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>
AI War <a href"http://steamcommunity.com/app/40400">Steam community hub</a>
<i>AI War <a href="https://www.facebook.com/AIWarFleetCommand">Facebook page</a>
Arcen Games' <a href="https://www.facebook.com/arcengames">Facebook page</a>
Tidalis <a href="https://www.facebook.com/Tidalis">Facebook page</a>
A Valley Without Wind <a href="https://www.facebook.com/pages/A-Valley-Without-Wind/164979970229916">Facebook page</a>
Our <a href="http://www.arcengames.com/forums/index.php">community forums</a></i>
Report bugs and suggestions on <a href="http://www.arcengames.com/mantisbt/">MantisBT</a>
<a href="http://www.arcengames.com/aiwar_irc.php">AI War web IRC</a> / irc.appliedirc.com / #aiwar
<b><a href="http://arcengames.blogspot.ca/2013/05/ai-war-beta-6039-carrying-combat.html">Please see the original post here</a></b>
<b><a href="http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-6.000_Beta#Prerelease_6.039_Carrying_The_Combat">Changelog may be found here</a></b>

This one is relatively small but contains the last new bonus ship type of the expansion, a few important changes to Showdown Devices, and a few less-important-but-still-nice other changes.

That last bonus ship type is the "Neinzul Combat Carrier", which is a light combatant starship that can also build any youngling types you have unlocked. It also can always build a new unique type of youngling called the "Shrike", which is a fast cloaked raider-type ship sure to better enable humans everywhere to annoy the AI.

<i>If you are looking for people to play AI War with, give the latest <a href="http://steamcommunity.com/app/40400/discussions/0/882962698518931451/">AI War Meetup Sortie Fall 2012</a> a look!</i>

<i>This is a standard update that you can download through the in-game updater itself, if you already have 6.000 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 6.000 or later, you can download that <a href="http://www.arcengames.com/aiwar_buy.php">here.</a></i>
AI War: Fleet Command - Josh "Spikey00" Y.

AI War <a href"http://steamcommunity.com/app/40400">Steam community hub[/url]
AI War Facebook page
Arcen Games' Facebook page
Tidalis Facebook page
A Valley Without Wind Facebook page
Our community forums

Report bugs and suggestions on MantisBT
AI War web IRC / irc.appliedirc.com / #aiwar
Please see the original post here
Changelog may be found here

This one is relatively small but contains the last new bonus ship type of the expansion, a few important changes to Showdown Devices, and a few less-important-but-still-nice other changes.

That last bonus ship type is the "Neinzul Combat Carrier", which is a light combatant starship that can also build any youngling types you have unlocked. It also can always build a new unique type of youngling called the "Shrike", which is a fast cloaked raider-type ship sure to better enable humans everywhere to annoy the AI.

If you are looking for people to play AI War with, give the latest AI War Meetup Sortie Fall 2012 a look!

This is a standard update that you can download through the in-game updater itself, if you already have 6.000 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 6.000 or later, you can download that here.
May 31, 2013
Kinetic Void - LumberingTroll
0.014
  • Applied new textures to some station parts.
  • Textures for BioDome_01, docking_02, GasPodS_01, Housing_01-
  • Housing_05, Ring_01, Ring_02, and Shipyard_01
  • Manual turret/Weapon control. After pressing X to toggle manual fire control (an aiming reticle should replace the default mouse), any weapons set to the
  • Manual fire group in the weapon manager will fire if left mouse is clicked. If the weapon is a turret, it will track with mouse movements. Press X again to disable (freeing you up to just target ships or whatever). If a turret is being manually controlled and the player is aiming outside of the turret’s arc, the turret will revert to its group target if available.
  • The graphics options should now only show resolutions supported by the user’s monitor.
  • Added RSS feed display to splash screen, fed from KV community announcements.
  • Turrets should now be much less likely to shoot the ship they are mounted on.
  • Optimized weapons fire for performance.
  • Corrected size of projectiles for each tier of weapon. (visual update coming soon)
  • Fixed a collision layer issue causing projectiles to collide when they shouldn’t
May 31, 2013
Kinetic Void - LumberingTroll
0.014
  • Applied new textures to some station parts.
  • Textures for BioDome_01, docking_02, GasPodS_01, Housing_01-
  • Housing_05, Ring_01, Ring_02, and Shipyard_01
  • Manual turret/Weapon control. After pressing X to toggle manual fire control (an aiming reticle should replace the default mouse), any weapons set to the
  • Manual fire group in the weapon manager will fire if left mouse is clicked. If the weapon is a turret, it will track with mouse movements. Press X again to disable (freeing you up to just target ships or whatever). If a turret is being manually controlled and the player is aiming outside of the turret’s arc, the turret will revert to its group target if available.
  • The graphics options should now only show resolutions supported by the user’s monitor.
  • Added RSS feed display to splash screen, fed from KV community announcements.
  • Turrets should now be much less likely to shoot the ship they are mounted on.
  • Optimized weapons fire for performance.
  • Corrected size of projectiles for each tier of weapon. (visual update coming soon)
  • Fixed a collision layer issue causing projectiles to collide when they shouldn’t
Chivalry: Medieval Warfare - Kimiko
Hi everyone, welcome to our Friday Update and the last day of May!

While we have been working a lot this week, there’s really not a whole lot to say in terms of updates, but this is what I’ve got!
  • The balance and mechanics update on the beta patch is going well. We’ve been getting a lot of good feedback from the community and we want you to know that we DO listen! We have started up a Balance Testing Council, which will have representatives from both the NA and EU scene to help us go over everything related to the balance and mechanics of the game.

  • In regards to the next beta update, we’ll have it out for you on Monday. With the new council, we wanted to get as much out of it as possible, so we weren’t able to get a release out today.

  • Customization will be coming soon! It’s looking really good so far! You will be able to customize your background pattern, colours (within team range) and emblems + helmets.

  • After the current beta is all done and released, we’ll be focusing on bringing the SDK + tools out to you. Thus, it will be released in the beta for you to test out after the balance and mechanics are all taken care of. Again, it will be released in the beta first and foremost. It’s happening guys! :)
See you next week!

Kimiko, Community Manager
Chivalry: Medieval Warfare - Kimiko
Hi everyone, welcome to our Friday Update and the last day of May!

While we have been working a lot this week, there’s really not a whole lot to say in terms of updates, but this is what I’ve got!
  • The balance and mechanics update on the beta patch is going well. We’ve been getting a lot of good feedback from the community and we want you to know that we DO listen! We have started up a Balance Testing Council, which will have representatives from both the NA and EU scene to help us go over everything related to the balance and mechanics of the game.

  • In regards to the next beta update, we’ll have it out for you on Monday. With the new council, we wanted to get as much out of it as possible, so we weren’t able to get a release out today.

  • Customization will be coming soon! It’s looking really good so far! You will be able to customize your background pattern, colours (within team range) and emblems + helmets.

  • After the current beta is all done and released, we’ll be focusing on bringing the SDK + tools out to you. Thus, it will be released in the beta for you to test out after the balance and mechanics are all taken care of. Again, it will be released in the beta first and foremost. It’s happening guys! :)
See you next week!

Kimiko, Community Manager
Kingdom Wars - Hi11Zone
Siegeworks Sneak Peek, Just Around the Corner

I'm super excited to reveal just a little information about what our team has been doing, and the much talked about Siegeworks expansion!


So here's a a little teaser on whats to come:
New towns to Siege, some even unique which you've never ever seen before and you can conquer them all in solo or co op. New Siege Units for all races.The Intro menu will have some interesting surprises. Exciting new Market items. Guilds and Alliances, with your own chat systems, rewards and so much more!

New, redesigned pathfinding system with reduced lag and improved performance. A redesigned combat system with battalions fighting as one, as well as a smart new unit AI. New Unit positioning and system for placing units on walls, and even more to come!


For more info and Pictures:
http://www.reverieworld.com/forums/showthread.php?p=80981#post80981
Kingdom Wars - LIVE STREAMING!
Siegeworks Sneak Peek, Just Around the Corner

I'm super excited to reveal just a little information about what our team has been doing, and the much talked about Siegeworks expansion!


So here's a a little teaser on whats to come:
New towns to Siege, some even unique which you've never ever seen before and you can conquer them all in solo or co op. New Siege Units for all races.The Intro menu will have some interesting surprises. Exciting new Market items. Guilds and Alliances, with your own chat systems, rewards and so much more!

New, redesigned pathfinding system with reduced lag and improved performance. A redesigned combat system with battalions fighting as one, as well as a smart new unit AI. New Unit positioning and system for placing units on walls, and even more to come!


For more info and Pictures:
http://www.reverieworld.com/forums/showthread.php?p=80981#post80981
Community Announcements - Alden
In continuing with smaller, more frequent batches, we've just Greenlit four more games and one software title.

These titles were selected on the same criteria we have been using in the past: Votes in Greenlight give us a hugely valuable point of data in gauging community interest along with external factors such as press reviews, crowd-funding successes, performance on other platforms, and awards and contests to help form a more complete picture of community interest in each title.

Here are the latest titles advancing through Steam Greenlight, and being offered worldwide distribution via Steam:


This batch will be the first round of developers to run through a set of redesigned tools on Steam aimed at streamlining the process of shipping new titles.

As with past batches, these titles will be released independently in the weeks or months ahead, as they complete development and integrate with any of the Steamworks features they are interested in utilizing.
Loadout - Mako
New features and items now available!

New Features
  • The end-game cel­e­bra­tion is now enabled.
  • The new Score­board is now enabled.
  • The first round of Founder pack bot names are now live.

New Items
  • New Out­fit­ter Cos­metic Items
  • Chaps — Axl
  • Ass­less Chaps with Sweet Snaps — Axl
  • Com­mando Har­ness (Black) — Axl
  • Base Belt (Brown) — Axl
  • Pit­bull Pocket Strap — T-Bone

Gameplay
  • Happy Hour is set to 4pm across all regions.
  • Added buff meters to bots and teammates
  • Tweaked some of the start­ing level require­ments on gametype-specific contracts.
  • Every­one now faces each other dur­ing the pre-game huddle.
  • You can now see when a sta­tion­ary enemy is aiming.
  • Co-op Prac­tice Mode XP has been reduced 25%.
  • You can no longer change teams in a co-op prac­tice game.
  • Trailer Park has been slightly changed to improve gameplay.
  • Sub­stan­tial increase to Score to XP Ratio.
  • Increased XP bonus for win­ning a match.
  • Changed logic for team assign­ment for play­ers that join a game mid-match.
  • Made improve­ments to team bal­anc­ing algorithm.

    - Enjoy!
...

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