Author Topic: AI War Beta 4.067 Released!  (Read 2878 times)

Offline x4000

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AI War Beta 4.067 Released!
« on: January 14, 2011, 07:59:13 pm »
Original: http://arcengames.blogspot.com/2011/01/ai-war-beta-4067-released.html

Well, nuts -- we'd hoped to have code/art files for the 5.0 version of AI War, plus the first official version of Light of the Spire, ready either today or Monday.  But, as of today we discovered a couple of major bugs in the current betas, and so we need to take a little more testing time.  We're still expecting to have the new official version ready next week, though.

The big bugs in question were twofold:

First, there was a bug with the random number generation, and actually that was a multi-part bug, too.  One part goes all the way back to pre-1.0, as long as AI War has been around.  But actually, that one was less severe than the release notes perhaps make out, because we found some other bugs that were much more recent (as in, the last two months or so) that were actually the main culprits.  All of the above are fixed now, but, we really want to have some more time with this in player hands to make sure that we didn't introduce any new issues.

Secondly, there was a very recently introduced issue with forcefields and targeting for stuff that is unable to damage forcefields.  That fix uncovered a nest of other minor issues with targeting forcefields in general, most of which were very longstanding, so we fixed them all and are now hoping that didn't lead to anything more crazy.  Again, a big part of why we want more testing time with this one.

Another big change in this one, to game feel anyway, is to the AI retreat logic.  It's been a longstanding rule that the AI was not allowed to retreat if fewer than half of its units had been on the current planet for less than 30 seconds.  That was originally preventing the AI from running back and forth between planets willy-nilly, but in the year and a half since that rule was put in place, the AI has evolved substantially so that it already won't be so flighty.  All that recent stuff with the stalking planets, for one example among several.  At any rate, that retreat cap was actually preventing the AI from being as responsive as it otherwise could have been, and let it fall into a few gap-in-the-wall type exploits that it otherwise could handily avoid or mitigate.

The retreat embargo time limit is thus now 3 seconds instead of 30, which should really make an enormous difference in how the AI acts... all over the place.  During waves, threat attacks, when you attack the AI, etc.  Let us know how it seems.

Human Resistance Fighters got hit with the nerf bat and are more sane.  So did defender mode as a whole, actually.  If it weren't for the preceding paragraphs, the defender mode changes actually would have been our marquee announcement with this new version.  As Keith put it, in the recent versions starting a defender mode was as good as sending a notice to your next of kin.  Now it's a lot more balanced: still tough, but way more interesting.  See the release notes for more details.

There's some other really key stuff in this one, too.  Reclamation got a major buff, and some bugfixes.  People should be a lot happier with that again (it reclaims stuff with full health of damage dealt, rather than half, now, for instance -- in light of the other recent nerfs, this makes sense and it allows us to avoid some complexity in the code that led to the bugs in the first place).  Manufactories now have their input/output inflated.  AI Eyes have a bugfix that will prevent them from being seeded so much as they were in the last version.

There's also don't-automatically-assist-expensive-stuff logic in for engineers that can be adjusted, but defaults to a value that really will help players avoid accidentally tanking their economy.  Auto-FRD, etc, works on allied planets now.  When playing with random AI types, it will now almost never give you two identical types.  Numerous fixes with rebuilding of energy reactors.  Et cetera.

Along with all the various changes, I'm also working on improving some of the art from Light of the Spire.  In this post are a few examples, but more is coming.  The first image is the shard, the second is the shard reactor, and the third is the Starship Dissassembler.  All of the spire ships are going to be upgraded with glowy halos, which really make them look a ton better when shown on black backgrounds (as happens pretty much all the time in the game).  And the color masks are way better, too, as you'll notice with the few examples in place so far.

Enjoy!  Oh, and here's the release notes.

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.
« Last Edit: January 15, 2011, 12:44:03 pm by x4000 »
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Offline KingIsaacLinksr

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Re: AI War Beta 4.067 Released!
« Reply #1 on: January 14, 2011, 08:10:19 pm »
FINALLY you fixed that annoying bug with the engineers assisting Golems.  My economy thanks you a lot :)

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Offline x4000

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Re: AI War Beta 4.067 Released!
« Reply #2 on: January 14, 2011, 08:21:05 pm »
You bet!
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Offline KPJZKC

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Re: AI War Beta 4.067 Released!
« Reply #3 on: January 14, 2011, 08:34:02 pm »
I can't even find the time to finish a game in the space between patches!

Thanks again for all the hard work and interaction with the user base :D

Offline KingIsaacLinksr

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Re: AI War Beta 4.067 Released!
« Reply #4 on: January 14, 2011, 08:35:54 pm »
I can't even find the time to finish a game in the space between patches!

Thanks again for all the hard work and interaction with the user base :D

I'm lucky if I can play a game x_x.  Darn that thing called a real life and college :(

King
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Offline KPJZKC

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Re: AI War Beta 4.067 Released!
« Reply #5 on: January 14, 2011, 08:40:30 pm »
It's the same for me, I'm smack bang in the middle of end of semester exams!

Then I get to play for about a week, until I start my 6 month work placement - I have this horrible foreboding feeling that my future employers are going to discover the hard way that I don't know how to code (so much for Irish IT expertise)

Offline Burnstreet

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Re: AI War Beta 4.067 Released!
« Reply #6 on: January 14, 2011, 08:56:41 pm »
time since I started my current game- about 7 days
patches since then - to many, have to rethink my strategy :/

chance to win - quite high still since I have only 2 front planets, many spirecraft and golems - and the AI currently won't attack me because of my golems - 150000 dispplayed firepower (2 hive golems, one botnet) scare them and autobombs / martyrs devastate th em while they are waiting. Not that anything they were  throwin at me until now could decimate my shieldbearer-boosted fleet - even without them golems. Shield bearers are the most useful economic unit in the game. by very very far. That doesn't mean they are overpowered. but they may be

alcohol concentration inside me currently - too high ;)
so please don't take me serious. :-D
or do
i don't care :)

I probably will tomorrow, though ;)

Offline BobTheJanitor

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Re: AI War Beta 4.067 Released!
« Reply #7 on: January 14, 2011, 09:09:10 pm »
Wow that art is quite fancy. I like it! Thanks as always for the quick updates.

Offline Echo35

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Re: AI War Beta 4.067 Released!
« Reply #8 on: January 14, 2011, 10:04:02 pm »
FINALLY you fixed that annoying bug with the engineers assisting Golems.  My economy thanks you a lot :)

King

Big time. I usually ended up making Engineers not assist low power ships and drop the Golems into low power mode, but this helps greatly.

Also, the new art is fantastic! Makes the Spire look more... organic.

Offline Mánagarmr

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Re: AI War Beta 4.067 Released!
« Reply #9 on: January 15, 2011, 01:49:58 am »
Art is fantastic! That looks very chrystal like, and me approves heartily! Will take some time to browse the release notes now. Only you did forget to link it :D
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Offline Goekhan

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Re: AI War Beta 4.067 Released!
« Reply #10 on: January 15, 2011, 02:25:40 am »
I hope we'll be able to handpick available ships in the game. I don't like Spire Maws, Spire Blade Spawners, Zenith Elec Bombers, this, and that... But I don't wanna get rid of all, just because I don't like 1-2 among them.

Offline Ozymandiaz

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Re: AI War Beta 4.067 Released!
« Reply #11 on: January 15, 2011, 06:39:00 am »
A nice patch to wake up to indeed!! :)
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Offline x4000

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Re: AI War Beta 4.067 Released!
« Reply #12 on: January 15, 2011, 12:44:16 pm »
Fixed the release notes -- thanks!
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Offline Dalden

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Re: AI War Beta 4.067 Released!
« Reply #13 on: January 15, 2011, 06:38:18 pm »
I'm not sure if it's patch related or not, but after updating to from 4.066 to 4.067 we kept getting desynced in a multiplayer game.

We were previously playing on 4.066 (4 player multiplayer game), I think for about 4 hours in total, saved the game to continue another day. Then we all updated to 4.067, reloaded our game but could not get it started. After one turn two players would get desynced. We then started a new game and that had a desync problem a few minutes into the game, but a manual sync (clicking save from player management) fixed it up and we played without problem from then on.

It's possible that it was just a network glitch, thought I'd better report it just in case.

Another thing I wanted to raise was regarding the changes to how AI Eyes work now. When you have a system with a combination of AI Eye and Spire Shield Post it makes it extremely tedious to capture. The Spire Shield posts have between 300 and 400 million hitpoints and you have to take them out before the Eye blows up and you can't bring in a big fleet because the Eye is watching you. In the map we played we've encountered two planets already that had this combination in it. We decided to just destroy the Eye directly instead of taking out the gaurd posts.

There is also another thread mentioning this here: http://www.arcengames.com/forums/index.php/topic,8062.0.html

You have a similar situation when a guard post is protected by a force field, but at least in those cases you can remove AI supply to power down the forcefields. Spire Shield posts don't power down.

Perhaps a rebalance is in order? Or, I need a new strategy suggestion :)
« Last Edit: January 15, 2011, 06:39:56 pm by Dalden »

Offline x4000

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Re: AI War Beta 4.067 Released!
« Reply #14 on: January 15, 2011, 06:50:57 pm »
Actually, the desync makes good sense -- that is also fixed in the next version, but any form of resync will let you work around it in the meantime, as you say. Thanks for reporting it!
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