Release noteshere. The title of this one is a programmer-y joke at the expense of us human meatbags. But I think it's also a pretty apt description of some of the new AI behaviors in terms of how it decides to take major actions at a planet. Sometimes bumrush you, sometimes go away for a while and come back, etc. This is a lot more in line with how the first game handled pieces of its AI at the mid-management tier, so to speak. Big thanks to Badger for adding this. There are a variety of other tweaks and fixes in here, including some changes to Risk Analyzers and Wormhole Invasions. You'll also start seeing reconquest waves on all difficulties. I've gotten almost all the end of year finance stuff done now, finally, and in general am feeling better inmy personal lifedespite things continually falling apart in various new ways each week it feels like. I'm getting fewer and fewer unpleasant giant surprises, so my confidence in my ability to keep my butt in the chair and focus on work-work rather than finances-work and outside-life-things-that-require-too-much-new-learning-work is rising. I'm still not where I want to be yet on that score, but I'm rapidly gaining, finally. I'm starting to feel more like myself again. Amusingly, I took my son to see the new Spider-Man: Into the Spider-Verse movie yesterday, and that was ridiculously meaningful of a movie to both of us for very different reasons. I've written (in a frustratingly vague way) about how I've felt a couple of times over the last months like I've flipped between universes that look similar but are actually different, and seeing certain aspects of that on the big screen in an emotionally-loaded animated movie was surprisingly cathartic. That movie is crazy well done and well written. We'll see if it lasts, but in a strange way since seeing that movie I've felt more like myself than I have since my mysterious incident that I'll explain to you in the future when I can. As I noted the last two times, rest assured that this won't be a permanent state of affairs, and I'm not going anywhere. This is hopefully a once-per-lifetime event. Thanks again to everyone for their support and kind words. Continual thanks to Badger, Puffin, and Quinn for holding down the fort while I'm functionally (not literally) handicapped. I'm getting increasingly excited about getting back into things and doing some big things with the game, and that's the best sign that things are improving. 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
[ 2018-12-19 14:39:09 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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