Author Topic: AI War 2 v0.950 Released! "First Press Build"  (Read 643 times)

Offline x4000

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AI War 2 v0.950 Released! "First Press Build"
« on: October 14, 2019, 09:09:51 PM »

Release notes here.

After three long years, we're finally at the point where we're ready to start showing this off to the press in a non-preview fashion. This build does still have some bugs and some rough edges, but they're minor in the main and we have a week to finish up that sort of thing along with achievements.

As a mostly one-man shop now (plus awesome volunteers who keep increasing in number) there's only but so much lead time I can give, and I wind up feeling like I want every last everything to be perfect. As it stands we have about a week until 1.0, and I'm really pleased with how things feel. Seems like our growing list of players are, too, from the sound of things. So that's good!

What's new in this build?

  • We finally have AI taunts in the game! This was something people really liked in the first game (when the AI says something mean to you when it does something clever or you do something stupid), and that has returned in a major way. In the first game I think we had a dozen, maybe two dozen, taunts in total. Now there are over two hundred.
  • Ships can now load into transports from other planets (traveling to the planet of the transport first of course).
  • Awesome new quick start scenario by community member Nuc_Temeron. We love the clever things you folks think up, and are always interested in including things like this for players to experiment with.
  • More tutorial tweaks, thanks to Puffin.
  • Add a new Watch planet hack; this works only with local hackers and on planets without enemies. It's much cheaper, but the vision only lasts until the AI recaptures the planet.
  • A whole bunch of bugfixes, some of the most significant ones relating to the new ability to select and control fleets from the galaxy map. That should now work properly in all cases, and not have the selection/hover issues it did briefly.
  • Also some bugfixes to the metal usage reports, so that's more accurate.
  • The energy usage in the resources bar can now be clicked and gives you a detailed breakdown of where you're earning and spending energy! This is... a surprisingly big win, in terms of making it clear what the state of your empire is.
  • Bunches of improvements to the "strong against" version of the R-click view, to make it more correct and clear.
  • New icons for the tech menu!
  • Lower difficulty levels (less than or equal to 5) now have a variety of things making them easier than before. There were definitely some complaints about it still being too hard at those lower levels.
  • Also a fix to make dire guardians appear properly, and some of the guard posts on the planets that would have dire guardians no longer be hyper-aggressive towards you. So this should make deep-striking a lot easier in the late game in particular, and thus help with some of the difficulty that a few people were reporting.

More to come soon. Enjoy!

Reminder: Launch Is Coming Up October 22nd!

We're now in the process of tidying things up for the 10-year anniversary of AI War Classic appearing on Steam for the first time. We're getting really close! I understand a lot of you are really enjoying the game now, which is super duper awesome. If that's you, and you haven't written a review yet, would you mind just dropping a couple of brief thoughts on the store page for the game?

There's a sea of other indie titles out there now, and I'm anxious about my career to put it kind of frankly. Please be honest, obviously, but if you're enjoying the game it would really be a big deal to me personally if you'd let other people know; that stuff makes a big difference in our ability to get featuring on the store, in how people choose to purchase or not, and so on.

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

Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline I-KP

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #1 on: October 15, 2019, 04:46:22 PM »
AI Taunts.  Like it.

But...

- They talk too much. I am near the end of the game and there's a lot going on but still.
- Half the time I can't understand what's being said. The issue here is that the 'cyber' voice effect pass adds a lot of mid-range 'swooshiness' to the voice, and battle sounds compete on a similar frequency.
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Offline x4000

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #2 on: October 15, 2019, 05:08:18 PM »
Are you on the later 0.951?  They should talk less on that.  But it may be that even more needs to be done.

We also do need to make it so that the text for each taunt shows up as chat for anyone who has trouble understanding for whatever reason.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline RockyBst

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #3 on: October 15, 2019, 05:27:03 PM »
Exciting to see you're getting close to launch. As cheesy as they can be achievements work well for giving you a certain goal or combo of AI types to try in a game, so I'm looking forward to seeing what those look like.

A couple of notes from a month or two back that I never got around to posting:

Oooh, fun, there are variable planet counts now. All the way up to 300 planets on a bubble map. However I started a 200 planet octopus map and the seeding just doesn't scale for planet counts that high. Even the maximum number of data centres you can choose is very limited. Maybe auto-scale a lot of the slider defaults based on map size?

Astro train changes sound good, just a shame it's not going to be quite as easy to rake in a couple of planets worth of science by building roadblocks anymore.

If your hacking fleet gets killed while hacking an ARS (golemite artillery fun, in this case), the ARS still disappears but you don't get the ship type unlock. Intentional? (Not sure is this is still valid)

Having all your forcefields chuck norris'd away from your command stations by the cookie monster without any notification can be game ending. If they're not going to float back into place over time you really need some sort of indication that they've moved.

Offline RockyBst

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #4 on: October 15, 2019, 08:28:17 PM »
Oh, and going back to one of my bugbears about extreme AI over reactions. Given the save below, if you move fleet group 2 on to Wit Amidst Folly you can rapidly rack up a 400-550 strength revenge wave during the thirty seconds it takes to kill the dire plasma guardian. I've run into this a couple of times now; what exactly is it that triggers waves ten times larger than my fleet, and in this case more than double the size of the CPA I just dealt with.

Offline BadgerBadger

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #5 on: October 15, 2019, 09:19:04 PM »
Ah, the giant counterattack thing is a bug I recently introduced during some stacking rework in .950. If the AI killed more than one stack at a time then the counterattack strength would go up more than it should. Thanks for the bug report.

Offline I-KP

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #6 on: October 16, 2019, 04:50:32 AM »
Are you on the later 0.951?  They should talk less on that.  But it may be that even more needs to be done.

We also do need to make it so that the text for each taunt shows up as chat for anyone who has trouble understanding for whatever reason.
.951 just dropped - not tried it yet.

Subtitles for AI Taunts would be super.
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Online Lord Of Nothing

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #7 on: October 16, 2019, 06:37:55 AM »
Ah, I'd been wondering where For The Fallen had gone. Thanks. :)

Offline RockyBst

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #8 on: October 16, 2019, 08:36:54 AM »
Cheers for the inbound fix. I've also noticed a lot of 100+ strength 'reconquest' waves aimed at planets that I have active command stations and a fair few defences on. That seems new?

I agree the AI taunts could use subtitles, because I can't make out a word the cybervoice is whispering into my ear.

Been farming some of the new astro trains making their way through my hinterland gauntlet and it's exacerbated my irritation with the norris effect. Microing forcefields back into place every five minutes is not entertaining gameplay, they could really use some return to last assigned position logic.

Oh, and see attached screenshot for a crash when deleting a command station from the dyson sphere planet. Seems to leave the planet technically under my control with metal harvesters still present.
« Last Edit: October 16, 2019, 01:00:53 PM by RockyBst »

Offline I-KP

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #9 on: October 16, 2019, 03:16:20 PM »
Still seeing unclickable planet icons at some mid-level zooms. As usual, they come and go. Often I can find a tiny displaced hotpot around the icon that works otherwise it's max zoom out being the only place where the icon works every time.

(This forum is glacial in its response times. This post timed out three times.)
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Offline Draco18s

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #10 on: October 16, 2019, 05:58:38 PM »
Wit Amidst Folly
...
you can rapidly rack up a 400-550 strength revenge wave during the thirty seconds it takes to kill the dire plasma guardian

One, I love the sheer appropriateness of that planet name in this situation.

Two, I am so glad my list of Culture names are in the planet name list (Wit Amidst Folly is down under the Surface Detail heading).

Offline BadgerBadger

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #11 on: October 16, 2019, 06:52:22 PM »
Speaking of planet names, I did a little writeup in the wiki to show how to set up your own Planet Name Lists.

Offline Draco18s

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Re: AI War 2 v0.950 Released! "First Press Build"
« Reply #12 on: October 16, 2019, 07:28:08 PM »
Speaking of planet names, I did a little writeup in the wiki to show how to set up your own Planet Name Lists.

Awesome :D