Author Topic: AI War 2 v0.874 Released! "Basic Fleet Management"  (Read 1518 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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AI War 2 v0.874 Released! "Basic Fleet Management"
« on: July 09, 2019, 03:57:58 pm »

Release notes here.

Finally! The first tiny bits of the fleet management screen. Lots more to come. The list of things that are planned for the short term to address general annoyances is here, and the discussion that started it all is here.

So what's new?

  • You can now rename your mobile and battlestation fleets.

  • You can now pause all construction on individual mobile fleets (pausing construction for specific ship lines is coming, along with other goodies).

  • You can see a lot more info about fleet status from the fleet tooltips, and in the fleet management screen those line items ALSO have tooltips that explain them even further.

  • There are two new hacks, which allow for you to take over Global Command Augmenters (GCAs -- those newthings that give you more turrets or other defenses at all your command stations if you capture and hold them) and Intra-Galactic Coordinators (IGCs -- those things that add a multiplier to your ship caps for strikecraft or turrets if you capture and hold them) without having to capture and hold the planet. But it costs you a lot in hacking points, so now you have an interesting decision to make.

  • There are also a bunch of new options relating to permadeath for certain categories of structures, and you can either make things more-permadeathy or less-permadeathy depending on your tastes.

  • A number of tips and strategies have been updated in-game to make the gameplay more clear now that GCAs are a thing and battlestations are less of a thing.

  • Reprisal wave balance has been nerfed again.

  • Golems and Arks now cost AIP to capture, and have larger fleets in general. Let us know how much more powerful we might need to make them in general, if we do, to justify their costs.

  • You start out with 2 million metal rather than 540k, so that you never get metal starved at the very start of the game. That was just a silly way to start.

  • There's a new starting fleet option, the Consumer Fleet, which is all about eating your enemies in various ways.

  • The metal flows interface now updates in realtime and also shows data in a more readable format.

  • We fixed a whole host of bugs, 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
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Offline WeaponMaster

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Re: AI War 2 v0.874 Released! "Basic Fleet Management"
« Reply #1 on: July 09, 2019, 09:34:58 pm »
My "fix" for ships being able to sit inside each other causes harmless null reference exceptions, RIP. Don't know off the top of my head how to fix this, maybe long range planning data could have the squad radius added to it for access.