The latest prerelease is available at
http://www.arcengames.com/share/AIWar1999N.zipThat version is an upgrade from version 1.301, so you have to already have 1.301 (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 1999M:
(Cumulative release notes since 1.301 are attached at the bottom)
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-A new Expenses By Player tab has been added to the Stats window. This new tab shows a sorted list of all the current resource outflows, making it possible for players to diagnose higher-than-it-should-be expenses of metal and crystal (which are usually due to errant engineers or some ships that were under construction but which were forgotten about by the players).
-Each entry in the Give button's popup listing now includes a "Can Be Given" count, which shows how many of the selected ships can be given to each allied player (based on the rules of prior unlocks, ship caps, etc). This will help prevent confusion in multiplayer games when players want to gift ships but cannot.
-When a player is disabled, their ships are removed from Pause All mode if they were previously in that mode.
-The metal, crystal, knowledge, and energy HUD data is now visible for all allies (active or disabled) in the tooltip when hovering over the HUD indicators for the local player. This lets players more effectively manage disabled players' economies, and keep up with how each other's economies are doing without having to ask.
-Previously, using the N+2 or N+3 or N+1 filters would cause non-military ships to be selected when they otherwise would not be. Fixed.
-Fixed a minor localization error in part of the intermediate tutorial.
-The attack bonuses of snipers and sniper turrets have been reduced by around 1/3, to make it so that they are not so overwhelmingly more effective against bombers and other similar ships.
-Snipers now have a .2 penalty against resource structures, and a .3 penalty against engineers.
-The outdated installer slideshow images of the game have now been updated.
-When ships are entering or exiting wormholes or being first created from a dock (and thus fading in/out), the following changes have now been made. They cannot fire at enemy ships or use any of their active special abilities -- including teleportation -- and enemy ships cannot fire at them (including Area Of Effect attacks) or use tractor beams on them. All ships also now come out of wormhole at a constant move rate of 12, regardless of normal or free-roaming defender mode and regardless of their normal movement abilities or even if their engines have been disabled.
-This also fixes the very rare occasional "superships" issue.
-This also fixes the issue with teleporting ships seeming to appear at any place on a planet, rather than emerging from a wormhole and then moving to their destination.
-Collision priorities have been added. When a higher-priority ship would collide with a lower-priority ship of the same team, the lower-priority ship moves out of the way instead of the higher-priority ship looking for a new location. This can make it easier to place immobile ships into a group of mobile ships, or to position something with a booster ability in the middle of a group of ships to boost. This also makes it much easier to put fixed-position ships (resources, mines, turrets, etc) in the midst of a group of mobile allied defenders.
Current priorities (numeric values are irrelevant, just relative values matter):
10000: Immobile ships
500: Starships
200: Munitions Boosters
100: Engineers