Author Topic: AI War Beta 4.041, "The Reincarnate," Released!  (Read 7816 times)

Offline x4000

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AI War Beta 4.041, "The Reincarnate," Released!
« on: November 24, 2010, 10:53:14 pm »
Original: http://arcengames.blogspot.com/2010/11/ai-war-beta-4041-reincarnate-released.html

Good lord.  This release is probably the longest list of release notes we've ever generated for a single day.  And it's not just a lot of little stuff -- though there are a ton of small balance tweaks and bugfixes here.  There's some really heavy-hitting changes for both the base game and Light of the Spire.  And for The Zenith Remnant, come to that (Whaaat? A nearly year-old expansion got major new features?).  To business:

Starting a new campaign?  First thing you might notice is that you  now get about twice as many possible starting positions as before.  This is useful for a number of reasons, but the most central is this: you don't have to click through as many maps to find one on it with a ship type you're looking for.  Given how many ship types are in the game if you have the base game and all expansions (53 in all, for those curious), this makes it vastly easier to find the type you're looking for.

Next up, also for the base game, are a number of changes to how human ships target enemies on AI planets.  In short: there will be less stray fire that enrages AI outposts you aren't yet ready to face, but at the same time making it so that things are still just as autofire for anything of the AI that's already been "enraged."

Another even more major change to the AI is how the AI breaches wormholes.  Actually, this is a whole host of interrelated changes, making the AI do a better job of using intel in a more human-like fashion, leading to more intelligent breaches that are more likely to crush you and not at all likely to have the "trickle effect" that players can take advantage of to destroy the forces of an otherwise-untenable AI world.  You can still blow the AI command stations early and sometimes you might be able to get some interesting results from doing so, but it shouldn't feel like an exploit anymore to do so.  And you're a lot more likely to regret it now: having a high threat hanging around out in the galaxy until you avert your attention or divert your fleet elsewhere (only then to have that threat come crashing down on you) is the new order of business.

Next up, for The Zenith Remnant: the golems have all been enormously rebalanced (beefed up), and are no longer a default-on feature of that expansion.  Rather, there are now three new Minor Factions called Broken Golems Easy/Moderate/Hard, which have various different styles of play for the golems, to hopefully meet the full range of player interest.  Fair warning: the hard minor faction for this isn't yet fully implemented, so it's actually identical to Easy right now. The golem waves for that minor faction are having to wait until a later release, we ran out of time!  The overall effect of all these golem changes is to make them more exciting and interesting, no matter what your preferences or skill level, and to make them wholly more relevant than they've ever been in the past for advanced play.

Similarly, for Light of the Spire, there are now three new Minor Factions called Spirecraft Easy/Moderate/Hard, which give a similar sort of tastes/difficulty spectrum to the Golems ones in TZR.  Same as with the golems ones, the hard minor faction is not yet fully implemented and currently works the same as easy.  As with the golems, the spirecraft/asteroids are now removed from the base game of LotS, and instead come in these three optional flavors that you can choose from (or ignore entirely, if that's your preference).  It's a much superior system to what we were doing before, and there's been a lot of anticipation for these changes to both golems and spirecraft on our forums already.  Oh, and spirecraft can now be repaired, which many people will love, I'm sure, as well. :)

And... well, there were a ton of other smaller changes, too.  Fallen Spire fixes and balance.  Frigate balance.  Enclave starship gun removal.  And so on.  Enjoy!

As a reminder, tomorrow and Friday are a holiday here in the US, so we won't be around much, if at all.  If there are any egregious bugs, we hope to fix those in the evenings, but otherwise we're going to be relaxing and visiting with family before plunging back in with a vengeance next week.  Happy Thanksgiving, all!

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 Spikey00

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #1 on: November 24, 2010, 11:02:34 pm »
(Aw, forum rejects the heart ASCII?  :()

Curious.  Does this break savegames, ie. new golem/spirecraft minor factions?

EDIT:  Disregard that.  ;)

Anyhow, awesome work as usual, Chris.  All the best to you and your family!
« Last Edit: November 24, 2010, 11:30:34 pm by Spikey00 »
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Offline TechSY730

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #2 on: November 24, 2010, 11:14:03 pm »
OMG. You actually gave free AI ships intelligence, rather than just "blindly charge into nearest enemy planet". I am both excited and scared. Nice changes with the targeting behavior of human ships. No more ultra fine micro to stop my ships from enraging an entire planet. And I am glad to see that golems and spirecraft are now optional, instead of seeded always.

Offline Vinraith

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #3 on: November 24, 2010, 11:43:28 pm »
The previous concept of AI Wave Bonuses (the crazy multipliers that could lead to waves of 700,000 ships, for example) have been removed entirely. This buffs a number of structures for human use, including captive human settlements, zenith power generators, gravity drill stations, zenith spacetime manipulators, and ion cannons.

Whoa, doesn't that warrant a mention? Is there going to be some other means of balancing these sorts of advantageous structures or... ?

Offline TechSY730

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #4 on: November 24, 2010, 11:55:29 pm »
The previous concept of AI Wave Bonuses (the crazy multipliers that could lead to waves of 700,000 ships, for example) have been removed entirely. This buffs a number of structures for human use, including captive human settlements, zenith power generators, gravity drill stations, zenith spacetime manipulators, and ion cannons.

Whoa, doesn't that warrant a mention? Is there going to be some other means of balancing these sorts of advantageous structures or... ?

Why yes there is, the insane costs of some of these structures, particularly the ion cannons, has been made even more insane. For example, the Mk. V ion cannon now costs 129.6 million metal and crystal  :o. Even the ion cannon Mk. III now costs 14.4 million metal and crystal.

So absolutely insane costs are now the balancing point.

Offline Oralordos

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #5 on: November 25, 2010, 12:12:10 am »
129.6 million :o.My economy in my current game might be able to handle that. Maybe.

Offline Heavens

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #6 on: November 25, 2010, 12:32:37 am »
Amazing... I'm speechless... once more...

So about the Broken Golem and Spirecraft Minor Factions, what difficulty do you recommend for them, to have a fair fight against the AI, challenging without being too easy or overwhelming?

From what I've read so far it seems Moderate would be the intended difficulty (in the same way the game is best played on, at least, difficulty 7)?

I just wanna be sure and neither annihilate the AI or get annihilated myself when picking those factions ;).

Offline Vinraith

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #7 on: November 25, 2010, 12:48:41 am »
The previous concept of AI Wave Bonuses (the crazy multipliers that could lead to waves of 700,000 ships, for example) have been removed entirely. This buffs a number of structures for human use, including captive human settlements, zenith power generators, gravity drill stations, zenith spacetime manipulators, and ion cannons.

Whoa, doesn't that warrant a mention? Is there going to be some other means of balancing these sorts of advantageous structures or... ?

Why yes there is, the insane costs of some of these structures, particularly the ion cannons, has been made even more insane. For example, the Mk. V ion cannon now costs 129.6 million metal and crystal  :o. Even the ion cannon Mk. III now costs 14.4 million metal and crystal.

So absolutely insane costs are now the balancing point.

Err, that's not a drawback, it's a benefit. I never build ion cannons (not that fond of the trader in general, really, too convenient) but I certainly capture and scrap them for resources. A free cap of resources for any ion cannon I find is not a drawback.

Offline Spikey00

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #8 on: November 25, 2010, 12:51:41 am »
Ion cannons will still be pocket change, but at least I don't have to worry about absurd amounts of ships, or in a contemporary case, a screen full of carriers.

Will give me a greater reason to yell whenever one of the cannons are destroyed beyond my omnipotence.  
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Offline zebramatt

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #9 on: November 25, 2010, 03:32:37 am »
Quote
Spirecraft Rams now do 10x more attack damage, and now have 999k piercing damage, have a ton more health, and are now much faster. This makes them brutally effective against force fields and other large structures that the martyr can't really touch. Now there's a reason to sometimes choose these over the martyr.

I've not checked on Mantis yet but how would we feel about making similar changes to the Spire MiniRams?

Offline superking

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #10 on: November 25, 2010, 04:35:48 am »
Quote
Missile Frigate Rebalance:

    * Reload Time from 20/15/10/8/7 => 11 - ShipLevel (10/9/8/7/6).
    * Base Range from 7000 for all marks => 6500 + 500*mk (7000/7500/8000/8500/9000).
    * Health from 4,800/16,000/22,000/28,000/33,000 => 9000*mk (9,000/18,000/27,000/36,000/45,000).
    * Armor from 150/150/300/600/300 => 150 for all marks.
    * Attack Power for MkV from 8000 => 5000.
    * Bonus against Neutron from 3x => 5x.
    * Added 5x bonuses against Composite and Refractive (previously, no triangle ship had a bonus against either of those).

since when did missle frigate MK I only have 4800 HP...?

@ ion cannons, that seems like more expensive than they need to be to be not worth building  ;D

I like whats been done with the golems, although I will probably feel compelled to use hard and suffer accordingly. do AI golems only appear at high AIP?
« Last Edit: November 25, 2010, 04:45:09 am by superking »

Offline pierre dupon

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #11 on: November 25, 2010, 06:04:48 am »
Quote
Missile Frigate Rebalance:

    * Reload Time from 20/15/10/8/7 => 11 - ShipLevel (10/9/8/7/6).
    * Base Range from 7000 for all marks => 6500 + 500*mk (7000/7500/8000/8500/9000).
    * Health from 4,800/16,000/22,000/28,000/33,000 => 9000*mk (9,000/18,000/27,000/36,000/45,000).
    * Armor from 150/150/300/600/300 => 150 for all marks.
    * Attack Power for MkV from 8000 => 5000.
    * Bonus against Neutron from 3x => 5x.
    * Added 5x bonuses against Composite and Refractive (previously, no triangle ship had a bonus against either of those).

since when did missle frigate MK I only have 4800 HP...?

@ ion cannons, that seems like more expensive than they need to be to be not worth building  ;D

I like whats been done with the golems, although I will probably feel compelled to use hard and suffer accordingly. do AI golems only appear at high AIP?

Surely 48k at mk1 right? Always struck me as odd thsat bombers have more health than frigates, in my mind frigates are bigger ships.

Offline snrub_guy

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #12 on: November 25, 2010, 06:23:01 am »
Sounds good, but I too am wondering about when these golem waves will start appearing? Will they be waiting for a couple of hours (as this is how long I would expect to wait to get a golem of my own? Or wait until a certain A.I progress point?

Spirecraft shouldn't be a problem, as asteroids are seeded next to home planet. Will the MK levels of the spirecraft that come in waves be tied to progress? I assume so.

Also, I think my question got missed in the last thread: RE the spire maw, does the internal attrition rate upgrade over the mark levels? And if so what sort of numbers are we looking at?

Offline Ozymandiaz

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #13 on: November 25, 2010, 06:31:05 am »
129.6 million :o.My economy in my current game might be able to handle that. Maybe.

I do not know what game you play, but my economy would never be able to handle that (well, they might given sufficient time, but I got better things to do then sit around for hours waiting on one Ion Cannon :) )

Imo, might as well remove the extreeme cost Ion Cannons form the trader alltogehter, right now I feel the trader is just mocking me :P


Other then that this update looks nice!
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Offline mavorspam

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Re: AI War Beta 4.041, "The Reincarnate," Released!
« Reply #14 on: November 25, 2010, 09:16:13 am »
Happy Thanksgiving all! Enjoy your rest fellas this patch looks awesome. Thanks for saving me $ on all the games I don't want to buy anymore. I feel like I'm getting a new game everyday lately! Edit; Quick question, I'm thinking of starting a new campaign with all the expansions, if I want to play the Spire campaign, do I enable Spire ships(moderate)? That would be jumping the gun, no?
« Last Edit: November 25, 2010, 09:33:14 am by mavorspam »