Thursday, July 4, 2013

Shattered Haven and Tidalis Featured in Pure Indie Bundle

Our puzzle games Tidalis and Shattered Haven are included as part of Bundle Stars' new Pure Indie Bundle. It's $4, and beyond those two titles you also get: Brainpipe, Power of Defense, Data Jammers, Wake, Lunnye Devitsy and Gumboy Crazy Adventures (all titles come with Steam keys). You'll also receive in-game credit for free-to-play turn-based strategy game Iron Grip: Marauders.

While I can't speak to the rest of the games in the package (as I haven't played them myself), the total price tag represents a savings of $11 for the pair of Arcen titles alone. Don't wait to jump on the offer if it looks up your alley -- the deal, as is standard with this type of promotion, only runs for a limited time.

Elsewhere Around the Arcen Compound
To paraphrase how the guys on IndieDB put it: Skyward Collapse 1.4 -- An update so big, it has its own beta. A couple of beta patches have hit since, with the latest version introducing a pair of new defensive features.

Not to be outdone, AI War has received a weighty beta update of its own. The first significant patch since 7.0 launched last month begins tackling work on the winner of the "Big Items For 8.0" poll, among other items.

Lastly, we revealed a bit more info on our next full tittle. For those who didn't catch Chris's mention of it: Bionic Dues is "a turn-based tactical... kind of roguelike-ish... strategic... thing," currently scheduled for a beta in late August or early September and 1.0 in October. We'll have some more substantial updates on it as we progress closer to those dates -- including one I'm particularly excited about.

New Skyward Collapse Reviews and Other Coverage
Skyward Collapse receives more positive reviews, Shattered Haven scores one too, and a handful of new LP videos as well.

Helicon Heroes: Skyward Collapse Review [4/5]
Game Debate: Skyward Collapse Review - Tile Here, Tile There, Tiles Everywhere [8.5/10]
GameSideStory: GameTest - Skyward Collapse (French)
Mega Games Hub: Skyward Collapse Review (PC) [6/10]
iPad Advisor: Grab Five Bucks And Play 'Skyward Collapse', A 4X Strategy God Game That Fights Back
Corsual Let's Play: Skyward Collapse
NightWhisperer: Skyward Collapse: Game 1 - Game 2
MyPlay: Shattered Haven Review [7/10] (Italian)
Ironfist Gaming: AI War - First Try

Wednesday, July 3, 2013

Skyward Collapse 1.402 Beta "Man The Defenses!" Released!

If you've not yet read about the general changes in the 1.4 beta line, now is a good time to do so. It's expected that we'll stay in beta for the 1.4 line until the week of July 29th, when we'll do an official release called 1.5.  A lot is different here, so we want to make sure and give this time to mature before we put this out to everyone.

This one is the second release of the day, and probably the last until Friday unless something drastic happens (tomorrow is a holiday here in the US).

This release has the remainder of the gameplay features that I'd wanted to get into the 1.4 line, but hadn't had time for before.  Both of these features are heavily defensive-oriented. 

The first lets you put garrisons in your military production buildings and your town centers, which makes the placement of these suddenly relevant.  And it makes yet one more thing competing for your currency resource.

The second makes flowers actually useful now, by giving them the ability to add auto-heal on buildings in their towns.  This again is quite useful if you're not wanting your structures destroyed (often you are).  This isn't going to save you from the sorts of heavy-hitters who come over and stomp a building in one or two hits, but it will build your towns back up after they take some glancing blows, making it harder to wear down a well-defended town through accidental attrition from non-siege units.

Of course, both of these compete with existing things for your resources.  The upgrades compete for your currency, and the flower gardens compete for your AP and the space in your town (and, to a lesser degree, pottery; but that's easier to come by, relatively speaking).

There are a couple of other fixes and tweaks in here, 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.  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.

AI War Beta 7.002-7.005 "Hacked To Pieces" Released!

This one is the first significant update since 7.0. We usually like to let the game catch its breath for a moment after an official release as that gives time for any "we want this fixed in an official" bugs to be found, etc. Anyway, it's been two weeks since the 7.001 hotfix (which is actually the official on steam) so I think things are pretty settled down now.

Now to get back to breaking stuff! ;)


The main meat of this update is definitely our initial work on the winner of the "Big Items For 8.0" poll. The new hacking resource pretty much ran away with that poll, though champion revisions were a strong second place. Anyway, focusing on one issue at a time, so this update introduces the revised Hacking resource (it's been there, just in a secondary position).

Basically now when the AI gains AI Progress you also gain Hacking Progress. So it gets stronger, but you get to exploit new "vulnerabilities". You can also spend more HaP than you have, but when it goes negative the AI's response to hacking gets nasty fast. For now here's what the Hacker ship can do:
- Extract knowledge from an AI planet that's in supply.
- Redirect the research at an AI-controlled ARS on an AI planet so you can pick which of the planet's three bonus types to unlock instead of just the default one.
- Reverse-engineer an AI-controlled Fabricator on an AI planet so you can build that type of ship without holding the irreplaceable.
- Reverse-engineer an AI-controlled Advanced Factory or Advanced Starship Constructor on an AI planet so you can build that kind of MkIV ship without holding the irreplaceable.

More hacking forms to come, but the infrastructure work involved in making the above possible (largely the adding of a variable-contents second page to the Space Dock's buy menu for if you get more than 20 distinct fleet ship types) took up the available AIW dev time for this week so I wanted to get this out for y'all to tinker with.


Another major change was actually needed for the new hacking forms, but is a pretty major utility improvement all around: Space Docks and Starship Constructors (and similar broad queue-builders) can now build the mkIV and mkV versions of the ship types available at them (and Space Docks should be able to build the experimental fab fleet ships, though that may still be a bit rough) IF you have the necessary fabricator/factory/constructor OR the necessary hacking of said. This will probably make fabricator types and whatnot more usable in general, though generally speaking the intragalactic warp gates largely took care of this in the past.


There's also a few bugfixes in there. You know the drill.

Update: 7.003 hotfix is out now to fix one that was preventing the loading of many old saves.

Update: 7.004 hotfix is out to put in some protections against arithmetic overflow in the hacking-response calculations if you really run up the Hacking Progress costs.

Update: 7.005 hotfix is out to fix some unhandled-errors that could happen in extreme hacking-response situations and to clean up some other hacking-related bugs.

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.

Skyward Collapse 1.401 Beta "Bandit Suppression" Released!

If you've not yet read about the general changes in the 1.4 beta line, now is a good time to do so. It's expected that we'll stay in beta for the 1.4 line until the week of July 29th, when we'll do an official release called 1.5.  A lot is different here, so we want to make sure and give this time to mature before we put this out to everyone.

This one
is small but valuable. Basically, the idea of this release is to tune up the balance from the first in the 1.4 series.  Lots more of this will likely be needed, but for now this should really help with the early stompings by bandits in the age of man. ;)

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.  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.

Tuesday, July 2, 2013

Skyward Collapse 1.4 Beta "Dawn Hits The Cave Of Monsters " Released!

This one... oh good grief.  Where to even start!  This thing is incredibly huge -- so much so, that we're releasing it as a beta version prior to moving it into the official branch.

So be cautious with this update if you just want to play the game.  You'll get these changes soon enough when version 1.5 is fully ready hopefully next week (based on further updates to this), but in the meantime anyone who updates to the beta is a bit of a guinea pig.

Impact To Casual/Light Players Of The Game
If you just kind of play the game casually for fun, and aren't playing on high difficulties or really internalizing a lot of the specific rules and balance of the game, my feeling is that this release will not change all that much for you.  Hopefully.

At least not much that you have to re-learn, anyway.  Mostly I think it would be things that you ignored because they seemed useless, but which you now find interesting because they are useful suddenly.  Or of course you'll notice new content like extra monsters, monster caves, and ally camps... but these are things that are added on and conceptually straightforward, not something you have to re-learn.

Town specialization likely wouldn't hit you at all unless you are a bit more advanced.  The resource cost shifts on the human units are really easy to adapt to because it's right there in the tooltip and there are only a few changes in general.  And the new system for more-specialized human unit bonuses again probably won't matter much if you're more casual with things (and likely you were already ignoring it, so if you do wind up needing to learn these, it will be for the first time, not the second).

So that's pretty much it, as far as the less-intensive players are concerned.  Some things are refined and easier, there's new content, and then a bunch of stuff they already weren't using got changed around.  Some of that they still won't use unless they graduate to being a more advanced player, and other things they will learn to use for the first time like anything else.

That's the intent.  If there's anywhere this breaks down, do let me know; I want to make the transition here not be a jarring one for these sorts of players, so comments on this are quite welcome.

General Cumulative Effects To Balance For The Advanced Player
Yeah, you have to relearn the game from the ground up, in terms of balance.  What you build and when is out the window, and most advanced strategies will need to be re-thought. 

Based on the feedback from this camp, I think that these changes will all be very welcome, and the whole point is really to make the game have more lasting complexity at this level of play.  Or more to the point, to keep things from becoming routine and something you can just use the same strategy on over and over again.  So in that light, it's not like you have to re-learn any new strategies: you just have to start thinking on your feet in new ways, and you have both new tools and new challenges to do so.

Trade is something I'm really excited about now; I think it fills a really cool role in advanced play.  There is more I plan to do with the currency resource, as well, hopefully in the next couple of updates and then also in the first expansion.

The town specialization and building upgrades in general really change the resource model, and towns have to be planned more carefully.  In my limited testing this seems to work out really well, but I'll be quite interested to know how it fits into your larger game play sessions across more playstyles.

The new mix of monster caves and ally camps in addition to the existing bandit keeps should prove interesting as well.  I've done a lot of testing to try to get the spawn rates on all these to a sensible level, but a big part of the reason that this is going out as a beta is that I'm worried I have not really got this to a level that feels right.  Feedback on this would be extremely extremely welcome.

The counterpoint to the new bandit and ally spawns is of course the new functionality of the embassy building.  This isn't unlocked right from the start of the game, though, so it needs to have some sensible balance either way.  But for games on expert, you may well need embassies, or at least they may be a key part of the strategy on many maps, who knows.

Specific Effects To Balance For The Advanced Player
There are some specific things to keep in mind.

1.  Overall your methods for generating and using resources are going to be really affected.  How do you build up which towns?  Previously that wasn't really a problem, and resources were really plentiful by late-game.

2.  The way that you'll have to deal with units on the board is in general very different now, too.  The humans are going to wind up being a goodly bit less effective against mythologicals now that mythologicals now don't have classes other than just "mythological."  Humans were getting bonuses against mythos kind of by accident.  

And now the mix of humans that you have versus what other humans are out there matters a TON more.  And then of course the new mix of bandit mythos will make you consider other things differently, too.

3. There are now more secondary side strategies, I think.  Some interesting things could be done based off of generating a lot of trade, for instance; you could really ramp up score there in some interesting fashions, as well as now you could have some undefended-by-units towns as a strange sort of honey pot that keeps certain enemy units occupied (nobody with adamantine or whatever, but still). 

Or you could pursue lots of embassies to keep the challenge a lot lower from bandits, but that comes with a really high AP cost and also takes a lot of real estate.  In turn that's also going to hurt your ability to generate points, so you'd have to pair this with some other high-points strategy.

All in all, I think that the possibilities for advanced players got a lot more interesting, in other words.

Late Game Goodies For All
So the late game getting a bit boring was a general complaint people had.  I think that should hopefully be dispelled now, even without the heroes and villains thing.  More on that in a sec.

The general types of bandit monsters that are getting spawned shifts in each of the ages now, and the ones that you see in the Age of Gods are pretty intense.  The idea being that there is definitely a feeling of ramp-up here.  There are a few other changes to make this last age more intense, too.

These things, plus the other recent changes like the Armageddon option and so forth, should hopefully make it so that the game does not peter out at the end.

The heroes and villains idea has been pushed back to the second expansion, because it was just too huge of an undertaking to really do right, AND because I was really worried about the added complexity to the end of the base game.  For people who already have the base game relatively mastered, expansions that add complexity are awesome.  For someone brand new... well, we don't want their first experience to be too complex or that might be their last experience, if you take my meaning.

What Else Is Going On?
This update (plus the ones before it) probably represent 90% of what will be in the "2.0" update to the base game.  The remaining things I want to change or add are all incremental refinements, and then of course polish on the changes that have been made so far here.  So that's really coming along well -- we still have a bit more than a month until 2.0 will come out, so that's some excellent time for testing.

I do still want to update the font, though; and I also want to get the attack and death effects looking a bit better.  I haven't forgotten about the font stuff, anyway!

The first expansion for the game, Nihon no Mura, will be ready to start beta in the next week or two, which I'm also excited about.  The art for the new Japanese faction is almost complete, which is very exciting.  And the art for two new terrain types and the new military outposts are also done.  The art for the hamlets is coming along, but it took us a while to find just the right artist for that to split the work with Blue (because it's too much for one person).

The coding for the expansion hasn't even started yet, but now that the 2.0 update code is pretty much done, that will keep me from having to split my focus, which is good.  Coding-wise, I should be able to knock a lot of that out.

In non-Skyward news, Keith is working away on the coding and implementation for Bionic Dues, and we're working on finding colorists for the game (we've already got a sketch artist doing awesome work for it).  And Keith and I are tag-teaming the design there.  It's coming along well I think, and it's definitely an exciting project for us.  A turn-based tactical... kind of roguelike-ish... strategic... thing.  I'll get better at describing it before we start a beta for it. ;)  That one probably will come out in October for 1.0, and probably in late August or early September for beta.

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.  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.

Tidalis Adventure Intro (Live) by Pablo Vega

Our composer Pablo Vega passed along a special treat that we wanted to share. Pablo recently had a chance to record some live music in the church where he and his wife Hunter were married, and he took the time to touch on a piece from the Arcen library. Here's his note, along with the download link:

Hey Arcen fans,

I recorded this today to share with you because you're the best fans in the world. Thank you so much for supporting us all these years, we could not have made it this far without you. This is a live recording of the "Adventure Intro" from Tidalis.

Thanks again, you guys are so awesome! - Pablo Vega

Pablo Vega - Adventure Intro (Live).mp3

Sunday, June 23, 2013

Skyward Collapse Reviews, AI War 7.0 Coverage and Other Press/Videos

2013 has been nuts. It's crazy to look back at what we've been able to do in the past six months (especially if you're aware of our previous track record): launching A Valley Without Wind 2, Shattered Haven, Skyward Collapse and AI War: Vengeance of the Machine between February and June. Quite a schedule!

The team's not about to slow down either, with new expansions for Skyward Collapse and AI War due out before the end of the year. Perhaps even more exciting, we've begun development of our seventh game: Bionic Dues. We'll have more on this one soon, what it's all about and when/where it can be played.

Feel free to stop by the forums if you want to get involved with any of these titles, or just want to follow along with what we're up to. Also, just a reminder that it's last call for the AI War franchise sale on our store, GamersGate and Steam (sale ends tomorrow morning).

Chris Park On Tour (with a dash of Keith)
Bias Bear: [Podcast] Arcen Games: Gamers Are Intelligent
Playfire: Q&A Session with Arcen Games!
Select Start Media: Skyward Collapse (8.5/10)
Linkters: Skyward Collapse Review
Blistered Thumbs: Skyward Collapse Review (8/10)
Universal Gaming Reviews: Skyward Collapse Overview and Review (8/10)
Gameverse: Review: Skyward Collapse
You Are Journalism: Skyward Collapse (German)
ComboCaster: Skyward Collapse Review (Portuguese) (8/10)
SugarFreeGamer: Skyward Collapse – A Conflict Of Balance
IndieStatik: Impressions: Skyward Collapse

Other Skyward Collapse Press
GamesArk: Skywards Collapse of Arcen Games available on Steam (Italian)
GameConnect: Arcen Games' Skyward Collapse now available for PC/Mac
Skyward Collapse listed under Games Pressure's Popular PC Strategy Games

AI War Four Year Anniversary Coverage
Gameranx: AI War: Fleet Command - The Four Year Financial Climb
Blue's News: Ships Ahoy - AI War: Vengeance Of The Machine
VG247: AI War fifth expansion out now, four year anniversary edition available
Indie Game Reviewer: AI War Launches 4-Year Anniversary Edition, New Vengeance Expansion
Invision: AI War 4 Year Anniversary Celebration on Steam
Gert Lush Gaming: AI War Four Year Anniversary Edition And Vengeance Of The Machine Now Available
Gamer's Hell: AI War: Vengeance of the Machine Released and Trailer
Pixel Perfect Gaming: AI War: Anniversary Edition – Now Available on Steam

General Video Coverage
Strategy Gaming World- AI War: Vengeance of the Machine
Poolitzer LP: AI War: Fleet Command (19 Parts) (German)
Poolitzer LP: Skyward Collapse (9 Parts) (German)
Button Mash: Meroka Plays A Valley Without Wind 2 (17 Parts)
Eddiember: A Valley Without Wind (10 Parts)
King's Shattered Haven (6 Parts)
Gambell Ventures: Tidalis
LostScarf: Sunday Special - IndieRoyale Arclight Bundle
GameDeciderTV: Skyward Collapse - First Looks
Sledge is worse than AI [AI War: Fleet Command]
Angelo Teodorak: A Valley Without Wind 2 (Portuguese)
Brazouck: AI War: Fleet Command (3 Parts) (French)
James Allen: Skyward Collapse Gameplay Impressions

Friday, June 21, 2013

Skyward Collapse 1.013 "Godly Gods" Released!

This one fixes the resource drops not working in the last couple of versions.  Even more substantially, it majorly increases both the health and the attack power of gods.  Those guys aren't such pushovers anymore!

There's lots more in the hopper in terms of free updates, and we're still steadily working away on the first expansion (Nihon no Mura) as well.  But it's been a busy couple of days on a lot of fronts, and I haven't quite had time to do enough to actually push anything but this into the codebase yet.

More to come soon, though.  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.  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.

Valley 2 Official 1.007 "Thorns In The Sink" Released!

This one tweaks a tiny bit more balance relating to the Thorncerer and the blast spells. 

It also puts in some automatic re-syncing during multiplayer after each turn is advanced, after each time an NPC order is given, and after each time morale is lost due to a death.  Desyncs were not common at all with the game, but recently one group of players were finding some sort of consistent cache of them.  This automatic re-syncing should prevent central desyncs of all sorts (knock on wood), and is quite similar to something along these lines that we did for Skyward Collapse.

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 hereIf you already own the first game, just use your existing license key to unlock the sequel for free!

Wednesday, June 19, 2013

Skyward Collapse 1.012 "Just Bonuses All The Way Down" Released!

This one has a number of bugfixes, tweaks, and refinements.  Nothing grandly exciting in the main, but the fixes to certain mythological and god tokens not working in the prior version is obviously welcome.

One big thing here is that bandit units dying now gives you points.  This makes it a lot easier to get points in circumstances where you are having to fight more bandits than the opposing faction, which sometimes happens.  In other words, your ability to generate points is not quite so hampered by circumstance.  This also leads to higher scores in general, so the score gates have been increased by 15% to compensate for that.

There was also previously some confusing logic regarding when units could and could not pick up bonus tokens.  This was confusing enough that it seemed like an error even to veteran players, though the units were actually working just as they were supposed to.  This restriction has now been removed so that units can super-stack bonuses a lot more.  This makes them act in a way that will be immediately more clear to players of all skill levels... and in terms of this affecting balance, it's only going to make things harder, not easier, since a super-stacked unit is rarely a good thing. ;)

There are also now scroll/panning speed sliders!  That is sure to be quite welcome. :)

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.  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.

Tuesday, June 18, 2013

Valley 2 Official 1.006 "Five Tier Rejuvenation" Released!

This one addresses the balance between some of the mage classes; in particular, focusing on those at Tier 5.

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 hereIf you already own the first game, just use your existing license key to unlock the sequel for free!

AI War Four Year Anniversary Edition and Vengeance of the Machine Now Available

Franchise Sale celebrates AI War 7.0 launch on Steam, GamersGate and the Arcen Store


Arcen Games is excited to announce the launch of AI War 7.0, its latest expansion Vengeance of the Machine, and the new AI War Four Year Anniversary Edition – all available now and on sale at major discounts across various digital storefronts.

AI War: Vengeance of the Machine adds a host of new features to an immersive indie strategy title already bursting in base game and expansion content. Additions include several new AI types, map styles, bonus ship types, optional AI plots, and much more.

We thought we’d finally outsmarted the AI... we were wrong!


About AI War: Vengeance of the Machine
The AI's gotten kind of upset. Somewhere along the way it decided you puny humans need more interesting ways to lose (or win, if you're one of those people, but who are we to judge). Vengeance of the Machine offers new tools to the player (like Core Turret Controllers) and a new frontal-confrontation victory condition (Showdown Devices), but focuses on enhancing the already-incredible variety of your main opponent: the AI. The possibilities grow exponentially with the addition of the new "Dual Type AI" system (ever wonder what a single AI player would be like with Thief AND Speed-Racer? Find out!), AI Planetary Subcommanders, and Dire Guardians. They say the best stories revolve around an awesome villain, and this expansion takes AI War's villainy to new heights.

Key Features
  • 8 new AI types, from the honorable "Chivalric" which refuses to harass your Advanced Factories and other irreplaceables to the bleedingly-hard "Vicious Exotic" which eschews normal waves in favor of hammering you with massive Exogalactic Attacks.
  • 2 new Map styles: Wheel and Honeycomb.
  • 6 new Bonus Ship Types, from the modular Protector Starship to the hilarious "space dock artillery cannon" Neinzul Railpod.
  • 2 new optional AI Plots: Hunter (which brings the AI's Special Forces from strong to nightmarish) and Shark.
  • 5 new Core Guard Posts to defend the AI homeworlds.
  • 7 new Guardian types to add variety to the AI's heavier units.
  • 28 new achievements.
  • More awesome music from Pablo Vega!

Follow AI War on Facebook, Twitter, Reddit, and IndieDB for the latest updates regarding the game. 

If you’re a member of the press and are interested in review copies and/or additional assets, please email arcengames[at]gmail[dot]com .


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 saw the release of The Zenith Remnant, the first two full expansions for AI War; as well as Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth.

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/start of 2013 has been another busy time for the team, with AI War's fourth expansion Ancient Shadows launching, A Valley Without Wind 2 hitting 1.0, and Shattered Haven's releasing as well. The studio just launched its latest title, turn-based strategic god game Skyward Collapse, this past May and now turns its attention to adding new content to both AI War and Skyward Collapse over 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. The team is also proud to be a platinum sponsor of the Child’s Play charity. For all the latest news, coverage and other musings, visit us on our website, Twitter and Facebook; as well as Arcen founder Chris Park's Games By Design blog.

Monday, June 17, 2013

AI War Official 7.0 Released!

This one is 7.0! And only 7.0! I literally only changed the version number! Why am I shouting like this were a TF2 Update!

Anyway, 7.0 is out in patch form now, and we're working behind the scenes on installers and some other stuff you can probably guess at.

Update: 7.001 released to fix a bug with the fix to the scrapping-lightning-torpedoes-for-money exploit, and a few other things.

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.

Sunday, June 16, 2013

AI War Beta 6.050 "Release Candidate 3" Released!

This one is the third release candidate, and is 7.0, unless some fairly critical bug or other such issue comes to our attention over the rest of the weekend.

Actually the changes in this were not for critical issues, but there were a couple very simple (as in just changing a couple boolean flags) changes that make the Zenith Hydra Head spawnable work a lot more sensibly. I used to be able to leave well enough alone, so I blame Chris's example.

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.

Saturday, June 15, 2013

AI War Beta 6.049 "Release Candidate 2" Released!

This one is the second release candidate, and is 7.0, unless some fairly critical bug or other such issue comes to our attention over the rest of the weekend.

The main thing was to fix a bug that could let the Special Forces attack your planets (by choosing one of them as a "staging point", heh).

Also fixed a couple exploits, one old, one new.

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.