Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
AI War 2
5.533 Tuning
New AI War 2 build: https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.533_Tuning
This one is a lot of small tuning, and some mod adjustments. There are a number of good changes in there, but they're diverse enough that they are hard to sum up. See the full release notes for details.
More to come soon. Enjoy!
(Usual reminder: you can wishlist our upcoming title Heart of the Machine, if you want to keep up with it. https://store.steampowered.com/app/2001070/Heart_of_the_Machine/ We'll also be running a closed alpha starting in the next few months, so keep an ear out.)
5.532 Post Necromancer Victory Text
Happy New Year! New AI War 2 build for you: https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.532_Post_Necromancer_Victory_Text
This makes the 7th calendar year with AI War 2 builds in it, goodness.
This build has a variety of improvements from mostly Badger, and a few from Dismiss and Puffin as well.
There is finally separate victory text when you win as the Necromancer, which is pretty awesome. The Dyson Sidekick mod also got this treatment. There's a variety of bugfixes and balance improvements in general, as well as to several mods.
I also upgraded the Shapes library that we use for drawing selection circles, and the hope is that this will solve an issue with stuck selection circles that was occasionally coming up.
New AI War 2 build! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.530_Malkovich.3F
This one fixes a long-running intermittent issue where all of the Dark Zenith planets would be named "Malcovich." When the game runs out of planet names, which shouldn't happen with any reasonable planet name set, it names every further planet that way as a nod to a certain scene in *Being John Malcovich*. However, the DZ planets were sometimes doing this when there were plenty of names left, which was a curiosity. Thanks to Badger for fixing that.
Badger also got in a couple more multiplayer fixes, as well as some improvements to the tooltip clarity as it relates to the Scourge Nemesis.
Puffin has added a huge number of updates to his total conversion "Classic Fusion" mod, which you can read about in the full release notes.
Dismiss has made a number of adjustments to his many mods, and fixed a few areas of tooltip or data confusion in the main game, too.
New AI War 2 build! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.529_Refinements
This one has a number of quality of life improvements and small bugfixes, and also improves the balance of the spire-infused empire. There are also a couple of MP-specific minor improvements.
A number of mods have had updates as well, including Dyson Sidekick, Ship Line Upgrades, and Juicy Journals.
New AI War 2 build! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.528_Juice.2C_Upgrades.2C_And_MP
This one has a couple of fixes for multiplayer, thanks to Badger. This also includes updates to his Dyson Sidekick mod to help with balance. It also includes a new sandbox mode for Necromancer which is super OP, but interesting.
Lots of updates to NR SirLimbo's various mods, including Ship Line Upgrades, AMU, and others.
Dismiss has fixed a few bugs in the main game, added a new cheat command, and then also updated his own mods, including Points of Interest.
There's a new mod in here as well from @Juic3 that formats (and edits when needed) the journal entries to be more consistently in-game character and not 4th wall breaking. Thanks to Dismiss for adding that in. Sounds like feedback is desired.
New AI War 2 build! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.527_Mostly_Mod_Updates
This one is also mostly mod updates, like the prior one, but it also has some bugfixes and balance tweaks in there. In particular, if you wanted to have Elderlings be your friend, they not get a lot more powerful faster, as before they were too weak on average.
AMU has a new OCD sub-feature that allows you to essentially inspect any part of the game's data and alter it on the fly. Basically cheat engine built into a mod, which is pretty nifty.
Dyson Sidekick balance is better, and some things are better organized and have a few bugs fixed.
Dismiss's growing selection of mods all got lots of updates, the notes are well worth checking out.
More System Defenders also got some bugfixes to it.
New AI War 2 build! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.526_AMU_Returns
The bulk of this one is mod updates, which you'll want to refer to the release notes linked above for the main details of.
The AMU mod by NR SirLimbo is fully back in action after something like a year of being down because I changed the underlying format of the game so severely during The Great Refactor. He didn't just work on porting over what he had before for his general modding framework, but actually extended it even further, which is very interesting to see.
On top of that, there is a new Ship Line Upgrades mod that is a companion mod to AMU, which "allows players to upgrade and downgrade ship lines in exchange for a new resource, Command Frequency Bandwidth. Downgrading ship lines grants, upgrading costs bandwidth and something else (either Hacking or Science points, or inflicting additional AIP)."
Several of Dismiss's mods got minor updates, and the Dyson Sidekick mod from Badger also got a few balance updates.
In the main game, out of modding land, the Deep-Space Anomaly Analyzers have had a couple of bugfixes and a number of balance updates. Thanks to Badger and CRCGamer on those. Also one other bugfix in wave notifications.
Second AI War 2 build this week! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.525_Faster_Multiplayer
This one is very exciting in the area of multiplayer in particular, but a little bit performance in the late-game in general. This fixes a few client-only memory leaks and several other issues that were causing the game to kind of chug and feel like it was laboring in certain late-game scenarios in multiplayer. Those same savegames are now buttery smooth, which is a really exciting thing to see.
Lots of great sleuthing work by Badger on this, and a lot of great fixes from him on there. I also contributed a few fixes this time around, after he identified where the problem areas were.
New AI War 2 build! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion#5.524_StarKelp.27s_Return
This one has some very exciting updates from StarKelp, who has returned from some private leave issues, and is also joining us working on Heart of the Machine. He's knocked out some improvements and bugfixes to Macrophage, Custodians, and Migrant Fleets in the main game/dlcs, and has also done a bunch of major work on many of his mods. Civilian Industries and The Lost Humans have both gotten some major updates and some bugfixes, and the Hydral Federation has gotten a major balance rework. He also added yet another mod, this one being the Leere mod.
Dismiss and Badger have both also been working a ton on their own mods and other bugfixes, including Dyson Sidekick, AI Lieutenants, Reclaimers, and Points of Interest. Lord of Nothing's Exowar mod has been added, too.
Classic Fusion, the total conversion mod by Puffin, has been updated to work with recent game changes. And CRCGamer has made some balance updates.