Release notes here. Surprisingly large amount of stuff in this one! Unit stacking is every bit the godsend I'd hoped it would be, performance-wise, and I'm really pleased with that. We don't have any remaining savegame cases where performance dips below 100% for long on my machine, and the targeting cycle keeps to sub-second times in every instance now for me, too. That's a really big win, and lets me finally stop looking at anything performance-related for a while. This also has a lot of tooltip/icon tweaks to show you when ships contain something in general, which is really nice. Before you couldn't tell that the guard posts were filled with nasty confetti waiting to pop out and bite you! We also have some automatic strength calculation code in place now, which may mess with the way the AI spends its budgets and how it feels about opportunities and risks. It's meant to fix that up long-term, and overall it seems positive already, but that may break a few things in the short term. There's some new hotness possible with unique variants of ships for specific AI types, like giving extra-awesome snipers to the sniper type, and unlocking them from the start, etc. It's actually a really powerful system that can be used for a lot of things, but I've basically just set up some example entries for now. Puffin has reworked quite a few units pretty heavily, making Fusion Bombers and V-Wings both a lot more interesting and effective. Badger swung in and fixed a bug when entities were transforming types, so upgrading command stations will probably work now -- please just let us know. Lots more to come this week! Though, frustratingly, I have to be out on Thursday. So nothing on that day. But all the others! Reminder: 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. The Usual Reminders Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do. Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support. Enjoy! Chris
[ 2018-09-26 00:36:56 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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