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5.718 Tiberium Locusts

Full release notes here.

[h2]Forge Of Empires (Formerly Known As Sidekicks)[/h2]
  • Armada: The AI now gets their own locusts to help defend themselves.
  • Armada: Forges are now more expensive to hack for.

[h2]Heart of the Machine[/h2]
https://steamcommunity.com/ogg/2001070/announcements/detail/577148613051809800 https://steamcommunity.com/ogg/2001070/announcements/detail/510718530665057233

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

5.717 Unity Version Upgrade

Full release notes here.

Upgraded unity version from 2020.3.32f1 to 2020.3.49f1. This has some various bugfixes that should not affect the game, particularly. This also includes the fix to the critical security update that Unity announced today. I'm not really convinced it's going to be dangerous to this game, but it's better to be safe than sorry.

[h2]Forge Of Empires (Formerly Known As Sidekicks)[/h2]
  • Hacking for Module Points is now more expensive the more modules you have.
  • Quiet an XML related warning in the Armada.

[h2]Heart of the Machine[/h2]
https://steamcommunity.com/ogg/2001070/announcements/detail/510718530665056382

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

5.716 Reaper Forge

Full release notes here.

This is more updates to the Forge of Empires mod.

[h2]Forge Of Empires (Formerly Known As Sidekicks)[/h2]
[h3]Scourge Infused Empire[/h3]
  • Change the Peltian Greater Fortress to hopefully cap its range.
[h3]Armada[/h3]
  • Add mark 7 to terran and kilrathi rangers.
  • If a player clicks very quickly they can bypass the "only one mine per planet" code; the game will now automatically clean that up if it happens.
  • Armada Flagships won't level up if they are actively hacking.
  • Science has been too scarce for the Armada. Armada will now get some science by fighting its enemies. You can hack a Vein to generate a powerful ship worth a lot of science.
  • Buff Armada starting resources a bit.
  • Nerf base metal income. I'd like the player to want Metal Mines.
  • Nerf ranger build time.
  • Terran ships all do a bit more damage.
  • When upgrading Terran ships with science, increase the amount of damage granted and decrease the amount of tankiness granted.
  • Kilrathi ships are all a bit tankier.
  • When upgrading Kilrathi ships with science, decrease the amount of damage granted and increase the amount of tankiness granted. These changes are intended to be a buff to the Armada (increased overall power level), and to help lean those races more into their intended identities.
[h3]DZ Empire[/h3]
  • Base-tier Merkismathrs are now automatically replaced for the player with non-phasing versions; this is a bit of a nerf, I think, but it's really annoying as a player to have a ton of your strength phased out when you first enter a planet. The fancy Merkismathr versions keep their original phasing attributes.
  • Fix a DZ moon bug where it would build armada mines. Give the DZ Sidekick/Empire a bit more income.
  • DZ Sidekick/Empire can build all upgrades even if their intensity is lower than would be allowed for a regular DZ.
[h3]Dyson Empire[/h3]
  • Reaper Larvae should try less hard to spawn on planets with Dyson Spheres.
  • Dyson Empire enemies now indicate how much Cuendillar they are worth.

[h2]Heart of the Machine[/h2]
https://steamcommunity.com/ogg/2001070/announcements/detail/510718530665054610

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

5.715 Starbases, Veins, And Locusts

Full release notes here.

This is more updates to the Forge of Empires mod.

[h2]Forge Of Empires (Formerly Known As Sidekicks)[/h2]
[h3]Spire Sidekick[/h3]
  • Warden ships can be upgraded via a Tech (using Science).
  • Add a journal entry explaining where to get Hacking Points.
  • If a Spire City would be built on a planet that the player hasn't paid AIP for, pay the AIP when the City is built.
[h3]Scourge Infused Empire[/h3]
  • Cap the range multipliers for Peltian Fortresses.
  • Tweak the Seed movement logic to make them more willing to move on.
  • Add a new setting to cause extra seeds to be spawned automatically.
  • Spire Greater Fortresses can no longer be built regardless of the Spire Tech Level.
[h3]Armada[/h3]
  • Locusts from starbases found on the map are a bit faster.
  • Buff science income.
  • Add a new armada enemy ship.
  • Add some new tweaks to Veins. First, they can now boost the strength of the periodic anti-Armada CPAs. Second, a limited number of Tiberium Summoners can be spawned. These can only be spawned by Mark 7 Veins that have all Mark 7 Veins on adjacent planets.
  • A summoner is in Multi-phase, and periodically spawns Tiberium Torment ships. Armada Flagships can destroy summoners by using HaP to enter multi-phase.
  • Terran and Kilrathi ships now have their stat increases from spending science a bit more front loaded; you get more value out of the early/mid mark levels than the last couple mark levels.
  • Tweak the Acutian ship caps.

[h2]Heart of the Machine[/h2]
https://steamcommunity.com/ogg/2001070/announcements/detail/524227425953908640 https://steamcommunity.com/ogg/2001070/announcements/detail/538864759138681138

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

5.714 Tachyon Armada

Full release notes here.

This is more updates to the Forge of Empires mod.

[h2]Base Game Update[/h2]
  • Fix a very old bug where sometimes the game would repeatedly tachyon blast the same planet, cluttering the logs.
[h2]Forge Of Empires (Formerly Known As Sidekicks)[/h2]
  • Fix a bug where Human Empires could not hack superterminals.
  • Hovering over a Swarm Lure now gives more information about its locusts.
  • Fix a null reference in the Armada unit description code.

[h2]Heart of the Machine[/h2]
https://steamcommunity.com/ogg/2001070/announcements/detail/524227425953908206

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/