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

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