Friday, February 22, 2013

AI War Beta 6.010 "Back From The Valley" Released!

This one is our first update to AI War in three months. For us, that’s a really, really long time between updates. There’s a variety of reasons for the lull, but the most significant one was our need to focus on getting A Valley Without Wind 2 done and officially released. Now that that’s done and we’ve had a few days to catch our breath we’re trying to get things going again on this side of the shop. We still have other projects underway so it’s not going to be full-steam-ahead or anything like that, but we can keep iterating to make the game better at killing players more fun.

The update itself addresses some of the more pressing issues (according to the last couple of months’ feedback), specifically: making the recently-returned friendly enclaves less lag-prone and less overpowered, toning down the Ancient Shadows “brutal pick” posts, fixing a loophole where special forces were sometimes getting low-cap-ships without really paying for them, and making the AI’s strategic reserves less annoying during assaults on AI homeworlds.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Tuesday, February 19, 2013

AVWW 2 OST and AVWW 2 (Extended Edition) OST On Sale!

A Valley Without Wind 2 OST and A Valley Without Wind 2 (Extended Edition) OST are now on sale through Bandcamp!

AVWW 2 OST is on sale for $5, and includes the following select tracks from the game:

1. To One Who'll Stand And Fight
2. Ocean Shallows
3. Henchman Elder
4. Craggy Highlands 1
5. Desert 2
6. Level Up Tower 1
7. Overlord Final Fight (Part 3)
8. Skelebot Research Facility
9. Thawing 1
10. Swamp 1
11. Underground Theme
12. AVWW 2 Theme [Bonus Track]




AVWW 2 OST - http://arcenmusic.bandcamp.com/album/a-valley-without-wind-2


AVWW 2 (Extended Edition) OST is on sale for $10, includes the original 12 tracks, and has an additional 36 bonus tracks from the game:

AVWW 2 (Extended Edition) OST - http://arcenmusic.bandcamp.com/album/a-valley-without-wind-2-extended-edition


 Thank you so much for your continued support of Arcen Games. We hope you enjoy the music, and please spread the word!










Valley 2 Official 1.001-1002 "Mouse Aiming For Those Who Stood And Fought" Released!

This one addresses a few minor issues, as well as properly filling out the beta player contributors credits list.

More newsworthy, undoubtedly, is the addition of a new option in the settings menu that enables mouse-aiming.  This is something I said I'd never do for this game, but apparently never say never.

I maintain my stance that mouse aiming makes for a watered-down experience, and that the better gameplay model is with a gamepad or the keyboard.  However, there is a sizable contingent of players who disagree with me.

Let me back up for a minute:  I felt like I was rather bullied into adding mouse controls to the first game, and that was to the detriment of that game.  The gamepad controls and keyboard-only controls were really gimped by the presence of those mouse controls, but the mouse controls were what most people (including myself) used.

With the sequel I wanted to have a tighter experience that did away with the mouse controls and was a more traditional platformer in how it controlled.  In that, I succeeded.  The gamepad and keyboard controls rock in Valley 2.

However, there are some people who simply can't play the game without mouse controls, apparently.  I say that with only mild bitterness, heh.  In all seriousness, there are people who simply have not learned that method of controlling games.  It's the longer-standing method of controlling games, but that's really irrelevant.

I remember how I felt when I was first exposed to dual-stick FPS controls on consoles -- I thought it was the most terrible thing ever.  Now I think it's fine, but again that's beside the point.  I also remember how hard I found the transition from being a keyboard-only FPS player to a mouse+keyboard FPS player (yes, I'm old), but once I did make that transition I never looked back -- WASD plus mouse is incredibly superior for FPS games.

The point is, there are apparently a sizeable group of people who feel the same way when it comes to sidescrollers.  I still disagree, and I encourage those people at least to give the gamepad or keyboard controls a shot.  However, I remember how I basically found dual-stick shooters unplayable at first, and if that's how the keyboard/gamepad controls made you feel about Valley 2, then there's now a salve, at least.

Anyhow, long story short, not for the first time I'm forced to eat my words.  Never say never and all that.  I'm sure it won't be the last time either.  For those people who were put off by the lack of mouse controls, hopefully now you'll find the game to be actually something you can play.

UPDATE: 1.002 is now out to fix an issue where the mouse aiming was accidentally on by default, and improve documentation in the game associated with mouse aiming.

Enjoy!

This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you  launch the game, you'll see the notice of the update having been found  if you're connected to the Internet at the time.  If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Monday, February 18, 2013

Valley 2 1.0 Hits Steam, GamersGate With Launch Discount


A Valley Without Wind 2 has officially hit 1.0, and is now available for PC/Mac on Steam and GamersGate at 25% off for the first week.

Valley 2 combines an old school platform adventure with a robust turn-based strategy portion. Though the game is a sequel to our 2012 release A Valley Without Wind, it's more of a spiritual successor. We took everything that we learned while making the first game (plus many new ideas) and focused it all into a new, tightened experience -- giving the graphics an update to boot.

For a variety of reasons, we've also chosen to give Valley 2 to all those who purchased the first game for free, and those purchasing Valley 2 will also get a copy of the original. The titles are, and will remain, bundled together on Steam and elsewhere.

The official Valley 2 launch trailer, featuring the game's standout track "Stand and Fight" by composer Pablo Vega, is out now as well. For more info and discussion on the A Valley Without Wind 2, we encourage new players and other interested parties to stop by the game's bustling forums.

About Valley 2
A modern take on the 16-bit era, A Valley Without Wind 2 blends a variety of mechanics across multiple genres, seamlessly bringing together the best qualities of old-school platform-shooters and turn-based strategy games. You choose how and where to explore via the world map, how to upgrade your character via mage classes, feats, and perks that you unlock, and how to battle the forces of evil every step of the way.

Your character is a mage who has infiltrated the inner circle of the evil Demonaica, and you now share the power of immortality that he uses to terrorize the land. Using this power against him, it's time to lead an uprising and ultimately bring him and his henchmen back to mortality so that they can be dispatched.

Gameplay alternates between two modes that complement each other: brief, tightly-designed platforming segments where your character customization and equipment can be tuned to meet the tactical needs of the current stage; and quick strategic turns on the world map where you order your troops to fight, scavenge, build, recruit, farm, and use special powers. Demonaica and his armies pursue your forces directly on the world map, while his five henchmen have been sent to recapture you in the platforming segments.

Your immortality came at great personal cost, but it makes you the one last hope of saving the world from darkness.

Key Features:

Platforming and Turn-Based Strategy Coupled Together:
Flip back and forth between your own adventure, and the progress of the resistance you're in charge of. Freely adjust difficulty levels for both to tailor the experience to your own personal playstyle. Both sides of the game can be quite easy or incredibly hard.

More Tactile Combat:
The physics of movement and attacks have been completely redone from the first title, with more traditional gamepad and keyboard support. Spells have mass and can block each other, leading to many interesting tactical situations in the platforming segments.

Vastly Improved Visuals:
Fully redone artwork by Heavy Cat Studios, including 125 all-new monsters, 200 spells, and lots more.

Focused Gameplay Arc:
Unlike the endless sandbox-style first game, this complete re-imagining has a distinct beginning, middle, and end.

Procedurally Generated Worlds:
Each world is a unique challenge, leading to excellent replay value once you do beat the game!

Co-Op Multiplayer:
Bring along as many friends as you like on your journey, depending on your connection speed. 2-8 players recommended on most Internet connections; many more on LAN.

See Just How Deep An Arcen-style Rabbit-Hole Goes:
After dozens of hours you still haven't seen it all: 50 mage classes in 5 tiers, 200 spells, 125 enemies, 14 biomes, 100+ types of world map tiles, 64 character customization perks, 100ks of procedural equipment possibilities.

Extra Challenges For Expert Players:
String together flawless kills to earn "concentration" and become even stronger. Beat the game on harder difficulties to earn rare achievements.

Get The Original Game For Free!
The original game was unique and experimental, and it comes included absolutely free when you buy the sequel.


About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.

AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, with the rest of the company's focus being devoted to their most massive project yet: A Valley Without Wind, which released in 2012. The end of 2012 has been another busy time for the team, with AI War's fourth expansion Ancient Shadows launching, A Valley Without Wind 2 reaching beta, and their recently announced top-down survival game Shattered Haven scheduled for release in the coming months.

Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Reddit, Google+, Facebook, and Twitter; as well as Arcen lead Chris Park's Games By Design blog.

Valley 2 Official1.0 "Game Launch!" Released!

This one brings us finally to the release build of the game!  Included in this are some camera improvements, 50 new achievements, and the end-of-game cutscenes.

I'm running a bit behind on actually getting our trailer up on youtube, getting our local store page updated, new installers online, and so forth, but that will happen later today.  Also later today I'll do a 1.001 release that will include the proper list of players who made contributions during the beta period (like we have for the alpha).

But in the meantime, the game is now fully out on Steam, and 25% off to boot!

Enjoy!

This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you  launch the game, you'll see the notice of the update having been found  if you're connected to the Internet at the time.  If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Sunday, February 17, 2013

Valley 2 Beta .902 "Wait, Listen -- I Hear Something!" Released!

This one is probably the last release before 1.0; we'll see.  Tomorrow is the big day, and aside from last-minute nice-to-haves and the cutscene at the end of the game, everything is now done and in place!

This version brings with it the completion of two lengthy sagas:

On Josh's end, he's completed all of the slice fixes based on things that were found to be wrong with them via our automated unit tester.  There were over 1300 issues in all which the unit tester found, and all of those are finally fixed -- it was a truly grueling process for him, but the result is a much more polished game.

On my end, I'm finally done with the sound effects rework -- that was pretty grueling as well, but not so lengthy as Josh's.  I apologize in advance to anyone who jumps out of their skin from the sounds in The Deep or the deciduous forests. ;)

Beyond that, it's bugfixes and artwork tweaks and so forth.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Saturday, February 16, 2013

Valley 2 Beta .901 "Now We Are Twelve" Released!

This one continues the final polish.  There's a bunch of updated art, more updated writing, and a variety of mostly-minor balance improvements.  Also a handful of bugfixes.

The biggest thing in this release is the three new playable characters: Hinge, Kyo, and Farel.  Farel is definitely one of my favorites now!  This brings us up to our full roster of 12 playable characters, with some color variations for several of them in addition to that.

Oh, and also, there's now a handy way to view your currently-equipped perks from the escape menu.  I can't believe we didn't think of this, and I'm not aware of anyone mentioning it to us before (or at least it didn't pass my desk).  But a member of the press mentioned that today, and it seemed like a boneheaded omission.

There was another thing like that in there, too: Cinth pointed out how we never labeled any of the spells as to which were primary, secondary, special, or ammo.  Yet perks reference those specific categories by name.  Facepalm.  Again that was not something I'd ever heard anyone say anything about until today, and it didn't occur to me, but actually two people (one again a member of the press) brought it up within 12 hours of each other today.  Go figure!

On the bright side, as frustrating as it is for me to have missed stuff that seems so basic as that, it really doesn't seem like there's a lot of that sort of thing.  My fingers are crossed that I haven't been blind to something else that's going to make me smack my head, though, heh.

Tomorrow the last of the monster sound effects are coming, as well as the last of the writing (including the end of the game scene).  And then the day after tomorrow is 1.0 release day!

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Friday, February 15, 2013

Valley 2 Beta .900 "Tell Me A Story" Released!

This one is the second release today.  As indicated by the increment in release number to 0.900, we're now very near to final 1.0 on the game.

This release has a lot of relatively minor fixes and changes, which is pretty much what to expect from here until 1.0.  That, plus the remaining sound effects, the last of the art, and the last of the writing.  There's a good chunk of writing and art in this one, and the entire tone of the boss fights in particular is completely different now; you get more of a sense of the backstory of the individual characters you're facing. 

We had a lot of cool backstory for this game, but it wasn't really utilized until lately.  We've been working on the region interjections when you go into a new region, too.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Valley 2 Beta .809 "Concentrating On Calibers" Released!

This one is the first of what will be two releases for today.  It basically does a lot of tuning to the concentration and caliber systems that were revised in the prior release, and fixes a few other bugs (such as charge shots not charging at all in the prior version).

There are some other cool spell changes in here as well, such as to bombs/mines timing, blast distance/power.  Also swamp belltowers now work properly on the world map for the first time!

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Thursday, February 14, 2013

Valley 2 Beta .808 "The Sound Of Violence" Released!

This one has a bunch of stuff, like more monster graphics finalizations and a number of bugfixes.  It also has some pretty major balance change.

Knockback
Knockback was sort of an interesting mechanic the way we had it in the first game, but it's really been overshadowed by other mechanics in the second game.  A lot of player spells used to have knockback, but so many monsters had knockback resistance that it was basically pointless.

Now there are many fewer spells with knockback, but they are way more effective with it because monsters now rarely have much resistance to it.  All in all this makes the mechanic something that is spell-specific but a lot more interesting than it has been so far in Valley 2.

Spell Calibers
Urgh... this one is hard to explain in any depth.  The release notes have all the hoary depth.  But the short of it is that spell calibers are now simpler to understand and use: they have ratings of Low, Normal, High, and Ultimate.  Most player spells are Low.  Most monster spells are Normal.  There are exceptions mainly on the player side, noted clearly in spell descriptions.

A higher spell beats a lower spell when they collide, and spells of equal rating both die when they hit one another.

Where it gets a little crazier is when you start using the perks that give caliber boosts, or the caliber boosts from concentration bars.  These things increase you partway toward the next rating, essentially, but not all the way.  You can therefore use several of your buffed lower-caliber-rating shots to take out a single higher-caliber-rating shot of an enemy in that circumstance.

That's really the overview, and unless you love numbers you don't need the details.  For those who love numbers, of course all the details are in the release notes.  The basic reasoning behind these changes were basically threefold: 1) to make the mechanic clearer in general; 2) to prevent an exploit that some players had discovered in the last little while; and 3) to otherwise change as little as possible, because calibers are really cool and were largely working well.

Lest you think this is a nerf mainly to the players (as someone has already worried), here's some points:

- The henchman fights are basically unchanged for the most part, EXCEPT that the player now has some advantages that they didn't before.  Your ammo based shots can actually block the henchman shots, unlike before.

- The overlord is about the same as he was before.

- Some of the monsters with smaller shots that were incredibly cheese-able (like the Auroch Warriors) are now fixed to work like other monsters that you'd expect.  In other words, the bad edge cases where monsters were too wimpy have been fixed.

- Things like explosive crescent now work more reliably against all regular enemy shots, with a very few exceptions rather than a lot of exceptions.  Things like whips now work against enemy spells like the crescents do, whereas previously they did not (making whips more awesome now).

- Regular straight-shot spells, ricochet spells, and so forth now reliably do NOT work against enemy shots.  That was largely already the case anyhow, but there were funky edge cases where that didn't hold true and felt odd.

Monster Respawning/Despawning
The release notes spell this out in detail, but areas now reset when you leave them, and are back to a more starting state as soon as you re-enter them (you don't have to wait 10 seconds, as in Valley 1 or earlier builds of this game).  It feels a lot smoother this way.

Robot Hacking Escape Difficulty
I've been wondering what Misery was complaining about, because he's a really good player and I could do these hacking escapes without too much trouble.  Granted, I was playing on Adept and he on Hero, and normally I'd play on Skilled or Hero for a true challenge... but it should all scale up, right?

Apparently wrong.  On the harder difficulties, these things got exponentially harder.  They were on the longish side anyhow (understatement of the year), and had some enemies spawning that are truly annoying when you're trying to rush and don't have time to take things more tactically.

I've changed things around so that they are still incredibly tense and you still feel on the edge of losing, but it's not such a foregone conclusion.  I've come within about 1 screen of winning on Hero difficulty at this point, and I'm pretty sure I could do it given another go or even just some basic equipment.  In other words, it might not be perfectly tuned yet, or I might just not be quite good enough for Hero difficulty.  But either way it's in the ballpark of correct.

One thing I want to stress about the robotic hacking escapes is that yes, they are definitely supposed to throw the tactics of the game out the window.  Normally you play with tactics, but here it's more about throwing all that to the wind and trying to frantically escape while robots swarm you.  Stopping to handle things tactically is a bad idea here.  The changes I've made in this version make the monsters weak enough so that this is actually feasible -- you'll take damage constantly through this escape, but it's less damage than usual, sneakily.

It's something to make you feel like you're being brutalized without really doing so.  I got that idea from a Gamasutra article that I can't find to link to, that I read a year or two ago.  I think it was about the boss fights in God of War or something of that nature, where basically you need to have a moderate challenge but feel absolutely on the edge of death just because of psychological cues.  That's going on here to make these sequences seem impossible when they're really just hard.  In prior versions, the problem was that it was actually impossible on the upper difficulties.

All The Player Spell Sound Effects
Now I just have the monster sound effects left to go, and then that will be it for the sound effects work!

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Wednesday, February 13, 2013

Valley 2 Beta .807 "Melee Deux" Released!

This one is another smorgasbord-type release, with tons of things in all sorts of varying areas.  There's updated monster art, yet more nice-to-have style improvements to the strategic game interface, more sound effects work, more balance fine-tuning, and some new cheats.  Oh, also a new character and a new keybind for the world map movement of NPCs without opening the menu.

The really big changes in this one are all about melee, and the resistant-to-all-but-melee monsters.  Basically the touch, punch, and fist spells have all been completely reimagined from the ground up.  Rather than being high-power, high-caliber defensive spells that are hard to use, they are now low-caliber, low-power spells that have one of two utility purposes: either reducing an enemy's movement speed temporarily, or reducing their ranged attack firing rate.

These utility spells fill an interesting niche in terms of providing some new tactical combat options, while at the same time finally ditching those touch, punch, and fist spells that were almost universally disliked.  Those were definitely the weakest link in the player arsenal, and nothing we had been able to figure out made them any better.  Note of course that the whips and tridents are still alive and well, and still fulfill their same role that they already did.

The other big melee-related change is that now the monsters that were resistant-to-all-but-melee-and-ammo-attacks are now instead resistant-to-ALL-attacks-if-a-player-is-not-standing-close-enough-to-the-monster-in-question.  This makes them no longer class-specific or spell-specific, but means that whatever class you have chosen has to close the distance with these enemies and take them on up close.  This keeps the general feel of the ocean shallows, for instance, intact; but at the same time removes all of the frustrating class penalties associated with it.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Tuesday, February 12, 2013

Valley 2 Beta .806 "Balancing Well With Others" Released!

This one has a lot of little stuff included in it, which add up to mainly polish and bugfixes.

Chief among the bugfixes are a bunch of improvements and fixes to multiplayer, making MP a vastly cleaner experience than it was before.  At the moment I'm not personally aware of any outstanding issues in MP (although I'm sure there are some I'm not aware of yet), and in my testing today things seemed to go really well in MP even with our pretty-bad-lag simulator on.

There's a lot of graphical polish in this version: fifteen buildings, a number of monsters, etc.  A lot of spell balance, too; including fixing up some spells like debris field that didn't work at all, and some spells like feather spray which didn't work conditionally.  At the moment I'm not personally aware of any outstanding spells that flat-out don't work anymore.  I think it's pretty well down to balance now.

On the strategic side, we've really improved the feel of things with the interface actually telling you what will be purified if you go onto any given tile.  What a difference that makes even to me when I'm playing it; I know all the purification rules very well, but even so I was not really factoring those in my mind when I'd make strategic moves.  Now I can, trivially, because the interface tells me what I need to know very quickly.  That's pretty cool.

We've also made some shifts that stem from trying to balance Deep Gates without nerfing them so hard that they lose their fun factor.  Going along with that comes some changes to how the scouting of auto-purified tiles work, and what triggers the deep gates, etc.  I think this mechanic is now at least a lot closer to properly balanced.

I didn't manage to get in any more sound effects work today or yesterday, unfortunately, but I hope to tomorrow.  Yesterday for me was a lot of work on footage for our upcoming trailer, plus other miscellany.  Today for me was miscellany plus lots of banging away at the multiplayer code.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Monday, February 11, 2013

Valley 2 Coverage Ahead Of Next Week's Launch

While Valley 2 makes its final preparations to transition from beta to 1.0 (launching February 18th), a lot of great coverage has poured in from both game blogs and video channels alike.

We've all been busy chatting it up with various publications about everything that's kept us busy in the early part of the year, and some very nice AI War coverage surfaced in the past couple weeks as well. It may have seemed like a long wait, with the expansion launching a few months back, but that's actually pretty typical for any AI War release. The game just demands some investment to play properly, so we really appreciate these reviewers for taking the time to play and write about it.

Some notable announcements coming up soon, including: release info for Shattered Haven, where we'll be traveling/demoing, and some other stuff the rest of the team would collectively strike me down for mentioning at this point.

Interviews, Podcasts, Previews, and Features
DealSpwn included the original A Valley Without Wind in its 2012 GOTY Awards Feature.

Chris is featured on Game Wisdom's latest podcast, discussing both Valley titles and Shattered Haven.

Pixel Perfect Gaming posted a preview of Valley 2, after taking a first look at the beta.

Chris was also interviewed by Indie Games Channel on Valley 2.

Examiner lists out its Five Reasons to Look Forward to Valley 2.

IGN included Valley 2 in its 50 PC Exclusive Games in 2013 feature.

Thanks to these sites for providing coverage of Valley 2
PC Gamer
Polygon
Rock, Paper, Shotgun
True PC Gaming
IndieGames.com
Blue's News
Indie Game Magazine
Cinema Blend
GameSpy
Worth Playing
Indie Statik
Games Radar
Indie Theory
Stick Skills
DSOGaming
Gamer's Hell
Softpedia
Steam Game Fans
Gaming Nexus
Inside Mac Games
Game Connect
Interesting Playing

AI War coverage
AI War: Ancient Shadows Review -- Indie Game Reviewer
AI War: Fleet Command Review -- Games Ajare (Spanish)

Video coverage
Indie Snapshot - A Valley Without Wind 2 [BETA]
A Valley Without Wind 2 - Co-op With SHYgaems
Let's Play : A Valley Without Wind 2 (BETA) Multiplayer
Meroka Plays A Valley Without Wind 2
A Valley Without Wind 2 - Let's Play and First Impressions Review [PC/MAC]
Cal Plays A Valley Without Wind 2 BETA
AI War - Luke VS Steam
Let's Play AI War Fleet Command [Deutsch][HD] (German)
Let's Take a Look! - A Valley Without Wind
Retrospective: A Valley Without Wind
A Valley Without Wind 2 (Doin' Nasty for Good)

Sunday, February 10, 2013

Valley 2 Beta .805 "Warehouse District" Released!

This one has a number of small tweaks and fixes; most notably, warehouses are now more useful.  I wound up getting a bit of a second wind for the night. ;)

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!

Valley 2 Beta .804 "The Angst Of A 360 In Search Of Its Control Node" Released!

This one has a title that's a bit of an in-joke to some old AI War stuff.  At any rate, it's primarily referencing that the gamepad defaults are now a lot better thanks to the tireless work of community contributor Pepisolo.  What a big relief!

There are also a number of more cleanup/clarity type of things on both the adventure side, helping to make things as balanced and interesting as possible.  The late-game balance for the adventure side actually has seen a much more extreme change that should bring it more inline in difficulty with what people would expect.  And farms have been nerfed pretty hard on the strategic side, helping to bring more balance to the food situation.

There's a little bit of sound effect work in here, and I had planned on doing more, but frankly I'm out of energy for the day.  It's been more than a month since I've had a day off, so I'm going to take a few hours off and come back recharged for tomorrow.  The 1.0 release is only a week from tomorrow, so it's great to see this all coming together so well at this point!

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here.  If you already own the first game, just use your existing license key to unlock the sequel for free!