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New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Beta_2.732_Recon.2C_Golem_Buffs.2C_And_Sabotage 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. Okay, whew, this is lasting a bit longer in beta than intended. But I still hope to escape this week. There is a TON going on in this one. Essentially, there have been a lot of major upgrades to the hacking mechanics under the hood, and also to how it works for you in the interface. This paves the way for a lot of more additions and updates in the next two days, too. New in this version are some hacks that allow you to greatly improve the recon range of specific logistical or military command stations... at quite a hefty hacking point cost. But the power of this can be pretty insane, if used at the right time. Also new is the ability to hack your own golems and majorly increase their durability (regardless of their mark level). The hacking cost here isn't too extreme, but it's the sort of thing that is now competing for your hacking points with other things. The sabotage hack has been upgraded massively so that you can now select the target from a list rather than it being a fiddly "the thing you are closest to" mechanic. It also now has variable hacking point costs depending on the target, rather than always being a flat 15 HaP. This allows for us to make certain other targets sabotage-able, such as... warp gates! This is a new interesting way to dodge AIP, but it comes at the cost of HaP that you may prefer to use elsewhere. Distribution nodes now give you 80 HaP rather than 20, so those are suddenly extremely valuable and exciting. Turret ranges are a bit higher at mark 1 for you, but no longer increase with higher marks. Some lobby options have been removed that now have equivalent hacks in-game. Things are shaping up well!
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