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  • ...nks to BadgerBadger and others for reminding us that insta-retreat is less fun for the meatbags. ...es are now in the new GUI style, and have a bit of an extra marker to them making it clearer they are textboxes.
    182 KB (30,453 words) - 13:10, 11 January 2018

Page text matches

  • ...is is possible to do much smaller increments, which is very useful for not making things get insane. **** b) If you are evenly matched, then the stakes go up and up, making a withdrawal rather than a continuous grind eventually the wise move.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • == Alpha 1.000 == == Alpha 0.938 Release Candidate 7 ==
    160 KB (26,781 words) - 17:21, 2 February 2015
  • == Skyward Collapse Alpha/Beta Period Round Up == * Fixed a bug where Palladium was mistakenly making buildings of ALL sides invincible, rather than just the faction it belonged
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...now more aggressively updates its world coordinates for the mouse cursor, making sure that scrolling-based issues that could happen while your character was == Alpha 0.425 ==
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...s. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get some questions of "why not ju ...still in alpha status. Progress is steady, however, and people are having fun, which is the important thing.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • *** So you can once again hold down while running left and right, making it trivial to get down any ladder, and ducking won't even come into play. * Fixed an issue that was making players slide down the side of crates slowly.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • == Alpha .711 == ** This isn't really a new feature, but earlier in pre-alpha we implemented a new inventory system (the current one), and the drop item
    26 KB (4,404 words) - 17:25, 2 February 2015
  • * Fixed a since-before-alpha bug that was causing +specific-slot-damage perks to simply not work at all. == Alpha .704 ==
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ...to prevent one exploity thing that players were doing, but it's not worth making the entire game feel worse. ...impler and has some mechanics that advanced players can abuse but that are fun for new or midlevel players. If you hit the point where you feel like HA m
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...allows the nemesis spawns to counter an "early AIP" champion rush without making a more "normal AIP" approach massively harder to the point of stalemate. ** These don't have the penalty vs polycrystal (or scout) hulls, making them actually able to deal with bombers.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...be used as an artillery battery on enemies planets, with a somewhat strong alpha-strike when exiting a wormhole. On defense building the full cap is less us ...n the main project, thus making the end projects folder smaller as well as making it so that we can compile the main game build faster.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...us feedback. We've made a number of improvements based on that in terms of making the game even easier to get into for new players. We sincerely thank each a ** The name of the player is now shown in green rather than yellow, making it stand out more compared to most other messages.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...insects is low, but there are a huge number of often-overlapping clusters, making it a deceptively powerful scroll. ...ce And Tips section is broken out into seven subcategories of information, making it vastly easier for you to find out what you want to know without having t
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...monsters no longer rises at a faster rate on higher difficulties; that was making monsters too damage-spongey on those sorts of difficulties. The health sca * Finally solved the knock-forward problem by making it be based on the angle between the firing player and the monster at the t
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...yal mode, it now mentions gaining influence with races, rather than saying making allies. The latter was technically a misnomer and definitely confusing. ...t could generate the first AI side (the freighters) as a pirate side, thus making other involved sides hostile to it when that would not normally be the case
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...at we had moved into the Core dll earlier today can now be moved back out, making them open-source again. That also means we can ditch ArcenCoreUIUtilities. ...an unfair advantage to you, as well as a source of MP desyncs, as well as making the economy fluctuate around unpredictably. Anyway, this has been a bug fo
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...finally found a solution to knowledge-raiding that's both balanceable and fun: * Each AI planet now picks 3 ship types to focus its reinforcements on, making each planet feel more distinct.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...whole lot of things that would have come up to bite us during multiplayer alpha and beta were instead dealt with during this phase. Perhaps chief among th ...ing these ships into RAM, thus even further lowering the requirements (and making loading faster if you're on a really old machine).
    293 KB (50,070 words) - 11:33, 14 October 2020
  • [[AI War 2: Making Alpha Fun]] ...squad formations have been moved into the AIW2ModdingAndGUI project, thus making them a lot easier to mod. They are also now in their own asset bundle calle
    123 KB (20,999 words) - 17:37, 25 October 2018
  • This phase was meant to be all about multiplayer alpha and beta work, but that entire process wound up taking longer because we ex ** Additionally, we are now making sure that nothing can be delayed more than 10 seconds (even that is excessi
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...face chunk. Thus making them impossible to warp out from them, as well as making it so that you would blip through several chunks when you warped in to them ...o be dealt with before other actions are taken we've made it consistent by making the second opening not overwrite the title (and thus do nothing at all) rat
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...ety of other debuffs (armor damage, engine damage, paralysis) just for the fun of it. ** The "staggering" mechanic is still in place to prevent alpha strikes (which has both positive and negative impacts on the unit's effecti
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...nks to BadgerBadger and others for reminding us that insta-retreat is less fun for the meatbags. ...es are now in the new GUI style, and have a bit of an extra marker to them making it clearer they are textboxes.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * A bunch of less-critical buildings have a lot more building complexity, making it so that either their construction times are longer or you need to build ...rt of the plan, so that engineering firms have a more firm purpose without making every building time trivial. In this case the core buildings do become kin
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ** This makes them way easier to click, without making them look goofy -- in fact, they look cooler than ever. ** This approach is also something we'll be making use of, somewhat in reverse, to handle "lines between things" of the type t
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ** You can start with Golems and some other fun ships as your starting Ark (more variety than Ark Empire) ...let's be honest, player judgement too...) of the ships and their decision making, but does not affect the actual combat strength.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ly-sometimes-off decisions that make the lower-level AIs easier while also making reasonable mistakes a human might. ...the AI has long known this (same as the AI), but in some critical decision-making logic it was incorrectly barred from that data.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...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 sort ...ut might have been missing some multipliers, we're not sure. At any rate, making a change to that we now just go ahead and increment the number means that f
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...ving allies. Before it would just stomp the AI, but that's not actually a fun game. The idea is to make it so that we have a generalized way for the AI ...l factions in this game, and faction teams beyond even that, and it can be fun to have a worthy opponent even if you stack the deck way in your favor. Ha
    186 KB (31,438 words) - 17:26, 13 July 2020
  • *[[AI War 2: Making Alpha Fun]] *[[AI War 2:Earlier Than Early Alpha|Earlier Than Early Alpha]]
    4 KB (657 words) - 10:51, 26 June 2023
  • ...infrastructure targets that can be killed to weaken the enemy. It's always fun to destroy your enemies production facilities. ...king, or hit two planets at once. And they'll stun your forcefields (FFs), making them nearly useless against a built up scourge army.
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...lly cost a fair bit of metal and crystal, so once your scouts have stopped making progress you'll want to pause that dock again. ...wave. It was an effective way to soak some turret alpha (particularly AOE alpha) and it could mess with counter-wave defenses... but ultimately the player
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...c, but not in the computation of the resource production's visual display (making it look like a harvester should be producing something, but it was taking m * Buildings now gain levels much faster than before, making this mechanic a lot more important even in the short term when you are play
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...projects/arcengames/ai-war-ii-0/posts/2169345 Pivoting AI War 2: Bring The Fun!]. * The scrollbars on all the sidebars are now 16 wide instead of 20, making them seem more sleek and like a typical OS.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...keep the spirit of the Fallen Spire from AIWC, while doing some additional fun things that are possible/easier with the new AIW2 engine. This does not mat * Give players a chance to "smash the galaxy for fun and profit" by going for a mark 7 city, well above the mark 5 level that is
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ...r parts of the tutorial are now more interesting and basically cover that, making this a lot less interesting. * The explosions and shots now render under the far zoom icons in far zoom, making it easier to see what's going on clearly in that strategic view.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Repulsive hornet mines now have substantially more repulsion power, making them more obviously useful. ...rd on every enemy kill. eak missile launcher with very high blast radius, making it able to chew through more obstacles or shots with per shot. However, mo
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...aks and modder-support. That said, since modders and volunteers are still making updates, there tend to be patches every 1-2 weeks on average. ...raw between the entity and the targets of all its systems are now faded in alpha as it iterates from first to last in the prioritized list. Also, the FRD ta
    113 KB (17,931 words) - 02:03, 12 May 2024
  • * Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time. * Clarified the Alpha mech description.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • * Added in the names of our Alpha testers and other players who have contributed more than 3 bugs/ideas that ...s over non-wall obstructions (so things like trees). The lack of this was making the bonus level Hot Air, Deep Woods impossible.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • * BombBot PITAR from 5 => 30 to make them not seed in such quantity (thus making them less of an advantage to the player). ** Many thanks to nas1m for making these images for us.
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ...'t that many notifications up there even in the super crazy cases, so just making sure that the client and host are extra in sync on those items is not a big **This is to give the Tower Defense Tech a fun and powerful supplement to their previously underwhelming defense tech
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...s is not the final word on balance by any stretch, and if this is super un-fun we want to know. But this more in the Sid Meir method of "cut it in half o ...longer quite as thick, and the exposure is brighter on the map in general, making it a lot more visible in the night in particular.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...ted according to number (putting IX between IV and V, since that's how the alpha sorts). ...is welcome, it's possible the buffs are overzealous. But testing sure was fun!
    34 KB (5,632 words) - 20:40, 14 November 2017