Posted June 08, 2025
high rated
AI War 2
Standalone installer updated: [Windows, Linux, Mac] 5.702 ⇒ 5.703.
Standalone installer updated: [Windows, Linux, Mac] 5.702 ⇒ 5.703.
5.703 CRC Balance Check
(June 7th, 2025)
• Fix the text formatting in quickstarts.
• Turn off debug logging related to xmlmods during startup.
① Balance Changes
• Balance pass across a selection of under and over performing units, it has been almost two years since the last set of actual balance adjustments that were not only for mods. The significant winner here is Fusion Bombers, you now will not go wrong when trying to use them against an Attractive Matrix Fortress... unless you were silly enough to enable the hardened AI super-weapons toggle. But at that point you are asking for it anyways.
---• Nerf to the Electric Bomber weapon max target count. It has been reduced to five targets hit from nine.
---• Nerf to the build points generated by Phantasmal Hosts upon taking damage. They will now make half as many decoys.
---• Adjusted the Frenzy Golem primary Lance weapon significantly. It is now always active instead of only activating at just over half health. In effect the Frenzy Golem now acts much like an Armored Golem with a slightly stronger single target focus until it has taken some damage and the ramping bonuses start kicking in. And because of the innate life steal on its weapons possesses enhanced staying power.
------• Base damage of Lance reduced from 72,000 to 40,000.
------• At less than 60% golem health remaining the damage of the Lance is doubled.
------• Close proximity damage bonus of the Lance reduced from 3x to 1.5x
------• Damage bonus against 5tX or higher for the Lance increased from 1.1 to 1.5x
---• Buffs to the Behemoth Destroyer and its wards.
------• Barrage weapon given same damage bonus against low power engines as its wards possess.
------• Barrage base damage raised from 750 to 1250.
------• Associated ward base damage raised from 60 to 90.
------• Energy Wave weapon base damage raised from 3000 to 4500.
---• Buff to Fusion Bombers and all subsequent variants of the damage bonuses against shielded targets being set to 2.5x instead of merely 1.1x. It was years ago that these ships ate a damage nerf for being too effective against strikecraft, back when strikecraft still had shields.
------• Marauder Fusion Bomber drone hull bonuses reduced to 3x from 4x. And damage bonus reduced from 4x to 2x to account for the over double lethality this buff gives their drone swarm.
------• Heavy Fusion Bomber and thus also Ultima Bombers base damage raised from 160 to 200.
------• Hangar Fusion Bomber drones adjusted to share same 2.5x bonus against shields instead of previous mark scaling version. Additionally set to have 1.5x standard version health and damage.
---• Other Hangar drone strikecraft variants (Gangsaw, Shrike Interceptor, and V-Wing drones) also adjusted to similar 1.5x standard hull and damage of their base versions.
---• Buffed Agravic Pod weapon reload time by 2 seconds. New reload time is 5 seconds instead of 7. Note that the Aggressor does not also get this buff.
---• Buff resulting in Grenade Launcher Corvette base damage increase from 72 to 110.
---• Buffs to the Ablative Gatling and Ablative Troll damage output.
------• Ablative Gatling base damage increased from 52 to 65.
------• Ablative Troll base damage raised from 40 to 52.
---• Thanks to CRCGamer for all of these adjustments!
② Sidekicks
• Nerf the hacking response for the Lumbering Badger AI difficulty
---• Thanks to Corpserule for the report
• Add a Journal entry for the Scourge Infused Empire to explain some of the mechanics
---• Thanks to T-Pond for the report
• Add a new Exo Badger difficulty
---• Like the other new difficulties, this AI is smart but has its income turned down a bit. This one specializes in getting ExoWar ships early and often
⯈ Dyson Sidekick
• The Templar and Spire now have unique moons with their own turrets
---• The Dyson Sidekick gets Moons; these are like Battlestations granting types of turrets
---• Previously the Templar and Spire were just copying the Zenith's turrets
⯈ Armada Empire
• Add a new player type, the Armada Empire
---• This is a coalition of races that will fight the AI
---• This is playable, but under active development; expect save games to break several times.
---• It is not particularly balanced, either ship-wise or economically, but people are welcome to give it a try and leave feedback on Mantis if they'd like.
③ New Quick Starts
• Basic Fuel Rebalance, by Erenussocrates, in the Moderate (Community) category.
---• Provides an introductory campaign for the Fuel Rebalance mod while keeping things interesting at the same time.
• Blast from the Past, by Erenussocrates, in the Harder (Community) category.
---• This is a more mod-heavy campaign that notably features the new Exodian Blade as well as Fuel Rebalance mods, while using quite a few Expert+ settings for both the AI and the player. Even though there are only two difficulty 7 AI's, this could become quite a heated war, so beware.
• Several Sidekicks-specific quickstarts have been added
(June 7th, 2025)
• Fix the text formatting in quickstarts.
• Turn off debug logging related to xmlmods during startup.
① Balance Changes
• Balance pass across a selection of under and over performing units, it has been almost two years since the last set of actual balance adjustments that were not only for mods. The significant winner here is Fusion Bombers, you now will not go wrong when trying to use them against an Attractive Matrix Fortress... unless you were silly enough to enable the hardened AI super-weapons toggle. But at that point you are asking for it anyways.
---• Nerf to the Electric Bomber weapon max target count. It has been reduced to five targets hit from nine.
---• Nerf to the build points generated by Phantasmal Hosts upon taking damage. They will now make half as many decoys.
---• Adjusted the Frenzy Golem primary Lance weapon significantly. It is now always active instead of only activating at just over half health. In effect the Frenzy Golem now acts much like an Armored Golem with a slightly stronger single target focus until it has taken some damage and the ramping bonuses start kicking in. And because of the innate life steal on its weapons possesses enhanced staying power.
------• Base damage of Lance reduced from 72,000 to 40,000.
------• At less than 60% golem health remaining the damage of the Lance is doubled.
------• Close proximity damage bonus of the Lance reduced from 3x to 1.5x
------• Damage bonus against 5tX or higher for the Lance increased from 1.1 to 1.5x
---• Buffs to the Behemoth Destroyer and its wards.
------• Barrage weapon given same damage bonus against low power engines as its wards possess.
------• Barrage base damage raised from 750 to 1250.
------• Associated ward base damage raised from 60 to 90.
------• Energy Wave weapon base damage raised from 3000 to 4500.
---• Buff to Fusion Bombers and all subsequent variants of the damage bonuses against shielded targets being set to 2.5x instead of merely 1.1x. It was years ago that these ships ate a damage nerf for being too effective against strikecraft, back when strikecraft still had shields.
------• Marauder Fusion Bomber drone hull bonuses reduced to 3x from 4x. And damage bonus reduced from 4x to 2x to account for the over double lethality this buff gives their drone swarm.
------• Heavy Fusion Bomber and thus also Ultima Bombers base damage raised from 160 to 200.
------• Hangar Fusion Bomber drones adjusted to share same 2.5x bonus against shields instead of previous mark scaling version. Additionally set to have 1.5x standard version health and damage.
---• Other Hangar drone strikecraft variants (Gangsaw, Shrike Interceptor, and V-Wing drones) also adjusted to similar 1.5x standard hull and damage of their base versions.
---• Buffed Agravic Pod weapon reload time by 2 seconds. New reload time is 5 seconds instead of 7. Note that the Aggressor does not also get this buff.
---• Buff resulting in Grenade Launcher Corvette base damage increase from 72 to 110.
---• Buffs to the Ablative Gatling and Ablative Troll damage output.
------• Ablative Gatling base damage increased from 52 to 65.
------• Ablative Troll base damage raised from 40 to 52.
---• Thanks to CRCGamer for all of these adjustments!
② Sidekicks
• Nerf the hacking response for the Lumbering Badger AI difficulty
---• Thanks to Corpserule for the report
• Add a Journal entry for the Scourge Infused Empire to explain some of the mechanics
---• Thanks to T-Pond for the report
• Add a new Exo Badger difficulty
---• Like the other new difficulties, this AI is smart but has its income turned down a bit. This one specializes in getting ExoWar ships early and often
⯈ Dyson Sidekick
• The Templar and Spire now have unique moons with their own turrets
---• The Dyson Sidekick gets Moons; these are like Battlestations granting types of turrets
---• Previously the Templar and Spire were just copying the Zenith's turrets
⯈ Armada Empire
• Add a new player type, the Armada Empire
---• This is a coalition of races that will fight the AI
---• This is playable, but under active development; expect save games to break several times.
---• It is not particularly balanced, either ship-wise or economically, but people are welcome to give it a try and leave feedback on Mantis if they'd like.
③ New Quick Starts
• Basic Fuel Rebalance, by Erenussocrates, in the Moderate (Community) category.
---• Provides an introductory campaign for the Fuel Rebalance mod while keeping things interesting at the same time.
• Blast from the Past, by Erenussocrates, in the Harder (Community) category.
---• This is a more mod-heavy campaign that notably features the new Exodian Blade as well as Fuel Rebalance mods, while using quite a few Expert+ settings for both the AI and the player. Even though there are only two difficulty 7 AI's, this could become quite a heated war, so beware.
• Several Sidekicks-specific quickstarts have been added