AI War 2 v0.781 Released! “Destruction Diversity”, Steam Trading Cards, New Release Date.

Release notes here.

Took an extra day compared to what I was planning for this release, but there’s a ton in here!  First of all, there are a ton of balance improvements that Puffin has put together in order to diversify what gets a damage bonus against what.  There’s a lot of tuning in that area of the game in particular.

Quinn added in the ability not just to delete savegames, but also to delete campaigns, which is super welcome.  A few other tooltip improvements have been made to clarify a few things, and a few tutorial improvements, and a fix for that really irritating bug with the flickering sidebar.

Marauders are a lot more aggressive, cross planet waves are a lot more sneaky, astro trains are a lot less plentiful, brownouts are a lot more painful, and there’s now a cooldown on how quickly you can rebuild something that was just destroyed.  Thanks to Badger on huge amounts of that.

Outside of that, we’ve also done some new kickstarter-exclusive background art thanks to Cath, and then I’ve created new marketing headers for the game (finally!) as well as new Steam Trading Cards.  Here’s a sneak peek!

New header:

Compared to the old one:

And then here’s a sneak peek at the Steam Trading Cards (which won’t turn active until the game releases into Early Access on Monday):

And this is what the associated backgrounds look like:

And this is just for fun:

New Release Date?

Yep!  We’re now releasing on Monday, which is the 15th, instead of Thursday the 18th.  Why?  Rimworld announced their 1.0 will be on the 17th.  And we, uh… wanted to give them some personal space. 😉  Big congrats to them, by the way.

Thanks for reading!  More to come soon.

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

AI War 2 v0.780 Released! “Just Some Cleanup” Plus GUI modding tutorial.

Release notes here.

As the first build since we started our press preview period, I wish there were some grand exciting features in here, but alas it’s just bugfixes and UI polish.  Mostly UI polish.  Frankly it makes the game experience that much more pleasant, though, so it’s worthwhile stuff to be sure.  It’s just not flashy.

Most of the flashy stuff will be coming during EA at this point, since prior to that it’s all about polish and bugfixes and balance one way or the other.  Well… and added art for the ships that are still missing that.  That’s going to be exiting.

Anyway, more to come soon!

Also, if you’re into that sort of thing, here’s a tutorial on how to mod UI elements:

It presupposes a fair bit of knowledge I’ll admit, but for our existing crew of modders and volunteer devs it should clear some things up.

Thanks for reading!  Next build will likely be Monday.

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

AI War 2 v0.779 Released! “Quick Starts” Plus new trailer!

Release notes here.

This marks the first build of the game that is available to press to preview.  How nerve-wracking!  There’s still a lot we need to finish up in the next two weeks prior to Early Access when it comes to polish and bugfixing, but we have to actually let people see the game at SOME point.  I’m really pleased with how this particular build is feeling, though.  There are still known issues, but the fundamentals are really strong.

One of the cool new things in this build is the addition of quick starts, which folks have been asking for forever.  It basically provides a really handy way to get into the game without having to ever touch the lobby and all its complexity.  Which is doubly good right now, because the lobby is still a mess of temporary UI.  The quick starts will be hugely useful long after the lobby is polished, though, because they allow for easy choices of cool scenarios.

If you want to create a quick start option of your own (please feel free!), you can simply go through the following process:

  • Create a game with the settings you want.
  • Save it.
  • Write up a little description about it, and put a name for it.
  • Send it to us on the forums or mantis.

It’s very straightforward!

There are also a number of changes in this build to make things prettier and to fix a fair list of bugs.  More to come soon!

Oh right… we also have a new trailer!  Huge thanks to Pepisolo for going all-out on this one.  He really put in a ton of time, and it shows:

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

AI War 2 v0.778 Released! “I’m Talking To HIM, Not You!”

Release notes here.

This one fixes all of the super-duper critical bugs that I’m aware of.  There are plenty more bugs to go around, and we’ll definitely be getting to those.  But right now it’s a balance between the UI work, bugfixing and balance tweaking, and other needed refinements.  I’m feeling cautiously optimistic about just spending tomorrow on the UI.

Thursday — the day after tomorrow — is when our big press push goes down, so if there’s anything super duper critical hopefully we can get that in the next day or two.  The sidebar and the profile screen and the lobby/start options are my main foci for tomorrow, and hopefully I can just work on those and ignore mantis for the day.  I can dream, right? 😉  I expect Thursday and Friday are going to be heavy bugfixing days.

Anywho, the biggest bugfix in this new build is that orders were getting scrambled up between units in a variety of ways.  We pool the orders (as of a few weeks ago), and what was happening is that a given order could be added back into the pool twice… thus meaning that multiple ships then get the order back out of the pool and use it for different things.  Then each of THEM could put it back in twice, leading to four ships having one order that’s all scrambled up and not fully what was told to any of them.  So that led to ships eventually just acting outright insane.  Shooting nothing, flying into the bottom left corner, abandoning orders in the middle of a routine flight from A to B… you name it.  Thankfully that’s all sorted now; thanks for your patience with it!

Anyway, hence the title of this build.

There were various other bugs fixed as well, and a notable new feature: the ability to order your bloody engineers around!  Before they just did whatever they felt like.  Now you can actually tell them to go work on something specific, and you can even lock them in to just boosting the performance of a specific dock — same as in Classic.  Except in the new version it’s even better, because even while they are locked in, they can do other things within their range if the dock doesn’t need boosting right this instant.  That’s a minor thing, but fairly valuable.

More to come soon. 🙂

Reminder: RocketAssistedPuffin has stepped into a volunteer balancer role, and he is not only looking for feedback, but he’s actively integrating lots of things that other people are suggesting on our forums and Discord, as well as things that he’s finding and coming up with himself.  The more feedback the better, for sure.

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

AI War 2 v0.777 Released! “First Impressions”

Release notes here.

This one has a ton of stuff in it.  The core focus for me, personally, was on making the last things more attractive that we’d need for our upcoming trailer, as well as to get the main menu improved so that it makes a better first impression.  The menu itself still needs better button visuals, but look how pretty (in a highly dithered gif):

We also got some more voice acting work done in preparation for the Early Access launch, although it’s not implemented yet.  And some of the worst of the sidebar glitches are now fixed (though there are still numerous more there to fix, as well as some key bugs elsewhere to fix — I will be getting to those soon!).

You can now click wormhole names to go through the wormhole, which I know is something that people have wanted for a long time.

A variety of balance changes are in, including turrets getting nerfed and guardians getting buffed.  Fewer guardians go along with waves now, and Arks do a lot more damage.

Several ships have real graphics now that did not before.  Such as the spire!  They use subsurface scattering and are colored now, rather than being ugly white:

They went from some of the ugliest units to some of the prettiest.  They have new models, too.  The sentry starship also went from very hideous to really really cool looking, too.  Those are what you can see moving past in the main menu now, actually.

There are two new AI types, and various changes to the AI types in general.

The bug with schematic servers having a bunch of duplicates is fixed.

And lots more!  Badger and Puffin were really busy on this one, and Craig was working on audio editing in addition to his work on the trailer, and Eric worked on tidying up tons of the voiceover writing as well as writing new ones, and Quinn put in several fixes including the garbled background story placement.  So many people helping out — thanks everyone!

More to come soon. 🙂

Reminder: RocketAssistedPuffin has stepped into a volunteer balancer role, and he is not only looking for feedback, but he’s actively integrating lots of things that other people are suggesting on our forums and Discord, as well as things that he’s finding and coming up with himself.  The more feedback the better, for sure.

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