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AI War 2 News

Announcing AI War 2: Zenith Onslaught and the AI War 2 Titan Edition!

Well! This is a milestone that is... only a year late. Seriously, I was supposed to have my part of the work done for this last May, not this May.

But the wait has definitely been worth it, as the amount of content, and the refinement of everything in and around this release, has grown seemingly exponentially.

Have question, or just want to connect with other players? Please do join us on discord: https://discord.gg/arcengames

Zenith Onslaught

This expansion is the largest in the history of our company, and that's really saying something. It got so large at one point that it had to be split in half, and it's STILL the largest ever for us (admittedly, after the split it did grow a huge amount again).

Willard "Badger" Davis has been the mastermind behind the exciting new features in this DLC, chiefly the very complicated and interesting factions, but also the new AI types, map types, and bringing features like nomad planets into this game.

Zeus Almighty took up the mantle of lead on unit balance and detailed unit design, with major assistance from CRCGamer and ArnaudB, who also had a lot of major new contributions of their own. That has left me more room to focus on art, even though that did kind of triple the artwork load (and make me also want to make some revisions and additions to the art in the base game).

All of this would not have been possible without our awesome testers, who provided a constant flow of feedback for weeks, months or even up to a full year in some cases. Now that we're about to have such a wider audience for this expansion, we are standing by to react to things that people might find that the 20 or so of the rest of us missed, though.

The art in this expansion is something I'm really proud of, and is showcased well in the trailer for it:

https://youtu.be/G3lCUvB5VuE

I made some really major engine extension to make DLC2 possible, both from an artistic standpoint and to support what Badger wanted to do with factions, nomads, etc. And for the new game mechanics that Zeus, CRC, and Arnaud were wanting for their units. I'm really excited to take these to new areas in the future.

Speaking of art in the future, there is more that I plan to make unique in the DLC2 art over the coming weeks, and also in the base game, and potentially a few revisions in the DLC1 area. Now that we have a lot of new capabilities, there's a lot more I want to do with it. The game looks great already, but expect some facelifts in a variety of areas, coming in batches over the next month or so. You can see those early in the watch_chris_art discord channel, typically.

Base Game

Most of the exciting things in the base game have been discussed recently as part of the Paradigm Shift update, so I'll just link you to there. If you're coming back after an extended absence, or you're just plain new in general, there are some excellent video tutorials in there if that's your sort of thing.

Since the 2.8 build a month or so ago, it's mostly been refinements and polishing as we've had a larger group of players enjoying the game.

Coming up in the next few months, we're going to start adding new game modes to the base game:

  • Expert Mode, aimed at players who want to be forced to hold more disadvantageous territory (as with the first game), and have permanent campaign consequences for certain types of loss.
  • Deathwish Mode, aka Strategic Sage mode, which will dial that up to 11.
  • Sandbox Mode, for when you don't want to really participate, but just want to watch all the other factions doing their thing. Or you want to play, but mess around outside of the normal parameters that would be considered balanced.


We're also going to be bringing Interplanetary Weapons to the base game in the next couple of months, as well as Loadouts (basically kinda-sorta like modules). Those will also see some integration into a number of mods, and DLC1 in particular, but also a couple of units in DLC2.

Multiplayer

Multiplayer co-op has been feature-complete for months, but is still undergoing testing. The original intent was a simultaneous launch with Zenith Onslaught, but the novel heavily-multithreaded shared-simulation approach has required more testing time than expected. Please feel free to join in and share any feedback you have!

The multiplayer in this game required some novel design work that we hope can be useful to other developers; once we're past the last of the bugs we hope to present our findings so that other games in other genres can benefit from our work in making self-correcting mod-safe multi-threaded complex simulations of arbitrarily large sizes a reality. We expect no more than 1-2 more months of MP beta, as the bug count falls with weekly updates.

Last night was a major victory over one set of bugs that has been making the MP super unplayable for the last week or two after the MP part of the game had been a lot more stable for months. Go figure. At any rate, early word so far is that it's working great now, though there's still more bits and pieces to tidy up.

I would have loved to call MP done today, and say it's no longer beta right in time with this new DLC's launch, but I think it's more important to be honest there. It's a very late-stage beta, and there's a solid chance that you can play and have not too many issues (after last night's patch in particular). Right now it's mostly in a state of "when I hear about more bugs, I will fix them, but right now I don't know of anything major that is MP-specific."

Future DLCs

We do have two more DLCs planned for over the course of this year. That is more than we would usually do, but we have a lot of volunteers and contractors who have a lot of things they want to do, and overall it's just really very busy around here these days. This feels like a good thing.

All of the DLCs will be optional, fairly priced, paired with major free base game updates, and very meaty.

I really appreciate your support, as Arcen is a tiny company and AI War 2 has been a challenging project that is really blossoming recently.

Thank you so much for your patronage, and we all hope you enjoy the game!
Chris McElligott Park
Founder, Arcen Games

3.000 Begin The Onslaught

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#3.000_Begin_The_Onslaught

This is a fairly small one, mainly focused on last minute tweaks and fixes. The version number is certainly significant, though: we've reached 3.0! This is the final build before the new Zenith Onslaught DLC arrives, along with the Titan Edition, in a few minutes.

I'll have more to say in a bit about those, but for now have you seen the gigantic (sort of secret) release notes history for ZO? https://wiki.arcengames.com/index.php?title=AI_War_2:Zenith_Onslaught_Patch_Notes

Those are huge! This actual 3.0 patch might be small on its own, but it's the culmination of years of work.

I'm sure to be superseded by 3.001 later today, or tomorrow at the latest, heh. We're always in motion. And we're so excited that more people will be able to experience the new Zenith Factions, Cruisers, and all of that new goodness so soon! (Also we are excited about the prospect of being able to operate in the black instead of in the red, if we're honest. There's a lot to be excited about right now).

Enjoy!

2.999 DLC Eve

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#2.999_DLC_Eve

(Reminder that if you have trouble with the build, you can always go into betas and choose most_recent_stable to go one build back. This is how I sleep at night after making some major changes.)

Lots of last minute fixes and tweaks, a lot of them the sort of thing where we went "how did none of our testers find this?" But Democracy and some others ran a long game last night and found a whole crop of new bugs, so those got squashed.

Speaking of bugs, a not-so-new bug from the last few weeks has been making multiplayer just miserable for the clients, and I could not figure it out for the life of me. After chasing it for a long time, and getting lots of reports that I couldn't replicate, I was finally able to replicate it. Once it was replicatable, its days were numbered. It turned out to be three complex bugs in one, but they're all fixed now and so the client experience is a lot more sane. No more disappearing fleets and units.

On the DLC2 front -- hey, that launches in about 11.5 hours from now! -- there's some really cool new additions as well, with some last minute new controls to allow you more control over targeting crashing nomad planets or zenith miners. These are semi-wildcard type aspects of DLC2 when you enable them, so the ability to use hacking points to turn them to your advantage (rather than having no choice but to fight and defeat them if they were unfavorable to you) adds a lot of new strategic options for advanced players in particular. For casual play, it still adds options, but it probably won't be game-deciding at that level.

SirLimbo's mods got some updates as well, and Tzarro helped us find a ton of typos that are now fixed, most in the base game. Oh! There's two new fun cheat codes for DLC2. One to get all Zeus's cruisers, and the other to spawn a Miner Probe.

Titan Edition and DLC2 arrive super soon. Enjoy!

2.910 Onslaught Approaching

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#2.910_Onslaught_Approaching

(Reminder that if you have trouble with the build, you can always go into betas and choose most_recent_stable to go one build back. This is how I sleep at night after making some major changes.)

First up, check out Strategic Sage's video showcasing some of the new DLC2 stuff coming Tuesday: https://www.youtube.com/watch?v=DZXIckolnhM There's a followup video there as well on his channel, I believe.

Today I've been mainly working on finishing up the new art subsystem, which lets us now do things like this (this is in-game footage from DLC2): https://www.youtube.com/watch?v=-XaVNQ04KlE

This version sees some more DLC2 art integrations even beyond that, plus some balance changes and bugfixes to DLC and the base game, plus some nontrivial mod updates. It's late and I'm super tired or I would write more, but things are coming together really well. Excited to have more folks finally experiencing the Zenith factions after a full YEAR of development on Badger's part with them.

Enjoy!

2.909 The Hunt Intensifies

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#2.909_The_Hunt_Intensifies

(Reminder that if you have trouble with the build, you can always go into betas and choose most_recent_stable to go one build back. This is how I sleep at night after making some major changes.)

Okay, another "wow a lot of stuff" build for you.

First up, the hunter (and some other factions that use fireteams) have gotten way smarter thanks to Badger (after commentary by Strategic Sage). Also they happened to get way more efficient on the background threads when he did that work, too, so double bonus.

There's a whole new graphical subsystem in place that I've added, which allows for particle effects and all sorts of crazy things, and I'm already putting that to use in the base game as well as DLC2. You'll notice that AI Warp Gates and similar now look way cooler.

Lots of bugs were fixed, and in terms of multiplayer I did a huge "code hardening" pass to preemptively deal with a lot of potential issues there. This doesn't deal with the "client explodes every 8 seconds" bug, but I plan to hit that before the end of Monday. This other set of fixes took about 6 hours today and was also pretty important.

DLC2 got various new features, like the ability to steer crashing nomads into targets of your choice. Lots of balance and updated quickstarts, too. Another new cruiser that you can hack for, this time from alien sources rather than human.

Also the AMU mod (and thus Kaizer's Marauders) now has its serialization fixed, so no more broken savegames involving that mod. Thanks to NR SirLimbo for being on top of that.

Enjoy!