Archive for 2018

AI War 2 v0.765 Released! “Game Entity Split”

Release notes here. Major performance improvements in this one, although it took a lot of code refactoring, and so there may also be a pretty plenty few new bugs, too.  We’re not aware of any at the moment, but there were a couple of nasties that we had to squish earlier today.  If none got through, […]

AI War 2 v0.764 Released! “Mercenary Surge”

Release notes here. Okay, tons of bugfixes in here.  Fixes, fixes, fixes, all the live long day.  I’m pleased with the result, though. Mercenaries in particular have been made vastly more functional, and seem to work mostly correctly now.  They just hadn’t had a chance to be fully tested previously, and so they needed to go […]

AI War 2 v0.763 Released! “Supersized Ship Caps”

Release notes here. As the title suggests, this release increases your ship caps by a ton.  3x for all of the smaller fleetships, to be precise.  The AI and other factions are unaffected; you were simply being outgunned in an unfair way.  Your caps for other types of ships are unaffected. In related news, the firepower […]

AI War 2 v0.762 Released! “Spreadshot”

Release notes here. For once I have very little to say — this is mostly just a huge grab bag of fixes and tweaks.  Lots of good stuff, but nothing that is singularly amazing on its own.  Probably the biggest thing is that ships should no longer cluster up and overkill individual targets like they used […]

AI War 2 v0.761 Released! “A Badger And A Puffin”

Release notes here. This particular release is about refinement in the wake of the huge changes that came out on Friday.  It needed it, very much so, but still surprisingly not to the degree I would have expected.  That was a pleasant surprise! :) A huge portion of these fixes and balance tweaks were actually done […]

AI War 2 v0.760 Released! “Only The Start of Discovery”

This is actually TWO giant releases in one.  Release notes here for the current one, and here for “Break the Sky.” It’s a whole new game now, as well it ought to be after such a huge amount of time (almost a month!) since the last release.  We’ve entered an entirely new phase of development now, which […]

AI War 2 v0.758 Released! “Release The Warden”

Release notes here. A collection of bugfixes and balance fixes, mainly. The big news is that the Warden and Hunter fleets now get off their butts again and will actually come after you in a majorly scary way.  The Dark Spire also spawn at a more menacing rate, and the minor factions no longer do the […]

AI War 2 v0.756 Released! “Retrieval of the Lost Arks” Plus an Essay, Apparently.

Release notes here. Okay, this one has some huge marquee features, and I have some other things on my mind, too.  Let’s get to it! First off, it’s pretty obvious that there are absolutely copious numbers of bugfixes in here.  Also, if you downloaded this build within the last couple of hours, then you’ll want to […]

Congrats to our #loveindies giveaway winners!

The drawing for the #loveindies Giveaway is now complete, and we have our 20 winners.  Thanks to everyone who entered!  In particular thanks to folks who left us encouraging comments on the form, that really brightened our day.  I wasn’t sure why I put that field there, but it was a pleasant surprise on the […]

AI War 2 v0.754 Released! “Shifting That Furniture”

Release notes here. Last Reminder About Giveaway We’re still running our #loveindies giveaway through the end of today.  Or really, through “whenever I remember to turn off submissions tomorrow.”  Sign up to potentially get a free copy of AI War 2 or Stars Beyond Reach.  On the subject of #loveindies, would you mind leaving a Steam review for some/any […]

AI War 2 v0.752 Released! “Mathematics Milestone”

Release notes here. First note: we’re still running our #loveindies giveaway through the end of tomorrow.  Sign up to potentially get a free copy of AI War 2 or Stars Beyond Reach.  On the subject of #loveindies, would you mind leaving a Steam review for some/any of our games?  It doesn’t have to be much more detailed than a […]

Arcen #loveindies Giveaway!

We’re taking part in #loveindies week! If you’ve enjoyed any of our games and want to give a brief impression, or even just a thumbs up, that’s a really big deal to us. If you feel the burning need to go in there and warn folks off of one of our titles, that’s of course […]

AI War 2 v0.750 Released! “My Friend The Marauder”

Release notes here. Lots of happiness in this one!  So first, a picture for you: I have absolutely hated how the forcefields looked in this game ever since the start.  I’ve kept working on new versions, but never was happy with them.  Thanks to work by Oranged Keys, we’ve finally got a version that makes me go ooh!  As […]

AI War 2 v0.749 Released! “Release The Hounds”

Are you a programmer interested in helping out on a multithreading issue?  Be sure to see the bottom (or this forum thread). Case Study of Modding: Marauders Before talking about the release or multithreading, this is a great time to talk about the power that our Modder #1 (and volunteer developer to boot), Badger, has been […]

AI War 2 v0.748 Released! “Macrophage Teeth”

Release notes here. This week hasn’t exactly gone as I expected, but it’s been very productive.  I had planned on working on the lobby, first of all, but then some performance-unfriendly saves came to light and I decided I’d work on that instead.  The biggest hog in large battles is the vis-layer movement of ships around, […]

AI War 2 v0.747 Released! “Improper Handling Of Forcefields”

Release notes here. We remain back on a quicker release schedule, now that we’re past that initial hump of the pivot.  At this point there’s a fair bit to clean up, though, so I’ve been focusing on that instead of heading straight for the lobby revamp.  I’m pleased with the progress that we’re seeing, based largely on […]

AI War 2 v0.746 Released! “Disposing of the Invisible Man”

Release notes here. Expect more frequent releases again, now that we’re past that initial hump of getting the pivot in a functional and basically-fun state. This build is on the smaller side, but includes a lot of interesting stuff nonetheless. There are a variety of bugfixes and usability improvements based on feedback from Badger, Ovalcircle, and dv […]

AI War 2 v0.745 Released! “A Pivot And A Leap Forward”

Release notes here. Wheeew!  This one is massive.  It’s been almost two months since our last release, and it shows.  Here are some highlights of what’s new: The first two (out of five) waves of the pivot are done. As part of that, you’ll notice that the game feels way more like the Classic experience, and […]

AI War 2 v0.743 Released! “Music Blooms”

Release notes here. Surprise!  The soundtrack is here. :) For all kickstarter and backerkit backers with that as a reward, you should have an email now with the link to download it, or you can log in here to download it: https://aiwar2.backerkit.com/ For everybody else, these tracks are now a part of the game in general and […]

AI War 2 v0.742 Released! “Darkly Loading Spire”

Release notes here. Not sure why I went with a Dexter reference, but the new Dark Spire faction certainly are murderous.  Thanks once again goes to Badger for implementing yet another faction into the game.  Holy smokes this guy is on fire.  The Dark Spire are a bit more involved this time around, which is quite […]

AI War 2 v0.741 Released! “Music Part 1 Of 2”

Release notes here. The entire soundtrack for the game has been completed, although only the first half of it has been mastered so far.  That half is now in place in the game, comprising 6 new tracks.  Overall the new soundtrack pieces are about an hour in length, adding to something like 15 minutes of music […]

AI War 2 v0.740 Released! “Clean Up That Nebula, Young Man!”

Release notes here. Not a huge amount in here, although there are a lot of quality of life improvements in terms of faster load speeds, lower RAM usage, and a few bugfixes.  And some much prettier nebula backgrounds, and out with some older backgrounds that were ugly. Overall this was just a small maintenance release, but part […]

AI War 2 v0.722 Released! “Down the Wormhole”

Release notes here and here. Goodness, lots of changes right in advance of the big pivot.  Fitting, I suppose. Let’s see… in no particular order… Various performance improvements, some of them minor, some of them pretty darn major. The “hey we’re in combat” voice warning is now considerably less common and more appropriate (thanks Badger!). […]

Pivoting AI War 2: Bring The Fun!

Hey all — Chris here. We’ve hit a juncture point with AI War 2. We’ve built a lot of cool things, learned a lot, and now it’s time for a soft reboot. The current plan is to pivot the gameplay to very closely resemble the original AI War, but on our new engine, and then […]

AI War 2 v0.719 Released! “Do Not Feed The Turrets”

Release notes here! When players keep telling us turrets are underwhelming, we buff them. This time the buff-o-matic was really cranked up. The AI isn’t very happy about the result (despite having a few turrets of its own). There are also several other changes to make turrets work better (all waves launching in the AIWC […]

AI War 2 v0.718 Released! “A Wild GUI Appears”

Release notes here! This one is the first publicly-available release with part of the new UI that Chris has been working so hard on. Specifically, the UI you see in planet-view and galaxy-view in the game itself. There’s still a lot of work-in-progress but, wow, that sidebar. MANY thanks to Eric T. Edwards in lending […]

AI War 2 Music – Patreon for Pablo Vega

Hello Arcen fans, I’m really excited to announce the launch of something that has been in the works for about a year. Chris reached out to me a while back and mentioned that it would be great for our fans to get an inside look at the music creation for our games, and help get […]

AI War 2 v0.716 Released! “Activating Mk4 Grinding Machine”

Release notes here! This one takes another big step towards beta. 1) The biggest individual area of changes is the defensive game. Thanks to community feedback (especially chemical_art and Badger) we realized that waves were actually too close together (a big change from how it used to be) and turrets were both not advertising themselves […]