Author Topic: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)  (Read 2763 times)

Offline x4000

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Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« on: October 20, 2009, 01:41:50 am »
The latest prerelease is available at http://www.arcengames.com/share/AIWar1999V.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 1999T (U was an internal release):
(Cumulative release notes since 1.301 are attached at the bottom)

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

-Previously, the mouseovers on the resource bar were not working properly in galaxy view.  Fixed.

-Previously, sometimes the hover text would be for a different unit than what was selected when the mouse button was clicked.  Fixed.

-Previously, sometimes the splash screen could get in the way of the license key entry data screen.  Fixed.

-Previously, groups of low-power ships would form superships when ordered to move to a destination together.  Fixed.

-Previously, it was possible for players to accidentally send themselves into negative energy by building groups of ships simultaneously.  Fixed.

-Previously, multiple exo-force-fields could be placed on one harvester, which then caused various problems.  Fixed.

-Zooming in on the graphs now only zooms the X-axis, rather than the Y-axis.  This lets players then see full data for a selection of time when switching between the graph segments.

-"Team Income" on the galaxy map intel summaries has now been replaced with "Your Income," and now includes energy production as well as metal/crystal income.  "Your Income" is much more actionable than the income of the entire team when playing multiplayer.

-The "Resources" section of the galaxy map intel summary now includes counts of how many Mark I, Mark II, and Mark III energy reactors have ben built by the local player at that planet.  This makes energy distribution planning much easier to do.

-Previously, selecting a mix of ships in low and normal power modes and hitting K would invert each ship individually, whereas clicking the pause button in the interface would toggle them all to either on or off.  Now the K key works more like the interface button, thought not exactly.  If any of the ships are in low-power mode, then it tries to put them in high-power mode.  Otherwise, it puts them all into low-power mode.

-Harvester exo-force-fields can now be auto-placed by ctrl-clicking, same as with the harvesters themselves.

-Cutlasses and vampire now have a 5,000 target seek range instead of 10,000, which gives players greater control over them (this doesn't affect the AI).  Previously, these melee ships would often run off too early and die.

-Melee ships now show their target seek range as an attack range when the attack ranges are shown (Z key).

-The counter-shot ranges, tractor/gravitational ranges, and force field ranges for incomplete/disabled force fields are now shown while the player is in placement mode for placing new ships.  This makes it much easier to place ships under a forcefield or a counter-shooter, for instance.

-The bounding circles of to-be-placed ships are now shown in white during placement mode, which makes it far easier for players to tightly pack groups of ships.

-Attack-moving or Free-Roaming ships that were moving back to their base position in a group would also be very indecisive about their pathing.  Fixed.

-Paused energy reactors were showing some outdated and confusing messages about their status. Fixed.

-Previously, when ships were destroyed while in low power mode, they were not being properly removed from the list of low-power units.  They ceased showing up in the list, but kept showing up in the count.  Fixed.

-There were a number of menus that were using the MS Sans Serif Font.  Those have all been switched to using Arial.

-The spacing of some of the lobby options has been improved, so that users with larger fonts won't see any overlap.

-Previously, when part of the Arial font was missing on the user's computer, but part of it was present, the game would crash (if the entire font was missing, the game would use another Sans-Serif font and move on).  This is a basic behavior of .NET Windows Forms and cannot be overridden for designer-created files.  However, the game will now popup a better error message, with easy instructions for how to resolve this issue when it occurs (just look in the Fonts subfolder in the AI War folder, and install them from there).

-Mine Layers now have 4x as much health as before, so hopefully they will not die so frequently.  They also now have regen so that they don't take so much micromanagement to keep healed.

-Engineers and repair stations will no longer try to heal damaged mine remains.

-Previously, there was a ship cap on mine remains, which was lower than the ship cap for mines themselves, which caused mine remains to not always appear for players.  Fixed so that there is no longer any ship cap on mine remains, which makes mine remains always appear when a mine dies.

-Previously, there was a slight difference in the clickable area of the planetary summary icons, compared to the area in which the icon would highlight.  Fixed.

-Fixed another very rare crash when changing music tracks.
« Last Edit: October 20, 2009, 01:24:02 pm by x4000 »
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Offline x4000

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #1 on: October 20, 2009, 01:46:41 am »
Important!  Assuming that no one reports any more serious bugs (that will cause fewer problems by being fixed than being left), this is going to be version 2.0.  The Critical List is empty, the Confirmed Bugs list is down to 8 issues that are not going to make it into 2.0 (either too low of priority, or too much risk of messing something else up when implementing them this close to release), and the Bug Reports forum is down to 5 issues that fall under the same category.

So this is basically a "last call" sort of version, anything not implemented by around 1PM or 2PM EST tomorrow (the 20th) isn't going to make it into the 2.0 version.  That said, my schedule is very packed tomorrow and I'm extremely wary of making a lot of last minute changes that might break something worse, so my threshhold for changes I'll undertake for 2.0 is very high at this stage. Go ahead and submit whatever you think needs to be updated, or whatever issues you find, but this is just fair warning that I'm going to be really choosy and careful about what I do at this late hour for this specific release.

This is shaping up to be the most polished release yet, I think, and I'd like to keep it that way! ;)
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Offline RCIX

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #2 on: October 20, 2009, 03:16:53 am »
uh oh, here comes (Y)P2K! get your metal and crystal reserves, stock up on mobile generators! ;) it looks great, i'll download soon. Si i guess this means i can preorder the Zenith expansion soon?
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Offline Volatar

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #3 on: October 20, 2009, 07:39:17 am »
Ohhhhhhh man! I am so EXCITED  :D

Offline Fiskbit

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #4 on: October 20, 2009, 07:58:23 am »
I'm sure all of us on staff share your sentiments, Volatar. :) Getting 2.0 out the door is a really big deal for us. A lot of work has gone into getting this game from its initial release back in May to where it is now. The improvements to gameplay, usability, and presentation have been substantial and the user experience has benefited significantly as a result. The amount of work Chris has put into this and the amount of progress he's made on AI War in that time is nothing short of incredible. The exposure coming with this release is also a major point of excitement for all of us, since it could eliminate whatever uncertainty there currently is regarding Arcen's future and ability to produce more games beyond the next few. Furthermore, being able to shift much focus toward other games in the pipeline (The Zenith Remnant, Feedback) now that this milestone has been reached is great. I'm looking forward to some more variety in that respect. :P

Definitely excited!
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Offline Echo35

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #5 on: October 20, 2009, 08:29:21 am »
Very nice! Its always fun to wake up and see a massive changelog. Definitely looks great, especially the fact that mine layers are useful now ;)

Offline keith.lamothe

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #6 on: October 20, 2009, 09:28:43 am »
I won't say congratulations quite yet, don't wanna jinx it, but it looks like y'all have done a great job :)
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Offline Volatar

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #7 on: October 20, 2009, 09:58:23 am »
I'm sure all of us on staff share your sentiments, Volatar. :) Getting 2.0 out the door is a really big deal for us. A lot of work has gone into getting this game from its initial release back in May to where it is now. The improvements to gameplay, usability, and presentation have been substantial and the user experience has benefited significantly as a result. The amount of work Chris has put into this and the amount of progress he's made on AI War in that time is nothing short of incredible. The exposure coming with this release is also a major point of excitement for all of us, since it could eliminate whatever uncertainty there currently is regarding Arcen's future and ability to produce more games beyond the next few. Furthermore, being able to shift much focus toward other games in the pipeline (The Zenith Remnant, Feedback) now that this milestone has been reached is great. I'm looking forward to some more variety in that respect. :P

Definitely excited!

Yep. I am totally hooked on Chris's stuff. Every game is sells, I will buy.

The hype is KILLING ME  :D I can't wait for what happens when the game comes out on Steam!

I think Chris should put 2.0 in the splash screen and with the logo on the main menu of the game. Few games reach a true "2.0" state. Some say they do, but they just use a different version numbering system. AI War really is 2.0 as of this release.

I resurrected the AI War thread on Bay 12 Games in anticipation  :D
« Last Edit: October 20, 2009, 10:01:04 am by Volatar »

Offline Echo35

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #8 on: October 20, 2009, 10:31:47 am »
Yep. I am totally hooked on Chris's stuff. Every game is sells, I will buy.

The hype is KILLING ME  :D I can't wait for what happens when the game comes out on Steam!

I think Chris should put 2.0 in the splash screen and with the logo on the main menu of the game. Few games reach a true "2.0" state. Some say they do, but they just use a different version numbering system. AI War really is 2.0 as of this release.

This. Although, I must say, AI War is such a great and successful game, even if, for some reason, it tanks on Steam, I will consider it a huge success. You guys have done great work.

Offline x4000

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #9 on: October 20, 2009, 10:46:29 am »
Thanks, guys!  It really means a lot to me. :)

I'd write more, but I have too much to do!  I can breathe (and sleep) again starting tomorrow, I think.
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Offline eRe4s3r

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #10 on: October 20, 2009, 11:46:25 am »
Well i am nearly sorry to mention it but theres a Localization bug in the Tutorial when building Starship Constructors (the icon has "missing localization: Starship....." as error) i mean the icon to the right in the tab

Just replaying tutorials  ;D
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Offline x4000

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #11 on: October 20, 2009, 11:54:27 am »
Well i am nearly sorry to mention it but theres a Localization bug in the Tutorial when building Starship Constructors (the icon has "missing localization: Starship....." as error) i mean the icon to the right in the tab

Just replaying tutorials  ;D

Thanks for checking it out and letting me know!  I can't find where you are referring to, though.  I think maybe either I pushed the localization info out wrong in the last release, or maybe it didn't apply correctly when you unpacked it?  I'm not sure.  I will be pushing out another release in a while, so we can see if it is still an issue in there, I guess.
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Offline eRe4s3r

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #12 on: October 20, 2009, 12:07:22 pm »
I think the problem is i skipped some pre-releases after i reinstalled... the latest (1.999V) seems to be just 1 of many required pre-releases to get 1.301 to 1.999V (i had to reinstall ai war because i accidentally deleted all graphics, blame my graphics app ,p)

So maybe this is merely an install issue - I already wanted to ask you whether we can get a full patch (zip) before you sign this off as final just to see whether all changes actually work fine when patching 1.301 to 2.0 RC1  ;D
« Last Edit: October 20, 2009, 12:11:49 pm by eRe4s3r »
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Offline x4000

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #13 on: October 20, 2009, 01:05:01 pm »
I think the problem is i skipped some pre-releases after i reinstalled... the latest (1.999V) seems to be just 1 of many required pre-releases to get 1.301 to 1.999V (i had to reinstall ai war because i accidentally deleted all graphics, blame my graphics app ,p)

So maybe this is merely an install issue - I already wanted to ask you whether we can get a full patch (zip) before you sign this off as final just to see whether all changes actually work fine when patching 1.301 to 2.0 RC1  ;D


I think that was my error with updating the zip.  It was supposed to be cumulative, but I think it was not quite with those localization aspects.  Unfortunately I've been in a conference call for the last hour, and now my deadline has pretty much passed, so 2.0 is coming.  The localization files all seem okay on this end, so that's what I'll be giving to Stardock, Valve, etc, and hopefully not seeing any issues with that.
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Offline Velox

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Re: Prerelease 1.999V (Bugfixes - 2.0 Release Candidate 1)
« Reply #14 on: October 20, 2009, 01:05:59 pm »
     Seeing the "Release Candidate" up there is pretty exciting!  I've been quite impressed by game and developer both from the start so I'm thrilled to see all the progress - things have come a long way from my first view of the game, and it's all change for the better.  I'm keeping my fingers crossed that all the external dependencies will live up to the standards you've set for the game and that the 2.0 release on all the new platforms will be at least a solid success, or even better a runaway hit.  You've earned it!