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AI War 2 News

Beta 2.723 AI Accountant Fired, And Relentless Waves

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.723_AI_Accountant_Fired.2C_And_Relentless_Waves

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

WOW this one changes a lot in terms of balance. It turns out that about a month ago, I accidentally capped the Warden and the Praetorian Guard factions HARD. So hard that they have barely been present in the game during this time. They had the budget, but they just had nowhere to spend it. There's a bunch of new math in place that now gives them appropriate better caps depending on the AIP and the difficulty level of that AI subfaction in question.

The original release where the budgets changed and these caps got reduced too low was called "The AI Visits An Accountant," which by and large was a great release that moved things forward. But it is amusing that this big mistake was in there, and so this release referring to that accountant being fired was an immediate joke on discord.

Beyond that, though, waves also got some major balance changes. Gone is the code that makes them try to "make sure they can win" with each wave. That would lead to situations where if you were too well-defended in certain spots, you could guarantee you'd never be attacked there. And if you were equally well-defended everywhere, then you could guarantee you'd see no waves until an apocalyptic one showed up. Now that doesn't happen, waves are more common and less targeted, and this gives the Hunter some interesting potential openings as well as making things a lot more lively and actually testing your defenses in all parts. Someone on discord a few weeks ago described this as like "raptors testing the fence."

There's also a new AI subfaction, "relentless waves," which keeps the Hunter from getting any of the wave forces. They're here to fight and die. Hunter was fine on its own.

Beta 2.722 AI Wave Balance

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.722_AI_Wave_Balance

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

This one has a few last performance improvements (this time just for when you are showing ship ranges), and it also includes some mod updates and a few fixes like not letting you go into negative hacking points anymore (thanks, Dominus!).

The star of the show with this one is definitely the faster, stronger waves from the AI. As documented in the release notes at some length, waves were incredibly underpowered before to the point that they were all but a non-presence in the game. This version changes that, substantially, so that waves are now actually a factor and you have more than the Hunter to worry about when it comes to defending border worlds. I experimented with a number of other changes, such as more aggressive mark-leveling for the AI, but backed off of those. I did give the player more forcefields on their homeworld, though -- that is needed in the case of early bomber assault waves.

Overall there's a huge amount of extra danger in the game now, from different angles of attack than we've been seeing for a while. Given the insane boosts to the players' power, particularly in the early game, this should hopefully balance that out a bit AND make waves an interesting part of the game again. There has been talk of also increasing the number of guardians the AI gets, but that feels like overkill to me at this particular moment.

I'll be very curious to hear how balance feels, in a broad sense, to folks who play at different difficulty levels. This beta branch is not intended to make the game harder (per se), but is intended to make more strategies viable, more techs viable, and have more varied games as a whole. How's it feeling this build?

Beta 2.721 Histiocytes And Circles

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.721_Histiocytes_And_Circles

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

This one fixes a major performance problem that has crept in for some graphics cards, for some OSes, on the latest driver versions. Essentially, the selection circles around ships were stupidly bad performing lately. They now perform vastly better, and also look way more modern and clean. Other things like the range circles still need to be updated, but it's been a lot of work to get the framework in general here.

Also, there's a lot of updates to game balance. Turrets in particular got some love from ArnaudB, who helped make the new turret balance make more sense and be more consistent. NR SirLimbo and CRC Gamer also updated their mods.

StarKelp also has an entirely new mod available, called Macrophage Histiocytes, which basically greatly extends the base-game Macrophage faction and gives them a ton of new options and powers. As friends or foes, this is a pretty cool new item to be able to play with!

Beta 2.719 Unity 2019.4, And Performance

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.719_Unity_2019.4.2C_And_Performance

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 fixes a couple of bugs related to viral shredders, but then beyond that it's all about an upgrade of the unity enginge. It looks like the download size is about 1.6GB at least on OSX, so that's what's up with that -- lots of file format changes in the internal databases.

As part of the upgrade, there were some really notable performance improvements here, most specifically around the drawing of thousands of icons on the galaxy map or planet view. There's more I need to do still relating to the drawing of lines and circles when you have tons of ships selected, but I plan to tackle that tomorrow.

OSX, Windows, and Linux should all see a big surge in compatibility, particularly Vulkan on Linux and Metal on OSX. No native support for the new Mac Silicon chips yet, but unity has that in a beta build and that's probably inevitable in a year or two if they either backport it or get the related version suitably bug-free. This version is a major jump forward in unity build numbers, well over a year, largely because we needed the new version to be rock solid and actually give some tangible benefits. We're finally at that point, knock on wood, so here we are!

Please note the made with unity splash screen is annoying and temporary. It will be gone in tomorrow's release.

Beta 2.718 Tutorial And Tech Fixes

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.718_Tutorial_And_Tech_Fixes

You need to use the current_beta branch on Steam to play this one.

This one refines a lot of things from the non-beta branch (fixes to tutorials and the stale text bug), and also refines the techs interface a lot so that you see very accurately what you are getting, and more easily see color coding for upgrades at a glance. The starting support fleets also get more engineers.

The AI still needs some buffs in the beta branch right now, but so far things seem to be feeling good on the player end, so I'm really happy about that.

Rather than doing adaptive unlocks in the coming weeks, there's a new plan I have in mind for some new hacks that will give you more control over the RNG without giving you COMPLETE control over it. Basically this disrupts the existing game flow less, and because of how much more widely people are unlocking techs as it is with the new balance curves, adaptive unlocks would likely have just led to too-few metas for playing the game.

My two goals have been to increase the number of viable metas, and to prevent you from getting hosed by the RNG. The balance curves took us farther on the second goal than I expected, so I'm adapting my plans based on feedback. Thanks to everyone playing the beta branch!