The latest prerelease is available at
http://www.arcengames.com/share/AIWar2001L.zipThat version is an upgrade from version 2.000, so you have to already have 2.000 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.
F.A.Q. Answers:Note: This prerelease is intended for both customers of the expansion AND customers of the base game only. Please see below for details.1. If you have the base game, and install this, you will go into trial mode of the expansion. Feel free to explore the expansion that way, but if you want to go back to full mode without buying the expansion, simply go into Settings, Expansions, and turn off the expansion.
2. All upcoming prereleases for the next few months (until the expansion fully releases) will have a mix of both expansion and non-expansion content. If you just want the latest non-expansion content, see #1.
3. If you want to preorder the expansion (and get your full license key), see
this page. It's $9.99 USD (or equivalent), and requires a valid copy of the base game to play.
4. If you want to know all about the expansion in general, see that same page.
5. This prerelease version is compatible with any other version of the game -- Steam, Impulse, whatever.
6. If you use this with your Steam copy of the game, however, you will be asked to enter your AI War CD key (which Steam provides, but normally you do not have to enter), and also the integration with Steamworks leaderboards and achievements may be disabled. So you may want to make a separate install of the preorder version if you use Steam, at least for the moment.
7. PLEASE NOTE: The new ships for the expansion are extremely preliminary at this stage. They are fully functional when added, but they are not well balanced at all just yet. The balance takes time, playtesting, and a fuller view of more of the ships. So certain expansion ships are currently underpowered, while others are overpowered. Your feedback on this is extremely valuable, as this is something we are adjusting at present based on community feedback as well as our own testing, but we don't expect to have things even close to perfectly tuned until sometime in December. Our first priority is to get everything working and implemented, while honing the balance as much as possible, then to really heavily polish the balance once all the ships are in place. Just FYI!
8. If you want to update an old savegame to the expansion, simply type "cmd:activate expansion 1" (without quotes). This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings. There is no way to disable the expansion for an existing game, however, so be sure not to save over your existing file if you want to go back to the non-expansion version of the game.
What's new since 2.001I:(Cumulative release notes since 2.000 are attached at the bottom)
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-On the technology unlock, "Zenith Starships" were still referred to as "Zinth." Fixed.
-The shield rating and health of advanced research stations have both been reduced to 1/4 their prior values. This makes them far less invincible as targets to hit, and lets enemy ships target them more sensibly (it makes them a more interesting target for the AI to attack, and for the players to have to defend).
-Higher-level autocannons now get more of a clustering damage multiplier than the lower marks.
-The map population logic for capturables and AI special weapons has been revamped. This both fixes some bugs that tended to make maps more generic than they should have been, and paves the way for a large influx of new special weapon types, which will individuall be more common in this expansion and the future. The algorithm now supports randomizing the order in which they are added, and insuring that too many bad things or good things are not bunched on the same planet -- issues that were never a problem before, but would have become a problem over time with the old algorithm.
-Munitions boosting lines are now drawn much more faintly.
-New Ship Class (expansion only): Shield Booster. Strong fighter in its own right, it also gives a 2x shielding bonus to nearby ships on your team.
-New Ship Class (expansion only): Zenith Polarizer. Fires straight through shields, and does higher damage to shields with more shielding.
-Enemy ships that are cloaked were previously invisible on the planetary summary sidebar. Now they show up as a generic cloaking bubble, with a count of how many are present, though with no details on what types of cloaked ships there are. This is similar to what players are able to see through the galaxy map intel summary.
-The internal logic for ship targeting and a number of other subsystems relating to combat and ship automatic interactions have been heavily revamped, leading to both better performance and better functionality/maintainability/extensibility.
-The free-roaming defender logic is now much improved for all ships, as is autotargeting in general. The targeting intelligence of multi-shot ships is also particularly improved.
-Tractor Beams now have their own separate targeting cycle from weapon attacks and other similar, making them much more effective at quickly catching incoming ships.
-New Ship Class (expansion only): Beam Frigate. Fires powerful high-range beam weapons that strike all enemy ships in a line.
-Attrition emitters now have to be explicitly targeted by player ships, like ion cannons, warp gates, etc.
-The blue force fields used by players are no longer damaged by shots being fired out from under them. Instead, outgoing shots from under the force field are now reduced by 75% in power.
-New Ship Class (expansion only): Zenith Chameleon. Midrange bomber that takes on the appearance of junk, and is unassailable, when not moving.
-New expansion-only AI type: Camouflager. All of its mobile ships look like harmless pieces of junk when stationary and not firing.
-The Counter-Shooter ranges now get drawn below everything else, including resources and wormholes, to aid visibility.
-Previously, the counter-shooting ranges of ships was being shown for enemy ships -- even cloaked enemies. Fixed.
-Previously, moving force fields could push even enemies that are immune to force fields. Fixed.
-Previously, the Expenses By Player tab of the stats window was omitting any outflows for ships that were try to spending resources, but temporarily unable to actually spend them because of a resource shortage. Fixed.
Changes from prior prereleases.
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-Previously, some of the expansion ship classes were erroneously showing up in lobby even when the expansion was disabled or not installed. Fixed.
-Previously, it was possible to gift command station cores between players, causing a rather serious exploit. Fixed.
-Previously, in the new unified command queue, ships were losing their queued targets when they killed an earlier target.
-The "Always display wormhole names in front of ships" setting no longer affects the wormhole far zoom icon.
Edit: Updated to version K, with the following changes:-Fixed some performance glitches in version J.
-In past prereleases, ship assist/repair targets were not being queued properly in the new unified command queue.
Edit: Updated to version L, with the following changes:-Fixed a crash bug that could occur when Beam Frigates were fighting melee ships at incredibly close range.