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 3.158:(Cumulative release notes since 3.120 are here
http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)
-------------------
* In the previous version loading a save with a unit that has modules could lead to it constantly hitting collision checks with its modules. Fixed to correctly never collide with modules.
* Minor change to RunCollisionDetection to prevent unnecessary calls to the random generator.
* Changed movement angle-of-rotation calculation to a simpler slope-to-angle conversion lookup-table-based approach rather than the fairly cpu-intensive ATan2 method.
* Fixed a major and subtle desync based on floating-point precision. A bit of floating point math recently slipped into part of the simulation based on some of the changes to our FInt struct, and this may have been the cause of the elusive desyncs that a tiny minority of players have been recently seeing. This fix may also have some minor performance improvement implications.