New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#3.501_Shot_Compression_And_Bugsmashing This one has a major new feature in it that NR SirLimbo has been wanting to put in for a while, and he was waiting for the next big beta period (that's now!) to do it. It's called "shot compression," and it's basically like stacking for shots. In a lot of respects, it lets stacks of ships with multi-shot abilities work a lot more like they do when they are not stacked, replacing a number of more ad-hoc types of approximation that I had put in over the years instead. I like this solution a lot, but SirLimbo notes that it definitely does need more testing by folks. This build also adds the major feature of RANDOM FACTIONS to the base game! That was a cool feature that Badger cooked up, and it was going to be in DLC3 for a while, but instead it's free to everybody. We'll properly announce that as a marquee new feature when we come out of the beta branch, but for now folks willing to deal with this beta period can go nuts. :) In other news, since the release of that last build there were certainly a number of bugs that folks have reported, and some of those are fixed while others are still a work in progress. It's coming fairly quickly so far, knock on wood, and hopefully a release tomorrow will affect the last really large things. 1. Fixed a whole mess of exceptions and errors that could happen, many of which predated the beta period, at least for multiplayer. 2. The ability to use HDR displays apparently was causing certain displays to be very dark. At least I hope that's what it was. There's no good reason for this game to use HDR displays, to be honest, so I just turned that back off. 3. Fixed some super longstanding Astro Train bugs, so now they work properly. 4. Fixed some even MORE longstanding bugs relating to energy and metal displays per planet, and things like that. There were a number of them that were showing correctly in one spot (and calculating correctly for the actual bonuses), but then showing incorrectly on a variety of screens. That's all consolidated now and shows correctly everywhere now. 5. Notifications at the top of the screen don't flicker anymore (that was a regression in the last version). 6. Galaxy map icons now react visibly to being hover-over, like icons in the planet view do. This makes things feel so much more responsive! Also, the underlays behind planets react like their planet itself, which is also really helpful when you're using the search tool in particular. Major bugs still known: - Hovering over units and planets on the galaxy map DOES always highlight them (so the hovering is working perfectly), but the actual tooltip does NOT always show up. There are some other places in which the tooltip also does not always show up correctly. - Double-clicking and a few other mouse items are acting a bit funky. I need to read those reports in more detail. - Going into the lobby the first time is still mis-centered. - Some various other exceptions that folks have run into and reported. I'm hoping to have those things wrapped up tomorrow, and then we'll see what new things folks run into as it gets more and more stable here. It is annoying to have a bunch of code regressions, but that's part of the territory when making such large changes. These should hopefully pass quickly, and in general things just feel so much more smooth! More to come soon. Enjoy!
[ 2021-08-03 01:52:40 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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