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AI War 2 News

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!

2.711 Deep Memories

New build is now out! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Version_2.711_Deep_Memories

We're back out of beta surprisingly fast, partly because the response to the prior build was so positive, but also because I have been piling on the bugfixes and wanted to have those out to everyone as fast as possible. This new build has a lot of great fixes to the last non-beta build, although we are aware that the Civilian Industries mod will shut itself off while trying to run in this new version. All the other mods seem okay with it.

In this build, deepstriking just got a lot smarter, and your transports are also now more obedient. Along with a huge laundry list of other things.

Beta 2.710 The AIs Visit An Accountant

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.710_The_AIs_Visit_An_Accountant Please use the current_beta branch on Steam to test it.

This is a huge overhaul of how the AI deals with a whole lot of things are higher difficulty levels (it was being a little too nice about a few things), and it's also a solid reshaping of the graphs for how AI budgets increase over time. They are more aggressive right at the VERY start, then they accelerate a lot more slowly than before to a lower overall point, then they spend the middle game in a lower state than before as well, and then they accelerate upwards faster to meet the same "beyond the late game" dark place if you go that far. Essentially the idea is to make playing the early game less tense, the middle game more feasible, and the late game just as punishing if you go too far.

But there are a ton of other changes here, some related to multiplayer, others related to making the AI more reactive on high difficulties when you lose a planet in its territory, and others relating to several included mods. We are still hearing some persistent complaints about a few tech lines that are "too good" and thus boring because it requires you to over-specialize the same way every time, so there are a variety of plans in general to make more tech lines just as exciting. Please let us know what you think when you get a chance, so we can get back out of the beta branch hopefully by next week sometime.

2.709 Obedient Engineers

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Version_2.709_Obedient_Engineers

This is the last release (barring any crises that come up) until the 28th of this month. I'll be taking time off to spend with my family, and I hope everyone else is having a good (and safe) time with their holiday of choice. If there's anything critical, please ping me on discord, or you can always use the most_recent_stable beta branch on Steam.

This new build adds some minor UI improvements, some notable bugfixes in various areas but particularly when it comes to engineers that aren't in pursuit mode, some slight multiplayer improvements, some nerfs to extragalactic war unit speed, some extra data centers for larger maps, and some mod updates. Enjoy!

2.708 Mapgen For Multiplayer

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Version_2.708_Mapgen_For_Multiplayer

The last of the known lockups with multiplayer clients is now fixed, plus a variety of less-common MP bugs. Also fixed up the behavior of artillery golems and similar so that they will never chase units. Some bugs that led to super-speed warden or CPA fleets are also smashed. And a kind of nutsy bug that sometimes made the hacking costs of the get-science hacks really high in the last few weeks.

Lastly, this also includes a huge number of overhauls of how map generation seeding happens for multiplayer when there are multiple human empires. This one of the bigger things that had been on the list for multi-faction multiplayer preventing it from reaching beta, so that's a great milestone. There are now finally enough fleets and such for everyone to have a good time. Expect the AIP to be vastly higher in multi-faction multiplayer in general, and there are fewer AIP reducers to go along with that; you're going to really need to use your combined forces, since you're all getting so many fleets and powerups now.