-The tooltip font size in the lobby no longer scales up with the "Extra Tooltip Font Size" setting. That settings is now for in-game tooltips only.
Here I shall yay once again for being able to resize the font tooltips. It does reallyreally help on large screens.
-The four different ship type abilities that are AI-only now only show "AI ONLY" in parentheses behind them to be more clear.
Yay!
-Ion cannon shots are no longer blocked by counter-sniper turrets.
My beloved Ion Cannons have been nerfed once again! The psychological trauma is unending! Wait, no they haven't, yay for even more powerful Ion Cannons!
-The lobby now has an option for enabling cheats. The first fifteen cheats are also now available (see ArcenWiki for details: http://arcengames.com/mediawiki/index.php?title=AI_War_-_Cheats).
This will be rather useful when doing testing actually.
Also a new game mode might be good as well, called something like "Fast Start". You start with your picked planet, and two adjacent planets already captured, a control center in each, a handful of units in each, all harvesting points capped, and a small amount of cash (and appropriate knowledge). Useful for testing and also useful for a quicker start. (Or in my case, useful for when the only good start worlds on a map have x2 or x3 exits; that way I can have to actually have challenge defending things at the start having to defend 3 world's wormholes.
)
-Previously, engineers could not assist another engineer that was under construction if the under-construction engineer was already given a repair order. Fixed.
Found another edge case.
When I've got two engineers in a pack of ships repairing in a hostile world, if Engineer1 is damaged, but in the middle of a pack of ships needing repairing, Engineer2 can't actually repair him until basically the entire set of ships has finished being repaired. Probably the more specific case to stop the round-robin repairers, is that an engineer can't repair an engineer, that is repairing an engineer.
Of course, now I need to check if a repair station can repair an engineer, that is repairing something.
-The AI is now MUCH more intelligent about how it sends batches of ships through wormholes to player planets. It will try to batch its ships together instead of letting them trickle through, which lets them be much more damaging and surprising with just the same number of ships as they previously had. A new "wait point" mechanism has been added to the underlying AI capabilities in order to support this, in addition to some other AI data structure extensions. This is all handled on the AI thread, so it doesn't slow down the main simulation.
This is rather neat. Though I have found one bug. The munitions boosters will pile up at the wormhole waiting to go through... but never go through with the rest of the ships.
Another map seed that produces insufficient start worlds (only 4): 84960938 / Realistic / 80 planets
Another random crash. Interestingly this happened whilst I had the game paused, and was away from the keyboard for 10 or 15 minutes:
-----------------------------------Application_ThreadException-----------------------------------
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at AIWar.GameForm.DrawDirect3D() in C:\vcprojs\AIWar\GameFormParts\GamePanel.cs:line 1731
at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 1054
at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 239
at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 274
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)