Author Topic: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)  (Read 3160 times)

Offline x4000

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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 create 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 3.055:
(Cumulative release notes since 3.000 are attached at the bottom)

-------------------

-Previously, area of effect shots could hit cloaked ships, which caused numerous problems with scouts and other units being hit when they seemingly should not have been.  This has been changed so that cloaking now provides immunity from being hit by area of effect attacks.

-Fixed a bug where AI taunts were ignoring the "Disable Sound" setting.

-Previously, free-roaming defender mode (which all minor factions use) could really slow down battles because of the extra compuation involved.  Ships now weight frd computation as a higher issue, thus causing them to appropriately slow their target acquisition based on that to thus avoid such slowdown.  This makes it far more feasible (if still inadvisable) to use frd mode on enemy planets, and also makes it so that minor factions don't slow down the game as they could before.

-Devourer Golems now have 9x as much health as before.

-Transports now have about 4/5 as much health as they have in recent times, as they were making it a tad too easy to do really long-range raiding.

-Bombers now do only 3/4 their prior damage to force fields and heavy defenses (fortresses, etc).

-Dreadnoughts now only do about 2/3 their prior damage to heavy defenses, teleport battle stations, and zenith bombardments.

-Infiltrators now have much lower bonuses against those ships they specialize against, with the largest drop being against heavy defenses and force fields.

-Eyebots now do half their prior bonus against heavy defenses, force fields, scouts, and engineers.

-Zenith Electric Bombers now have much lower damage bonuses against tanks, force fields, and heavy defenses.

-Zenith Chameleons now have halved damage bonuses against all ships, except for resource ships, which they now have a doubled bonus against.

-The way that line breaks are handled for the Strong/Weak data is now much improved so that it no longer leads to odd wrapping.  This is particularly notable in non-English versions of the game.

-Astro Train Stations now only have 5/8 as much health as before.

-Riot Control Starship's module buy menu now color coded by hardpoint type to make somewhat clearer which modules "compete" with each other for space.

-Minor buffs to Riot Control Machine Gun and Laser structural damage.

-Fixed some bugs with icon grouping that drew icons in strange places when some of the ships in a group were renderable (onscreen and visible) and some were not.

-In the last few versions modules were back to sometimes drawing under the parent ship rather than on top.  Should be fixed again.

-Added some very basic graphics for the Riot Shield and Riot Control Tazer modules, since the previous placeholder art (while good in other contexts) really didn't fit the Riot.
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Offline snrub_guy

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #1 on: February 28, 2010, 06:13:10 am »
Thanks! That fixed my slowdown fine! I have another minor query regarding rebel colonies.

I don't know if this is by choice, if this is a new bug in the patch or what because this is the first time I've had a rebel colony pop up, but anyway. I captured the planet the colony was on just after it ran out of invisibility. This was after many failed attempts due to the teleport turtle's ability to hop hundreds of raiders and teleport stations right to it while I try to build. A few minutes later I lost the planet (surprised? I wasn't). The rebel colony then gained 2 more hours of invisibility. This doesn't seem right? By losing my command on the planet I cause the rebels to survive longer? Just wondering. M

Offline raptor331

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #2 on: February 28, 2010, 06:55:45 am »
Good job X4000, I had a little trouble with a tractor beam module that I couldn't get rid of, but now I should be able to get it.
« Last Edit: February 28, 2010, 09:52:07 am by raptor331 »

Offline Ozymandiaz

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #3 on: February 28, 2010, 09:36:09 am »
I am not 100% sure, but it seems to be  bit more laggy in my game now.

Otherwise its pretty good :)
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Offline MaxAstro

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #4 on: February 28, 2010, 11:25:49 am »
Dang, I only just discover a strategy and it gets nerfed, without me even mentioning it.  Are you psychic, x4000?  XD  I'd just figured out that Lightning Missiles could kill Stealth Tachyons without having to decloak them and you go and make cloaked units immune to area of effect attacks...  :p

Offline Lancefighter

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #5 on: February 28, 2010, 11:48:16 am »
Dang, I only just discover a strategy and it gets nerfed, without me even mentioning it.  Are you psychic, x4000?  XD  I'd just figured out that Lightning Missiles could kill Stealth Tachyons without having to decloak them and you go and make cloaked units immune to area of effect attacks...  :p
shit that changed? damnit there goes my stealth-starship dee raids with lightning missiles as anti-tachyon support.. that was instrumental in my Dyson Campaign..
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Offline x4000

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #6 on: February 28, 2010, 02:02:02 pm »
Thanks! That fixed my slowdown fine! I have another minor query regarding rebel colonies.

Awesome, my pleasure!

I don't know if this is by choice, if this is a new bug in the patch or what because this is the first time I've had a rebel colony pop up, but anyway. I captured the planet the colony was on just after it ran out of invisibility. This was after many failed attempts due to the teleport turtle's ability to hop hundreds of raiders and teleport stations right to it while I try to build. A few minutes later I lost the planet (surprised? I wasn't). The rebel colony then gained 2 more hours of invisibility. This doesn't seem right? By losing my command on the planet I cause the rebels to survive longer? Just wondering. M

This is by design.  Basically, whenever you control the planet, the counter resets to full.  Then if you lose the planet, you have quite a long time before you have to recapture the planet again.  Otherwise it just becomes an exercise in tedious rushing, whereas now it makes you hold the planet for the rest of the game, but you can have 2 hour lapses in your control of the planet if you really need to.
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Offline x4000

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #7 on: February 28, 2010, 02:03:51 pm »
Good job X4000, I had a little trouble with a tractor beam module that I couldn't get rid of, but now I should be able to get it.

Great!  That one was Keith. :)

I am not 100% sure, but it seems to be  bit more laggy in my game now.

Otherwise its pretty good :)

Hmm, I would be really surprised if that is the case, but I guess one never knows.  In general it seems to be performing significantly better for most people (including myself).

Dang, I only just discover a strategy and it gets nerfed, without me even mentioning it.  Are you psychic, x4000?  XD  I'd just figured out that Lightning Missiles could kill Stealth Tachyons without having to decloak them and you go and make cloaked units immune to area of effect attacks...  :p
shit that changed? damnit there goes my stealth-starship dee raids with lightning missiles as anti-tachyon support.. that was instrumental in my Dyson Campaign..

Don't worry, guys -- just bring a Decloaker along with you, and you should now be good to go. ;)
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Offline x4000

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #8 on: February 28, 2010, 02:04:19 pm »
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Offline Lancefighter

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #9 on: February 28, 2010, 06:59:06 pm »
Dang, I only just discover a strategy and it gets nerfed, without me even mentioning it.  Are you psychic, x4000?  XD  I'd just figured out that Lightning Missiles could kill Stealth Tachyons without having to decloak them and you go and make cloaked units immune to area of effect attacks...  :p
shit that changed? damnit there goes my stealth-starship dee raids with lightning missiles as anti-tachyon support.. that was instrumental in my Dyson Campaign..

Don't worry, guys -- just bring a Decloaker along with you, and you should now be good to go. ;)
decloakers require supply  :-[
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Offline x4000

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #10 on: February 28, 2010, 08:57:03 pm »
Dang, I only just discover a strategy and it gets nerfed, without me even mentioning it.  Are you psychic, x4000?  XD  I'd just figured out that Lightning Missiles could kill Stealth Tachyons without having to decloak them and you go and make cloaked units immune to area of effect attacks...  :p
shit that changed? damnit there goes my stealth-starship dee raids with lightning missiles as anti-tachyon support.. that was instrumental in my Dyson Campaign..

Don't worry, guys -- just bring a Decloaker along with you, and you should now be good to go. ;)
decloakers require supply  :-[


Whoops.  Not in the next version, they won't. :)
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Offline HellishFiend

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #11 on: February 28, 2010, 11:38:32 pm »
Nice! I had just gotten used to decloakers requiring supply (Would just bring a scout starship or two along with me to flag and clear minefields). Now, I should have a much easier time dealing with mine-heavy AIs.  :)
Time to roll out another ball of death.

Offline x4000

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #12 on: February 28, 2010, 11:56:19 pm »
Yeah, should be handy!
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Offline Lancefighter

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #13 on: March 01, 2010, 12:35:34 am »
Dang, I only just discover a strategy and it gets nerfed, without me even mentioning it.  Are you psychic, x4000?  XD  I'd just figured out that Lightning Missiles could kill Stealth Tachyons without having to decloak them and you go and make cloaked units immune to area of effect attacks...  :p
shit that changed? damnit there goes my stealth-starship dee raids with lightning missiles as anti-tachyon support.. that was instrumental in my Dyson Campaign..

Don't worry, guys -- just bring a Decloaker along with you, and you should now be good to go. ;)
decloakers require supply  :-[


Whoops.  Not in the next version, they won't. :)

i love you <3
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Offline x4000

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Re: Prerelease 3.056 (Release Candidate 4, Bugfixes, Balance, FRD Perf+)
« Reply #14 on: March 01, 2010, 01:17:52 am »
Hugs and kisses.   ;)
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