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 one fixes a bug with savegames that were being created in the prior build being unreadable. Sorry about that one!
- This one also removes the tutorial button in general, as the current plan is not to do the prior style of "scripted tutorials that you play through," unlike earlier builds of this game and unlike the original AI War. That's so last-decade: people largely want to just start playing, you know?
- With that in mind, we're leaning on three different techniques to teach people how to play, two of which are partly in place at the moment, and the third of which will be coming along soon.
- Firstly there's the Intel tab, which brings really important stuff to your attention and has been there for a long while. Plus the really robust tooltips, most of which you can hold Shift on to get a full explanation of the mechanic of the ship in question right at that location.
- Secondly, there's a new How To Play Section that has been added as of this build, and which is kind of like a wiki for answering specific questions you might have. This goes into more depth than we can do in a play-as-you-go tutorial anyhow, and wiki-style explanations for things were always considered kind of required for the original game anyway (but were actually on our wiki rather than being embedded in the game like this now is).
- The How To Play section needs a lot of fleshing out, and if anyone has ideas on what they'd like us to explain, or if they have strategies that they want to contribute to the strategy sections, etc, then that's of course very welcome. Sometimes the best people to think of what the first things they want to look up are the people who wanted to find that information recently themselves.
- There is also a new Tip of the Day system on the main menu, which I've wanted for a while. Contributions to that are also welcome.
- Thirdly, and not in place at all yet, we're going to be having some little "mini missions" that encourage you to do things that are helpful to your cause, and thus teach you bits of strategy inherently as part of the game, and which give you a reward in-game for doing it if you want to. This is similar to something we did in The Last Federation, and it's a different form of "teaching by playing." Letting you actually just play, but then giving you some missions that you can reject or accept that give you an in-situ way of learning about strategic options that you might want to partake in.
- Anyway, between these three approaches the hope is that players are able to get into the game easier than ever, and without having to worry about if there are 5+ hours of tutorials or whatever. We'll see how this works long term, but it seems promising, since it covers both major learning styles right in the game, rather than having some stuff in the game and the rest on our wiki and youtube.
- Note that there's currently a lively discussion ongoing about what to do about EXP, since right now it's definitely super unbalanced for a lot of reasons.
[ 2019-06-21 21:30:18 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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