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