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AI War 2 News

4.006 Careful Of That Federation!

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.006_Careful_Of_That_Federation.21

This one has a lot of bugfixes, some balance tuning, some mod updates, and also a new mod.

The starting position for Ark Empires is now more flexible, which is a nice boost for them (and what I had intended from the start). Big thanks to StarKelp for implementing that.

There were some deadlocks possible in recent versions, under apparently rare circumstances, but any-at-all is too frequent. I believe those were related to some locks that I put into the threading code in the prior week or so, and that has now been further refactored to no longer require locks, and thus not be possible to have deadlock. It will also run very slightly faster this way. Fingers crossed that was the correct code that was actually doing the deadlock, because that was a super rare thing. The deadlock, specifically, was "the game still responds fine, but time won't progress and commands won't be accepted anymore." The joys of multithreading mean that it's a lot different from the old style "program is frozen and we have to forcibly kill it."

I also put in a bunch of code to try to catch the issue with game commands getting corrupted on MP clients after a long period of playing. So far I've been running an MP session for about 20 minutes now (it's still running as I type) and I don't see any issues, but I didn't see them before, either. Hopefully the folks that did see the issues previously no longer will.

The new mod is the "Hydral Federation," by StarKelp, and is described as follows: "All of the races, fresh from the best ending from The Last Federation, have come to this galaxy. Lead by the Hydral, they have seen the endless war propagated by yourselves and the AI and have deemed you both a lost cause."

I find this absolutely hilarious and wonderful that these creations from our 2014 hit strategy game are now invading here via a mod. Did you know that that specific last Hydral is also the main character in our 2016 overlooked-gem Starward Rogue? It's a set a few billion years later, so the timeline of this mod actualyl checks out fine.

In other news, the DLC3 page has been updated to have its final feature list properly documented: https://store.steampowered.com/app/1466780/AI_War_2_The_Neinzul_Abyss/

Until today, it had a mixture of proper features, scrapped features, features we gave you for free, features we moved to the expanded DLC1, and lots of missing features that we added since that page was last updated. April 21 is looking to be the real release day for this, for realsies this time, so that's exciting!

Badger has been working himself to the bone and is stepping back a bit now that his work for DLC3 is done, and will pretty much just be handling any really serious bugfixes I hand him. I'm also having to transition partially to the next project to make sure that I get things set up well enough so that people who are contractors now will have an actual proper full job when that starts in a few months. I have a lot of prep work to do, and all of it is still super secret, but I'm going to be really excited to share more of it with you in about a year. Usually you can get morsels out of me about upcoming stuff, because I just can't help but share, however that is often a really poor marketing decision and this time it's not my choice. It's all good.

I've been talking for a long about doing a Super Supporter DLC for this game, given how very costly and unprofitable this game has been to make, so that folks who feel like they got more than their money's worth could chip in more if they were so inclined. Even just setting up something really simple there takes time I don't have, and in general it leaves me with an iffy feeling to have a product like that, so we're just going to skip it. One of the planned bonuses will just be a free mod (that requires DLC3) that I put out.

More to come soon.
Enjoy!

AI War 2 Campaign Types: The Definitive Guide, By Strategic Sage

[previewyoutube][/previewyoutube]

Campaign Types are a new thing that we've been working on for quite a while, and originally Sage and I were designing these together back last May. Now that the game has returned from beta, Sage has put together a comprehensive video guide that explains the where, the why, and the how of these new modes.

The truly important information is also available in the game, of course -- Sage himself wrote a lot of the tips and explanations that are in there -- but sometimes there's nothing like a good video to really show things off.

Enjoy!

4.004 Easy There, Hack Response

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.004_Easy_There.2C_Hack_Response

This one makes the enemy response from hacking... anything... way less intense. Unless you were playing spire-infused empire or fallen spire. Then it's probably still the same. There was a bug that was inflating the response to hacks as if you were a spire player, and there were some other tweaks that needed to happen to give you even better estimates of the strength you'd face throughout a hack. Big thanks to Badger for calming the AI down in this area.

Dire CPAs are a feature for expert mode, and they were gated behind DLC3 for testing purposes until today. They've now been fully released to the base game at large, so everyone can enjoy this new pain, heh. Thanks to Strategic Sage for the idea, and to Badger for the implementation and tuning.

Faction beacons were a feature that I had to remove during the great refactor, and while random faction options were a very nice addition, a lot of folks have still been pining for the beacons to return. Today I managed to get the first two back and better than ever: nanocaust and fallen spire. How are they better than ever? Well, they don't drain performance, they don't compete for CPU and RAM unless you actually hack them, and there are a bunch of hacking options that let you choose specifically what you're going to get. The beacon system in general allows for combinations of factions to be added, and it only requires xml now (the old system also required custom code per beacon faction), so not only can we add in cool multi-faction beacons, but... well, so can any general xml modder. There are some other features that I'm still looking into adding to really capitalize on all this new power in this subsystem, so I expect we'll see some exciting things in this area for a while yet.

This build has a number of fixes and improvements to autotargeting as well, plus many other general fixes from myself and Badger. There are some improvements to the R-view thanks to Daniexpert, and that was a major investigation and careful fixing on his part, so big thanks there.

The More System Defenders Mod has been updated by CRCGamer to now include a version of the Stormfront Ark that can be used as the centerpiece in Ark Empire mode -- that's the first mod that adds new content to Ark Empires, but I'm hoping we'll see lots more of that, because it's really fun.

One other change that's in this build is that when you refit a modular ship's modules, it now has a 10 second paralysis. This keeps people from gaming modules and microing them during battle.

More to come soon.
Enjoy!

4.003 A Bit Too Chromatic Horrifying

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.003_A_Bit_Too_Chromatic_Horrifying

More bugfixes, in the main, and some more progress towards having minor faction beacons again (but this time with better performance and more features, and mod-friendly, and etc).

This version also includes an option for the Chromatic Horror that prevents it from scrambling your buildings and turrets around; that kind of takes the whole point of the Horror out of that guy, and may make the game much easier in general, but the Chromatic Horror is definitely a rage-generating machine when it wanders into your territory, so Badger took pity. I was a bit more inclined to leave it, since it's doing what it says on the tin, but I wasn't trying to be meanspirited about it. I think it's a valid option to have, because sometimes you don't realize just how disruptive it's going to be if it takes a long time to wander your way.

Bugfix-wise, there's several good ones for multiplayer, plus a number of ones for multi-AI scenarios, plus some general exception dampening.

More to come soon.
Enjoy!

4.002 Macrophage Live!

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Final_Cycle#4.002_Macrophage_Live.21

This one is on the main branch and the beta branch. If you have any issues, you can always go back to most_recent_stable, or most_recent_stable_beta to get the prior build.

The macrophage have been essentially braindead on the beta branch since September, and nobody noticed it until we came out of beta. Poor unpopular phages! They are all fixed back up now, so that's nice.

There are a number of various bugfixes in this one, and one of those is related to how gamecommands were seemingly getting corrupted on MP clients some of the time. The fix to the flicker in the hacking sidebar items is also really nice.

More to come soon.
Enjoy!