Warning: There are some significant AI shifts in version 1.011A and up, which is likely to make it much harder given the same difficulty level. So if you are loading older savegames that were close, you might find yourself losing if you are not careful. Just fair warning!
UPDATE 1: There was a bug with the timers in J. K fixes this retroactively.
UPDATE 2: Version L has a fix to the blobbing exploit.
UPDATE 3: Version M has a better fix to the blobbing exploit.
UPDATE 4: Version N fixes a crash bug with the N+5 key combo, and a bug with the collision detection from M causing "pies" of ships.
UPDATE 5: Version O fixes a bug that was preventing autosave from working, as well as adding Admiral's "idle engineers accelerate queues" logic.
The Latest prerelease is now out:
http://www.arcengames.com/share/AIWar1011O.zipThat version is an upgrade from version 1.010, so you have to already have 1.010 (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 1.010I:
(Cumulative release notes since 1.010 are attached at the bottom)
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-All of the difficulty levels now have descriptive names, ranging from "sandbox" to "doom."
-Due to all the many performance improvements in this and past releases, the minimum system requirements have been dropped from 2.4Ghz to 1.6Ghz. 2.4Ghz or more is still recommended for the most ideal experience on large maps or heavy battles, but on average a 2.4Ghz can run the game at triple speed with no problem, so the system requirements were clearly set a bit too high given all the enhancements.
-New difficulty levels have now been added: 7.3, 7.6, 8.3, 8.6, 9.3, 9.6, and 9.8. This allows for greater flexibility for players that prefer something between the upper difficulty levels, but not exactly on one of them.
-Weak force fields can no longer push other ships around.
-Strong force fields can no longer be pushed around by other force fields (so Mark III force fields can no longer be pushed, basically).
-Electric shuttles, lightning turrets, and lightning/armored missiles are no longer immune to force fields.
-There is now a message on force fields that tells players that Snipers, Sniper Turrets, Raid/Leech Starships, Infiltrators, EyeBots, Ion Cannons, and Counter-Spies can all move and fire through force fields as if they are not there.