Release notes here. After three long years, we're finally at the point where we're ready to start showing this off to the press in a non-preview fashion. This build does still have some bugs and some rough edges, but they're minor in the main and we have a week to finish up that sort of thing along with achievements. As a mostly one-man shop now (plus awesome volunteers who keep increasing in number) there's only but so much lead time I can give, and I wind up feeling like I want every last everything to be perfect. As it stands we have about a week until 1.0, and I'm really pleased with how things feel. Seems like our growing list of players are, too, from the sound of things. So that's good! What's new in this build?
- We finally have AI taunts in the game! This was something people really liked in the first game (when the AI says something mean to you when it does something clever or you do something stupid), and that has returned in a major way. In the first game I think we had a dozen, maybe two dozen, taunts in total. Now there are over two hundred.
- Ships can now load into transports from other planets (traveling to the planet of the transport first of course).
- Awesome new quick start scenario by community member Nuc_Temeron. We love the clever things you folks think up, and are always interested in including things like this for players to experiment with.
- More tutorial tweaks, thanks to Puffin.
- Add a new Watch planet hack; this works only with local hackers and on planets without enemies. It's much cheaper, but the vision only lasts until the AI recaptures the planet.
- A whole bunch of bugfixes, some of the most significant ones relating to the new ability to select and control fleets from the galaxy map. That should now work properly in all cases, and not have the selection/hover issues it did briefly.
- Also some bugfixes to the metal usage reports, so that's more accurate.
- The energy usage in the resources bar can now be clicked and gives you a detailed breakdown of where you're earning and spending energy! This is... a surprisingly big win, in terms of making it clear what the state of your empire is.
- Bunches of improvements to the "strong against" version of the R-click view, to make it more correct and clear.
- New icons for the tech menu!
- Lower difficulty levels (less than or equal to 5) now have a variety of things making them easier than before. There were definitely some complaints about it still being too hard at those lower levels.
- Also a fix to make dire guardians appear properly, and some of the guard posts on the planets that would have dire guardians no longer be hyper-aggressive towards you. So this should make deep-striking a lot easier in the late game in particular, and thus help with some of the difficulty that a few people were reporting.
[ 2019-10-15 01:16:18 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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