The latest prerelease is available at
http://www.arcengames.com/share/AIWar1202O.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 1.202N:
(Cumulative release notes since 1.201 are attached at the bottom)
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-Ships are now back to having selection circles in far zoom instead of having their icon color get lighter. However, now the selection circle is white instead of the color of the player, and is layered on top of any indicators for force field protection, cloaking, etc.
-A new system of render caching is now used for far zoom icons, which reduces the load on the GPU by 1/2 to 2/3 in large battles when zoomed out. This is particularly notable with 3,000+ onscreen ship icons at once, but it also has an effect on smaller groups of ships, too.
-The images for metal and crystal have been made a bit more distinct in shape. Additionally, the icons for the metal and crystal harvesters now match the actual resource icons.
-The balance of cutlasses has been changed significantly. They now have more health and do much more damage, but their base attack now has damage equal to their health. So if they are going up against high-health targets, they will kill themselves in one hit;if they are going up against multiple weaker targets, they will be able to kill several of the smaller targets before they themselves are killed. Additionally, cutlasses are now much less effective against resources, constructors, and command stations/posts, but are much more effective against turrets. This prevents them from being the scourge of human players when the AI is using them, but should make them a lot more useful for players and AIS to use on the battlefield.
-Regular fortresses are now mobile, but are unable to go through wormholes the same as their superfortress cousins. This makes the fortress a lot more distinct from just building a bunch of turrets, and should make it more useful in general for players.
-The Mark I and II force fields are now mobile, but are slower than the already-mobile Mark III force fields. This will help players correct for bad forcefield placement, and also make for more consistency with this line of ships; in the past, often new players did not realize that any of the forcefield levels were mobile.
-Force fields and fortresses are now immune to tractor beams. Force fields also no longer have regen, but now can be repaired by engineers.
-Ships that are firing out from under allied force fields (which are protecting them), now damage all the protecting force fields by 2x the amount of damage they are dealing to the enemy ships. Thus it becomes much better to place the turrets and other stronger ships outside of force fields unless you want to hurriedly repair them after an assault, while leaving weaker ships and defenseless ships under the force fields for maximum protection. This also acts as a serious nerf to the player practice of clustering hundreds of turrets under a force field to make an unstoppable force.
NEW ART - Philippe Chabot
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Updated Galaxy Map Planet Icons
New Icons For Metal/Crystal Harvesters
Update Icons For Metal/Crystal