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AI War 2 News

v0.894 Released! "Desaturation And Cross-Planet Move Orders"


Release notes here.

The visual look of the game is pretty notably different, in the sense that the whole affair looks more "serious" now. The borders of icons are thinner, and the saturation is 80% of what it used to be (by default).

If you want the saturation back up bright and cheery (or even more gloomy), then you can adjust those values in settings. If your monitor is extra bright or dark compared to a baseline, you can also now adjust the general brightness up and down. These settings affect the entire screen, GUI included, so this keeps the colors consistent between the GUI and the playing field, which is really nice.

Cross-Planet Move Orders

So you have a group of ships selected that are on multiple planets. Some of them are on planet A with you, and others are on planets B and C. You want to issue a move order to a specific spot on planet A and have them all go there. This now works. Previously, the ships on planets B and C would just ignore the orders.

This is something people always wanted in AI War Classic, and is finally now possible thanks to Badger implementing that here (though Keith and I did lay a lot of groundwork, we never took it this final critical step).

This also means that you can have ALL your ships off on some other planet(s), visit a hostile enemy planet, and queue up movement orders on their planet... and your ships will route there and then keep going.

This should also work for attack orders, but there may be some issues with that at the moment. Thinking about it right now, I think that potentially if there's an attack order against a ship that is not on the current planet, then it treats that as an invalid order and clears it out (normally that's a good thing if your target ship runs away from the planet you are trying to attack it on).

I am guessing we just need to make it say something along the lines of "if there are wormhole orders, then treat all orders after those orders as valid no matter what" in order to solve this issue. Anyway, so we're making good progress, but there are still nits and things here and there.

Tutorials

Speaking of making progress, our tutorial engine is coming along swimmingly. There really aren't as many TYPES of conditions for progressing tutorial stages as I had once been thinking there were. A lot of them involve "go to this place" or "look at this thing" or "build some specific things" or "kill some specific things."

All of that is able to be generalized pretty darn well, which will be my main task for tomorrow. The tutorial framework is practically complete except for that particular element, in terms of the truly core components.

There will be more that we want to add over time, but by the end of tomorrow I think we'll have enough conditions and whatnot in place that we can recreate what the old tutorial used to be if we wanted to (not that that tutorial makes sense anymore, given it was pre-fleets and teaches a lot of things that no longer exist).

Among other improvements to the tutorial framework (such as making it all xml-driven and VASTLY easier to update and create tutorials), you also now have to click the tutorial text to advance it to the next step, rather than it advancing without you just because you meet the conditions. That was endlessly confusing for people in the past.

Don't get me wrong, there will be plenty of latent requests for the tutorial system that I'm sure I'll be adding for months, so I don't expect to be done tomorrow or something. But being able to hit a big baseline goal like that so quickly -- ability to recreate the old tutorial if it made sense now -- is a definite win in my book.

Repeat Notice: Tutorial and Scenario Designers Wanted!

We're going to be working on our own tutorials based on this system, but I'd definitely love to see a really robust number of scenarios from other folks, too.

Everybody has a different perspective, and maybe you want to teach some specific tactic or even set up kind of a small contained puzzle-like challenge cage-match with 5 planets against the dark spire and nanocaust with a quest you design with unusual victory conditions.

I think that sort of thing is just super fun, and it's a way to play the game in a more bite-sized fashion. Some of those sorts of things aren't even really tutorials, they're more advanced challenges or puzzles.

But anyway, the tutorials system is a pretty robust framework that allows for all sorts of different scenario designs that I'd love to see people really lean into. I've been explicitly trying to make this as easy as possible for non-coders to do -- all you need is a text editor -- and the idea of seeing what creative things people come up with to both teach and test players is exciting.

It's more or less the same idea behind modding, where people add various map types or ship types or whatever else, except this time it's custom scenarios for teaching or testing.

Other Fixes And Improvements

There are a number of bugfixes and balance tweaks that seemed to be the highest-priority items that people had brought to our attention. Thanks to Badger on the bulk of those. And the build menu now has icons thanks to Asteroid!

More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

v0.893 Released! "Usability and Tutorial Prep"


Release notes here.

There are a variety of interface improvements in this one, and some small bits of balance updates. The quick starts are also completely reworked and should be more favorably balanced for new players to not have them get overwhelmed.

Tutorials

On the tutorial front, right now we're still building the tooling for our tutorials/scenarios system. This is a fully xml-driven system, so anyone can create a tutorial with just a text editor and no code experience whatsoever. There's a starting example that I've created that doesn't do much except show off how to do the various stuff.

With this build of the game, the ability to fully design your own map starting state, complete with factions and what and where their ships are, is now in place. That's the end of part 1 of the tutorial/scenario framework, because everything stems from that original map design.

The next part is actually building a tutorial in that space which progresses along, etc. The next part is a lot more time-consuming and something that we'll likely be adding little bits to for months or years as people want new things added in, but the ability to have a general scenario with a set of goals that you have to achieve to win, and the ability to trigger certain things like waves from the AI, should be relatively quick to get in there.

A lot of things that get into more advanced scripting of things like AI behavior we wouldn't want to do, anyway -- this is still meant to be the same general game, of course. But for the easier tutorials, making it so that you don't have a wave coming until AFTER you hit some milestone is certainly a big deal.

Tutorial and Scenario Designers Wanted!

We're going to be working on our own tutorials based on this system, but I'd definitely love to see a really robust number of scenarios from other folks, too.

Everybody has a different perspective, and maybe you want to teach some specific tactic or even set up kind of a small contained puzzle-like challenge cage-match with 5 planets against the dark spire and nanocaust with a quest you design with unusual victory conditions.

I think that sort of thing is just super fun, and it's a way to play the game in a more bite-sized fashion. Some of those sorts of things aren't even really tutorials, they're more advanced challenges or puzzles.

But anyway, the tutorials system is a pretty robust framework that allows for all sorts of different scenario designs that I'd love to see people really lean into. I've been explicitly trying to make this as easy as possible for non-coders to do -- all you need is a text editor -- and the idea of seeing what creative things people come up with to both teach and test players is exciting.

It's more or less the same idea behind modding, where people add various map types or ship types or whatever else, except this time it's custom scenarios for teaching or testing.

Map Generation Overhaul

While I was at this in terms of working on the tutorial map design components, I also redesigned how the map generation components worked in general. Before if you had a low number of planets and a middling or high number of factions, the map generation process could throw errors about there not being enough room to seed all the things it needed to seed.

That was confusing, and then even in other situations it could be rather bland with only one thing of importance on any given planet; you rarely would see a big mean weapon and a big good capturable on the same planet, and you'd never see a big good capturable and a small minor capturable on the same planet.

The new system is a lot more flexible and it should be practically impossible to get the confusing error messages anymore on map generation. Instead it just absolutely packs the planets that are there with all the things it is trying to seed, and in general the maps are going to feel a bit more... varied and patchwork now, rather than quite as homogeneous as before.

More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

v0.892 Released! "All Ship and Structure Visuals Done!"

Release notes here.

The graphics for ships and structures being incomplete was one of our biggest bugbears... since forever, really. We always were adding more ships and structures faster than we could do graphics for them.

It's been well over a year since I've done any new ship visuals, because my focus was elsewhere, but in the last week it's been time to tidy all that up in preparation for our 1.0 launch on (tentatively) October 22nd; and that includes revised trailers and screenshots, of course.

More than just adding a bunch -- 80ish -- of new ship and structure visuals (and overhauling the lighting and bloom on all the rest of them about a week ago), this particular build also vastly improves the quality of the background planet visuals by moving them to updated shaders, adjusting their levels, and so on. I made some improvements to the planet visuals back during the "lighting and darkness" release, but this is a whole other level of improved.

Other stuff:
  • There's only one bugfix in this build, which is hilariously little in terms of that sort of thing, but you can see where our focus has been. We'll be returning to interface, bugfixes, and tutorials now that the visuals are done.
  • There are four new ship variants (Ram, Fusion Saw, Kite, and Ion Disruptor) now in the game.
  • There are some other moderate balance tweaks, such as spider units being a lot more effective, weapon jamming ships working a lot more effectively and efficiently, forcefield guardians having a forcefield of any notable size, and a few other bits.


More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

v0.891 Released! "Vast Tracts of... Ship Graphics"


Release notes here.

Release Date For 1.0 Coming Up!

We're closing in on an official date for launch of 1.0! At this point we're tentatively thinking October 22nd, which would be the 10 year anniversary of AI War Classic arriving on Steam. I suddenly feel very old, thinking about how large a span of time that is; when I was younger I remember thinking the gap in time between Total Annihilation and Supreme Commander was unthinkable, but that was... literally also a 10 year gap.

So that date seems very fitting, and it seems like a good spot in the market, and it seems like it would give us enough time to get all our ducks in a row as far as 1.0 being fully up to snuff goes.

Note that this isn't 1000% firm of a date yet, so this isn't a full announcement, but it's a heads up.

Now... About This Actual Release?
  • There are actual ship graphics now for 35 new ships and structures that were just using repeat stuff. This has been on my todo list since May 2018, so that's a pretty big win. Huge thanks to Puffin for making this go so much faster.
  • There's another batch of ship graphics almost as large coming this week still, plus the macrophage and parasites need some more work out of this current batch, and there's a whole host of improvements to the planet visuals in the backgrounds coming this week, too. Then we can start taking final trailer footage and final screenshots, hopefully.
  • The balance of the Dark Spire has been adjusted a TON, to make it so that they are less likely to come kick your butt for reasons unrelated to you actually doing badly. There were too many little side things that you had no control over that were feeding the Vengeance Generators energy, but no longer. Thanks to Badger for solving this, and as he put it, "thanks to NRSirLimbo for a spirited lament." In seriousness from both of us, it's exactly the sort of thing we need when it comes to factions and whatever other sort of balance.
  • The tech unlock hack no longer charges you science, which was a whoopsie. Thanks to WeaponMaster for fixing that!
  • Badger has also been working on the Intel menu, working adding color and so forth to make that more readable and less overwhelming.
  • Queued wormhole orders can also now be seen on the galaxy map in the style of AIWC... although this seems to have uncovered an actual bug with queued wormhole orders themselves, so any reports that can help us find a way to repro that and nail that bug are appreciated.


More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

v0.889 Released! "Reticulating Those Splines"

Release notes here.

This one is focused on further refinement.
  • When you first load up the game, the messages are now thematic and/or humorous. I particularly enjoy that the computer calculates the odds, briefly panics, and then institutes a calming routine. Depending on how fast your hard drive is, and how long it's been since you last ran the game (and thus cached a lot of it in part of your folder), you'll get to see more or fewer of those.
  • There are two new major hacks for ARSes: one to re-roll the contents, and another to convert it into science.
  • Structures you place can't self-build anymore if their fleet leader isn't present and functional (excepting fleet leaders themselves!). This prevents several exploity things players could do.
  • You can C-click any flagship now, and if it's one that you can normally manage it gets you into the fleet management screen directly. SUPER extra convenient, for sure.
  • The fleet management screen now has a button letting you load or unload transports by clicking instead of just having to know the hotkeys.
  • The fleet management screen now has the long-requested feature to scrap all the distant units (not on the same planet as the flagship), which is particularly useful when uprooting and moving battlestations and citadels around.
  • A bunch more range circles are now shown, and are colorized to tell you what they are. You can more easily stay out of gravity or tractor range by actually seeing those now, etc.
  • A ton of new keybinds have been added for quickly selecting all your snipers, melee units, mobile flagships, battlestations, factories, cloaked units, and so on. This is planet-wide (like the mobile military selection one), and so is a quick way to select things across fleets that you would commonly want to select. If there are more such hotkeys that would be desirable, please throw those up on mantis for us to let us know!
  • You can see how long a hack will take right on the hacking menu, now.
  • A number of bugfixes have been put in.


More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris