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v0.877 Released! "The Strikecraft Goldilocks Zone"
[ 2019-07-30 17:25:26 CET ] [ Original post ]
Release notes here. The nanocaust have seen a big revision as part of this one, and I was definitely tempted to name the build after that. But the strikecraft being better-balanced compared to everything else probably affects more people, so here we are. The list of short-term general annoyances is getting much smaller, and the discussion that started it all is here. So what's new?
- Lots of bugfixes, and some ui enhancements and AI improvements all over the place.
- You can now see the history of the AIP increases and decreases by clicking the AIP section of the top toolbar, which is SO handy -- thanks, Badger!
- In Badger's own words, the nanocaust changes: The nanocaust rework is basically a dramatic simplification of the code. I took the Fleets mechanism out and put in a mechanism that basically says "If there are no enemies on planet X, take all the ships on this planet and attack any adjacent planet that is weak enough for the local forces to take. If there are no adjacent hostile planets, go to a random adjacent friendly planet". This was what I did originally but it was too powerful so I introduced the nanocaust fleets mechanic basically as a nerf. However, the end result was a rather boring and not-super-menacing nanocaust. So now it's back to its original terrifying version. I may need to introduce some additional mechanics to slow it down, we'll see. The logic it uses is also essentially the same logic that Marauder Raiders use.
- The strikecraft balance is now reduced to 2x hulls instead of 3x, and attack multiplier down to 1.5x. So now your turrets should have a fighting chance. Big thanks to Puffin for aggregating that feedback and making the change. The strikecraft previously felt too chaff-y, but now are hopefully in the ideal middle ground; let us know!
- Bunches of balance changes based on player feedback.
- I've personally been traveling for the last week, but have written up some things that might interest you. Specifically:
- My plans for tutorials are a lot more traditional now.
- My plans for 1.0, techs, and fleets are written up and hopefully make sense.
- Same for my plans for multiplayer, although that news is probably less welcome.
- Still lots of exciting things in the works, as noted via various links, mantis, and so on.
[ 2019-07-30 17:25:26 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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