Archive for 2010
Posted by Chris McElligott Park on December 30th, 2010
As of December 30th, 2010, we have so far raised and donated $10,529.71! We didn’t quite hit our goal for the year, but we did raise a substantial amount of money — and also, bear in mind that a lot of the money generated in 2010 is actually paid on “net 30” or “net 60” […]
Posted by Chris McElligott Park on December 30th, 2010
We’re still on holiday break until the 3rd, but this new release has some maintenance fixes. This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you’ll see the notice of the update having been found if you’re connected […]
Posted by Chris McElligott Park on December 27th, 2010
We’re still on holiday break until the 3rd, but this new release has some updates that we’d been working on before the holidays that we finished up today, and some other fixes. Included in this one are, most notably, six new AI types for the Light of the Spire expansion. That makes a total of […]
Posted by Chris McElligott Park on December 24th, 2010
This one is another tiny maintenance release. This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you’ll see the notice of the update having been found if you’re connected to the Internet at the time. If you don’t […]
Posted by Chris McElligott Park on December 24th, 2010
This one is a tiny maintenance patch. This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you’ll see the notice of the update having been found if you’re connected to the Internet at the time. If you don’t […]
Posted by Chris McElligott Park on December 24th, 2010
Well, it’s that time of year again, where the Arcen staff takes the better part of a week off to spend time with family, recharging, etc. Good times! So it’s going to be rather quite on the release front around here for a bit, but lots of good stuff is coming, as I noted yesterday. […]
Posted by Chris McElligott Park on December 23rd, 2010
More AI War updates coming tomorrow, and then that’s going to be the last batch of stuff for a while. We’re going to only be having spotty hours here and there between December 24th and January 2nd, so don’t expect much in the way of releases there (though I imagine there will be a couple […]
Posted by Chris McElligott Park on December 23rd, 2010
This one is, predictably, pretty sizable. Seems like most of our new versions lately have been. At any rate, there’s another big laundry list of bugfixes and balance tweaks. One of the biggest changes in this one is to what happens when you lose a command station: now you lose all your harvesters on that […]
Posted by Chris McElligott Park on December 21st, 2010
This one is another big multi-day cumulative release. There’s been a number of bugfixes as part of it, and turrets have had a first pass of rebalancement done to them, which should be welcome. Hunter/Killers have also been toned down a bit (firing shots 1/3 as frequently should be helpful). There is really just a […]
Posted by Chris McElligott Park on December 21st, 2010
All of Arcen Games titles are 50% off during the Steam Holidays Sale! Happy holidays from the Arcen Games team!
Posted by Chris McElligott Park on December 21st, 2010
This release brings us closer to the next official release, which will hopefully be tomorrow if all continues to look well with this new version. The manual has had some minor tweaks, and more importantly a fairly major (but also somewhat rare) graphics issue from the post-engine-upgrade betas has been fixed This is a standard […]
Posted by Chris McElligott Park on December 20th, 2010
This version fixes a few minor graphic glitches that have crept into the recent betas since the engine upgrade. It also fixes a longer-standing bug with the fullscreen/not-fullscreen button not changing the resolution properly. With these fixes now in place, this is all of the known bugs of any seriousness now fixed. Thus this is […]
Posted by Chris McElligott Park on December 18th, 2010
Today I have absolutely no time, so I’ll just leave you with the release notes for this one. This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you’ll see the notice of the update having been found if […]
Posted by Chris McElligott Park on December 16th, 2010
Tom Chick, taste-maker PC games reviewer also to be found on SyFy channel’s blog Fidgit, has recently been posting his 2010-in-retrospective posts. The most recent, Ten games you should have played in 2010, held an excellent surprise for us: Tidalis in the #2 spot. “The thinking man’s Bejeweled 3,” indeed. His original review of the […]
Posted by Chris McElligott Park on December 15th, 2010
For being our second release of the day, this one isn’t small. It’s yet another balance/bugfix release, since we’re solidly in that polish mode for the game. This one focuses on minor factions more than anything else, and pretty heavily re-imagines the circumstances under which both marauders and resistance fighters will show up, as well […]
Posted by Chris McElligott Park on December 15th, 2010
This one is another really long set of release notes, partly because it’s been several working days since we’ve done an AI War release — just due to timing, other obligations, the Tidalis updates, etc. But we’ve been working on AI War all throughout that time, too, which makes the list longer-ish, though not as […]
Posted by Chris McElligott Park on December 14th, 2010
This release has a number of bugfixes in it, for stuff that has been working suboptimally since all the recent upgrades of the Unity engine, our drawing mechanics, etc. This should take care of nearly all the issues we’re aware of at the moment (with a question mark on one issue, further testing needed), which […]
Posted by Chris McElligott Park on December 14th, 2010
Progress, progress, progress! As of December 14th, 2010, we have so far raised and donated $8,097.29! Bear in mind that the money that was generated in November via distributors like Steam and Impulse won’t reach us until the end of December, and we can already tell that our total donated is going to increase substantially […]
Posted by Chris McElligott Park on December 11th, 2010
This one is a bugfix version intended to fix a crash bug present in the prior version This is a standard update that you can download through the in-game updater itself, if you already have 1.000 or later. When you launch the game, you’ll see the notice of the update having been found if you’re […]
Posted by Chris McElligott Park on December 11th, 2010
It’s 2am and I’ve stayed up far later than I should have to get this release ready, so for the most part I’ll just leave you with these massive release notes. Suffice it to say, this release is really exciting, and normally I’d write a pretty huge summary of the changes. The short short version […]
Posted by Chris McElligott Park on December 10th, 2010
Has it really been three months since our last Tidalis update? Sure looks like it. The last update for Tidalis was uploaded two days before my son was born, so that fits. To say that a lot has happened in the intervening time, both for me personally and for Arcen as well, would be a […]
Posted by Chris McElligott Park on December 9th, 2010
As expected, this one is mostly just to fix some bugs in the prior version. It also improves sniper turrets, spider turrets, and how firepower ratings are calculated. This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you’ll […]
Posted by Chris McElligott Park on December 9th, 2010
This one is another long list of bugfixes and balance changes. There is still more to be done, but we’re making our way steadily through pretty much all the bonus ship types to tighten them up, linearize their stats between mark levels a bit better, and otherwise make them more sensible and better to play […]
Posted by Chris McElligott Park on December 7th, 2010
Good lord, this one is full of win. There’s so many various bugfixes and balance tweaks that again we’ll just hit the highlights here, so be sure to read the release notes if you’re wanting details. The three current weakest bonus ship classes in the game should now be pretty exciting to use: Autocannon Minipods, […]
Posted by Chris McElligott Park on December 4th, 2010
This one is a much larger bugfix/balance release. The asteroid seeding is a lot better now (only in new campaigns or savegames being upgraded to include asteroids for the first time, though), and there are a couple of new cheats (handy for us for testing), and the core shield generators have a few more kinks […]
Posted by Chris McElligott Park on December 3rd, 2010
This one is a smallish bugfix update. Though, it does also include some wicked-awesome new galaxy map filters for finding critical stuff on the map. Seriously, I don’t know why those were never in there before now. Anyway… enjoy! This is a standard update that you can download through the in-game updater itself, if you […]
Posted by Chris McElligott Park on December 2nd, 2010
Uh oh. The name pretty much gives away what this one is about. A lot of various AI behavioral changes (all as part of the base game) in this one make the AI smarter and more fearsome. Additionally, a new set of five units have been added to the base game: Core Shield Generators Group […]
Posted by Chris McElligott Park on December 1st, 2010
Great News! AI War: Fleet Command, AI War: The Zenith Remnant, and Tidalis have all been voted into the Top 100 Indie Games Of The Year! Thank you so much for all your support and votes. Now, in order to get to the next round (TOP 10) we need people to get back on and […]