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  • * The end-turn-report scrap-category section now tracks scrap spent on converting tiles. * Fixed a bug with the escape music not playing properly in the robotic research facilities.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • -Fixed a super rare crash bug when changing music tracks. -Fixed another very rare crash when changing music tracks.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...core guard posts, modular fortresses, a new minor faction, and a lot more music from Pablo Vega. This expansion is slated for official release on Friday, == New Music Tracks ==
    9 KB (1,324 words) - 20:04, 6 August 2020
  • ...ed by a player, and updated stream graphics that look a bit fancier. Music tracks also now fade in when starting, which is a noticeable aural improvement. A == New & Updated Art/Music/Sound ==
    5 KB (751 words) - 19:52, 1 February 2015
  • * Fixed a bug where on non-windows machines, only boss music would play during the in-game sections. === Music! ===
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...al ReferenceTracker class so that it is extremely lightweight now and only tracks the number of objects created, not actually keeping WeakReference reference ** The game now tracks how many times a unit has been zombified (or nanocausted). Each time after
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * A the last two new 8-minute atmospheric music tracks to the game. There is one more full musical suite yet to come. ...o a great job of setting tone and atmosphere while giving you a break from music that's completely driving.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • * New music track "FIWDIL-1015" by Pablo Vega added! ...es to no longer use that method at all, instead baking the music and voice tracks into the game itself. This is also why it would happen sometimes specifica
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...es, core guard posts, guardians, core turret controllers, and more awesome music from Pablo Vega. The expansion also adds a new "Showdown" option that prov == New Music Tracks ==
    14 KB (2,253 words) - 20:05, 6 August 2020
  • == New Music Tracks == 28 minutes, 50 seconds of new music by Pablo Vega in all!
    7 KB (1,011 words) - 20:01, 6 August 2020
  • ...all of our loading of unity objects (textures, materials, meshes, sprites, music, sound effects, etc) from asset bundles has always been synchronous on the ** Except in the case of music, where things are streamed in from disk, this actually causes the program t
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * 5 new music tracks * There is a new ambient music track by Pablo that now plays in the ground level settlements.
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...gine quirk). The master sound volume for all the sound effects -- not the music, which is still the same as before -- is now set to 75 instead of 100. ...ues on this version of the unity engine, and we had ported forward the new music playback code without that.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ** The game now properly tracks the number of total ships killed with the stacked ships counting as any oth * The audio setting "Music: Play Tracks from AI War Classic" now defaults to on instead of off.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * The game still loads various xml files asynchronously, and loads icons and music and sound in that fashion, but it no longer tries to load the ships, shots, ...he debug menu), the hovertext will now give you information on most of the tracks saying the original source
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...omes out in a month or two. Now that that's done, he's working on the new tracks for AI War:CoN, and is working on the remastering of the AI War:TZR soundtr == New & Updated Art/Music/Sound ==
    7 KB (1,209 words) - 12:26, 31 January 2015
  • ...the game just tracks a single protecting forcefield for all the ships, and tracks an additional "firepower-reducing forcefield" for the human ships only. Th * Yet more changes have been made to sound (and, actually, this time also music) playback to hopefully further reduce the psched issue on OSX. Additionall
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...n classes where that would be incredibly hard to do, like input actions or music buses, etc. We are NOT reloading those tables during runtime, because unta ...alized is done a little more consistently with other tables now, and music tracks can now be dynamically loaded from xml based on expansions or mods.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Went through the code and made sure that the music tracks were being played randomly. ** They were, but we only have a couple of tracks at the moment, so it doesn't come off that random yet.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...ave been some other changes, such as to the adventure map and to the music tracks of Volcano and Foothills (check those out! so cool). We've also implement == New & Updated Art/Music/Sound ==
    4 KB (760 words) - 12:25, 31 January 2015

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