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  • ...ehalf of non-existent allies, having builder foldouts for those allies pop out when you build a command station, etc. Note that those "extra" phantom pla ** Thanks to TechSY730 for pointing out the discrepancy.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...tro mission caves to help completionist players avoid trouble with running out and having to backtrack for more. ** A globe of insects bursts out of you, dealing area damage to anything near you, including background enti
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...lm everything by their very existence but are still easy to click from far out. ...view planets from roughly similar distances. The crunch compression works out well because the quality loss is not noticeable for a background item at th
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Similarly, the starting science and hacking amounts are now just set directly rather than being a m ...in early versions of AI War 2 and tied to control groups, are being phased out. Along with the metal budget policies.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...r can choose between ArkOne (the original Ark) and the Rorqual Hegira when starting the game. ...at are heavily outmatched to just huddle at the controller, and not charge out to try to kill something.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ** Thanks largely to Misery for pointing out the need for this. ...ts. Transfers this attribute to any enemies that it attacks, while wiping out all the other bonuses the unit may have. Worth 3x the normal number of poi
    150 KB (24,846 words) - 12:25, 31 January 2015
  • * Fixed bug where mk III harvesters were not "redding out" like mkI and mkII when no spots were available. * Fixed bug where out-of-supply AI units would display a message intended only for player ships (
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...that they generate, thanks to a design that allows them to pull condensate out of the air. ...quarantine or vaccination; just normal curing) for that disease will start out at 0 for the first turn, and then be capped at 5%+(8%*turns since outbreak)
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ** Thanks to RocketAssistedPuffin for pointing this out * We're going to be ripping out the lobby soon anyhow and replacing it, but we still have some design work
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * The starting setup of the intermediate tutorial is now much more like a real game. ...re natural difficulty progression, so that players won't feel so lost when starting their first real post-tutorial campaign without the hand-holding.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Massively reworked the energy system to cut out the "trivial to compute, time-consuming to do" micromanagement that the pre ** Notably, 10/10 used to be totally lethal... unless you somehow pulled out some massive cheese and survived the first couple waves to get a foothold.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Between 3.120 and 4.000, we pushed out 81 distinct public beta releases over 170 days. That's an average of one r ...or necessary, returning it to the proper role of "last ditch effort to get out of a hole". This was a really tedious activity since players were embarkin
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...n resolutions the inventory/store/customization background would not scale out to the side properly, thus resulting in a black bar to the right. Specific ** The missing transitions (customization <-> store, inventory out to city map) have been added.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • * Between 4.021 and 5.000, we pushed out 53 distinct public beta releases over 91 days. That's an average of one re ...is very helpful, as then you don't have to play for an hour or two to find out you're outclassed. On the flip side, the players are able to get going and
    245 KB (38,972 words) - 11:55, 16 September 2017
  • We finally got out of the endless beta of The Great Refactor, and DLC1 had been been majorly b .../view/3180113694781365187 a retrospective of the entire project] that came out with that, if you like.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...e than 3x, however, making them by far the sturdiest mythological creature out there. ** Several extremely powerful (level 4) frost giants are about to break out of captivity and are... perturbed. Be on guard!
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...ns and fonts for the game. (Much) more work still needed on them, but it's starting to feel a bit more thematic. ...y sort of switch to HDR causes any sort of bloom effect to absolutely blow out the lighting, and in general we have such delicate little emissive lights a
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...y can seed early now -- the ones that get phased out over time stay phased out. But now you can have late-run enemies suddenly popping up early in the ru ...number of updates to hard mode in particular. Way too much stuff to point out. Hard mode is definitely pretty darn tough now.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • * Between 6.000 and 7.000, we pushed out 50 distinct public releases over 238 days. ** Thanks to zleorg for pointing this out.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts. The last of the AI War 2 DLCs is now out, the Complete Edition is out, and you can [https://store.steampowered.com/news/app/573410/view/318011369
    114 KB (18,064 words) - 16:22, 14 May 2024

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