The latest beta is available via the Updates window in version 3.000 or greater of the game. Just open the game and you can quickly download the prerelease through the updates tab. If you don't yet have 3.000 or greater, you can download 3.000
here. This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.
Note: If you have bug reports related to this release,
please log them in the
bug reports subforum with one bug per topic. It makes things infinitely easier for us. Thanks!
What's new since 3.018:(Cumulative release notes since 3.000 are attached at the bottom)
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-Experimental starships (warbirds, beams) were not being treated as starships, fixed (this also fixes the cannot-put-them-in-low-power-mode problem).
-Planetary shield inhibitors (and similar) were having full effect even while still under construction, fixed to not "activate" until construction is complete.
-AI combat ship tactics are now much less likely to switch between high-priority (irreplaceable) targets when they have a significant advantage on a planet.
-Warheads, Ion Cannons, Orbital Mass Drivers, and Core Warhead Interceptors can no longer be munitions boosted.
-Dyson Gatlings are now immune to reclamation.
-Z key (i.e. Z+X hotkey) now only checks for drawing ship ranges if planet has normal visibility.
-On spokes maps only AI planets with >= 5 wormholes get Core Forcefields (previously every single AI planet got one on those maps).
-Planetary shield boosters, planetary shield inhibitors, radar jammers, and radar jammer IIs can now be scrapped.
-Mines no longer have engine damage strength (used to have 300, though it didn't seem to be working, and it was decided they shouldn't do engine damage anyway).
-Fixed a bug where starting a second instance of the game on a single-screen system caused a crash instead of just displaying an error message and exiting the second instance (as it behaved before).
-Transports were still evading after exiting a wormhole (like scouts), despite the change where a dying transport's passengers are safely dumped rather than destroyed immediately. Fixed to not use the scout behavior.
-Electric shuttle attack power lowered 30% (I: 400 -> 280, II: 1200 -> 840, III: 2000 -> 1400, IV: 3000 -> 2100)
-added player-planet-wide delay between electric shuttle attacks (so each player can have a shuttle fire every 15 turns or whatever it is)
-The issue with the music playback in 3.018 should also now be fixed.