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AI War Beta 5.084 - 5.090 - catching up; substantial polishing and balances all-around


Looking for a game? AI War Summertime Sortie 2012
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Changelog may be found here

Another series of update to get caught up to; most updates have other miscellaneous changes in them that I won't list due to length, so please check the wiki changelog for the changes in entirety. Many of the recent suggestions came from our community forums and Mantis bug tracker, so if you have input or opinion you'd like to share please feel free to pop on over to either of the links above. Polls are periodically hosted on the forums, while Mantis suggestions can be voted up at any time.

September 20th - 5.084
New nebula scenario, balance changes particularly to Dark Spire, and Zenith Reprocessor buffs to role (tractor immunity, cloaking).

September 24th - 5.085-5.086
Two new nebula scenarios, and balance changes to AI guardians and carriers to decrease some of the crazy inequalities in stats.

5.086 is a hotfix that fixes test code that gave a freebee bags to champions on game load.

October 1st - 5.088
Addresses some Mantis poll suggestions. Game now tracks the local time and real in-game time on hovering the cursor over the timer, additional auto-FRD settings in the CTRLS menu, Spire shard spawns are relative to your homeworld rather than human-controlled territory, and the AI now has a strategic reserve dedicated to its homeworld defense.

October 3rd - 5.089
New engineer repair/build assist order logic, rebuilder logic (no "alpha targetting" the same remains, less yoyo-ing), fabricators and advanced factories will no longer seed near wormholes for easier defense, and teleporting units now use normal engines when ordered to group-move.

October 6th - 5.090
Free threat will no longer sit on a wormhole that is considered too strong to assail forever; these ships now gains a "threat fleet" behavior after 30 minutes to coordinate with other ships within that group to send you flowers via other openings.

Changes in response to the vast challenge-disparity between defending at a single chokepoint and defending multiple ingress points; now, the max time the AI can wait between waves (and thus how large those waves are) goes down somewhat with multiple ingress points (max effect at +4 planets).

New mini-fortresses to address the concern of defending human satellite planets on high difficulties that has a small per-planet cap but no global cap, alleviating some of the need to pull turret/defense cap off other planets.

And a lot of miscellaneous changes in this one.

If you are looking for an AI War, give the latest AI War Summertime Sortie 2012 Bulletin a look!