Release notes here.
This one has a ton of stuff in it. The core focus for me, personally, was on making the last things more attractive that we'd need for our upcoming trailer, as well as to get the main menu improved so that it makes a better first impression. The menu itself still needs better button visuals, but look how pretty (in a highly dithered gif):
We also got some more voice acting work done in preparation for the Early Access launch, although it's not implemented yet. And some of the worst of the sidebar glitches are now fixed (though there are still numerous more there to fix, as well as some key bugs elsewhere to fix -- I will be getting to those soon!).
You can now click wormhole names to go through the wormhole, which I know is something that people have wanted for a long time.
A variety of balance changes are in, including turrets getting nerfed and guardians getting buffed. Fewer guardians go along with waves now, and Arks do a lot more damage.
Several ships have real graphics now that did not before. Such as the spire! They use subsurface scattering and are colored now, rather than being ugly white:
They went from some of the ugliest units to some of the prettiest. They have new models, too. The sentry starship also went from very hideous to really really cool looking, too. Those are what you can see moving past in the main menu now, actually.
There are two new AI types, and various changes to the AI types in general.
The bug with schematic servers having a bunch of duplicates is fixed.
And lots more! Badger and Puffin were really busy on this one, and Craig was working on audio editing in addition to his work on the trailer, and Eric worked on tidying up tons of the voiceover writing as well as writing new ones, and Quinn put in several fixes including the garbled background story placement. So many people helping out -- thanks everyone!
More to come soon. :)
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
[ 2018-10-02 05:28:49 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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