New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.770_Bug_Roasting Not quite off the beta branch yet, but I'm hoping that either tomorrow or the next day will see that. There were some severe regressions and some other major issues that just got missed in the last build, but those are all cleared up now and I'm currently not aware of any major bugs in the single player game for the base game and the first two DLCs. If there's more I'm missing, please continue to let me know! Multiplayer remains offline in the beta branch, but I aim to get that sorted out tomorrow. I had been hoping to get that all done today, but the vast majority of my day got taken up by the other bugs on the roster. For multiplayer, the main thing that I have to get working again is the initial handshake and the way that deserialization buffers work; during the refactor, I changed that back in July, and I recall thinking "oh yeah, I'll have to check and make sure that all does right when I get to testing multiplayer." At the time, I thought that was going to be August! Still, as extra-long as this giant beta period has been, the game is exceptionally polished from it. The extra throughput that we have made a severe memory leak I introduced a couple of days ago something that almost flew under the radar. That's maybe a strange flex, but in the past, or indeed in most programs, a memory like that would have been paired with far more substantial general program slowdown. (I've thoroughly checked this for other leaks, and beyond that one boneheaded one from the 17th, we're good). I've done a couple of major system refactors in my past work, twice on really large business systems spanning a bunch of servers, and a few times on games for Arcen (including the original migration from my hand-coded engine over to have Keith and I piggyback Unity back in 2010), and this has by far been the largest. The entire AI War 2 project has in general been a time of pushing technical boundaries in order to open up new gameplay and modding and performance abilities, and that has been a challenge to balance along with the regular schedule for the game, but I'm really glad to where the technology has (very nearly) arrived at now. When we first set out to work on AI War 2, neither Keith nor I had ambitions for nearly such complex factions, AI that would process so much data, or support for mods of such complexity. But that's how the game and its community have evolved, and the modern version of the game really handles all of it very well. More to come soon. Enjoy!
[ 2021-12-21 06:04:37 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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