Release notes here. Lots of fixes! These alone are worth a full release. And same with the number of balance changes. But that's not remotely all what's here... Victory and Ending Scenes! Now when you complete a game, it gives you a bit of text, a nice song, and a cool visual scene with some mild animation. You can see them on youtube from the linked release notes, so that you don't expect more than it actually is. But this is a major step up from just "you win" at the end, which was a kick in the pants for sure. Later we can always build this out more and more, add in graphs and whatever else, more text, or whatever we feel like. But having this as a baseline, and a solid version for 1.0, I'm really pleased about. Visually I prefer the game over screen by far, but the victory screen has just such killer music... Turret and Minefields Revamp Among all the other balance things, you'll notice that you have only a fifth as many turrets and minefields as before, but what you have are now 5x as powerful and expensive, and also larger. This makes it easier for you to place them (fewer clicks), and also improves performance in savegames where turret counts were getting absurd. Icon Placement Overhaul A lot of people were irritated by where the icons were placed in the game. Basically they floated really high above the ships themselves, so that we could do things like have them hidden by ships in front of them. But this was really problematic for people connecting the icons to the ships themselves. There's actually a milder version of this going on in Fire Emblem: Three Houses that keeps throwing me off, honestly, and in some ways that was the final straw for my own game. ;) The new style of placement works more like Stellaris mixed with AI War 1, and it's vastly easier to tell what's going on. But it's completely customizable, so that you can put it back to the way it was before if you prefer. Energy Surplus... Removed Basically there was too much energy, all the time, before. Hopefully now you actually have to consider economic command stations, or not just putting all your turrets on every planet, either way. Or go for the Zenith Power Generators as an actual exciting capturable. And A Lot Of Other Stuff! But I got very little sleep last night and I'm super tired, so I'm ready to just get this out to you and you can read the release notes for the other details. This thing has been a really huge one! More to come soon. Enjoy! Problem With The Latest Build? If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire. The Usual Reminders Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do. Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support. Enjoy! Chris
[ 2019-09-07 20:38:38 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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