The latest beta is available via the Updates window in version 3.060 or greater of the game. Just open the game and you can quickly download the prerelease through the updates tab. If you don't yet have 3.060 or greater, you can download 3.060 here
. This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.Note:
If you have bug reports related to this release, please
log them in the bug reports
subforum with one bug per topic. It makes things infinitely easier for us. Thanks!Looking for a Patch That Can Be Manually-Installed?
Because of the time involved in creating multiple versions of each patch, we only create manually-installable patches for official versions of the game, not each beta prerelease. But you can easily create your own manually-installable beta patch! Please note that current betas can only be successfully applied to version 3.060
of the game or later (if you later wish to revert to the official version for any reason, you can download the full raw files from the above link to do so).
To create your own manual beta patch, simply download these two files:
1. Current Beta Director Xml File
2. Current Beta Zip File
If you try to open that zip file, it will say it's corrupt -- that's okay, it's not really a zip file. Finally, create a new zip file on your computer, and put both the director and the fake-zip-file inside it. Call your outer zip file something that starts with Beta and ends with an extension of .zip. Beta.zip will work just fine, or you can name it after the specific version number if you want to hang onto it. And that's it! Now you have your very own manually-installable package of the AI War beta version of your choice, which you can install by simply selecting via your Updates window in the game. Please note that "Beta" in the filename is case-sensitive.What's new since 3.100:
(Cumulative release notes since 3.060 are attached at the bottom)
-Fixed a performance-affecting bug that would cause performance to drop over time as ships moved between planets a lot.
-Fixed the description of the Deflector Drones, which was out of date.
-Fixed a bug incorrectly restricting the set of ships available for freeing by a CPA (which could make a CPA "disappear" if not enough lower-tech ships were available in a low-difficulty or low-ai-progress game).
-Fixed a minor bug that basically excluded force-field bearers and ai ships protected by them from being freed by a CPA. (units under normal forcefields will and should still be considered ineligible for CPA)
-Added the following cheats:
"send in the clowns" - spawns a normal CPA with 1 second left on the timer.
"warp in the clowns" - spawns a normal wave with 1 second left on the timer.
"pull the lever" - spawns a MASSIVE CPA with 1 second left on the timer (use with caution, particularly on difficulty >= 8 this will probably kill your framerate)
-Fixed bug that was letting the AI mapgen with forcefields even with Heavy Defense off (they can still do this on spokes maps, for the hub planets; this is intentional)
-Fixed bug where ships in cold storage were frequently not being displayed in the planetary summary.
-Fixed bug when show-unexplored-planets is off where ships won't use a valid explored path across the galaxy map if an unexplored path was shorter.
-Yet more performance improvements have been made to the speed of loading savegames.
-Snipers and sniper turrets now have a bonus against turrets, cutlasses, vampires, and zenith autobombs.
-Scout Starships now fire counter-sniper flares, making them instantly something that should go with on many raids.
-Players are now able to build twice as many vorticular cutlasses, and three times as many vampire claws/demon hands.
-Vampire claws and demon hands now cost 1/3 the crystal that they previously did.
-Fixed bug where zenith mirror shot reflection was not working, um, at all.
-Fixed bug where multiple overlapping forcefields were sometimes letting enemies move through them.
-Corrected cluster-attack-penalty math (again) so that Sentinels and whatnot should have the right effective multipliers.
-Mobile Repair Stations can now be transported inside transports.
CHANGES TO PAST PRERELEASES
-In previous version loading a starship with modules into a transport would leave the modules floating in space (though they would snap back to the starship upon unloading). Fixed to keep the modules with the starship.