New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#Beta_3.509_De-Apocalypsing_The_Code This one is HUGE in terms of how many bugs it smashes. The recent version 3.500 added pooling to a lot of new parts of the game, and prevented a giant memory leak, but it also introduced a fairly apocalyptic number of bugs. I've been super stressed about it, honestly, wondering if that would smash my whole schedule and last for months, or what. Well, today I wound up being able to duplicate and smash two really major bugs that were systematically destroying the game if you played for a long while in one game, or as soon as you loaded up a savegame or starting a new game after quitting to the main menu from playing previously. Some of these are a bit amusing. The details are all on the chris-talks-code-gameplay, in really great detail as I explored through these things today. But the short version is: 1. Since 3.5, if you started a new game fresh, it wouldn't save what mods and dlc you had enabled in the save. This was troublesome, but not a world-ender. 2. After pooling kicks in (aka, after loading a save or starting a campaign after exiting to the main menu, or after playing long enough), the systems on new ships would be kind of randomly scrambled around. So... the cloaking device on ship A is now a random weapon from ship B, which has a weapon from ship C, etc. As you can imagine, this made for all sorts of truly insane bugs. 3. A whole bunch of pooled external objects were being incorrectly re-added to the pool and then redistributed, which meant that multiple things were sharing the same data storage. It's like if 400 people try to share one footlocker. Uh... yeah, it gets confused fast. 4. Pools of external objects were busted in general after the first load, and would just keep giving out the same initial object over and over again. The footlocker problem all over again, just a different location and even more severe. Some other smaller bugs were also fixed, and many bits of preventative code were added. This stuff will help with the stability of multiplayer (since single player and multiplayer have a huge amount of their code in common), but multiplayer on the beta branch is still not ready for playing. I have some more breaking in that area to do before I get to fixing, but the result should be really worth it. Lower bandwidth requirements, more accuracy, fewer desyncs that require repair. I'm hoping to get the main game, AND multiplayer, out of beta really soon. I won't be around much tomorrow, as it's my daughter's birthday. Not sure how much this weekend, either. Maybe in bits and pieces. But definitely back to normal schedule on Monday. More to come soon. Enjoy!
[ 2021-08-13 03:18:01 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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