Month: October 2012

AI War Beta 6.005 “Burning The Candle At Both Ends” Released!

This one answers the results of our three recent polls on which units most need rebalancing (in both directions, for player and/or AI).

Congratulations (and changes) thus go out to: the Tackle Drone Launcher, “Mysterious” Colony Ship (nebula unit), Zenith Bombard, Teleport Raider, Infiltrator, Superfortress, Zenith Power Generator, and Champion Drone Bays. Racking up that much infamy isn’t easy, so give them a hand folks.

We also incorporated new far-zoom icons for LotS, like we did with Ancient Shadows a couple versions ago. Thanks again to long-time community member HitmanN for those.

Speaking of ship icons, the planetary summary sidebar’s been changed to render those in a manner more consistent with the rest of the game. Previously they were losing some clarity, and I think they look better now.

We also fixed a few bugs in this one, including one that basically broke the Doom Accelerator modules in the last couple releases. Oops! Well, taken care of now.

Enjoy!

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 have 4.000 or later, you can download that here.

AI War Beta 6.003-6.004 “Fortress-size It” Released!

This one greatly expands the module variety available to modular fortress owners in champion games. Every module that can be unlocked on a champion now has a mod-fort equivalent (fortress modules only go up to MkIII though). The pre-existing mod-fort modules are still unlocked via their related turret/starship/etc research, but the newly added ones are unlocked when any player-controlled champion in the game has unlocked them.

Speaking of champions, the “you must be within 20000 range of the dying unit to get XP for it” rule has been removed: you still have to be on the same planet, but the fine details don’t matter. Hopefully this will reduce the field of OCD behaviors slightly ;) Overall it wasn’t a big deal since most XP comes from winning nebulae (and everyone gets that), but it should please some players.

And speaking of modules: AI-controlled Spire Corvettes will now be much scarier because we fixed a bug that was keeping their modules at MkI. Watch out for the high-mark ones.

Speaking of Spire stuff, the Shard-recovery chases in Fallen Spire have been revised again to not be so intense early on (where you don’t have very far to go anyway) but still have the full force (or more) of the recent speed increases in the later stages (where you’ll be more prepared).

The Ancient Shadows bonus ship far-zoom icons (i.e. the representation you see almost all the time) have been redone by long-time community member HitmanN. Same with the Spire champion far-zoom icons. They look [i]much[/i] better, in my opinion :)

Fixed a basically-since-forever bug where Defender mode would sometimes not launch waves. Perhaps unsurprisingly, it happened when you rolled both AIs as types that don’t send waves. Computers think they’re cute like that, doing what we say and not what we mean.

Special Forces now “breed” much more slowly, but have a higher possible population (both the rate and the cap scale up during the game with AIP, etc). It’s been amusing to see the “intergalactic sentry eye” effect as it’s been called, but not actually the intention there ;)

And a few other changes.

Update: 6.004 hotfix to fix bug in the last version that changed the color of your ships in the planetary summary.

Enjoy!

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 have 4.000 or later, you can download that here.

AI War Beta 6.002 “Better Than A Stick In The Eye” Released!

This one finally gets around to adding some more AI Eye variants to round finish response to the Eye winning a community poll back before the beta of Ancient Shadows. There are several new devious toys in there, providing varying degrees of “I do not want to make this angry, ever”. Also, the AI homeworlds now get versions of eyes with a few important special characteristics (though their main functions are no more powerful than normal eyes).

The Deepstrike-response mechanic has also been overhauled, and should now be harder to just brush off for a few cases where it wasn’t particularly threatening.

Rounding out the release are a few bugfixes and balance changes, and a couple new surprises for avid knowledge-raiders.

Enjoy!

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 have 4.000 or later, you can download that here.

Shattered Haven Playable Tomorrow at GameCity

So I’m in England, which is awesome. I landed a couple days ago, but am still a little weird with the sleep schedule. So here I am after a three hour nap from 2:30-5:30 AM local time writing up an announcement for Arcen’s presence at a couple events over on this side of the pond.

GameCity and ExPlay
First, I’ll be demoing Shattered Haven on Friday between 10 AM and 4 PM at GameCity7 in Nottingham. The event has taken over the city center for this past week and goes through the upcoming weekend, and from what I’ve seen so far there’s nothing else like it. So definitely stop by if you’re in town!

Following the exhibiting hours, I’ll be participating in a talk called ‘It’s Complicated’ with Mode 7’s amazing Paul Taylor of Frozen Synapse fame. We’ll be discussing the pursuit of simplicity while being complex and the complexity that can come about from simplicity in game design. We’ll be playing examples of both as well. Should be an informative, but entirely casual affair.

Lastly, I’ll be attending ExPlay next week to hand out awards with Paul for the winners of a JS Joust tourney. If you haven’t seen or heard of it, just know Joust is the best.

AI War Franchise Sale Ends Friday, Beta Patch 6.001 Out Now
Just a reminder that the 10% off Ancient Shadows/75% off all other AI War products on Steam comes to an end this Friday, October 26th around Noon pacific time. If you haven’t yet taken advantage of picking up the entirety of the AI War series for under $10, what exactly are you waiting for?

Also, AI War beta 6.001 is out now and fixes a few bugs that made it into the 6.0 official build.

Press, Press, and More Press
We’ve received a lot of good press for our games and I deserve a good poke in the eye for not posting many of these sooner:

RPS — Incoming! AI War: 6.0 And Ancient Shadows

PCGamer — AI War Ancient Shadows and patch 6.0 are almost here, have a trailer while you wait

IncGamers — Fourth AI War expansion arrives 19 October

Mac Gamer — AI War Goodness Coming Tomorrow

GameZone — AI War gets Ancient Shadows expansion, all content on sale now

IndieGameMag — ‘AI War: Fleet Command’ Expands For The 4th Time With ‘Ancient Shadows’

SpaceGameJunkie — AI War 6.000 and Ancient Shadows Released Today!

WarGamer — AI War 6.0 and its expansion Ancient Shadows have been released

Softpedia — AI War: Ancient Shadows DLC Now Live on Steam for 10% Off

StrategyCore — New Shades Of Old – AI War: Ancient Shadows

TruePCGaming — Arcen Releases 4th AI War Expansion

RTSGuru — AI War: Ancient Shadows Expansion Launches Along With Major Update

Co-Optimus — New AI War Expansion Out Now, Expands Co-Op

Gamershell — AI War: Ancient Shadows Released and Trailer

Mac Gamer — AI War: Fleet Command Review

The Plagued Gamer — Interview: Arcen Games talks A Valley Without Wind 2

Gamasutra  — D3: Diablo’s Digital Disruptment

Technology Tell — PAX Prime 2012: Arcen Games’ OS X lineup

Co-Optimus — Shattered Haven Coming this Fall from Arcen Games

IndieGameMag — Arcen Games Announce ‘A Valley Without Wind 2′ As A Free Reboot For Existing AVWW Players

DealSpwn — A Valley Without Wind Sequel Announced – Will Be Free For Existing Players

Digitally Downloaded — A Valley Without Wind purchasers get the sequel for free

VG247 — A Valley Without Wind 2 is free to owners of the original

PCGamer — A Valley Without Wind to get snazzy sequel, new features, new visuals, still no wind

GameSpy — A Valley Without Wind 2 Announced, Will Be Free to All AVWW 1 Owners

Blue’s News — A Valley Without Wind 2 Announced; Free for Owners of Original

RPS — A Valley With A New Look In A Valley Without Wind 2

Polygon — A Valley Without Wind getting a sequel, free for owners of the original

IncGamers — Arcen is working on A Valley Without Wind sequel

GameConnect — A Valley Without Wind sequel announced

PCGamersN — A Valley Without Wind 2 announced; free for owners of original A Valley Without Wind

Mac Gamer — A Valley Without Wind 2 Will Be A Free Upgrade

Co-Optimus — A Valley Without Wind Free Sequel Coming

IndieGames.com — A Valley Without Wind 2 is Coming

Weeaboos With Controllers  — A Valley Without Wind 2 announced, will be free to owners of the original

PixelJudge — Another Valley Without Wind

Chill News — A Valley Without Wind to obtain snazzy sequel, new features, new visuals, still no wind

AI War Beta 6.001 “There’s Always At Least One” Released!

This one is mostly a bunch of bugfixes to deal with things that made it into the 6.0 official. None of them really critical, though the scapegoat bug (i.e. the AI finds a way to counter the Martyr) was pretty hilarious, and these are good to get fixed in any event.

Enjoy!

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 have 4.000 or later, you can download that here.

AI War 6.0 and Ancient Shadows Expansion Materialize on Steam

All AI War products on sale until October 26th to celebrate launch.

Arcen Games is pleased to announce the launch of AI War 6.0 along with the game’s fourth expansion Ancient Shadows, available now on Steam.

Among several other content additions, Ancient Shadows brings Champions into the fray. These behemoths can be upgraded, gain EXP, and lend powerful aid to your main forces.  They also possess a unique power that allows them to explore entirely new parts of the galaxy where the AI cannot reach.
Splinter factions dwell in those backwater nebulae.  Some are hiding.  Some are plotting.  Some have gone totally insane.  It is there, in the shadows, that your champion can find relics from the ancient race which constructed it.  What power awaits?  And at what cost?
Along with the aforementioned modular fortresses, Ancient Shadows packs in 9 new bonus ship classes, 2 new AI types, 2 new map types, and a whopping 98 minutes of new music by AI War’s composer Pablo Vega as well. For the full list of features, please see the Ancient Shadows page on the game’s wiki.
The new content also significantly expands the co-op friendliness of AI War by allowing new or novice players to jump in and control a subset of the main player’s units – whether it be a portion of the fleet or the champion itself (or both).
Coupled with the expansion is the latest version of the base game: AI War 6.0. The sheer volume of 6.0’s changes defies summation, but some of the high points include a rewiring of some of the core mechanics such as the ability to hack the AI, a redone Energy system, variable difficulty levels for several minor factions and AI plots, redone starfield backgrounds, a substantially “smarter” AI, improvements to balance, substantially reduced RAM usage of the game (great for when playing with really huge numbers of ships in particular), and a whole lot more.
Most, if not every single one, of the aforementioned items has our community’s prints all over them. AI War simply wouldn’t be where it is today without its players.
To mark the releases, a new trailer has just been launched for the game. We highly recommend giving it a look as it’s the first one in AI War’s four year history that we believe actually nails the overall feel of it.
AI War: Ancient Shadows will be offered at $4.99 regularly, with a 10% discount bringing it down to $4.49 through the next week. AI War itself, its first three expansions, and the Alien bundle containing both the base game and trio of expansions are also on sale during the launch period at a stout 75% discount.

About AI War
AI War is a one-of-a-kind strategy game that plays like an RTS but feels like a 4X. With tower defense and grand strategy bits, too. You’ll be wanting the demo to really know what we mean, there’s nothing else on the market remotely like this.
More specifically, this is a game that you can either play solo, or in 2-8 player co-op. You always play against a pair of AIs, and you can configure an enormous amount of things about the experience. The AI is very excellent, and also an entirely unique concept. The longer you play, the more the AI will impress you, which is kind of backwards from most strategy games, right? We named this “AI War” for a reason.
“You are outgunned. You are massively outnumbered. You must win.” These are your orders.

About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child’s Play charity, of which Arcen is a platinum sponsor.
AI War’s third and largest expansion Light of the Spire marked Arcen’s first release of 2011, with the rest of the company’s focus being devoted to their most massive project yet: A Valley Without Wind, which released in 2012. The remainder of 2012 is a another busy time for the team, as they ready AI War’s fourth expansion Ancient Shadows, A Valley Without Wind 2, and their recently announced top-down survival game Shattered Haven for release over the coming months.
Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Reddit, Google+, Facebook, and Twitter; as well as Arcen lead Chris Park’s Games By Design blog.

AI War Beta 5.096-5.097 “Release Candidates 1-2” Released!

This one is the first release-candidate for our 6.0 release. In other words: this _is_ 6.0 (aside from the new Ancient Shadows music, that comes Friday) unless we get a report of a critical bug that must be fixed before the official release.

This one adds 25 champion-related achievements, fixes a bunch of unit description-text errors, and adds unique images for mkII through mkV of most champion module lines (thanks to HitmanN, again, for all the champion-module art!).

There’s also fixes to a few bugs that came to my attention since the last release, and a balance change to the champion-nemesis thing from the previous release.

Update: 5.097 hotfix (i.e. Release Candidate 2) is out to fix a bug in the last version that caused the available-modules buttons to not show on the ship-design screen at all. There’s always got to be something, I suppose.

Enjoy! And let us know if you find any problems!

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 have 4.000 or later, you can download that here.

AI War 6.0 Trailer (Also Featuring Ancient Shadows)


Version 6.0 of the cult classic strategy game AI War: Fleet Command arrives this Friday the 19th, along with its fourth expansion: Ancient Shadows.  One of the best-reviewed PC games of 2009, AI War has continued to grow each year with new expansions, new free content, and continual refinements to the deep strategic gameplay it already boasted.

Selected Reviews

AI War breaks most of the genre’s rules. Which is precisely why it’s incredible… This out-of-the-blue one-man passion project is one of this year’s finest strategy games.
Alec Meer, PC Gamer UK, November 2009

It’s a balancing act, with your own strength on one side, and the AI’s opinion of you on the other. Piss it off before you’re ready to face it, and you’re going to get squashed. That moment, when you’re finally in a position to turn the tables, is about as glorious as gaming gets.
Phill Cameron, Eurogamer, February 2011

I think I’ve stumbled across this year’s Really New Thing. There’s a lot of 2009 to go, but I’ll be surprised if anyone else twists the RTS formula this dramatically and this effectively. And I’m hoping it’ll be the Next Big Thing, because it’s big, different, entirely unprecedented and an exciting way to play an RTS.
Rush, Boom, Turtle: And Now for Something Completely Different, by Tom Chick (Crispy Gamer)

Want more reviews?

More About Ancient Shadows

Not Even The Machine Sees All…

Introducing Champions: These modular behemoths can be upgraded, gain EXP, and lend powerful aid to your main forces.  But champions possess a unique power that sets them even further apart from other units: they can explore entirely new parts of the galaxy where the AI cannot reach.  Splinter factions of humans, zenith, neinzul, and spire all dwell in those backwater nebulae.  Some are hiding.  Some are plotting.  Some have gone totally insane.  It is there, in the shadows, that your champion can find relics from the ancient race which constructed it.  What power awaits?  At what cost?

Key Features:
* A whole new kind of human player.  It’s possible to control champions alongside your main fleet, or to have a friend or family member control just one single massive ship.
* Several new sub-races dwelling in the backwater parts of the galaxy for your champions to interact with.
* Modular fortresses.
* 9 new bonus ship classes.
* 3 core AI guard posts and one new minor faction.
* 2 new AI types.
* 2 new map types.
* 98 minutes of awesome new music by Pablo Vega.

For the release notes from version 5.0 to 6.0 (warning: 65k+ words!): https://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta

AI War Beta 5.095 “Apply Core Sanding Machine” Released!

This one is VERY near the end of our polishing the game to get it ready for 6.0. I still have some achievements to add, a bunch of text fixes to make, and a couple other not-really-game-logic things to change, but other than that, we’re there. Unless there’s something horribly broken in this version; so let us know if you find something! In my testing it’s working rather well.

Several champion-related enhancements are in this one, specifically:

– It’s now much easier to update your champion to use newly unlocked higher-mark versions of the modules it’s already using.

– If the players have champions, the AI now gets some special “nemesis champions”. The bulk of that work was stolen shamelessly from the Heroic AI type, but combined with the (also shamelessly appropriated) Strategic Reserve logic to produce something very different without adding much complexity to the code (kind of important right now). The end result is some fairly nasty guards on the AI homeworld to prevent an easy assassination by well-built player champions. You can still do that kind of assassination, but you’ll either need to bring in some really heavy guns in addition to your champion or raise AIP enough that the AI is (thematically speaking) putting its resources into other ways to kill you and doesn’t have as much to spare on its nemesis fleet.

– The costs of mkIV and mkV module upgrades have been reduced so that you can max out more module lines in the endgame, and thus have more flexibility in what you use.

– Nebulae will no longer spawn duplicate scenarios if there’s nothing left to spawn in them, since they just don’t make sense if they happen more than once. Many maps don’t have more than 9 nebulae anyway, but if you do those extra ones will just be empty (until/unless we define more scenarios, that is). But if you really want those additional scenarios there’s a chat-line command (non-cheat) to re-enable the old behavior. It’s mainly for you beta players who got used to it ;)

And there’s a few other changes in there, all in the notes.

Enjoy!

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 have 4.000 or later, you can download that here.

AI War Beta 5.094 “Apply MkIV Sanding Machine” Released!

This one is near the end of our polishing the game to get it ready for 6.0. There’s one more chunk of changes I want to get in before calling it a release candidate.

So this one’s basically bugfixes and some balance, including many smaller suggestions from our players that I hadn’t gotten to until just now. Please hammer away on it and tell us if anything breaks.

One notable change is that champion respawn is no longer completely free; it now requires a small amount of capacitor charge to happen and completely discharges the capacitor. The end result is that “dying” twice in row (or once, after totally draining the capacitor on abilities) will cause about a 20 second delay before respawning again.

It’s been a long road since 5.0, and even since the start of the Ancient Shadows beta, but we’re almost there.

Enjoy!

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 have 4.000 or later, you can download that here.

New AI War Screenshots (base game + all expansions)

It’s been a couple of years since we’ve updated our screenshots for AI War: Fleet Command, and version 6.0 really improves the visuals of the space backgrounds.  So here’s our new selection of screenshots.

As a reminder, version 6.0 of AI War is going to be coming out officially on this Friday the 19th, along with the latest expansion — AI War: Ancient Shadows.  This will also be the debut of the latest expansion on Steam and Gamestop (which has thus far been available only through our site and GamersGate while in beta).

One more reminder: if you’ve had the beta of the expansion, don’t forget to download the full installer on Friday.  That’s the only thing that will include the new music for the expansion, which you won’t want to miss out on!

AI War Beta 5.093 “Apply MkIII Sanding Machine” Released!

This one continues the process of polishing the game up for the 6.0 official release. Bugfixes and balance, basically, but it’s pretty important stuff.

Most significantly, the nebula scenarios have been adjusted in a few ways that should make them more enjoyable, and perhaps a bit easier. You can now get repair and module-construction-assistance from allied large starbases (the ones with “large” in their name). Also, The scaling (with champion count, scenario win count, and largest champion hull size) in base-vs-base scenarios is now a bit less intense due to being additively applied instead of multiplicatively, and now applies to allies as well as enemies (just less-so).

As previously mentioned, the official release date for Ancient Shadows is the 19th, which is next Friday. So we’re really just in bugfix/balance/polish (and fixing up the tutorial) mode on AIW right now, so please do let us know if you find something wrong :)

Enjoy!

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 have 4.000 or later, you can download that here.

AI War Beta 5.091-5.092 “Apply MkII Sanding Machine” Released!

This one contains several relatively small changes. Some are important fixes, some are just polishing up for the official release.

Perhaps most significantly, military command stations have been reworked into a substantially more powerful unit in their own right. Their actual contribution to a main-chokepoint defense isn’t much changed (which is to say, it’s still really powerful thanks to the planetary munitions boost), but their ability to hold off small attacks on otherwise unsupported planets is much better. Combined with the new miniforts, you can defend a satellite world fairly well without devoting any global turret or fleet cap to it. Even that will still crumple pretty fast under anything like a serious AI assualt, however, which is how it should be.

Many players have been asking for another warp gate to move newly-built player-controlled “nebula ships” to a better starting position, and this release ties those production facilties into the starship constructor warp gate since the ships are basically just (sometimes smallish) starships built from a different tech base. I could also just add a dedicated new gate type if this doesn’t work out but wasn’t sure having it on the buy menu sometimes and not other times would work right given the nature of the circumstances you’d need one.

Also, a fairly nasty bug involving the CTRLS window thinking you were discarding changes by opening it has been fixed. Those of you bedeviled by it can enjoy the game again now ;)

Update: 5.092 hotfix is out to fix a couple nasty bugs in the last version. One caused unhandled errors when a CPA launched, the other prevented group-move from working when giving an order to move to another planet. There’s also some important changes to nebula seeding in there that I think will help overall.

Enjoy!

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 have 4.000 or later, you can download that here.

Meet Some Of The Monsters Of Valley 2 (Concept Art)

I thought that folks might enjoy seeing some more of the concept art sketches for various of the 120 new enemies that are coming for A Valley Without Wind 2.  These concept sketches are done at Heavy Cat for purposes of informing the final sprites that will be created of each monster; these aren’t the actual sprites themselves, in other words.

The Overlord And His Henchmen

 Demonaica — The Evil Overlord
 Slender
 Fanzara
 Lilith
 Vorgga
Wordrak
A Few Monsters
 Swamp Thing
 Wall Crab
 Pigman
 Clockwork Blockade
Floating Bone Mass
 
 Hungry Ghost
 Insect Fiend
 Steam Cannon
 Steam Flyer
 Urban Tackle Droid
 Submersible Suppressor
 Slug Fiend
 Owl
 Deepwoods Gargan
 Landshark
Ceiling Vampire
 Flying Eyeball
 Clockwork Avian
Auroch Warrior

AI War Beta 5.090 “Fish Or Cut Bait” Released!

This one continues addressing issues that were a high priority (for the timeframe of the upcoming official version) for our community in this poll. This time:

The #1 request was that free threat not camp on a wormhole forever if the planet on the other side was too strong for it to consider attacking. Fish or cut bait, the saying goes. Now a ship that’s still alive 30 minutes after being freed will switch to an alternate “threat fleet” behavior and coordinate with other such ships. The behavior is somewhat similar to the special forces behavior except that it’s primarily offensive in nature, looking for an opening where it can do something other than park on a wormhole.

The #2 request was to do something about the vast challenge-disparity between defending at a single chokepoint and defending multiple ingress points. A single chokepoint will probably always be easier to defend, and that’s fine, but the difference was larger than it needed to be. So now the max time the AI can wait between waves (and thus how large those waves are) goes down somewhat with multiple ingress points (max effect at 4+ target planets).

The other side of that issue was the frustration of trying to have “satellite” worlds on high-difficulty games. Basically you had two choices: pull turret and/or mobile cap from your main defenses to cover the “islands”, or accept that the islands would die when tripped over by a few wayward AI ships. And pulling stuff from your main defenses could be… contraindicated by the difficulty level. So we’ve added a new “Mini-Fortress” unit that has a small per-planet cap but no global cap. So defending your satellite worlds with miniforts does cost metal, crystal, and energy but it doesn’t pull any potential unit-cap away from your main defenses.

There are several other items from the poll that we hope to get to soon, but those were the highest priority ones, and most of the rest of the time that went into this release was used on fixing a laundry list of bug and balance issues. Some of them are fairly important; for one, I think several of you will appreciate units no longer moving slightly when given an attack order against something already in range (thus no longer resetting any ability/reload counters on fortreses, zenith siege engines, etc).

Enjoy!

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 have 4.000 or later, you can download that here.

AI War: Ancient Shadows Includes Almost 100 Minutes Of Music!

Reminder: AI War: Ancient Shadows is going to come out of beta and arrive on Steam on October 19th!  You can currently preorder and get in on the beta at the above link if you wish.  All of the features are now in place for it, and we’re just going through final polishing.

Well, except for the music — we never release the music for an expansion until it comes out of beta.  Makes it all that much more exciting, we think. Speaking of music…

Previously, we simply said that AI War: Ancient Shadows would include “a lot” of music.  Internally we were actually shooting for 90 minutes of music, which is almost double what any of our other expansions for AI War have ever had.  We didn’t say that publicly since we weren’t sure that we could pull it off in such a crazy short time period — that was certainly asking a lot of our composer!

But Pablo, true to form, not only met the goal but came in with 98 minutes and 5 seconds of music in all.  Here’s the full track list:

AI War: Ancient Shadows
Music by Pablo Vega

Chapter I: The Human Awakening

1. Arise Sleeping Warriors
2. An Unfamiliar World
3. A War Worth Fighting
4. Ambitious Design
5. AI Revolution
6. Ancient Shadows

Chapter II: The Zenith Revival

7. Immortal
8. Imminent Annihilation
9. Inquisition Of The Stars
10. Incarnate Race
11. Imitated And Integrated
12. Ironclad

Chapter III: Revenge Of The Spire

13. Waking To Darkness
14. Worshipped Wasteland
15. Watching The Night Sky
16. Whispers Of Hope
17. Wrath Of The Spire
18. Welcome To The End

Bonus Track: 19. Ancient Shadows – Title

And here are some previews on soundcloud, the first two of which are being shown for the first time today!