AI War 2
Updated from 5.541 to 5.542
Changelog from the developer's website:
5.542 Mercenary Pirates And Memory Allocation
(Released March 25th, 2023)
• Fixing ship range rings not showing unless hovered.
• Fixing ship stack-count / loaded-content-count number not showing.
• Fixing errors related to ship rings.
• Errors related to memory allocation failure are likely to be fixed.
• Armor golem unlike all other golems could actually end up being seeded twice in the same galaxy, but no longer
• Ship icons are now by default offset closer to the camera based on the y-offset tag.
• This should greatly improve the ability to see important things and select them, like your fleet leaders.
• Also bigger things generally appear over smaller things, meaning the clutter of strikecraft doesn't obscure the guardians, and those guardians don't obscure the dire guardians, etc.
• There is some expense related to this, and it can be disabled in personal settings > performance > cpu load.
• Find in galaxy now also shows wild hives as a match based on the thing beneath that hive.
• Fix to galaxy map Capturables filter showing things on unexplored planets.
• Fix to player not getting rewards when entity killed by some allies (hrf, outguard).
• So long as the killing faction is friendly towards a player, and there is a player with some presence on the planet the entity dies, the rewards will occur.
• This applies to science and hap on death, as well as achievements.
• Fix to ship icons popping / lagging in size when you zoom the camera, while the game is paused.
• Combat Engineer (the one on mobile factories) and Igor are no longer tagged as 'combatants'.
• The result is they will now move to assist/repair things out of range, like one expects for all engineers.
The Xushido
New Mod!
• Joins a random faction at the start, showing up to support them in battles, but can defect to other factions when losing battles.
• Ships that die in battle with them become available to them as salvage and may be used the next time they deploy.
• Think the HRF but mercenary pirates.
• This is the first playable version and very likely has issues @Dimiss#2860 on Discord for any feedback.
Generator
• New map populator selectable at the top of galaxy settings > map populator: "Improved Populator".
• This is still a work in progress, but if you see weird results using it let me know on discord @Dismiss#2860.
• The overall goal is to do a better job in distribution of the same thing seeded multiple times. Which is to say...don't put both MDCs right next to each other, etc.
Points of Interest
New AI Types!
• [Easier] Indecisive: This AI cannot make up its mind. Its waves have more ship types than normal and it builds ALL its defenses around the edge of its planets. A bit stronger waves than usual.
• [Moderate] Monolithic: This unsubtle AI sends waves of entirely a single ship type and builds ALL its defenses at the center of its planets. A bit stronger waves than usual.
• [Brutal] Nomad: The Nomad AI Overlord roams the galaxy in its powerful Phase-Two form. It has no bastions, homeworld, or dire guardposts.
Reclaimers
• Chromatic Ark and Jump Transport are back and will be seeded again.
• The whole jump mechanic is now a lot more useful, it can take you anywhere within 2 hops of a human planet, including your own planets, nearly instantly.
• Seeding is now done in a more sophisticated way that ensures there wont be one every game, never both, the chance scales appropriately with the populator settings, and it replaces something existing rather than adding new player power.
Sidekicks
• Dyson Sidekick now has more expensive metal costs and less metal storage
• The goal is to make the player need to build more metal generators, previously a single Neinzul Stronghold was enough to power an entire late-game empire
• Previously many ships/structures cost the same (cheap) metal amount, and the player wouldn't need to devote any sockets to metal income, so overall this will be a nerf
• The Zenith Stronghold now gets some access to science and metal, letting it be a generalist (as opposed to the spire/neinzul, who specialize in only one resource)
• Templar Strongholds and Districts are a bit cheaper in cuendillar, to give players a bit more reason to pick them up
• Add a "Unit does not contribute to counterattacks" xml field that can be set
• Apply this to the Dyson Golems, since otherwise they had a nasty habit of triggering giant counterattacks
Post edited Yesterday by (ø,ø)