Dec 22, 2010
AI War: Fleet Command - Josh "Spikey00" Y.
<a href="http://www.arcengames.com/aiwar_features.php"/><img src="http://arcengames.com/img/side_aiwar.png"</img></a>
<i>AI War <a href="http://www.facebook.com/pages/AI-War-Fleet-Command/143457342376">Facebook page</a>
Arcen Games' <a href="http://www.facebook.com/arcengames">Facebook page</a>
Tidalis <a href="http://www.facebook.com/Tidalis">Facebook page</a>
Our <a href="http://www.arcengames.com/forums/index.php">community forums</a></i>
Report bugs and suggestions: <a href="http://www.arcengames.com/mantisbt/">MantisBT</a>
The <a href="irc:/irc.rtsnet.org/aiwar">AI War IRC</a> / <a href="http://www.arcengames.com/aiwar_irc.php">AI War web IRC</a>
<b><a href="http://arcengames.blogspot.com/2010/12/ai-war-beta-4054-released.html">Please see the original post here</a></b>
<b><a href="http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-4.000_Beta#Prerelease_4.054">Changelog may be found here</a></b>

This one is, predictably, pretty sizable. Seems like most of our new versions lately have been. At any rate, there's another big laundry list of bugfixes and balance tweaks.

One of the biggest changes in this one is to what happens when you lose a command station: now you lose all your harvesters on that planet, and all your reactors as well. That's a much more harsh penalty, which somewhat brings back the feeling of what it means to lose a planet that used to be in the game... oh, back in the 1.0 or 2.0 days. In the past we often made it "feel important" to lose a planet based on making them slow to rebuild, but that just felt slow and un-fun. Now it retains the speed while having more of a penalizing kick, which some players had been asking for. This also means that players can't get sneaky and put energy reactors on enemy planets in supply, which we're also happy about.

On the other hand, mark I-III reactors and also harvester exo shields now leave remains when they are destroyed, so that remains rebuilders can come through and automatically rebuild them if they are lost. This helps make retaking a planet less of a chore, and it also makes rebounding from raids where you didn't lose a planet that much faster, too.

Mark I and II force fields got a notable buff for both players and AIs, which players had been wanting. Some guardians and some spirecraft got some various buffs, and gravity drills now retain their teeth when in the presence of speed-boosting ships. Gravity turrets now are more effective, as are multi-stacked force fields. Distribution nodes give you waaay more resources than before.

Another notable change is the complete re-balancing of harvester exo-shields. In some ways these have been made more powerful and useful, but in other ways they are now more harshly penalized (the ongoing resource cost of them is way higher). This basically brings them back more in line with their original pre-2.0 design, which only through accident had we strayed from, while at the same time making them less fiddly to use.

Lastly, Hunter/Killers are once again temporarily gone from the game. Well, they are still there, but nothing spawns them anymore. The logic that was spawning them has now been put to use spawning carriers instead, which is inherently balanced and a lot more appropriate in many various ways. Players should be pretty happy with this shift in the main, though we understand some will miss the idea of H/Ks in an abstract sense. Fear not: they will return, just in a different form a good while later. We ran out of time for them in this release cycle (still so much to do, and dwindling time because of the holidays, etc), but they're high on our list to do some interesting stuff with in the coming months. Of course, if you want to make sure that they do (or do not) make an appearance sooner than later, be sure to register your votes in mantis so that we'll see the collective will on the vote tallies page.

That's it for today -- enjoy!
Dec 22, 2010
AI War: Fleet Command - Josh "Spikey00" Y.

AI War Facebook page
Arcen Games' Facebook page
Tidalis Facebook page
Our community forums

Report bugs and suggestions: MantisBT
The AI War IRC / AI War web IRC
Please see the original post here
Changelog may be found here

This one is, predictably, pretty sizable. Seems like most of our new versions lately have been. At any rate, there's another big laundry list of bugfixes and balance tweaks.

One of the biggest changes in this one is to what happens when you lose a command station: now you lose all your harvesters on that planet, and all your reactors as well. That's a much more harsh penalty, which somewhat brings back the feeling of what it means to lose a planet that used to be in the game... oh, back in the 1.0 or 2.0 days. In the past we often made it "feel important" to lose a planet based on making them slow to rebuild, but that just felt slow and un-fun. Now it retains the speed while having more of a penalizing kick, which some players had been asking for. This also means that players can't get sneaky and put energy reactors on enemy planets in supply, which we're also happy about.

On the other hand, mark I-III reactors and also harvester exo shields now leave remains when they are destroyed, so that remains rebuilders can come through and automatically rebuild them if they are lost. This helps make retaking a planet less of a chore, and it also makes rebounding from raids where you didn't lose a planet that much faster, too.

Mark I and II force fields got a notable buff for both players and AIs, which players had been wanting. Some guardians and some spirecraft got some various buffs, and gravity drills now retain their teeth when in the presence of speed-boosting ships. Gravity turrets now are more effective, as are multi-stacked force fields. Distribution nodes give you waaay more resources than before.

Another notable change is the complete re-balancing of harvester exo-shields. In some ways these have been made more powerful and useful, but in other ways they are now more harshly penalized (the ongoing resource cost of them is way higher). This basically brings them back more in line with their original pre-2.0 design, which only through accident had we strayed from, while at the same time making them less fiddly to use.

Lastly, Hunter/Killers are once again temporarily gone from the game. Well, they are still there, but nothing spawns them anymore. The logic that was spawning them has now been put to use spawning carriers instead, which is inherently balanced and a lot more appropriate in many various ways. Players should be pretty happy with this shift in the main, though we understand some will miss the idea of H/Ks in an abstract sense. Fear not: they will return, just in a different form a good while later. We ran out of time for them in this release cycle (still so much to do, and dwindling time because of the holidays, etc), but they're high on our list to do some interesting stuff with in the coming months. Of course, if you want to make sure that they do (or do not) make an appearance sooner than later, be sure to register your votes in mantis so that we'll see the collective will on the vote tallies page.

That's it for today -- enjoy!
Dec 22, 2010
AI War: Fleet Command - Josh "Spikey00" Y.
<a href="http://www.arcengames.com/aiwar_features.php"/><img src="http://arcengames.com/img/side_aiwar.png"</img></a>
<i>AI War <a href="http://www.facebook.com/pages/AI-War-Fleet-Command/143457342376">Facebook page</a>
Arcen Games' <a href="http://www.facebook.com/arcengames">Facebook page</a>
Tidalis <a href="http://www.facebook.com/Tidalis">Facebook page</a>
Our <a href="http://www.arcengames.com/forums/index.php">community forums</a></i>
Report bugs and suggestions: <a href="http://www.arcengames.com/mantisbt/">MantisBT</a>
The <a href="irc:/irc.rtsnet.org/aiwar">AI War IRC</a> / <a href="http://www.arcengames.com/aiwar_irc.php">AI War web IRC</a>
<b><a href="http://arcengames.blogspot.com/2010/12/ai-war-beta-4053-released.html">Please see the original post here</a></b>
<b><a href="http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-4.000_Beta#Prerelease_4.053">Changelog may be found here</a></b>

This one is another big multi-day cumulative release. There's been a number of bugfixes as part of it, and turrets have had a first pass of rebalancement done to them, which should be welcome. Hunter/Killers have also been toned down a bit (firing shots 1/3 as frequently should be helpful).

There is really just a ton of miscellany in here. Mining golem timers are lowered thanks to their recent changes. Fixed various tooltips that were a bit off. Buffed a number of experimental units a bit. Hybrid module rebuilding has been hit with the nerf stick (they can't do it if they've been hit in the last 30 seconds). Marauders and resistance fighters don't spawn more frequently with AIP increases any longer. Improvements have been made to the Resource Flows tab of the Stats window. That sort of thing.

<img src="http://2.bp.blogspot.com/__bepTZ132no/TREsnQQwNcI/AAAAAAAAAew/jzjIDBNapSQ/s1600/13.png"</img>

Additionally, a few graphical/visual things have been done. The "niche images" are helpfully shown in more places, and the icons in the intel summaries are finally colorized again. The latter of these has been much-anticipated by players for a while now. Anyway: enjoy!

<i>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 <a href="http://www.arcengames.com/aiwar_buy.php">here.</a></i>
Dec 22, 2010
AI War: Fleet Command - Josh "Spikey00" Y.

AI War Facebook page
Arcen Games' Facebook page
Tidalis Facebook page
Our community forums

Report bugs and suggestions: MantisBT
The AI War IRC / AI War web IRC
Please see the original post here
Changelog may be found here

This one is another big multi-day cumulative release. There's been a number of bugfixes as part of it, and turrets have had a first pass of rebalancement done to them, which should be welcome. Hunter/Killers have also been toned down a bit (firing shots 1/3 as frequently should be helpful).

There is really just a ton of miscellany in here. Mining golem timers are lowered thanks to their recent changes. Fixed various tooltips that were a bit off. Buffed a number of experimental units a bit. Hybrid module rebuilding has been hit with the nerf stick (they can't do it if they've been hit in the last 30 seconds). Marauders and resistance fighters don't spawn more frequently with AIP increases any longer. Improvements have been made to the Resource Flows tab of the Stats window. That sort of thing.



Additionally, a few graphical/visual things have been done. The "niche images" are helpfully shown in more places, and the icons in the intel summaries are finally colorized again. The latter of these has been much-anticipated by players for a while now. Anyway: 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.
AI War: Fleet Command - Josh "Spikey00" Y.
AI War: Fleet Command - Josh "Spikey00" Y.

AI War Facebook page
Arcen Games' Facebook page
Tidalis Facebook page
Our community forums

Report bugs and suggestions: MantisBT
The AI War IRC / AI War web IRC
Please see the original post here

All of Arcen Games titles are 50% off during the Steam Holidays Sale!

Happy holidays from the Arcen Games team!
Arma 2: Operation Arrowhead - Dwarden
<center>New update 1.57 for ARMA 2: OA was airdropped on STEAM service !

<a target='_blank' href='http://www.arma2.com/images/facebook/SLEIGH_RIDE.jpg'><img src='http://external.ak.fbcdn.net/safe_image.php?d=6b8acc89873bdd3ea9a5bacadca7c87b&w=90&h=90&url=http%3A%2F%2Fwww.arma2.com%2Fimages%2Ffacebook%2FSLEIGH_RIDE.jpg' border='0'/></a></center>
+ Numerous stability and functionality fixes and improvements
+ Improved netcode (better locality handling)
+ New scripting commands
+ 4 new bonus scenarios for owners of the full version of Arma 2: Private Military Company
+ Added many new scripting commands and event-handlers
+ AI behavior related fixes and improvements

Included were M8 weapon sights for CBQ (by popular demand) ...

<center><a target='_blank' href='http://www.arma2.com/images/facebook/NEW_SIGHTS.jpg'><img src='http://external.ak.fbcdn.net/safe_image.php?d=bdba6d70a89674cefb19937c6395d7d1&w=90&h=90&url=http%3A%2F%2Fwww.arma2.com%2Fimages%2Ffacebook%2FNEW_SIGHTS.jpg' border='0'/></a> <a target='_blank' href='http://www.arma2.com/images/facebook/FIRE_TEH_LAZORS.jpg'><img src='http://external.ak.fbcdn.net/safe_image.php?d=25e9e911e9927a30957dc35a02a033fb&w=90&h=90&url=http%3A%2F%2Fwww.arma2.com%2Fimages%2Ffacebook%2FFIRE_TEH_LAZORS.jpg' border='0'/></a></center><p align="right"><a href="http://community.bistudio.com/wiki/A2OA:_Patch_v1.57#Version_1.57_Highlights">click here to read detailed changelog about 1.57 update</a>

Have fun and please share Your feedback on STEAM or BIForums !
<a href="http://forums.bistudio.com/showthread.php?t=112023"> Click here to visit 1.57 thread on BIForums </a</p>
Arma 2: Operation Arrowhead - Dwarden
<center>New update 1.57 for ARMA 2: OA was airdropped on STEAM service !

</center>
+ Numerous stability and functionality fixes and improvements
+ Improved netcode (better locality handling)
+ New scripting commands
+ 4 new bonus scenarios for owners of the full version of Arma 2: Private Military Company
+ Added many new scripting commands and event-handlers
+ AI behavior related fixes and improvements

Included were M8 weapon sights for CBQ (by popular demand) ...

<center> </center>
click here to read detailed changelog about 1.57 update

Have fun and please share Your feedback on STEAM or BIForums !
Click here to visit 1.57 thread on BIForums
Arma 2: Private Military Company - Dwarden
<strong><center> Update 1.01 was released </strong>

Four brand new scenario missions for owners of A2:PMC.
One showcase and three distinctive single-player missions
to add extra weight to PMC's substantial co-op campaign playable content:
</center>

<strong>Infiltration </strong>- Sneak under the cover of darkness to destroy a rocket artillery test site.
<strong>Reaction </strong>- Battle through the mist to recover missing clients.
<strong>Provision </strong>- Take to the air to deliver a crucial cargo drop for UN troops in central Takistan.
<strong>Showcase </strong>- Enjoy the diversity of the PMC faction in a showcase mission.

Accompanied with many PMC campaign fixes ...
Resolves the dreaded double PMC :)
Included were M8 weapon sights for CBQ (by popular demand) ...

<center><a target='_blank' href='http://www.arma2.com/images/facebook/NEW_SIGHTS.jpg'><img src='http://external.ak.fbcdn.net/safe_image.php?d=bdba6d70a89674cefb19937c6395d7d1&w=90&h=90&url=http%3A%2F%2Fwww.arma2.com%2Fimages%2Ffacebook%2FNEW_SIGHTS.jpg' border='0'/></a> <a target='_blank' href='http://www.arma2.com/images/facebook/FIRE_TEH_LAZORS.jpg'><img src='http://external.ak.fbcdn.net/safe_image.php?d=25e9e911e9927a30957dc35a02a033fb&w=90&h=90&url=http%3A%2F%2Fwww.arma2.com%2Fimages%2Ffacebook%2FFIRE_TEH_LAZORS.jpg' border='0'/></a>

Official announcement : <a href="http://www.arma2.com/latest-news/arma-2-operation-arrowhead-update-15.html"> Click here to read more ...</a>

More details in official BIForum: <a href="http://forums.bistudio.com/showthread.php?t=112024"> ... click here to read and share Your feedback...</center>
Arma 2: Private Military Company - Dwarden
<center> Update 1.01 was released

Four brand new scenario missions for owners of A2:PMC.
One showcase and three distinctive single-player missions
to add extra weight to PMC's substantial co-op campaign playable content:
</center>

Infiltration - Sneak under the cover of darkness to destroy a rocket artillery test site.
Reaction - Battle through the mist to recover missing clients.
Provision - Take to the air to deliver a crucial cargo drop for UN troops in central Takistan.
Showcase - Enjoy the diversity of the PMC faction in a showcase mission.

Accompanied with many PMC campaign fixes ...
Resolves the dreaded double PMC :)
Included were M8 weapon sights for CBQ (by popular demand) ...

<center>

Official announcement : Click here to read more ...

More details in official BIForum: ... click here to read and share Your feedback...</center>
...