Release notes here. This one has a lot of cool stuff that should make more playstyles viable. It may make the game a little easier than we want, but one step at a time. Balance Swinging Your Direction A Bit For Once Next release will have some exciting changes to the outguard that StarKelp has designed and implemented, and that may swing things even more in your favor. We'll see how that works out, but it's likely that the AI is going to need an economic boost or something. We're actually very open to suggestions on that; in the current build this is essentially a tech nerf to the AI, and then there's essentially an economic boost to players if they start actually using outguard as we had always wanted them to... so it's not really a lack of strategy on the part of the AI or a need to toss more exo waves at you... it feels like they may wind up needing a compensatory economic boost of some variety as well, although exactly how that will feel in practice is something we're interested in trying to predict based on your experiences in this and the next build. Hey, The Website Work Is Done! We went through a giant overhaul migrating our website and various services from an older VPS to a new cloud-based solution, and that -- of course -- took far longer than expected. A few hours turned into a day. But the good news is that the wiki and mantis are running faster than ever, and even the forums are -- knock on wood -- back to running full speed again like they have for most of the last decade. They've been painfully slow for the last few months, increasingly frequently, and then that started spreading to our other parts of the site. Other Bits
- Minefields should feel way better now, thanks to Puffin.
- More voice lines are in.
- A bunch of UI tweaks and fixes are in.
- Peter Ebbesen gave us much better beginner tip text for science and engineering -- thanks Peter!
- The reason higher-AIP games are now more possible is that the AI techs up at higher AIPs than before, and that varies by difficulty more now.
- A heck of a lot of player defenses are now stronger, too, wow. Or cheaper in techs. This might seem like overkill, but some people were not really using them too much because the mobile stuff was more cost-effective, and that was bad. Again, if we're swinging things too much in your favor, we'll just have to swing the economy or similar on the AI's side, too.
- Actually your economy is now buffed as well, in terms of taking less science to tech up command stations, and you getting more energy out of a lot of the structures, too. This again makes it more viable to have full proper defenses.
[ 2019-12-11 02:28:15 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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