AI War 2 v0.711 Released! “Re-Mark-able”

Release notes here!

The entire UI system has been basically overhauled. The xml definitions are largely the same, but under the hood it’s very different. The new approach makes it much easier to use in conjunction with the Unity WYSIWYG editor, which is very helpful when working with complex interfaces. The main menu has been redone, and other new stuff (credits screen, modal popups, etc) has been done via the new system.

Tons more updates to the unit visual models by Pepisolo and Goldenwolf.

BadgerBadger added the “Human Resistance Fighters” special faction; a fleet that will occasionally help you in close battles. There are also other changes to special factions by BadgerBadger (the Zenith Trader can now recover from being Devourer’d, etc).

54 of AIWC’s music tracks have been added to this game; you can disable that in settings but it’s helpful while we wait for the rest of the new soundtrack.

Lots of progress on integrating the voice acting.

The upgrade system for player units has been thoroughly revised:
– Now when you research Mark 2 Fighters, for example, your repair units will actually upgrade your Mark 1 Fighters to Mark 2 Fighters, and your Fighter cap will go from 10 squads to 20 squads (instead of 10 Mark 1s and 10 Mark 2s like in previous versions).
– You can now research normally up to Mark 4, instead of Mark 3. The Advanced Factory, rather than giving you Mark 4 where you already have Mark 3, instead just gives you +20% to your fleet ship caps.
– Experimental Fabricators no longer give you Mark 5 of a particular ship type, but give you a new experimental variant fleet ship type that’s based on Mark 4 of a normal ship type. For example, you can get the BombBox, which is like the Bomber but without any kind of reasonable survivability or speed. It hits a whole lot harder, if you can get it in range. Another example is the less-extreme Interceptor, which is like the Fighter but faster, less durable, and generally better at reaching and shredding armored Bombers before they get too close.

Turrets now cost power again, and are galaxy-capped instead of planet-capped. Both changes work more smoothly with the new upgrade system than they would have otherwise.
– You also start with Mark 1 Needler turrets unlocked, and even placed around your starting planet’s wormholes, to make sure you know that turrets are something you’re going to need.

The AI now has more variety between planets because each planet only picks from a small set of guardians, turrets, and fleet ships to defend itself. There’s a big difference between attacking a planet that “chose” Plasma Guardians and Sniper Turrets than one that focused on Needler, Laser, etc stuff.

Other rebalancing, including making “using the right weapon against the right defense” more important and generally making enemy gravity generators less frustrating.

And more; details are in the notes linked above.