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AI War 2 News

Beta 3.903 Multiplayer Polish

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.903_Multiplayer_Polish

We're getting SO close to being out of beta. The plan was tomorrow, although it's International Elden Ring Day, so maybe that's not the wisest move? Regardless, there are a lot of major strides here. We might come out of beta tomorrow but not fully announce until Monday, we'll see.

New in this build, factions now have an icon next to their name in the lobby when you're choosing one to add, which adds a lot to making them easier to choose and tell apart. Does not apply to the DLC3 factions just yet.

Lots more balance to DLC3 in general.

Lots of bugfixes across the board, too. Some particularly notable ones:

A number of notable multiplayer stability improvements. Multiplayer client-side ship jitter/lag gone. Multiplayer clients no longer have disappearing ships. (These were the most major remaining MP issues!)

Tachyon beams and similar now show up properly in tooltips again, unlike the last few builds.

If you weren't playing with distributed economy on, it was erroneously still giving you metal harvester bonus income if you were using any command station type other than military. This is now fixed, which prevents players in the more basic game modes from having an excess of income to the same degree.

The game now properly calculates overall power level, which means that exowar units will actually show up again.

More to come soon.
Enjoy!

Beta 3.902 Spire Onslaught

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.902_Spire_Onslaught

The Chromatic Spire Dyson Sphere, Gray Spire Dyson Sphere, and Splintering Spire factions (all in DLC1) are now available for everyone with that DLC! Previously, these were gated to just DLC3 testers while we ironed out the most notable kinks in them.

These are very interesting factions, because they can be used a few different ways. For a very low impact method, you can simply enable the new dyson spheres and they'll have some minor impact on their local neighborhood, and not much else. Low impact factions can be quite nice for adding flavor!

On the other hand, if you add the Splintering Spire faction, then a whole bunch of things happen: the dark spire, plus all the dyson spheres, are automatically added. The chromatic and gray spire are busy harvesting some dark spire remains that they are slingshotting in from outside the wormhole network, and in general they have a bit of a war going on with that. If you help one side become suitably powerful, this unlocks the ability to hack for either warheads (Gray Spire) or Interplanetary Weapons (Chromatic Spire). This is an exciting new war front that you can turn on in your game, and it unlocks some powerful new tools for you, as well, if you engage with it. Major thanks to StarKelp for the excellent implementation of this, and to Ovalcircle for a lot of early feedback on it.

Also regarding spire, the fallen spire have gotten a bit of a nerf compared to what they've been since gaining modular capabilities. Their power had roughly quintupled, but now it should be more back in line with what it is supposed to be. Big thanks to CRCGamer for fixing that up.

Lots more DLC3 updates, some bugfixes, and a variety of new pieces of art. The new DLC1 spire features now all have proper icons, and the last of the base-game art updates that I had planned (command stations, data centers, battlestations, and more) are now in place. Additionally, some more DLC2 are is implemented.

More to come soon.
Enjoy!

Beta 3.901 Modular Forcefields

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.901_Modular_Forcefields

Lots is happening around here these days!

The modular units feature is now feature-complete, mainly needing bug reports and testing now. Any weapons can be set up and used in whatever combination, and the same with a variety of features like cloaking and tachyon and tractor beams. The game now supports modular hull and shield health, and also bubble forcefields. It's possible that at some point more types of modules will be added, but realistically this is plenty and quite large already; it matches everything that AIWC could do, I believe, except that it's easier to use and can support (a lot) more modules per ship.

Expert mode and the others like it now have fancy new introductions thanks to Strategic Sage, and a few more balance items tweaked in them.

DLC2 now has a new Prototype Assault Frigate that is CRCGamer's first modular unit, and quite cool to see. Additionally, his Riot Control Cruiser was always intended to be modular, but was just waiting for the modular code to arrive. Now that it has, the RCC is also fully modular! This only applies to new games, but old ones will still function, just minus the modular RCC.

Zeus and Badger have been working hard on DLC3's factions, with lots happening in the Necromancer, Templars, and Elderlings in particular today.

And then the bugfixes... so many bugfixes! Bonus Random Factions working again is one of the big ones, but forcefields also are up properly instantly when you load from savegames, versus having to unpause for a moment first to see them. Actually, in the area of forcefields there are a number of quality of life improvements (like showing their boundaries, built or unbuilt, when you are in construction mode).

Beta exit will hopefully happen this Friday, and at the moment we seem on schedule for that. It's less about new stuff and more about polish and fixes at this point, for the remainder of the week.

More to come soon.
Enjoy!

Beta 3.900 Modular Ships / Ship Loadouts

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.900_Modular_Ships_.2F_Ship_Loadouts

Not a lot exciting in this one... I mean, there are modular ships / ship loadouts now, but it's not like that's the most-requested feature or anything.

Right! So, modular ships -- actually, quite exciting indeed. There are a few more pieces I still need to add to those, and we need actual data for many of the ships (actual modules, etc), but the core framework is there now, and it works well. I've been mentally rehearsing this code for like two years, so in the end it went a lot more smoothly than I was expecting.

At the moment the only modular ships are the Fallen Spire ones, which now blend over the Spire Railgun Shop mod's weaponry into the main game as modules. Thanks to Lord of Nothing for the designs in that mod, and for allowing us to fold in his work as modules and retire his mod. It's really nice to see all the spirecraft not just having coilbeams. Of course, we'll be adding more! In terms of the spire area, and otherwise.

DLC3 balance has been seeing a ton of updates and improvement today in this build, too, thanks to the hard work by Zeus and Badger. There's really quite a lot in there.

There's a few notable bugfixes, including some to mods in general, and to wormhole invasions acting a bit off.

There are also more updates to the Splintering Spire faction/scenario, with lots of hard work by StarKelp in that area. It's still locked to only DLC3 testers for the moment, but that should end soon.

In general the expectation is that we'll be coming out of beta in this coming week.

More to come soon.
Enjoy!

Beta 3.807 Spire And Neinzul

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.807_Spire_And_Neinzul

This one has many exciting things! The most exciting new thing in this one is the Splintering Spire, which is a new DLC1 group of factions that is presently in preview. It should see a wider release within the next week, but right now we're just seeking feedback on it from DLC3 testers. So please give it a try! StarKelp has been doing awesome work with that.

Secondly, there's a lot of balance updates, mostly to DLC3 but a bit to DLC1, thanks to Zeus, and a number of fixes from Badger. The necromancer and elderlings have seen a lot of good balance here.

Lastly, there's a solid set of bugfixes in here, including some beam weapon math fixes from NR SirLimbo. Also a few nullref and other protection fixes thanks to Badger.

More to come soon.
Enjoy!