 12:48:24 pm »
AI hunter killers -- where are they?
they are Immune to Siege and BombStar so will be formidable opponents

Amazing what you find in the ref tab. ;D

Offline x4000

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Re: AI War Beta 4.037 Released!
« Reply #6 on: November 18, 2010, 12:50:30 pm »
AI hunter killers -- where are they?
they are Immune to Siege and BombStar so will be formidable opponents

Amazing what you find in the ref tab. ;D

They haven't been fully coded in yet -- or rather, they have been, but the logic for spawning them hasn't.  These are a siege-breaker unit for the AI that hasn't yet been put in because balancing it is going to be a huge thing.  Probably after the next official I'll give that a shot, heh, because we have our hands full as it is for now!
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Offline superking

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Re: AI War Beta 4.037 Released!
« Reply #7 on: November 18, 2010, 01:21:50 pm »
will there be a zenith decendant equivalent AI added for the spire?

Offline Winter Born

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Re: AI War Beta 4.037 Released!
« Reply #8 on: November 18, 2010, 01:26:56 pm »
AI hunter killers -- where are they?
they are Immune to Siege and BombStar so will be formidable opponents

Amazing what you find in the ref tab. ;D

They haven't been fully coded in yet -- or rather, they have been, but the logic for spawning them hasn't.  These are a siege-breaker unit for the AI that hasn't yet been put in because balancing it is going to be a huge thing.  Probably after the next official I'll give that a shot, heh, because we have our hands full as it is for now!

Yea NP "LotS" of good stuff coming (pun intended)

Maybe they should decay after leaving their spawn world like Dyson Gatlings. So they cant run amok forever

Offline TheDeadlyShoe

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Re: AI War Beta 4.037 Released!
« Reply #9 on: November 18, 2010, 02:33:26 pm »
The maw looks all sorts of hilarious... 50 transport capacity on the Mk I.. LoL.

Rippers are all sorts of broken though - the rip never turns off :|

http://www.arcengames.com/mantisbt/view.php?id=1453

Offline snrub_guy

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Re: AI War Beta 4.037 Released!
« Reply #10 on: November 18, 2010, 02:35:37 pm »
Right, you convinced me. I've started a new game, time to try out some LotS stuff!

First bit of feedback- I love the sound of the blade spawners so picked them as my starting ship, but was wondering- any chance of getting rid of the explosion sound on it's spawned drones? An explosion every second is going to get irritating, and once I have more than one, there will be constant explosion sounds playing... Just a thought.

If you want this Mantis'd I can, but didn't know if that was for little things like this.

Offline x4000

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Re: AI War Beta 4.037 Released!
« Reply #11 on: November 18, 2010, 02:46:13 pm »
For the Hunter-Killers, I believe they are unable to go through wormholes, if I recall.

For the rippers, I'll have to look into that.

For the blade spawners, I'd appreciate if that was put in Mantis, so we can get to it in our polish phase.
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Offline snrub_guy

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Re: AI War Beta 4.037 Released!
« Reply #12 on: November 18, 2010, 02:52:58 pm »
Will do. Found a bug I think. Blade spawner losing it's ability to move for some reason.

http://www.arcengames.com/mantisbt/view.php?id=1455


Offline ShadowOTE

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Re: AI War Beta 4.037 Released!
« Reply #13 on: November 18, 2010, 05:25:36 pm »
Heh, made the mistake of updating to the latest beta version from one which was still using "broken" wave scaling. Now I've got waves 3-7x larger than before attacking my whipping boy, which is actually making the campaign a challenge instead of a grind. Captive human settlements all over the place on a simple map style are a pain to work around... so since I was starting back up after a break and was only at 7.6, I decided to take a huge cluster. All in all it worked well, until I had to actually defend against waves  ;)

Offline Lancefighter

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Re: AI War Beta 4.037 Released!
« Reply #14 on: November 18, 2010, 06:09:20 pm »
:\ you cant repair spirecraft from asteroids?

will they regen at all? maybe? a little bit?
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