Release notes here. The auto-targeting of player ships, as well as AI ships, should actually fully work better for real this time, unlike yesterday when I botched that a bit. There's also now finally something that the Zenith Trader is selling! Namely, tamed and chained minor faction monstrosities... yikes, haha. There are units still getting overhauls, becoming new things like the Metabolizing Gangsaw (so much cooler than the old Vorticular Cutlass) or the Pike Turret (new from what the Needler Turret was). There's also a whole-new Ambush Turret that you can place around wormholes to wreak some havoc. The balance tweaks continue, with the AI Overlords becoming more interesting, and the Sentinel Frigates and Sentry Starships becoming a lot more useful. You're also less likely to get bumrushed by the hunter fleet early in the game, among other things. I mentioned this last time, but it bears repeating: RocketAssistedPuffin has stepped into a volunteer balancer role, and he is not only looking for feedback, but he's actively integrating lots of things that other people are suggesting on our forums and Discord, as well as things that he's finding and coming up with himself. The more feedback the better, for sure. I spent more time today going through mantis, as well as getting all my previously-offline notes into there, and I'm now finally done with that. I have finished compiling a big list of things for my trello to-do list, focusing on things that need to happen prior to a "press build" being ready. I mentioned this flow yesterday:
- First, we have to get things really nice and clean and polished, and with enough features that people get the idea, for a press build. No press build, no previews, no EA launch coverage, and that is bad.
- That has to be out to the press ideally 2+ weeks (3 is just infeasible now) ahead of a launch of the game into Early Access, or again we simply don't have time to get good coverage.
- There's then a list of things that we need to get done during that 2 week period, basically to get full polish for the initial Early Access launch. I'd like to set a lot of that time aside for reacting to bugs that are found during that period, but frankly a lot of the time is instead going to need to be spent on art. So that will be a balancing act.
- Then we release to Early Access, and life resumes its normal cycles as we head on towards 1.0 some months later.
[ 2018-09-07 00:44:16 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
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