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:
- The title feature of this release is that you can now, in the lobby options section, control how many fleets of various kinds are seeded around the galaxy for you to capture. This is a pretty big deal, because while I think the default balance is good for most people, it may be that you want a more hero-centric gameplay experience (lots of officer fleets and lone wolf fleets), or maybe you want basically NO heroes, and it's just transports that your smaller strikecraft and frigates work around (so no officer fleets and a ton of basic fleets). For those who have felt like the game was drifting in one way or another (heroes-wise), hopefully this now gives you the feeling that you can make it whatever you want.
- Going along with that, you can also make it so that there are even more battlestations on each planet that you capture battlestations on, if you want. If you were feeling like you didn't have enough turrets to go around without capturing too many undesirable planets, you can just crank that up to 3 or 4 instead of the default of 2, and suddenly your turret caps are going to be crazy and very flexible in terms of where you can put them. So if you were feeling like the defensive tools were too scarce... you can now adjust that. Or if you felt like it was too generous, you can go for something a lot more stripped-down and hardcore by making only one battlestation on those planets.
- Those sorts of features show some of the power of the new lobby for us to really let you configure more about the game than you ever could in the first AI War, to get the experience you really want, but without it being crazy overwhelming in terms of what the interface to control all that is like. This is one of several reasons that I bumped the lobby redo up in priority -- some of these features were clearly things that some folks were going to need to feel like they were being heard, since they want more or fewer officers, for example.
- Quick Starts have been gone since we switched up the savegame format, and they were waiting for the lobby redo to be done before we added those back in. Now that the lobby redo is done, we've started adding back in quick starts. There are only three at the moment, but it's a good start and we'll build back up again.
- There are a whole bunch of bugfixes and a couple of typo fixes in this.
- The factions tab now uses the human-readable names for things in its dropdowns, which is a lot clearer and more pleasing on the eyes. It also now shows you tooltips for line items in those dropdowns, which is pretty critical for selecting your starting fleet, AI types, and the like.
- AI difficulty levels now have actual descriptions! These are based around the difficulty settings from the first game, and what the TARGET is for these difficulty levels in this game. It may be that we're missing the mark in the balance of various difficulty levels, so if something feels like it doesn't match its description then that's a matter of us needing to adjust balance, not the description being wrong. We'd definitely love feedback on that sort of thing.
- You can now see what the contents of the fleet will be for each command station type before you build it. This is pretty key info in terms of letting you know that, for instance, military command stations get more turrets and thus are less in need of help from captured battlestations. I expect that military command stations will be more needed early in the game, for instance, and then as you capture more battlestations and shore things up, you may convert some of those to economic command stations and see a nice metal windfall thanks to your efforts. But before it was hard to know that this was even a thing you could do, since you had to test building each thing before you'd find out what they came with!
[ 2019-06-01 01:57:08 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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