Difference between revisions of "AI War 2:The Pivot"
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* Fix some dumb bugs in the HumanMarauders faction that was preventing the marauders from correctly analyzing your planets to see which they should attack | * Fix some dumb bugs in the HumanMarauders faction that was preventing the marauders from correctly analyzing your planets to see which they should attack | ||
* Fixed a bug where the Vis layer was not correctly setting the Shot location when we tabbed into a planet with the shot in flight; it was assuming the shots should be at the middle of the planet, which is manifestly incorrect | * Fixed a bug where the Vis layer was not correctly setting the Shot location when we tabbed into a planet with the shot in flight; it was assuming the shots should be at the middle of the planet, which is manifestly incorrect | ||
+ | ** Thanks to OvalCircle for reporting | ||
+ | * Fix a bug where where if a non-Nanocaust faction killed a unit that had taken Nanocaust damage, the killing faction would get the new zombie ship instead of the Nanocaust. | ||
+ | ** Thanks to OvalCircle for reporting | ||
== Prior Release Notes == | == Prior Release Notes == | ||
[[AI War 2: Final Pre-Beta Checks]] | [[AI War 2: Final Pre-Beta Checks]] |
Revision as of 22:57, 25 April 2018
Known Issues
- The interface, lobby included, is currently temporary, and undergoing a complete overhaul.
- Beam-weapon style shot graphics don't yet display, and a couple of AOE effects don't show quite correctly yet.
- The bulk of the new soundtrack won't be in place until April 27th, but over 4 and a half hours of music is in place from a mix of a few new things and a ton of Classic tracks.
- Various bugs on mantis: https://bugtracker.arcengames.com/view_all_bug_page.php
- Balance needs a lot of attention, with your help.
- The tutorial is currently missing, as we need to redo it.
- Multiplayer is temporarily disabled while we focus on tightening up the single-player loop.
What is this "Pivot?"
The full details are on kickstarter: Pivoting AI War 2: Bring The Fun!.
The short answer is that we're dropping back from what was considered a beta status, and instead proceeding with a revised design on our existing engine in order to make sure that this sequel fully lives up to the legacy of its predecessor.
Version 0.740
(Not yet released -- we're still working on it!)
- Fix some dumb bugs in the HumanMarauders faction that was preventing the marauders from correctly analyzing your planets to see which they should attack
- Fixed a bug where the Vis layer was not correctly setting the Shot location when we tabbed into a planet with the shot in flight; it was assuming the shots should be at the middle of the planet, which is manifestly incorrect
- Thanks to OvalCircle for reporting
- Fix a bug where where if a non-Nanocaust faction killed a unit that had taken Nanocaust damage, the killing faction would get the new zombie ship instead of the Nanocaust.
- Thanks to OvalCircle for reporting