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AI War 2 v0.745 Released! "A Pivot And A Leap Forward"
[ 2018-06-28 01:43:44 CET ] [ Original post ]
Release notes here. Wheeew! This one is massive. It's been almost two months since our last release, and it shows. Here are some highlights of what's new:
- The first two (out of five) waves of the pivot are done.
- As part of that, you'll notice that the game feels way more like the Classic experience, and your prior experience in this sequel is now not so useful.
- There are THREE new factions, thanks to Badger. These don't have proper graphics yet, but you can test them out anyhow.
- Faction 1: Astro Trains make a triumphant return from the first game. This is one people wanted to love, but always hated. I think you'll really love this incarnation of them.
- Faction 2: Macrophage. This one is completely new, and is a bit like reimagining the Devourer Golem as a part of an ecosystem. Note that the traditional Devourer Golem will be returning later (probably with some upgrades).
- Faction 3: Mercenaries! Only the barest amount of content is implemented for these so far, but they are basically hired guns that you can pay for with hacking points or metal, and which have various behaviors depending on the faction you hired. You have to find their Communicator out in the galaxy before you can contact any given group.
- Note that this is how we'll be handling the various Mercenary-related backer rewards from kickstarter, coming up.
- Also note that the Classic-style mercenaries still exist (and are added back in already), but are called Auxiliaries now. So double bonus!
- The Dyson Sphere faction has seen a big rework, so you can now have multiple dyson spheres in the galaxy, and they can be Antagonized like in Classic. Once again, thanks to Badger for adding this exciting stuff. :)
- Lastly in terms of faction-related stuff, Marauders have also been upgraded. They now can capture planets, get larger outposts, and start raiding their neighbors (you or the AI!).
- Note that the core content is comparably anemic at the moment since we're only through 2 out of 5 waves of content, but thanks to all this faction-based stuff that Badger added it suddenly feels new and exciting anyway. :)
- It's a good time to mention that we have a bunch of new graphics and icons for many of the new ships that are now in the game from those first two phases, but we're not wholly done with those yet, either.
- We've added a metric ton of misc bugfixes and quality of life improvements.
- The two-color (main color and trim) icons now work fully, and are really cool to look at. There are prefab pairings of colors that look nice and make it quicker to choose some nice things.
- The two types of Rally options for constructors now work, and so does the pause constructor option.
- The mouse/keyboard controls code has been rewritten from the ground up, and the way that the camera controls in both the planet and galaxy map views has been improved a ton.
- The galaxy map itself has seen a ton of improvements and is now vastly more useful and readable. There are still more things we need to do, but it's a lot closer to our final vision for it, at least.
- A notifications bar has been implemented that shows you various information, like incoming waves, CPAs, and places you're being attacked. These come packed with relevant information in tooltips if you're interested in it, but stay very compact and tidy on the screen otherwise. This is very exciting since it doesn't take up so much space compared to the notifications in the first game, but it has even MORE information than the first game ever did.
- Wormhole visuals have been redone AGAIN, but they are now a lot prettier as well as a lot more functional. This probably is the final upgrade for them, for real this time.
[ 2018-06-28 01:43:44 CET ] [ Original post ]
AI War 2
Arcen Games, LLC
Developer
Arcen Games, LLC
Publisher
2019-10-22
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Very Positive
(1063 reviews)
The Game includes VR Support
Public Linux Depots:
- AI War 2 Linux [1.72 G]
Available DLCs:
- AI War 2: The Spire Rises
- AI War 2: Zenith Onslaught
- AI War 2: The Neinzul Abyss
AI War II is a grand strategic RTS against an overwhelming, inhuman enemy who has conquered the galaxy. The enemy has made only a single error: underestimating you.
You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks. But every conquest you make turns the attention of the AI ever more in your direction... so choose your targets with care.
It's "a sequel to [Arcen's] enormo-space RTS AI War, which we called'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
Wishlist the game to be notified when it becomes available!
You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks. But every conquest you make turns the attention of the AI ever more in your direction... so choose your targets with care.
It's "a sequel to [Arcen's] enormo-space RTS AI War, which we called'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
What's New?
We still have a lot of work to do on the game, and we're undergoing some major work with our beta testers before heading to Early Access, but a lot is already awesome:- The game is crazy moddable.
- It's multithreaded to take full use of modern computers.
- The new 3D graphics are working out great.
- The UI has already been dramatically improved by the introduction of a tabbed sidebar in the main view, and streamlining of several other mechanics that felt very difficult in the past. More to come, there.
- We’ve got art for over 130 distinct units (not counting different mark levels), and there's more to come.
- We’ve got over 1500 lines of spoken dialogue from more than 25 actors, focusing primarily on the human side at the moment; we have a few hundred lines of AI-side taunts and chatter, some of which is recorded but just not processed yet.
- There are hundreds of high quality sound effects for a varied battlefield soundscape (with distance attenuation if you’re far away, and positional 3D audio if you’re down in the thick of it), all routed through a tuned mixer setup for optimal listening to all the various parts.
- We have a set of music from Classic that is over four and a half hours long, and the new music from Pablo is partly in, but mostly set to be mastered and integrated within the next week or two.
- There’s also a ton of map types, many of them new, and with a lot of sub-options to make them even more varied.
- And a whole lot more.
Wishlist the game to be notified when it becomes available!
MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 510+. Radeon HD5900+. or Intel HD4000+
- Storage: 4 GB available space
- Processor: Any Quad Core or 3.0+ GHz Dual Core CPUMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
- Storage: 4 GB available space
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