BETA AI War 2 v0.867 Released! “Smarter AI, Better Mark Level Spread, Player Economic Boom”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • There are a whole heap of bugfixes in this one, and a lot of them make the factions or AIs work better and smarter.
  • There are also some explicit improvements to the AI intelligence, specifically around waves in particular and how they use those.
  • And some other cases where things like Raid Engines just really were Not Okay ™ on third party faction worlds because they weren’t designed for that sort of thing.  So those factions and the AIs just kind of agree “okay, let’s just remove the raid engine from that planet and all move on with life.”  Raid Engines are more of a special present for you, the player. 😉
  • Reprisal Waves in particular have seen a big improvement, and now work more like the first game.  Basically, it was way too easy for you to see a target AI planet that you were no match for, and just spend a lot of time whittling it down.  Reprisal Waves were always supposed to stop you from doing that by having a mechanic whereby the AI essentially goes “okay, that was cute, now swallow my boot heel.  If you’re coming back, you’d better be prepared for real and not try to cheese me through economic-powered attrition.”  In this game that wasn’t really hitting back hard enough, so some people were doing the whittling thing, especially with Fleets now being more of a streamlined thing.  So this loophole hopefully being closed should  be a big deal in terms of people really having to play smart and not just use their  economy to bludgeon something out of their reach.
  • There were also some really notable cases where AIs were not releasing their reinforcements from guard posts or similar when they should have been, or releasing them way too early.   In some ways that was like the AI holding one hand behind its back for no good reason.  Expect to be suplexed now, properly.
  • There are multiple styles of how you can have your planets named, now!  There are various ones named after stars, cities in various countries, the original list from Keith and I, and some tongue-in-cheek humorous ones.  You can also add your own (and if you create something cool that you’d like us to add for others, we can do so).  I need to remember to make a how-to document on that feature, but it’s pretty nifty.
  • Hacking is no longer quite so tough, particularly on superterminals.  It was pretty insanely over the top difficult.  But really there were a variety of hacking changes that should be a lot more pleasant.
  • Puffin also made a lot of balance changes, making transport centerpieces way more useful and less likely to suicide (partly thanks to Badger for his suggestions there, as well as all the AI work he did).  But then there was also a big change in the tech costs for things like Arks and Citadels in particular, making those way less costly so that you can actually reasonably afford them.
  • Then when it comes to mark levels, hoo boy a ton has changed.  Previously the AI only used marks level 1 through 5, but you could get up to mark 7.  This was… really backwards.  Now the AI uses all 7 mark levels, and you still can, too.  Especially with the reductions in tech costs, you’re more likely to be able to get more high-level stuff, too. Though the XP upgrades for fleet mark levels are still to come, and that will push you even higher in that regard.
  • THEN, even beyond that, mark levels are now a heck of a lot less extreme in how they ramp up.  The mark 2 units were literally over twice as good as mark 1 units, which was a holdover from AIWC that really didn’t make any  sense anymore.  And then there was a more gradual growth up to mark 7, but it was still a huge amount of power creep with strange spikes.  Now things are far more gradual, and so mark 1 units aren’t immediately useless.  And mark 7 units don’t immediately mean you overpower everything.  It’s supposed to be  important that you increasing mark levels on fleets, as are the mark levels of AI planets being higher or lower when you choose to fight them, but the balance was just all off because it was built on the premise of the first game which… is just different in a wide variety of ways.   The new balance might not be perfect yet, but it should be a lot more satisfying than before and also should make it so that your really huge power jumps are where they should be: getting more fleets.  Or upgrading something that is in a ton of fleets all at once.
  • But going even further than that when it comes to lower mark levels being useless or a liability up until now… those were always supposed to be useful as at least being cheap chaff… but the cost for a mark 1 unit was the same as a 9x more powerful mark 7 unit, so you could just absolutely tank your economy on stupid stuff that was no help.  Even with the mark levels being more balanced now, the lower marks now get cheaper as you unlock higher mark ships of any sort in a given fleet — the more the difference, the cheaper the lower marks get.  So you can actually make some fleets that have one  really good ship type in there and then a ton of super-cheap chaff, if you want, which is definitely useful as a way to  be a bullet sponge against certain types of AI forces (nothing AOE, but something that fires directly, for sure).  The AI doesn’t get this benefit, it’s just for players.  In the first game, higher mark levels got more expensive, but in this game that approach could wind up bankrupting your economy if you simply upgrade a tech innocently, so the discount approach for older stuff had to be taken instead.  And it’s fleet-based rather than global in order to encourage… more unique and interesting fleets, and to give you more opportunities to show your cleverness with how you upgrade your fleets.
  • Keeping on with the idea of making fleets something that feel good in their default-ish state without you needing to turn off a bunch of units (like the old-expensive mark 1 units), we’ve also implemented the first of a new type of ability: Raiders now make all the other ships in their fleets, other than the centerpiece, at least as fast as they are.  So if you have some awesome Raiders for doing fast strikes, and then a bunk of slow space tanks that were absolutely a horrible combo before… guess what?  Now you have awesome fast raiders AND supercharged wicked fast space tanks to go with them.   Suddenly that particular fleet isn’t a bad combo, it’s this new and more powerful thing because of the strange mixing.  We plan to do more things along those lines, to really keep emphasizing the procedural and cool combinatorial elements of the game.
  • Also, there’s a new interface thing where you can click your metal resource text in the top bar and see your metal outflows, which is really useful.  It’s a preliminary version and may have some bugs, so feedback is appreciated.
  • Last week I was thinking about some large systemic changes to the game in order to try to solve some problems that are persistent but really more isolated.  This week, thanks to tons of feedback, we’ve all been thinking more along the lines of ways to improve the specific pain points (aka, make you want to use all the units in every fleet if we can, for example), but without going through this in a really extreme fashion.  It was already a lot closer to being correct than I was giving it credit for, and some more creative thinking has really led to some new approaches that I think will be a lot more palatable.
  • With that said, I’ve still been reluctant to focus on the fleet management screen so far, because if you’ve got that and are happily turning off a problematic unit then you probably won’t tell us about it and we can’t make it awesome. 😉  But that will be something I add next week, I think.  Even so, trying to keep that to the simple model I outlined, or something close to that, by simply making all your options useful in some way rather than a complete economic drain like something like autobombs might be now.
  • Beyond that we need to get the revised tutorial in place and make sure that as much of the balance  is sane as possible, and then I think we’re ready for 0.900!  We then have a ways to go on polishing and adding things (like subscreens for seeing more about your empire) heading into 1.0, but that will be a really big milestone and in theory that could be next week.  Maybe I just jinxed it, but it sure would be nice; I guess it depends on what people find over the weekend.  I think we’re getting out of the territory where the beta versions are more complicated to get into than the non-beta versions, and where they won’t be going through as drastic of shifts as they have been over the last few months.  Certainly my fingers are crossed for that, but it seems like we’re getting into that ballpark.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.865 Released! “The Return Of Deepstriking”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • A couple of minor lobby improvements, but nothing super major.
  • There are now some lobby options that can be changed during gameplay, and the performance options (stacking is the only thing there right now) have moved to that section.  This prepares us for multiplayer staying in sync down the line.  All the other settings (not lobby options) are player-specific and local-only, versus the lobby options stuff is shared across the entire galaxy.  So this is big groundwork for later stuff.  Thanks to Badger for suggesting.
  • A variety of improvements have been made to the selected units / fleets window, including having it show selected fleets instead of individual units when you’ve selected an entire fleet.  This is pretty useful for a lot of reasons.
  • AI units were being aggro’d from way too far away when your ships were just sitting there innocently, and that now both defaults to a (vastly) lower value and also is something you can customize in the lobby options.
  • Also AI units were being aggro’d even by your cloaked units, which is fixed.  So between this and the prior change, there’s a ton of deepstriking you can now do.  Thanks to Puffin for figuring out these last two ones in terms of what was wrong.
  • Fixed a bug where on the galaxy map (and in the lobby) it would often seem to click the wrong planet if you were zoomed out a lot in particular.  Thanks to WeaponMaster for noticing that this was because there were some collision hitboxes we were leaving turned on for icons of “important ships at the planet.”  So that should all feel way better, now.
  • And then command stations no longer are able to be exploited to keep things like beam cannons from your military command station after transforming it to an economic one.
  • Then fixed some other visual glitches and oddities, including a variety centering around the Zenith Trader.
  • Side story: I keep working on the fleet management screen on paper and then tossing it out, because it’s really complicated in that it can be different between different types of fleets, and I’m not sure how many things we might want to add to this screen in the future in general, which makes it hard to settle on a design.  I’ve decided today that I’m going to use a settings-screen-like approach with categories and such, but that is all code-driven, which is kind of a cross between the map tab left sidebar in the lobby, and the new in-game galaxy-wide options screen that I implemented today.  The work that has gone into the lobby has given me a big advantage on doing those sort of interfaces super quickly, turns out, so that seems like a reasonable way to design this screen and then it will also be kind of infinitely extensible.
  • So the moral of the side story is that I think I can finally stop messing around on paper with the fleet management screen and actually implement that thing without worrying about how I’m hemming myself in (because I won’t be).  In some ways it’s slightly less elegant than I was planning, but it is definitely going to be more usable, which is the bigger thing to me.  And vastly quicker to implement. It can always be reworked later if need be, I figure, but this would be a great place to start.  It’s a relief to have that mechanic figured out.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.864 Released! “Humanity Strikes Back”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • Right, so lately most of the balance changes have been in favor of the AI: the end battle wasn’t challenging enough, some various behavior was suboptimal, etc, etc.  This time is different.
  • The humans (that’s us players) have been given way more tools to defend ourselves in the fleets versions of the game, but that comes at extra energy cost, and at times there were still not enough battlestations to go around, on top of that.
  • What this version does is attempt to address some of the inequity that middle-tier players were facing, particularly in the early game, economically-speaking.
  • In the last build, I put in notes on each difficulty level and said that if things were off, the description of the difficulty was correct and the balance was wrong.  Surprising no-one, the result is that we are already finding the balance was a bit wrong on things like difficulty 7.  With the way things were shaking out, 5 was more like 7 (but with a less-smart AI), and 7 was more like 8 or 9.
  • This version also makes it so that the Hunter and Warden Fleets are more different based on whatever difficulty levels you select for them.  That’s pretty handy as an addition from Badger.
  • kesseleth has added a new type of Instigator Base that feeds the Warden, which is really cool.
  • Four more quickstarts have been added in by Puffin.
  • Citadels are way more scary, which is a nice change also from Puffin.
  • WeaponMaster fixed a bug where crippled mobile factories were still able to build ships.
  • In general you also now have more lobby control over some things for the human faction, like if you want home human settlements and cryogenic pods, and if so how many.
  • There’s also a stronger (positive) incentive to actually choose to have those!

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.863 Released! “Control of Capturables”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • The title feature of this  release is that you can now, in the lobby options section, control how many fleets of various kinds are seeded around the galaxy for you to capture.  This is a pretty big deal, because while I think the default balance is good for most people, it may be that you want a more hero-centric gameplay experience (lots of officer fleets and lone wolf fleets), or maybe you want basically NO heroes, and it’s just transports that your smaller strikecraft and frigates work around (so no officer fleets and a ton of basic fleets).  For those who have felt like the game was drifting in one way or another (heroes-wise), hopefully this now gives you the feeling that you can make it whatever you want.
  • Going along with that, you can also make it so that there are even more battlestations on each planet that you capture battlestations on,  if you want.  If you were feeling like you didn’t have enough turrets to go around without capturing too many undesirable planets, you can just crank that up to 3 or 4 instead of the default of 2, and suddenly your turret caps are going to be crazy and very flexible in terms of where you can put them.  So if you were feeling like the defensive tools were too scarce… you can now adjust that.  Or if you felt like it was too generous, you can go  for something a lot more stripped-down and hardcore by making only one battlestation on those planets.
  • Those sorts of features show some of the power of the new lobby for us to really let you configure more about the game than you ever could in the first AI War,  to get the experience you really want, but without it being crazy overwhelming in terms of what the interface to control all that is like.  This is one of several reasons that I bumped the lobby redo up in priority — some of these features were clearly things that some folks were going to need to feel like they were being heard, since they want more or fewer officers, for example.
  • Quick Starts have been gone since we switched up the savegame format, and they were waiting for the lobby redo to be done before we added those back in.  Now that the lobby redo is done, we’ve started adding back in quick starts.  There are only three at the moment, but it’s a good start and  we’ll build back up again.
  • There are a whole bunch of bugfixes and a couple of typo fixes in this.
  • The factions tab now uses the human-readable names for things in its dropdowns, which is a lot clearer and more pleasing on the eyes.  It also now shows you tooltips for line items in those dropdowns, which is pretty critical for selecting your starting fleet, AI types, and the like.
  • AI difficulty levels now have actual descriptions!  These are based around the difficulty settings from the first game, and what the  TARGET is for these difficulty levels in this game.  It may be that we’re missing the mark in the balance of various difficulty levels, so if something feels like it doesn’t match its description then that’s a matter of us needing to adjust balance, not the description being wrong.  We’d definitely love feedback on that sort of thing.
  • You can now see what the contents of the fleet will be for each command station type before you build it.  This is pretty key info in terms of letting you know that, for instance, military command stations get more turrets and thus are less in need of help from captured battlestations.  I expect that military command stations will be more needed early in the game, for instance, and then as you capture more battlestations and shore things up, you may convert some of those to economic command stations and see a nice metal windfall thanks to your efforts. But before it was hard to know that this was even a thing you could do, since you had to test building each thing before you’d find out what they came with!

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.862 Released! “Lobby Overhaul, Knockback, Nanocaust, and the Final Battle”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • This took WAY longer than expected, but that’s because we veered into fully redoing the lobby, at long last.  There are still some bits that are todo noted here, but it was getting into things that were smaller to fix than was worth making you guys wait any longer.
  • With the lobby being completely redone, this means you can have arbitrary numbers of factions now, and there have been a ton of other improvements and fixes.
  • The Nanocaust has gotten even bigger and scarier.  Some of their weapons weren’t even firing properly, but they now will.
  • Knockback is a huuuuge new thing that WeaponMaster has added to the game that we haven’t had since the first game, and it’s a lot more functional and fun here.  It can be used in a variety of ways, including sucking things inwards rather than pushing them away.  Thanks also to AnnoyingOrange for a bunch of math suggestions here, mainly for using a “baricenter” method for calculating when a bunch of knockbacks are happening on a ship at once (or many ships at once).
  • Along with making the Nanocaust scarier, Badger also went in and made the AI Overlord battle way more intense on difficulties 7 and up.
  • Puffin has been up to a lot with the balance, in adding a bunch more tweaks and changes to mines, giving translocation (knockback) to a number of ships and structures now, and so on.
  • The AI planets are no longer able to get turret reinforcement boosts from having guard posts, since that was causing players to have to rush around to avoid that happening.  Instead there is a bonus strike craft increase a bit heavier, which is less taxing.
  • And a variety of bugfixes from Badger and WeaponMaster, ranging from the minor to some fairly major ones.
  • It’s worth noting that now that I’ve done all this lobby work, the other interfaces that I have to work on seem waaaay less intimidating, so hopefully those will go more quickly.  Nonetheless, there’s no other area (aside from maybe the tutorial, or the addition of multiplayer back in) that is so monolithically huge.  But those won’t delay the intermediate releases of the game, since they don’t actually replace anything from the existing game as it is this build.  So… yay!  Hopefully the last of the releases that are quite this huge and spaced out.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.861 Released! “Strength Of Remains”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • This fixes almost all of the non-cosmetic issues with the lobby.  The big outstanding one is the inability to set your player color or even see it properly synced in the GUI.
  • Seriously considered calling this build “dropkicking dropdowns,” but so many of the release names lately have been about the lobby or interface that I couldn’t stomach it.
  • There is some chance that I broke some form of AI waves with the new data structure that they use, so if you see any waves doing funky things, please let us know.  But the new data format will let Badger cleanly expand the capabilities of waves coming up soon (well, when he feels inspired and has time, anyway).
  • WeaponMaster fixed yet more bugs relating to incorrect math for how things like drones were being created.
  • Additionally, WeaponMaster put in some changes so that now that units that are remains, not fully claimed yet, or crippled no longer count in strength totals for planets.  Now you can get a much more accurate sense of your actual strength at a planet if half your army has been shot to remains.
  • Various other goodies in here, such as ships unloading from transports inheriting orders and stances, and “Ally to AI” mode giving you complete vision of the galaxy since it’s clear that’s a sandbox mode for AI Civil Wars.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.860 Released! “The Lobby Ate My Factions??”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • A couple of random errors have been fixed in the game itself.
  • A whole lot of work has been done on the dropdowns code and the lobby code in order to make them… well, behave!
  • For real this time, you should be able to add any factions you like, and the data should be synced properly.  Except the player colors.  Those still have some sort of issue.
  • Once I finish up the last of the lobby-meets-data sort of problems, then I can finally work on actually making the lobby more visually appealing and functional (such as you being able to add any number of factions without them running off the bottom of the screen).  We’re getting close on that, but boy this has been a mess to untangle.
  • WeaponMaster also fixed some major math issues in the way it was calculating things for claiming entities for your faction, self construction, and so on.  It’s quite possible that all of these things are going to be ridiculously more expensive than you are used to now, since it was kind of giving it to you for free before (maybe?).  If it’s way off, then please let us (Puffin?) know so that we can adjust the claim costs and so on.  But having the math working correctly is kinda important, so that’s good either way.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.859 Released! “Lobby Raid”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • There was an incremental hotfix 0.858 build that made the game unplayable if you changed anything in the lobby.  That came out back on the 9th.
  • The lobby is now pretty much functional again, although there are still some funky bits to it.  But it’s now back to the funky bits that were pre-unity-upgrade, for the most part, I think.
  • The big thing is that you can actually add factions again, in the lobby.
  • Overall the lobby doesn’t look much different (yet), but it has had a huge amount of work under the hood to make it MP-safe and in general lay the groundwork for the visual rework.  And to fix most of the bugs that were plaguing it, although there are still a few knocking around.  It also makes the lobby way more responsive, in most cases responding instantly rather than on a half-second delay.
  • Raid Engines are also back!  Hence the part of the release name about that.
  • Zombies, for both the AI and players, now work vastly better.
  • There are several other features and balance tweaks, and a number of AI improvements to make the AI and other factions smarter in various ways.
  • Several small interface improvements, including the intel tooltips for capturing battlestations and flagships being a lot more informative.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.857 Released! “The AI Strikes Back… Hard”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • This one makes the AI way harder by fixing a variety of bugs and adding a variety of new behaviors.  Thanks, Badger!
  • The galaxy map bloom is less, and can be tweaked now.
  • A flagship of yours getting crippled actually has some consequences now.
  • Your energy going negative now causes construction to halt, and anything that you don’t have the energy to run can be STARTED in construction but won’t actually complete.
  • Wow the amount of balance changes here, particularly to AI stuff.  Here was Puffin’s side of things to make things feel more balanced with the higher-tech stuff that players now have available all the time.  The AI wasn’t keeping up!
  • Puffin also adjusted a lot of your flagships to be stronger now than they were, but it depends on the type.
  • Economic command stations can now have multiple energy collectors again, which is a pretty big deal now that you need energy properly!
  • A variety of bugfixes from Badger and WeaponMaster really clean up a number of annoying issues or strange galaxy seeds.
  • I spent a goodly while trying to fix the lobby, and made a few things mildly better, but didn’t really fix it.  I’ve got a much better idea of how to redo it from scratch (which was already planned), though, now.  I guess I’m doing that sooner than planned!
  • I’m in much better health now, thanks to everyone who was asking after me — that meant a lot.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

BETA AI War 2 v0.856 Released! “Clever Girl”

Release notes here.

Reminder: to play the beta, you MUST go into your Steam properties for the game, go under the Betas tab, and choose the “current_beta” option.  Otherwise you’re going to be stuck on the pre-fleets version of the game.

If you don’t know what I’m talking about regarding fleets, then reading this link is a really good thing to do or you are likely to be mighty confused.

So what’s new in this build?  This is obviously an incremental one, headed towards the non-beta full release of 0.900 that we’re aiming at in the next… weeks?  That timeframe is unclear, and will be based on testing feedback, which has been rolling in well so far; but there will be loads of incremental beta releases during this period.  Anyway, what’s new:

  • This is a smaller-ish release, with great stuff in it thanks to Badger, Puffin, and WeaponMaster.
  • I was unfortunately out with a health incident, although I’m getting functional again.
  • The thing I’m most fond of in this release is the fact that the hunter fleet (which was already meant to be like a raptor stalking you) is now even better at coordinating its attacks on you when a wave is about to hit you.  Hence the release name, which is actually shockingly apt.
  • Beam weapon balance is also possibly now in the realm of sane thanks to WeaponMaster, and then Puffin took that even further.
  • A number of improvements and fixes for when the AI is having a Civil War with itself are now in place, thanks to Badger.
  • Science hacking now scales in cost more intuitively.
  • A number of bugfixes and balance tweaks beyond that.

More to come soon.  Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you’ll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it’s a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you’ll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that’s how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris