Just wanted to touch bases with the community to let everyone know that we are not in fact dead! Lots of work is still going on behind the scenes. The crew has primarily shifted fully to Episode 3 work and we have beta versions of almost every map done (We have 3 that aren't completable, of which only 1 is in early stages, the other two are about the 50% point for editor work.) We plan to start work on voice acting on the first of next month as well!
Also of note we're going to try and get some bug fixes of episode 1/2 in for another release either this weekend of next week depending on time tables of people and how it goes.
[edit: oh and since I'm sure somebody asks, we will probably be putting out a call for beta testers sometime next month as well. keep an eye out for that when we do, we will be doing a closed beta with hopefully 2-5 testers before launching into an open beta once voice acting is done.]
All Maps: After claiming endlessly it couldn’t be done, actually bothered to ask how to make the AI stop rebuilding all of the time and implemented EivindL’s blindingly obvious answer in about fifteen minutes, most of which was spent waiting for maps to load.
1-1: Beating the map now advances to 1-2, rather than the main menu.
1-1: Probes have stopped being unable to stop.
1-7: Enabled victory conditions. Yep. That’s all we did. Sorry about that one.
1-8: The regenerated colony no longer attacks during its cutscene. You’re welcome.
2-1: Moved loader text to a position that makes it possible (though does not guarantee the fact) to read.
2-2: Prevented Mox’s forces from preventing the Roger Wilco cutscene from advancing, which prevented the map itself from advancing, which prevented the player from completing the campaign.
2-5: Enforced the No Swimming rule in the southern pool.
2-6: Reduced ending cutscene’s ability to melt graphics cards.
2-6: Allowed the player to progress to map 2-7 at the end of the map, rather than forcing her to play map 2-6 again.
2-7: Muted the music channel during the opening cutscene, even if the player has assumed control of New Antioch’s defenses.
2-7: You might be able to escape the opening cut scene, but you can no longer escape the dialogue by drowning it in music.
2-8: Mox now properly pursues his grudge against Gurney by sending attack waves.
2-8: Rather than ending the episode on a whimper, significantly increased the difficulty of the final section of the map.
2-8: After a romantic dinner, the opening Vespene geyser has cozied up to the Command Center.
After quite a long hiatus, I'm happy to announce that we have released Antioch Remastered v.2.0! This update contains massive volume of changes. The most notable is that the campaign now supports Mass Recall v. 6—we'd like to extend our thanks to their team for continuing their amazing work.
Team Antioch member Azureguy deserves special praise for this release, as well. He was solely responsible for the massive project of adapting to Mass Recall v. 6.
We got a new update with new fixes and awesome and amazing features! Below you can find all the new stuff!
1-2, 1-8: AI has recovered from the shock of jumping into a major release and decided to attack the player once more rather than stand motionless
1-5: Remember there were supposed to be ghosts there? Now if you squint your eyes you may find them resting in their tubes.
2-7: Fixed subtitles not showing during the opening cutscene, and with this we have released the best update in the entirety of the project. Feel free to name your babies after the team, erect a statue in our honor and nominate us for the Nobel prize. Oh! And send fat stacks of money too, please!