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  • ...that. But the good news is that it dramatically improves... performance, multiplayer correctness, how easy or hard the game is to code to, etc. ...e game. This also meant getting multiplayer almost, but not quite, out of beta.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[AI War 2: Finalizing Multiplayer]] ...upposed to last for about a month, but it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be v
    563 KB (96,029 words) - 12:31, 14 April 2021
  • == Post Launch Series 1 Statistics And Extended Thoughts == Post Launch Series 1 spanned from April 25 through June 14, and it was quite a transformative period! 800 distinct changes were made as pa
    278 KB (45,949 words) - 19:51, 1 February 2015
  • [[Valley 1:Beta Series 3 Release Notes]] == Beta Series 2 Statistics ==
    363 KB (62,010 words) - 19:50, 1 February 2015
  • [[AI War 2: Interlude And Refinement]] ...able enough status that we did get some questions of "why not just call it beta now?"
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...AI War plus four expansions," we were ready to tackle the next big thing: multiplayer! ...data for savegames and for multiplayer messages, to keep network bandwidth and processing low while allowing us to pass around the massive amounts of data
    293 KB (50,070 words) - 11:33, 14 October 2020
  • [[Valley 1:Beta Series 2 Release Notes]] == Beta Series 1 Statistics ==
    192 KB (32,418 words) - 19:50, 1 February 2015
  • == Beta Series 3 Statistics == Beta Series 3 spanned from March, 2nd through April 21, and it was a busy period indeed! 778 distinct changes were made as part of 36
    345 KB (59,053 words) - 19:51, 1 February 2015
  • == Valley 2 Beta Period Round Up == The Beta Period for Valley 2 spanned from December 20 through February 18. 1110 dis
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...ructure the code of the game to really get rid of a TON of annoying things and things that slowed down the simulation or made networking have issues, or o ...indeed added during this phase, but we still didn't have the stability in multiplayer that we wanted at the end of it. Hence The Great Refactor.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • == Skyward Collapse Alpha/Beta Period Round Up == The Beta Period for Skyward Collapse spanned from May 3 through May 23 rd. 620 dist
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...a major UI overhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot. * Fix a typo that was causing tons of raid frigates in ARSs and flagships.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • [[Valley 1:Beta Series 1 Release Notes]] == Beta 0.500 ==
    109 KB (18,636 words) - 19:51, 1 February 2015
  • [[AI War 2: Building Multiplayer]] ...ward multiplayer, the first expansion (released at the end of this phase), and an unexpected ton of AI improvements.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...network calls as well). This has been tested on windows, osx, and ubuntu, and it not only works, but seems to load noticeably faster than before. This s ** Thanks to Vanreis for the latest report, and figuring out that this was related to the number of network adapters.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • [[Valley 2:Beta Release Notes|Beta Release Notes]] == Beta .705 ==
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ...and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta]]. ** Thanks to Cinth and Toranth for the report.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...herical. Instead, they are more of an oval, and they're ringed by a large and scary-looking human-made piece of machinery that nobody can attack. ...more in keeping with the lore, anyhow, in that humans found the wormholes and then had to somewhat create the network. It's a bit like the gates in The
    161 KB (27,377 words) - 16:31, 24 April 2018
  • == Next Beta Notes == ...release notes have gotten to 36,000 words, and it is time to cut them off and start a new batch.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • * Corrected the tooltips for the "Broken Golems - Hard" and the "Spirecraft - Hard" minor factions to not specifically state that the e ...ue) and divides it by 8. This number is then doubled on normal unit caps, and quadrupled on low caps. Anyway, the upshot should be less chance of small
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...the more things get brought to our attention to refine and make as smooth and fun as possible. This was basically a period we set aside for doing that s ** Thanks to Chthon, GrimerX, NoMoreBlender, and Admiral for reporting.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • [[AI War 2: Final Pre-Beta Checks]] ...much bluer and also brighter, changing the look of the dark side of ships and objects.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Between 4.021 and 5.000, we pushed out 53 distinct public beta releases over 91 days. That's an average of one release every 41 hours. * Community contributors assisted us with over 680 distinct bugs and suggestions-that-were-implemented (counting 133 distinct contributors).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • [[AI War 2: Making Alpha Fun]] * The Spider Turrets, Lightning Turrets, Beam Cannons, Sniper Turrets, and Focused Gravity Generator now have real graphics.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...tter than ever. This phase marked the very last stages of the multiplayer beta before it left that status. This all culminated in the release of DLC3 and the AI War 2 Complete Edition. You can read [https://store.steampowered.co
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...he legacy of its predecessor. Things then took a further turn from there, and that led us into the next phase, [[AI War 2: The Era of Discovery]]. * Arks now require more upgrade points. Thanatos and Gyrn have stronger special abilities
    154 KB (26,552 words) - 11:21, 1 August 2018
  • AI War 5.0 - 6.0 spanned from Feb. 15th, 2011 through Oct. 18th, 2012 and it was full of some HUGE changes! 895 distinct changes were made as part o ...and 5.0. So that's certainly a good reason to have such huge patch notes and so many changes!
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...e tab to the Input Bindings screen; it's just a static listing of controls and cannot be edited, but it is necessary for completeness. ...dians on a few planets, and accounting for the new-style AI home planets. And a few other goodies, like adding in a fabricator for the players to capture
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Between 6.000 and 7.000, we pushed out 50 distinct public releases over 238 days. ...and up can be found at [[AI War:Current_Post-7.000_Beta|Current Post 7.000 Beta]].
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ''Now Man must turn back the metal tide, and bring an end to... '''AI WAR''' '' ...are alone. Use this to your advantage, strike carefully and avoid notice, and overcome the odds.
    4 KB (657 words) - 10:51, 26 June 2023
  • ...but don't let that fool you. The networking is more functional than ever, and we've successfully played the first VS Garbage battle over the internet. I ...d to actually code for the networking experience to be anything other than alpha-tester-experience.
    8 KB (1,463 words) - 12:25, 31 January 2015