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AI War 2 News

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!

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.