Note: unless bugs are found, this is the version that is going to go live tomorrow. So please do let us know if you find anything critical!The latest beta is available via the Updates window in version 3.060 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 3.060 or greater, you can download 3.060
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 you can easily create your own manually-installable beta patch! Please note that current betas can only be successfully applied to version
3.060 of the game or later (if you later wish to revert to the official version for any reason, you can download the full raw files from the above link to do so).
To create your own manual beta patch, simply download these two files:
1.
Current Beta Director Xml File.
2.
Current Beta Zip File.
If you try to open that zip file, it will say it's corrupt -- that's okay, it's not really a zip file. 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. Please note that "Beta" in the filename is case-sensitive.
What's new since 3.116:(Cumulative release notes since 3.060 are attached at the bottom)
-------------------
-Changed icon-combination recalculation to be always clear both directions of the association, despite the performance cost of this, to prevent rare cases where the same icon group was being released into the pool twice, leading to a variety of strange things including flicker.
-Previously ships paralyzed while fading in from a wormhole were basically stuck and invlunerable until the paralyze wore off; fixed to continue the fade-in process even when paralyzed.
-minor performance improvements to check-retreat-to-guard-post and ships-with-minimum-range "anti-chase" logic.
-previously the "engineers prefer non-military" control node was not catching some cases where a very nearby military ship would be preferred.
-devourer golem made non-auto-targeted, like astro trains, to cut back a bit on FRD mass suicide.
-removed quip in tutorial about building using a mobile builder after hopping a planet, since that is no longer possible due to supply rules.
-fixed bug in tutorial where it wasn't checking the right unit list to determine if a specific planet's ion cannon had died.
-other minor fixes to tutorial accuracy.
-fortress multi-repair range increased from 1000 to 5000 (for comparison, MRS's earlier-amended range is 15000).
-updated epilogue implementation to use a simple DirectX window instead of GDI+, to use localized strings, and to display some more interesting data (though still needs work on the narrative content).