![]() Instead of building ships and assigning control groups, you have fleets (that you can expand by conquering new planets), and they're assigned a number. You can explore an specific planet using a few hack points. Scouting is automatic, and it's done randomly as you conquest new planets. I think that needing to go out on the map to get new shit is fun, but unlocking tech now is kinda boring, cause it doesn't add anything new. You acquire new things by conquering new planets. Instead of unlocking new stuff with tech points, the tech points serve to improve whatever you already got. All planets give hack points now, along with tech points. You grab new ships, and other stuff by using the hack points. ![]() The 3d models look poor, but the weapon effects are very pretty. The changes aren't as dramatic as the previous game, though. Once you get a higher mark, all your ships of that kind upgrade. I got it on steam, and played one match (about 10 hours). It's been a long road, but our playtesters in Early Access are finally seeming to agree that this game surpasses the original, so it's been a very worthwhile endeavor. For me as a designer, it's those moments that make the stories I most enjoy reading about. Win or lose, I hope you have a number of "aha" moments as you see places to exercise your own cleverness. Thinking on your feet against an adaptable, ever-changing opponent is rather literally the name of the game. You'll have the most fun if you go in with the attitude that it's okay to get your ass kicked. My final thought: bear in mind that this has a bit of roguelike DNA, like the first game did. It includes a whole section specifically for returning players so they can get up and going as quickly as possible. There are in-game tutorials that you can play, but there's also a lot of written material in the "How To Play" in-game wiki. The AI is smarter than ever, you get more (and more varied) units, there are deep and exciting entire new alien factions that we had never imagined back when we started this project, and in general the rabbit hole goes as deep as you choose. We wound up automating or removing a surprising amount of small tedious tasks from the first game - goodbye build queues and manual scouting - while at the same time adding in more than we ever expected. To keep its depth while shaving off a lot of the learning curve. So much has changed in the industry since then, and it was really daunting to try to keep to the spirit of the original while modernizing it. The launch date of AI War 2 - October 22nd, 2019 - is the 10-year anniversary of AI War Classic coming to Steam, which was the catalyst for me becoming a full-time game developer.
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