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AI War 2 News

Beta 2.716 The Great Balance Curve

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.716_The_Great_Balance_Curve

You need to use the current_beta branch on Steam to play this one. This one has a TON of balance changes, mostly in the favor of players. Hopefully we have not made things too easy, but we can dial up enemies as-needed.

The overarching goal of this new balance is to make it so that most of your ships get stronger, faster, at lower mark levels, and then get diminishing returns at higher mark levels. Enemy ships largely still get stronger in a roughly linear fashion. This keeps the progressive linear challenge of enemies, while giving you the freedom to invest more widely in techs than you could before.

Frigates also got a number of really major buffs, and should be a lot more viable. Units like turrets, minefields, station-keepers, and other planetary defenses now start with much larger ship caps and then only grow in power -- not ship cap -- as they mark up. No more paucity of turret coverage in the early game, or touring back around your planets to place turrets every time you mark up.

There are a lot of quality of life improvements in general, mostly aimed at informing you better on tech upgrades, and also for purposes of making for a wider variety of playstyles. More balance tuning is expected soon (based on feedback, mainly), but we also have a number of other exciting QoL additions and game-flow improvements planned. This version already makes you a bit less at the mercy of the RNG at high levels of play, but we're going to be doing even more in that area very soon.

2.715 Unload Queuing

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Version_2.715_Unload_Queuing

This one has a number of bugfixes, and then the major new addition is a QoL feature: the ability to queue turning on/off pursuit and attack-move modes, and transport unloads. So you can queue a transport to fly across the galaxy, get into position, and unload in pursuit mode if you wish, now. It doesn't support queuing load commands (waiting for all the other ships to get there is an interesting proposition, particularly when you figure common use cases and how those work), but the current additions cut down on what is hopefully the vast majority of the extra babysitting you might do. (Personally, I am not one for starting a fight on a remote planet until I can actually watch the initial disposition of units, but I do understand that others have different views, and especially for soft targets -- or defense -- that makes sense.)

2.714 Frigate Surge And CSGs

New build: https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Version_2.714_Frigate_Surge_And_CSGs

This one makes frigates WAY more powerful and plentiful (mostly in fresh campaigns only, but the energy cost reductions apply to existing games also). This is quite exciting! There are several mods that have been updated to be in line with this change, or to otherwise include a few fixes and tweaks. On the subject of fixes and tweaks, the tutorial will no longer wreck you if you push a bit too far (recent Praetorian Guard change is great for the main game, but not tutorial). And last but definitely not least, there's another new player-created mod that is now included with the game. This one is called AI Shield Generators, and is basically like the older "Core Shield Generators" (CSGs) concept from the first AI War. Modder cml made them configurable and much cooler this time, from what I can tell. It's nice to see that feature again!

2.713 Marauding Again

Happy new year! New build: https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Version_2.713_Marauding_Again

This one is entirely focused on fixes to some of the included mods, most notably the Kaizer's Marauders. I was on a short trip for the new year with my family, and now I'm getting back into things this week to finish up the last of multiplayer, work on base game refinements, and push into work on DLC2. Fingers crossed, but 2021 should be a very exciting time for AI War 2! Heck, even just the first quarter or two should be pretty epic, knock on wood.

2.712 Civilian Pause

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Version_2.712_Civilian_Pause

Just a small one this time. It improves the functionality of pause for multiplayer, and also gets the Civilian Industries mod to function again. If you have a version that errors when you try to unpause, then please restart Steam to force it to get the version that doesn't do that. There was about a 20 minute window where you could get that corrupted version -- apologies!

Other than important hotfixes, this will be the last build until January 5th or so, but I'll be keeping an eye on things and so if there's something urgent then please either @ me on discord or submit a mantis ticket, or ideally both. Thanks!