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:
- This took WAY longer than expected, but that's because we veered into fully redoing the lobby, at long last. There are still some bits that are todo noted here, but it was getting into things that were smaller to fix than was worth making you guys wait any longer.
- With the lobby being completely redone, this means you can have arbitrary numbers of factions now, and there have been a ton of other improvements and fixes.
- The Nanocaust has gotten even bigger and scarier. Some of their weapons weren't even firing properly, but they now will.
- Knockback is a huuuuge new thing that WeaponMaster has added to the game that we haven't had since the first game, and it's a lot more functional and fun here. It can be used in a variety of ways, including sucking things inwards rather than pushing them away. Thanks also toAnnoyingOrange for a bunch of math suggestions here, mainly for using a "baricenter" method for calculating when a bunch of knockbacks are happening on a ship at once (or many ships at once).
- Along with making the Nanocaust scarier, Badger also went in and made the AI Overlord battle way more intense on difficulties 7 and up.
- Puffin has been up to a lot with the balance, in adding a bunch more tweaks and changes to mines, giving translocation (knockback) to a number of ships and structures now, and so on.
- The AI planets are no longer able to get turret reinforcement boosts from having guard posts, since that was causing players to have to rush around to avoid that happening. Instead there is a bonus strike craft increase a bit heavier, which is less taxing.
- And a variety of bugfixes from Badger and WeaponMaster, ranging from the minor to some fairly major ones.
- It's worth noting that now that I've done all this lobby work, the other interfaces that I have to work on seem waaaay less intimidating, so hopefully those will go more quickly. Nonetheless, there's no other area (aside from maybe the tutorial, or the addition of multiplayer back in) that is so monolithically huge. But those won't delay the intermediate releases of the game, since they don't actually replace anything from the existing game as it is this build. So... yay! Hopefully the last of the releases that are quite this huge and spaced out.
[ 2019-05-30 04:57:01 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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