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AI War 2 News

4.015 The Thrifty Architrave

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.015_The_Thrifty_Architrave

A variety of bugfixes in this one, including one where the Zenith Architrave were so... thrift conscious... that they weren't buying anything in the prior build.

Some solid necromancer polish in this build as well, as we close in on the DLC3 release date and more folks getting to play with it.

And then finally, two new mods! The first one is by me actually, and is a visual-only mod that changes the regular colony-ship-style transports into "paladin transports" if you have DLC3 and turn on the mod. You can see a picture of it in the wiki.

The second mod is by Donblas, and is a tweak to Expert mode to allow you to still have fleet-wide bonuses in Expert mode. I'm really glad to see mods of things like the campaign types, since it is very much in the spirit of modding to create these sorts of variants from what the core game offers.

More to come soon.
Enjoy!

4.014 The Intimidating Architrave

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.014_The_Intimidating_Architrave

All of the art for both DLC2 and DLC3 is finally now done, along with the many various upgrades that were made to the art in the base game and in DLC1. This is a big milestone! Thanks to everyone for their patience with the DLC2 art delays in particular, that really went much longer than expected.

The best was saved for last in many respects, as the Zenith Architrave are meant to be a really intimidating alien faction, and they were really time consuming to get right -- and they are now completely integrated visually of this build. They're probably my favorite faction, visually, at this point (maybe elderlings or necromancer aside, it's hard to pick between those three).

A number of small tweaks and fixes are in this build as well, thanks to Badger going on cleanup duty with a number of recent tickets that came in through our bugtracker.

At this point, DLC3 is feature complete, all our art is done for everything, and it's just a matter of bugfixes and balance from here on in. We really are finally closing in on the finish line, which feels really good!

More to come soon.
Enjoy!

4.013 Hotfixes

Hotfix build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.013_Hotfixes

Mostly this just fixes some bugs that could get up in your face in the prior build when you started the game or were in the lobby. It also fixes a couple of other less-important bugs while I was at it.

This one also makes a shift to Expert mode, on the advice of Strategic Sage, to no longer force Dire CPAs to be a part of that mode. They are now only required on Logistician, but they're still optional on any mode.

More to come soon.
Enjoy!

4.012 The Zeusathon

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.012_The_Zeusathon

This one has an absolute ton of balance tuning from Zeus, in both DLC2 and DLC3.

Badger also made a number of improvements to the Zenith Architrave, to make them work better in certain edge cases, as well as get more of their cool toys that they were missing. He also fixed some corner cases with the AI Hunter.

cml has updated his AI Core Shield Generators mod, and I got a bunch more art in place for DLC2 and DLC3.

More to come soon.
Enjoy!

4.011 Multiplayer Stability

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.011_Multiplayer_Stability

This one is almost entirely bugfixes, and not just for multiplayer. There are a few balance tweaks and a few quality of life improvements, as well.

The most notable multiplayer issues of the last half month are now fixed, and the question of wave warnings being delayed is now the main thing I'm wondering about. The other errors were due to me making certain parts of the code more strict so that they would error earlier and tell us when something was wrong, versus giving us inscrutably drifting-away problems. That worked great, and the actual core of the problem seems to have revealed itself.

A bunch of cross-threading issues for single player and MP have been fixed, and a really strange and rare bug where your ark empire ark could be deleted when loading a save is also fixed.

Huge thanks to gekko, who reviewed all of our quick starts and corrected issues in a whopping 18 of them! That was a major undertaking, and we're really grateful for the result.

Also a big kudos to Daniexpert, who tackled some particularly challenging code to fix an issue on the galaxy map where icons would sometimes disappear for a while after you had quit one save and loaded another. This was a very complex bug involving some of the unity hierarchy, so it was a very long day for him finding a lot of new things out.

A couple of AI types have been reclassified from Brutal to Hard or vice-versa, after discussion on mantis. And Badger added some improvements to the Warden logic as well as some other updates to journal entries, among other fixes.

More to come soon.
Enjoy!