AI War 2 v0.707 Released! “Activating Mk2 Grinding Machine”

Release notes here!

Before I talk more about the release, I should note that the GUI focus groups ( here ) are being an enormous help. Thanks so much to everyone helping there! We’re nearing a final design for various pre-game screens (main menu, lobby, etc) and look forward to getting those implements while the discussion expands to include the in-game screens when it’s time for that.

Ok, back to the release itself:

This one is actually part 2 of a release; part one was last weekend.

These notes get a bit difficult to write because there’s a lot of “we worked on everything!” going on lately. If you want to know what changed, the wiki notes linked above are your best bet.

Nonetheless, here are some highlights:

1) Tons more units have been wired up with their proper models and formations (continuing thanks to Pepisolo and Goldenwolf for that)

2) The settings menu has been reorganized with the many different settings divvied up amongst tabs. Thanks, Badger!

3) The bottom-left menu has been heavily redone. Doesn’t look any prettier, but I hope it’s easier to use and less confusing. Among other things, it now responds to the F1-F9 keys instead of the 1-9 keys, so it doesn’t have conditional conflicts with the control group numbers. This also allows it to return to always-shown status (and only one base menu, instead of two context-specific ones, which caused a lot of confusion).

4) Lots of balance changes. Notably, the Warden Fleet is now much less in your face and much less powerful. It was doing its job of countering player attacks, but it was doing it too well.

5) Many performance improvements, most notably the organization of individual squad ships into subsquads that save on lots of unity transform updates.

6) The title screen is now much improved based on forum feedback.

And a lot of other stuff.

Enjoy!
Keith

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