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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

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