The latest prerelease is available at
http://www.arcengames.com/share/AIWar2001R.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 2.001Q:(Cumulative release notes since 2.000 are attached at the bottom)
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-All ships that have at least 1 million health are now immune to blades. This prevents some exploits with the Zenith Viral Shredders, and makes for more sensible attack logic with Cutlasses.
-Turrets can no longer have their munitions boosted or their shields boosted, but they are now immune to minor electric shots and blades.
-Teleport Raiders, Anti-Starship Arachnids, and Teleport Battle Stations are now immune to tractor beams, since they can no longer shoot them.
-Deflector Drones now fire a new Energy Burst ammo type, instead of using minor electric ammo.
-A new set of Core Fabricators has been added for both the base game and the expansion. These are new capturables that are scattered around the galaxy map, a count of which can be seen in the Mission Summary in each campaign. Generally there are 2 per human starting planet, same as advanced factories. Each of these core fabricators, once captured, lets a human player build a single type of Core ship (which otherwise normally only the AI can build).
The ship caps for core ships are quite low (and can be seen in the planetary summary by hitting F1 a few times), and the core ships are also very expensive, but they also cost no knowledge to unlock and are quite powerful.
Players can see what kind of core ship will be produced at a core fabricator before they capture it by hovering over it and looking at its hover text.
In the base game, all 9 of the core ships from the base ship classes can be found as core fabricators. In the expansion, those 9 plus an additional 11 core ships from the expansion can be found. Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.
-A new expansion-only capturable, the Zenith Power Generator, has been added: Advanced Zenith power generator that produces a massive amount of energy at a very tiny cost. AI progress goes up by 20 if this is destroyed, and while your team holds it, the AIs will send 2x stronger waves against this planet.
-In the expansion only, the "energize" cheat now creates 10 Zenith Power Generators instead of 10 mark II energy reactors.
Changes from prior prereleases.
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-The new font has once again seen a number of readability improvements, most notably with all of the numbers but also with a few of the other characters.