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AI War 2 Update 5.007 Patch Notes

Check out what came in this new update 5.007 of the game AI War 2

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(Released May 5th, 2022)


  • Fixed descriptive text on Shield Ward claiming they each generate five Embrasure Wards each to the actual count of three.
  • Dyson Sphere factions' hacking responses now no longer scale as painfully
  • Previously, they could spawn strength equal to around double their current capacity while being hacked
  • Now, they can only do so in the early game
  • Added after feedback from Dismiss on discord
  • Added in some dynamic description for the Dyson Sphere Factions' Budget and Strength hacks, so the player is aware of the value of each hack
  • Added as per discussions with Dismiss, ArnaudB, and Strategic Sage on discord
  • Fix a major balance problem with the ZA, where they would continue to get income even with the game paused
  • Thanks to Lord of Nothing for reporting
  • Make the human empire better able to hack showdown devices, and showdown devices are better at seeding all of themselves
  • Thanks to Strategic Sage for reporting
  • All tooltip settings now have their own "Tooltip Customization" settings category.
  • More work on the experimental unit tooltip:
  • On short and medium tooltips there is a bit more space after the shield value in the 1st row, and the speed value in the 2nd row. High speed numbers could overlap the engine power, the first row was adjusted to maintain the same spacing.
  • On medium tooltips the members of a fleet are now displayed with their icons instead of text, and on both detail levels they are now separated with a " | ".
  • Transported ships now never write "transporting" and the transported count out, instead a red "[count] T" signifies that not all are loaded, only the displayed count, while a green "T" signifies that all have been loaded.
  • Thanks to Badger for suggesting the use of ship icons in tooltips!
  • The current/max unit count for fleet leaders is now colorized in the "estimated combat readiness" going from red (needs refleeting) to green (go time). This is based both of current strength and unit count, compared to max. Losing a lot of strong frigates will make go towards red and so will losing a lot of strike craft, even if the other remains almost untouched for a slightly more realistic estimate than just strength or unit counts.
  • It is now possible to combine the entries for multiple fleet memberships if the centerpiece has two of the same type and mark. By default this is off.
  • It is now possible to sort units in the fleet membership entity tooltip in 6 ways with priorities to strength, name or type. This defaults to Type > Name > Strength.
  • Units that currently do not really exist in a fleet (0 unit count, no max to build up to) should no longer display.
  • Currently known issues: Drones do not show the progress to the next one ready, Spire Cities do not show all info about the members and what members may be granted, even at higher tooltip levels.
  • Station-keepers should no longer be dragged to other planets with tractor beams. Untested
  • Thanks to Ecthelon for reporting
  • Fixed a bug that caused the player faction to increase AIP twice when destroying a command station with corrosion or nuclear weapons and then building a station there.
  • This happens because the origin of the damage (the faction that did it) is not known during the AIP attribution, so when players build a station or necropolis on the planet, the instance increases AIP again since the game does not know that it was the players who destroyed it.
  • This fix introduces a major change to how corrosion works - it won't be able to kill units, but will leave them at 1 HP and the shields will be nullified.
  • Thanks to LilLillyFox for making me aware of the issue on discord.
  • Major nerf to the Science granted by Elderlings to the human empire
  • Turns out they were more like loot pinatas than terrifying eldritch monsters
  • Thanks to BaronBowden for the bug report
  • Necromancer Modules updated so that there are more 1 point options, so players can easily dismiss the notification
  • Added 2 one-point modules for +25% hull/shields respectively
  • Plasma weapon module (bonus against FF) reduced from 3 to 1 points, damage from 2,500 to 500. (Flagship only)
  • Added Necromancy damage to some N.Flagships weapons that were missed
  • Added a new "Threading Exchanger" framework to our general library for the game. This hands certain forms of gates into the code, where a thread cannot go into that section of the code until another thread reports that it is done in there.
  • Previously this was implemented with dozens of individual Interlocked.Exchange calls, but now those all use the ThreadingExchanger class, which centralizes things.
  • Overall, not much changes with this, except that now when you use the "Log All Threads" debug function, or the "Abort All Threads" debug function, it will also log all of these that are set to busy, and set them all to idle.
  • If you are seeing the game "paused and won't do anything," then this should be the final piece of instrumentation that would fix that. For MP clients, same deal.
  • This is mostly a debugging tool, but it's also a workaround. When you run into one of those "perma paused, won't go" situations, have everyone affected hit the escape menu, go into debug on that, and hit "Abort all threads," and that should get things moving again. Please then also send us the logs that result from that, so that we can fix whatever the issue is now that it's been identified.
  • Thanks to mattmein, trabbo, Dismiss, Zer0h1nder, and others for reporting.
  • The minimum port number supported by the game is now 1024 rather than 10,000.
  • Thanks to Dark Souls is a Fighting Game for suggesting.
  • Fixed an issue where client requests for units that were dead could wind up causing endless canary codes, rather than just properly informing them they were dead.
  • This is probably a solution to a fairly longstanding issue that has been very confusing; it may resolve more secondary issues with MP than it seems directly to.
  • Thanks to SomebodyXp for reporting.
  • Improved an issue with reading more factions in sync data in MP.
  • Thanks to SomebodyXp for reporting.
  • Fixed an issue with premature warnings about pathing helper lists not having their memory cleaned up.
  • Thanks to Philippe Longval for reporting.
  • Hardened the elderling description appender against errors, and also made it report better errors and cause less chaos if it does have an error.
  • Thanks to Bob for reporting.
  • Fixed an issue in MP where duplicate messages about a player upgrading a tech would be reported in chat, one per player in the game.
  • Thanks to Tuntematon for reporting.
  • Finally add in that setting to enable making AI Waves not Relentless. This is entirely hidden by default, in a new galaxy settings file. Only way anyone can ever see it is if they dig around in the game files.
  • File is basically a place to put mod only settings, if any more are created.
  • Thanks to Puffin for adding.
  • Show transported units raised via necromancy
  • Thanks to Tom Prince for updating.
  • Rename `ExternalFleetBaseInfo.AddToTooltipForEntity` to `.AddToTooltipForFleet` and remove extraneous parameters.
  • Also, this replaces the necromancer specific code for the sidebar fleet tooltip with a call to this function.
  • Thanks to Tom Prince for updating.
  • Add doublebuffering to the necromancer fleet bonus info, to prevent flicking of tooltips.
  • Also, move the logic from `NecromancerMobileFleetBaseInfo.PerSecond_UpdateFleetData` to `NecromancerFactionBaseInfo.DoPerSecondLogic_Stage2Aggregating_OnMainThreadAndPartOfSim_ClientAndHost`. Since they both were trying to update `Percent*Type`, this prevent them from stepping on each other, and lets the tooltips be updated while the game is paused.
  • Thanks to Tom Prince for updating.
  • Display excess necromancy ratios in tooltips.
  • This is the percentage amount over 100% for getting upgraded units via necromancy. The actual percentages used (and shown) for each type are scaled relative to the total percentage, if it is > 100%.
  • Thanks to Tom Prince for adding.
  • Don't allow `GetIntoTransport` orders to be overridden by unit behavior.
  • This was causing melee units, in paricular, to dance back and forth between the transport and enemies. This is likely particularly noticeable when "Wait for Stragglers" or when using necromancer, as I think you are more likely
  • to be observing a ship loading while there are enemies on a planet close enough to attack.

  • Thanks to Tom Prince for adding.
  • Keep a list of available necromancer blueprints, rather than generating a temporary list of them when required.
  • Thanks to Tom Prince for updating.
  • Include remains in ship count for the local planet sidebar.
  • Since the ship count is used to determine if a category is included in the sidebar, the count needs to include remains, as those are shown in the sidebar.
  • Otherwise, if everything on the planet is remains, the icons for those ships will sometimes show up in random positions. This is particularly relevant for necromancer, as often planets will only have the remains of converted guardposts.
  • Thanks to Tom Prince for updating.
  • Prevent scrapping city-fed fleet leaders (in particular, necromancer flagships).
  • Thanks to Tom Prince for adding.
  • Allow transforming Necromancer Flagships from the fleet window.
  • This is done in a mod-friendly way, by adding a new `IFleetTransforms`, which can be implemented by a `ExternalFleetBaseInfo` to add support for a new type of transform.
  • This is accessed by the `GetFleetTransforms` extension method on `Fleet`.
  • Thanks to Tom Prince for adding.
  • Add a `AddShipIconInline` extension method to ArcenCharacterBufferBase, and use it everywhere.
  • Thanks to Tom Prince for adding.
  • Show the whether flagships are in stationary mode in the galaxy map.
  • Thanks to Tom Prince for adding, and Dismiss for reporting.
  • Fix a variety of tech errors.
  • Thanks to Tom Prince for fixing, and Lord Of Nothingfor reporting.
  • Improve the calculation of the changes in ship cap, in the tech upgrade/downgrade tooltips.
  • Previously, it would include the cap increase from the *current* level, or the cap decrease from the *target* level when reporting changes.
  • This did not effect the total strength calculation, as those used a different function that was not impacted.
  • If you have multiple lines of a single ship type, the calculation can still be incorrect, tooltip calculation uses the total cap, which may round differently than the various individual caps.
  • Thanks to Tom Prince for fixing.
  • Update Necromancer Amplifier seeding.
  • Make all amplifiers AI owned. This should fix #27166, as the will no longer be owned by the neutral faction.
  • Adjust the seeding distance of amplifiers:
  • Take into account the extra and reduced seeding distance for things.
  • Increase the minimum distance to non-adjacent for Wight (3 -> 4) and Mummy (3 -> 5) amplifiers.
  • Decrease the minimum distance from an AI homeworld for Skeleton and Wight (5 -> 3) and Mummy (5 -> 2) amplifiers.
  • I had noticed on a Swirl map Skeleton amplifiers were clumped somewhat near my homeworld, and all together. This change lets them be somewhat more spread out, with some of them managing to be between the two homeworld, opposite my starting planet, which was previously impossible. Looking at a pre-change campaign, 10 of the 14 amplifiers were in a connected cluster of planets; this type of result should be less common now.
  • Thanks to Tom Prince for updating.
  • Fix the drone construction of the Necromancer's Haunted Keep.
  • The ships it was supposed to build were not marked as drones.
  • Thanks to Tom Prince for updating.

Updated Mods

  • MFS Frigates:
  • Updated weapon beam colours from yellow to the intended red (thank you for whomever updated them after the beam colour update)
  • Buffed Command Frigate to have a stronger planetary attack multiplier to justify rarity.
  • Updated mods to match current standard and balance. Removed numerous older mods that are obsolete or are no longer being developed.
  • Thanks to Zweihand.
  • Capturable Dreadnoughts:
  • Updated energy consumption to be more in line with current game balance
  • Updated mods to match current standard and balance. Removed numerous older mods that are obsolete or are no longer being developed.
  • Thanks to Zweihand.


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