AI War 2 v1.010 Released! “Extracting Those Archives”

Release notes here.

Relatively small release, and honestly the largest improvements are to the  metal flows detail screen.  But something about hacking, and in particularly spire archives, always makes me think of this scene from Star Trek TNG.

“I just love scanning for life forms” pops into my head in daily life much more often than I should probably admit. 😉

So what’s new in this one in general?

  • Brownouts should now be more obvious in the interface when you’re facing one of those.  I still have some plans for making “really dire situations” way more obvious in the UI in general, but this is a solid step.
  • The metal flow planning popup, as mentioned, is much improved yet again.
  • Spire Archive Extraction hack now only takes 5 minutes at base, rather than 15 — so at difficulty 10 it no longer takes (shudder) an HOUR.
  • Units under construction take bonus damage from being shot, which should really adjust the flow of things quite a bit when you’re trying to rebuild under fire, and in general fixes a balance issue/exploit that could be present.
  • Other bugfixes and balance tweaks and  visual polish.

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those, particularly after such a large change as was required for the duplicate fleets stuff. 

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  I’m definitely not going to be getting to my originally-planned todo list of achievements this week, simply because there have been more important things that folks have brought up instead, and we’ve been focusing on those.  The achievements will hopefully be something I have time to get in next week, but some of that depends on what reports come in between now and then.

The release has been going well so far, and I think that the reviews that folks have been leaving for the game have been a big help for anyone passing by who’s on the fence.  If you’ve been playing the game and enjoying  it, we’d greatly appreciate it if you’d drop by and leave your own thoughts, too.

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

AI War 2 v1.008 Released! “Golems And Arks Come Marching In”

Release notes here.

Lots of stuff in this one!  Also, there’s a new interview with me and Rob chatting over at the eXplorminate’s podcast, if you’re interested.

  • There’s a new option under the debug settings that lets you forcefully change the difficulty of the AIs if you want to, after having already started the game.  Later on this will make it so that achievements aren’t valid during that savegame if you use this sort of thing, but it’s a nice tool to have if you’re enjoying yourself but want to up (or down) the challenge belatedly without starting all over.
  • Fixed a bunch of bugs, including a number of cross-threading ones that were relatively rare but definitely annoying when they happened.
  • The hacking difficulty has been rebalanced a bit, to make it easier early on and harder later.
  • A whole heck of a lot of balance changes in all sorts of areas of the game based on feedback, but let’s highlight a few specific areas:
  • Arks and Golems and “Lone Wolf” fleets are much  easier to actually find sooner in the game.  They’re also cheaper (in AIP) to capture, and more powerful.
  • Outguard can now be hired at no hacking cost, and all of them now have flagships, and in general they are all much stronger.  Some can also be hired twice now!
  • And then lastly, unrelated to balance, we did a lot of work to get the game to load mods a bit more gracefully, and to be able to load expansions (the first of which is now in the earliest stages of work), and to be able to have mods of expansions, etc.

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those, particularly after such a large change as was required for the duplicate fleets stuff. 

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  I’m definitely not going to be getting to my originally-planned todo list of achievements this week, simply because there have been more important things that folks have brought up instead, and we’ve been focusing on those.  The achievements will hopefully be something I have time to get in next week, but some of that depends on what reports come in between now and then.

The release has been going well so far, and I think that the reviews that folks have been leaving for the game have been a big help for anyone passing by who’s on the fence.  If you’ve been playing the game and enjoying  it, we’d greatly appreciate it if you’d drop by and leave your own thoughts, too.

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

AI War 2 v1.007 Released! “The Player/AI Arms Race Intensifies”

Release notes here.

  • Some players have noted that they’re able to deep-strike way into enemy territory with what feels like too little response from the AI.  So… now the AI has a new AI Reserve force (in new campaigns only) that it can bring in to help defend its planets when it detects you deep-striking.
  • A lot of the hacks in the game are now quicker to run (and thus also have a lower total output of scary AI ships as you do the hack), and they have either a lower or zero increasing cost for repeat use of a specific hack type.  So this counterbalances things quite a bit, making certain hacks that were too hard to pull off before now possible.
  • The time it takes to hack (and thus the scary ship count that results) now increases starting on difficulty 6 and up, rather than being the same on all difficulty levels.  It’s still lower on all difficulty levels than it was in the last two builds, but now there’s more of a gradation depending on your chosen difficulty level.
  • Engineers are faster at their jobs, and transports cost less metal.
  • Fixed a variety of bugs, most of which were really rare things that only happen if you have a processor running at a certain very high speed (at least that seems to have been the common theme).

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those, particularly after such a large change as was required for the duplicate fleets stuff. 

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  I’m definitely not going to be getting to my originally-planned todo list of achievements this week, simply because there have been more important things that folks have brought up instead, and we’ve been focusing on those.  The achievements will hopefully be something I have time to get in next week, but some of that depends on what reports come in between now and then.

The release has been going well so far, and I think that the reviews that folks have been leaving for the game have been a big help for anyone passing by who’s on the fence.  If you’ve been playing the game and enjoying  it, we’d greatly appreciate it if you’d drop by and leave your own thoughts, too.

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

AI War 2 v1.006 Released! “Freedom Of Fleet Line Combination”

Release notes here.

Duplicate Ship Lines In One Fleet

The marquee feature in this build is that you have full freedom with your fleets now to combine the same ship type into multiple slots of a single fleet if you want.  Aka, if you have three lines of snipers or bombers, you can just slap those all in one fleet and order them around, now.

This was a feature that people have been making some noise about for months, but it wasn’t something I could figure out how to do from a technical standpoint.  When I originally designed fleets, it assumed that there was always only a single line of a ship type per fleet — why would we ever want to do it differently?

Turns out there are a lot of reasons, and today I finally had an idea on how to solve it.  That… didn’t work at all. 😉  But that quickly led to another idea, which worked out great.  This was a huge set of changes throughout the codebase, so if you see anything funky with these, please do let us know.

Bugfixes Galore!

There are also a lot of bugfixes in here, including several things that were cross-threading race conditions.  One of them was manifesting as a memory leak in certain savegames, on certain computers in particular, when the moon was just right, etc.  All of the things we’re aware of are now fixed up nicely at this point.

Hey, Economy!  Nice To See You Again!

Were you feeling slightly… under-funded in the prior build in the very early game?  Your starting structures now generate a more respectable baseline of metal again.

There are also several techs that are now cheaper on the science front, making them a lot more attractive.  And those watchman frigates of yours don’t cost so darn much energy anymore.

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those, particularly after such a large change as was required for the duplicate fleets stuff. 

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  I’m definitely not going to be getting to my originally-planned todo list of achievements this week, simply because there have been more important things that folks have brought up instead, and we’ve been focusing on those.  The achievements will hopefully be something I have time to get in next week, but some of that depends on what reports come in between now and then.

The release has been going well so far, and I think that the reviews that folks have been leaving for the game have been a big help for anyone passing by who’s on the fence.  If you’ve been playing the game and enjoying  it, we’d greatly appreciate it if you’d drop by and leave your own thoughts, too.

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

AI War 2 v1.005 Released! “Answering Your Top Requests”

Release notes here.

There are actually several releases in one here, since we had a few small ones we just posted about on the forums rather than making a full announcement.  But we’re back to where we’ll be doing an announcement for each release again.

This particular build… does a whole heck of a lot, good grief.  The release notes are very long, so here are some highlights:

  • Advanced Research Stations now give you a whole bunch of choices on which ship to gain for yourself without you having to spend hacking points every stinking time.  This is super fun and gives you a lot more power.
  • Advanced Research Stations can’t merge ship lines anymore (people found that confusing), but before you get your pitchforks out — some folks on Discord were inclined to head that direction…
  • A whole new structure, Fleet Capacity Extenders, has been added.  These let you double the ship cap of any strikecraft or frigate line in the fleet that hacks it.  You get to choose the line you want to up the cap on, so it’s way more powerful than the confusing ARS mechanic ever was.  And these things are very plentiful.  May your fleets be ever larger and prosper.
  • Fleets themselves are now capped to just 5 lines across the board, and the custom fleets are both easier to use as well as being nerfed a bit.
  • BUT now ALL of your fleets can have extra ships put into them to bring them up to 5 lines.  That wasn’t possible before, so you might be stuck on 1-3 lines forever on all but the custom fleets.
  • The EXP mechanic now only works for mobile offensive fleets (this does include support fleets, but not citadels or battlestations or planetary fleets), and consequently it also only counts these types of fleets when calculating the penalty or bonus to EXP generation.
  • Planetary fleets could get some serious exploity cheese happening with EXP leveling them up, so with that gone — see above — we now have the ability for you to spend science to upgrade a specific planet.  It’s powerful, but comes at a non-renewable-resource cost.  We may have some more balance to do in this area (in fact that’s all but guaranteed), but it’s changed as conservatively as possible for now and should skew in your favor if anything.
  • Minor factions can now be on their own teams with one another, if you want!  So you can have the macrophage and nanocaust team up with one another versus you and the AI.  Before the factions had to always hate everyone, ally to AI, or ally to the player.  Now there’s even more possibilities.

The number of balance improvements and UI improvements and bugfixes is just absurd, so here’s a few highlights that may affect a lot of people in particular:

  • Fix an exciting bug where AOE shots were doing way too much damage under certain specific conditions.
  • Hovering over a save game in the Load menu will tell you how many times that save game has been loaded. So if you’re stuck at a particularly hard spot then you’ll get some feedback as to how hard it is.
  • Instigators now have a permanent notification (like wave notifications).
  • Zombification no longer works on Dyson ships, Dire Guardians and such things. It was kindof OP.  But the old behaviour can be enabled as a Galaxy Setting.
  • Different AI Difficulties now increase the mark level at different AIP amounts. As a result of this, different AIs can be at different mark levels.  Yow.  This should give a more proper challenge to the ultra-high-difficulty games.
  • The Hunter and Warden fleets now get decloaking ships, in the hopes of preventing permanent scouting by cloaked units.
  • If your fleet outnumbers the AI “enough” on a planet then all the Guard Posts will release their ships so the ships can run away.  Again, yow.
  • AIP Floor is now increased by 35% of AIP gain, up from 20%.  So you can’t cheese the SuperTerminal so much.
  • Reduced minimum and maximum unit type counts in the more thematic Fleets (i.e the ones with mass Fusion Bombers).  This is incredibly synergistic inherently, with far more units in general too.
  • Drastically reduced the assist construction and repair rate of Engineers.  It was possible for these to eventually end up assisting Factories to absurd amounts – actually a good bit more than the Factory.
  • Income in general has been slashed from metal harvesters and economic command stations, as it was out of balance.
  • Turrets are no longer quite so energy-hungry, as it was difficult to field all of them.
  • Eyes can now be triggered by the number of fleets on a planet, not just the number of ships.
  • Greatly reduced Transport Flagship priority as a target, so the AI will be way smarter about dealing with them.
  • A whole bunch of balance and tuning relating to hacking.

There’s just a really huge amount of stuff in this one, it’s pretty nuts.  There’s a lot more we want to do, and a lot of discussions I have had to put on hold for the last two days so that I could get some work done instead of gathering info like I was for most of the prior two weeks.  I’m hoping that people playing the game on the really high difficulty levels will find things a lot more interesting now, particularly with some avenues of cheese closed off but also with more strategic options opened up at all difficulty levels.

The release has been going well so far, and I think that the reviews that folks have been leaving for the game have been a big help for anyone passing by who’s on the fence.  If you’ve been playing the game and enjoying  it, we’d greatly appreciate it if you’d drop by and leave your own thoughts, too.

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