Release noteshere. The way that the AI sneaks around has some bugfixes and works better now, and the Hunter fleet should be a lot stronger because of the AI knowing better when to retreat. AIs choosing to sneak past your forces and harass you should now be more effective, too. And the nanocaust should do a lot better of a job of dispatching its units. Thanks to Badger for all of these changes. Puffin also made some tweaks to things that make transports slightly better, though there's more I need to do directly on that. And he also made the Fusion Bombers really really a lot more effective in their targeting and also more powerful in general. They're now a lot better without you having to micro them. On my end, I put an end to fixed-int math, which fixes several immediate bugs such as ships circling other ships when they were supposed to linearly kite, or ships getting stuck on forcefields. These were a couple of bugs that I just couldn't figure out a graceful solution to, no matter how long I stared at them over the last half year or so. I also had been unable to figure out a graceful way around some obvious multiplayer desyncs that I knew were going to be persistently arising; that is part of why I haven't implemented multiplayer yet. Yesterday I finally had an insight, which is partially detailed in the link above, about a way to simply auto-repair desyncs in this game and thus solve all of these problems at once. Part of the reason this fixes anything in single player is that it lets us stop using fixed-int math and use floating point math instead. Those bits are now in place. The actual auto-repair of desyncs in multiplayer is something that I still have to code, but it should be under a week of work when the time comes for that, and it's certainly less than the months of chasing desyncs that was otherwise going to happen. This is a pretty big deal, because it will allow for multiplayer sooner than later -- no I still don't have a timeline, though, just yet -- and it also lets us simply brush away some of the more inscrutable bugs that were due to threading issues, fixed-int precision problems, or the like. Definitely a case of working smarter rather than harder, but it's only possible because of a long laundry list of other architectural choices and flexibilities that this game has thanks to the last couple of years of work. So if we'd thought of this a year or two ago, in an abstract sense, it still wouldn't have seemed feasible because the architectural constraints of most games just make this infeasible. But because of the multi-layered, pooled nature of the current game, suddenly I realized that this was possible. For those who missed the recent news, I am fully back at work now - yay! If you were wondering what was up, I recently put together a video explanation of what happened. I don't go into a lot of detail, for privacy reasons, but there's enough there to get the important pieces across. Anyway, I'm back now and very happy about that. Actually pretty happy in general, these days, which is good. Continual thanks to Badger, Puffin, and Quinn for having held down the fort while Iwas away. 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
[ 2019-02-07 20:39:25 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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