Posted August 21, 2022
high rated
AI War 2 has just been updated from 5.504 to 5.507 for Windows, Mac and Linux.
5.507 Multiplayer Bug Smiting Part 3
(Released August 20th, 2022)
* Factions that haven't invaded the galaxy yet aren't allowed to pick up freshly spawned spire debris
** Reported by a lot of people over the years, most recently Shalax on discord
* Some defensive code in the Dyson Sidekick code
** Thanks to pmm5000_1 for reporting
* When the chromatic horror is requested to not move player structures, it will also not move forcefields
** Pointed out by Magnnus on steam
* Hopefully fix a bug with the Show Faction Colour Ring Around Ship that was causing the rings to sometimes persist visually after the ship was destroyed
* Crippled ships no longer give attrition damage; otherwise a crippled Nodorian Totoroid was still remarkably effective
** Thanks to Dismiss for reporting
Game Balance
* Various sub-weapons deployed by Cruiser class ships have had metal gain from scrapping negated. This has also been extended to a couple Alien cruisers.
** Biggest abuse case involved the ZA cruiser production of Phased Cestus for ~90k metal every 17 seconds while phased.
* Trebuchet from the Tempest Cruiser now will lose health when the cruiser leaves the planet. Leave less random space trash sitting around!
** Thanks to Lord of Nothing for the request.
* Elderlings on Challenger+ no longer get their bonus experience if there are only necromancer factions in the game. Despite the explicit disavowal of Expert support in the necromancer, people are definitely still doing it, so make it a bit harder for people to shoot themselves in the foot in this way
** Thanks to a report from Graxon
* Exogalactic Maugrim gets a minor increase in power to match how much it costs the AI to deploy compared to other first tier exowar units.
** Maugrim speed increased from 300 to 400.
** Maugrim drone health doubled. 40k hull / 20k shields -> 70k hull / 50k shields
** Maugrim drone damage increased by 50%. 10,000 -> 15,000 every two seconds
** Maugrim drone speed increased from 600 to 800.
*** Maugrim metal flow rate for drones increased from 6750 to 9000 to offset how the drones now cost 3000 instead of 1500 to replace.
Mod Updates
More System Defenders
* Gorgon have a slight strength multiplier applied. (1.5x)
* Cruise Missile Batteries have a moderate strength multiplier applied. (2.5x)
* FRS Augmented Artillery Destroyers get a slight nerf in starting at Mark 3 instead of Mark 5.
** They additionally cost an additional two AIP to acquire, bringing them to 12 AIP cost when hacked for.
MultiPlayer Fixes
* Fix a problem with serializing AIP change history that could be reproduced pretty effectively with a superterminal hack
** Thanks to Dismiss for reporting
* Add some defensive code to Wave serialization
* Add a mechanism to allow for factions to have their data (and their external data) fast-blasted to MP clients.
** The game wants to sync all the Planets, Factions, Faction External Data, PlanetFactions, Fleets etc etc, then it will loop over them again. So this means you might need to wait a while if transmission is slow or the galaxy is busy. Some notifications depend on that faction or Faction External data to display/update, so those would get very stale (or never show up).
** A number of notifications should (hopefully) no longer get stale. Waves, AI Reserves and DS Vengeance Strikes are handled at least. And future similar reports can be very easily fixed now, so if anyone sees any notification mismatches between host/client they should let me know
* Every 10 seconds the game will fast-blast data about planets with AI counterattacks charging to the client, to make sure their notifications stay properly up to date.
** Counterattacks are very impactful to gameplay, and previously they could often take on the order of minutes to appear for the client. It would have been quite possible for a client to attack an AI planet, have a hard fight, lose the fight and have the counterattack show up without ever getting a notification
5.507 Multiplayer Bug Smiting Part 3
(Released August 20th, 2022)
* Factions that haven't invaded the galaxy yet aren't allowed to pick up freshly spawned spire debris
** Reported by a lot of people over the years, most recently Shalax on discord
* Some defensive code in the Dyson Sidekick code
** Thanks to pmm5000_1 for reporting
* When the chromatic horror is requested to not move player structures, it will also not move forcefields
** Pointed out by Magnnus on steam
* Hopefully fix a bug with the Show Faction Colour Ring Around Ship that was causing the rings to sometimes persist visually after the ship was destroyed
* Crippled ships no longer give attrition damage; otherwise a crippled Nodorian Totoroid was still remarkably effective
** Thanks to Dismiss for reporting
Game Balance
* Various sub-weapons deployed by Cruiser class ships have had metal gain from scrapping negated. This has also been extended to a couple Alien cruisers.
** Biggest abuse case involved the ZA cruiser production of Phased Cestus for ~90k metal every 17 seconds while phased.
* Trebuchet from the Tempest Cruiser now will lose health when the cruiser leaves the planet. Leave less random space trash sitting around!
** Thanks to Lord of Nothing for the request.
* Elderlings on Challenger+ no longer get their bonus experience if there are only necromancer factions in the game. Despite the explicit disavowal of Expert support in the necromancer, people are definitely still doing it, so make it a bit harder for people to shoot themselves in the foot in this way
** Thanks to a report from Graxon
* Exogalactic Maugrim gets a minor increase in power to match how much it costs the AI to deploy compared to other first tier exowar units.
** Maugrim speed increased from 300 to 400.
** Maugrim drone health doubled. 40k hull / 20k shields -> 70k hull / 50k shields
** Maugrim drone damage increased by 50%. 10,000 -> 15,000 every two seconds
** Maugrim drone speed increased from 600 to 800.
*** Maugrim metal flow rate for drones increased from 6750 to 9000 to offset how the drones now cost 3000 instead of 1500 to replace.
Mod Updates
More System Defenders
* Gorgon have a slight strength multiplier applied. (1.5x)
* Cruise Missile Batteries have a moderate strength multiplier applied. (2.5x)
* FRS Augmented Artillery Destroyers get a slight nerf in starting at Mark 3 instead of Mark 5.
** They additionally cost an additional two AIP to acquire, bringing them to 12 AIP cost when hacked for.
MultiPlayer Fixes
* Fix a problem with serializing AIP change history that could be reproduced pretty effectively with a superterminal hack
** Thanks to Dismiss for reporting
* Add some defensive code to Wave serialization
* Add a mechanism to allow for factions to have their data (and their external data) fast-blasted to MP clients.
** The game wants to sync all the Planets, Factions, Faction External Data, PlanetFactions, Fleets etc etc, then it will loop over them again. So this means you might need to wait a while if transmission is slow or the galaxy is busy. Some notifications depend on that faction or Faction External data to display/update, so those would get very stale (or never show up).
** A number of notifications should (hopefully) no longer get stale. Waves, AI Reserves and DS Vengeance Strikes are handled at least. And future similar reports can be very easily fixed now, so if anyone sees any notification mismatches between host/client they should let me know
* Every 10 seconds the game will fast-blast data about planets with AI counterattacks charging to the client, to make sure their notifications stay properly up to date.
** Counterattacks are very impactful to gameplay, and previously they could often take on the order of minutes to appear for the client. It would have been quite possible for a client to attack an AI planet, have a hard fight, lose the fight and have the counterattack show up without ever getting a notification