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 3.030:(Cumulative release notes since 3.000 are attached at the bottom)
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-Added shotgun noise from I-KP to the Riot Control Shotgun Module shot.
-Previously ships in FRD would sometimes ignore distant ships based on guard radius, fixed to not regard guard radius in FRD.
-Previously when loading a save (generally an autosave) that was created on the exact same Game Second as an auto AI progress increase, it would apply the auto increase again despite it having also been applied before the save was created. Fixed to remember the last auto increment Game Second and not increment again until enough additional seconds have passed.
-Devourer Golem now completely unable to damage guard posts and command stations, in order to prevent them from freeing high mark AI ships to attack the player in the first 10 minutes. Same applied to Dyson Gatlings, Marauders, and Resistance Fighters (this is not ideal as we would like gatlings/marauders to be able to blow up player command stations, so may revisit this).
-Previously non-cold-storage lighting turrets would fire even if only fully cloaked enemy ships were present. Fixed so that they will not fire unless there is some legitimate target provoking them, but any fully cloaked enemy ships in their radius will still be damaged by the aoe (but they will *not* be decloaked thereby).
-Previously exo-wormholes were being treated as AI units during loading of a game, which could cause them to fail a collision check against other stationary objects and move out of the way, resulting in the exo-wormhole not being in the same place after loading a game. Fixed to not consider collision-moving for exo-wormholes.
-Previously ships that were able to fire through forcefields were completely unable to fire at targets protected by a decoy drone AND completely unable to fire at the drone (other ships could at least shoot the drone). Fixed so that ships able to fire through forcefields are able to fire at ships protected by a decoy drone as if the drone were not there.
-Force fields are now immune to translocation.
-Added support for removing individual AI types from consideration for random selection by placing disabledaitypes.txt file in your exe's directory (just like altplanetnames.txt) with a line for each AIType code to disable.
-AICommand objects now pooled for some performance boost.
-Added ship-based forcefield graphic from I-KP, and it is used for the forcefield generator module that can be mounted on the Riot Control Starship.
-Added some autotargetting optimizations for Riot Control Starships to disable the engines of as many enemy ships as possible. Also applied same logic to spiders and spider turrets.
CHANGES TO PAST PRERELEASES
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-When giving an attack order to a ship with modules, all the ship's modules will act as if given the same attack order.
-Munitions booster speed changed back down from 24 to 18/19/19/20 for Mk I/II/III/IV respectively.
-Riot Control Starship speed changed from 24 to 20.
-Riot Control Starship MkI engine damage *significantly* reduced.
-Riot Control Starship damage against infinite-engine melee ships significantly boosted.
-Rapid Fire Machine Gun module for Riot Starship: increased attack power by 50%, reduced range from 17500 to 14000 and minimum hit chance from 15% to 10%.
Updates in 3.032:-Fixed a thread synchronization bug with Game Command pooling that was causing IndexOutOfBounds exceptions in game.