AI War 2 v2.048 Released! “Bugfixes”

This one is nothing but a collection of bugfixes, but there are some very welcome ones.  Full notes here.

What’s new?

  • You can upgrade forcefield frigates beyond mark 4, as they now use the heavy hull tech type.
  • Fleet Research Stations, new in the last version, now properly charge you AI Progress (AIP) for the things you get from them.
  • Handy new cheat code “heal me” that is useful for bugtesting.
  • Multiple improvements to make tachyon sources way more efficient.
  • A fix to make tachyon sources work at the proper speed when they are on background planets (with coarse processing on) or when you have the sim speed higher than one.  Previously it took longer to decloak enemies, but now it works at the same speed regardless of those factors.  This is a super old issue!  At least two years old, if not more.
  • We also found and removed a really super old form of performance profile logging, which generally was unused but could be toggled on by some unknown mechanism and then slow down your game at some points.  This was code that hadn’t been touched in 2-3 years, s it was a surprising find.
  • Fallen Spire cities that were able to rarely get extra flagships now have those properly scaled back.  And if you ever have a city missing its flagship, it will fix that for you (though we’ve no reports of that).
  • And finally, there was a very annoying issue that if you had selected any ships directly and they changed planets, it would deselect them.  Selecting by fleet did not have this problem, so to people who experienced it, it just seemed intermittent.  As someone who pretty much always selects by-fleet, I had not been seeing the issue until it was pointed out with steps on how to reproduce it.

More to come soon!

Please Do Report Any Issues!

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

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 that has definitely had a material negative effect.  Go figure.  Having a running selection of recent reviews definitely is helpful, but at least we have a pretty healthy set of long-term reviews.  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 v2.047 Released! “Perks By Another Mother”

Only a day later, but this is a big one!  Full notes here.

What’s new?

  • First off, Badger found a bug in some of the fire teams code that had been leading them to be less efficient with their forces (using overwhelming force where it was not needed).  This was actually a really cool behavior in the Nanocaust, and the “Nanocaust Deathballs” are both menacing as well as fun and engaging to avoid, so we’ve left that behavior for them.
  • But for all the other factions and sub-factions that use fireteams… watch out!  As Badger puts it: I’m not sure how impactful this will be, but the answer might be “Very”, at least for any faction that had enough ships to be overkilling their targets significantly. There are lots of potential cases. Where the Hunter has just broken through a chokepoint and now has its pick of weakly defended economic planets, it’s now going to be a lot scarier.
  • Next up, mobile forcefield generator ships are now a lot more useful since they no longer come with the damage penalty.  This mostly helps you.
  • …but AI forcefield generators now in general no longer have the penalty at all, for the (relatively) rare cases when they do use a forcefield.  Both of these things bring this part of the game more in line with AI War Classic.
  • You can now have up to 40 ship lines per fleet, rather than 5.  Also, swapping ships between fleets on the same planet no longer destroys the fleets.  Your ability to customize fleets is now far greater.
  • Raiders have gotten a buff, but no longer have the one-off “super-charges the rest of their fleet” ability, since that was out of place on its own with them, and way too powerful to have on random ships you can find now that the fleets can be arbitrarily large.
  • There is a brand new structure that you can find and hack in new campaigns: the Fleet Research Station.  It allows for you to get new, advanced fleet-bonus-giving large ship lines if you hack them AND pay an AIP penalty.
  • There are currently six of these types of ship lines, and they open very new kinds of play and synergies in these large fleets.  If some of them seem expensive for what they are, bear in mind that you may not be considering just how impactful they can be if you have a truly giant fleet.  All of these things give fleet-wide buffs ranging from the raider-style speed boost, to attack and defensive boosts of various sorts.
  • We will likely explore the concept of these sorts of fleet-wide perk-centric ship lines through FRSes more in the future, either through future free updates or in DLC, or both.  But basically this gives the sort of flavor I was thinking of with what fleet EXP upgrade perks would once have given… but still minus the grind, and now with potentially even more power as well as more flexibility.  You may not use these much, depending on your playstyle, but they should hopefully be the sort of thing that is a cool and incredibly helpful tool to use a minority of the time.  I really enjoy mechanics like that, where they aren’t mandatory for play but are things that are killer if the circumstances are right.
  • Plus some bugfixes and other tweaks!

More to come soon!

Please Do Report Any Issues!

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

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 that has definitely had a material negative effect.  Go figure.  Having a running selection of recent reviews definitely is helpful, but at least we have a pretty healthy set of long-term reviews.  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 v2.045 Released! “Scientific Emergence”

Very similarly to the prior release, it’s been 24 days since the last writeup (and in this case, the last non-beta build).  This new version is only the fifth public build since then, though most of them were hefty and were in beta.   Full notes here.

What’s new?

  • First up, there is a brand new “journal” concept, which lets us put in a whole bunch of new thematic or useful text that you can find.  And of course it can be used in mods.  I don’t personally plan to use it a whole lot, but I know some mod authors and some folks wanting to volunteer some minor lore writing have been waiting for this.
  • Chat, as used for multiplayer and for the AI talking to you, has been revamped a fair bit, since the journal-like things are no longer a part of that.  It’s now more efficient, and has a few new capabilities, like…
  • Cheat codes and debug commands issued via chat have been added!  Am I strange for feeling like cheat codes are anachronistic in the current market?  Sigh.  Anyway, I’ve always liked having those for folks.
  • Fleet EXP has been removed, and we’re no longer planning on doing the “perks” system that we’ve been talking about for about 2 years.  Basically it was always something that could cause you to have to grind, and there are simply better ways to let you upgrade fleets and make them how you want them.
  • Speaking of, all fleets (or their flagships at very minimum) can now be upgraded directly by science.  There have been some science costs rejiggered based on this, and a lot of interface additions to make this really smooth in the most recent version in particular.  This basically gives you a cheap way to have the same-ish experience, but without the ability/requirement to grind for levels.
  • There’s a big new “hooks” framework for mods, which we can use to talk to mods in an indirect way when they want to do something right before, during, or after key events.
  • There’s an interesting new debug setting that you can enable to test some new mechanics: “Enable Astro Train Power Increase”
  • Drones of all sorts now get upgraded based on their spawner being upgraded, so they are far more dangerous than before.
  • The dyson sphere voice lines should now be played properly.
  • Cloaked and agile transports are both something you can now find in the wild in new campaigns.
  • Lots and lots of bugfixes!

More to come soon!

Please Do Report Any Issues!

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

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 that has definitely had a material negative effect.  Go figure.  Having a running selection of recent reviews definitely is helpful, but at least we have a pretty healthy set of long-term reviews.  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