Here's the latest prerelease:
http://www.arcengames.com/share/AIWar1009G.zipThat version is an upgrade from version 1.008, so you have to already have 1.008 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.
What's new since 1.009F:
(Cumulative release notes since 1.008 are attached at the bottom)
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-The way that blades hit their targets are now consistent with other shot types, which means that they will now properly trigger the command station warning sounds, etc.
-Cutlasses and Vampires are now immune to tractor beams, since they are completely helpless when held in that fashion.
-Previously, ships that had cloaking would never fire unless in attack-move or free-roaming modes, or unless they were explicitly given an attack order. This was very problematic when they were hit by tachyon beam emitters, since they would then not defend themselves. Now they will automatically fire at targets as long as they are decloaked, but they still won't break cloaking of their own accord to attack unless in attack-move or free-roaming modes.
-Previously, it was sometimes possible for maps to have fewer than 8 available starting positions for players. Fixed.
-The cost of Mark II engineers has been increased by 400 each of metal and crystal, and they now take 10 seconds longer to build.
-New ship: Mark III Engineers can now be unlocked at the ECON tab of command stations. These engineers have an even larger repair radius, a very fast movement speed (but no teleportation), cloaking, and a high hull strength. They have to decloak in order to perform repairs/acceleration, but they recloak quite quickly after stopping.
-The AI now uses more Mark III engineers on its core, home, and upgraded planets. Most AIs still use the regular Mark I engineers everywhere else, but the Teleporter Turtle AI type uses Mark II (teleporting) engineers instead.
-The Mobile Repair Station is now immune to being insta-killed.
-Missiles can no longer be repaired.
-New Ships: The mobile repair station can now build five different variants of space tug, which are very fast ships with tractor beams that can automatically bring ships back to the nearest mobile repair station for healing, then send the ships back into the fray.
-Shot and explosion objects are once again reused, since it is now clear that they were not causing the prior desyncs. This should help to keep memory usage as low as possible.
-The way that unit data is sent to the AI thread now requires no string concatenation, which should prevent the rare OutOfMemory exceptions that a few players with extra-high amounts of RAM were getting.