Release notes here. The graphics for ships and structures being incomplete was one of our biggest bugbears... since forever, really. We always were adding more ships and structures faster than we could do graphics for them. It's been well over a year since I've done any new ship visuals, because my focus was elsewhere, but in the last week it's been time to tidy all that up in preparation for our 1.0 launch on (tentatively) October 22nd; and that includes revised trailers and screenshots, of course. More than just adding a bunch -- 80ish -- of new ship and structure visuals (and overhauling the lighting and bloom on all the rest of them about a week ago), this particular build also vastly improves the quality of the background planet visuals by moving them to updated shaders, adjusting their levels, and so on. I made some improvements to the planet visuals back during the "lighting and darkness" release, but this is a whole other level of improved. Other stuff:
- There's only one bugfix in this build, which is hilariously little in terms of that sort of thing, but you can see where our focus has been. We'll be returning to interface, bugfixes, and tutorials now that the visuals are done.
- There are four new ship variants (Ram, Fusion Saw, Kite, and Ion Disruptor) now in the game.
- There are some other moderate balance tweaks, such as spider units being a lot more effective, weapon jamming ships working a lot more effectively and efficiently, forcefield guardians having a forcefield of any notable size, and a few other bits.
[ 2019-09-27 16:47:43 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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