Author Topic: AI War Beta 7.002-7.005 "Hacked To Pieces" Released!  (Read 11682 times)

Offline keith.lamothe

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AI War Beta 7.002-7.005 "Hacked To Pieces" Released!
« on: July 03, 2013, 01:06:27 pm »
(Crossposted from this blog post)

This one is the first significant update since 7.0.  We usually like to let the game catch its breath for a moment after an official release as that gives time for any "we want this fixed in an official" bugs to be found, etc.  Anyway, it's been two weeks since the 7.001 hotfix (which is actually the official on steam) so I think things are pretty settled down now.

Now to get back to breaking stuff! ;)


The main meat of this update is definitely our initial work on the winner of the "Big Items For 8.0" poll.  The new hacking resource pretty much ran away with that poll, though champion revisions were a strong second place.  Anyway, focusing on one issue at a time, so this update introduces the revised Hacking resource (it's been there, just in a secondary position).

Basically now when the AI gains AI Progress you also gain Hacking Progress.  So it gets stronger, but you get to exploit new "vulnerabilities".  You can also spend more HaP than you have, but when it goes negative the AI's response to hacking gets nasty fast.  For now here's what the Hacker ship can do:
- Extract knowledge from an AI planet that's in supply.
- Redirect the research at an AI-controlled ARS on an AI planet so you can pick which of the planet's three bonus types to unlock instead of just the default one.
- Reverse-engineer an AI-controlled Fabricator on an AI planet so you can build that type of ship without holding the irreplaceable.
- Reverse-engineer an AI-controlled Advanced Factory or Advanced Starship Constructor on an AI planet so you can build that kind of MkIV ship without holding the irreplaceable.

More hacking forms to come, but the infrastructure work involved in making the above possible (largely the adding of a variable-contents second page to the Space Dock's buy menu for if you get more than 20 distinct fleet ship types) took up the available AIW dev time for this week so I wanted to get this out for y'all to tinker with.


Another major change was actually needed for the new hacking forms, but is a pretty major utility improvement all around: Space Docks and Starship Constructors (and similar broad queue-builders) can now build the mkIV and mkV versions of the ship types available at them (and Space Docks should be able to build the experimental fab fleet ships, though that may still be a bit rough) IF you have the necessary fabricator/factory/constructor OR the necessary hacking of said.  This will probably make fabricator types and whatnot more usable in general, though generally speaking the intragalactic warp gates largely took care of this in the past.


There's also a few bugfixes in there.  You know the drill.

Update: 7.003 hotfix is out now to fix one that was preventing the loading of many old saves.

Update: 7.004 hotfix is out to put in some protections against arithmetic overflow in the hacking-response calculations if you really run up the Hacking Progress costs.

Update: 7.005 hotfix is out to fix some unhandled-errors that could happen in extreme hacking-response situations and to clean up some other hacking-related bugs.

Enjoy!

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: July 03, 2013, 07:47:50 pm by keith.lamothe »
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Offline Tridus

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #1 on: July 03, 2013, 01:30:26 pm »
Looks great. :D I'm not sure I'll be able to try it out right away as I have kind of a crazy game going right now, but I hope to soon.

One thing that I do have concerns about:

Quote
Superterminal hacking: 1 each for the first 20 ticks (which is a net 20 AIP reduction, 2 each for the next 20, 4 each for the twenty after that, etc.

If this works the way I'm reading it, the next set of 20 AIP would be 8, than 16, than 32... in the past you could use the SuperTerminal for a very long time to get huge AIP reduction. One game I sat on it for an hour, which would be 240 ticks, with ticks 221-240 each costing 2048 hacking. So either i"m reading it wrong, or ouch that's a huge nerf to the SuperTerminal.

Offline keith.lamothe

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #2 on: July 03, 2013, 01:45:22 pm »
Yea, it's a huge nerf to the full capacity that the superterminal could turn out before, but honestly we've been trying for a while to bring it down to saner levels.  The current numbers may be too harsh but if someone's riding down 2000 AIP on the thing then that's kind of blowing balance out of the water :)
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Offline Aklyon

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #3 on: July 03, 2013, 01:48:37 pm »
Can you hack core turret controllers?

Offline keith.lamothe

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #4 on: July 03, 2013, 01:50:31 pm »
Can you hack core turret controllers?
Not currently, though I think that will be added at some point.  Was focusing on base-game stuff.
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Offline Tridus

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #5 on: July 03, 2013, 01:51:29 pm »
Well, an hour is 240 AIP and not 2000. :)

It seems like it might be a good deal in this new system for small amounts of AIP, but it's going to lose out quickly to the other options as those costs scale. The first 20 reduction is just going to undo the 20 gained to take control of it in the first place.

I'm looking forward to when I can test it out and see how it feels.

Offline keith.lamothe

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #6 on: July 03, 2013, 02:03:18 pm »
Well, an hour is 240 AIP and not 2000. :)

It seems like it might be a good deal in this new system for small amounts of AIP, but it's going to lose out quickly to the other options as those costs scale. The first 20 reduction is just going to undo the 20 gained to take control of it in the first place.

I'm looking forward to when I can test it out and see how it feels.
Yea, I'm sure numbers will need changing somewhere.

Bear in mind that the ST functions by each tick decreasing AIP by 2 and increasing AIP by 1.  The net is -1 with some floor gain, but that +1 also increases your HaP like any other AIP gain.  So the first 20 ticks are actually net-zero on your HaP.
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Offline madcow

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #7 on: July 03, 2013, 02:21:02 pm »
The hacking multiplier example you posted seems off.  By that formula (1+(HP/-10)) wouldn't the -50 Hacking Pool give a 300 multiplier, not 250?

Offline keith.lamothe

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #8 on: July 03, 2013, 02:24:15 pm »
The hacking multiplier example you posted seems off.  By that formula (1+(HP/-10)) wouldn't the -50 Hacking Pool give a 300 multiplier, not 250?
Oops, yea, you're correct.  That's what it would do, will correct the text.
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Offline madcow

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #9 on: July 03, 2013, 02:28:44 pm »
Also maybe I'm misreading. But it sounds like if your KP is greater than zero, hacking a super terminal will actually get easier each time (lowered effective AIP) until you reach the critical point of 0 KP and only then will it not only increase but start spiking up. Is that how it'll work or am I missing something?

Offline keith.lamothe

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #10 on: July 03, 2013, 02:33:58 pm »
Also maybe I'm misreading. But it sounds like if your KP is greater than zero, hacking a super terminal will actually get easier each time (lowered effective AIP) until you reach the critical point of 0 KP and only then will it not only increase but start spiking up. Is that how it'll work or am I missing something?
That sounds like what it would do, yes, though the starting response will likely be stiffer than what you would be used to.
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Offline Draco18s

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #11 on: July 03, 2013, 03:41:30 pm »
To quote from another forum:

*Insert image of a giant, throbbing, heart, here.*


AM I DOING IT RITE?

I love these hacking changes.

Offline Aziphos

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #12 on: July 03, 2013, 03:46:31 pm »
In the game I started today, any forcefield generator guarding a ai-commandstation  seem to be mkv (even in the only system next to my homeworld).
Could that be related to the patch?
Additionally I noticed that in the tooltip after shipdesignhacking is still written an ship-type mkII will be unlocked.

Offline keith.lamothe

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #13 on: July 03, 2013, 03:48:41 pm »
In the game I started today, any forcefield generator guarding a ai-commandstation  seem to be mkv (even in the only system next to my homeworld).
Could that be related to the patch?
I haven't had a moment to look at the save yet but I don't see how that would be related to the patch, no.

Quote
Additionally I noticed that in the tooltip after shipdesignhacking is still written an ship-type mkII will be unlocked.
Can you quote the exact text?  I've corrected all the places I know of for that.
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Offline Toranth

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Re: AI War Beta 7.002 "Hacked To Pieces" Released!
« Reply #14 on: July 03, 2013, 03:50:05 pm »
In the game I started today, any forcefield generator guarding a ai-commandstation  seem to be mkv (even in the only system next to my homeworld).
Could that be related to the patch?
Additionally I noticed that in the tooltip after shipdesignhacking is still written an ship-type mkII will be unlocked.
What AI Type are you playing with?  I seem to remember that at least one of them (Techno Homeworlder?) tends to do that - put Mk V FFs everywhere.