Lots of progress today on the whole sound subsystem and buses and so forth on my part. Have yet to see if it actually works or not, but the data is packaged up nicely and things are architecturally almost complete. Some of the biggest problems (over-saturation of some sound effects) I think I've mostly gotten solved, though it's going to be a "proof is in the pudding" sort of thing. I expect lots of tuning of data to fit test results. It's very, very moddable, though, which I'm super pleased about in terms of how I implemented it.
Keith is closing in on the end of batch 7 of the ships, after which he's going to be playing the game and fixing things that bug him and repeating that cycle for quite some time, as well as responding to all the various things on mantis and the forums that other folks bring up.
On that note, I also went ahead and assigned all the things on mantis at this point, because there's a lot of stuff on there that I want to blow through on my end, too. I had mentally earmarked a lot of things as they came in and I read them, but now I've actually done the assignments. I always read them as they come in, and I'm pretty sure Keith does as well (or he does it in batches a few times a week at least), so there's not ever a real surprise as to what's there, but sometimes I have to let them kind of mellow while I think about what I want to assign... or something like that.
Anyhow, just in general trying to clear my own decks so that I can focus more on my other project but without holding AI War 2 back in any way, and then meanwhile Keith is powering through the last of the pre-EA content so that he can then focus on the player experience after that.