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!
Looking for a Patch That Can Be Manually-Installed?Because of the time involved in creating multiple versions of each patch, we only create manually-installable patches for official versions of the game, not each beta prerelease. But, if you're running version 3.022 of the game or higher, you can easily crete your own manually-installable beta patch! If you don't yet have 3.022, but do have 3.000 or greater, you can download a simple zip containing the files of 3.022
here. Simply unpack those on top of your existing files in your AI War folder, and voila -- you're on 3.022.
To create your own manual beta patch, you'll want to go
here. This folder contains all of the beta updates. You just need whatever the most recent one is at the time (probably the same version number as this post). Download that zip file, which if you try to open will say it's corrupt -- that's okay, it's not really a zip file. Next download the updated
Director.Xml file from that folder. Finally create a new zip file on your computer, and put both the director and the fake-zip-file inside it. Call your outer zip file something that starts with Beta and ends with an extension of .zip. Beta.zip will work just fine, or you can name it after the specific version number if you want to hang onto it. And that's it! Now you have your very own manually-installable package of the AI War beta version of your choice, which you can install by simply selecting via your Updates window in the game.
What's new since 3.027:(Cumulative release notes since 3.000 are attached at the bottom)
-------------------
-Fixed "Cloaked Enemey Ship" typo.
-Added shift+middle-mouse-click-and-move to simulate the moving the cursor to the current point on the minimap, clicking left-mouse, and moving around.
-Previously ships that were self-built that could unload passengers could not have their construction paused because the Unload button was being drawn on top of the pause button, fixed.
-Zenith mirrors are now immune to snipers.
-Bulletproof fighters now have the exact same stats as fighters except that they are bulletproof and (new) immune to insta-kill.
-Previously shots reflected by Zenith mirrors were damaging ships immune to their own damage types, fixed (the shots will no longer reflect).
-Since ships immune to their own damage types are now effectively immune to reflected shots, their autotargetting will now not be prejudiced towards saving mirrors for last (same with ships otherwise immune to reflected shots).
-Dyson Gatlings are now immune to shot reflection.
-The "I" (incoming waves) overlay for the galaxy map now shows a timer on each planet with an incoming wave. representing time-to-arrival for the earliest wave that will hit that planet.
-Dyson Gatlings now have infinite engine health to avoid a huge parking lot of them on AI planets with ion cannons killing the CPU with repeated failed pathfinding.
-All munitions boosting ships now have a cap on the number of ships they can simultaneously boost:
Light Starship: 10 (range still 2000)
Flagship: 20 (range still 2000)
Zenith Starship: 40 (range 1000 -> 2000)
Spire Starship: 80 (range still 2000)
Core Starship: 100 (range still 2000)
Munitions Booster I: 200 (range 600 -> 2000)
Munitions Booster II: 350 (range 800 -> 2000)
Munitions Booster III: 500 (range 1000 -> 2000)
Munitions Booster IV: 600 (range 1200 -> 3000)
-Zenith Viral Shredder replication is now more complex:
-- replication requires that the shredder have at least a certain health percent (20% for MkI)
-- replication results in the shredder and the new shredder having a certain percent of the old shredder's health (75% for MkI)
-- replication cost scales up with the number of that ship type on the planet in excess of the normal ship cap for that type.
-Zenith Viral Shredder base replication cost slightly (by 1/9) reduced.
-Anti-starship arachnids were spawning in response to minor human player starship presence, now the chance of the spawns is proportional to the intensity of the starship presence.
-Anti-starship arachnid attack power doubled.
-Missile frigates bonus against anti-starship arachnids (and other spider types) increased from 3x to 6x (for reference, their bonus against fighters is 10x).
-Large ships (radius >= 256) are now immune to translocation.
CHANGES TO PAST PRERELEASES
--------------
-Changed arc move key combination from ;+right-click to shift+Q+right-click.
-Mobile Repair Stations *real* range changed from 500 -> 1000 (previously the wrong number had been changed).
-Mobile Repair Station simultaneous repair cap changed from 50 to 250 to make them better than marginally useful while other rebalancing is explored.
-Previously if a mobile unit was built by a space dock with a non-frd gather point set in a system with a auto-frd-mobile-military control node, the unit would frd-base on the space dock instead of the gather point, fixed.
-Changed middle-mouse click-and-drag pan to be less like Internet Explorer (now more like a pdf reader, etc).
-With Icon Grouping on it was possible to see that a cloaked enemy was present by mousing over the location (even though it didn't show anything), fixed.
-Previously if Icon Grouping was enabled and the player lost visibility on a planet the icons would remain displayed (but "stuck" to their screen coordinates), fixed to immediately disappear as with normal rendering.
-Electric Shuttles had been made immune to munitions boosting but can now be boosted once (to 2x).
-Previously if Icon Grouping was enabled and the "top" ship in a group was destroyed the entire group became invisible, fixed to now recalculate groups for each of the ships remaining in the group.