1. MENACE
  2. News

MENACE News

Dev Diary #37: Enemy Army Lists

Building an army in MENACE is a big part of the game for players, but the enemy factions also have to pick and select a lineup for each mission.

In this diary, we take a look at how enemy army lists were done in the past, and why and how we decided to rework them!

[h2]What are Army Lists?[/h2][hr][/hr]When talking about army lists, we refer to any system that determines which and how many enemy units show up in any given mission. As the game progresses, battles get bigger and player units and equipment get more powerful; the enemies also have to scale up.

On top of that, completely new enemy factions enter the game, and others might fade out. All the while, some units are too powerful or too weak to throw at the player early or late in the game, so these have to also fade in and out.

Some missions will also require only a certain type of unit to show up, or might need a completely different lineup. Best examples are defense and attack missions against Pirates. When attacking, all Pirate units should be mobilized with trucks, but while defending, this does not make much sense for them, so they should only deploy foot units with the occasional chaingun support truck.

[h3]The First Iteration - Battle Brothers Style[/h3][hr][/hr]When starting out, we decided to lean on our experience from Battle Brothers, our first game, where we had a system for this in place that worked well. The system was simple but powerful, giving us designers full control over which enemy units, in which combinations, appear. It also required a huge amount of manual setup.

We implemented almost the same system in MENACE for the first iteration of our army lists. For each enemy faction, for example, bandits, undead, or orcs, we created a text file with a bunch of lists. Each list consisted of a selection of units, where each unit had its own associated point cost. The total of that list was the total point cost of this particular army list entry.

On top of that, each list could include flags like “offensive” or “defensive” to separate them by mission type.



With this system, we always had full control over the combinations of enemies that appeared, since we had to create them by hand. We could make sure that at no point the enemy would roll up with five EMP teams or five rocket trucks and nothing else.

All army lists made sense as they would bring some base infantry, specialized teams, and some fire support for a well-rounded enemy force.

To ensure that certain lists appear only in specific missions, we could add flags to each list; they would only be picked when the mission activates the corresponding flag.



This is where the trouble starts, though.

For each supply point value a mission can have, we had to create a variety of army lists by hand. For example, at 700 supply points, we had to create 10 or so army lists with different combinations of units that all add up to about 700 points. And we had to do this for virtually any supply point cost you can have in the game, from 450 to 2000.

Now, what happens when the game tries to pick for 890 points, but there is no list for this amount, only one for 830 and one for 950 points? To make sure there are always enemies in a battle, we had to allow the game to pick a list close to the intended amount.

So it could happen that the player brings 890 points, while the enemy brings only 830 or 950 points, making the player either too weak or too powerful.

To make sure there was always a fitting list, we had to create hundreds of unit combinations, and by doing so, we lost track of what combinations existed and which didn't, leading to a lot of confusion and ultimately defeating one of the main pros of the system: Having control over enemy compositions.

The real pain then only started when adding a new unit type to a faction, which regularly happens, as ALL lists for that faction had to be adjusted to include the new unit. This was an insane amount of work.

[h3]The New Army List System[/h3][hr][/hr]From the above, it was obvious that we needed a completely new system. Here is how it works now.

Enemy Units
Each enemy unit now has an associated supply point cost and a min- and max-campaign progression. This allows us to make sure certain units only show up after the player progresses a bit in the game, or alternatively, that weak early game units do not show up anymore at a certain point in the game:



Mission Templates
Each individual mission now has a list of possible enemy armies with a pick weight attached. This makes sure we only have offensive armies on a mission where Pirates are on the attack:



Armies
We completely ditched the old lists and created a new Army template that we are using. Each faction can have as many of these as we want, but in many cases, just one list will be enough. Each army has a name, a faction it is assigned to, a min- and max- campaign progression setting, and a list of unit entries.
Each unit entry has an initial pick weight and a “weight multiplier after pick”:



Here is how it works:
The game checks how many supplies are available for a given mission and which enemy armies are assigned to it. It then picks an army based on the pick weight and the required campaign progress. These weights are added together and then divided by the individual weight.

So, for example, one army with 10 and one with 20 will have the first army picked at 33% and the other at 66% of all instances.

Now that we have picked an Army, the game starts adding units to the mission from the list. Each unit has a chance to be picked based on the weight, as explained above. Note that the weights do not have to add up to 100%. All weights are added together, so we do not have to take care of what the total is. We can just increase or decrease weights as we like to make units show up more or less.

Units that have an individual campaign progress requirement that is above the current game progress will not be picked, even if they are in the list. So, as you can see, there is a Rogue Army heavy tank in the early game army with a pick weight above 10. However, the tank has a campaign requirement of 20, so it will not show up until players have completed 20% of the game (all numbers are just exemplary).

Now it gets really interesting!

Once a unit is picked for the first time, its weight gets multiplied by its weight multiplier after pick. For example, a conscript unit, which is supposed to show up a lot in the early game, has a factor of 0.8.

So after a conscript gets picked, their weight gets reduced by just 20%. On the other end, an officer squad, once picked, will have its weight reduced by 80% making it highly unlikely to be picked again.

This gives us a lot of freedom in designing armies. We can make sure certain units have a very low chance of showing up (low weight) while others have a very high chance of showing up but in very low numbers (high weight, low multiplier), and others are likely to show up and are numerous as well (high weight, high multiplier).

[h3]Benefits of the New System[/h3][hr][/hr]The benefits of the new system are all around. We save an insane amount of time as we do not have to create individual army lists. Also, the game will now match a mission's supply limit very closely, picking units that exactly fit the limit.

We can now create an army for just one mission, tweak the number a bit, and enjoy a unique army selection for this mission if needed. At the same time, we can ensure that certain units and even armies do not appear before or after specific campaign progress.

Most importantly, we can now add new units to existing armies within minutes, and they will appear in the game with minimal effort. This is actually the main reason why we redesigned the system.

We added it just this week, and it is not in the demo, so expect it to be improved and changed a bit in the future!

[h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]Be sure to check out our tips and tricks thread for more tactics to help you out in-game.

There's also the The Beginner’s Guide explains how to manage squads, prepare missions, and handle combat. For more details, you can also visit the community wiki, and follow our how-to-play video.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.

[dynamiclink][/dynamiclink]

MENACE Demo Update #5 (v0.5.9)

[p]With the start of STEAM NEXT FEST the MENACE demo will get a substantial update. Most importantly, we added a second Pirate operation with 10 completely new and fresh missions to beat. Whenever starting a new game the operations will start alternating so you can just restart to get the operation you want.[/p][p]On top of that, we added a difficulty slider that allows to change the demo difficulty from Normal to Challenging to Expert. Each difficulty level will change the player Squaddie Numbers, available Supply Points and the enemy Supply Points. The full game will most likely have more sophisticated difficulty options. [/p][p]Finally, we added lots of smaller fixes, balancing changes and improvements based on your feedback and reports! [/p][p]Thanks again for all the support, feedback and ideas![/p][p][/p][h3]New[/h3]
  • [p]Added difficulty settings: Normal, Challenging and Expert.[/p]
  • [p]Added "Thwart Invasion" operation as an additional alternative operation with a pool of 10 new missions.[/p]
  • [p]Added new items, Light Walker, Autocannon and 40 more promotion points.[/p]
[h3]Improvements[/h3]
  • [p]Changed perk description font color for better readability.[/p]
  • [p]Showing more info in non-player unit tooltips.[/p]
  • [p]Showing icons for capture and defend objectives in unit HUDs and unit tooltips[/p]
  • [p]Showing status effects in unit tooltips.[/p]
  • [p]New icons for fleeing, wavering, suppressed, suppression, armor penetration.[/p]
  • [p]New icons for unit stats.[/p]
[h3]Bugfixes[/h3]
  • [p]FIXED Removed line of sight blocker on factory connectors.[/p]
  • [p]FIXED Greifinger's unique perk used the wrong icon.[/p]
  • [p]FIXED various typos and descriptions.[/p]
[h3]Balancing[/h3]
  • [p]Rebalanced most pirate mission army points and reinforcement points.[/p]
  • [p]Changed Pirate Army lists to not spam Outcasts any more (makes the game harder).[/p]
  • [p]Made sure reinforcements stop spawning at certain round numbers.[/p]
  • [p]Reduced Rocket Truck Suppression from 60 down to 40.[/p]
  • [p]Rebalanced Pirates slightly, especially increased Discipline by 5.[/p]
  • [p]Buffed Long Barrel Tank Gun to be more accurate and do more damage.[/p]
  • [p]Increased Pipe Gun Armor Damage to 25. [/p]
  • [p]Reduced disposable AT supply costs to 10, increased damage to 120.[/p]
  • [p]Decreased range of R10A6 "CQB" K-PAC from 8 to 7.[/p]
  • [p]Reduced flamethrower supply costs from 25 to 15.[/p]
  • [p]Increased damage to armor durability of R14A2 ARC rifles.[/p]
[h3]Known Issues[/h3]
  • [p]Perk 'Run and Gun' doesn't update AP cost after shooting once.[/p]
  • [p]The UI for the offmap ability 'Unguided missile strike' is not visible when using the offmap ability 'Strafing Run' first.[/p]
  • [p]Combat Drugs don't refund all of the AP when used by a Suppressed unit.[/p]
[p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]Be sure to check out our tips and tricks thread for more tactics to help you out in-game.

There's also the The Beginner’s Guide explains how to manage squads, prepare missions, and handle combat. For more details, you can also visit the community wiki, and follow our how-to-play video.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up. [/p][p][dynamiclink][/dynamiclink][/p]

Grimdark XCOM-like Menace expands its demo and nerfs its tanky space pirates

I feel like I talk about nothing else but grimdark XCOM-likes these days. Whether it's official Warhammer games (as you can see in my Mechanicus 2 preview) or games with a healthy serving of 40k inspiration, it's a popular genre and setting mashup that clearly does well. Thankfully for games like Menace, players aren't tiring of the combo. But that won't stop developer Overhype Studios from keeping things fresh by delivering requested balance changes and more missions in a big update for its hit free demo.


Read the rest of the story...


RELATED LINKS:

Anticipated 'space XCOM' tactical RPG Menace delayed again, but a demo's out now

Terminator-inspired, XCOM style tactical RPG Menace is delayed into 2025

New tactical RPG Menace is like XCOM in space, but with more drama

Dev Diary #36: Demo Recap and Next Fest Update Plans

[p]These last two weeks have been among the most intense during the whole development of MENACE, with the Tactical Combat Demo release.

Let’s spend a moment to recap the past week!

[/p][h2]By the Numbers[/h2][hr][/hr][p]So far over 100,000 players downloaded the MENACE demo, sent in over 1,300 feedback and bug reports, and left over 600 reviews that amount to a Very Positive rating.

[/p][h2]Feedback and Discussions[/h2][hr][/hr][p]The feedback and response to the Demo is almost overwhelming, with our Discord and the forums being active day and night. We try our best to be present, reply, and engage with the community, but we also have to collect, filter, sort, and work through bug reports and feedback, which takes quite a while. On top of that, the game's normal development has to keep going at the same pace. We can highly recommend joining our Discord server to directly chat with us, leave feedback, and get in touch with other community members. Check it out here. We also have a thriving community on Reddit as well, r/MENACE.

[/p][h2]Patches[/h2][hr][/hr][p]We already patched the game five times in the past two weeks, addressing some of the most urgent and prominent issues, mainly focusing on bugs that stop the game from progressing. We also started to add some balancing changes, for example, reduced the armor and hitpoints of the dreaded pirate flame truck. You can read up on the changelogs here: [/p]
  1. [p]MENACE Demo Update #1 (v0.5.5)[/p]
  2. [p]MENACE Demo Update #2 (v0.5.6)[/p]
  3. [p]MENACE Demo Update #3 (v0.5.7)[/p]
  4. [p]MENACE Demo Update #4 (v0.5.8)[/p]
  5. [p]MENACE Demo Update #5 (v0.5.9)[/p]
[h2]Biggest Topics[/h2][hr][/hr][h3]Bugs[/h3][p] The game has been running surprisingly well for many players, and total game crashes are rarer than we expected. Still, with a massive influx of testers, lots of edge cases and rare issues pop up. Our priority is now on fixing the most severe issues as quickly as possible.

[/p][h3]Lines of Sight[/h3][p] The LoS system in the game is intentionally very simplistic and abstract. This clashes with the high fidelity of the models and graphics that make it look a lot more complex than the underlying engine actually is. This creates a mismatch between how LoS works and how players expect it to work. Unfortunately, there is no quick fix for this, but we have making the LoS more intuitive and match expectations better high on our list!

[/p][h3]Balancing[/h3][p] Many players had a hard time with the defense missions in the game. While they are still hard, and supposed to be, we increased the time to capture and also made pinned units not captured in one of this week's patches.

[/p][h3]Lack of Information[/h3][p] Many players noted a lack of info, especially in enemy tooltips. This can make it hard to play the game effectively when you don't know what weapons an enemy unit carries, for example. We do have a tooltip rework and expansion in the works to give players the info they need to be more effective on the battlefield. This also extends beyond the enemy tooltips and will be addressed by us.

[/p][h3]UI/UX[/h3][p]With a game as complex as MENACE, with its different systems and interconnected mechanics, creating an easy-to-use, informative UI that looks good and doesn't overwhelm players with size and numbers is very hard. We did collect lots of valuable feedback this week about how to improve it, and we will start working through it.

[/p][h2]Next Fest Update – New Operation![/h2][hr][/hr][p]With Next Fest starting on Monday, we are also updating the game with an entirely new Pirate “Thwart Invasion” Operation with 10 all-new missions and loads of new equipment to experiment with, from light walkers and autocannons to disposable AT launchers. This should give you a fresh taste of MENACE and provide even more amazing feedback to help shape development.

We know that MENACE challenges the established rules of many turn-based tactics games, which is bound to create a sometimes painful learning experience.

We want to thank all players who still gave it a chance and took the time and effort to get into the game's unique way of depicting modern firearms-based combat. We are doing our best to communicate the game's design better and make it easier to get into it. It will be worthwhile to come back regularly and check for improvements!

[/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.[/p]

MENACE Demo Update #4 (v0.5.8)

[p]Patch 4 for the MENACE demo is now live.[/p][p]Make sure to leave a review for the demo and join our Discord server or forums to connect with fellow players, leave feedback, and share the most powerful tactics.[/p][p][/p][h3]Bugfixes[/h3]
  • [p]Applied Unity engine fix to close security vulnerability[/p]
  • [p]FIXED Darby using Rewa's voicelines to respond to Greifinger[/p]
  • [p]FIXED Units teleporting to a random tile caused by moving them directly from inside a vehicle to a tower or vice-versa[/p]
  • [p]FIXED Units automatically ending their turn when a player vehicle was on fire[/p]
  • [p]FIXED Skill 'Plow Through' freezing the game when the destination tile was covered in fog of war[/p]
  • [p]FIXED Damage reducing accessories (e.g. ERA) causing the game to freeze[/p]
  • [p]FIXED various typos and descriptions[/p]
[h3]Balancing[/h3]
  • [p]Changed units with 'Wavering' morale no longer have to act last in a round[/p]
  • [p]Reduced Autocannon ammo to 8[/p]
[h3]Improvements[/h3]
  • [p]Reduced Arc AR icon size[/p]
  • [p]Better 'Encumbered' icon[/p]
  • [p]Slightly lowered Auto Laser volume[/p]
  • [p]Towers can now be entered and exited via all directions[/p]
  • [p]Vehicle damage effects are now shown in the armory and mission prep UI[/p]
  • [p]Renamed vehicle damage effects 'Weapons Damaged/Destroyed' to 'Weapon System Damaged/Destroyed'[/p]
  • [p]Fire defects on vehicles are now removed at the end of mission[/p]
  • [p]Perk 'Scavenger' will now spawn the ammo box on an adjacent tile if the original tile is blocked[/p]
[h3]Known Issues[/h3]
  • [p]Perk 'Run and Gun' doesn't update AP cost after shooting once[/p]
  • [p]The UI for the offmap ability 'Unguided missile strike' is not visible when using the offmap ability 'Strafing Run' first[/p]
  • [p]Combat Drugs don't refund all of the AP when used by a Suppressed unit[/p]
[p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]Be sure to check out our tips and tricks thread for more tactics to help you out in-game.

There's also the The Beginner’s Guide explains how to manage squads, prepare missions, and handle combat. For more details, you can also visit the community wiki, and follow our how-to-play video.

You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up. [/p][p][dynamiclink][/dynamiclink][/p]