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New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#3.304_Coilbeams_No_Longer_Tickle (Reminder that if you have trouble with the build, you can always go into betas and choose most_recent_stable to go one build back. This is how I sleep at night after making some major changes.) This one is filled with goodness: - You can use Ctrl+1 or similar to assign the hotkeys to fleets. This has been requested for a while. - There's a helper command that lets you rename campaigns if you want to split a campaign you're in. - Officer fleets and spire fleets will now "Roam if Instructed" in new savegames, which is the more-expected behavior. You can still toggle it either way. - Lots of tooltip updates! More awesomeness from NR SirLimbo, showing debuffs and buffs in a way that has never been available before. - Fixed several threading bugs, and a bug where spire flagships could hack the ARS, and some bugs with marauders. - Swapping fleet leaders is no longer possible, but you can swap all the ship lines in a fleet using the prior interface's location. Same general effect, but minus negative side effects. - Fixed several bugs with beam weapon math, most notably a recent one that made spire coilbeams basically do "tickle level" amounts of damage (100x too low). - The mod Kaizer's Marauders is now its own separate faction rather than overwriting the vanilla Marauders faction. This means you can have both on at once, or choose between them, or even see how the two of them compete with one another! This also fixed a few bugs with it. That said: This will break existing savegames that have Kaizer's Marauders in them. To finish those games, you can temporarily use the "v3.303 - Last version before the Kaizer's Marauders split" beta build in Steam. You may have to exit and restart Steam before this appears. More to come soon. Enjoy!
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