Release noteshere. I'm slightly sick and very tired, so the release notes will mostly speak for themselves, I think. But there's a lot of amazing stuff in there from Weapon Master, helpfully integrated by Badger and Puffin, along with a long list of things that they also put together. The Dark Spire are getting increasingly cool, and the AI is more active in a variety of ways, and tractor beams are a lot more of a thing. My contributions to this release are pretty well nil, but I have been working away on the next great thing, don't worry. Basically I'm writing up a document that explains my design for some substantial changes -- please hold your pitchforks -- that I think will address most of the complaints people have about control groups, fleet management, fleetballing, the docks ui, and maybe even scouting. That last bit I hadn't expected to tackle, but as I've been going through things in a comprehensive fashion I realized that it's actually just as much related as the rest of it. I think it's only a couple of days of work for me once I finish writing it up, so the design and writeup process is longer than the actual implementation time if I'm correct on that. But this has been a bugbear set of issues for me for over a year, and I'd rather measure twice and cut once on it. It's also a short enough amount of work once it is done that I'm planning on inflicting it on everybody AS I give you the explanation document, rather than giving you the document first. ;) My rationale for that is that we can all nitpick the theory of it forever, but it's hard for anyone to see exactly what I have in my head from a document and not just react to parts of it. Much easier to have the full thing out and then react to that, and the document then serves the purpose of illustrating if there's some place where the actual implementation deviates from intent, or where further refinements or rework is needed to keep to the spirit of the intent. I have a couple of other irons in the fire at the moment as well, one of which is looking into a replacement ui framework that might make things vastly easier on all of us that want to do any UI work. So depending on how much those other things take up time-wise, it could in theory be as late as the end of next week before I have the big new set of changes out, but a big part of me would like to have those out this week if possible. Probably not feasible, but it would be nice. Assuming that the big changes go over well with folks, then that's the last big design hurdle remaining for the game, prior to 1.0 at least. The new plan for multiplayer, detailed two releases back, will still need to be implemented, and the ui will need to be majorly updated in one fashion or another, but everything else is just a matter of content and getting individual slices of work done, versus something that is a larger design question. So that's very good! It was important for me to start nailing the really tough stuff as soon as I got back to work, since I really didn't want that hanging over me. As noted recently, I am fully back at work now. 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.I'm increasingly happy, for a variety of reasons, and that's a real relief. Life is still a work in progress, and finances even more so, but there's a path forward. 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
[ 2019-02-20 02:11:57 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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