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  • * The AI now tracks how much hacking you have done and will provide stronger responses the more === Classic Music Makes An Exciting Return ===
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Fixed a bug where the vocal ending music was not playing recently. * The voice tracks for races gaining planets, losing not-their-last-planets, and becoming spac
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * By default, the screen no longer dims and the music no longer stops while paused. That option can still be unchecked in settin ...meInit, StartGameFromLobby, and LoadGame) to avoid skipping, and since the music track changes from the title screen to in-game anyway.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Put in a fix to the issue of music no longer streaming in properly like in past Arcen titles, but instead tryi * Added a new music track for the city map (this makes #4), this one being the first original o
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ** (args: MusicFile) - Set the music to a new type on all the sublevels in the current level. * All of the remaining levels have had music tracks assigned and those that had not yet had organic backdrop detailings done no
    78 KB (13,097 words) - 17:26, 2 February 2015
  • * 5 New awesome tracks from Pablo * An all-new music theme is now used in the craggy highlands interiors and undergrounds.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • == New Music Tracks == ...hen the new Title Music and Chase tracks are included. Here's the list of tracks:
    27 KB (4,399 words) - 09:07, 23 October 2018
  • == New Music Tracks == ...hen the new Title Music and Chase tracks are included. Here's the list of tracks:
    28 KB (4,541 words) - 20:03, 6 August 2020
  • * 9 new music tracks * Fixed a bug where the intro mission music was not properly playing in recent versions.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • * Now also tracks metal losses per line! Toggle between showing damage versus metal losses wi * Music playing improvements.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * The Necromancer now tracks how it got its resources; you can see this by right-clicking on the hacking * The game now tracks whether orders are from HumanPlayer, FRD or Other. The Wave and Templar fac
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...this new quality level, of course. Additionally, two completely-new bonus tracks have been added for free to the base AI War game, and an old track ("Thor") * A new in-game music track, "The Last Chapter," has been added to the base game.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ** Like AIWC, AIW2 now tracks the amount of damage a unit expects to take from all the shots "in the air" * Completely revamped how the game tracks summary strength data, i.e. the way each planet knows "how much human stren
    182 KB (30,453 words) - 13:10, 11 January 2018
  • == Version 0.743 Music Blooms == ...ns of tracks from AI War Classic. In there we have the Defeat and Victory tracks from the first game, Nomad Sunrise from DoW, Intro and Midnight from the ba
    154 KB (26,552 words) - 11:21, 1 August 2018
  • == New Music Tracks == ...ere is over 40 minutes of new music added in this expansion. The specific tracks are:
    28 KB (4,560 words) - 19:50, 1 February 2015
  • == Music Tracks == In all, there is over 50 minutes of music in the base game. The specific tracks are:
    41 KB (6,447 words) - 19:47, 1 February 2015
  • == New Music Tracks == In all, this expansion is expected to add about 3 new in-game music tracks, and will probably not feature a new title theme.
    15 KB (2,373 words) - 19:47, 1 February 2015
  • == New Music Tracks == In all, this expansion is expected to add about 3 new in-game music tracks, and will probably not feature a new title theme.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • == New Music Tracks == ...ere is over 40 minutes of new music added in this expansion. The specific tracks are:
    30 KB (4,946 words) - 14:07, 8 March 2015
  • == Music Tracks == In all, there is over 50 minutes of music in the base game. The specific tracks are:
    43 KB (6,703 words) - 19:47, 1 February 2015
  • * 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
  • == New & Updated Art/Music/Sound == * New Finale1 and Finale2 music tracks have been added for use in the upcoming adventure ending.
    8 KB (1,463 words) - 12:25, 31 January 2015
  • ...r sound effects, but who don't want the fanfares overlaying the background music. The much-rarer fanfares, such as the line/board clear fanfares, are still == New & Updated Art/Music/Sound ==
    3 KB (572 words) - 12:26, 31 January 2015
  • ...ic track playing over and over again if you didn't have the classic AI War music enabled. * Keep the Main Menu Music in the Game Lobby; don't switch to 'in-game' music till you really start the game
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** Over 40 minutes of new music from Pablo Vega. ...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
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...ed a tooltip to the Master Sound Volume slider that it does not impact the Music levels (only the Sound effects levels). * Since the individual spawns can now be much more expensive, the game tracks a "debt" for the spawns that delays the next trigger accordingly. So if it
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...or multi-stage entities now only happens when the final stage dies, and it tracks under the first stage's name. * Now the game tracks when you pick up multiples of the same powerup (for instance, level up perk
    63 KB (10,263 words) - 17:36, 25 October 2018
  • -The name of the current music track is now shown in the F3 debug text. -The new in-game music tracks Variation 1, Thor Variation, Metal, and Smooth have been added.
    3 KB (470 words) - 13:35, 1 February 2015
  • -New in game music tracks: Warp, Marisa -The game now has and plays Victory and Defeat music.
    3 KB (445 words) - 13:35, 1 February 2015
  • -The loading of music tracks has been revamped rather heavily, to allow for more efficient streaming off ...complete playback is of the current track, and it also shows what the next music track will be and how far along it is.
    5 KB (872 words) - 11:50, 16 September 2017
  • ...from the base game and any installed expansions) when deciding which title music track to use.
    151 KB (24,808 words) - 19:48, 1 February 2015

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