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:
- Lots of big-deal stuff in this one, just like in the last one! Feedback is really heavily desired on the fleet EXP level-up thresholds in particular.
- So the most notable thing, potentially, is that now basically as your fleets fight and destroy enemies, they gain EXP for doing so and then eventually level up. This has always been planned, and for things like engineers and command stations (and a few other things), it's actually the only way that those can level up; science techs don't directly support them.
- This is an automated process (the leveling up), contrary to what I'd been thinking about for a while, since that's way less micromanagement for you. But then what I'd been thinking of as alternative ways to spend EXP (for fleet customization purposes) will instead be "perk points" that you get on level up. Rather like what happens in a variety of action games, Dying Light comes to mind. Or Horizon: Zero Dawn, etc. A bunch of others.
- There are ten new quickstarts in here for you to enjoy, too -- thanks, Puffin!
- The mark level colors are now completely revised, so that you can properly read the gradient of difficulty across the galaxy map when looking at it colors-wise.
- The AI no longer gets so much salvage, so it no longer will have such crazy strong reprisal waves early in the game.
- Your player homeworlds are now able to produce a lot more energy, which helps a variety of things early in the game in particular.
- Energy costs for lower-mark units now goes down when they are in fleets with higher-mark ships, same as happens with metal as of the prior build. This only applies to player ships, so the fact that this can make you suddenly more or less vulnerable to nucleophilic or other effects with those ships is just one of those things you have to manage on those ships you choose to leave outdated. In some cases it's a real advantage, in others it makes them really vulnerable to specific ships like eyebots.
- Drones now never cost you energy, as that was something that could really mess you up. For the same reason they haven't been costing metal for quite some time.
- Several other bugfixes are in place, and we also upgraded the version of unity and hopefully that will fix the glitchy icons in the sidebar. If you see that glitch again, please let us know!
- And then one of the other best things for last, you now start with a hand-designed battlestation defensive fleet (of your choosing from a selection of 5) on your home planet, just like you start with a hand-designed offensive fleet of your choosing from a different selection of 5. This makes it so that you don't have to babysit your home planet at the start, you get one more bit of personality into your starting position from moment one, and also the very idea of battlestations (and the key role they serve) is introduced now from minute one even if you skip the (currently disabled) tutorials.
- We're closing in on 0.900. I need to get the fleet management screen v1 in place, and then we'll iterate on that from there later on. Then it's just a matter of new tutorials, and I think we're where we need to be for this to come out of beta. There's then still a lot to do to get to 1.0, including a lot of things on fleets and whatnot, but with those additions the current build is I think complete and contained enough that it's definitely not beta-quality anymore.
[ 2019-06-20 20:53:10 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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