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AI War II

Created by Chris Park/Arcen Games

Finally a sequel to the award-winning, genre breaking, asymmetric strategy cult classic. The most sentient AI in gaming.

Latest Updates from Our Project:

3.100 Commander Vision
almost 3 years ago – Sat, Jun 05, 2021 at 07:25:53 PM

Handles like a dream.

Our first update of June is crazy huge.  It's one of those "touches every player's experience" releases.

First  of all, the tooltips have gotten some major upgrades.  Here's an  example of one that is showing the new smallest-version of information.   NR SirLimbo has condensed things, organized things, and in general  added a ton of variation and clarity on there.  I also made it possible  to have ship icons in the tooltips finally, and boy is it nice being  able to see the art that way:

Still on the subject of tooltips, and this might seem silly, but  essentially in a ton of menus the tooltips are now better at staying out  of your way.  Having the tooltip adapt to the position of your cursor  and what you are mousing over, and be near to your normal line of vision  but not actually blocking it is surprisingly challenging.  But I'm  really glad how that has turned out, and how much easier it makes the  lobby and settings experiences:

Oh, and the final thing about tooltips -- they now are more responsive  in general.  In particular, they go away much faster after you stop  mousing over something, which just makes everything feel more smooth.   We also added options in the settings window for configuring a tooltip  delay before they show if you want that  (for units and planets in the  main game view, not for UI elements), but it's off by default.

So far all we've talked about is tooltips, but honestly that's one of the more central bits of the game.

Quick  diversion, then.  There's various new art, including some updated and  added shaders, and the new Dark Mirror and Darker Mirror in DLC2 (Zenith  Onslaught), among others:

I like them even better in motion.

Oh, wow.  Certain things I think "that wasn't already released?"  This build has been inwork for a few days.

  • Zombie Ping Pong is now harder to play for long periods with the AI, if  that means anything to you (if you are a Botnet Golem fan, then it most  certainly does).
  • You can scale the text size of the contents of the big popup windows, finally.
  • You can press F4 to immediately switch between player factions, if  there are multiple.  This is great if you're playing MP and need to help  a friend.  It's also great if you want to play multiple factions at  once, by yourself, for various reasons we can think of.
  • There's a whole new Tips sidebar, and Tips and Journal Entries are now  visually differentiated, on separate tabs, clearly marked, etc.
  • Specifically, you can press F1 to view the new tips tab, and it even  has nice categories for each tip.  When these tips are added, it gives  you a 3-second center-screen banner to let you know, too (which you can  turn off if you prefer, but I actually really like it even though I know  how to play; it serves as an early warning system of finding certain  enemies in particular).

Turns out there's still quite a bit more to this release.  There were a  number of balance adjustments, including some buffs to some  not-scary-enough AI guardians.  

There's also now three Cruiser  Construction Facilities per galaxy in DLC2, rather than one.  More  options for cruisers to be relevant earlier rather than later.

A  lot of the most annoying bugs that folks have reported are also now  fixed.  The list is long!  The Spire Railgun Shop mod also got an  update.

Announcing AI War 2: Zenith Onslaught and the AI War 2 Titan Edition!
almost 3 years ago – Tue, May 25, 2021 at 12:18:15 PM

This DLC expansion is the largest in our company's 12 year history -- and we're known for large expansions.

On discount promo now at Steam and GOG.

Well!  This is a milestone that is... only a year late.  Seriously, I  was supposed to have my part of the work done for this last May, not  this May.  

But the wait has definitely been worth it, as the  amount of content, and the refinement of everything in and around this  release, has grown seemingly exponentially.

Have question, or just want to connect with other players?  Please do join us on discord: https://discord.gg/arcengames

Zenith Onslaught

This expansion is the largest in the history of our company, and that's  really saying something.  It got so large at one point that it had to be  split in half, and it's STILL the largest ever for us (admittedly,  after the split it did grow a huge amount again).

Willard  "Badger" Davis has been the mastermind behind the exciting new features  in this DLC, chiefly the very complicated and interesting factions, but  also the new AI types, map types, and bringing features like nomad  planets into this game.

Zeus Almighty took up the mantle of lead  on unit balance and detailed unit design, with major assistance from  CRCGamer and ArnaudB, who also had a lot of major new contributions of  their own.  That has left me more room to focus on art, even though that  did kind of triple the artwork load (and make me also want to make some  revisions and additions to the art in the base game).

All of  this would not have been possible without our awesome testers, who  provided a constant flow of feedback for weeks, months or even up to a  full year in some cases.  Now that we're about to have such a wider  audience for this expansion, we are standing by to react to things that  people might find that the 20 or so of the rest of us missed, though.

The art in this expansion is something I'm really proud of, and is showcased well in the trailer for it:

I made some really major engine extension to make DLC2 possible, both  from an artistic standpoint and to support what Badger wanted to do with  factions, nomads, etc.  And for the new game mechanics that Zeus, CRC,  and Arnaud were wanting for their units.  I'm really excited to take  these to new areas in the future.

Speaking of art in the future,  there is more that I plan to make unique in the DLC2 art over the coming  weeks, and also in the base game, and potentially a few revisions in  the DLC1 area.  Now that we have a lot of new capabilities, there's a  lot more I want to do with it.  The game looks great already, but expect  some facelifts in a variety of areas, coming in batches over the next  month or so.  You can see those early in the watch_chris_art discord  channel, typically.

Base Game

Most of the exciting things in the base game have been discussed recently as part of the Paradigm Shift update, so I'll just link you to there.  If you're coming back after an  extended absence, or you're just plain new in general, there are some  excellent video tutorials in there if that's your sort of thing.

Since  the 2.8 build a month or so ago, it's mostly been refinements and  polishing as we've had a larger group of players enjoying the game.

Coming up in the next few months, we're going to start adding new game modes to the base game:

  • Expert Mode, aimed at players who want to be forced to hold more  disadvantageous territory (as with the first game), and have permanent  campaign consequences for certain types of loss.
  • Deathwish Mode, aka Strategic Sage mode, which will dial that up to 11.
  • Sandbox Mode, for when you don't want to really participate, but just  want to watch all the other factions doing their thing.  Or you want to  play, but mess around outside of the normal parameters that would be  considered balanced.

We're also going to be  bringing Interplanetary Weapons to the base game in the next couple of  months, as well as Loadouts (basically kinda-sorta like modules).  Those  will also see some integration into a number of mods, and DLC1 in  particular, but also a couple of units in DLC2.

Multiplayer

Multiplayer co-op has been feature-complete for months, but is still  undergoing testing.  The original intent was a simultaneous launch with  Zenith Onslaught, but the novel heavily-multithreaded shared-simulation  approach has required more testing time than expected.  Please feel free  to join in and share any feedback you have!  

The multiplayer in  this game required some novel design work that we hope can be useful to  other developers; once we're past the last of the bugs we hope to  present our findings so that other games in other genres can benefit  from our work in making self-correcting mod-safe multi-threaded complex  simulations of arbitrarily large sizes a reality.  We expect no more  than 1-2 more months of MP beta, as the bug count falls with weekly  updates.

Last night was a major victory over one set of bugs that  has been making the MP super unplayable for the last week or two after  the MP part of the game had been a lot more stable for months.  Go  figure.  At any rate, early word so far is that it's working great now,  though there's still more bits and pieces to tidy up.

I would  have loved to call MP done today, and say it's no longer beta right in  time with this new DLC's launch, but I think it's more important to be  honest there.  It's a very late-stage beta, and there's a solid chance  that you can play and have not too many issues (after last night's patch  in particular).  Right now it's mostly in a state of "when I hear about  more bugs, I will fix them, but right now I don't know of anything  major that is MP-specific."

Future DLCs

We do have two more DLCs planned for over the course of this year.  That  is more than we would usually do, but we have a lot of volunteers and  contractors who have a lot of things they want to do, and overall it's  just really very busy around here these days.  This feels like a good  thing.  

All of the DLCs will be optional, fairly priced, paired with major free base game updates, and very meaty.

I  really appreciate your support, as Arcen is a tiny company and AI War 2  has been a challenging project that is really blossoming recently.

Thank you so much for your patronage, and we all hope you enjoy the game!
Chris McElligott Park
Founder, Arcen Games

2.910 Onslaught Approaching
almost 3 years ago – Sun, May 16, 2021 at 09:21:20 PM

New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#2.910_Onslaught_Approaching

(Reminder  that if you have trouble with the build, you can always go into betas  and choose most_recent_stable to go one build back.  This is how I sleep  at night after making some major changes.)

First up, check out Strategic Sage's video showcasing some of the new DLC2 stuff coming Tuesday:

There's a followup video there as well on his channel, I believe.

Today  I've been mainly working on finishing up the new art subsystem, which  lets us now do things like this (this is in-game footage from DLC2):

This  version sees some more DLC2 art integrations even beyond that, plus  some balance changes and bugfixes to DLC and the base game, plus some  nontrivial mod updates.  It's late and I'm super tired or I would write  more, but things are coming together really well.  Excited to have more  folks finally experiencing the Zenith factions after a full YEAR of  development on Badger's part with them.

Enjoy!

v2.800 Released! "The New Paradigm"
about 3 years ago – Fri, Apr 16, 2021 at 07:51:16 AM

It's been one hundred and twenty-nine days since the last major release writeup, with forty-nine releases in all (all on the public beta branch), and notes starting here and spanning a further... one hundred and four thousand words.

That is literally midsize novel-length.  If you haven't been reading as it went, I'm not sure that I can quite summarize everything, so let's hit the high points.


The TLDR Of The Paradigm Shift

"Everything is the same but also different" is a good way to phrase this, I think.

Most of the central concepts of the game are the same -- how combat works, how the economy works, what techs there are, how you upgrade in broad terms,  and so on.  Much of the new version should feel very very familiar, which is of course the idea.  If you are a player with next to no hours under your belt, the two versions are pretty much indistinguishable except for the many UI improvements.

And yet.  If you have a dozen or more hours in the game, this is going to feel like VERY alien territory for a short while.  Essentially everything you ever knew about the meta for the game is changed in very drastic fashion, and even some of the major goals of the game (like Global Command Augmenters) don't exist anymore.

Word from most of our beta testers has generally been along the lines of "holy cow, this is vastly better in almost every way."  (The second bit of opinion is also "hey, the game got a bit easier -- so many bump the AI difficulty up by 1 from what it was before for whatever your play level was.")

Anyhow.  The game's meta allows for more playstyles, is more flexible, is more fun, and is still plenty challenging if you tune your difficulty or add extra factions.  As to what changed and why, I'll get into the major items down below.

We also have a wide array of under-the-hood improvements for you in this build, plus tons of new mods by independent mod authors.  Our second paid expansion for the game, Zenith Onslaught, is coming May 18th with an absolutely gargantuan amount of content.


New Video Tutorials

While this rarely happens, the meta of the game has shifted dramatically over the course of the beta. Basically all of the older video tutorials for this game are now nonsensical in the new paradigm.  They give advice that is now blatantly backwards, they talk about units that don't exist, and they describe a meta that has entirely moved on.

Thankfully, both Strategic Stage and eXplorminate Rob have been making new videos for you for the last few months.  Huge thanks to both of them, and also to the mountains of suggestions from both of them that helped to refine this new Paradigm over the course of the beta period.

Here are their suggested starting points:

Area 1: Balance Curves

This is the first thing that chucks the old meta out the window, and it's paired with lots of subtle balance changes to a variety of techs and ships.  But, essentially, the way in which you get stronger is fundamentally different.

Old Meta: You can invest in limited technology pairs to get a few ship lines to Mark 7.  Whatever fits with that is pretty much what you have to stick to.  Anything outside of this is basically chaff, and potentially quite useless.

This means you were heavily dependent on the RNG, and have a small force of elite units mixed that you use, with a large group of ships that may not even be worth it to bring to battle.

New Meta: Aim for mark 4, not mark 7, in most cases.  Try to get as many to mark 4+ as possible, if you want maximum strength.  The ramp-up of a single unit is still linear (thus mark 7 is stronger than mark 4), BUT the number of ships you are granted goes up rapidly in the lower marks and tapers once you reach mark 4 (for strikecraft; for frigates, it goes more to mark 5, and for turrets it's mark 6).

Don't worry!  You actually get even more ships at mark 7 than you would have had in the old paradigm.  But if you are minmaxing, or even broadly trying to optimize, investing your science points super narrowly is no longer ideal.

TLDR: it is way more viable to upgrade widely, while still investing deeply in a few specialist areas.  You'll use more of your forces, have vastly higher strength in general, higher unit counts, and more flexibility in how to play.  You're free of the shackles of the RNG, while still needing to adapt to what you find.

If you want the really long explanation of all of this, there are multiple spreadsheets for you to read if you want.  They're all linked there in the release notes.


Area 2: More Asymmetry

You and the AI are now MUCH more differentiated.  The AI no longer gets frigates at all, but their guardians are way more fearsome.  AI waves are vastly larger, but so are your defenses.  The AI has more nasty tools in more places, but you have more ways to hack or bypass or even take them over.

TLDR: essentially the AI and the humans both got massive makeovers, both got more exciting, but also both diverged increasingly from one another.


Area 3: Less RNG

Old Meta: There were many places where you were handed a very specific ship, or three ships, and you got no choice relating to them.  Take them or don't.  In some cases, you could hack to do a "re-roll" and see if the new options were more to your liking.  This was incredibly suboptimal.  It encouraged both save-scumming and a gambling-style mentality.

New Meta: Most places that offer you a ship now offer you only one at a time, BUT give you a choice between something like 6-8 options.  There's no such thing as a gambling-style re-roll.  In most of these locations, once you select your first ship, it wipes the slate and gives you a new array of options.  You can't save-scum to optimize this (that wastes your time!).

TLDR: You have a LOT more choice now, but it's more meaningful choice.  You may not get your exact favorite units, but you can get something that fits with the current campaign in some way.  You are encouraged to explore new units, but not forced to do so.


Break For: Technical Improvements

Let's take a break from discussing the meta, and talk about the technical improvements.  Briefly.  Essentially:

  • We're running a newer version of the unity engine.  This runs smoother for most everyone, but some very old Windows 7 machines or High Sierra machines may have problems.  Both of those OSes are old enough that they do not get even critical security updates from Microsoft or Apple, so you are strongly advised to update in both cases.
  • OpenGL support on Mac OSX is removed, but Metal has been optimized and polished to work super well.  This is basically leaning into how Apple prefers games to work, and the results are actually quite stunning even on really old hardware that is below minimum system requirements.  My main mac I test with is a 2011 Macbook Pro that is well under minimum requirements, and it runs far more smoothly now.
  • RAM usage has been optimized for the base game and the first DLC, to a huge extent.
  • The way we draw things like circles in the game has been improved so that it's more attractive, and way more efficient.  If you draw a bunch of range circles, it's now both prettier and more performant.
  • Linux support also got some various boosts, and Vulkan on that and other platforms should work much better now, too.

Area 4: Science Refunds

Old Meta: You spend science to upgrade your ships  or fleets, and it's gone forever.  If you find something later in the game that makes you wish you had chosen differently, too bad.  For this reason, most players would "float" large balances of un-spent science points until late in the game.  This actually was the single largest thing contributing to the complexity spike leading into the midgame, in my opinion.

Related: Hacking Points (HaP) were also spend-and-gone-forever, but for most players there is so little of worth to hack that you will have an abundance, making this kind of a non-factor.

New Meta: You still spend science to upgrade your ships or fleets, but you can get it back at a later point by using a new button at the bottom of the Science sidebar tab.  This will cost you some hacking points (HaP) to do, so you can't just do it infinitely, but it's a very attractive offer and allows you to go all-in on science during the early, middle, and late game.  It allows you to transform your empire as you grow and as you find out more of what is available to you, which is extremely nice.

AI War 2 is very much about adapting and working with what you have on hand. The ability to respec your spent science, both in tech categories and individual fleets/command stations allows you to be MUCH more flexible than before. So start experimenting!

Related: Hacking Points are still spend-and-gone-forever.   And you have more than ever.  However, now there's a LOT more to hack, and that is brought into the forefront in general.  Some folks (like Strategic Sage) still carry large balances of extra HaP as they play, but most playstyles will see you having to make fairly tough calls with how you use these.

TLDR: Science points now firmly represent empire-design, and as such allow you to make changes  as you go.  Asking you to commit to techs forever, based on your limited early game knowledge in any campaign, is just plain unfair and unfun, so is gone.

Hacking points, however, have stepped up to occupy the role of "decision with long term consequences, but you need to make it anyway."  The nature of these is that using them is substantially less stressful, but still impactful.  I want both elements in the game, but I don't want you (or me) to be stressing out about the long-term side of things above a certain threshold.


Area 5: Hacking, In General

Old Meta: The interface was very clunky, but you could hack to sometimes weaken some AI stuff, but not much of it.  You could also sometimes hack certain buildings to gain new powers for yourself.  But overall you could honestly ignore a lot of this if you were not playing on a high level.

New Meta: The interface is pretty and helpful, and the number of things you can hack -- enemies, friends, even yourself -- is insanely high.  You hack for new ships, you hack to steal superweapons, you hack to turbocharge your golems, you hack to transform your transports or battlestations.  And occasionally to get some science points refunded.  Additionally, there is a small bonus for taking planets adjacent to your own. While it isn’t a lot, it does add a nice little dynamic.

The effect this has on the game is immense, because (for instance) if you previously felt like your Armored Golem was a paper person in the presence of your current foe, you can not only upgrade it via science, but you can also hack it to directly improve its hull.

TLDR: Your hacking points are now super precious, because now it's a target-rich environment for them.  You may still have extras at the end (the float is not a bad idea), but there are easily 5x more things for you to do with hacking points than you can actually ever acquire.  So your priorities will reveal themselves.


Area 6: "GCAs" and Battlestations

Old Meta: You start with one battlestation.    You can capture more.  There are also citadels out there, which are a bit overpriced but kind of the same thing.  They all are what they are when you find them.  For most of your defenses, you will rely on your command stations, and finding Global Command Augmenters (GCAs) to unlock loads of new turrets for them.  You get new turrets in overwhelming lumps all at once.  In some cases you have to hold planets if you don't want to spend hacking points.

New Meta: You start with TWO battlestations, and can never get any more of them.  You can choose to capture Citadels, which are way more expensive but also way more useful.  GCAs are gone, and Turret Schematic Servers (TSSes) and Other Defensive Schematic Servers (ODSSes) are out there instead.

The hack for a TSS or similar can be done 2-3 times, and gets more dangerous and also more expensive each time you do it (per building).  You get to choose ONE line of turrets or other defenses to add to your kit, and then it rerolls for a whole new set of choices after that.  Most of the time, your hacks will benefit all of your command stations AND your battlestations and citadels, but you can also do special hacks that give extra ship cap for that turret line to just one battlestation or citadel, instead.

TLDR: You're no longer so flooded with information about new things you just got ("here are four new turrets, all at once"), and you can also choose specific units that you want to acquire, with some limitations.  In other words, your empire is designed with much more intention, and there are no "useless units" cluttering things up all over the place.

Break For: UI/QoL Improvements

Let's take another break, this time for something that has been very exciting to basically everyone who plays the game:

  • The planet sidebar now has many new options, including list view, views broken out by faction, new sort options, and even fleet displays.
  • There's a handy writeup in the How To Play menu under  Getting Started that explains how this works in more detail.
  • Seriously, that new planet sidebar is fire.  You can make it look like it always used to if you prefer, but the usability of it has gone through the ceiling.
  • The various settings-style menus now not only have subcategories (THANK you, organization!), but they also divide their content into regular and advanced.  The advanced content is just one click away, but otherwise kept out of your face unless you turn it on.
  • You can now multi-move ship lines around, or even swap fleet leaders between fleets.  There was much rejoicing.

Area 7: Other Capturable Changes

There's a lot, so let's go through them just briefly:

  • Fleet Research Stations (FRSes) actually are super useful now.  Their units are not so overpriced, but also only work on smaller individual fleets.
  • IGCs and similar have been removed, as they were redundant with other aspects of the new meta.
  • The Advanced Research Station (ARS) now uses that new style of hacking for units that gives you more choice in a serial fashion, without ever needing rerolls.
  • Fleet Capacity Extenders (FCEs) were also removed, as they clashed with the new FRS design, and also were pretty darn redundant now that you have so much choice directly from the ARSes and so forth.
  • You will capture comparably few fleets, and you can't make custom ones anymore from the sidebar, so you won't have a bunch of idle transports sitting around anymore on your home planet.  You have enough to meet your needs, but rarely too many more than that.
  • In the event that you DO have extra transports even in the new model, they can now be strategically placed on economy-focused plants to give a passive economy buff if you leave them on that planet for at least 5 minutes.  Even your "useless" stuff is now quite useful.
  • When it comes to upgrading your Fallen Spire cities, this is now done via clicking a notice at the top of the screen.  Previously it did it automatically, sometimes in a non-ideal order.  Now you get to control the order in which it happens.
  • Outguard units are easier to get into contact with, and hopefully will become a part of more midlevel player strategies.  Advanced play has used them for a while, but they are vastly easier to understand now.

Area 8: A More Active AI

This is another one that is hard to summarize into any one thing.  But in general, here are some highlights you will quickly notice:

  • AI waves sizes are CRAZY stronger.  They were previously incredibly rare and very weak.  They are still not something that is likely to end the game for you, but they actually factor in now.  They are also no longer cowards. They used to run away the moment you out-strengthed them in turrets. These new waves are a part of the “Relentless AI” subfaction; that means they will fight to the death and constantly seek to do battle with you.
  • Phase 2 of the AI Overlord is a lot more interesting and intense, and the final battle got several buffs in general.
  • AI Reserves are smarter.
  • So are the AI Praetorian Guard, Hunter, and Warden.
  • The AI Warden in particular is way more aggressive, fine with losses, and able to regenerate itself a bit faster than before.  It doesn't have to worry about carefully preserving itself, and in some ways is actually more similar to your forces in that it can take a beating, regroup, and try again.
  • Overall the style of the AI is less "try to wait until the player cannot possibly win before we attack at all" and is instead "harass them at various levels constantly, and exploit any openings that come up... while holding some forces in reserve for those decisive strikes that are so effective when timed well."

Area 9: Massive Balance Work

This is the work of many people, mostly longtime players and/or modders who have turned volunteer.  ArnaudB, CRCGamer, and Zeus Almighty are the three largest direct contributors, but Strategic Sage had a lot of excellent advice, and Metretek kept pushing the boundaries of ultra-high-level play.  Among so many others!

Let's try and hit some highlights:

  • The balance of battlestations and citadels is all new, as befits their new status.
  • The balance of turrets has been further refined, often with a lot of help from user Democracy (who designed a lot of the DLC1 turrets).
  • Frigates are actually useful now!  Their balance work is still ongoing in some ways, but they have shifted from being a metal sink into being something you can main.
  • The way you generate metal and energy has been dramatically updated, in terms of which mix of command stations you should employ.
  • Randomized ship line amounts are gone, so each line you get now has a specific hand-designed meaning.
  • Forcefields and frigates and other small-cap units like that usually do not gain cap anymore as they mark up; instead you start with more of them to begin with.
  • Forcefields in general have had several balance overhauls, leading them to be less overpowered in average games but also still viable in Fallen Spire (and other mega unit) games, while scaling their tech cost to be more linear.  You also don't have to worry about them getting knocked out of place anymore.
  • Visibility from logistics stations and military stations is increased a lot, plus you can place a new unit called Spies as pickets.
  • A ton of other factions got upgraded to be more useful, including the Marauders and Scourge.  This is to say nothing of mod factions, many of which were added outright or were majorly expanded.
  • Alien ships that you can acquire via hacking are now a lot better deal and more exciting.
  • You're no longer quite drowning in turrets so much as you were before, and energy and such has all been rebalanced, as has their attack power.  You can very much defend yourself, but it's much less of a hassle to do so.
  • Brownouts now have a grace period and are harder to trigger, but last a bit longer when they do happen.

What's Else Is New?

  • I mean... it's really a lot!  You'll notice little things on almost every screen of the game.
  • In a lot of cases, it's simply more clear and more balanced, or easier to make what you want into reality.
  • The Fallen Spire campaign from DLC1 now has a vastly more robust set of lore entries, many of which are adapted in from the beloved campaign in the original AI War.
  • On Steam, there's a new "beta" branch pointing to the last  pre-paraidgm-shift build.  (z_historical_2_715 Release 2.715 - The last version before the Major Paradigm Shift of Early 2021.)  So if you had a game in progress that you'd prefer to finish in the prior style, please feel free!

More to come soon!


Multiplayer Schedule?

Both shared-faction and multi-faction multiplayer are in public beta at the moment.  Details here.

Right now there are continual intermittent bugs that we are sorting out as reports of those come in, but most of them do not prevent folks from having a great session.  Some of these are in mods, and we are helping with support on that where we can within reason.

All of the features of all styles of multiplayer are here now, so it's just a matter of ironing out the last bugs.  I also recently added a new Steam P2P networking support option, but Valve has been having some server issues and so we still retain the other Steam Connection-Oriented (Steam C-O) framework for folks who run into issues with that.

We were planning to dump Steam C-O in favor of Steam P2P, since P2P is better when it works, but given the ongoing issues Valve seems to have had with P2P for several months, we may keep both indefinitely.

Both GOG and LitenetLib continue to work well, and both have been upgraded to use multiple data channels like the Steam P2P mode is able to do.  This is a big advantage compared to Steam C-O in terms of connection throughput.

DLC2: Zenith Onslaught

Our first non-kickstarter-related expansion comes out in May of this year.  Probably.  We've had to push it back a number of times, partly because of this large Paradigm Shift (worth it!), and partly because this thing is so huge.  You can read all about it, at least in a limited preview format.  You can also watch me working on the art for it here on discord.  Sometimes I also do livestreams on youtube, which you can watch later if you miss them.

This expansion represents a large opportunity for us, since it will coincide with the game fully launching its multiplayer mode.  A lot of news outlets didn't fully cover the original launch of AI War 2 because we released it in a crowded season and it came out with too little advance notice.  So we're trying to turn that around with this expansion and hopefully get some more traction with a wider audience for the base game itself.  Part of why I was so intent on refining the base game so much was that I really wanted to make it easier for both new players and veterans to get the most out of it.


DLC3: The Neinzul Abyss

Our second piece of DLC for 2021 will hopefully come out before the end of the year, and you can read about that here.  The themes for this expansion, so far, are really focused on some roguelike options, as well as new ways to play.

On the roguelike front -- which is all optional, but really fun for those who like the feeling of raw exploration -- there are new random factions, plus all sorts of ways to turn any campaign into something you enter into fairly blind and discover as you go.

When it comes to new ways to play, there are TWO new player factions.  Normally you play as what we call a Human Empire, which is basically just "the human faction."  But DLC3 adds:

  • Our new take on the Champions faction from the first game, which includes ways to explore the 5th dimension and fight all sorts of new foes there.
  • A surprising new Necromancer faction, which allows for a partner (or two or three) in multiplayer to take control of the zombies that are generated, as well as become a zombie-making machine in general.  Build necropolises, and so on.  For once the necromancer in a story isn't the big bad... it's you.
  • Yet another surprising new mechanic, Vassals let you have a buddy-NPC faction that you give more direct orders to.  This is backwards compatible with the base game and other expansions, and it's expected that many mods will likely also want to hook into this.

And this is before we get into the Neinzul faction that I'll be designing, and which can be friend or foe.


Remaining Kickstarter Stuff?

No progress since my last update, but plans have crystalized some.  The actual work is all to be post-DLC2. I covered what is left back in update #65.

Interplanetary Weapons are something still coming for free to the base game (they were a stretch goal), and those should  be a thing this summer.  I keep putting this off because it's hard to make them as epic as I'd like.  Our original stretch goal just described guns that can shoot neighboring planets, but... that doesn't really affect how you play all that much.  My goal with these is to allow for new strategies both in offensive and defensive areas.  I have some solid ideas for a few designs that may work, but we'll have to test them and make sure they are suitably awesome.

The backer planet naming will happen around the same time, as well as the ability to send some taunts back from the player at the AI.  As far as player taunts against the AI goes, Badger had the great idea that this should actually be a bit of a prestige thing, where it actually makes the game harder but then gives you special accolades at the end.  "I won the game on difficulty 8 with two taunts!"  etc.

We'll probably do another batch of AI taunts as well, and the Cyber Cipher reward for mysterious messages will be something that we tackle during that DLC3 period.  Design and Name an AI is something that will be around the same time as the third DLC3, same as the Text-Based or Design-based Mercenary Stuff.  A lot of new lore stuff has been getting integrated lately, and we've been figuring out how to do that in a non-obtrusive way that still lets you get at pages and pages of context if you want it.  That's an exciting thing, because the lore is deep and wide, but also not something we want in your face in a glaze-over-RPG-text fashion.

There are two lingering art-related backer rewards I still need to follow up on, but then that's it.  I've been getting much more practiced at digital sculpting and painting, so I'm definitely excited to return to those two, as they were challenging ones.


What Happens After That?

That is enormously up in the air.

The release of this game started out going well, and I think that the reviews that folks have been leaving for the game were a big help for folks passing by at the start.  2020 was a very rough year, financially, though.  The company's 2020 income fell to less than half of what it was in 2019, and that was already one of our lower years in terms of income.

That level of income isn't sustainable, even with me being a one-man shop now (volunteers aside), so it all comes down to what 2021 winds up looking like.  So far it is just more of 2020, but I've been putting so much effort into refining the base game for a reason.  And we do have those two new DLC planned for this year, along with the final multiplayer drop and so on.  If you've been playing the game and enjoying  it, we'd greatly appreciate it if you'd drop by and leave your own thoughts, too.

If the trend doesn't turn around?  I will likely spend most of 2022 working on other smaller titles in a completely solo fashion, rather than continuing to work on AI War 2 in a fulltime capacity.  And after that, we'll see.

AI War 1 was a game that I stepped away from after four years and three DLC expansions, but then we kept up support for it with periodic updates and yearly DLC for another few years after that.  That worked well, but that was when we were a four-person studio.  I'd like to do something similar here if I can, but a big part of this may wind up being partnering increasingly with modders, we'll see.  The mod scene for AI War 2 remains vibrant, and I hope to see it grow.

This game is a financial loss for me on paper, but there was a lot of R&D work that will pay dividends to future titles, so I have to partially look at it as an investment in infrastructure.  But since Arcen is a one-person shop again, dividing my time between multiple projects will be an "interesting" exercise.  Anyhow, I mainly want to have this in a state I'm proud of, which I can now finally say is the case without any reservations.


Please Do Report Any Issues!

If you run into any bugs, we'd definitely like to hear about those.

Thank you!


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 super detailed, 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

v2.701 Released! "Multiplayer Shared-Faction Reaches Beta"
over 3 years ago – Mon, Dec 07, 2020 at 12:19:50 AM

It's been sixty-six days since the last major release writeup, with THIRTY-FIVE releases in all, and notes starting here and ending here.

We are now in a mix of multiplayer alpha and beta!  (Depends on how you play, some methods are feature-complete and others are not.) If you want the full info on multiplayer's current status, the place to look at that  is here.


Badger's Retirement

Okay, this would be a really really long digression, but I hope you take a moment to click over and read about the legacy of Badger and Puffin.  Both have retired from working on the game fully (although both still hang out and occasionally poke things in), and so I'm now the sole remaining active developer on the game.

With that being said, this is "news" as of a month and a half ago (for Badger -- for Puffin, it was much earlier this year), and we've had 28 releases since Badger retired, so I do okay on my own.  This isn't a cause for concern, but rather a moment to take stock of their achievements and celebrate them.

It's also worth noting that Badger is still doing some remaining work here and there on DLC2, and he's already decided to return and is working on content for DLC3.


New Main Menu

You might have noticed the new main menu if you've logged into the game in the last month:

If your computer fans turn on and your FPS is only like 30, please don't freak out.  This is actually the (by a really large margin) most intensive scene in the entire game.  I get 90fps on it and in the game on my main dev machine, and a measly 30fps on my under-min-sys-requirements mac computer, but it's usable on both.  Even my below-specs mac is getting like 60-90 fps in-game with ship models turned off.

The main menu might seem like a strange thing to revise, but it's the first thing that you see when you load up the game.  We wanted something that felt more epic and exciting, and that had a darker and more appropriate thematic feel for the game.  Personally, I also wanted a view from inside a spaceship looking out, since usually we only ever see spaceships from the outside during actual gameplay.

I also majorly updated the ending scenes (both win and loss), so those are more epic now.


UI Overhaul, And Usability Galore

Okay, so for one thing I did a complete visual overhaul of what buttons look like, and backgrounds on all the UI bits, and things like that.  This no longer feels vaguely website-ish.  It feels like... well, like a hardcore strategy game with a lot of space themes.

But that's not all we did.  There are new functions for doing searches for units or planets by name on the galaxy map.  There are a ton of new galaxy map filters that show more information of various sorts.  You can easily see where threat is, or the hunter or warden, etc.  You can edit planet names, set priorities per planet like the first game (but with more options), add narrative notes to planets, and more.

You can also ping planets or locations on planets, and you can ping with multiple colors to help communicate meaning while you're discussing on voice chat.  The notices up at the top of the screen now have backgrounds that indicate their severity/importance, and are automatically sorted by that.

There's also a new fleet status window that Badger added despite being retired (he actually did a ton of QoL stuff in the last month, since he was actually starting to play both on his own as well as with his family and friends and thus noticing more things).  The fleet status window is particularly helpful for keeping an eye on what is going on in your empire, or in all the empires of players in multiplayer.

...but it's been 66 days.  Come on, we're just getting started.

AI Improvements

  • The AI Hunter has gotten more intelligent multiple times over, and fireteams in general have gotten smarter.  You have pre-retirement Badger to thank for these.
  • Deepstriking (the AI Reserves) got a number of AI updates from Badger right before he retired.
  • The way that AI Sentinels handle their reinforcement budget was completely overhauled by me, making them much more threatening and interesting.
  • The way that AIs use turrets has also been redone, so that they really don't use remotely so many as before.  They really should be putting their resources into things that can strike you offensively, so the planets with a bunch of turrets are now far more rare.
  • Turrets have actually been rebalanced fairly substantially, largely thanks to post-retirement Puffin, who was still collecting ideas from the community and implementing them along with his own thoughts.
  • We made a number of changes to how strength values are calculated, to more accurately represent how dangerous ships actually are.  This makes it easier for you to make good decisions, but also plays directly into the intelligence of the AI and other NPC factions.
  • There were a number of cases where the AI Sentinels would hold onto threatfleet ships (which are not very smart) for too long rather than giving them over to the Hunters.  We looked at that and I decided to just brute force them into giving their ships to the Hunters if they can't get whatever they think they are doing done in 3 minutes.
  • Thanks yet again to post-retirement Badger, various factions including the nanocaust and marauders are able to invade your galaxy in a delayed fashion, which is pretty cool.  Rather than having them there from moment one, they show up a while into the game.

More Mods!

  • Another new included-by-default mod is now in place: Civilian Industries, by StarKelp.  This is turning out to be a really popular mod, which involves a lot of defensive and economic buddies hanging around.  Strategic Sage has been doing a video series with the Civilian Industries helping him against the Scourge from DLC1.
  • NR SirLimbo has been adding a prolific number of mods, as well as several frameworks for modding.  His Extended Ship Variants (for the base game and for DLC1) have become really standard fare for a lot of players, and his Kaizer's Marauders are a vastly more complex and dangerous interpretation of the base game Marauders.  At the moment he is working on a new and evolutionary style of Devourer, but that is currently still in earlier testing and not yet included for everyone in the main game.
  • I did an enormous overhaul of our XML Parsing capabilities, upgrading it so that the data is parsed faster, and also more correctly.  This fixed up a number of blocking issues that were preventing certain mods from being possible, and consequently we saw a huge uptick in new mods right after that.
  • Oh man, the mods from NR SirLimbo kept coming!  There's a micro mods collection in there now, too.  He's been absolutely prolifically busy on several fronts.  It's hard to understate just how involved his Kaizer's Marauders are, in particular.  And his AMU tool is there to support any modders who want to use it, making it easier to make complex mods like his.

Multiplayer Bits

  • Multiplayer itself has seen a ton of improvements at a technical level and otherwise, it probably goes without saying.  But this has been the major focus of mine during this period, despite the detour into quality of life improvements.
  • Multiplayer went through a number of changes at a technical level as I experimented with how to get the smoothest experience in terms of sync, while at the same time keeping things moving.  The end result was not what I had planned on, but is instead something that relies on data I collected in real world use cases.  It works ridiculously well.
  • The ability to swap ship lines between players was added by NR SirLimbo, which was really kind of him and saved me having to do it.  He also made that interface a bit less overwhelming in general even in single player.
  • I added in the ability to finally share control of a single faction, and that's the mode that is just now going into beta (aka feature-completeness).  The multi-faction mode will hopefully join it in beta status in the next week or two at most.

Other Visual And QoL Improvements

  • I redid all of the visuals for area of effect attacks, most notably tesla attacks.  It looks SO much cooler now.  The old version was okay, but not nearly as varied.  And when I upgraded the lighting pipeline during the runup to DLC1 late last year, the AOE visual effects actually wound up taking a step down in visual quality.
  • I added a new Stationary Flagship Mode, which I had expected to be popular but actually was almost universally hated.  But it is still something that you can enable if it solves a gameplay problem you have.  A few people were enjoying it, so that's a win in my book.  But it's no longer on by default for everyone.
  • The way that galaxy map links are drawn has been updated to be a gradient of the two colors of the owners between those planets, which was a cool addition of post-retirement Badger.
  • For a long while, we've had some trouble with trying to use one button for toggling on or off modes like pursuit and attack move and so on, and so I split those into two functions where you can clearly tell it if you are turning them on or off.  This solves a lot of intermittent frustrations people were having.
  • Post-retirement Badger added a whole host of other quality of life improvements.
  • Post-retirement Puffin added about thirty-six new space backgrounds of various sorts, for use in-game and on the galaxy maps.  These were mostly created using the shader tool I set up a few years ago, but the results are the result of a lot of artistic work and experimentation on his part.  They really spruce up the variety in the game, and in particular make the galaxy maps look nicer.
  • I also spent a goodly while making it so that we are now able to include arbitrary sprites in text.  This involved further customizing our version of TextMeshPro, which now has a number of unique features for us.  This paired well with our overhaul of the icons for various resources, and in the future we'll do things like embedding ship icons in tooltips.
  • The visuals for shots themselves are now a lot more appropriately-scaled for various zoom levels, so battles look nicer.
  • There are also now battle indicators on the galaxy map, making it more obvious where there are fights happening in your territory without it becoming a circus.

What's Else Is New?

  • Astro Trains got a buff to make them more interesting.
  • Post-retirement Badger also added a variety of roguelike options for not revealing things about what the galaxy you are entering entails, which is a cool feature.
  • A bunch of performance improvements in text generation, and UI updates in general, have been made.  SirLimbo and I wound up going down a giant rabbit hole on the text generation in particular, but it makes it so that really length text narratives and dynamically-generated lists of ship tooltips no longer suck the performance out of your game.
  • Error handling is also vastly more robust in the game, and when errors happen you now get much more information about what is happening and especially if there are a bunch of silent errors hammering your log.
  • Ever thought that "snipers and drones are useless, because they just aggro entire enemy planets and get me killed?"  Well, they now have a new aggro invisibility ability, which solves that problem and lets them remain useful without being unfair or annoying.
  • For our linux players, we've added a variety of tools to get around the unity bug with mousewheel scroll being backwards, so that is one annoyance off the list.
  • The number of bugfixes and general balance tweaks are too staggering to recount, but it's a lot.

More to come soon!

Multiplayer Schedule?

There are two ways of playing: a shared faction, which is now in beta and thus basically complete aside from bugfixing; and multiple faction, which still has some known issues and missing features and thus remains in alpha.

I expect to sort out the remaining known issues, while fielding ongoing bug reports, over the next 1-2 weeks at the most.  At that point, multiplayer is effectively finished aside from just giving it time to collect any more bug reports people come up with.

One thing I should point out is that this is an insanely complicated game from a technical standpoint, and so the more testers the better.  The game might be working perfectly for most people in most situations, and then you come along with your friends and run into something catastrophic and wonder how anyone could possibly play this.

Send me your bug reports, and I can generally have that stuff knocked out in a couple of days.  But without your bug reports, if other people aren't running into it, I'll never know it's there.

DLC2: Zenith Onslaught

Our first non-kickstarter-related expansion comes out in early 2021.  Maybe January, or potentially February.  You can read all about it, at least in a limited preview format.  We've had a number of testers banging on this for months now, and the detailed unit design and art to go with it are the last pieces we'll be putting together.

This expansion represents a large opportunity for us, since it will coincide with the game fully launching its multiplayer mode.  A lot of news outlets didn't fully cover the original launch of AI War 2 because we released it in a crowded season and it came out with too little advance notice.  So we're trying to turn that around with this expansion and hopefully get some more traction with a wider audience for the base game itself.

DLC3: The Neinzul Abyss

Our second piece of DLC for 2021 will hopefully come out more around the middle of the year, and you can read about that here.  It's something that came into existence largely because Badger kept adding too many things to DLC2.  DLC2 was either going to be massively expensive, or any other DLC we ever did was going to look paltry and small by comparison.

We made the sensible decision to split these out into two products that we can thus offer at better prices -- and also take extra time to do cool extra things for DLC3.  I'm looking forward to getting to fully design my first faction, versus just collaborating on factions with others or doing the art and technical support for them.

Remaining Kickstarter Stuff?

There's a diminishing number of things.  I covered a lot of it back in update #65.  Interplanetary Weapons are something still coming for free to the base game (they were a stretch goal), and I'll be working on those while I work on DLC3.  The backer planet naming will happen around the same time, as well as the ability to send some taunts back from the player at the AI.

We'll probably do another batch of AI taunts as well, and the Cyber Cipher reward for mysterious messages will be something that we tackle during that DLC3 period.  Design and Name an AI is something that will be around the same time as the third DLC3, same as the Text-Based or Design-based Mercenary Stuff.  There are two lingering art-related backer rewards I still need to follow up on, but then that's it.

What Happens After That?

That really depends.

The release of this game started out going well, and I think that the reviews that folks have been leaving for the game were a big help for folks passing by at the start.  2020 has been a rough year, though, when we really look at the data.  The company's income has fallen to less than half of what it was in 2019, and that was already one of our lower years in terms of income.

We do have those two new DLC planned for 2021, along with the giant multiplayer updates and so on that are free, so hopefully that trend will turn around.  If you've been playing the game and enjoying  it, we'd greatly appreciate it if you'd drop by and leave your own thoughts, too.

If the trend doesn't turn around?  I don't know, exactly.  The structure of modern online stores may ultimately wind up forcing our hand.  I'd probably have to either choose between working on an entirely new project unrelated to AI War 2, or start working on a sequel instead of more expansion.  Both prospects have a lot of downsides, but they also have some substantial upsides.

Right now I don't feel super inclined to leave the AI War franchise after all this work and developing this giant engine, so I'm more inclined to stick to something closer to home than try to reinvent the wheel.  If you look at the evolution of AI War 2 since launch, the current build you're able to play is already practically AI War 3.  It looks better, plays better, has better AI, has more content, and is much more technically advanced.

Right now the frustration is that more or less we're doing most of that work for free (personally I have still lost about $240k in making AI War 2, versus earning any actual money, if you look at my spent money versus earned), and it's hard to get press attention for a "year old game."  Since we started this project, more than half a console generation has come and gone, sheesh!  I have no shortage of ideas, but I don't want to work for someone else and right now the open market is feeling fairly indifferent.

I have a lot of hope for 2021, though. :)

Please Do Report Any Issues!

If you run into any bugs, we'd definitely like to hear about those.

Thank you!

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 super detailed, 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