AI War 2:The Paradigm Shift
Contents
Known Issues
- Any bugs or requests should go to our mantis bugtracker
- If you need to submit log files, those can generally be found under your PlayerData folder in the folder your game is installed in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts.
- In rare cases, mainly if your entire game crashes (that almost never happens), we will need your unity player log. That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
- Windows: C:\Users\username\AppData\LocalLow\Arcen Games, LLC\AIWar2\Player.log
- macOS: ~/Library/Logs/Arcen Games, LLC/AIWar2/Player.log
- Linux: ~/.config/unity3d/Arcen Games, LLC/AIWar2/Player.log
- Multiplayer is in public alpha, as noted below. There is a detailed multiplayer guide that we are working on building up.
- Feel free to join discussions on discord!
What Does Multiplayer Alpha Mean?
Please see this link for details on multiplayer. This wound up taking up too much space in this document, so all of the multiplayer-relevant bits have been moved to the other page.
What's this phase all about?
We've been preparing for this for months, tightening up the codebase and getting everything ready as much as possible. Now it's time to start having machines actually talk to one another, and then refine from there. At this point, LiteNetLib, Steam, and GOG Galaxy are all fully working as communication frameworks, and the game is in an alpha state (as of September 9th) where not all of the functionality is there, but the game can be played together.
It's important to remember what an alpha is! There are glitches and inefficiencies, and we'd like to know more about those. There are also glaringly missing features. Beta means feature-complete but not bug-free, and we're not there yet. Please don't assume that we will implement some feature you want, like the ability to share X between players. If you're testing the alpha and want something, please do drop us a message and ask for it, just in case.
We expect to be into beta of multiplayer in late September. Hopefully the alpha and beta periods are both short due to all the work of the last phase, but we shall see how it shakes out.
Once we get into a stable beta period for multiplayer, then we'll let the clock run a bit and Chris will work on adding interplanetary weapons to the base game as a free update (that's the last of the kickstarter stretch goals). This phase should wrap up all our kickstarter promises (including a laundry list of other smaller items).
Badger has already done the bulk of his work for the second expansion, Zenith Onslaught. Chris has done none of his work for that, as yet. Once multiplayer is in the "let it exist in beta and have people bang on it" phase, then Chris can circle in and get his work done for DLC2 along with those base game bits for interplanetary weapons, etc. The full version of multiplayer should launch alongside of DLC2, but we're not sure exactly when. October?
Either way, multiplayer will be in a solid state that is "beta but just because we want more time with more people testing it" for a month or so while the DLC2 work from Chris's end happens. None of the actual multiplayer stuff is delayed in any fashion for DLC2, it's been the other way around.
Version 2.615
(Not yet released -- we're still working on it!)
- Grappler Guardian balance updates from zeusalmighty, for those new units that come as a unique thing in the new AI Reserves mechanics Badger added yesterday.
- Added a new Dire Singularity Guardian by zeusalmighty, for basically boss-level seeding in the new AI Reserves mechanics.
- Fixed an issue where black hole generators that were not also on a ship with a gravitic core of some sort would not work.
- You can read all about The Badger And Puffin Legacy, if you like. Puffin retired earlier this year, and Badger is retiring now, so this is a good time to pay some respects.