Note: This doesn't affect players playing solo, but multiplayer players please note that this version contains experimental network code. Basically, the entire TCP-based networking code from past versions has been ripped out, and a (hopefully faster) UDP-based solution has been put in its place. There may be problems. However, this has been out for several days with zero reported bugs so far, so it is probably mostly fine. More testing and feedback is much appreciated, though!The Latest prerelease is now out:
http://www.arcengames.com/share/AIWar1202D.zipThat version is an upgrade from version 1.201, so you have to already have 1.201 (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 1.202C:
(Cumulative release notes since 1.201 are attached at the bottom)
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-The range of core turrets has been increased from 7500 to 8500.
-Bombers are now called Heavy Bombers to be more descriptive about their true nature for new players in particular.
-The count of enemy ships (as seen on the galaxy map) is now shown for the current planet on top of the command stations quick-button at the bottom of the screen.
-Previously, when taking ships out of low-power mode, the ship could not come out of low power mode unless there was energy free equal to the total full energy use of the ship. When in reality, the needed free energy is only equal to the full energy use minus the low-power energy use. Fixed.
-There is now a "Needed Energy To Reenable" notice on ships in low-power mode, which will help inform players why they sometimes can't reenable a ship at a specific time.
-There was previously a bug in the settings screen where on some computers the notices at the very bottom could overlap each other and the quit button. Fixed.
-Previously, force fields were disappearing if the generator was offscreen and not selected. Fixed.
-Ships will no longer accidentally move too far into range of their target if they are already in range of their target when they are given an order to attack that target.
-Engineers Mark III now have infinite engine health.
-The lobby tooltip text was a bit out of date for the visibility options.
-The buildpoint display text on the hover menu of space docks was way off. Fixed.
-Scout starships no longer have the ability to attack, but they now have 80,000 health instead of 50,000 and move at a rate of 28 instead of 25.
-Handicaps no longer affect energy production.
-It is now possible to have negative handicaps that go as low as -300%. For AI players, handicaps in general do not affect the starting number of ships on each planet, but they have a major effect on the size of waves and reinforcements at planets.