Author Topic: Prerelease 1.999R (More Bugfixes!)  (Read 1704 times)

Offline x4000

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Prerelease 1.999R (More Bugfixes!)
« on: October 18, 2009, 01:03:04 am »
The latest prerelease is available at http://www.arcengames.com/share/AIWar1999R.zip

That 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 1999P:
(Cumulative release notes since 1.301 are attached at the bottom)

-------------------

-Corrected several parts of the in-game credits.

-Transports are now their own ship type, rather than being lumped into the colony ship ship type, which makes them show up independently on the intel summary.

-Previously, forcefield auras and a few other calculations were not being adjusted properly when the game state was paused and the ships were paused/unpaused or otherwise altered.  Fixed.

-The "You Have," "Enemies Have," "Allies Have," and "Last Seen" text line items from the planetary summary sidebar have now been combined with the line stating the name of each ship, in order to conserve vertical space as well as make these data items a bit more prominent.

-The AI Forcefields and Player Forcefields are now shown in different icons in the F1 planetary summary display, so that they all fit on the screen at once properly (and because they belong in two different categories: fixed nonmilitary and mobile nonmilitary, respectively).

-Previously, if cutlasses/vampires were locked onto a target, it could be very difficult to get them to give them wormhole commands and actually have them carry those commands out.

-There was previously an annoying issue where the tooltip from the main menu might still be visible (and in the way) when clicking into sub-menus.  Fixed.

-When players don't have enough energy to support capturing a ship via parasites, the ship will not be captured.  eviously it would send the player into negative energy, which was far more dangerous.

-Previously, warheads that were targeted on an enemy were not always exploding right when they hit the enemy.  Fixed.

-Previously, engineers would not automatically repair ships that were in low-power mode.  Additionally, they would often do nothing at all if there were damaged ships in low power mode nearby.  Fixed so that now they prefer to repair ships that are not in low power mode, but the other two issues are resolved.

-Previously, mobile repair stations were unable to repair ships in low-power mode.  Fixed.

-Previously, mobile repair stations could erroneously be used to accelerate build queues.  Fixed.

-Some improvements to how the game over state is calculated have been made.  This allows for the game to continue for a team if the only player with a home command station is disabled.

-Previously, teleport battle stations and teleport raiders were not properly being disabled as ship types when those options were turned off in the lobby.  Similarly, eyebots were not being disabled when cloaking was disabled.

-Previously, disabling cloaked or teleporting ships in the lobby was not disabling all the appropriate types for the AIs.  Fixed.

-When items in build queues are reordered, they now keep the count of how many they have already built, rather than resetting to zero.  This makes reordering queues less disruptive to the relative unit makeup.

-Previously, the warning message for still-constructing command stations that were under attack was incorrect.  Fixed.

-Unsupplied command stations were previously flashing and giving warning messages that were incorrect.  Fixed.

CHANGES FROM PRIOR VERSIONS
--------------

-Previously, if cheats were enabled then achievements were repeatedly awarding, which was incorrect.  Now they do not award at all when cheats are on, which was the original intent.

-Transports now have collision priority 800, over starships but not over force fields or fixed-position ships.

-Previously, when holding shift and placing fixed-position ships for disabled allies, it would instead create those ships for the local player.  Fixed.

-In the last prerelease, tractor beams were overpowered because no ships had bonuses against their type.  Fixed.
« Last Edit: October 19, 2009, 12:05:55 am by x4000 »
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Offline x4000

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Re: Prerelease 1.999Q (More Bugfixes!)
« Reply #1 on: October 18, 2009, 01:07:40 am »
So, this version basically fixes all of the major gameplay-related bugs from the critical list, the confirmed bugs list, and the regular bug reports list. There are still some remaining items, which I will look at more tomorrow, but they are mostly interface-related and thus not particularly volatile.  I wanted to get all of the gameplay changes in asap, so that people could be looking at this version and finding any new problems that might crop up. 

If AI War 2.0 is going to go live on Direct2Drive on Tuesday, then that means all the kinds have to be out and 2.0 has to be finalized by Monday morning.  This seems doubtful, but I'd prefer to keep it at least within the realm of possibility.  But either way, for 2.0 to go up on Steam and elsewhere, 2.0 needs to be wrapped up and fully stable by the end of Monday.  I think it's very close at this stage, unless I've introduced any new issues in Q (always a possibility).

Anyway, as much playtesting and feedback as any of you care to give is welcome!  Certain issues might get pushed back beyond 2.0 if they are more minor but also which might cause more issues if I try to fix them at the last minute.  But I'm interested in hearing whatever you find, and I'll deal with each item on a case by case basis as to whether I think it will be a good idea for 2.0 or for after.  Thanks, as always!
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Offline x4000

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Re: Prerelease 1.999R (More Bugfixes!)
« Reply #2 on: October 18, 2009, 01:34:36 am »
I've updated Q to R, because I forgot to turn off my debugging mode for version Q, which was causing the popups to not display, amongst other debugging-related issues:  http://www.arcengames.com/share/AIWar1999R.zip
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Offline Oewyn

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Re: Prerelease 1.999R (More Bugfixes!)
« Reply #3 on: October 18, 2009, 10:30:14 am »
-In the last prerelease, tractor beams were overpowered because no ships had bonuses against their type.  Fixed.

All my ships thank you.  Now I don't have to use my transport ships as vacuum cleaners and pick up all my tractored ships after taking out bases.

:-)

Offline x4000

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Re: Prerelease 1.999R (More Bugfixes!)
« Reply #4 on: October 18, 2009, 10:31:37 am »
-In the last prerelease, tractor beams were overpowered because no ships had bonuses against their type.  Fixed.

All my ships thank you.  Now I don't have to use my transport ships as vacuum cleaners and pick up all my tractored ships after taking out bases.

:-)

No worries. :)
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Offline Echo35

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Re: Prerelease 1.999R (More Bugfixes!)
« Reply #5 on: October 18, 2009, 03:30:23 pm »
Awesome work! Can't wait to play test it.

Offline x4000

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Re: Prerelease 1.999R (More Bugfixes!)
« Reply #6 on: October 18, 2009, 03:32:09 pm »
Thanks!
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Offline x4000

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Re: Prerelease 1.999R (More Bugfixes!)
« Reply #7 on: October 19, 2009, 12:08:41 am »
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