This is a mildly experimental version of the game. Savegames from this are not backwards-compatible, so if you find that you have to revert to an older version then you can just open the save file in a text editor, and change the first line to say 1.013 instead of 1.014B -- easy as that.The Latest prerelease is now out:
http://www.arcengames.com/share/AIWar1014B.zipThat version is an upgrade from version 1.013, so you have to already have 1.013 (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 1.014A:
(Cumulative release notes since 1.013 are attached at the bottom)
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-The metal and crystal costs of anti-armor ships, infiltrators, space planes, teleport raiders have been largely equalized, resulting in similar total costs to before but much faster build times for them.
-Laser gatlings now cost a lot more than before, but also have 2x as much health and 4x as much attack strength as before.
-The cost of raiders has been doubled, but they also now have 4x as much health as before.
-The cost of fighters has been doubled, but they also now have 4x as much health as before.
-The descriptions of the following ships were out of date and have now been improved: counter-missile turrets, scouts II and III, permamines, eyebots, shield bearers, anti-armor.
-The settings and lobby pages are now tab-based, which allows for more options but at the same time making them seem simpler for new players (less overall to look at at once).
-The handicap and color dropdowns no longer show for empty player slots in the lobby, thus slightly reducing the visual clutter on this screen.
-The costs of light starships and scout starships have been dramatically reduced.
-The bonuses of eyebots against heavy defenses and force fields were previously too high. Fixed.
-The attack strength of lightning turrets has been heavily nerfed.
-Armor Ships now have a strong bonus against turrets.
-The time box has been removed, and the timer has been moved to the left of the screen directly under the planet name.
-The resources background bar now scales across the entire top of the screen, making it easier to read the planet name and the AI Progress numbers, too.
-The backgroud nebula algorithm has been completely reworked, and the images used for the nebula parts are now half the size (and twice the clarity) of before, with twice as many of them used, which makes for better nebula shapes than before.
-5-layer parallax scrolling is now used in the background nebulas to give the illusion of volumetric nebulas. They also use a different sort of additive blending that gives a better visual look to them.
-Planets are now better centered in the planetary area, rather than drifing northwest.
-The old settings option for caching starfield backgrounds has been removed, as it is no longer relevant now that starfield backgrounds are being dynamically built.
-A large number of new options have been added to the graphics tab of the settings screen, with the ability to disable many of the new graphical effects (and older effects that are not new), to ensure the game can still run at a reasonable speed on (much) older graphics cards.
-The graphics for the energy reactors have been made more energy-like, to make it more obvious what their function is.
-A mark III energy reactor has been added. It produces double the amount of energy of a mark II energy reactor, but at 3x the cost. The efficiency of these goes down by 80% for each one built beyond the first on a planet.
-Previously, the placement-mode window was not showing for build buttons above the lowest build button row. Fixed.
-In recent releases, cutlasses and vampires have been utterly braindead and unable to attack. Fixed.
NEW ART - Philippe Chabot
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Ships - Energy Reactor I, II, and III