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dsmart
08-03-2009, 01:52 PM
As mentioned in my latest dev blog (http://www.3000ad.com/aaw/2009/08/developer-blog-15/), we have several Steamworks features planned for post-release patches. We are looking at bringing stats and achievements, built-in voice chat and other Steamworks features which we believe both of these games will benefit from.

We would have got these in prior to the Steam release but just didn't have time and we've been sitting on these games for almost two months while working through various retail and digital distribution deals.

These updates also include DLC by way of mission scenarios, weapons, vehicles, aircrafts, maps etc. Some free, some not. ;)

We have a reputation for supporting our games for a very - VERY - long time and these two new games are no exception.

So if you like - and we realize that all of you will - the games, you can help us improve on them. In return, you'll get lots of stuff from us. Best of all, you will always be talking to us, the developers, directly.

KiDroboto
08-03-2009, 04:35 PM
As mentioned in my latest dev blog (http://www.3000ad.com/aaw/2009/08/developer-blog-15/), we have several Steamworks features planned for post-release patches. We are looking at bringing stats and achievements, built-in voice chat and other Steamworks features which we believe both of these games will benefit from.

We would have got these in prior to the Steam release but just didn't have time and we've been sitting on these games for almost two months while working through various retail and digital distribution deals.

These updates also include DLC by way of mission scenarios, weapons, vehicles, aircrafts, maps etc. Some free, some not. ;)

We have a reputation for supporting our games for a very - VERY - long time and these two new games are no exception.

So if you like - and we realize that all of you will - the games, you can help us improve on them. In return, you'll get lots of stuff from us. Best of all, you will always be talking to us, the developers, directly.

This game looks INSANE! I really would like to support you guys and grab the game, but I'm plum broke. Classes are about to start and I have to buy supplies and books... :( Ah well, if you guys support games like TWI supports theirs, then I will definitely pick this up.

Best of luck, and hope to be able to enjoy this in the near future!

Freyar
08-03-2009, 04:36 PM
Good to see you coming over, Derek. I'm totally psyched to see your stuff joining Steam and I can't wait to see the implementation of Steamworks! :D

dsmart
08-03-2009, 05:05 PM
Thanks guys. We're totally psched too and the support from Valve has been, in a word, stellar. Man, I've got so many guys from Valve working with us little guys, that I lost track at person #5. Truly remarkable and completely unprecedented.

So yeah, we're totally going to include as much SteamWorks stuff as we can. The list is below. We already have the Game Overlay working just fine.


Game Overlay
Leaderboards
Stats & Achievements
Matchmaking and Lobbies
Built-In Voice Chat
Steam Cloud 1h


Once we get those up and running (sometime in Sept), we're going to start releasing free and paid DLC content. The games are feature packed and huge, so we had lots of DLC planned. For what these games cost us to develop over a two year period, we never planned for them to be one-off affairs.

Freyar
08-03-2009, 05:33 PM
That's neat stuff. Can't wait to see it in action. Too bad I'll have to since budgeting for myself is off, and of course I'll have to wait for you to release it. I'm glad to hear ValvE is working out so well for you Derek. :D

Sine-`-.
08-03-2009, 07:03 PM
Game Overlay
Leaderboards
Stats & Achievements
Matchmaking and Lobbies
Built-In Voice Chat
Steam Cloud 1h



Out of interest, what does the 1h represent? Is it in reference to what features you will/won't be using from the ominous "Cloud"?

Additionally, glad to see you've got a strong presence on the forums, it definately helps.

dsmart
08-03-2009, 07:35 PM
The 1h is just left from the cut and paste job I did from my task manager. It stands for 1 hour. Ignore it. :)

Freyar
08-03-2009, 07:40 PM
Heh. Derek's going to end up starting rabid rumors about Steam Cloud now that will not be able to be stopped. ;)

Sine-`-.
08-03-2009, 07:45 PM
The 1h is just left from the cut and paste job I did from my task manager. It stands for 1 hour. Ignore it. :)

Haha, okay fair enough. With regard to Steam Cloud though, have you already got a fairly good idea what will/won't be used? Or is that something that's further down the line? (I'm not probing for promises or anything, just curious.)

Given it's so rarely used thus far, I could see it being a real "marketable" asset.

dsmart
08-03-2009, 07:52 PM
Well, saved games and DLC are my current target for Steam Cloud. Not much else we can do with it atm tbh.

Sine-`-.
08-03-2009, 08:20 PM
Well, saved games and DLC are my current target for Steam Cloud. Not much else we can do with it atm tbh.

Sounds good. Savegames is (as far as I'm concerned) the most important part about the cloud anyway. Key mappings aren't too difficult to redo.

Freyar
08-03-2009, 08:23 PM
Having those save files available through Steam Cloud will be absolutely awesome. Shifting them around is such a frustration for me.

dsmart
08-04-2009, 07:54 AM
There is a shortcut located in the game install folder which points to the game's online changelog (http://downloads.3000ad.com/aaw_changelog.txt). The link is posted here for convenience.

This changelog contains bug fixes as well as issues that we are tracking (i.e. looking into, fixing etc) for upcoming patch releases. It is updated daily to reflect new changes to the game. e.g. the current game engine build is 1.00.20 but another update was pushed this morning and we will probably update the demo sometime today as well.

If you run into any issues, please check our online KnowledgeBase (http://www.3000ad.com/support/index.php?category=7&action=kb) first.

But please do not report gameplay issues from the game demo because quite a few features are either disabled or work differently from the retail game coming out next week.

To learn more about the game while waiting to either try the demo or purchase it, please peruse the game manuals (http://downloads.3000ad.com/aaw_game_docs.zip). These manuals are also available from within the game using the ALT+D command.

These games are very complex and huge, so sometimes we miss things or find things that we probably should do differently. As such, we welcome ANY and ALL reasonable and constructive feedback because our goal is to keep you playing and enjoying our games.

A LOT of work went into these games over a two year period and the budget is about x10 the size of any indie game. Ever. In short, by the time the games were finished, we were already a LOT of money and twenty-five months in the hole. So despite these games coming from an indie developer, we don't sit around making excuses for why some things just don't work. If we were going to do that, we'd have developed different games and called it a day.

And just because we are indies, does not mean that we shouldn't aspire to attain high levels of quality as titles coming from publisher or better funded teams. I mention this because when some gamers hear the word "indie", they think low quality bar. Fact is, I blame the media for that because they have tainted the terminology beyond recognition. To the extent that you might as well compare a car to an SUV and expect the same level of performance just because they are both vehicles. An indie simply means "independence" and the freedom to do what you envisioned and without outside interference. It does not mean anything else. So you can still be an indie and produce a $.99c app or an indie and produce a $10m app. Just because your app is $.99c does not mean you should not be held to a higher standard nor expect quality material.

A LOT is invested in these games and their engines (most of which are new or improved from our established IP). We as experienced developers don't go around re-inventing the wheel just because we can. In much the same way that Source Engine licensees get updates over the years - while the core engine remains largely the same - we have the same principles towards our engines, as do all experienced developers.

For example: Our aerial flight dynamics works just fine and there was no reason or need to mess with them. It was and always will be on the lighter side since we're not interested in developing study sims. Go to Tripwire, 1C etc for that. So our aerial dynamics engines have been that way for almost eight years, but have of course undergone tweaks and some revisions over the years.

So just because you happen to have played our previous space/planetary combat games, doesn't mean that you should expect that we'd go and do a new aerial dynamics engine just because we have different (non-space combat) games. It just doesn't work that way. If it ain't broke, there is no reason to mess with it or change it. And that principle doesn't just apply to game development. There is a reason why some people license engines and others build theirs from scratch. If you're going to build it, there is no reason to re-build it if you don't need to.

Most importantly our games have always catered to a more discerning gamer. They never were - and never will be - run of the mill games. Don't play our games like you would COD4, Halo or whatever because the end result is that you'll just end up being frustrated, discard the game - then blame us for something we have no control over. In short, you absolutely - postively - MUST read the game manual and run through the tutorials first. I mention this because a bunch of people were on servers yesterday asking about how to call up the in-game docs, enter/exit vehicles, find other people etc. Heck, one person asked me personally how to arm his weapon!! On a multiplayer server no less.

As always, we are listening and learning.

dsmart
08-05-2009, 06:34 AM
Please read this post (http://forums.steampowered.com/forums/showpost.php?p=10805348&postcount=6) so I don't have to keep repeating myself. :)

Tracekill
08-05-2009, 09:55 AM
Other uses of the cloud could be player profiles for multiplayer, ranked boards and personal settings.

dsmart
08-05-2009, 10:22 AM
The changelog has been updated with some new items which we hope to have in a post-release patch next week.

There won't be any further updates to the game demo.

dsmart
08-06-2009, 12:13 PM
The changelog (http://downloads.3000ad.com/aaw_changelog.txt) has been updated with new items that are coming in the Day One patch due out next week.

Including tweaks and fixes, it also includes some wishlist (WL) items which some folks here have requested.

dsmart
08-07-2009, 08:07 AM
My new dev blog (http://www.3000ad.com/aaw/2009/08/developer-blog-16/) is up.

dsmart
08-11-2009, 06:52 AM
I merged this thread with the one on SteamWorks so that all discussiosn for the future of this game in particular are focused in a single thread.

As I've said before, we are looking to implement various SteamWorks features into the game. While I haven't made public what other plans there are - and given the heated debate over in the opinions thread - I wanted to make a few things clear. Especially to newcomers not previously familiar with our company, games or way of doing things.

We love our games and we support our games. As I previously stated our games have always thrived on feedback and as a result we were able to improve on our games and keep those who are buying them, playing.

The style of game that is All Aspect Warfare (http://www.3000ad.com/aaw/2009/08/developer-blog-16/), is a radical departure from our previous games and it has been a learning experience. Sure we had fps, vehicular and air combat in our previous games, but they were just part of a whole, rather than the focus. AAW changes all that.

Some people have issues with the graphics and other aspects of the game, thats fine - if thats your thing. In all games, compromises have to be made depending on the type of game that you want to make. Who can remember the public outcry over the TF2 rendering changes? I rest my case.

To this end, below is the plan for these two games. I mention both because while Angle Of Attack is a smaller game, it does share the game world as well as the aerial flight dynamics with AAW. So AAW being the primary game, whatever engine changes are made there, will be automatically present in the AOA game. AAW exclusive revisions will not be evident in AOA because they are not enabled. e.g. there is no fps action in AOA, thus if we make any changes to that aspect of the "game engine", they will only be evident in AAW.


We will fix any/all bugs that are reported and which can be reproduced. This goes without saying, but in some cases I do have to spell everything out.
We will make reasonable revisions based on suggestions (a.k.a wishlists) which have merit and which fit within the game's scope and premise. We already have a suggestion box (http://forums.steampowered.com/forums/showthread.php?t=931719) thread for that. Feel free to post there regardless of whether or not your suggestion will be considered. You'd be surprised.
We intend to support various SteamWorks features which we will benefit the games and the community that play them. These have already been listed a few posts back in this thread but here they are again.


Game Overlay (already works in original release)
Leaderboards
Stats & Achievements
Matchmaking and Lobbies
Built-In Voice Chat
Steam Cloud


We have plans for DLC, both free and paid. Due to the game engine design, DLC that falls within the realms of "yes we can" are listed below

maps. Surely you didn't think that a 400 sq km expanse is the entire planet did you? If you have played any of our games, then you already know the answer to that one. We create HUGE worlds.
weapons. We can go nuts here - it is a sci-fi game after all
playable assets such as vehicles, aircrafts etc Our assets dB and game mythos has over 100 playable assets. These two games only have a fraction of those in use.
characters. The game supports up to sixteen playable characters. AAW features only six unique ones
mision scenarios, both instant action and story mode campaigns. The game engine supports up to 9999 unique instant action and story mode campains. Both games feature 16 IA scenarios and a story mode campaign of 16 missions.



Our games stand apart because they are unlike any other. I designed them that way and we developed them that way.

If you like the games enough to invest in them - and thus in our works - we will continue to extend their life spans as we have done for all our other games. Here I have to use our last niche high-end space game, Universal Combat CE as an example. Though released in 2007, that game's graphics, GUI etc were revamped with newer engines (from the later game, Galactic Command Echo Squad SE) and released as not only a stand-alone v2.0 title, but also as a FREE update to owners of the existing 2007 game. I did this specifically in order to extend the life of that game because I have no intentions of doing those type of games any more. To see just how much work went into that upgrade, look no further than the v2.0 changelog (http://www.3000ad.com/downloads/ucce/ucvcf_v2.html). Yah, we do stuff like that. All the time.

There is a lot of room to grow these two games and unknown to the public, a LOT of things were planned and sadly cut from the game due to funding, scheduling etc. Here are some examples

- We have a license to SpeedTree RT which was to be used for the vegetation. The challenge was that this being an alien planet, we couldn't justify using Earth vegetation as it would ruin the whole premise. Apart from that, once we put that in the backburner, we realized that implementing it while not justifying the vegetation would be a waste of time. So in order to actually use it, we had to create new and unique alien vegetation for the game instead of using the multitude of ready-to-use vegetation that comes with the engine. That also includes grass and such. Note that all our previous space games have planetary vegetation. That module was gone when we created the all new terrain engine with a view to using SpeedTree instead of our own vegetation solution.

So if the sales of the game justify a large DLC, who knows, you may see a new map of another part of the planet, complete with vegetation.

- Peripheral assets. We have things like fences, light posts, boulders, rocks etc. All of which have appeared in game shots at some point or another. They were removed for specific reasons. e.g. the fences and walls seemed out of place in a sci-fi game world. Also, boulders were to be procedurally generated rather than hand placed given the size of the game world. That feature - which would have needed to be tied into the terrain engine - was also dropped. So no rocks, boulders an such.

Due to the game being an "open world" game not based on levels, populating it correctly is NOT an easy task. You don't just load up a level editor and have it.

Again, thats what DLC expansions are for.

- Water rendering e.g. ripples, 3D water etc. All of these were actually in development (Sergio is the lead on that sort of 3D rendering) at some point or another but were dropped because of either performance or scheduling limitations.

In the case of the 3D water, I had that terminated because the water masses in the existing map are very few, plus there is no reason for the player to be anywhere near water. Except maybe if you are shot down over water (and you would need to swim to shore, which is why you have swim animations). Or in multiplayer you want to sneak up on a base (there are several near water) from the sea. If a new map was predominantly water and vegetation i.e. no desert, canyons, artic etc - combine 3D water with the SpeedTree RT implementation, boulders - and other peripheral assets and you have a whole DIFFERENT experience.

- Physics and collision system. We discarded PhysX for various reasons - one of which was nVidia charging for it. We dabbled with Bullet but decided that the length of time that it would take did not justify the dev schedule. So we settled on a combination of our own as well as OpCode (for CD).

As I type this, there are no less than nineteen items cut from the game. These range from gameplay features such a first person cover system to engine specific things like 3D water, SSAO, deferred lighting (currently in progress for the engine revision required by KnightBlade for its internal ship rendering), IK and a new Physics system (PhysX or Bullet) etc etc.

So yah, in a perfect world, we would have gobs of money and still be developing the game well into 2010. But this is not the perfect world. So this is how far we decided to come. Point of fact: we're 100% self-funded. By me.

Oh? Did I mention that the networking engine was with a pseudo-MMO in mind and that we can cram up to 256 players in a single server instance if we wanted to? This was due to the plan for Galactic Command Online, our 2010 space/planetary combat MMO which uses revised editions of these new engines. That game is designed to host a reasonable number of players in non-instanced worlds of 256 players (why do MMO games need to have thousands of players if you're only grouping and playing with a small number of friends?) per server. If you read my dev blog (linked above) again, you will understand how my design and development goals work. So if multiplayer is popular in these games, there's nothing stopping me from pushing an update that updates the server client population from 32 to 256. Nothing at all.

I have plans. You're either with me or you're not. Your call. Either way, I'm still going to have fun because I love what I do.

If you LIKE the games and/or their premise and you want us to improve on them beyond my original vision, the decision is simple buy them, spread the word and go from there. Most of all, have fun.

dsmart
08-12-2009, 08:28 AM
With the games imminent launch looming, I wanted to point out some very critical info especially to newcomers of our games.


Challenge every single thing. Our games are not "cut and dry" like other games in terms of gameplay mechanics. i.e. there are multiple ways to achieve goals. Use your head. These are military games. Absolutely NO hand holding whatsoever. This is by design and because it forces you to come to grips with a different style of gameplay and to experience the game the way it was meant to be played.
Our campaign scenarios are "non blocking". What this means is that even if you fail a mission in the campaign - though it will have consequences later on - you can still continue as the next mission will be generated. Also, don't expect things to go as planned. They never do, due to the dynamic nature of the game and the AI. These are not levels with open and shut scenarios. Everything is open ended. e.g. if the base is under attack, there is usually nothing you can do about the outcome. Nothing at all. All you can do is EXACTLY what you orders say. e.g. if Alpha comes under attack and you think that you're involvement is going to make any bit of difference outside of your orders, you're in for one helluva shock.
The games are 100% military in nature. So expect the standard "go here, blow stuff up" variety. HOWEVER, some have elements of puzzle solving this time around. e.g. in one mission you have to free a bunch of clone GALCOM soldiers from a Gammulan prison. The minute you and your team set foot on that base, you're all going to get engaged. If the prison gets destroyed before you save them - they all die. If you get to the target point that triggers the prison locks and they are freed, you now have additional team members that you can command and who provide hints as to wtf happened on the planet and why they were left behind etc. Of course after freeing them, you all have to make it out of there. Another example ***SPOILER ALERT*** is one of the later scenarios where you have to obtain Gammulan codes from a super cruiser parked at a base. Of course you can't get on-board the cruiser, but your orders ask you to obtain the codes. Thats one puzzle I can't wait to see how people solve. Its a doozy. If you can't solve that scenario, you should give up because somewhere on the planet, the R.A.N.D.O.M weapon is going to detonate and end the game. ***
Most, if not all, missions require planning and thought. Run and gun is going to get you killed. Quickly. e.g. some missions require you to go solo. But the game does not tell you that. So if you take a team of ten into a base where you're only there to sneak around - they're going to blow stuff up and cause a right ruckus. And its going to be one confusing mess (as you've already seen just how quickly a base can be reduced to a smouldering wreck). So you have to give them all the halt order and go do your thing. Then come back to them. If they are in a friendly base, they'll be there when you get back. They are intelligent enough to heal, rearm etc but sometimes you have to prod them if you notice that they're not firing due to being out of ammo. Just tell that person to go to a supply station. He'll go, get stuff and come right back.
Friendly fire is a fact of war. While your guys are highly trained, if you step in their line of when the firing starts, you're going to get shot. And no, our games DO NOT CHEAT. They all require precise line of fire before firing. In fact, this is one disadvantage that they have because while they're thinking about it, they can be shot by someone who is quicker at coming up with a firing solution. They also tend to heal themselves in the middle of a fight. This is normal as there is no cover system for them. I am planning on having this implemented in a later update so they don't do that out in the open, but rather seek cover, heal, re-engage.
If you leave your team behind - and without orders - they're try to survive and in most cases die trying. Do NOT leave them in a hostile base because with or without your orders, their AI programming is one of self-preservation. They'll reduce the base to rubble if they can. Or, as I said, die trying. So don't get into a fighter and leave them behind - in a hostile base or a friendly base under attack. If you can, pile them all into an assault gunship (e.g. the Shadow seats many) and go. If you can't, transport those that you can, give the others a halt command - then go back and get them. They cannot use vehicles on their own, though they can and will follow you in any vehicle you enter. A future update will give them the ability to use vehicles, man guns etc on their own or with your direct orders.
You absolutely - positively - cannot survive ANY engagement on your own. At least not without using cheat codes. So even though your team are faceless grunts and there is no meaningful dialog or backstory that attaches you to them - since its not that game - you need to take care of them. You absolutely - positively - cannot complete the game's story mode campaign on your own. At all. This is not a "you vs the world" kinda game. Then again none of our games have been that.
The game has a robust and dynamic save system. You can save pretty much anywhere and at any time. Trust me, you're going to be using this a lot.
The game ships with several sandbox scenarios which you can use for general play, exploring the game world etc. They are full games all by themselves and my guess is that once you've beat the story mode campaign and all the instant action scenarios, you'll be spending quite a bit of time in the sandbox instead of multiplayer. In my career, I have found that the best way to learn is to just jump in. The best tutorial is the one you come up with.
Though the demo allows you to use any vehicle, I did that so that folks can experience them. The story mode and multiplayer enforce class and Experience Points based asset use. e.g. while you can play the story mode campaign as any of the four characters, you WILL get stuck at some point if you don't do well enough. e.g. only Steve (the pilot) can fly assault gunships by default. So if you are playing as any other character (all marines) who need 25K points to pilot one, you're never getting into one of those. Imagine trying to ex-filtrate a base with a team of ten - and you cannot pilot a Shadow gunship and no shuttles (which every class can fly) are available. Of course, if you have enough EPs, you can just build your craft if the one you want is not available.
Your gameplay experience will shape the future of the series via patches, tweaks etc - as I mentioned in my previous post. So, outside of wanting the game to be like Halo, COD4 or whatever, if you notice anything that really gripes you, just hit the suggestion box.

dsmart
08-19-2009, 06:21 AM
Just a reminder that the changelog (http://downloads.3000ad.com/aaw_changelog.txt) should be checked frequently as it is updated every morning and evening to reflect any new changes.

dsmart
08-19-2009, 06:45 AM
CHEAT CODES - USE AT YOUR OWN RISK - NOT SUPPORTED IN ANY WAY, SHAPE OR FORM

Make no mistake, these will completely kill your gameplay experience so use them only in the sandbox mode. We'll know if you are using them, so don't even dream of reporting bugs, anomalies or whatever with these cheats active.

/w Runs the game in a window.

/no_intro Disables the 3000AD intro animation logo

/no_aml Disables the automatic deployment of marines in hostile bases. So if you DJP to a hostile base, no marines are launched to engage you.

/use_godmode You cannot be killed. In most cases.

/use_cheats Add to the game shortcut to enable various cheat modes required to experience various parts of the game that are only accessible with progress, EP etc in the normal game play mode.

It also SIGNIFICANTLY alters the gameplay experience and clutters some interfaces with lots of contextual debug/test data otherwise not visible when this mode is off.

Some cheats enabled with this parameter:

can use any asset regardless of XP or career; can also exceed asset's max speed when using W/S
asset attachment points (pilot, gunner etc) appear at greater distances; asset can be used from any range
can use any weapon regardless of career
can issue orders (e.g. escort me) to any NPC marine using the team orders menu as well as other context menus. Use to amass an army of clone marines that spawn on hostile detection.
increases jetpack charge level
increases Oxygen level when using the jetpack at high altitudes or when under water
can build any asset using a supply station, regardless of XP. Also five minute usage timer is disabled.
DJP five minute usage timer is disabled
special inventory items, hostile first person marines and multiplayer spawn points appear in Tacops radar map
enables various debug cockpit and Tacops menu options
displays various debug info in some camera views e.g. with ALT+F12 on, more info is displayed in some external cameras
displays a destroyed object's (e.g. building) rebuild timer in VDD display (crafts only) when that object is being rebuilt
displays visual target markers (object name appears above object) for all objects detected on radar
displays ALL world object types on radar e.g. buildings normally will not appear on NID/MAP radar
can dock with any starbase, MFB or launch pad regardless of alliance (friend or foe) – and from any range
enables various cheat functions via specific keys:

ALT+W Press this sequence with a AIR or GND target selected in the TRS to apply damage with each press. Works from any view, including the F10 target view.
ALT+X Press this sequence with a target selected in the NID or TRS to destroy it instantly. Works from any view, include the F10 target view.
ALT+Y In the Tactical Operations map, zoom in close to the ground, left click anywhere on the map and press this key sequence to warp to that location instantly. Then press F1 to return to the first person view. Works whether you are in a craft or in first person mode. Note that if you don't first give your team the halt order, they will try to follow you – on foot - no matter where you go.
CTRL+K / CTRL+L Used to manually cycle through the various weather conditions in the game. Go to NID/LOC mode to see the current weather.
SHIFT+T Advance time, thereby going through various day and night sequences. Press and hold in short bursts and release when the desired time is reach. Use NID/LOC mode to display the current time to see the date/time. WARNING: If you advance time past the set scenario time, the scenario will terminate.
F11 External camera of your closest launched missile.
F12 External view of the closest missile launched at you.

dsmart
08-27-2009, 07:43 AM
The changelog (http://downloads.3000ad.com/aaw_changelog.txt) has been updated with issues that we are tracking, working on, have completed etc.

We expect the next patch update to be available by the end of next week once we have completed our internal testing.

dsmart
08-29-2009, 04:50 AM
Just an FYI to let you folks know that in the upcoming patch (http://downloads.3000ad.com/aaw_changelog.txt) due next week, due to abuse, all of the cheat codes (http://forums.steampowered.com/forums/showpost.php?p=10966566&postcount=22) have been removed.

This decision is final - so lets not even bother debating it. If you want to keep using cheat codes, don't patch to this build.

dsmart
09-06-2009, 05:00 AM
The next patch will be out hopefully this week. Since pushing patches on Steam is not as simply as just building and uploading it, there are some issues that we're trying to resolve so that we can push a global patch all at once. A lot of gamers know that in most cases, Steam patches are always delayed, the last to appear etc. I have never been a fan of this, so the goal is to make the patch available for all platforms around the same time.

The patch should be up by the end of this week, all things being equal. To see whats in it, check the changelog (http://downloads.3000ad.com/aaw_changelog.txt).

dsmart
09-08-2009, 05:54 AM
The patch is going through final round of testing and will be out this week for all versions (Steam, Direct2Drive etc) of the game by the end of the week. Check the changelog for more info on what is new (the retail build is 1.00.26) in the upcoming patch.

dsmart
09-11-2009, 05:43 AM
The changelog (http://downloads.3000ad.com/aaw_changelog.txt) has been updated with issues.

The patch is in the final stage of testing and I'm hoping to release it within the next few days after fixing one or two more critical issues so as not to have to release another patch soon.

dsmart
09-14-2009, 08:36 AM
The changelog (http://downloads.3000ad.com/aaw_changelog.txt) has been updated. It shows all differences between the 1.00.26 retail version and this new patch update.

The 1.00.35 patch is out of testing and has been pushed to Valve's servers. So it should be active later today.

All cheat codes have been disabled. The only commandline options that work are

/w : Runs the game in a window.

/opt_kill :God mode. You cannot be killed.

dsmart
09-15-2009, 06:31 PM
Dev Blog #17 is up (http://www.3000ad.com/aaw/2009/09/developer-blog-17/)

dsmart
09-17-2009, 10:57 AM
The patch is now available on Steam.

dsmart
09-20-2009, 09:18 AM
A patch that brings the demo to the same 1.00.35 build level has been pushed to Steam and should be available in the next couple of days.

Other non-Steam versions are also going to be on mirror servers (e.g. Fileplanet etc) in the coming days.

dsmart
09-21-2009, 04:41 PM
The demo 1.00.35 update is now live on Steam. So now anyone trying the demo, is playing the same version as the current retail version.

Elsan
09-21-2009, 04:47 PM
How goes the progress for Steamworks?

dsmart
09-22-2009, 04:22 AM
Still planned but nothing new to report atm. Will post again when I have something definitive. The current plan is still to release it with the first DLC for the game which hopefully will drop before the end of the year.

dsmart
10-13-2009, 10:40 AM
The changelog (http://downloads.3000ad.com/aaw_changelog.txt) has been updated.

The 1.00.37 patch is out of testing and has been pushed to Valve's servers. So it should be active later today or tomorrow.

dsmart
10-14-2009, 06:19 AM
The patch is now live on Steam. The dedicated server files have also been released. You can download it here (http://www.3000ad.com/all-aspect-warfare/).

dsmart
11-12-2009, 10:33 AM
Just a quick FYI to let you guys know that we're working on a DLC for this game. It will be in the form of a new 16 mission campaign scenario and a pleasant surprise that I can't talk about atm. :)

Hopefully it will be out early in the new year.

ShoHashi
11-12-2009, 03:20 PM
Nice! :)

-Sho

Elsan
11-13-2009, 10:13 AM
Wow cool! I'm just wanting achievements before I get too far :P

Elsan
04-27-2010, 07:52 PM
How's it faring? Estimates...?

ShoHashi
04-28-2010, 04:28 PM
The old saying over on 3000AD goes something like this:

"It's ready when it's ready, and right now it isn't ready."

Derek will let us know when it's ready. :)

-Sho