Our guys have made it to PAX Prime - Seattle and are currently setting up for tomorrow when the doors open to those who were lucky enough to grab tickets before they sold out and those with connections.
We have 4 rigs and a dedicated server for those visiting our booth located on Level 6 #6417 and wish to play our final Alpha Build. Those not attending are following the event closely but also working hard on Beta with all our new 3rd party tools, features, polish, maps, additional content, and of course revealing all our hard work cooperating with Valve.
We look forward to hearing reactions from those playing the Alpha Build (Source 2007) at PAX and then again later those playing our updated Beta when we make it public in the near future.
For those attending PAX we hope you'll visit our booth!
Our guys have made it to PAX Prime - Seattle and are currently setting up for tomorrow when the doors open to those who were lucky enough to grab tickets before they sold out and those with connections.
We have 4 rigs and a dedicated server for those visiting our booth located on Level 6 #6417 and wish to play our final Alpha Build. Those not attending are following the event closely but also working hard on Beta with all our new 3rd party tools, features, polish, maps, additional content, and of course revealing all our hard work cooperating with Valve.
We look forward to hearing reactions from those playing the Alpha Build (Source 2007) at PAX and then again later those playing our updated Beta when we make it public in the near future.
For those attending PAX we hope you'll visit our booth!
This one includes some key enhancements to the base game we wanted to get in with enough testing time left before 6.0.
Players have been telling us for a while that the AI's Special Forces units were basically... irrelevant. They used to be far more significant but many changes over the years have resulted in a mechanic that just doesn't make a lot of difference in most games. So we rewired it.
Now the galaxy's AI Special Forces will act as a sort of defensive response force, pushing back whenever you attack a planet the AI cares about (which is not all of them). In testing this produced a pretty cool feeling of maneuver and counter-maneuver, but as always we'll really see if it works out when the players get their hands on it. I think it's a step in the right direction, at least.
Speaking of AI defense, here's another thing the players have been asking for: now each AI planet picks three typs of ships to "focus" on when spawning reinforcements. In one sense this reduces the distinct number of ships you're likely to encounter in large numbers in the midgame (in the early game they still start with the same distribution as before), but actually increases the gameplay variety as each planet's mix will be different.
Mere balance changes seem mundane compared to mechanics changes like the above, but there are some pretty important ones to starships and the triangle: The six "combat" starship lines have been given another balance pass. K costs are now more in line with what you're getting, notably. And the fighter is now faster than the bomber was (and the bomber slightly slower) and has more of a role on the attack due to several guardians being switched to hull types that are vulnerable to the fighter. All in all, none of the balance changes are earthshaking, but they're one more step in the right direction.
<i>This is a standard update that you can download through the in-game updater itself, if you already have 5.000 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 5.000 or later, you can download that <a href="http://www.arcengames.com/aiwar_buy.php">here.</a></i>
This one includes some key enhancements to the base game we wanted to get in with enough testing time left before 6.0.
Players have been telling us for a while that the AI's Special Forces units were basically... irrelevant. They used to be far more significant but many changes over the years have resulted in a mechanic that just doesn't make a lot of difference in most games. So we rewired it.
Now the galaxy's AI Special Forces will act as a sort of defensive response force, pushing back whenever you attack a planet the AI cares about (which is not all of them). In testing this produced a pretty cool feeling of maneuver and counter-maneuver, but as always we'll really see if it works out when the players get their hands on it. I think it's a step in the right direction, at least.
Speaking of AI defense, here's another thing the players have been asking for: now each AI planet picks three typs of ships to "focus" on when spawning reinforcements. In one sense this reduces the distinct number of ships you're likely to encounter in large numbers in the midgame (in the early game they still start with the same distribution as before), but actually increases the gameplay variety as each planet's mix will be different.
Mere balance changes seem mundane compared to mechanics changes like the above, but there are some pretty important ones to starships and the triangle: The six "combat" starship lines have been given another balance pass. K costs are now more in line with what you're getting, notably. And the fighter is now faster than the bomber was (and the bomber slightly slower) and has more of a role on the attack due to several guardians being switched to hull types that are vulnerable to the fighter. All in all, none of the balance changes are earthshaking, but they're one more step in the right direction.
This is a standard update that you can download through the in-game updater itself, if you already have 5.000 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 5.000 or later, you can download that here.
Please visit the link above (which will take you to the appropriate post on our Steam forums), give it a try and let the author know what you think about it !
Please visit the link above (which will take you to the appropriate post on our Steam forums), give it a try and let the author know what you think about it !
To show appreciation to our fellow contestants we would like you to take your time and select three of your favourite maps by voting in the above poll. It takes hours or days for a level designer to complete his scene and it would only take you a few minutes to vote!