AI War 2 v1.024 Released! “After Death”

Release notes here.  This one is all about the balance and bugfixes, and in a few cases those go hand-in-hand.

What’s new?

  • There was a major bug in the game in the last month or so where not every “after a ship dies” bit of data was being logged.  This came about when we started using a (much) more efficient way of removing ships from stacks, and it led to some really interesting (sigh) inconsistencies.  With small weak ships on your side fighting large stacks of enemies, you’d get next to no counterattack strength and not a lot of experience.  With really large ships that could blast entire midsize stacks in one shot, you’d get cataclysmic counterattacks and… the amount of exp gained actually was funky there.
  • Anyway, so we fixed the bugs and everything should be logged correctly now… but things like counterattack strength had to be rebalanced in order to (hopefully) not murder you with overstrong responses now that it correctly registers all the deaths.  Our internal testing is okay so far, but there’s only a couple of us. 
  • If there’s a larger problem with this, then it’s literally just a couple of values in an xml file for us to get it balanced better based on your feedback. Please let us know sooner than later if that is the case.  I’ll be working tomorrow morning, but then not later on Christmas Ever or at all on Christmas Day.  If there’s a murderous set of stats there, we’d sure like to know prior to then.  I’ll be back the day after Christmas fully.
  • Next up, the amount of time you have to react to waves has been reduced a ton, to be more like the first game and in general not give you such a ridiculously long time to withdraw your offensive forces and use them on defense.  If you over-commit on offense now, that could be more trouble than before.
  • The Outguard has seen a lot of balance work, mainly in the form of buffs, but in the form of nerfs for a couple of specific lines.  You’re much more able to hack to get these without getting smacked around unduly.  Thanks to StarKelp for continuing to helm this.
  • There was another major bug with “stuck ships” or “phantom lines” that were visual artifacts (often the stuck ships were invisible but you could hover over them).  These were not something that impacted actual gameplay, but visually they looked very strange and could get in the way of interacting with real units.  They also didn’t go away until you restarted the program; exiting the campaign and loading another or the same one wouldn’t do it.  This should be fully fixed now, after a huge bug-hunt for it.
  • If the game thinks you’re using a cheat,  it now tells you when you do so.  This should mostly be apparent when you use things in the debug menu, but in other cases it might be that it’s thinking you’re cheating when you’re not, and we’d like to find those cases if there are any.  Right now it’s just a suspicion, but the code we’ve looked at seems clean.
  • Several other smaller bugfixes and balance tweaks also are in here.

More to come soon!

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  For a good while we were sitting at Overwhelmingly Positive on the Recent Reviews breakdown, but there have been a lot fewer reviews lately and so we’re back down to just Very Positive.  Having a running selection of recent reviews definitely is helpful.  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 super detailed, 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 v1.023 Released! “Cloaking Variagation”

Release notes here.  Variagation means different color patterns in the same plant, and I thought that was appropriate for what we’re doing with cloaking.

What’s new?

  • There were some problems with some people not being able to log their achievements to Steam, mostly those using non-US-English OSes or using linux.  We think that’s all fixed now, but let us know.
  • There were three achievements for killing specific ships that were being granted to everyone who killed ANY ship.  So… a few folks got lucky in the last day!
  • The pursuit mode logic has been improved EVEN MORE by Badger, and it now retains its smarts while not sometimes ignoring a straggler who it still alive.
  • Fix a (hilarious, if it doesn’t happen to you) bug where shortly after game load macrophages might spontaneously Enrage and attack you.
  • And then the big one is for last, and that’s cloaking.  We made several more changes here, to go along with what we did in the prior release.
  • First off, your ships can start regaining cloaking points without getting completely decloaked first.  This has been desired by people for a long time, as it was annoying to have partially-cloaked ships indefinitely.
  • Secondly, ships now have a different number of shots (depending on the ship) before they decloak while firing their own weapons.  For most mobile ships, they now decloak after their first shot, rather than  after 5. For things like minefields, they actually get 20 volleys first, as do some starships and guardians and turrets.
  • These differences in decloaking-from-firing speeds let us specialize the ships a bit more, with some being deep cloakers that are able to have a temporary invincibility window where nothing can shoot back at them when they spring their trap.  Other ships, like Raptors, absolutely were OP and exploitable with the new regens-cloak-without-having-to-be-decloaked mechanics, and so they only get one shot before that happens.

More to come soon!

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 v1.022 Released! “Slaying The Asymptote”

Release notes here.  All the achievements are now live on Steam, and we’ve also fixed up the build speed changes that were really bugging people in the prior build.

What’s new?

  • All 139 achievements are now live on Steam, so you can check out what those look like.
  • The build speeds for higher-mark ships last build were sloooow.  Way more than we meant to, because of a kind of hilarious bug (in a masochistic kind of way).  Ships just reeeeally didn’t want to finish building, and would get progressively slower as they nearly finished themselves.  Not only did we fix that, we also rebalanced the build speed stuff in general.
  • After you win the game, the AI ships now go braindead.  This feels way more satisfying and like you’ve actually won the game.  The other factions that exist, if there are any (Macrophage, Nanocaust, whatever) will still do their thing and may be something you want to continue fighting if that’s the sort of thing you’re into.  You’ve won, but it’s fun to see how the AI is its own beast compared to the other factions.

More to come soon!

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 v1.018-1.021 Released! “Methodical Achievement”

Release notes here.  This one is pretty huge!  And it does finally have achievements — 139 of them — although not all of them will be visible on Steam for a few days.

So what’s new?

  • Achievements come with a few caveats, such as not having an in-game list to view them yet, and not all being visible on Steam.  More things coming soon, and details on all that are in the release notes, but suffice it to say that this is build one of several that are rolling these out.  Anything you achieve in this build onwards will be logged locally and later synced to Steam, though.
  • Fixed several bugs, the most exciting of which was a crash with Marauders.
  • Added a new “Methodical Pursuit Mode” that, holy cow, is ridiculously better at fighting than the old style.  AI ships and yours and allies all now use it by default.  Badger thought this up, and had a very interesting save where a player ally faction would mostly die against the AI on a weakish planet without this on, but handily win with it on.  That’s enormous!
  • Player units start to take longer to build as their Mark increases. Not an increase in cost, just in production time.  This is to make it so that your ability to field a refleeted giant-strength force isn’t just going up crazily as your mark levels increase.  You can always offset this time with engineers, but they are finite and cost you extra resources (mainly energy — not anything extra in the long term of metal flows).  This should keep the mid and late game balance a lot better versus players just having lots of insta-fleets over and over again.
  • Increased most Frigate durability 50%.  That’s worth a line on its own, since some folks have been really wanting Frigates to feel more powerful and separate from the smaller strikecraft.
  • Cloaking has been enormously rebalanced, though the mechanics themselves have not been particularly changed.  But this being underwhelming in both your and enemy hands was a theme, and with various player suggestions Puffin has put together what I think is a really notable rebalance to this to make these a lot more interesting.

More to come soon!

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 v1.017 Released! “Random AI Types”

Release notes here.  Lots of good fixes and tweaks in this one!

  • There are finally random AI types that you can select in the lobby (Random Easier, Random Moderate, Random Hard, Random Brutal, Random Any), which is a long-requested feature that the first game had.
  • The lobby now also sorts the AI types by difficulty group, identifies them by difficulty group (with nice colorization), and so on.
  • Fixed an interesting bug during certain AI civil wars that could softlock the game.
  • Added a new “Various Weapons” fleet name styling to the game, provided by DEMOCRACY_DEMOCRACY.
  • Wormhole invasions actually send ships again properly — our bad on that!
  • Outguard hacking response is a bit nerfed to give you an easier time.
  • Nerfed the Impactor Citadel to keep folks from planet-wiping with those.
  • Lots of other balance changes, but the biggest one is to how some of the seeding happens for “random nasty AI stuff you might run into.”  That now has subcategories that make the distribution more pleasant.

More to come soon!

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 v1.016 Released! “Back From Beta”

It’s nice to do a beta when needed, but it’s also nice to keep that period brief.  We found a number of problems in 1.015 that we fixed and pushed in two non-version-incrementing releases that we just wrapped into the older release notes.

Release notes for the new build are here.  They’re very small by comparison to most of our builds, but priority one was mainly to get things back out of beta in a clean way.

Also, I HAVE been working on achievement graphics, and spent waaaay too much time on those.  Plus Badger has been working on the Scourge (shhh!  It’s a secret, coming soon in the first expansion), and we’ve been planning some other features and additions for that expansion and the base game.  Measure twice, cut once.

I’m particularly pleased with some changes we’re going to be making to the base game to allow for faction beacons to allow you to choose things like the strength/intensity of the faction when you hack them.  That’s will be so nice for quick starts as well as custom starts.

Also?  Turns out that — again knock on wood — my concerns about balance being too easy for players with the outguard revamp were mostly unfounded.  The hacking cost and related things there have made them so that they don’t stick out like a sore thumb balance-wise, at least.

I’m still mildly concerned that the AI might need an economic buff on higher difficulties in the next few weeks, but they don’t seem to be suffering majorly on the most common difficulties at least.  So that’s good!

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 BETA v1.015 Released! “Testing The Outguard Waters”

Sometimes when we introduce changes that are sufficiently large, we like to run it through a beta branch first.  This is one of those releases, with the changes to the Outguard.   We’d love it if lots of folks would give this a try, so that we can feel confident bringing this back off the beta branch and onto the main branch in the next day or two.

To play this beta branch, right-click the game in Steam, choose properties, then go under the betas tab and choose current_beta.

Release notes here.

Various cool stuff:

  • The Outguard have been completely rebalanced and reworked thanks to StarKelp, and there are a couple of new Outguard groups already.  These changes seem really good, but they are substantial enough that they need more testing than we can do internally.
  • We also fixed a pretty major bug with marauders that would degrade performance heavily if they were hanging around on planets that have no enemies on them.   This is one reason we want to get out of the beta branch asap.
  • Fixed another bug that could cause a lot of the planets to be named Murdoch in recent builds of the game.
  • Lots more voice line integration work done.
  • You can prevent your ships from pathing through specific planets now, to make it easier to give orders to your ships to go from point A to point B while avoiding some scary area you discovered (AI eyes, etc).

Repeat From Last Release: My Armchair Guesses About Coming Balance

I think that the player is getting enough buffs in the prior build and this beta build that essentially you’ll have better defenses — and actually use them — and thus more ability to wield your offensive fleets.  I think you’ll be able to take more planets with less fear, and thus have a stronger economy in general AND more fleets.  I think that once the outguard changes are in, people are going to start really using those a heck of a lot more, and that those will be decisive in certain close battles.

This is absolutely going to wreck balance (in your favor) for a short while, is my prediction. But getting it so that all your tools feel useful to you, and so that you use them all, is definitely worth it.

I’m NOT feeling like we need to then come in and start nerfing you in some other way.  I just don’t think that would be satisfying.  I also don’t think that the AI’s problem is going to be one of strategy — that it’s not smart enough and that’s why things are suddenly easier.

With that in mind, and also thinking about the spire frigate being a decisive thing against diff 10 AIs when people win that scenario, I’m thinking that we’re going to need to make the AI a lot richer to compensate for the fact that you have all these new things.  There are some interesting suggestions that people have relating to data centers and MDCs to make those more costly, and the discussions there are worth having for sure.  Maybe that will be enough, and either way something like that might be needed.

But I think that essentially in the endgame of particularly a diff 10 game, we’re going to want to make sure that if you have a spire frigate that is just ultra powerful… well, that these powerful machines have an equally powerful unit to send against you for an epic punch-out.  I think that may be lacking right now; we’re giving you some trump cards and superweapons and so on, but despite the praetorian guard I don’t think the AI can really be considered to have those right now.

And that’s okay, that’s just part of the arms race.  It being able to whip out more than the PG and exos in the late game, and possibly it doing more with dire guardians or somesuch in that timeframe… that might feel more like it has the same sort of endgame forces to meet your own strike teams. We’ll see how that evolves.  Thoughts will be quite welcome.

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 v1.014 Released! “High AIP Playstyle Viability”

Release notes here.

This one has a lot of cool stuff that should make more playstyles viable.  It may make the game a little easier than we want, but one step at a time. 

Balance Swinging Your Direction A Bit For Once

Next release will have some exciting changes to the outguard that StarKelp has designed and implemented, and that may swing things even more in your favor.  We’ll see how that works out, but it’s likely that the AI is going to need an economic boost or something. 

We’re actually very open to suggestions on that; in the current build this is essentially a tech nerf to the AI, and then there’s essentially an economic boost to players if they start actually using outguard as we had always wanted them to… so it’s not really a lack of strategy on the part of the AI or a need to toss more exo waves at you… it feels like they may wind up needing a compensatory economic boost of some variety as well, although exactly how that will feel in practice is something we’re interested in trying to predict based on your experiences in this and the next build.

Hey, The Website Work Is Done!

We went through a giant overhaul migrating our website and various services from an older VPS to a new cloud-based solution, and that — of course — took far longer than expected.  A few hours turned into a day. But the good news is that the wiki and mantis are running faster than ever, and even the forums are — knock on wood — back to running full speed again like they have for most of the last decade.  They’ve been painfully slow for the last few months, increasingly frequently, and then that started spreading to our other parts of the site.

Other Bits

  • Minefields should feel way better now, thanks to Puffin.
  • More voice lines are in.
  • A bunch of UI tweaks and fixes are in.
  • Peter Ebbesen gave us much better beginner tip text for science and engineering — thanks Peter!
  • The reason higher-AIP games are now more possible is that the AI techs up at higher AIPs than before, and that varies by difficulty more now.
  • A heck of a lot of player defenses are now stronger, too, wow.  Or cheaper in techs.  This might seem like overkill, but some people were not really using them too much because the mobile stuff was more cost-effective, and that was bad.  Again, if we’re swinging things too much in your favor, we’ll just have to swing the economy or similar on the AI’s side, too.
  • Actually your economy is now buffed as well, in terms of taking less science to tech up command stations, and you getting more energy out of a lot of the structures, too.  This again makes it more viable to have full proper defenses.

My Armchair Guesses About Coming Balance

I think that the player is getting enough buffs in this build and in the next build that essentially you’ll have better defenses — and actually use them — and thus more ability to wield your offensive fleets.  I think you’ll be able to take more planets with less fear, and thus have a stronger economy in general AND more fleets.  I think that once the outguard changes are in, people are going to start really using those a heck of a lot more, and that those will be decisive in certain close battles.

This is absolutely going to wreck balance (in your favor) for a short while, is my prediction. But getting it so that all your tools feel useful to you, and so that you use them all, is definitely worth it.

I’m NOT feeling like we need to then come in and start nerfing you in some other way.  I just don’t think that would be satisfying.  I also don’t think that the AI’s problem is going to be one of strategy — that it’s not smart enough and that’s why things are suddenly easier.

With that in mind, and also thinking about the spire frigate being a decisive thing against diff 10 AIs when people win that scenario, I’m thinking that we’re going to need to make the AI a lot richer to compensate for the fact that you have all these new things.  There are some interesting suggestions that people have relating to data centers and MDCs to make those more costly, and the discussions there are worth having for sure.  Maybe that will be enough, and either way something like that might be needed.

But I think that essentially in the endgame of particularly a diff 10 game, we’re going to want to make sure that if you have a spire frigate that is just ultra powerful… well, that these powerful machines have an equally powerful unit to send against you for an epic punch-out.  I think that may be lacking right now; we’re giving you some trump cards and superweapons and so on, but despite the praetorian guard I don’t think the AI can really be considered to have those right now.

And that’s okay, that’s just part of the arms race.  It being able to whip out more than the PG and exos in the late game, and possibly it doing more with dire guardians or somesuch in that timeframe… that might feel more like it has the same sort of endgame forces to meet your own strike teams. We’ll see how that evolves.  Thoughts will be quite welcome.

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 v1.013 Released! “Menacing Messages From The Machine”

Release notes here.

Lots more stuff, and there was an intermediate hotfix build as well in here.  Main new things:

  • The AI now writes you a chat message as well as giving you the voice taunt.  So if you have sound off, or voice off, or just have trouble understanding it in the din of battle… now you can see what the AI is saying.
  • There was previously a big mix of funny and serious things that the AI would say, all in one big soup.  The first game was always deadly serious when it came to the AI’s messages, so that was a bit of a shock to some folks; and humor is subjective, so some of the jokes fall quite flat for some people.  The humorous AI messages are still there, now, but have to be turned on via a specific option in the audio settings.  The AI is dryly sarcastic at times now, but nothing over the top.
  • If you’ve set priorities for an intel item (higher or lower than usual), you can now see that on the galaxy map!
  • There are now multiple naming schemes for fleets, just as there are multiple naming schemes for planets.  There’s the original list (now called “random,” and there are others based on US States, Ancient Gods, Mathematicians, Cowardly Words, and so on.  Thanks, donblas!
  • The start of having an in-game journal of important (and recent less-important) chat messages is now in place.  This will be important for the Fallen Spire campaign in the first expansion, and it’s useful in general.  Also nice for multiplayer.
  • There’s a whole heck of a lot of bugfixes, including most of the ones that Badger had noted as what he felt like were the most critical things affecting the most people.
  • The Bomber Fleet that you could start with is now gone, as it was really overpowered.
  • Major Data Centers are now balanced a bit differently, too.

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  Achievements are creeping up my shortlist on things to do, thankfully, now that a lot of the rest of my shortlist is cleared out.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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 super detailed, 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 v1.011 Released! “SuperCat Swats Back”

Release notes here.

This is a big one, in terms of having a lot of items.  They fall into six main categories:

  • Continued UI polish.
  • Some experimental changes to group-move from a new volunteer dev.
  • Tweaks to the Intel screen and some new beginner objectives for ARS, GCA and flagship capturing to teach people that those are critical early objectives.
  • Continued balance work, including making AI homeworld assaults harder and adding a new “Turret” tech.
  • Owning Major Data centers now causes Exos against the player for higher difficulty games, in the ongoing arms race between very skilled players and developers.
  • Lots of other bugfixes and balance tweaks.

There’s stuff from three sources beyond the usual developers and volunteer devs: donblas, Eagleheart, and StarKelp have all made notable code contributions in this one.

There was a bit more of a gap between this one and last one because I was sick AGAIN last week, this time with norovirus that landed me in the ER.  I’m all better now, but it managed to get everyone my kids and my fiancee as well in the end (though not as bad), and we had to skip the Thanksgiving gatherings to not infect others.  Fun times!

But good grief, coming back to to see what everyone had been up to, after monitoring some of it off and on during the worst of my illness, it’s quite shocking just how much was done.  It’s got me itching to get some more changes of my own in there.

Beyond that, let’s talk about some other specific items from the release notes:

  • Wormhole invasions have been nerfed, so that they don’t hit you so hard.
  • A bunch of fleet designs have been tweaked or improved, as have a number of ship designs.
  • Hey, you can upgrade battlestation/citadel fleets via spending science now, just like you can planetary fleets!
  • Bounty Hunters are now far more interesting.
  • Pulsar Tanks are now far more frightening.
  • Spire Frigates now perform better (StarKelp’s improvements) as well as being more dangerous in general.  Please check how the balance of this kind of beam weapon feels now.
  • Alarm posts now actually work — yet more danger for you.
  • Drones now work better and are reabsorbed and after battle.
  • You can see AI Eyes on the galaxy map, for easier planning of routes, now.

Please Do Report Any Issues!

If you run into any bugs, we’d definitely like to hear about those.

We’re also really keen on your feedback in general, as the last couple of releases hopefully demonstrate.  I’ve got a shortlist of items to work on from Badger, and hopefully I can get to the achievements and whatnot sooner than later.  I then need to really get a move-on with the first alphas of the multiplayer for people to playtest.  One thing at a time!

The release of this game 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.  At the moment we’re sitting at Overwhelmingly Positive on the Recent Reviews breakdown, and have been for the last three days, which feels really good.  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