AI War 2 has just received an update taking it from 5.513 to 5.515a (via 5.514) for Windows and Linux. Mac version number showing as 5.515, but appears to be as up-to-date.
5.515 Hotfix
(Released September 18th, 2022)
* The Necromancer Auto-Defend option is now in the base game XML
** This fixes a bug where the Necromancer ships weren't unloading/loading properly
* The Steam and GOG APIs have been reverted, as there were new crashing issues on linux that were probably related to that.
Balance
* Even from starting template values battlestations in game get double mines. Kinectic Buffer count cut in half for Reversal Defenses since they actually don't die on use like regular mines and are closer to turrets in action.
Dyson Sidekick
* Some dyson sidekick balance adjustments to weaken Reaper response.
* The Dyson Sidekick now is correctly charged cuendillar for its upgrades.
* Remove the Cuendillar generator since it seems to be OP.
* Fix some bugs with Reaper movement.
* Improve the Ravager Notification to be more descriptive
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5.514 Refinements
(Released September 17th, 2022)
* Slight tweak to how "Hunt Elderling" intel objectives appear; you need actual vision of the Elderlings, not just "are they on an explored planet"
** Thanks to R C for reporting
* Bumped Rorqual's collision priority to be higher instead of tied with transport ships. So now when colliding, the transport will be the one to move.
* New GameEntityTypeData tags: is_not_combatant_despite_weapons, override_faction_center_color, override_faction_trim_color
* New weapon system damage modifier 'based_on' options: TargetIsDrone, MyCurrentHullPercentage, and MyCurrentPersonalShieldPercentage
* New Encyclopedia Sort By: Metal
* Unity version was upgraded from 2020.3.32 to 2020.3.24.
** Additionally, the Steam and GOG APIs were both updated.
Multi-Player Fixes
* MP clients no longer will report the wrong stats for forcefield guard posts
** Thanks to MrNo's MP group for providing a save that made it easy to reproduce
* Clicking on the Science element of the resource bar will now list the planets producing science from all player factions
** Requested by Daniexpert
* Clicking on the AIP element of the resource bar will now show the AIP history properly on MP clients. This fix involves what I consider to be an excessive amount of caching, but I decided the heavy hammer was good for this obnoxious bug
** This undoes the previous bandaid fix of disabling it outright on the clients
Game Balance
* Put the ceasefire block property on Dire Guardposts of the AI. Cheesing the home turf of the AI(s) with the property from a couple outguards or the Zenith Trader is a bit beyond what the AI is willing to tolerate anymore.
* Infest can now work on drone targets.
DLC 2
* Added two additional starting battlestation layouts to DLC2. These focus on allowing early game access to some of the mine types added in Zenith Onslaught.
** Reversal Defenses includes all of the following:
*** Revealer Battlestation
*** Ambush and Concussion Turrets
*** Corrosion, Kinetic Buffer, and Paralysis minefields
** Disruption Defenses includes all of the following:
*** Gravitic Battlestation
*** Pike and Beam Turrets
*** Implosion, Jammer, and regular Minefields
* Went through and adjusted Frenzy Golem to simply use one beam instead of six intersecting beams. Maximum damage output is still exactly what it was. Just the weird way beam array attacks get lowballed reported damage no longer applies.
** Normal HA version of golem adjusted to follow the Expert version in having no shield.
*** Expert version durability hack slightly improved.
** Both versions adjusted to have 20% vamp on the beam attack instead of 10%.
* Adjusted Darker Mirror to break apart into several sub entities on death. Main unit is now immune to zombification, but the resulting temporary entities are not.
** This is effectively to stop zombie pong where Darker Mirrors kept changing sides eating almost all attacks until they hit the health threshold where a unit cannot be zombified yet again.
** Shattered Mirrors are effectively a weaker Dark Mirror that lives for a maximum of 20 seconds, only reflects 50% of damage taken, and at 30% or less remaining health looks to explode in one final attack in place of having a regular weapon.
Mods
Dyson Sidekick
* Make Dyson Sidekick techs a bit more expensive
* Make some dyson sidekick flagships cheaper to repair
* Improve auto-defend mode for sphere-flagships.
* Dyson Sidekick now can build Repair Centers
* Each of the four races now has some unique buildings that will entice players to build that race. 3 of the races grant access to critical resources, the 4th race has powerful defensive structures.
** Spire: Builds Science Generator (your primary source of science)
** Neinzul: Builds Metal Generators (a major source of metal)
** Zenith: Allows you to build Planetary Drills (a major source of Cuendillar)
** Templar: Gets a bunch of extra defenses, and the Strongholds grant bonus attack power to ships on the planet.
*** Note: Though there is a Dyson Empire, this faction is intended to be played as a Sidekick where it can rely on its allies for help defending. Or it needs to just lean into Spheres for their defense.
* Give the Necromancer an Auto-Defend mode similar to the Dyson Sidekick. This would allow any sidekick to be used as a Vassal alongside another human player.
** This is currently part of the Dyson Sidekick mod for testing, but could be moved to the base game based on feedback
Points of Interest
* Assassin AI Type now uses their special Dire Guardians, oops.
* New Natural Phenomena 'Fungal Growth'. These planets feature native fungus that sprouts periodically, and when ships die. Avoid these or make us of them but anyone nearby gets weapon jammed!
* New Derelict 'Haunted Shipyard' spawns friendly zombies for the its owner. Capture it before the galaxy fills up with hostile zombies!
* New Derelict 'Phoenix Dreadnought' starts as part of the hunter fleet but upon death it is reborn under the killing factions control!
Reclaimers
* New Alien tech ship 'Anti-Drone Sniper Frigate'. This sniper deals bonus damage to drones as well as spawning dangerous makeshift drones for each killing blow. Thanks to Lampshade for the inspiration.