Author Topic: Prerelease/Expans 2.201 (New Updater, Major Perf+, Many Bugfixes/Balance)  (Read 6857 times)

Offline x4000

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Note:  This prerelease is intended for both customers of the expansion AND customers of the base game.  Please see below for details.

Note:  This release includes a MAJOR performance improvement for games with high ship counts.  But there's a chance that it might cause some undiscovered oddities.  If you see anything, please let us know, as always.

The latest prerelease is available at http://www.arcengames.com/share/AIWar2201.zip

That 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 will be disabled by default.  New: To enable steamworks integration with the beta versions, simply run the game with the command line argument "steam" (no quotes).  If you put the argument in correctly, you'll then see your Steam interface pop up correctly.
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 2.001:
(Cumulative release notes since 2.000 are attached at the bottom)

-------------------

-The official game manual can now be launched via the tutorial screen -- its omission was an oversight previously.

-New ShotImpulseReactive sound effect.

-The Advanced Factory and Space Dock have been updated and are now much larger and more visually impressive.  Space docks and advanced factories also now have more health.

-The radii of force fields have been greatly increased to accomodate the larger space docks, and make them a bit more useful in general.

-Added a new "cmd:toggle hud" command that allows the game hud to be turned off and on (useful for screenshots and videos).

-Mark I Engineers, and Cleanup Drones nad Remains Rebuilders, all now have teleportation.

-Engineers and other economic ships that have teleportation are no longer disabled when teleportation is disabled.  Instead, they simply switch to regular propulsion.

-Teleporting engineers now ignore the range to their targets (assuming that the target is within their effective range), instead preferring to repair ships that are most damaged.

-There is now a sound effect that plays when alarm posts are set off.

-All golems and astro trains are now immune to black hole machines.

-Dreadnought Starships no longer have multiple shots per attack, but now have a stronger attack.  They also do much more engine damage now.  They also will try to disable the engines of all ships before trying to finish ships off.

-The cost of all the lightning turret techs have been reduced by 1500 each.

-Shots that are incoming from longer than 20,000 distance are now not used in short-range overkill prevention, which leads to quicker kills in most cases.  Previously it had to be a sniper shot.

-Astro Train stations are now only attacked by player ships when given a direct order.

-Mobile builders now count as constructors instead of engineers.

-All of the attack bonuses of fortresses and superfortresses have been removed, as their shots are so powerful on baseline that is no longer needed. This is particularly relevant for when they are facing starships.  Note that their penalties against tanks and bombers remain.

-A new "Networking Help" section has been added to the Game tab of the settings window to aid new users in setting up multiplayer games of AI War.  Covers port forwarding, finding a public IP, and so on.

-A new updater has been put in place for the game.  This new updater does not use MSI patches, and so does not require that the game have been installed via our MSI installer -- this lets the updater work with the game regardless of what source it was pulled from (Impulse, Steam, anything).
   The updater is no longer simply for official updates -- it now lets users check for official updates, beta updates, and updates to content for any expansions to the game (right now just The Zenith Remnant).
   The updater automatically checks for updates in the background when the application is started, so players always know when there is something new (this can be turned off in the settings interface).  Players can also manually check for updates to download via the updater, or they can manually load an update into the updater from their file system (useful for computers without a direct connection to the Internet).

-Command stations now automatically rebuild metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet.

-The AI is no longer able to issue movement or attack orders to its ships if they are stuck in tractor beams.  This lets low-level autotargeting make better short-term decisions.

-Ships that stuck in tractor beams now always have at least a 25% chance of hitting the tractor beam that is holding them if they would normally be able to hit the tractor beam from closer range.  This makes tractor beams no longer so instantly fatal to bombers and other shorter-ranged ships.

-Ship bonuses against turrets no longer ocunt against tractor beams or ion cannons.  This levels the playing field a bit for all ships with these, without making some ships absolutely useless against them and others ridiculously overpowered against them.

-A new "cold storage" backend ship code technique is now implemented, leading to massive performance gains with high ship counts.  In benchmarks with a 202k unit game the performance boost was 500%, while in a benchmark with a 104k unit game the performance boost was right at 1000%.  The performance increase will vary by the scenario, and scenarios with very few ships will see no gain at all, but in general maps with more than even just 20k units should see some gain, both in simulation speed and (at times) in targeting performance.  This performance boost does not really help in large battles, except insofar as it leaves the CPU freer to process said large battles -- but battle performance itself is not directly improved by these changes.  In games with very many ships, the performance will be the same as it was previously for approximately 1 second per 4k ships in the game -- then it will jump greatly upwards.  The special forces captain AI Type, it should be noted, sees particularly little gain from this new technique.

Changes from prior prereleases.
-------------------------------

-Many more font improvements to maximize readability.

-Fixed the offsetting issue with transports in the last prerelease.

-There is now an alert shown at the top of the screen when traders are visiting a player planet.

-The fog of war message at the bottom of the galaxy map was being clipped in recent prereleases.  Fixed.   

-The list of normal ships was showing up as blank in the lobby in recent prereleases. Fixed.

-Other minor overlaps and issues with the new fonts in the main menu and settings have been fixed.

-In the last prerelease, the game was crashing immediately in trial mode.  Fixed.

-Previously, Mark III force fields were rotating when moving.  Fixed.

-The descriptions of the fleet and alien starships were previously misleading.  Fixed.

-The MLRS turret and mlrs descriptions were off in recent prereleases.  Fixed.

-The raptor description was out of date.  Fixed.

-In the last prerelease, colony ships could not build command stations outside of supply.  Fixed.

-In recent prereleases, the enemy counts were overlapping the planet levels in the galaxy map.  Fixed.

-In the last prerelease, permamines had way too little health.  Fixed.

-Rally posts are once again perma-cloaked, and also now blind and immune to black hole machines.

-Golem and starship attacks are no longer reflected by mirrors.

-Control nodes now have ship caps, and are once again perma-cloaked.  They are also now blind.

-The Control Node for auto-rebuilding rebuilders no longer costs knowledge to unlock.

-The control node for auto-rebuilding harvesters has been removed, and this is now the default behavior.

-A new control node has been added: FRD Limited To 8000.

-Marauder health has been halved, and attack power has been reduced to 2/3.

-Grenade Launchers are no longer marked as complex ships, but now are normal since they do not do friendly fire damage anymore.

-Light Starships and Flagships now have 2000 munitions boost range, rather than 250 and 500 respectively.  This is higher than the Alien starships, to make the fleet starships more of a specialist class in supporting other ships.  The health of fleet starships has also been doubled.

-The MkI and MkII cloaker starships have had their knowledge costs reduced by 1000 each to match the dreadnought costs.

-Previously, fortresses and superfortresses were set to act as mobile repair stations, but they were not actually repairing any ships.  Fixed.

-The new 40% speed boost to human player ships was causing them to be able to outrun shots.  Fixed.

-Previously Zenith SpaceTime Manipulators were giving an instant speed boost before the structure was completed.  They were also not previously stopping their boosting when paused.  Both fixed.

Changes in 2.201

-Ships that are in cold storage were previously not being drawn at all when the players were looking at them with hidden scouts or with complete visibility turned on.  Now these ships are shown with a black border.

-In the last prerelease, there was an immediate deync in multiplayer games.  Fixed.

-In the last prerelease, FRD mode was broken.  Fixed.

-In the last prerelease, leaving a cloaked scouts sitting on enemy planets could negate any benefits from cold storage on that planet.  Fixed.

-In recent prereleases, gather points were not being loaded properly from newer savegames.  Fixed.

-The advanced factory graphic was showing up incorrectly in the last prerelease.  Fixed.
« Last Edit: January 09, 2010, 01:24:17 pm by x4000 »
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Offline HellishFiend

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 ;D
Time to roll out another ball of death.

Offline x4000

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For those who are interested, here's what's up at the moment:

- The expansion is now feature-complete except for the remaining galaxy maps, the new music (which we're holding until Tuesday), and the new achievements.

- There are still around 100 outstanding bug reports to deal with before Monday -- so those, plus balance tweaks, are what you're going to see being updated here first and foremost in the next two days.  We're still also looking for anything and everything you find, too.  We probably don't have time to look at little nits that have been around for a long time, but genuine bugs of significance we're going to try to stamp the rest of the way out over the weekend.  Despite the 100 outstanding items, this is pretty clean overall already.

- The new updater in this version is what we'll be using to push updates starting with the next prerelease.  It's very easy, don't worry -- and it will be smaller downloads for you with prereleases, too, at least at the moment.  See above for more details.
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Offline HellishFiend

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We just desynced immediately upon trying to resume our game... Trying again.
Time to roll out another ball of death.

Offline HellishFiend

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No good. Not sure if this just affects our (rather large) game, or if all multiplayer games will be affected, but we definitely cant roll with our current save in 2.200. I posted the save to the bug reports forum.
Time to roll out another ball of death.

Offline TheWordWillSetYouFree

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Nice update x4000, just one complaint from me and a few people I spoke to on IRC. We feel the new art is very different from what is already in the game, and is detracting from the "feel" of the game. The spacedock, while it does look impressive, feels to old and drab with the texture and has a certain 3D feel, which nothing else in the game has. The same goes to the colony ship and transport, even though they do look nice, it just doesn't fit with the feel of the game. I support the idea of making them bigger. By the way the light starship is now way better!

Offline Fiskbit

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FRD mode seems to be nonfunctional in the current version. (NahtanoJ88)
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Offline NahtanoJ88

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Great update really liking most of the new tweaks and features.

I do agree with TheWordWillSetYouFree that the new graphics just do not flow with the current game aesthetics.

Possible problem with the Control Node Auto-FRD Mobile Military once it is built it erased my current movement commands on my planets. (If someone else can confirm that for me it would be great.)


Offline eRe4s3r

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I think the 3d styles could be tuned a bit in photoshop ;) - Especially the Hive golem for example, has "openings" that are not textured (one is even bright red) this looks very.. very odd
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Offline quickstix

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Hardest working man in gaming right here people.  :)

Balance and knowledge tweaks looks spot on. Can't wait to try everything out when I finish downloading. Hard to believe the official release is only in a few days! Good luck with grabbing the rest of the bugs too.

I had a big bunch of text I was going to post on aesthetic design and the new ships, and how I like them so much. All I'll say though, is that I like the new ships because they have real character and soul and feel in line with the artistic direction of the expansion, as well as conveying their scale a bit better. I'm also a sucker for great artwork in 2D based games.

That's my subjective view though, so feel free to discuss.
« Last Edit: January 09, 2010, 07:51:58 am by quickstix »

Offline Shardz

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Re: Prerelease/Expans 2.200 (New Updater, Major Perf+, Many Bugfixes/Balance)
« Reply #10 on: January 09, 2010, 08:55:13 am »
-Mark I Engineers, and Cleanup Drones and Remains Rebuilders, all now have teleportation.
+5! I'm loving this one big time!

-The radii of force fields have been greatly increased.
Yep! This is made of win, too!

-Teleporting engineers now repair ships that are most damaged.
Great! Less micro-management to deal with!

-Command stations now automatically rebuild metal and crystal harvesters.
Yes!! More time saved with less management.

-A new "cold storage" back-end ship code technique is now implemented.
My Pentium IV machine thanks you! :D

*** The new ship art is pretty cool, but I think I agree with the general views that it's not consistent with the rest of the ships in the set. They
seem a bit out of place to me, especially with the color scheme and some of the isometric views. I do really like the Golems and the new starships, though. It's just the gray/worn/aged/perspective units that stick out to my eye. Just my two cents.

-A new updater has been put in place for the game.
Fantastic! I'm loving this feature! Does this mean I can now delete the 87 megs of MSI files the game originally installed on my C drive??


Incredible work on this patch and I'll be the first to raise a glass of champagne when the release is finished. Definitely a tremendous work of art if I do say so myself!
« Last Edit: January 09, 2010, 09:09:57 am by Shardz »

Offline eRe4s3r

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Re: Prerelease/Expans 2.200 (New Updater, Major Perf+, Many Bugfixes/Balance)
« Reply #11 on: January 09, 2010, 09:16:26 am »
After seeing the shipyard i gotta agree with the sentiments - the (and its not isometric) view used doesn't fit with the pixel art, looks indeed entirely out of place.. mhh, probably going to graphic mod that ,p
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Offline I-KP

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Re: Prerelease/Expans 2.200 (New Updater, Major Perf+, Many Bugfixes/Balance)
« Reply #12 on: January 09, 2010, 09:16:39 am »
Nothing short of impressive!  The speed gain on high galaxy ship counts is tremendous; my single core PC loves you all.

Re the graphics:

Have to agree with the above comments.  There is nothing at all wrong with the objects themselves, they look great.  Must make that point before moving on.  

When the Transport and Colony ship GFX were released I did kind of think that they ran against the current artistic direction by becoming more Render art than Pixel art.  Granted, the recent trend for the 'big stuff' to become Render art in style is evident for all to see and in the most part I think it still works - Golems, experimental stuff and the really heavy metal objects; but the Colony ship, the Transport and now the Spacedock do look rather out of place.  

I think one of the issues here is that the objects that these new sprites are most commonly seen near in-game are all Pixel art in style, and these new Render art objects are sometimes very obviously three-dimensional with severe perspective (which in itself is incongruous even when viewed alongside the other Render art objects - Trade Ship, Reserve Starships Container, and now the Spacedock being prime examples of this).  Every object within the game conformed to a kind of iso-view perspective for the big stuff (as if viewed from a very slightly lower angle) and was a bird's eye view for the smaller objects.  Mixing things up with severe perspective objects confuses the eye and constitutes an obstacle for the mind to clamber over (the human visual processing equivalent of adding more CPU cycles to the render engine).  I'd say AI War doesn't need to do this.

The trouble with Render art is that it often results in rather 'clean' and 'perfect' images.  I've lost count of the number of times I've 'imperfected' other peoples' render art to bring it more into line with an already established artistic direction ethos.  Alas, I think the 'severe persepctive' objects (which also include the Colony ship and the Transport now) are beyond post-process help because they are fundamentally different.  If I'm honest the Spacedock didn't need an overhaul and the Colony and Transport ships just needed more interesting Pixal art versions (or iso-view Render art that has been post-process edited to make them blend in with the existing Pixel art styles).

I've noticed recently that the artistic direction on AI War is in danger of losing its way.  Perhaps now is the time to revist this before things progress too far?

NOTE: If the intention here is the first step into gradually replacing all of the non-tiny objects with Render art versions then I'll shut up.  But I will say choose a perspective and try to stick to it, i.e., iso-view or deep perspective not both.
« Last Edit: January 09, 2010, 09:37:12 am by I-KP »
Atmospheric & Lithospheric Reticulator,
Post-accretion Protoplanet Aesthetic Seeding Team,
Celestial Body Design & Procurement Division,
Magrathea Pan-Galactic Planets Corp.,
Magrathea.

Offline Velox

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Re: Prerelease/Expans 2.200 (New Updater, Major Perf+, Many Bugfixes/Balance)
« Reply #13 on: January 09, 2010, 09:50:18 am »

     I didn't quite get the comments until I saw the new graphics - they're cool but the perspective is really jarring.

Offline quickstix

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Re: Prerelease/Expans 2.200 (New Updater, Major Perf+, Many Bugfixes/Balance)
« Reply #14 on: January 09, 2010, 10:06:27 am »
Given it a quick play. Seeing the FRD bug on my end too. Put my Acid Sprayers on a wormhole with incoming Zenith Paralyser wave. FRD caused my ships to do nothing (didn't move or shoot). Put them in attack-move and quickly saw the end of the Paralysers.

The new graphics look absolutely awesome. Really. I still love the new colony ship. However, the more I think about it, the more I feel a bit conflicted over their coexistence with pixel art. I love the sharpness and crispness of pixel art, and it really suits AI War. 2D games and pixel art are a match made in heaven. But a trip to the Zenith Remnant preorder page reminded me of how well pixel art suits AI War, and how good all the stuff looks (Shield Boosters/Inhibitors for example, are a prime example of awesome, crisp, distinct and sharp pixel art). The perspective change threw my brain for a little loop too.

Just my thoughts at this stage, so I'll leave it at that.
« Last Edit: January 09, 2010, 10:07:59 am by quickstix »