This is actually TWO giant releases in one. Release notes here for the current one, and here for "Break the Sky." It's a whole new game now, as well it ought to be after such a huge amount of time (almost a month!) since the last release. We've entered an entirely new phase of development now, which I'm referring to as "The Era of Discovery," and which is based around the thoughts from that giant essay from two releases ago. Things are coming along really well, although it's taking a lot longer than I had expected. Sooo... how on earth do I summarize this? The release notes just for the last two versions are about 12,000 words (39 pages). Well, let's give it a sh0t:
- All the savegames are broken, and we're going to break them again and again in the next couple of weeks. Please excuse our dust.
- The UI is still not done, but is in a vastly superior state now compared to what it was.
- However, the tooltips in the UI are in what is a potentially-final state, pending feedback.
- Tooltips actually tell you everything now, without giving the same sort of information overload as AIWC.
- There are a ton of minor faction changes, big and small, thanks to Badger.
- There are a ton of new notifications, and there is also a new objectives tab on the sidebar, with actual data. (Though not ALL the data, yet).
- All of the ship balance from before has been stripped away and replaced with something new, simpler, and way more powerful based around the new units of measurement.
- The way we store the xml for ships and their systems and related data has been overhauled to an incredible degree, and is now a lot easier to work with.
- We have a guide for those who want to help out with balance suggestions, or try tweaks, or do their own mods.
- There's a whole new minor faction, the Instigators. These aren't something you have to enable, it's just something that is a part of every game now and provides some interesting new twists midgame.
- Bunch of new planet names, and map type refinements.
- The tutorial is back!
- Most of the game mechanics, ranging from cloaking to engine damage to ion damage and gravity fields have been completely reworked.
- A whole bunch of new game mechanics, ranging from metabolization to incoming and outgoing damage multipliers, have been added.
- Hacking works again, although it's mainly used for minor factions in the super short term.
- A ton of units have been completely reimagined, such as Fighters becoming V-Wings, Bombers becoming Fusion Bombers, Infiltrators becoming Agravic Pods, etc.
- Even more is coming in terms of unit transformations, hence some of the savegame breakages that you'll see.
- The ship icon gimbals have a bunch of new updates to show shields more prominently, and flair in general more attractively.
- Megatons of bugfixes and structural improvements.
- Vastly smaller savegames, now.
- Much better ship targeting logic, although there's still more to go on that.
- And a whole lot of untested things that we hope you'll tell us about if they're broken. ;)
[ 2018-08-24 21:11:50 CET ] [ Original post ]
- AI War 2 Linux [1.72 G]
- AI War 2: The Spire Rises
- AI War 2: Zenith Onslaught
- AI War 2: The Neinzul Abyss
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!
- 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
[ 6132 ]
[ 2625 ]