Author Topic: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)  (Read 2911 times)

Offline x4000

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Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« on: February 28, 2010, 01:58:34 pm »
The latest beta is available via the Updates window in version 3.000 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 3.000 or greater, you can download 3.000 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, if you're running version 3.022 of the game or higher, you can easily create your own manually-installable beta patch!  If you don't yet have 3.022, but do have 3.000 or greater, you can download a simple zip containing the files of 3.022 here.  Simply unpack those on top of your existing files in your AI War folder, and voila -- you're on 3.022.

To create your own manual beta patch, you'll want to go here.  This folder contains all of the beta updates.  You just need whatever the most recent one is at the time (probably the same version number as this post).  Download that zip file, which if you try to open will say it's corrupt -- that's okay, it's not really a zip file.  Next download the updated Director.Xml file from that folder.  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.

What's new since 3.055:
(Cumulative release notes since 3.000 are attached at the bottom)

-------------------

-Ships are now put into cold storage as part of the sync process, which takes extra time but prevents lag at the start of the game (aside from the lag of transferring data to the AI thread).  Additionally, it now shows a status counter as part of the "Linking FG Objects" part of the sync, to make it clear what progress is being made during that period.

-The little starship icon underneath planets on the galaxy map is no longer used, now it just shows the regular ship icon always.

-Putting AI Ships into cold storage, and loading savegames with large numbers of AI ships in general, is now faster.

-Previously, there was still a bug with cold storage interfering in some cases with cross-planet attacks.  Fixed.

-Autotargeting has been much improved in terms of better accounting for targets that are killed or recloaked, which is especially notable for FRD mode but also relevant in general for all battles.  It makes ships act with more purpose, and avoid lulls where they were just sitting around.

-When hovering the selection box over ships, the game now only shows military units in the main count, and shows non-military units parenthetically after that.

-Previously, when a raid engine finished counting down on a planet with no command station, it would cause the game to crash.

-Previously, ships that were being transported would show up in the count of the quick buttons at the bottom of the screen, but not directly in the list itself.  Now they show up as normal in the quick button lists of ships, with a flag of "Transported" behind them.

CHANGES TO PAST PRERELEASES
=======

-Riot Starship knowledge costs changed from 1500/2500/3500 to 1500/2250/3250.

Update in 3.059:

-Fixed another crash bug relating to raid engines.
« Last Edit: February 28, 2010, 05:52:56 pm by x4000 »
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Offline Ozymandiaz

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Re: Prerelease 3.058 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #1 on: February 28, 2010, 04:27:56 pm »
Sweet!
We are the architects of our own existence

Offline snrub_guy

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #2 on: March 01, 2010, 10:36:10 am »
i have another performance problem I'm afraid, with both this and the previous release candidate. I'll attatch a save showing it, but this is what's happening- I'm fighting off some dyson gatlings, and a wave of some 200 anti-armour ships is scheduled to arrive. As soon as it does, my game turns into a slideshow. I doubt it's the number of ships onscreen, as I've had far more than this at a time, single player and 2 player co-op.

Offline x4000

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #3 on: March 01, 2010, 01:17:21 pm »
i have another performance problem I'm afraid, with both this and the previous release candidate. I'll attatch a save showing it, but this is what's happening- I'm fighting off some dyson gatlings, and a wave of some 200 anti-armour ships is scheduled to arrive. As soon as it does, my game turns into a slideshow. I doubt it's the number of ships onscreen, as I've had far more than this at a time, single player and 2 player co-op.

Thanks very much for the save! I was definitely able to duplicate this, and I also got a fix in place for what will be the official version coming out in a couple of hours.  It was a bug related to the tag teamer AI type specifically.
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Offline snrub_guy

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #4 on: March 01, 2010, 01:53:13 pm »
Excellent! Glad I could help. Once it comes out I'll be back to halting the Dyson. Thanks!

Offline x4000

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #5 on: March 01, 2010, 04:42:24 pm »
Okay, the official release is (mostly) out:  http://arcengames.com/forums/index.php/topic,4192.0.html

The manual raw files, updates on Steam and Impulse, etc, are not yet in place.  But, the main Arcen installer, and the in-game updates, etc, are out now. :)
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Offline I-KP

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #6 on: March 01, 2010, 05:15:01 pm »
A truly massive update.  A marvelous list of goodies indeed.
Atmospheric & Lithospheric Reticulator,
Post-accretion Protoplanet Aesthetic Seeding Team,
Celestial Body Design & Procurement Division,
Magrathea Pan-Galactic Planets Corp.,
Magrathea.

Offline Buttons840

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #7 on: March 01, 2010, 08:20:10 pm »
Tremendous!

Very inspiring to me as an aspiring developer.  Love seeing such a small team deliver superior community support, and continual fixes and improvements for the game.

Offline x4000

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #8 on: March 01, 2010, 08:22:10 pm »
Many thanks, all!
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Offline MaxAstro

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #9 on: March 01, 2010, 08:50:28 pm »
Glad to finally see an official release, seems like it's been forever.  :)

The changelog is outdated in a couple places, it seems, however - it claims that ; is the key for arc-move instead of shift-Q, and that munitions boosters have a cap on the number of ships they can boost.

Offline Buttons840

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #10 on: March 01, 2010, 11:10:02 pm »
Am I the only one who noticed that MaxAstro was the one to get credit for the AstroTrain nerfs?  The irony!

Offline keith.lamothe

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #11 on: March 02, 2010, 12:11:24 am »
The credits may not be completely correct, I tried to give credit to the originator of an idea but I'm sure I messed up in at least a few places.  If there are any truly bothersome ones I'm sure we can correct them, just let us know :)

And yea, some of the release notes reflect the first "version" of a new feature, because the subsequent "update" notes that were only relevant in reference to an earlier prerelease in the same official cycle were kept in a separate section of the release notes that was wiped with each prerelease... I think that Chris has handled that sort of thing much more cleanly in the past, but this time it was me writing most of the notes and I didn't know the formula, and he didn't know which of my notes should "replace" a previous one, etc.
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Offline MaxAstro

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Re: Prerelease 3.059 (Release Candidate 5, Bugfixes, Perf+, CPA Fix)
« Reply #12 on: March 02, 2010, 01:18:46 am »
Am I the only one who noticed that MaxAstro was the one to get credit for the AstroTrain nerfs?  The irony!

To be fair I think the idea of having engineers be immune to astro trains was originally mine (far as I know anyway; I certainly didn't get it from anyone else).  Can't claim any kind of credit for any of the other astro train changes, though - I was happy enough to just not have to replace my engineers constantly.  :)

EDIT: Just noticed that Dark Matter Turrets got a knowledge cost reduction and range boost, which I am glad to see (unless that was in an earlier version and I didn't notice).  However, their current knowledge cost of 1125 seems... counter-productive.  The most granular knowledge cost other than Dark Matter Turrets is 250, so if you unlock Dark Matter Turrets you will end up with 125 knowledge that you'll never be able to spend, meaning their effective cost is 1250 knowledge.
« Last Edit: March 02, 2010, 01:26:24 am by MaxAstro »