Release noteshere. Whew! It's been a really long day, but I feel like I didn't get really that many things in. Most of my day was spent on the forums, and I know I promised that a few things would be in this build that got pushed back -- apologies to those folks. I think it was three features. I should be able to get them in tomorrow, but I'm going to be a bit more careful about my promises from now on when it comes to short-term schedule. Basically I wound up spending a lot of my time listening to folks and finding out what gripes are bothering them the most. That was a super useful way to spend the time, even though it caused the feature list to be a little shorter than usual. Still, the list isn't bad:
- A couple of minor clarity improvements.
- You can now see text and icons out further on the galaxy map, and you can customize when (or if) they disappear (it gets cluttered if you keep them all the way out).
- The planet tooltips show you some substantially more useful info, so less clicking around.
- You can build turrets and the like in groups of 5 by holding down Ctrl now, like in the first game.
- The various modes that ships can be in can now all be mixed and matched (so group-move+stop-and-shot+frd, if you want).
- There's an awesome new attack-move mode, which is kind of a hybrid of several other modes and brings a much-needed way to automate small offensive actions. Pursuit mode is great for defense, and this is basically the offensive equivalent now. I spent a lot of time talking toTerrarius about the existing options, and eventually realized there was simply a gap that needed to be filled with something new.
- The game should no longer submit anonymous hardware statistics to unity. Sorry that we accidentally had that on; let us know if you still see it, please. Thanks tolonetrav and Demerzel for bringing this to our attention.
- A couple of other bugs were fixed, including the inability to save during the tutorial.
- Ships being in hold-fire mode messing with their ability to re-cloak is fixed.
- Basically, people were too rich and the AI was too poor. So...
- You now only get 30 hacking points per planet, instead of 40. Hopefully this feels just right, instead of being over-abundant or pauperish.
- The AIP gained per destroyed command station is now 25 instead of 15. Basically the amount of ramp-up that the AI has from AIP is a bit more tame than the first game, and so this balance shift should bring them more in line with the first game. It also has the side-effect, Puffin noted, of letting the AI get substantially more mad at other factions, which is a cool side effect.
- And ambush turrets also got a variety of buffs to make them more effective.
[ 2018-10-17 02:12:02 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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