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New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.730_Spies.2C_Early_Officers.2C_And_Randomness_Options You need to use the current_beta branch on Steam or GOG to play this one. If you have trouble with it, there is a most_recent_stable_beta, now, too. Lots of cool new stuff in this one! First of all, when you start new games, you'll notice one of the less-powerful golems or arks is available at a planet near you. That gives some interesting early game options, and helps make those units more useful since they have less purpose in the late game than their counterparts. Next up, there's a new unit: spies! There's even a new galaxy map mode related to them. And some upgrades to the recon abilities of logistical and military command stations. Economic command stations have been dominating people's desires for a lot of this beta, but now the other two are rallying with major buffs to situational awareness in their area. The Galaxy Options screen also looks very different now -- much better organized, with subcategories and all those sorts of things like the settings have. There are also a variety of new mapgen-related options that allow you to make for far-more-random distributions of capturables. There's a chance now of mid-mark-level planets right by your homeworld, too. But you can either up or down that chance with these new settings. The tech vault has seen more balance go into it (no more hull techs, and far fewer tech vaults in general in the galaxy), and science refunds now cost more hacking points. There is a tug of war between "play it as you find it" and "design your empire" as the two ethos of the game, and I'm trying to make sure that neither gets in the way of the other unduly. The last bit of this beta period is pretty much entirely focused on that specific issue, and maximizing player choice through gameplay rather than lobby options where possible.
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