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 3.038:(Cumulative release notes since 3.000 are attached at the bottom)
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-Fixed the issue with the raid and leech starship mark levels being visually offset.
-AI Warp gates are now automatically destroyed when they are not on an AI planet.
-Previously units with IsScout set were having a lot of orders (FRD, etc) cleared when loading a game, fixed to not reset these.
-Changed negative shield boost text to be a bit clearer that it is a negative modifier.
-All of the various types of astro trains are now unable to be repaired. This helps to mitigate their effects at least a tiny bit over the course of longer games. They also no longer have bonuses against engineers.
-All enginers, cleanup drones, rebuilders, space tugs, mobile repair stations, transports, and colony ships are now immune to dark matter. This makes them effectively invisible to astro trains.
-Amended perma-mine description to note that Cleanup drones can only remove them once you own the planet.
-Fixed Co-processor description line breaks to display better.
-Previously if AI ship was regenerated (e.g. by a regenerator train) it was being regen'd free-to-hunt-human-players even if killed by a minor faction ship (e.g. a Devourer) in the complete absence of human player ships. Fixed so that there needs to be at least one human player ship on the planet for the freeing to take place.
-Previously if an AI ship was chasing a minor faction ship and moved beyond a certain distance from its guard poing, it would be freed to hunt the human players. Fixed to not be thus freed unless there is at least one human player ship on the planet.
-Previously if an object was somehow created on the exact center of the planet (coordinates 0,0) it would behave very oddly (notably most shots would not progress towards them). This typically only happened with cheat-created ships. Fixed to make sure that objects are never added directly on 0,0.
-Previously ships towed through a wormhole were switching planets without changing location coordinates, resulting in very odd positions and very long tractor beams. Fixed to set the location of the towed ship to the location of the towing ship after switching planets.
-Previously clicking the "reset all queues" button with some currently self-building units would scrap the self-building units. Fixed so that reset does nothing to units still self-building.
-A stop command to a ship now also counts as a stop command to each of its modules (for the purpose of clearing preferred targets, for example).
-Rally posts no longer cost knowledge.
-Made Riot Control Starship forcefield module center on the ship instead of stick to the normal module attachment point.
-Made Riot Control Starship module construction non-assistable if the ship has been damaged in the past few seconds (same threshold as repairs).
-Overhauled cursor position detection to properly account for the window toolbar (if enabled) and window positions other than screen coordinate (0,0).
-Fortresses are now immune to Devourer golems. Golems more hungry as a result.
-Previously Marauder Buzz Bombs were considering human ships as friendly when exploding (and thus not damaging them), fixed to consider them as enemy in that case.
-Previously, if an overly long name was entered for the profile, it would not be visible in the main menu.
-The Delete button on the Save and Load screens were previously showing up with gray text, which made them look disabled when they are not. Changed to simply show these as white.
-In recent versions, there was an issue with the tooltips for showing the counts of how many ships players have on the planetary summary. Fixed.
-Changed Impulse Reaction Emitter shots to have a maximum multiplier of 2500 (for ships that use 25,000 or more energy) so that they aren't so incredibly powerful against golems (where they could normally get a multiplier of 40,000+).
-Galaxy View Find Mode now displays the number of matching ships currently in transports in parentheses next to the normal counts.
CHANGES TO PAST PRERELEASES
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-Some changes to the recent efficiency improvements that improve efficiency further in a few areas, and accuracy in other key areas.