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v0.875 Released! "Counterattacks You Can Taste"
[ 2019-07-12 20:24:58 CET ] [ Original post ]
Release notes here. This is a big one! The list of short-term general annoyances is getting much smaller, and the discussion that started it all is here. So what's new?
- You can FINALLY turn off construction on individual ship lines in your mobile fleets.
- There's a bunch of other stuff you can see about fleets that is handy info to have, too, in their tooltips.
- Waves are now thematic based around the planets they come from, so they should be something that you can plan for without them being absolutely homogeneous around the galaxy. The release notes explain it better, but I didn't go with my "Wave Mainframes" idea because this is simpler all around, less cluttered, and gives more variety without being a mess. It may need more tuning, we shall see.
- Salvage and Reprisal Waves are gone. What? Hol' up a minute.
- The release notes again explain it better, but we have a really cool new Counterattack mechanic that takes the place of Reprisal Waves, and which gives you waaaaay more control over the amount of risk you take on when you attack an overly-strong target.
- In recent builds, some players were getting game-ending reprisal waves "out of nowhere" because of how they were attacking and how the fairly-invisible salvage mechanic worked. This was not something I liked at all, because it basically feels like something you can't control; and in some respects that was literally true, whereas in other respects you needed to have secret knowledge to avoid it. Bad bad bad in both cases.
- The new counterattacks can actually be far stronger than reprisal waves in the recent builds -- absolutely apocalyptically game-ending, in fact -- but the important thing is that the communicate to you the whole time from the point at which they start becoming dangerous. That then gives you a chance to run away and take your small beating (rather than letting it get apocalyptic), or it lets you double-down and paralyze the counterattack long enough for you to eventually dispel it outright by killing all the AI guard posts and command stations on that planet.
- Put another way, it adds some brinkmanship into attacking oversized targets, and gives you the controls to choose just how far you push things. If you can stall the counterattack and then cancel it, that's absolutely the best thing... but the risk of doing that if you might not be able to could mean that you bring down the roof on your head. It's all dynamic, right on the screen in front of you, and gives you an immediate feeling and source of back-and-forth.
- And for smaller targets, it doesn't even come into play and bother you, because this specific mechanic isn't supposed to be a response to you just playing the game in general. There are things like Cross Planet Attacks, reinforcements, and the hunter fleet for that already. We didn't need yet another mechanic that was inevitable. We needed something devastating-but-avoidable, and hopefully the round-one balance on this is somewhat reasonable at least. I'm sure it will need more tuning over time.
- Oh dang, we also added three new hacks, too (thanks Quinn!). You can hack big weapons of the AI to take them over (Orbital Mass Drivers and Ion Cannons), which gives you new strategic/tactical options during taking a planet. Unlike the first game, there was no way to capture these before now. And then you can also hack a co-processor to find all the other co-processors if you don't want to wait for regular scouting to find them.
- Techs also show you a bunch more info that is helpful for when you're trying to capture new fleets, and new fleets also show you more accurate information based on your current techs and bonuses, rather than showing their mark-1-defaults.
- Good grief we also fixed a bunch of bugs, too. This really is a pretty hefty release.
[ 2019-07-12 20:24:58 CET ] [ Original post ]
AI War 2
Arcen Games, LLC
Developer
Arcen Games, LLC
Publisher
2019-10-22
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Very Positive
(1068 reviews)
The Game includes VR Support
Public Linux Depots:
- AI War 2 Linux [1.72 G]
Available DLCs:
- AI War 2: The Spire Rises
- AI War 2: Zenith Onslaught
- AI War 2: The Neinzul Abyss
AI War II is a grand strategic RTS against an overwhelming, inhuman enemy who has conquered the galaxy. The enemy has made only a single error: underestimating you.
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)
Wishlist the game to be notified when it becomes available!
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!
MINIMAL SETUP
- 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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