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  • ...hat would take a week or two at most, but wound up taking closer to four. And there are then after-effects for a while, on top of that. But the good new We also did a huge number of extensions to DLC1 (The Spire Rises), and a lot of work towards the releasing-after-this-phase DLC3 (The Neinzul Abys
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...ructure the code of the game to really get rid of a TON of annoying things and things that slowed down the simulation or made networking have issues, or o ...e, Chris) on bugfixing, finishing multiplayer, finishing my parts of DLC2, and finishing the last of the kickstarter obligations.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...upposed to last for about a month, but it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be v The amount of refinement and polish in this phase was also really intense, and the final product is something we're super proud of.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[AI War 2: Interlude And Refinement]] ...f glitches to report to us. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get so
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...updates to the game, to the point that these release notes became too long and a successor page was created in order to keep the length down. ...we are undoing that scaling tweak and going through adjusting line grants and nudging more powerful lines down a bit. This is likely to impact saved game
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Patch notes for game version 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta ** Thanks to Cinth and Toranth for the report.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...a major UI overhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot. * Fix a typo that was causing tons of raid frigates in ARSs and flagships.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...much bluer and also brighter, changing the look of the dark side of ships and objects. * Added the ability to disable reflections and/or specular highlights into our shaders.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...order to avoid that feeling elsewhere, but the passive shifts to attitude and influence were never slowed to match. Now they are! ** Pity and inverted pity
    402 KB (68,779 words) - 12:25, 31 January 2015
  • Beta Series 3 spanned from March, 2nd through April 21, and it was a busy period indeed! 778 distinct changes were made as part of 36 ...the game even easier to get into for new players. We sincerely thank each and every one of those players who played the game in Boston.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • * Corrected the tooltips for the "Broken Golems - Hard" and the "Spirecraft - Hard" minor factions to not specifically state that the e ...ue) and divides it by 8. This number is then doubled on normal unit caps, and quadrupled on low caps. Anyway, the upshot should be less chance of small
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...e tab to the Input Bindings screen; it's just a static listing of controls and cannot be edited, but it is necessary for completeness. * Settings importer will now prompt yes/no to overwrite existing settings files, if any are found.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...mount of fun thinking-about-interesting-challenges you do during gameplay, and so on. ...also of course still a ton more polish and bugfixing that we accomplished, and the lobby redo finally happened.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...camera handling on the y axis; you now see a bit more of buildings and sky and backdrops, rather than staring at so much ground. However it's still enoug ...tion which makes the camera work like it used to if you don't like the new settings.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • Beta Series 2 spanned from November 8 through February 29, and it was a busy period indeed! 1063 distinct changes were made as part of 44 * And did we mention multiplayer?!
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...f Tidalis's development happening in the middle (it was released July 16), AND a signficant period with no public releases while we ported AI War from .NE * Community contributors assisted us with over 800 distinct bugs and suggestions-that-were-implemented (counting 95 distinct contributors).
    183 KB (30,714 words) - 11:55, 16 September 2017
  • [[AI War 2: Pre-And-Post Launch Polish]] ...er areas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of great things ha
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...focusing on polish and bugfixing. Also improving a lot of the interfaces, and adding a few new ones! More content will be added during Early Access, but == Version 0.785 Controls Viewing And Editing ==
    50 KB (8,414 words) - 11:12, 15 October 2018
  • * Between 4.021 and 5.000, we pushed out 53 distinct public beta releases over 91 days. That's * Community contributors assisted us with over 680 distinct bugs and suggestions-that-were-implemented (counting 133 distinct contributors).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...s. So you no longer get really strange natural wonders showing up on Mars and Europa, in other words. * The graphics for the cobalt bomb launcher are now vastly more impressive and scary looking. As it should be. :)
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...he legacy of its predecessor. Things then took a further turn from there, and that led us into the next phase, [[AI War 2: The Era of Discovery]]. * Arks now require more upgrade points. Thanatos and Gyrn have stronger special abilities
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Fixed a bug that was causing the enemy health and damage multipliers (as you go down in floors) to not work properly on Miser ...h" from the Reaper miniboss has been disabled for now, as it was confusing and seemed buggy even though it technically was not. We may revisit that mecha
    108 KB (18,595 words) - 17:35, 25 October 2018
  • The last of the AI War 2 DLCs is now out, the Complete Edition is out, and you can [https://store.steampowered.com/news/app/573410/view/31801136947813 ...bugfixes and balance tweaks and modder-support. That said, since modders and volunteers are still making updates, there tend to be patches every 1-2 wee
    112 KB (17,757 words) - 15:59, 27 April 2024
  • ...release notes have gotten to 36,000 words, and it is time to cut them off and start a new batch. ** Thanks to tadrinth for the report and save
    208 KB (34,773 words) - 19:15, 5 June 2015
  • == Post Launch Series 1 Statistics And Extended Thoughts == Post Launch Series 1 spanned from April 25 through June 14, and it was quite a transformative period! 800 distinct changes were made as pa
    278 KB (45,949 words) - 19:51, 1 February 2015
  • AI War 5.0 - 6.0 spanned from Feb. 15th, 2011 through Oct. 18th, 2012 and it was full of some HUGE changes! 895 distinct changes were made as part o ...and 5.0. So that's certainly a good reason to have such huge patch notes and so many changes!
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * On normal difficulty and up, the number of spy probes per spacefaring race in deliver spacefaring te ** Thanks to Misery and chemical_art for inspiring this change.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...herical. Instead, they are more of an oval, and they're ringed by a large and scary-looking human-made piece of machinery that nobody can attack. ...more in keeping with the lore, anyhow, in that humans found the wormholes and then had to somewhat create the network. It's a bit like the gates in The
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * The Spider Turrets, Lightning Turrets, Beam Cannons, Sniper Turrets, and Focused Gravity Generator now have real graphics. ** Also sniper starships and assault starships.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Between 6.000 and 7.000, we pushed out 50 distinct public releases over 238 days. * Patch notes for game version 7.001 and up can be found at [[AI War:Current_Post-7.000_Beta|Current Post 7.000 Beta
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...hase turned into was a polish phase as well as a big drive for new content and mechanics that would be easier for players to understand. The procedural e ** Thanks to Bummeri and others for being patient while we implemented this.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • Beta Series 1 spanned from September 26 through November 7, and it was a busy period indeed! 640 distinct changes were made as part of 40 ...ot.com/2011/11/avww-beta-0540-whips-bursts-and-insects.html Whips, Bursts, And Insects] ==
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...trategic map and citybuilding bits don't appear until civilization level 3 and 6, respectively. ...d caverns. One guards the room above each gem vein, neutral illari chunk, and so on—provided that the chunk the boss would be in isn't the first chunk
    109 KB (18,636 words) - 19:51, 1 February 2015
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ...etween metal and crystal. Those two mechanics had become far too similar, and ultimately the idea of merging them in favor a new radically-different mech
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...polish and bugfixing that we wanted to get done in those first few months, and we also got some new content in place as well as continuously refining huge ...o take the cumulative feedback from people -- both the good and the bad -- and roll that forward into something that pushes us toward a 1.0 that we're sup
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ** Thanks to End Turn, death2cupbots, and nas1m for reporting. ...bonuses being cleared (as from bamboo forests), there is now a battle site and a popup explaining that the health bonus removal dropped its health below 0
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...ase notes they needed to be cut down and edited. So here is the original, and the cut-down version is here: * The science and hacking scales, which were 1000 and 15 previously, have now been removed.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • * Fixed bug where roaming enclaves and preservation wardens would sometimes be given orders by generic minor facti ...nclaves, Preservation Wardens, Neinzul Clusters, Neinzul Privacy Clusters, and Neinzul Nests will now generate mixed waves of their respective youngling t
    151 KB (24,808 words) - 19:48, 1 February 2015
  • Ships - Energy Reactor I, II, and III ...s now a lot more streamlined. There are no longer big pauses at the start and end of building each ship.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * Some chunk slices and other data somehow didn't get properly included in last night's release. F ** Thanks to Nanashi and MouldyK for reporting.
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ...have interactive graphs of ship counts, income rates and resource totals, and things of that sort. These graphs are only relevant for human players, so ...make it clearer that bombers have a substantial bonus against force fields and other hardened targets.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...dalis (pronounced Tie-Dallas), it will ask you a few questions to go ahead and get the basics set up the way you want: ...to play games in fullscreen mode, because then they can see only the game, and the game fills the entire screen. However, if you also like to use chat pr
    15 KB (2,610 words) - 19:53, 1 February 2015
  • == Version 1.500 Awesome and Humble == ...plier are added together beforing multiplying the value (applies after Add and before Multiply MathType modifiers).
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ...nith Onslaught. It was used for patch notes as well. It is now out of date and left for historical interest ...Also check out the section at the bottom of this wiki page for some ideas and mechanics you might find useful''
    113 KB (18,449 words) - 16:11, 1 June 2021
  • -The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved. -The graphics for the colony ships and transports have been majorly updated, and those units are also now larger than before.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...network calls as well). This has been tested on windows, osx, and ubuntu, and it not only works, but seems to load noticeably faster than before. This s ** Thanks to Vanreis for the latest report, and figuring out that this was related to the number of network adapters.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • ...4x). Essentially, people were just flying through the tech tree too fast, and this was leading also to analysis paralysis because people would just kind ** This is not the final word on balance by any stretch, and if this is super un-fun we want to know. But this more in the Sid Meir met
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...ols of Tidalis are ''very'' simple. You either right-click or shift-click and drag through lines of blocks to turn their arrows in the desired direction. ...to make blocks fall into your board more quickly. A single click on those controls will make just the immediately next column have some blocks fall.
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  • New Galaxy Map Background and Border images ...es. This new panel allows the host to rename players, add/remove players, and change player colors. A full sync is required after the contents of this p
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...network calls as well). This has been tested on windows, osx, and ubuntu, and it not only works, but seems to load noticeably faster than before. This s ** Thanks to Vanreis for the latest report, and figuring out that this was related to the number of network adapters.
    14 KB (2,208 words) - 13:39, 14 July 2015
  • ...network calls as well). This has been tested on windows, osx, and ubuntu, and it not only works, but seems to load noticeably faster than before. This s ** Thanks to Vanreis for the latest report, and figuring out that this was related to the number of network adapters.
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ...can just pick them up and play them, but some of the various permutations and options are subtle enough that the full power of what is available to you m ...er game, you can use up to two cursors in a single board: the mouse cursor and the keyboard cursor.
    17 KB (3,116 words) - 19:53, 1 February 2015
  • ...This list is aimed to help you do just that (and will be refined over time and probably become part of the manual eventually). ...rder, but rather the ships you unlock will vary based on the circumstances and your preferred playstyle. This is basically build-your-own-civilization.
    10 KB (1,822 words) - 19:49, 1 February 2015
  • * After you have encountered an enemy for the first time and they are aware of you, they now show up on a new minimap in the bottom righ ...f other enemies were too easily aware of you (their guns were noticing you and violating their vision cones).
    7 KB (1,140 words) - 20:31, 26 August 2016
  • ...little counts of how many ships belonging to the local player, to allies, and to enemies are present on the planet. This makes it much easier to determi ...he tractor beam but it would also become immobile until the game was saved and reloaded. Fixed.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ...-time_strategy Real-Time Strategy], [https://en.wikipedia.org/wiki/4X 4X], and [https://en.wikipedia.org/wiki/Tower_defense Tower Defense]. ...roduction/ the behavior of its AI opponents], and strong ties between fans and creators.
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...ost RTS titles (similar to most 4X games), so if you just leap into AI War and try to play it like any other RTS, you could indeed spend as much or more t ...this means simply taking out entire subsystems (the economy, for instance) and providing a simpler overall experience. This works for mainstream titles c
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ...g feeling for everyone on the team, I think. This project has been longer and more intense than anyone expected, but the result is worlds better than we ...say "I told you so." The new combo fanfares are also a huge improvement, and really improve the feel of the game.
    8 KB (1,404 words) - 12:26, 31 January 2015
  • ** Thanks to WolfWhiteFire, Fafhrd81, digitcruncher, and Nappa for reporting. ** Thanks to steelwing and eruanion for reporting.
    34 KB (5,632 words) - 20:40, 14 November 2017
  • ...planets, the zoom level will be changed. This is not kept between saving and loading of the game. ...ship selections are now remembered when players switch between one planet and then back.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...ination with each other, and in combination with the usual AI types, plots and map styles. These minor factions exist on planets from game start, or arri ...have an intensity option can be set from 1-10, with 1 being a minor impact and 10 having a large impact on the game. Exceptions are minor factions that ar
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...animation scripting engine that we've built on top of our existing engine and on top of Unity. This lets Phil build all sorts of cool stuff directly int ...'s even after I had the pleasure of seeing that evolve all week. The boat and the waving seaweed are all that are actually using the keyframing so far, b
    15 KB (2,604 words) - 12:25, 31 January 2015
  • The features described here are still in development and this wiki page will probably not remain 100% up-to-date as more prereleases If you have not played with Hybrid Hives yet and like interesting surprises, you may want to go do that before reading furth
    17 KB (2,871 words) - 11:31, 26 May 2015
  • If you have not played with Hybrid Hives yet and like interesting surprises, you may want to go do that before reading furth ...he AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "concerned" by your continued existence.
    17 KB (2,848 words) - 15:37, 1 February 2015
  • [[User Interface and Controls]] [[Settings and Controls]]
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  • ...e-scenes work and testing (first multi-well play, now VS mode and the AI), and which tend to break a lot of the game until we get them fully back the way ...two big things. Of course, I thought the same thing about the multi-well and VS code, so I guess that's how it goes.
    10 KB (1,627 words) - 19:52, 1 February 2015
  • ...w used for music. This makes music load much faster, and saves between 70 and 140 MB of RAM compared to previous versions of the game. This in turn make ...p with the defense of certain large structures (currently command stations and superfortresses) on the same planet as them. They will also leave their po
    14 KB (2,434 words) - 13:38, 1 February 2015
  • ...lis? That's absolutely forever in Arcen terms. Part of it was that Keith and I were busy getting AI War settled down so that we could spend the rest of ...itle screen—still in progress—as well as the completed ones on the volcano and tidal wreckage themes, among others, as well as all the changes to the map
    13 KB (2,254 words) - 12:25, 31 January 2015
  • You are my breathing in, I possess few blogs and very sporadically run out from to brand. akecfcbegddbgkcd ...corrected for 0.402 (in 0.401 it was saying the Shift key for both Windows and OSX):
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  • ...playing multiplayer is just like playing solo. You connect into a world, and you do all the same sorts of activities. These are the important differenc ...ght of you went in and fought it and died, and later you come back in solo and want to fight that boss yourself, then you can without any issues.
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  • ...us be a little more flexible with weather speeds and directional offsets, and fixes a few fairly subtle bugs that were previously present with the snow i ...the end -- now the block-falling process is fully paused during that time, and doesn't do any queuing up.
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  • ...e, two new special blocks, three new items, and made a number of revisions and bugfixes. ...tes. That's a nice change of pace from the multi-well play, well scaling, and various of those other "big gap causing" updates.
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  • ...ships are only available to the Harder AI Types, and only show up on core and home AI planets, but they are quite a force to be reckoned with. ...game now includes entires for the System Requirements, Credits, Controls, and License documents.
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