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
 +
** Thanks to OvalCircle for reporting
 
* 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
 
** Thanks to OvalCircle for reporting

Revision as of 23:58, 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.
  • 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
    • Thanks to OvalCircle for reporting
  • 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

AI War 2: Final Pre-Beta Checks