Release noteshere. Whew! This one should feel a lot more fun to play, just from a fundamental low level. Previously, various aspects of the UI were feeling kind of sluggish, and the keyboard and mouse controls sometimes did, too. That wasn't a framerate issue, but rather was a series of code issues that I inflicted on myself. Lots of untangling happened today, and the results feel so buttery smooth. Another really big item that has returned is the selected ships window. That wasn't something I had been planning on doing until during EA, but it's something that acts as both an important informational aid (what do I have selected?), an important helper in battle (how much health, cumulatively, does my selected stuff have?), and a general self-teaching aid (hey, there are buttons for pursuit, group move, scrap, etc!). Those various benefits, particularly the last one, convinced me to spend some time and get that in earlier. Some bits of the UI have also been made a little prettier and/or a little more clear, and we fixed dozens of typos in the tutorial (sorry...!). Forcefields and Tutorials Oh! AI forcefields are almost completely a thing of the past (all stationary ones are), and your own forcefields aren't quite so darn sturdy anymore, either. It was Not Fun sitting there firing forever on an overpowered AI forcefield that wasn't even protecting much to begin with. A number of people ran into that during the tutorial, and that should flow much more smoothly now. There's still more work that I need to do on the tutorial, following various feedback fromth_Pion as reported bySizzle, and with some more notes from Craig and Puffin. But I'll get to that tomorrow; it's quite late now. I hadn't planned on spending a bunch of time in this area, but people brought it up as being thetrue first impressions item, and that folks were having a few issues related to it, so I've adjusted my plans accordingly. Lobby? This does unfortunately push back the timeline on the lobby into next week, after EA starts, but that is probably for the best given all the other improvements I've been able to put in instead. I wish that wasn't an early thing that people might run into, but Puffin has been working on making a lot more quick start options with more difficulty ranges and types of ships and AIs, so it's... hopefully a case of most people playing those anyway, at least at first. Those should be far less overwhelming to someone new, anyway. Next Up Aside from the tutorial work, and whatever bugfixes seem most pressing pre-EA launch, I'm going to do my best to get the view/edit controls screen in. I think that will fit in the time I have left. Some of the most important keybindings (pursuit mode, etc) are now directly exposed on the interface, though, so it's notquite as dire as it previously was (it's still really important to get ASAP). More to come tomorrow!And each day after that. EA starts the day after tomorrow, but that's not going to interrupt the schedule that we've been maintaining for the last few months. Thanks for reading and playing! Problem With The Latest Build? If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choosemost_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire. The Usual Reminders Quick reminder of ournew SteamDeveloper 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
[ 2018-10-14 01:33:44 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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