Release notes here. This one fixes all of the super-duper critical bugs that I'm aware of. There are plenty more bugs to go around, and we'll definitely be getting to those. But right now it's a balance between the UI work, bugfixing and balance tweaking, and other needed refinements. I'm feeling cautiously optimistic about just spending tomorrow on the UI. Thursday -- the day after tomorrow -- is when our big press push goes down, so if there's anything super duper critical hopefully we can get that in the next day or two. The sidebar and the profile screen and the lobby/start options are my main foci for tomorrow, and hopefully I can just work on those and ignore mantis for the day. I can dream, right? ;) I expect Thursday and Friday are going to be heavy bugfixing days. Anywho, the biggest bugfix in this new build is that orders were getting scrambled up between units in a variety of ways. We pool the orders (as of a few weeks ago), and what was happening is that a given order could be added back into the pool twice... thus meaning that multiple ships then get the order back out of the pool and use it for different things. Then each of THEM could put it back in twice, leading to four ships having one order that's all scrambled up and not fully what was told to any of them. So that led to ships eventually just acting outright insane. Shooting nothing, flying into the bottom left corner, abandoning orders in the middle of a routine flight from A to B... you name it. Thankfully that's all sorted now; thanks for your patience with it! Anyway, hence the title of this build. There were various other bugs fixed as well, and a notable new feature: the ability to order your bloody engineers around! Before they just did whatever they felt like. Now you can actually tell them to go work on something specific, and you can even lock them in to just boosting the performance of a specific dock -- same as in Classic. Except in the new version it's even better, because even while they are locked in, they can do other things within their range if the dock doesn't need boosting right this instant. That's a minor thing, but fairly valuable. 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
[ 2018-10-03 00:48:21 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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