The Latest prerelease is now out:
http://www.arcengames.com/share/AIWar1014M.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 1.014L:
(Cumulative release notes since 1.013 are attached at the bottom)
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-Previously, ships under force fields that were still building would have protection from the force field but would not show the green circle indicating their protection. Fixed.
-New Lightning Turret Mark II and III has been added. The Lightning Turret Mark I has had its strength reduced somewhat to compensate. Lightning Turrets are also now their own class of turrets, no longer requiring laser turrets to be built first.
-Fixed several issues with lobby tooltip display when alt-tabbing out of the application and related.
-The METL and CRYS messages on the ship build buttons have been removed. The amount of stored metal/crystal is now irrelevant in the new flow-based economy.
-Force fields are now drawn with greater transparency.
-Spiders and spider turrets now make an effort to attack ships with damage-able engines, rather than just going for the kill.
-It is now possible for players to build 3x as many mines as before.
-Ships in Free-Roaming Defender mode will now do a better job of dividing up the possible targets.
-Tactical retreats have been added for the AI on difficulty 5 and up. If the AI finds itself sorely outnumbered on a planet, it will now retreat to somewhere else in the galaxy (or press forward on the attack to a different player planet, depending), thus introducing more uncertainty for the human players and the possibility of those retreating ships returning somewhere more deadly a bit later.
-The tactical intelligence of the AI on neutral systems has been improved; the AI now prefers to save its ships for other battles rather than wasting time with human forces in uncontested areas.
-When the AI has overwhelming odds against the player, it now acts a lot more vicious on difficulty 5 and up.
-The logic for ships waiting to go through wormholes on non-AI planets has been revamped so that AI ships behave more like expected in that situation.
-The logic for how starships fit into the waiting-for-wormhole logic has been revamped so that they will also act better.
-The weighting of warheads, turrets, and the like have been discounted in the internal firepower ratings so that the AI acts a bit better around them.
-Force fields were not properly displacing enemies. Fixed.
CHANGES FROM PAST PRERELEASES
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-Construction was still happening when paused in TBS-friendly pause mode in the last release. Fixed.
-In recent prereleases, regen on ships was not working properly. Fixed.