The Latest prerelease is now out: http://www.arcengames.com/share/AIWar1013I.zip
That version is an upgrade from version 1.012, so you have to already have 1.012 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.
What's new since 1.013H:
(Cumulative release notes since 1.012 are attached at the bottom)
-The method for rendering the planets has been completely changed, and now supports rotation. All of the planets now have a rotation speed of some degree. This paves the way for the other planet graphics improvements that are planned (for now, many of them still don't look all that wonderful).
-There is no longer an outer boundary to the planetary area. This makes the game feel a bit less bounded (and prevents snipers from being trapped against the edge of the planetary area), and also allows for several performance improvements on the CPU and the GPU. Ships that are built via direct placement can still not be built too far from the planet area's center, though, so this prevents the issues of players going way off in the distance to build their defenses away from any wormholes.
-The overzoom feature has been removed as it is now redundant -- the "very far zoom" now works like overzoom in general. The black bars that were shown are no longer shown.
-There is now an arrow that gets shown at the edge of the minimap when the viewport window goes too far off the minimap's bounds.
-The game now shows a message explaining why a placement mode ship cannot be placed at whatever location it is blocked from being placed at.
-Cloaked enemy ships no longer cause placement mode ships to be unplaceable. This prevents players from being able to sweep for enemy ships by attempting to place a turret or other ship in locations that they think have cloaked ships.
-Junk and rock objects are now skipped from being drawn if they are to be drawn as less than 5px in size. This lowers the load on the GPU somewhat when viewing a large planet at very far zoom.
-Shots are now skipped from being drawn if they are to be drawn as less than 2px in size. This lowers the load on the GPU somewhat when viewing a big battle at very far zoom (and those shots would be barely perceptible anyway at that range).
-There was previously a bug wherein a very few rare map seeds (such as 1315917969) could cause the game to lock up when the map was generated. Fixed.
-Individual ships may not queue more than 15 attack targets. Also, targets beyond the first that are queued by the AI are no longer kept in savegames. Additionally, the AI will no longer attempt to queue targets as this was only a minor adjustment and caused more problems than it solved. AI ships now use a different technique to make sure they are better able to chase groups of player ships.
-The relative priorities of force fields and countershooters has been reversed. This makes it possible for counter-shooters to protect force fields.
-Fixed a bug that could cause the game to lag extremely severely when many MLRS ships had their missiles targeted on ships inside the protection radius of something that fires counter-missiles.
-AI Core Command Stations are now immune to missiles and sniper shots, in addition to firing counter-shots for these types. The only practical difference this makes is to make impossible the autotargeting or manual targeting of missile/sniper type ships onto the AI Core Command Stations.
-Ships now do a better job of not firing on ships that they have 0% chance of hitting, even if the player told them to do so (in situations where the target is immune to the firing ship's shots, etc).
CHANGES FROM PAST PRERELEASES
-The munitions booster lnes are now much more subtle than in other prereleases.