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AI War 2 News

Beta 2.734 Bugfixes

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.734_Bugfixes

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

More stuff to come later, but this is basically just a selection of bugfixes that needed to come out sooner than later. Thanks to all the folks who tested the new stuff and found these!

The AI Shield Generators mod by cml has also been updated to be in the new format that hacks use in the game now.

The FRS ships had a number of bugs with them last version, but one thing that has been clarified (as well as being fixed up) is that now their bonuses DO affect the flagship, except for the speed bonus. The tooltips make all of that clear, and the turbo raiders can be in fleets that are +1 larger since they don't help the flagship. This means that ultima bombers pair GREAT with a golem or ark and a collection of frigates, for instance.

The starting defensive fleets have also been toned down, as a balance item in this release. For whatever reason, they wound up otherwise being about 2x as powerful as all other fleets and from what you get from a GCA, etc. Now they're consistent with everything else.

The rest of the stuff was actual bugs, with interface/display issues, FRS mechanics, and some extra officer fleets seeding.

Beta 2.733 Arks, Reprogramming, And FRS

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.733_Arks.2C_Reprogramming.2C_And_FRS

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

Right... so I'm still plugging away at the hacking overhaul work and related balance. It's taking longer than expected, but the results are, frankly, pretty glorious.

Last build, golems got the ability to be buffed by you hacking them to give them much more hull durability. This build, arks join in the fun. Some can get buffs to their shields in the same way, while others get firepower buffs. You can really beef out these ships if you want to, now.

On the other hand, competing for your hacking points, you can now "reprogram enemy units." There were previously some one-off "hack ion cannon" and mass driver hacks, but this is a more generalized version of the same thing (capture an enemy unit and bring it to your side). It scales how much it costs by what the unit is and how high a mark it is. You can capture the ion cannons and mass drivers, are well as black hole machines, magnifiers, fortresses, and superfortresses. Or you can sabotage them for less HaP, or you can just fight them.

The FRS structure has had a HUGE revamp in its units. They are all marks 5-6 now from the get-go, and are very powerful just as regular ships; basically the experimental fabricator from the first AI War. These cost far less AIP to take, so are actually viable. Their fleet-wide bonuses are still there, but only work on very small fleets now. It says the size of the fleet for each one, and what units are good to pair with them. If you like to main frigates, a couple of formerly "useless" FRS ships are now a goldmine for a small fleet like that.

Most of the hacks that allow you to get science via odd ways are gone (spire archive aside). Bad balance. More hacks will be added tomorrow!

Beta 2.732 Recon, Golem Buffs, And Sabotage

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.732_Recon.2C_Golem_Buffs.2C_And_Sabotage

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

Okay, whew, this is lasting a bit longer in beta than intended. But I still hope to escape this week. There is a TON going on in this one.

Essentially, there have been a lot of major upgrades to the hacking mechanics under the hood, and also to how it works for you in the interface. This paves the way for a lot of more additions and updates in the next two days, too.

New in this version are some hacks that allow you to greatly improve the recon range of specific logistical or military command stations... at quite a hefty hacking point cost. But the power of this can be pretty insane, if used at the right time.

Also new is the ability to hack your own golems and majorly increase their durability (regardless of their mark level). The hacking cost here isn't too extreme, but it's the sort of thing that is now competing for your hacking points with other things.

The sabotage hack has been upgraded massively so that you can now select the target from a list rather than it being a fiddly "the thing you are closest to" mechanic. It also now has variable hacking point costs depending on the target, rather than always being a flat 15 HaP. This allows for us to make certain other targets sabotage-able, such as... warp gates! This is a new interesting way to dodge AIP, but it comes at the cost of HaP that you may prefer to use elsewhere.

Distribution nodes now give you 80 HaP rather than 20, so those are suddenly extremely valuable and exciting. Turret ranges are a bit higher at mark 1 for you, but no longer increase with higher marks. Some lobby options have been removed that now have equivalent hacks in-game.

Things are shaping up well!

Beta 2.730 Spies, Early Officers, And Randomness Options

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.730_Spies.2C_Early_Officers.2C_And_Randomness_Options

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

Lots of cool new stuff in this one!

First of all, when you start new games, you'll notice one of the less-powerful golems or arks is available at a planet near you. That gives some interesting early game options, and helps make those units more useful since they have less purpose in the late game than their counterparts.

Next up, there's a new unit: spies! There's even a new galaxy map mode related to them. And some upgrades to the recon abilities of logistical and military command stations. Economic command stations have been dominating people's desires for a lot of this beta, but now the other two are rallying with major buffs to situational awareness in their area.

The Galaxy Options screen also looks very different now -- much better organized, with subcategories and all those sorts of things like the settings have. There are also a variety of new mapgen-related options that allow you to make for far-more-random distributions of capturables. There's a chance now of mid-mark-level planets right by your homeworld, too. But you can either up or down that chance with these new settings.

The tech vault has seen more balance go into it (no more hull techs, and far fewer tech vaults in general in the galaxy), and science refunds now cost more hacking points.

There is a tug of war between "play it as you find it" and "design your empire" as the two ethos of the game, and I'm trying to make sure that neither gets in the way of the other unduly. The last bit of this beta period is pretty much entirely focused on that specific issue, and maximizing player choice through gameplay rather than lobby options where possible.

Beta 2.729 Tech Vaults, Bugfixes, And Major AMU Updates

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.729_Tech_Vaults.2C_Bugfixes.2C_And_Major_AMU_Updates

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

We're getting very close to coming back out of the beta branch! The largest remaining piece of technical work was a new way to allow for hacks to give you various arbitrary options that programmers can define. NR SirLimbo was needing that for one of his mods, and I also wanted to be able to do this sort of thing as part of my Tech Vault overhaul. So that's now done!

The tech vaults in general are WAY more powerful and interesting now. You can't convert them into science anymore, but now they give you four options instead of just one, and they adapt automatically to exclude any techs you've already maxed out. They now also are more than just weapon techs. They now give 2 weapon tech options, 1 hull, and 1 "special" option. This last one could even be a command station class! It's almost a certainty that something in there will be useful to you, and if not the reroll will give you four new options.

NR SirLimbo kindly fixed a number of bugs that he found in the main game, and I got a few others. He also majorly updated his AMU mod to no longer error with the latest beta, as well as to add a lot of other new functionality (things like major brownouts, and a bunch (43!?) of core game settings that you can now alter through this mod.

One major theme from the last month is killing the entire concept of getting "screwed by the RNG." Randomness is great, but when you are not precognizant, we don't want you to get backed into a corner or have no good options. So a lot of the recent changes are aimed in that direction, while still maintaining the need to think ahead and play smart.

Maybe two or three more days before we come back out of beta.