Note: This prerelease is intended for both customers of the expansion AND customers of the base game. Please see below for details.The latest prerelease is available at
http://www.arcengames.com/share/AIWar2001U.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.
Expansion F.A.Q. Answers: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. 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!
6. 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.
Steam/Impulse/GamersGate/Direct2Drive/etc F.A.Q. Answers:1. This prerelease version is compatible with any other version of the game -- Steam, Impulse, whatever.
2. 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.
3. If you have preordered through Impulse, you should now have access to your beta key (as of 12/9). They also provide direct beta downloads through their Impulse Client.
4. Steam will carry the expansion later on, and will have (probably beta-less) preorders, but they don't yet have that online.
5. GamersGate is also currently offering the expansion on preorder, and you do get a beta key, but you'll have to download the beta versions from our forums here.
6. Direct2Drive will be offering the expansion on preorder in a manner very similar to GamersGate, but they are not doing so quite yet.
What's new since 2.001T:(Cumulative release notes since 2.000 are attached at the bottom)
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-Ships that absorb lasers or dark matter now also attract the absorbed type of shots to themselves. Enemy ships that are explicitly targeted onto another nearby target will successfully hit that other kind of target, but the targeting systems will be fooled into erroneously choosing the absorbtion type of ships when looking for best targets.
-A new set of Experimental Ship 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 1 per human starting planet. Each of these experimental ship fabricators, once captured, lets a human player build a single type of Experimental Ship (which otherwise normally are not built at all, or the AI only builds, depending). These experimental ships are fairly expensive, but cost no knowledge to unlock and have very unusual special abilities.
Players can see what kind of experimental ship will be produced at a experimental ship fabricator before they capture it by hovering over it and looking at its hover text.
In the base game, currently the only experimental ship is the Anti-Starship Arachnid. In the expansion, there are a variety of new experimental ships (detailed below). Not all of the fabricators are in every individual campaign, of course, given the seed numbers noted above.
-New Experimental Ship (expansion only): Decoy Drone. Tough, armored vessel with no significant guns. Tricks enemy ships into targeting only itself when it is in range.
-New Experimental Ship (expansion only): Speed Booster. Mobile ship that increases the speed of all friendly ships in the current system by a small amount. This effect is cumulative when multiple speed boosters are present.
-New Experimental Ship (expansion only): Translocator. Mid-power teleporting fighter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit.
-New Experimental Ship (expansion only): MicroParasite. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). Very weak alone, but becomes significantly stronger when many are at the same planet.
-New Defensive Ship (expansion only): Zenith SpaceTime Manipulator. Stationary alien ship that increases the speed of all friendly ships in the current system by a large amount. This effect is cumulative when multiple spacetime manipulators are present. Beware the minor AI Progress increase if this is destroyed.
-New Regenerator Golem (expansion only): Very little in the way of weapons, but is able to use its own health to resurrect allied mobile ships that are killed on the current planet. Resurrected ships are teleported back to the golem at full health at no cost beyond the health of the golem.
-New Cursed Golem (expansion only): Cursed Golems continuously take passive damage and cannot be repaired by traditional means. The only way for this golem to survive is to attack enemy ships, which recovers its health through vampirism.
-Four new cheats have been added for spawning broken or fully-functional versions of the new golems: busted curse me, curse me, busted its a troll, its a troll. These only work when the first expansion is enabled for the current game.
-Shot effective damage is now capped at the max health of the target being shot at. This prevents mirrors from being nearly so deadly against ships with very high attack values.
-New AI Ship (expansion only): Core Warhead Interceptor. Advanced weapon insta-kills warheads (which explode without doing any damage or incurring any AI Progress increase).
-New Capturable Ship (expansion only): Orbital Mass Driver. Advanced weapon sends projectiles stripped from an iron asteroid to deal heavy damage to starships and golems.
-In the expansion on difficulty 7 and up, the AI home planets and core planets (those next to the home planets) will now always include both an orbital mass driver and a core warhead interceptor.
-Ion Cannons no longer require supply.
-Warheads are now Mark V instead of Mark 0, and they are no longer immune to being insta-killed.
-A new cheat has been added for spawning armored missiles: armor em.
-The insta-kill message no longer appears until ships are actually being hit and killed, rather than appearing when they are being fired upon.
-Several new hotkeys have been added relating to control groups:
Ctrl+X+0-9: Set control group and remove unit from its other control groups.
Ctrl+Alt+0-9: Remove units from control group.
Shift+Alt+0-9 Deselected control group ships.
-Anti-starship arachnids have been on the weak side of things in recent times, and so have been given a significant boost (around 3x) against starships.
-New Experimental Ship (expansion only): Experimental Engineer Drone. Advanced prototype model that can regenerate itself as well as repairing other ships very quickly.
-Three new expansion-only ships have been added (difficulty 5 and up only): Astro Speed Booster Trains I-III. Nearly-indestructible robotic courier. Slightly damages nearby ships. More importantly, they provide a massive speed boost to all AI ships in the system and reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.
-Three new expansion-only ships have been added (difficulty 6 and up only): Astro Regenerator Trains I-III. Nearly-indestructible robotic courier. Slightly damages nearby ships. More importantly, is able to use its own health to resurrect AI mobile ships that are killed on the current planet. Resurrected ships are teleported back to the train at full health at no cost beyond the health of the train. They also reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.
-New expansion-only Caputrable Ship: Radar Jammer. Causes all ships on the planet to have extreme trouble targeting at ranges greater than 1000.
-New expansion-only Caputrable Ship: Radar Jammer II. Causes enemy ships on the planet to have extreme trouble targeting at ranges greater than 1000.