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AI War 2 News

Beta 2.768 RAM Reduction

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.768_RAM_Reduction

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

This one has even more buffs to frigates, and it also makes the vanilla Marauders quite a bit more buff. Thanks to CRCGamer for orchestrating both of those.

This build also sees the removal of Fleet Capacity Extenders, as they have been super overpowered in the beta. This also removes High Capacity Transports, but replaces those with a very intriguing new High Energy Transport. The new transport option provides the first major new way to get energy in quite a while, and in this case it's a ton of energy in exchange for a decent pile of hacking points (60). Please see the release notes for detailed rationale on both, but this in general should make the game substantially more balanced (players have been enjoying some very OP combinations for a bit now).

This version is also retiring support for OpenGL on OSX: nobody needs it, and it turns out that it actually does run much worse. Metal is now the sole graphics framework that we provide for OSX, which basically what Apple prefers anyhow. On my old 2011 macbook that is FAR below minimum specs for running the game, the changes in this build take me from "so laggy I can barely move the mouse properly" to "smooth as butter with models off" again.

Another big win on the technical front? Without reducing visual quality in a way that would be visible, we've massively optimized our RAM usage. The total savings are around 700MB of RAM usage removed now, which also makes the game load that much faster, too. If you have been watching our youtube channel or the watch_chris_art discord channel, then you also saw I painted the first DLC2 unit today. It's a relatively small Zenith unit, called the Hersir (pictured below). My new art pipeline is ready!

Beta 2.766 Huge Multiplayer Speed Boost

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.766_Huge_Multiplayer_Speed_Boost

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

This one introduces a new mod that lets you basically just have nothing but frigates, and it includes some more buffs to frigates in general.

After that, there's a really huge speed boost to multiplayer networking, most notably if you are on Steam (but also present on GOG and elsewhere). The Steam networking was actually the most used, but also the most laggy, so now it has caught up to the others and they have all leapt forward.

The short explanation is that there are many ways to interact with Steam's networking (four main ones), and the primary one that I chose turned out to be suboptimal for our particular use case. One of the nice things about running a beta. I switched from their "connection oriented" multiplayer model to their entirely-separate peer-to-peer model, and the results are staggeringly better. I am temporarily leaving the connection oriented steam multiplayer in as an option, but I'll probably comment out its xml entry if everyone is having good success on P2P.

The second part of the explanation is that -- partly now due to this shift -- we are able to run with multiple parallel data channels, rather than having a single lane for all data. If you imagine this like a highway, this shifts from being two lanes to being eight lanes -- with literal fast lanes that are all that is needed to keep the game moving. The slower traffic can take its time and it doesn't hurt anything.

If this solves the bulk of the lag that people are seeing -- and it should -- then this may mean that multiplayer is very very close to being full production ready. I'll wait until May to call that final, and fix bugs that pop up in the meantime. But it's feeling SO smooth. Enjoy!

Beta 2.765 The Hunt For Frigates And Civilians

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.765_The_Hunt_For_Frigates_And_Civilians

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

This one is huge! It starts off the frigate buffs that everyone has been feeling we need, although more is coming. This also sees the return of the Civilian Industries mod to functional status. StarKelp, the mod author, is stepping away for a time, and I'm taking responsibility for keeping it running as our API grows, but not for any extensions. This is one of our most popular mods, and one of the few defensive allies that is just kind of a gentle presence versus a Big Brother who changes the dynamic entirely, so this makes a lot of sense to me.

Multiplayer also got a metric ton of bugfixes in this build, and should run better than ever. You can search by sidebar short name on the galaxy map filter, too. More System Defenders mod has seen a bunch of frigate buffs. AMU mod has a bunch of extensions and bugfixes, as well as some new features to collaborate with other mods.

I am also working on the art for DLC2 at the moment, which includes a LOT of figuring out pipeline details for the Zenith in particular. I want them to look amazing, so I'm making sure to take the proper time. You can watch the process unfold in screenshots and text here: https://discordapp.com/channels/240637654717300736/825178033500848149/826211731737935912 If you're curious about how a lot of things work behind the scenes with 3D art in a realtime environment in general, I am basically showing the process from initial sculpt to final shader work and LODs. Currently with this process I'm to the point of trying to choose how I prefer to paint the sculpts. More on that tomorrow, likely; feel free to follow along at any time, or ask questions.

More to come soon, including MP performance work.

Beta 2.764 Command Station Hotfix

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.764_Command_Station_Hotfix

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

This one is a pretty key hotfix, since the last build wound up being unplayable thanks to you not being able to build command stations. Sorry about that!

This also reimagines the X map to be way more interesting, courtesy of Badger, and it prevents it from being a crazy unbalanced and unfun map compared to all the other varieties.

There's also a buff to the number of forcefields that economic and military command stations get. Thanks to ArnaudB for getting that sorted, and more is coming later.

Additionally, there was a pretty funky bug that was either extremely old or relatively new, and which caused issues based on you being able to accidentally give clicks to do... various things, to be honest... through the left-hand sidebar. These clicks were potentially the longstanding reason why occasionally some folks would see their ships "randomly" go to the upper left of the gravity well, seemingly of their own accord -- it was probably actually a player click on the GUI getting translated to that in a funky way. Anyhow, I haven't heard much about that issue in a lot of months, but there was a new rash of the same sort of problem when placing command stations, so hopefully this just fixes all of what we were seeing.

Knock on wood, this should now be nice and stable for the weekend.

Enjoy!

Beta 2.763 QoL Explosion

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.763_QoL_Explosion

You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too.

I am indescribably proud of this new build, I have to say. It feels like an entirely different game in a variety of areas -- all just interface conveniences, really -- and it's entirely due to various folks pushing me on areas that I didn't think were important. It turned out that they were important, and the results are just... wow. I didn't think it would work out this well, which is why I hadn't done this in the past.

There's a heck of a lot here, so let's break it down. First of all, the default sidebar view is now one that blends text and icons, and it so much easier to see what is happening via. In truly giant battles, it's better to switch to the icon view sometimes, or you can if you just prefer the old style. But this new style works super well, and that's entirely to my surprise.

All units now have a full name and abbreviation now; lists are much easier to read. Many screens got tiny touches to make them more readable and more informative in general.

There's a bunch of stuff on the selected ships panel that people have wanted for ages.

There's an "advanced mode toggle" that hides huge number of settings that are superfluous for 99% of the time. But you can easily see where settings are hidden, and even unhide them with one click. The feeling is transformative, as information overload goes way down in the settings and lobby, and you can just see what you need. As part of this, we also now have a way of setting the four AI difficulties via one dropdown by default (though you can turn that off and set individually if you want).

Scourge is smarter! UI more responsive to clicks! Multi-swap fleet members! Swap fleet leaders! Two new mods! Metric ton bugfixes!

Enjoy!