Posted October 08, 2022
high rated
AI War 2 has just received another update, taking it from 5.517 to 5.518 for Windows, Mac and Linux.
5.518 Conveniences And Quickstarts
(Released October 1st, 2022)
* Removed some frustration when trying to build structures or placing outguard. Now if the location overlaps something, it just places it as close as possible, rather than preventing it. This means its not needed to move your ships or engineers to build turrets, for example, or placing a lot of mines on top of a wormhole or super terminal is just clicking a bunch on top of it.
* Fortress Baron AI no longer builds 'Zenith Trader Fortress' without presence of trader.
* Fixed incorrect description in the Orbital version of several defensive structures.
* New entity tag 'explicit_kite_distance'.
* Lost Spire Frigate with the sniper railgun will now kite to be in range of its beam as well.
Spire Enhancements
* When you would build a Spire City, looking at the build menu tooltip in Full Detail mode will now tell you exactly how many planets you own.
** Badger struggles to remember how many how many more planets he needs to capture for his next Spire City.
* The Spire Empire can now specify the strength of the AI's response to your spire forces
** For the Fallen Spire, you can change the Intensity of the AI's response to your spire forces. The Spire Empire has been just using "the strength of the strongest AI".
** This was causing problems for some weak players (like Badger) who can face a difficulty 7 AI, but not a Fallen Spire Instensity on 7)
Quickstarts
* Add several new Quickstarts to the game under Community; these mix concepts from all the expansions
** The Elder Badger pits your Spire Empire against two low intensity but brutal AIs. The AI has several powerful neinzul allies
** The Utmost Badger has a human empire vs two Zenith themed AIs and a major Dark Zenith invasion. The Dark Zenith have some neinzul allies to help them defend.
** The Spiralling Badger features two challenging level 7 AIs and a Splintering Spire war, with a powerful alliance of Scourge, Marauders and Elderlings waiting in the wings to take advantage of any weaknesses.
** The Invading Badger has two weak AIs and a extremely powerful minor faction coalition. Can you face down the Nanocaust, Scourge, Dark Zenith, Elderlings (and other friends) all at once?
Balance
* Damage shift adjustment for Polarizers. Currently they are a bit too good versus anything with any appreciable amount of armor. So they are getting a major damage cut with an added multiplier against larger ships. Still good for pulling down larger ships, but no longer quite as reliable against regular strikecraft.
** Base damage reduced from 125 to 35
** Added new 3x multiplier against targets with 5tx or more mass
* Also carried over Polarizer weapon changes to both the regular and royal guardian versions the AI can use. These have had their base damage reduced by 2/3 but have gained the multiplier versus larger ships.
** Polarizer Guardian base damage 450 -> 150, added x3 multiplier versus 5tX or higher
** Royal Polarizer Guardian base damage 900 -> 300, same added multiplier against 5tX or higher
* Adjusted Dire Lightning Guardian and Royal version
** Primary damage lowered, but secondary target damage normalized to match.
*** Base damage 22,000 -> 16,000
*** Royal base damage 33,000 -> 24,000
** Reload time reduced from 7 to 3 seconds.
** Anti-bubble shield bonus moved from primary weapon to an added sub-weapon.
*** Sub-weapon does 10x to bubble shields and heals for twice the amount of damage done.
* AI Spire ships typically employed by Spire Hammer AI have received a variety of adjustments:
** Frigates lost 10 armor (180 -> 170), and have 1 less engine power (22 -> 21)
** Cruisers gained 10 armor (180 -> 190), and now possess tractor beams
** Battleships gained 30 armor (180 -> 210), and have a gravity core
** Dreadnoughts gained 65 armor (180 -> 245)
*** Overall frigates are slightly more controllable. Cruisers and battleships now have a secondary system since they don't have another weapon system. And both Battleships and Dreadnought are more vulnerable to Polarizers by being valid for an additional multiplier step or two.
* Small nerf to Jammer Mines since they have a significantly higher armor range they can jam compared to the turrets. Base jam time reduced from 10s to 5s per attack, and maximum added reload time is now 15s instead of 30s. An entire field will still very quickly defang attackers.
* Increased the odds of improved strikecraft variants appearing within ARS picks. They are still most likely to be found if at all within randomly generated fleets you can capture. Now they are just five times rarer than standard ARS picks instead of ten times rarer.
* Corrected oversight where MLRS guardpost didn't have the updated damage modifiers other MLRS entities have.
Mods
Generator
* GridEx generator has a new option 'Swirl' which does some fake gravity simulation to mix things up.
* Rings generator has a new option 'Invert' which changes some or all of the shape outlines into a point with spokes instead.
* Rings generator is a bit slower but now does a better job maintaining an expected density.
* Scatter generator's 'Outline' option is now performed at the end, so it does not influence other types of planet linkage.
Dyson Sidekick
* Move the District Upgrade Techs to the top of the tech menu to correctly reflect their importance for the player.
* Fix a bug with building the Zenith Dyson Sphere
* Players had had some confusion with what it would take to build the dyson sphere. This is now explained in a number of additional places in the game
** The Income Screen (clicking the metal portion of the resource bar) now clearly spells out what's needed to build a Dyson Sphere
** The Dyson Sphere is always shown as a buildable for the Dyson Sidekick. Trying to build it before you've unlocked the Districts will give you some UI feedback about needing more Districts, and a message to click on the Income Screen.
* Some journal and setting text improvements
* Modify some dyson sidekick icons so there's less clash with the fallen spire
5.518 Conveniences And Quickstarts
(Released October 1st, 2022)
* Removed some frustration when trying to build structures or placing outguard. Now if the location overlaps something, it just places it as close as possible, rather than preventing it. This means its not needed to move your ships or engineers to build turrets, for example, or placing a lot of mines on top of a wormhole or super terminal is just clicking a bunch on top of it.
* Fortress Baron AI no longer builds 'Zenith Trader Fortress' without presence of trader.
* Fixed incorrect description in the Orbital version of several defensive structures.
* New entity tag 'explicit_kite_distance'.
* Lost Spire Frigate with the sniper railgun will now kite to be in range of its beam as well.
Spire Enhancements
* When you would build a Spire City, looking at the build menu tooltip in Full Detail mode will now tell you exactly how many planets you own.
** Badger struggles to remember how many how many more planets he needs to capture for his next Spire City.
* The Spire Empire can now specify the strength of the AI's response to your spire forces
** For the Fallen Spire, you can change the Intensity of the AI's response to your spire forces. The Spire Empire has been just using "the strength of the strongest AI".
** This was causing problems for some weak players (like Badger) who can face a difficulty 7 AI, but not a Fallen Spire Instensity on 7)
Quickstarts
* Add several new Quickstarts to the game under Community; these mix concepts from all the expansions
** The Elder Badger pits your Spire Empire against two low intensity but brutal AIs. The AI has several powerful neinzul allies
** The Utmost Badger has a human empire vs two Zenith themed AIs and a major Dark Zenith invasion. The Dark Zenith have some neinzul allies to help them defend.
** The Spiralling Badger features two challenging level 7 AIs and a Splintering Spire war, with a powerful alliance of Scourge, Marauders and Elderlings waiting in the wings to take advantage of any weaknesses.
** The Invading Badger has two weak AIs and a extremely powerful minor faction coalition. Can you face down the Nanocaust, Scourge, Dark Zenith, Elderlings (and other friends) all at once?
Balance
* Damage shift adjustment for Polarizers. Currently they are a bit too good versus anything with any appreciable amount of armor. So they are getting a major damage cut with an added multiplier against larger ships. Still good for pulling down larger ships, but no longer quite as reliable against regular strikecraft.
** Base damage reduced from 125 to 35
** Added new 3x multiplier against targets with 5tx or more mass
* Also carried over Polarizer weapon changes to both the regular and royal guardian versions the AI can use. These have had their base damage reduced by 2/3 but have gained the multiplier versus larger ships.
** Polarizer Guardian base damage 450 -> 150, added x3 multiplier versus 5tX or higher
** Royal Polarizer Guardian base damage 900 -> 300, same added multiplier against 5tX or higher
* Adjusted Dire Lightning Guardian and Royal version
** Primary damage lowered, but secondary target damage normalized to match.
*** Base damage 22,000 -> 16,000
*** Royal base damage 33,000 -> 24,000
** Reload time reduced from 7 to 3 seconds.
** Anti-bubble shield bonus moved from primary weapon to an added sub-weapon.
*** Sub-weapon does 10x to bubble shields and heals for twice the amount of damage done.
* AI Spire ships typically employed by Spire Hammer AI have received a variety of adjustments:
** Frigates lost 10 armor (180 -> 170), and have 1 less engine power (22 -> 21)
** Cruisers gained 10 armor (180 -> 190), and now possess tractor beams
** Battleships gained 30 armor (180 -> 210), and have a gravity core
** Dreadnoughts gained 65 armor (180 -> 245)
*** Overall frigates are slightly more controllable. Cruisers and battleships now have a secondary system since they don't have another weapon system. And both Battleships and Dreadnought are more vulnerable to Polarizers by being valid for an additional multiplier step or two.
* Small nerf to Jammer Mines since they have a significantly higher armor range they can jam compared to the turrets. Base jam time reduced from 10s to 5s per attack, and maximum added reload time is now 15s instead of 30s. An entire field will still very quickly defang attackers.
* Increased the odds of improved strikecraft variants appearing within ARS picks. They are still most likely to be found if at all within randomly generated fleets you can capture. Now they are just five times rarer than standard ARS picks instead of ten times rarer.
* Corrected oversight where MLRS guardpost didn't have the updated damage modifiers other MLRS entities have.
Mods
Generator
* GridEx generator has a new option 'Swirl' which does some fake gravity simulation to mix things up.
* Rings generator has a new option 'Invert' which changes some or all of the shape outlines into a point with spokes instead.
* Rings generator is a bit slower but now does a better job maintaining an expected density.
* Scatter generator's 'Outline' option is now performed at the end, so it does not influence other types of planet linkage.
Dyson Sidekick
* Move the District Upgrade Techs to the top of the tech menu to correctly reflect their importance for the player.
* Fix a bug with building the Zenith Dyson Sphere
* Players had had some confusion with what it would take to build the dyson sphere. This is now explained in a number of additional places in the game
** The Income Screen (clicking the metal portion of the resource bar) now clearly spells out what's needed to build a Dyson Sphere
** The Dyson Sphere is always shown as a buildable for the Dyson Sidekick. Trying to build it before you've unlocked the Districts will give you some UI feedback about needing more Districts, and a message to click on the Income Screen.
* Some journal and setting text improvements
* Modify some dyson sidekick icons so there's less clash with the fallen spire