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Beta 2.730 Spies, Early Officers, And Randomness Options

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.730_Spies.2C_Early_Officers.2C_And_Randomness_Options

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.

Lots of cool new stuff in this one!

First of all, when you start new games, you'll notice one of the less-powerful golems or arks is available at a planet near you. That gives some interesting early game options, and helps make those units more useful since they have less purpose in the late game than their counterparts.

Next up, there's a new unit: spies! There's even a new galaxy map mode related to them. And some upgrades to the recon abilities of logistical and military command stations. Economic command stations have been dominating people's desires for a lot of this beta, but now the other two are rallying with major buffs to situational awareness in their area.

The Galaxy Options screen also looks very different now -- much better organized, with subcategories and all those sorts of things like the settings have. There are also a variety of new mapgen-related options that allow you to make for far-more-random distributions of capturables. There's a chance now of mid-mark-level planets right by your homeworld, too. But you can either up or down that chance with these new settings.

The tech vault has seen more balance go into it (no more hull techs, and far fewer tech vaults in general in the galaxy), and science refunds now cost more hacking points.

There is a tug of war between "play it as you find it" and "design your empire" as the two ethos of the game, and I'm trying to make sure that neither gets in the way of the other unduly. The last bit of this beta period is pretty much entirely focused on that specific issue, and maximizing player choice through gameplay rather than lobby options where possible.

Beta 2.729 Tech Vaults, Bugfixes, And Major AMU Updates

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.729_Tech_Vaults.2C_Bugfixes.2C_And_Major_AMU_Updates

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.

We're getting very close to coming back out of the beta branch! The largest remaining piece of technical work was a new way to allow for hacks to give you various arbitrary options that programmers can define. NR SirLimbo was needing that for one of his mods, and I also wanted to be able to do this sort of thing as part of my Tech Vault overhaul. So that's now done!

The tech vaults in general are WAY more powerful and interesting now. You can't convert them into science anymore, but now they give you four options instead of just one, and they adapt automatically to exclude any techs you've already maxed out. They now also are more than just weapon techs. They now give 2 weapon tech options, 1 hull, and 1 "special" option. This last one could even be a command station class! It's almost a certainty that something in there will be useful to you, and if not the reroll will give you four new options.

NR SirLimbo kindly fixed a number of bugs that he found in the main game, and I got a few others. He also majorly updated his AMU mod to no longer error with the latest beta, as well as to add a lot of other new functionality (things like major brownouts, and a bunch (43!?) of core game settings that you can now alter through this mod.

One major theme from the last month is killing the entire concept of getting "screwed by the RNG." Randomness is great, but when you are not precognizant, we don't want you to get backed into a corner or have no good options. So a lot of the recent changes are aimed in that direction, while still maintaining the need to think ahead and play smart.

Maybe two or three more days before we come back out of beta.

Beta 2.728 Full Multiplayer Beta

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.728_Full_Multiplayer_Beta

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.

Hey! This is a pretty huge milestone release... except it's on the beta branch right now, so it only semi-counts. We'll be coming off the beta branch next week sometime, and make bigger announcement posts then.

What's the milestone? FULL multiplayer beta! There are still known bugs that need fixing, but all of the features for multiplayer are now in place. This new build not only gives you the ability to gift metal in lump sums and ongoing flows, but it also allows you to provide energy to your ally empires, and even swap hacking points around.

The balance for hacking points is also adjusted in general, so that everyone gets a bit less in multi-faction multiplayer now. You take so many planets in multi-faction MP that you have hacking points coming out your ears, otherwise.

This release also is a big deal in terms of convenience with hackers even in single player. Essentially the game no longer tries to "guess" which hacker you want to use when multiple are available. It uses a better algorithm to find what you mean, and otherwise asks you to clarify.

You can also nickname any faction! Many players are already planning to have the Zenith Trader running around as Tradey Boi, apparently. Human Resistance Fighters got a few buffs, and there's a new Expatriate hull tech that works for them like the Alien tech works elsewhere.

The tech refund screen and related from last build also got some refinement and tuning. There's still a few more features relating to hacking and new hacks for you that I have planned before we come out of the beta branch. But we're getting darn close now! If you're not already playing on the beta branch, please consider doing so. We'd love feedback.

Beta 2.727 Tech Refunds And Balance Tuning

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.727_Tech_Refunds_And_Balance_Tuning

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.

Feels like this one took forever, and it's absolutely huge. The headline feature #1 is that now you can spend 2 hacking points to undo the science investments you have put into a tech line or a fleet. This is a HUGE deal, because now you can safely invest your science in the early game, and if the RNG is "not in your favor" later, or you didn't plan well, or heck your priorities just changed, you can re-spec. This ability to adapt as you go is pretty important, and I'm kind of shocked I never even thought of this prior to now. Hacking points are still a finite thing, so you can't do this endlessly, but they are generally plentiful enough that this won't be too painful of a cost.

A number of ships have been updated to be in different technologies now, too, with this release. Without the re-spec ability, this would likely completely break a number of savegames since you might have science committed to places that are now pointless. But these adjusted tech memberships for ships help to make all the techs more balanced and sensible.

We are also continuing to finalize the tech descriptions and what techs have new names at all. You also can't swap ship lines out of a fleet you've not fully claimed yet, too. Oh good grief! This release also has the ability to gift fleets and planets between empires in MP. This release has been that long inwork I forgot that was still new.

There's a new Ambush Carrier Frigate in the base game, donated by CRCGamer. Astro trains got more exciting. Many mod updates. Major pathfinding improvements for giant games in particular, but it benefits everyone. Many of these features are huge on their own, but almost get lost in this release.

Beta 2.726 Tech Tuning

New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.726_Tech_Tuning

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 smaller tuning release. It further tweaks the names of the techs based on a lot more feedback (see that discord channel linked in the release notes if you want to participate), including renaming a couple of the new name back to the old ones. The idea is to have the new names not fluctuate anymore shortly, so that we are settled onto the new naming scheme and everyone is hopefully happy. Think we're close now!

There are new mod updates as well, including to more system defenders to make them fit with the new station keeping tech style.

MLRS Turrets have become Fusion Turrets and gotten a small buff/rebalance, and DLC1's Fusion turrets are now Dispersion Turrets (since that's what their mechanic already was).

Plus other minor fixes, and The Reprocessers mod making targeting of homeworlds super unlikely.