The latest prerelease is available at
http://www.arcengames.com/share/AIWar1999V.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 1999T (U was an internal release):
(Cumulative release notes since 1.301 are attached at the bottom)
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-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.