Difference between revisions of "AI War 2:The Pivot"

From Arcen Wiki
Jump to navigation Jump to search
Line 25: Line 25:
 
* 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
 
** 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
 +
 
* 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.  
 
* 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
 
** Thanks to OvalCircle for reporting
 +
 +
* A new and frightening visual look for Usurpers has been added.  These will be absent for a while until we get past the "Fun point" once Keith gets his first wave in place, but then we expect these to come back pretty darn fast, so we want them to look nice and scary). (These are the AI ships that recapture planets)
  
 
== Prior Release Notes ==
 
== Prior Release Notes ==
  
 
[[AI War 2: Final Pre-Beta Checks]]
 
[[AI War 2: Final Pre-Beta Checks]]

Revision as of 09:36, 26 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
  • A new and frightening visual look for Usurpers has been added. These will be absent for a while until we get past the "Fun point" once Keith gets his first wave in place, but then we expect these to come back pretty darn fast, so we want them to look nice and scary). (These are the AI ships that recapture planets)

Prior Release Notes

AI War 2: Final Pre-Beta Checks