Archive for the ‘Dev Diary’ Category

AI War 2 v0.804 Released! “Hack Me Quickly”

Release notes here. This has a couple of notable bugfixes, and it tunes the balance on the hacking response from the AI waaay down.  That was some game-ending level of hacking response that some folks were getting.  Badger is currently in the process of reworking how the hacking response severity gets calculated anyhow, but for now […]

AI War 2 v0.803 Released! “The New Attack-Move”

Release notes here. Whew!  It’s been a really long day, but I feel like I didn’t get really that many things in.  Most of my day was spent on the forums, and I know I promised that a few things would be in this build that got pushed back — apologies to those folks.  I think […]

AI War 2 v0.802 Released! “Hold Your Fire!”

Release notes here. I really wanted to make a Spaceballs joke as the title for this build, but all of the ones I could think of are both rude and involve keeping firing, not ceasing fire. Anyhow!  If you have cloaked ships, and you want said ships to stay cloaked instead of breaking out in a […]

AI War 2 v0.801 Released! “Hotfix”

Release notes here. Well, this is hugely embarrassing — we introduced a last-minute bug today that made the objectives menu (and some other menus!) completely illegible.  The fix is now out, along with a bonus fix for a much more longstanding issue with double-clicking units.  Thanks to pango and la_nague for bringing this to our attention, and thanks to […]

AI War 2 v0.800 Released! “Early Access Launch”

Release notes here. Early Access arrives at last!  Welcome to all the new players. :)  There’s nothing particularly huge in this update, but it fixes up a couple of last-minute bugs as well as a few bits of the tutorial. Expect more tomorrow, and each day this week.  We’ve been maintaining a schedule of roughly 3-5 […]

AI War 2 v0.785 Released! “Controls Viewing And Editing”

Release notes here. At last!  Finally you can view and edit the controls from within the game, rather than having to open a text file.  Sorry that took so long! That’s the last of the important interfaces, except for the lobby in the custom start.  That one is still not going to be pretty (and bug-free) […]

AI War 2 v0.784 Released! “Dash And Destruct”

Release notes here. Whew!  This one should feel a lot more fun to play, just from a fundamental low level.  Previously, various aspects of the UI were feeling kind of sluggish, and the keyboard and mouse controls sometimes did, too.  That wasn’t a framerate issue, but rather was a series of code issues that I inflicted […]

AI War 2 v0.783 Released! “Go Ahead And Shoot Me, Eyebot!”

Release notes here. The name of this release comes from a pair of contradictory bugs fixed in this build.  They’re best summed up by a fun savegame that HeartEater7 provided: Longwinded Storytime 200ish Eyebots and Agravic Pods of his are sitting on a planet, staring at an enemy Concussion Guardian. They refuse to shoot it unless […]

AI War 2 v0.782 Released! “Viewport Visibility”

Release notes here. (Singing) I can see clearly now, the HUD is small… Right!  I’m very excited about this one, it has a lot of long-desired pieces of polish in it.  And some bits that were not long-desired, but are exciting all the same. The settings menu is better organized, and doesn’t have any more non-functional […]

AI War 2 v0.779 Released! “Quick Starts” Plus new trailer!

Release notes here. This marks the first build of the game that is available to press to preview.  How nerve-wracking!  There’s still a lot we need to finish up in the next two weeks prior to Early Access when it comes to polish and bugfixing, but we have to actually let people see the game at […]

AI War 2 v0.777 Released! “First Impressions”

Release notes here. This one has a ton of stuff in it.  The core focus for me, personally, was on making the last things more attractive that we’d need for our upcoming trailer, as well as to get the main menu improved so that it makes a better first impression.  The menu itself still needs better […]

AI War 2 v0.775 Released! “Unit Stacking”

Release notes here. Surprisingly large amount of stuff in this one!  Unit stacking is every bit the godsend I’d hoped it would be, performance-wise, and I’m really pleased with that.  We don’t have any remaining savegame cases where performance dips below 100% for long on my machine, and the targeting cycle keeps to sub-second times in […]

Early Access Approaches: Showreel Video from AI War 2 v0.774!

We’re getting very close to our Early Access release!  We currently plan on that being October 18th, or something very close to that.  Looks like a target we can actually hit this time, finally, too.  Things are looking up!  If you’re reading and you don’t already have a copy of the game, you can wishlist […]

AI War 2 v0.774 Released! “Five Thousand Days”

Release notes here. Holy guacamole am I excited about this one.  Buckle up, because this is going to be a long post.  I’m going to post a video in a separate update later tonight, too. Bugfixing! Let’s start with the “boring” but important: looooads of bugs have been squashed in this one.  Most if not all […]

AI War 2 v0.771 Released! “Cleanup Aisle 1”

Release notes here. That release last night sure was huge, eh?  Changed a ton for the better, but as with any release that is SO darn huge, it’s full of bugs.  In Early Access or after, we’d have to do a separate beta branch and get people to test there.  As it stands, this is a […]

AI War 2 v0.768 Released! “Golem Rebirth”

Release notes here. There’s a lot of good stuff in here.  All sorts of bugfixes, major targeting improvements, beam weapons work better and have visuals, the AI does some cool new things, and there’s a lot of balance improvements.  It’s very late and I’m tired, so I’ll mostly leave it at that. ;)  Oh, there was […]

AI War 2 v0.767 Released! “Newly In Stock, By Zenith”

Release notes here. The auto-targeting of player ships, as well as AI ships, should actually fully work better for real this time, unlike yesterday when I botched that a bit. There’s also now finally something that the Zenith Trader is selling!  Namely, tamed and chained minor faction monstrosities… yikes, haha. There are units still getting overhauls, becoming […]

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 v0.756 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 […]

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: GUI Progress, Main Menu Updates, Shields Verdict, Beta News, Trailer Help Request, and more.

Progress report! The rest of the staff haven’t even seen this in actual practice yet, since I can’t check anything into our source control since this overhaul temporarily breaks EVERYTHING. But it’s an amazing new experience coming up based on these changes, plus others not yet shown. Actually if you’re curious, you can check out […]

AI War 2 v0.504 Released! “Big Ship Graphics Batch + Test And Revise Pass #3”

Release notes here! I’m now back from traveling, and so is Keith, so that’s nice to be back to normal on that front.  This new build includes a ton of backlog work that Blue and Cinth have done over the last couple of months that I’m only now getting integrated into the game proper — […]

AI War 2 Alpha v0.112 “Plasma, Forcefields, and DirectX11” released!

Since the last blog post I made, we’ve done two intermediate versions, and this is the third. In cases when I just don’t have time to update the blog for whatever reason, bear in mind that there are three places that always get updated: Steam itself will auto-update you unless you’re on a specific locked-in […]

AI War 2 Video Dev Diary for February 10th!

Chris here!  Lots to share today. Obligatory: 106 of you still have yet to send in your surveys, so please do that soon if you have a chance.  Thanks! Marquee Video In this one, recorded just moments ago, I walk you through some things that are happening in the game right now: Highlights: Lots of […]

The AI From Within – Part 4: The Special Forces

Keith here. A Short Update on Development Goodness, how time flies. We’ve been pretty quiet for the last few weeks finalizing the Kickstarter (95% of you have completed your BackerKit surveys, thank you! 137 backers have not yet, please do so!) and getting everything setup for the alpha. We been applying our noses directly to […]