Important: If you previously installed the 1.201D prerelease, I made a small error with that. The release notes file was called 1.201, rather than 1.201D. The presence of that file will prevent the auto-updater from installing the official version of 1.201 for you. If you care, then you'll need to delete the existing 1.201.txt file in the ReleaseNotes file in your folder. If you just want to install the 1.201 update from the zip file I always provide in addition to the automatic updater, then don't worry about it.The Latest prerelease is now out:
http://www.arcengames.com/share/AIWar1201E.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.
Why is this now 1.201 instead of 1.014? Well, this release is just so huge that I felt it needed to be differentiated with a more major version number shift. People are going to remember this as the release where the economy became flow-based and got more robust, where the AI tactics became way more intelligent in many ways, and where a ton of interface and graphical improvements came into play, amongst other rebalancing and over a dozen new ship types. It's a whole new game from 1.013 in some respects when it comes to the advanced strategy, so this is something I felt was important to make really clear with the numbering.
What's new since 1.201D:
(Cumulative release notes since 1.013 are attached at the bottom)
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-When an self-building ship is damaged, its progress towards being built is also now damaged. This makes it so that self-building ships that are damaged cost more, and also so that when they finally are finished they will always do so with 100% health. This also has various internal calculation benefits.
-When there is not enough energy to build a ship from a queue, construction will now continue right up until the end, where it will wait.
-Instead of showing "ERROR" when ship strengths/weaknesses are not yet compiled, it now says "NOT YET COMPILED" to hopefully cut down on the number of queries about this when players are looking at beta versions of the game.
CHANGES FROM PAST PRERELEASES
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-Timestamps are now to the left of the chat messages.
-The colored starfield is now the default.
-Numerous issues with the placement mode ships doing their self-building calculations have been fixed. Turrets were basically free in most cases in recent releases, but that's now corrected.
-The boost rates of the engineers was not working at all correctly when they were helping to build placed ships or accelerate queues. Fixed.
-Thanks to some better rounding, the starfields now scroll a bit more gracefully.
-The build rates of the docks is now scaled down for the smaller resource of metal or crystal. The higher requirement builds at the rate you would expect, but the smaller resource builds at a rate that will make it finish at the same time that the larger requirement finishes. In the past, the smaller resource would build at its full rate, finish early, and then drop to zero, which caused a lot more fluctuation in the outflow rates of the economy.
-A timing issue with the construction events was causing the outflows to flip up and down every second. Fixed.
-There is no longer a ten-second averaging of metal/crystal rates. There is also no longer a resouce-related purpose to pressing Alt, because there is no "max" rate anymore with the new way that docks work.
-Previously, if the metal or crystal rate was negative then ships would keep building and send it even more negative. Fixed. When the rate is negative or zero the ships will now stop building and thus avoid going negative, although if there are too many negative producers such as reactors or exo-shields that consume resources, it is possible that they will continue to send it negative.
-It is no longer possible to have negative metal or crystal rates.
NEW ART - Philippe Chabot
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Planet - TethysRings (this is the last existing planet to be updated -- now on to the HUD!)
Force Fields