New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.792_Thread_And_Entity_Sanity Wow, I keep thinking that we're getting close to being out of beta, and then more strange stuff pops up. Thank you so much to everyone testing on the beta branch, because this really helps us to make sure things are as clean as possible when we come back off this branch. To that end, there are two major fixes in this build that should solve a lot of issues. First of all, the way that entities (ships, etc) are centrally tracked has been reworked a fair bit. This should prevent some of the truly bizarre issues we were seeing lately such as your units suddenly belonging to the AI, or vice-versa. Worst case, it will actually give an error message and let us know what's up, rather than just silently robbing you or gifting you. Secondly, there's a lot more thread protection in there to prevent threads from overrunning themselves. I suspect that this was the root cause of a ton of issues here. Badger had figured out a way to prevent that, and applied that to some of the short-term planning threads with success, and so now this is applied everywhere throughout the game. Knock on wood, that should solve crashes and a whole bunch of other random stuff that was fairly recent in appearance. In multiplayer, the pings now have a notification, which is a pretty major quality of life improvement. There are some other improvements to how flagships show up if they have both a control group number and an overlay (previously it just showed the overlay). ARSes also give variable numbers of units (depending on the ARS), which is quite fun and interesting. The Lost Humans mod continues to gain more updates from StarKelp, and includes some things like a Scourge Lab that can appear, Construction Convoys, and its own galaxy map filter. Behind the scenes, I've been working on artwork for DLC3, the latent DLC2 art, and the new DLC1 art (for new features coming to DLC1), as well as some replacement art for the base game in places where I feel like the art just needs some improvement. All in all, I have... 325 unique pieces of art to do for that, turns out. So... yeah. That's going to be a few months, since I'm going to be needing to also work on actual bugs and features and so on. It took me a day and a half just to get the list and the prep work done. DLC3 is slated for late April at this point, largely because of this big list of things. That said, as has been happening, there will be plenty of ongoing updates, including art drops and code and balance and so on. So there will be plenty happening between now and DLC3 releasing. More to come soon. Enjoy!
[ 2022-02-04 03:12:40 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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