AI War 2 has just been updated (and could be a daily occurrence if recent releases are anything to go by) from 4.010 to 4.011 for Windows, Mac and Linux.
4.011 Multiplayer Stability
(Released April 4th, 2022)
-Update the City Mechanics journal for the spire to mention some building restrictions
-Suggested by Peter Ebbesen
-The DLC3 factions now all have icons in the game lobby
-Added new force_gravity_well_size_of_planet_to_be_at_least and force_gravity_well_size_of_planet_to_be_at_most features, which allow a unit to force the gravity well to be within a certain size range. If it is shrinking the gravity well, then it scoots all the wormholes and ships inward at the percentage they were from the older larger size.
-This is now used by the Templar Sovereign to make sure that the planet it is on always is in a certain size range so that its orbitals are neither way out of the grav well, nor way into the grav well in a way that defeats their purpose.
-Thanks to zeus for sort of requesting.
-After discussion on mantis, two of the AI types have had their difficulty reclassified. Swarmer has been demoted to Hard (they are on the border between Brutal and Hard), and Spire Hammer has been promoted to Brutal (they again are on that same border).
-Nothing is changed with these AI types in their actual function or balance, but it was agreed that these labels represent them better.
-Thanks to Ecthelon, CRCGamer, Lord Of Nothing, and Strategic Sage for the discussion.
-The mark level of each spire city is now shown, in proper color, at the end of its name now.
-This makes it way easier for people to find their more important cities, especially if they're coming into an unfamiliar save.
Bugfixes
-Fixed an issue with sliders where tooltips could be placed over top of the number to the right of them.
-Thanks to Glyoxim for reporting.
-At last, seem to have fixed a general multiplayer error that was initially having clients get "corrupted seeming" game commands, but really was a matter of those having been partly put back in the pool already. Essentially this was a client-only threading issue, and related to how we used a pair of rotating queues.
-Instead of using a pair of rotating queues, it now uses a single queue, and then a feeder working list, and this dodges the timing issues entirely (and is just as efficient).
-This particular bug was what was causing the flood of errors on some MP clients some of the time recently (the flood of errors was actually good, because it meant that we were finding out about the issue rather than executing malformed gamecommands).
-Apparently this could also lead to a rare nullref in single player.
-Also this could cause one in the lobby reset to defaults, wow.
-Thanks to ptarth, Cyborg, xaid, Badgerm, Lord of Nothing, and Eluthena for reporting.
-Fixed an issue where Expatriate tech and similar would not be applied to allied factions until you paused the game.
-Thanks to Incognito and LordNSR for reporting.
-Fixed threading errors that could happen in PrepareConflictPlanetMovementLogic.
-Thanks to gekko for reporting.
-Fixed what was apparently a super rare exception that could happen inside our forcefield rippler code.
-Thanks to habakuk for reporting.
-Fixed a number of places in the code that were calling a non-threadsafe for-ui-only method on fleets, which has been renamed to be even more clear it should never be called except from the UI.
-Also hardened that code a bit for threading errors just in case.
-The alternative code, which is what was supposed to be called, now is -- and that's much higher-performance code in general, so makes a few parts of the sim, autobuild, and otherwise all faster.
-Thanks to habakuk and slake-moth for reporting.
-Fixed an exception that could happen in PrivateNomadPlanetNotifier.
-Thanks to Dismiss for reporting.
-Fixed an error popup that could happen when you exited from the lobby during a mapgen process (either if your timing was just wrong, or you hit the escape key really quickly after loading in).
-Thanks to Dismiss and Eluthena for reporting.
-Fixed a bug where icons under planets in the galaxy map were not drawn after reloading a save, or a similar save from the same campaign, more times.
-Thanks to slake-moth and Daniexpert for reporting and to Daniexpert for the major debugging to find it.
-Added a new feature where certain NPC ship caps can be told to no longer show visible warnings to players. The cap still serves a purpose, as it causes stacking and condenses units around, etc, but it won't warn the player that something is "wrong."
-This should be used sparingly, mainly for categories where we really don't consider it wrong at all, but just would like to have a soft cap that causes things to condense as they can.
-Most notably, this is used for the drones category now.
-Thanks to Lictuel for the most recent report.* Added a new feature where certain NPC ship caps can be told to no longer show visible warnings to players. The cap still serves a purpose, as it causes stacking and condenses units around, etc, but it won't warn the player that something is "wrong."
-This should be used sparingly, mainly for categories where we really don't consider it wrong at all, but just would like to have a soft cap that causes things to condense as they can.
-Most notably, this is used for the drones category now.
-Thanks to Lictuel, Detlef, and henry700 for the most recent reports.
-18 different quickstarts have been updated to have the proper factions that they were supposed to have, after their initial setups had been messed up a bit.
-Big thanks to gekko for going to all that trouble and also getting those all fixed!
-We already had a dies_if_parent_dies tag in DLC3, but now we also have dies_if_parent_is_dead_or_remains.
-This is applied to all of the various necromancer orbs, and if their ancestor has been turned to remains (rather than outright death), then the orbs also still die. Tested and works.
-Thanks to Daniexpert for the initial report and save, and to zeus for the new feature request.
-If a player's king is missing, it no longer throws errors when evaluating if journal entries should be logged.
-Fixed a frankly insane bit of VERY old code (it was mine) that would delete fleets that were missing their centerpieces for whatever reason.
-This could lead, in some super rare cases, to the centerpiece for an ark empire not being found, and it then just deleting your king unit and all the related units in its fleet.
-Additionally, fixed a related bug where it home arks were the one kind of centerpiece that could not self-repair when their fleet had lost a reference to them.
-Thanks to Glyoxim for reporting.
-The warden is no longer allowed to path through it's Target planet to get to its Lurk planet
-This was causing the warden to just trickle into a fight where it could be dispatched piecemeal; this was a regression caused by some changes to make the warden have more "friction" wit the player. Ordinarily more friction is fine, but it shouldn't be quite so oblivious
-Thanks to Dismiss for the bug report
-Fixed an issue where traditional-style ship cap scaling was being applied against the fallen spire city buildings when it should not have been, thus leading to inflated counts.
-Thanks to Lord Of Nothing for reporting.
-No units have displaces_other_ships_giant_tier anymore.
-This mechanic tends to make ships invulnerable to short-range units, which is really frustrating for pretty much anything. -This was an interesting experiment, but didn't pan out.
-Thanks to Daniexpert and Zer0h1nder for reporting.
-Exo strikes are no longer ever able to show negative percentages complete.
-This was happening when they were syncing with CPAs or wormhole invasions, and waiting for something like that.
-Now when it's going to sync like that, it just waits at 0% charged for a long while, and then starts counting up once the sync is ready.
-Thanks to GreatYng, Daniexpert, henry700, and samnainocard for reporting.