Author Topic: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)  (Read 2189 times)

Offline x4000

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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 3.053:
(Cumulative release notes since 3.000 are attached at the bottom)

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

-Fixed a longstanding bug with cross-planet attacks (CPAs).  Basically, a CPA is always uses ships that are the same level as the current tech level of the AI, but it won't use ships from any planets that have significant player presence on them.  And if there were too few ships -- well, too bad, the CPA would just be undersized.  Now the game will go back for subsequent passes at higher tech levels to fill out the full roster of the CPA.  So if you've been playing a particularly long game and all the planets have been upgraded to Mark IV simply because of densityof the ships (this would be 30+ hours of gametime, usually), then you're in for much more wicked CPAs than before, even if your AIP is low.

CHANGES TO PAST PRERELEASES
=======

-Riot Control Tazer now no longer does engine damage (actually that never worked) but instead does a 1 second paralyze attack to all ships in range.  Recharge time is 6 seconds, range reduced from 4000 to 3000.

-Riot Control Lasers and Shotguns normal damage significantly reduced.

-Engine damage "floor" mechanic introduced for Riot Control Starship modules (not the main guns), such that shots cannot reduce target engine health below a set threshold:
Laser MkI/MkII: 25%/10%
Machine Gun MkI/MkII: 50%/30%
Shotgun MkI/MkII: 25%/10%

-Revised preconfigured templates of the Riot.

-Previously all modules were essentially ignored by autotargetting, now tazers, tractor modules, and shotgun modules will be considered like any other ships, since they are generally worth destroying even though it would strictly speaking be more efficient to target the parent ship.

-In previous prereleases you could sometimes still see enemy ships in a system where you had lost visibility (with icon grouping disabled, incidentally).  Fixed to properly stop drawing those ships.

Updates in 3.055:

-Fixed a desync that would previously occur in multiplayer games when a game with multiple advanced factories on one planet was loaded.
« Last Edit: February 26, 2010, 10:45:54 pm by x4000 »
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Offline quickstix

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #1 on: February 27, 2010, 08:27:47 am »
Just played it for an hour and a half. No issues that I could see. Plays really well actually, nice and fluid. Everything just feels, 'right', if you know what I mean.

I also learned that I shouldn't underestimate special forces posts too. Just when my focus is away from a building command station, the AI decides to throw a Spire Starship at me with an added Mk 4 platoon just for fun. That AI really knows how to push my buttons sometimes. :P

Offline x4000

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #2 on: February 27, 2010, 11:27:00 am »
Excellent!  That's great to hear. :)
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Offline HellishFiend

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #3 on: February 27, 2010, 03:00:23 pm »
Yeah, special forces posts can be nasty when they want to be. One time my friend sent a portion of his attack forces to take one out while we were mopping up a planet, and the AI spawned 200 ships out of it right before his ships got into range!
Time to roll out another ball of death.

Offline vonduus

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #4 on: February 27, 2010, 03:09:29 pm »
Yep, I just played four hours without spotting any obvious flaws. CPAs are coming in as they should.

The icon grouping is still providing some strange graphics features, like icons hopping around, but I just turned it off, my machine can cope with quite a lot of ships, it actually only hiccups in mp end games.  

And I had this thing with turret remains not showing up, if the turret got killed while still under construction. But I don't remember if this is normal behaviour, probably it is.

So imo the game is ready for an official release. As quickstix says: Everything just feels right.
If you miss the alert, you die. If you get the alert, you die. Summa summarum: You die. (Kierkegaard on CPAs)

Offline keith.lamothe

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #5 on: February 27, 2010, 03:43:33 pm »
Yea, the icon grouping hopping has been around since its inception, but I think I've fixed that for 3.056.  Basically it computes the drawing location of the group by adding up the "total" x and y coordinates of the group members and dividing by the number of ships.  In some cases it was dividing by the wrong number because some ships were actually off-screen and others were not.  Such a precise situation was very short-lived so the hopping tended to be very brief.  Anyway, should be fixed :)
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Offline snrub_guy

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #6 on: February 27, 2010, 04:35:22 pm »
Should I be able to use this fine with a save from a previous pre-release? Only I am getting some annoying slowdown with my current game after downloading this. I was on 3.050 (steam) I think, uprgaded, and then the game started displaying smoothly for about a half second, and then hanging for a half second. It does this on planets with very few ships as well as the one the main fight is on. Never had any problems like this before. Should I just start a new game?
M

Offline keith.lamothe

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #7 on: February 27, 2010, 04:51:02 pm »
Every release should be backwards compatibile with previous savegames.  On rare occasion the changes will be enough that older savegames will get weird (the economy flow system was a big one), but they'll never crash or have severe performance problems as you describe.

That is, they should not, and will be fixed if they do, so thank you for reporting it.  By the way, the last official release is 3.016 so you either got that or 3.000 from steam, not 3.050.  Or did you update to 3.050 since then?  Anyway, knowing exactly what version you're using is helpful.  Most helpful would be if you could post your save so I can load it up and try to find the performance problems and their causes.

Thanks,
Keith
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Offline snrub_guy

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #8 on: February 27, 2010, 04:55:09 pm »
Well I updated through the game, not through steam. I think it was 3.050 before I updated, but can't remember if that's definitely right. I'll try uploading the save. I hope this helps.
M

Offline x4000

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #9 on: February 27, 2010, 08:45:06 pm »
Well I updated through the game, not through steam. I think it was 3.050 before I updated, but can't remember if that's definitely right. I'll try uploading the save. I hope this helps.
M

Thanks very much for posting the save!  I can duplicate this, and I'm taking a look at what's going on for tonight's next version -- looks to be related to the area of effect attacks.

EDIT: Nope, this has completely to do with minor faction ships.  Interesting.
« Last Edit: February 27, 2010, 08:52:50 pm by x4000 »
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Offline RCIX

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #10 on: February 27, 2010, 09:25:52 pm »
Ya know, i always wanted to try downloading 1.00, starting a game in it, saving it, then taking the latest version and ordering it to upgrade. Ya know, just to see if it works.

;D
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Offline x4000

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Re: Prerelease 3.055 (Release Candidate 3, Bugfixes, CPA Fix, Riot Balance)
« Reply #11 on: February 27, 2010, 09:28:02 pm »
Ya know, i always wanted to try downloading 1.00, starting a game in it, saving it, then taking the latest version and ordering it to upgrade. Ya know, just to see if it works.

;D

It does.  I have a savegame from 0.8(something), which I load up on pretty much a weekly basis at least.  It's one of my primary testing savegames, and I have saves ranging from all sorts of 1.000s and 2.000s and 3.000s that also get used for testing specific things. :)
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Offline x4000

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