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v1.005 Released! "Answering Your Top Requests"
[ 2019-11-06 02:36:07 CET ] [ Original post ]
Release notes here. There are actually several releases in one here, since we had a few small ones we just posted about on the forums rather than making a full announcement. But we're back to where we'll be doing an announcement for each release again. This particular build... does a whole heck of a lot, good grief. The release notes are very long, so here are some highlights:
- Advanced Research Stations now give you a whole bunch of choices on which ship to gain for yourself without you having to spend hacking points every stinking time. This is super fun and gives you a lot more power.
- Advanced Research Stations can't merge ship lines anymore (people found that confusing), but before you get your pitchforks out -- some folks on Discord were inclined to head that direction...
- A whole new structure, Fleet Capacity Extenders, has been added. These let you double the ship cap of any strikecraft or frigate line in the fleet that hacks it. You get to choose the line you want to up the cap on, so it's way more powerful than the confusing ARS mechanic ever was. And these things are very plentiful. May your fleets be ever larger and prosper.
- Fleets themselves are now capped to just 5 lines across the board, and the custom fleets are both easier to use as well as being nerfed a bit.
- BUT now ALL of your fleets can have extra ships put into them to bring them up to 5 lines. That wasn't possible before, so you might be stuck on 1-3 lines forever on all but the custom fleets.
- The EXP mechanic now only works for mobile offensive fleets (this does include support fleets, but not citadels or battlestations or planetary fleets), and consequently it also only counts these types of fleets when calculating the penalty or bonus to EXP generation.
- Planetary fleets could get some serious exploity cheese happening with EXP leveling them up, so with that gone -- see above -- we now have the ability for you to spend science to upgrade a specific planet. It's powerful, but comes at a non-renewable-resource cost. We may have some more balance to do in this area (in fact that's all but guaranteed), but it's changed as conservatively as possible for now and should skew in your favor if anything.
- Minor factions can now be on their own teams with one another, if you want! So you can have the macrophage and nanocaust team up with one another versus you and the AI. Before the factions had to always hate everyone, ally to AI, or ally to the player. Now there's even more possibilities.
- Fix an exciting bug where AOE shots were doing way too much damage under certain specific conditions.
- Hovering over a save game in the Load menu will tell you how many times that save game has been loaded. So if you're stuck at a particularly hard spot then you'll get some feedback as to how hard it is.
- Instigators now have a permanent notification (like wave notifications).
- Zombification no longer works on Dyson ships, Dire Guardians and such things. It was kindof OP. But the old behaviour can be enabled as a Galaxy Setting.
- Different AI Difficulties now increase the mark level at different AIP amounts. As a result of this, different AIs can be at different mark levels. Yow. This should give a more proper challenge to the ultra-high-difficulty games.
- The Hunter and Warden fleets now get decloaking ships, in the hopes of preventing permanent scouting by cloaked units.
- If your fleet outnumbers the AI "enough" on a planet then all the Guard Posts will release their ships so the ships can run away. Again, yow.
- AIP Floor is now increased by 35% of AIP gain, up from 20%. So you can't cheese the SuperTerminal so much.
- Reduced minimum and maximum unit type counts in the more thematic Fleets (i.e the ones with mass Fusion Bombers). This is incredibly synergistic inherently, with far more units in general too.
- Drastically reduced the assist construction and repair rate of Engineers. It was possible for these to eventually end up assisting Factories to absurd amounts - actually a good bit more than the Factory.
- Income in general has been slashed from metal harvesters and economic command stations, as it was out of balance.
- Turrets are no longer quite so energy-hungry, as it was difficult to field all of them.
- Eyes can now be triggered by the number of fleets on a planet, not just the number of ships.
- Greatly reduced Transport Flagship priority as a target, so the AI will be way smarter about dealing with them.
- A whole bunch of balance and tuning relating to hacking.
[ 2019-11-06 02:36:07 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
(1063 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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