Release noteshere. Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the "current_beta" option. Otherwise you're going to be stuck on the pre-fleets version of the game. If you don't know what I'm talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused. So what's new in this build? This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we're aiming at in the next... weeks? That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period. Anyway, what's new:
- Your command stations have been rebalanced a bit, and the descriptions have been updated a lot in order to keep veteran AIWC players from making assumptions that get them into trouble. Aka, economic command stations are not always the answer anymore, and in fact can be kinda risky depending on the scenario.
- Bunch of bugfixes.
- Drones actually work now! At least for the hive golem. Still have not tested them for the third party factions and AI guard posts. Let us know (with savegames, please) if those are having problems.
- Just to save you some pain of hunting down cloaked AI guard posts that are harmless but hiding on your planet, those now lose cloak when their command station dies. This actually can be used in your favor in a couple of combat ways, too, actually: "the enemy's gate is down" on heavily cloaked planets, if you catch my drift.
- There were a bunch of bugs with double-clicking which have been in there forever, and are now fixed.
- The whole "control groups style number buttons" stuff now works again, except that you can't (yet) assign fleets manually to the numbers. But the first 10 you get will automatically be assigned numbers for you. Baby steps! The automation is useful long-term for new players and lazy people (like me) anyway who otherwise might not think to set their control group numbers and just do things the hard way, but the ability to manage that by hand is something that obviously we want you to have, too.
- Dire guard posts no longer wreck your AIP.
- Some of your forcefield units now have a much bigger forcefield, making them way more useful.
- Citadels all shoot much further now, and battlestations all now have much more personal shielding.
- The AI doesn't tech up remotely so fast anymore (by AIP levels), because the AIP increases are a lot more common in the new versions of this game. It's actually a lot more in line with how I used to play the 3.x versions of AIP, where I'd usually have a final AIP of 500ish.
- Note that you can still play a spectrum of high-AIP and low-AIP games in this sequel, but overall that spectrum has been slid a bit more upwards compared to the first game. Frankly this is good, because otherwise the AI stays kind of brainless because it really isn't aware you exist. The new game mostly forces you to get into the territory of "it knows you're there, but just really doesn't care" if you're playing a low-AIP game.
[ 2019-04-19 22:24:29 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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