Posted May 19, 2024
high rated
AI War 2
Updated to 5.599 for Windows, Linux and Mac.
Changelog from the developer's website:
5.599 Sockets And Sidekicks
(Released May 18th, 2024)
General Balance Changes
• Orchid rescue spores launch rate slowed from 1 to 6 seconds. (Orchid was capable of out regenerating a regen golem in the right circumstances)
Splintering Spire Balance Changes
• Splintering spire faster at dismantling vengeance generators. From 20 min to 12 min
Dark Zenith Balance Changes
Note: For the moment, most of these changes require enabling the mod: "Dyson Sidekicks". Then when you include the Dark Zenith (invasion mode) in a lobby, you need to opt into the "Incremental Mode"
• General Changes to Dark Zenith (works without needing to enable the mod above) are focused on reducing the power of the DZ's static defenses, especially their higher tier turrets. It is now far more viable to blitz through the DZ's territory to rush their homeworlds
• The DZ is now smarter about choosing which upgrade an Epistyle should do; if another Epistyle is already building an upgrade that only needs to be done once (like upgrading the mark level), the already-in-progress upgrades will not be chosen.
--This fix applies to the base game, and all versions of the DZ (svikari, full invasion, sidekick)
• Fix a bug where the DZ was unable to upgrade their epistles per-planet
--This was an intended feature that never worked
Incremental Change Mode
Previously, the Dark Zenith invasion started out with all of their research unlocked from the start. This made starting with the immediate invasion to be much more difficult relative to the later invasion times.
The DZ Invasion mode has been totally rebalanced with their research unlocks depend on their time of invasion. So the immediate invasion has practically nothing unlocked from the start whereas the late invasion has everything to begin with.
Moreover, the DZ intensities have had their economies and invasion forces rebalanced to be much more on par with 2 AI's of the same intensity.
The goal of this rebalance is to make it far more accessible at all skill levels and to make the invasion time no longer the primary difficulty factor
Sidekicks
• Add a new Wraith AI Type. This AI type uses a variety of different ship types in their sub-fleets
--They use Scourge in the Warden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard.
--In addition, they have a particularly powerful Hunter fleet focused on cloaked ships
• Miskatonic AI Type now have more unique turrets
• The Scourge War can now be all DZ Svikari, all scourge, or a mix.
Socket Increasers
• With the Sidekicks mod enabled, if you are playing a faction that uses the sockets mechanic for building structures (Necromancer Sidekick/Empire, Dyson Sidekick/Empire , Spire Sidekick, Spire Infused Empire), some Major and Minor Socket Increasers spawn on the map
--These are structures you can claim by hacking (like the Necromancer's Amplifiers)
--When you claim them, the necropolis/stronghold/city gets more build slots
--This gives some compelling reasons to capture and hold particular planets on the map, which is a thing that all these factions could use
Dark Zenith Sidekick
• DZ Sidekick can now reset an epistyle's rally orders to "rally to nearest flagship"
• Nadir Bases (the enemy of the DZ Sidekick) try to spawn in worse places for the player
• The DZ Sidekick now has another, even higher tier of flagship to evolve into.
• There are now DZ Fortresses on the map; the player can hack for them to claim them
--They will die to neutral and must be hacked for again. Basically, an extra thing you can spend HaP on
• Elderlings, Templar, and some of the new structures for the Sidekicks-specific AI Types (Lernean, Shadowen, Miskatonic, etc) now grant science to the DZ Sidekick
Spire Sidekick
• Spire Sidekick can now set its difficulty level
--The difficulty is the same as the Fallen Spire
• Elderlings, Templar, and some of the new structures for the Sidekicks-specific AI Types (Lernean, Shadowen, Miskatonic, etc) now grant science to the Spire Sidekick
Dyson Sidekick
• This patch breaks Dyson Sidekick saves, and they'll be broken again in future patches as some of the units are reworked/rethemed.
• Some buffs to metal income
• You can only start as Zenith or Neinzul. Starting as the Spire or Templar is bad, since they don't have access to Metal
• Minor Drills can now be built on ravaged planets (for the case a Chrysalis has spawned there)
--Thanks to RadiantPhoenix for reporting.
• If the Dyson Empire is the only empire in the game, the game will now spawn Data Centers and Superterminals
• The Dyson Sidekick can now build Hacking Generators
--So it can hack for Socket Increasers
• Neinzul District One units have been reworked.
--Siren: Corvette cap. Harmonic. Generalist and zombifier
--Harpy: Swarmer cap. Melee. Deals extra damage based on how damaged opponet is.
--Cockatrice: Corvette cap. Engine stunner/Weapon jammer. Anti-strikecraft
--Wisp: Standard cap. Stealth, melee unit. Fortified, Anti-Guardian; weak vs. strikecraft
Updated to 5.599 for Windows, Linux and Mac.
Changelog from the developer's website:
5.599 Sockets And Sidekicks
(Released May 18th, 2024)
General Balance Changes
• Orchid rescue spores launch rate slowed from 1 to 6 seconds. (Orchid was capable of out regenerating a regen golem in the right circumstances)
Splintering Spire Balance Changes
• Splintering spire faster at dismantling vengeance generators. From 20 min to 12 min
Dark Zenith Balance Changes
Note: For the moment, most of these changes require enabling the mod: "Dyson Sidekicks". Then when you include the Dark Zenith (invasion mode) in a lobby, you need to opt into the "Incremental Mode"
• General Changes to Dark Zenith (works without needing to enable the mod above) are focused on reducing the power of the DZ's static defenses, especially their higher tier turrets. It is now far more viable to blitz through the DZ's territory to rush their homeworlds
• The DZ is now smarter about choosing which upgrade an Epistyle should do; if another Epistyle is already building an upgrade that only needs to be done once (like upgrading the mark level), the already-in-progress upgrades will not be chosen.
--This fix applies to the base game, and all versions of the DZ (svikari, full invasion, sidekick)
• Fix a bug where the DZ was unable to upgrade their epistles per-planet
--This was an intended feature that never worked
Incremental Change Mode
Previously, the Dark Zenith invasion started out with all of their research unlocked from the start. This made starting with the immediate invasion to be much more difficult relative to the later invasion times.
The DZ Invasion mode has been totally rebalanced with their research unlocks depend on their time of invasion. So the immediate invasion has practically nothing unlocked from the start whereas the late invasion has everything to begin with.
Moreover, the DZ intensities have had their economies and invasion forces rebalanced to be much more on par with 2 AI's of the same intensity.
The goal of this rebalance is to make it far more accessible at all skill levels and to make the invasion time no longer the primary difficulty factor
Sidekicks
• Add a new Wraith AI Type. This AI type uses a variety of different ship types in their sub-fleets
--They use Scourge in the Warden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard.
--In addition, they have a particularly powerful Hunter fleet focused on cloaked ships
• Miskatonic AI Type now have more unique turrets
• The Scourge War can now be all DZ Svikari, all scourge, or a mix.
Socket Increasers
• With the Sidekicks mod enabled, if you are playing a faction that uses the sockets mechanic for building structures (Necromancer Sidekick/Empire, Dyson Sidekick/Empire , Spire Sidekick, Spire Infused Empire), some Major and Minor Socket Increasers spawn on the map
--These are structures you can claim by hacking (like the Necromancer's Amplifiers)
--When you claim them, the necropolis/stronghold/city gets more build slots
--This gives some compelling reasons to capture and hold particular planets on the map, which is a thing that all these factions could use
Dark Zenith Sidekick
• DZ Sidekick can now reset an epistyle's rally orders to "rally to nearest flagship"
• Nadir Bases (the enemy of the DZ Sidekick) try to spawn in worse places for the player
• The DZ Sidekick now has another, even higher tier of flagship to evolve into.
• There are now DZ Fortresses on the map; the player can hack for them to claim them
--They will die to neutral and must be hacked for again. Basically, an extra thing you can spend HaP on
• Elderlings, Templar, and some of the new structures for the Sidekicks-specific AI Types (Lernean, Shadowen, Miskatonic, etc) now grant science to the DZ Sidekick
Spire Sidekick
• Spire Sidekick can now set its difficulty level
--The difficulty is the same as the Fallen Spire
• Elderlings, Templar, and some of the new structures for the Sidekicks-specific AI Types (Lernean, Shadowen, Miskatonic, etc) now grant science to the Spire Sidekick
Dyson Sidekick
• This patch breaks Dyson Sidekick saves, and they'll be broken again in future patches as some of the units are reworked/rethemed.
• Some buffs to metal income
• You can only start as Zenith or Neinzul. Starting as the Spire or Templar is bad, since they don't have access to Metal
• Minor Drills can now be built on ravaged planets (for the case a Chrysalis has spawned there)
--Thanks to RadiantPhoenix for reporting.
• If the Dyson Empire is the only empire in the game, the game will now spawn Data Centers and Superterminals
• The Dyson Sidekick can now build Hacking Generators
--So it can hack for Socket Increasers
• Neinzul District One units have been reworked.
--Siren: Corvette cap. Harmonic. Generalist and zombifier
--Harpy: Swarmer cap. Melee. Deals extra damage based on how damaged opponet is.
--Cockatrice: Corvette cap. Engine stunner/Weapon jammer. Anti-strikecraft
--Wisp: Standard cap. Stealth, melee unit. Fortified, Anti-Guardian; weak vs. strikecraft