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AI War 2 Update 5.006 Patch Notes | End To Spontaneous Combustion

 Check out what came in this new update 5.006 of the game AI War 2

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(Released April 29rd, 2022)


AI War 2 Update 5.006 Patch Notes


  • AI's response to Migrant Fleets have been heavily reduced
    • Maximum power level reduced by 50%
    • Power from migrant waves reduced by 80%
    • Power from clanlings reduced by 80%
    • Thanks to Strategic Sage for noticing the AI was being a big bully
    • Small adjustment to the non-scaling speed bonus granted by economic command stations.
    • Allied ships move speed bonus 2x -> 1.5x
    • Change the cost of transforming a Necromancer Flagship to be based on the minmum mark level required for the new type, instead of the current mark level.
    • Thanks to Tom Prince for implementing.
    • Take active hacks into account when checking available hacking points for transforming flagships.
    • This mirrors the check for starting a new hack.
    • Thanks to Tom Prince for implementing.
    • Don't display experience or upgrade state of elderligns that cant' upgrade.
    • This includes Mark 7 high-tier and feeble elderlings, sacrificial elderlings and eldritch elderlings.
    • Given that they never upgrade, there is no point in tracking experience or displaying experience on them.
    • Thanks to Tom Prince for implementing.
    • Display the stats for the current mark level of a transformed Necromancer flagship in the hack tooltip.
    • Thanks to Tom Prince for implementing.
    • Highlight the target of a move phylactery hack, when hovering over it.
    • Thanks to Tom Prince for implementing.
    • Fixed a three-pronged bug in the central strength calculation code where the planetary attack damage multiplier of the centerpiece was added up to the strength rating multiplier for DPS:
    • This was wrong because if anything this should have been a multiplication, not addition.
    • Additionally this was double-dipping because since the unification of the damage calculation code the relevant multipliers are all added up centrally already - though technically since there are no entities to which this would apply it flew under the radar.
    • This bug only showed after some changes to planetary damage amplification made the default value FInt.One instead of FInt.Zero (before > FInt.Zero was required for this bug to appear, so now it did all the time).
    • End effect: Due to this trifecta of bugs all fleets with living centerpieces had the DPS of their members valued at 50% more for strength rating, leading to wrong values all over the place.
    • While at it fixed as few other (harmless due to not having a trifecta such as this) places where the comparison to ignore was > FInt.Zero instead of != Fint.One. This should slightly improve performance.
    • This fixes the issue where fleet strength numbers were incorrect, discovered when Neinzul Clusters with all of their drones loaded had a higher strength displayed for their fleet compared to the strength loaded. It turns out the latter was correct.
    • This means that most combat-related player units as well as drones all over will appear to be be ~15-20% weaker. Note that no actual combat-related values have been changed. The previously displayed strength numbers were incorrect!
    • Thanks to Ithuriel for reporting an incorrect Neinzul Hive drone fleet strength, leading down to this rabbit hole!
    • The experimental entity tooltip now also displays the maximum unit count possible in this fleet (most relevant for player and drone fleets).
    • All the values (current/max strength/units) are now calculated in UI-only methods which are more expensive, but hopefully 100% accurate.
    • Fix a divide by zero race condition
    • Thanks to Dismiss for reporting
    • Prevent a race condition where sometimes player-owned units would just explode for no reason
    • This at the very least caused frustrations to people in the Tutorial. I suspect it was happening with disconcerting regularity in other games, but have no evidence
    • Thanks to a number of people on Steam for reporting
    • Fix a bug with the achievement Think The AI Won't Notice? where it was firing incorrectly
    • Thanks to a number of people on mantis for reporting
    • Add support for a new form of Achievement, currently only used for Think The AI Won't Notice
    • This will allow you to say "Has the player gotten a ship with a specific tag to a given mark level", and is used for things like "Think The AI Won't Notice" for "any spire city at mark 7"
    • To use this, you need the following: condition_type UpgradeFleetLineToMark, condition_string_mode = "Tag", condition_string_mode="Tag you want to trigger on (theoretically supports multiple tags, but untested, so please verify) and condition_magnitude="Mark level you are looking for"
    • Fix an error in Maddened Elderling Code
    • Thanks to Strategic Sage for reporting
    • Fix a ZA bug where we could produce infinite phased out golems that wouldn't do anything
    • Thanks to ArnaudB for reporting

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