New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.761_Savegame_Safety The biggest takeaway from this one: we're not going to be intentionally breaking savegames anymore after this version. As has been the case for most of the last 5 years, there's occasionally a version that corrupts itself or something, but aside from those rare incidents the savegames from now on should remain backward-compatible. I had been planning on finishing up the last of my main stuff for the Necromancer Empire in DLC3 this week, but instead I wound up touring around a lot of random things to make sure that we achieved savegame stability first, instead. Necro Empire is still on my very short list. So what's new in this version? Well, a lot of the meat of Expert Mode is finally in place, with three fuels for three categories of ship. Argon for the normal smaller and midsize ships, Xenon for officers and elites, and Radon for turrets and forcefields. It's incredibly unbalanced and a bit janky right now, because this is just the very first prototype version hot off the presses. Please do note that this only applies if you play in Expert mode, but the idea is to give you more reasons to hold different territory, and more to lose permanently when you are attacked various places. It's going to need a number of iterations before it's ready for prime time, but I'm excited to hear what the early testers among you think. This is an addition to the base game, so anyone can test it without needing any DLC. The Ark Empire player type for DLC1 is also better-balanced now, so that should be more fun to play. More changes are still planned for this, as noted last release. The game now supports "total conversion" mod support, where basically a mod replaces all of the game data with something of its own. There is at least one such mod in the works (cough Puffin cough), that one being focused on a fusion of concepts between AI War 1 and 2. The game now officially supports that sort of thing, making it easier to toggle into those without having to manually replace files or something. There's also a LOT of DLC3 work in general, and Showdown Devices continue to evolve. The necromancer and templar factions now have the first pass of their final icons (aka, they're final pending testing feedback). These factions are freaking huge -- this was 82 icons just between the two of them! There's also some bugfixes and other goodies from the usual suspects. As always lately, thanks to tom.prince and NR SirLimbo for substantial additions to what Badger and I are working on. This one also needs a large shoutout to Strategic Sage for a lot of the expert mode design, which I'm very excited about even though we haven't gotten into the balance stages of that yet. More to come soon. Enjoy!
[ 2021-12-04 00:02:28 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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