AI War 2 has just received another update, taking it from 5.535 to 5.536 for Windows, Mac and Linux.
5.536 Extended Sidekicks
(Released January 30th, 2023) Part 1
• The Classic map type will now always have at least one planet with only one wormhole in
• Units that spawn via the hydra mechanic now spawn near where their parent was, not exactly on the same location
• This looks better visually
• Very minor Elderling performance improvement
• Clicking on the Templar Constructor Notification now shows you the constructors in question
• Necromancer QoL improvement
• Notifications for the Neinzul Wild Hives and Migrant Fleets now use an actual icon, instead of giving a semi-random icon
• Reported by several people on discord
Mods
Sidekicks
• The Dyson Sidekick mod is renamed to be the Sidekicks Mod.
• This mod now includes the Dark Zenith Sidekick (that mod is removed, since all the functionality is now in the Sidekicks mod)
Dyson Sidekick
• Chrysalis notifiers now tell you explicitly if the AI is drilling there
• Increase the cost in kills for transforming a dyson sidekick flagship
• Fix a bug when killing AI Cuendillar Drills targeting a chrysalis
• Fix a bug where Chrysalises were giving too much cuendillar
• Significant buffs to the reapers
• In particular, having science generators now causes a lot more Reaper force. I think I may need to improve the UI on this to let players know how much reaper strength is coming from different sources
Ark Sidekick
• Add a new Ark Sidekick Player Type, which is like the Ark Empire but you don't lose if your starting Ark is crippled
• You can start with Golems and some other fun ships as your starting Ark (more variety than Ark Empire)
• This is an ideal way for new players to start in MP
AI Types
• Add some Hydra-themed Dire Guardians to the Lernaean AI Type
• The Lernean Beachhead unit should no longer spawn in hacking waves
• Nerf the Steel Hydra and Kalir Devastator
• Tank Guard Posts (flenserite) do less damage but are a bit tankier
Leere
• Tightened up Zombification restrictions on Leere auras, to help prevent extreme snowballing
• Leere now have more rapid decay than regular zombies, to help prevent extreme snowballing
• Leere can no longer steal invulnerability granting or cripple-able entities, to help prevent extreme snowballing
• Hostile to All Zombies have had their Dark Spire conversion rate reduced by 99%, to help prevent apocalyptic snowballing
• Thanks to SirLimbo, Dismiss, and Puffin for feedback and advice
Extended Ship Variants
• ESV has received a balance patch - the first since probably the release of DLC 2 and desperately needed as it turned out. There is a ton of nerfs (some maybe going too far) but this should be a good start even if further adjustments are required.
• Universally for all ships:
• All ESV ships are now roughly between 30% and 40% less likely to appear in AI ship groups. This does not affect their abundance in ARSs, Transports, etc for the player.
• The exception are ships appearing in conjunction with the Zenith Onslaught DLC - those are roughly 70% less likely to appear in AI waves since they never were adjusted in the first place it seems.
• Strike craft in the FrigatesWithSupport ship group for Transport fleets now spawn at the normal capacity instead of less, and inversely Frigates no longer spawn with more than normal capacity. This brings them in line with changes that happened to Vanilla and overall is a nerf (due to it being 2-3 Frigates and only 1 Strike Craft line).
• All frigates have been removed from all AI ship groups and should no longer spawn for the AI at all.
• All the FRS ships have lost their increase to damage modifiers with mark level.
• Many ships had strength rating adjustments. These only affects the amount of strength points the game estimates the ship is worth, and will affect AI judgement (and let's be honest, player judgement too...) of the ships and their decision making, but does not affect the actual combat strength.
• Vanilla Strike Craft:
• Obstructor Wing: Energy cost 400 -> 500, base ship cap 32 -> 28. AI purchase cost 28->32, strength rating 1x -> 1.25x. This makes them slightly more expensive (due to being more powerful) and reduces the count a bit, both for the player and the AI.
• Strike Wing: Damage bonus to enemies with <=7gx engine power 3x -> 2x, AI purchase cost 22 -> 26, strength rating 1x -> 1.35x. This nerfs their damage potential without taking away from their raiding style and makes them more expensive for the AI.
• Alpha Strike Wing: Metal cost 2500 -> 3500, energy cost 400 -> 600, incoming damage for 40s on planet 0.2x -> 0.6x, strength rating 1x -> 2x. This nerfs their almost insane resilience against attacks when on a planet for less than 40 seconds - while also making them more expensive if lost. This should hopefully lead to players using them with more care and less as a simple main combat unit.
• Oculus: AI purchase cost 26 -> 30, strength rating 1x -> 1.3x. The Oculus seems fine based on its values, slight cost and rating adjustments should be all that's needed.
• Vex Guard: Damage amplification base 5 -> 4, per mark 5 -> 2, strength rating 1x -> 1.2x. The Vex Guard also seems pretty fine, though at Mk7 its damage amplification (flat +35) was too close to the normal Vanguard (+50) for it being a ship that exploits its own damage amplification with bonus damage. It now caps out at +18.
• Cannon Bot: AI purchase cost 14 -> 17, base range 5000 -> 6000, base speed 1600 -> 1000, strength rating 1.4x -> 1.6x. The Cannon Bot, being almost an artillery weapon for such a small ship, is now less raid-capable due to to the stark decrease in speed, but has even more range. They are also quite a bit more expensive for the AI to purchase.
• Electro-Strike Corvette: AI cost to purchase 120 -> 135. This is another ship in quite a sweet spot, but probably should be a bit more expensive for the AI than it's base variant.
• Fortified Agravic Pod: Hull points 2400 -> 3600, damage reduction at >= 2500 range 0.05x -> 0.25x. The Fortified Agravic Pod was basically impossible even for vastly superior big ships to kill, now they should have a chance to fight them albeit it's still a natural preditor vs prey situation. The 50% hull points were added to compensate and should help in fleet combat.
• Ablative Gatling: Energy Cost 135 -> 275, strength rating 1.4x -> 2x. Another ship strength-wise in a good spot, but the increased energy cost and strength rating look like a good fit.
• Metabolizing MLRS Corvette: No changes. The balance should fit nicely here.
• Tracker: Also no changes. The balance should fit nicely here. And yes, they are supposed to be the hard counter to cloaked centerpiece meta. Sorry Belle Prime users.
• Space Bomber: Strength rating 1.6x -> 1.9x. This should also be balanced quite nicely, but lacks a bit of that representation in strength estimate.
• Void Bomber: Shield points 500 -> 50, strength rating 1.6x -> 3x. This thing's math was insane for ever being killed ever at all. So now it's roughly 10x as easy to kill but should still be strong enough if not still OP (let that sink in!).