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Dev Diary #40: Perk Overhaul

As we quickly approach the Early Access release in February, we have decided to move the dev diaries to a bi-weekly schedule. Development is transferring to polishing and balancing, and there will be less new content to write about. However, we do have one pretty big update coming about the character stats.

This week, we take a look at a big perk overhaul we did over the past month!

[h2]Perks and Promotions[/h2]
In preparation for this week's diary, make sure to read up on perks and promotions in Dev Diary 9.

In short, players get rewarded with promotion points for completing missions. These promotion points can be used to promote squad leaders and pilots, which in turn unlocks perks from individual perk trees.

The system itself works very well, but the squad leaders and pilots were missing character, as too many perks overlapped with each other, and the distribution of perks was too arbitrary. That is why we used all the feedback from the demo and the experience we have with the game now to add more variety and uniqueness to it.

[h2]New Perk Tree Setup[/h2]
We decided the best way to set up the perk trees is to have both reliable perks that are always useful for most roles, but add more variety and uniqueness by having more character-specific perks.

Each character, squad leader, or pilot starts out with 7 fixed perks that are the same for all characters. These cover basic mechanics like:

  • Solid Grouping – Increases accuracy for each consecutive shot at the same target
  • Bags and Belts – Increases accessory slots

Then, each character has 4 absolutely unique perks that only this character has access to. The first of these is always the unique perk a character starts out with, and that is always unlocked.

Designing 4 specific perks for each character is a lot of work — with a final amount of 26 characters, we will have over 100 unique perks on top of the roughly 60 that are shared by all.

On top of these 11 perks, each character also has 6 generic perks that are shared with others but are taken from a pool of 60 general perks. This will have our characters sit at 17 perks each.

On top of all the new perks, we redistributed the existing ones and changed many of them to work better in the game.

[h2]Examples[/h2]
Now let’s look at some of your favourite characters and how their perks changed:

[h3]Pike[/h3][hr][/hr]Pike's role in the game is that of a seasoned commander who gives stability and order to a potentially rag-tag outfit of semi-professional fighters. To underline this more, he now has the following unique perks:

Starting Perk: Take Command
Take Command is an active ability that costs 60AP and instantly transfers 40AP to an ally in range. The ally will be activated again if they have already acted.
This ability is extremely handy when juggling turn order and activations, and also to save clutch engagements by allowing an exposed friendly to dash into cover or take another shot at the aliens trying to eat their face.

Unique Perk 2: Inspiring Presence
This perk was not unique before, but it is now. It increases accuracy and discipline for units nearby, underlining Pike’s authority and command role on the battlefield.

Unique Perk 3: Command: Rally
We changed the Rally perk to now be a targeted ability that increases morale and reduces suppression of a friendly unit. With the nature of the battles in MENACE and units usually being pretty far apart, the original AoE effect was too short-range, and the outcome was very unclear. It now has a very clear use case, and the outcome will always matter.



Unique Perk 4: Stalwart
This was Pike’s original unique perk, but the impact was too low, and the perk was not useful in the early game. We have now moved it back to his highest tier of perks to make it available in the late game when facing the horrors of the constructs.

[h3]Lim[/h3][hr][/hr]Lim is foremost an aggressive character that works with mobility and speed to flank and finish opponents in close-quarters combat.

Starting Perk: Aspiring
The Aspiring perk that makes promotions cheaper for Lim is still on the character and very useful, so we kept it.

Unique Perk 2: Run and Gun
We made Run and Gun, which reduces AP for the next attack after moving, unique for Lim. It fits his character very well and also synergizes with his other abilities and his preferred fighting style.



Unique Perk 3: Return of Serve
Return of Serve is a rather specific perk that allows you to throw back grenades at an attacker. As the number of situations this is useful in is rather small and best on a character that acts very close to the enemy, it is a natural match for Lim, but won’t make sense on many other characters.

Unique Perk 4: Blaze of Glory
This is a completely new perk for Lim at the highest tier level. It is an active ability that can be used once per battle. It instantly removes all suppression from Lim and reinstates any AP that were lost due to being suppressed. This will be very useful to break out of a suppression lock or free up more AP for a final push into an enemy position.

[h3]Rewa[/h3][hr][/hr]Everybody's favourite relaxed pilot also got some new and changed perks.

Starting Perk: Revel in Slaughter
Her starting perk increases stats for each enemy unit killed. This is still on character and very useful for Rewa, so we kept it.

Unique Perk 2: Roadkill
To emphasise Rewa's character, she now has the unique Roadkill perk that substantially increases the damage of run-over attacks. This can be useful when running out of ammo or squashing enemy units that are too close to be fired on effectively.



Unique Perk 3: Grind Down
To support Rewa's playstyle of just firing at anything moving until it's destroyed, she now has the “Grind Down” perk. This perk substantially increases the armor damage of all attacks and will whittle down any enemy armor very quickly. It works best with lower penetration weapons that have lots of repetitions.

Unique Perk 4: Fury
Rewa is not known for subtlety but raw firepower. This perk reduces her accuracy permanently but at the same time gives a massive damage buff to all attacks. To make this perk work, additional perks or equipment that offset the drop in accuracy will go a long way or, alternatively, perks and weapons that allow for lots of skill uses or repetitions.

[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.

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Dev Diary #39: Rating Rework and Secondary Objectives

One of the main points of criticism in the MENACE demo was the Mission and Operation Rating System. We took a step back, did a complete overhaul of the system, and added secondary objectives! Let’s get to the details:

[h2]The Old System[/h2][hr][/hr]In the old rating system that is still used in the demo, the Mission Rating was calculated from a variety of hidden factors that depended on the Mission Type. Each factor had a fixed maximum number of points, which was multiplied by a different factor depending on the Mission Type.

For example, one factor was “civilians killed”, another would be “enemies killed” or “units lost.” In a mission with no civilians, the “civilians killed” point pool was multiplied by 0, so it was, of course, not possible to get any points from that pool. In a mission where civilians had to be rescued, the factor was very high; in one where civilians were on the map but not crucial to the mission, it was reduced.

This system was very complex to set up and balance. Most importantly, it was not transparent to players at all and did not create the ratings players expected. This led to a lot of confusion and frustration, and created a stark mismatch between player mission performance and mission rewards in the form of promotion points and, ultimately, OCI points.

Secondly, the lack of transparency made it impossible for players to proactively adjust their approach to a mission to achieve a high rating, which contradicted the rating's purpose. And lastly, the logistics factor, which rewarded utilizing fewer supplies than players had available, was disliked all around.



[h3]Gathering Feedback and Design Goals[/h3][hr][/hr]We took some time to talk with the community about a possible new approach, and some great ideas emerged. Ultimately, the system we decided to go with was majorly inspired by these discussions, so thanks for your contribution!

When designing the new system, we had some principal design goals.

Primarily, the new system had to be transparent. Without transparency, the system will always fail to be predictable and cannot set the right incentives for players. It also had to feel fair, so players know why they get a particular rating, how that rating translates, and the rewards, so that they can adjust their game plan accordingly next time.

Failure has to be given low ratings, and success has to be rewarded with high ratings. If this does not correlate correctly, players will disregard the whole system, and rightly so.

To achieve this, we ditched the whole existing system.

[h3]The New System[/h3][hr][/hr]To start, we removed all hidden factors from the player rating and split it into two base factors: Primary objectives and Secondary objectives. The Primary Objective is always defined by success or failure, depending on whether the primary mission objective is completed. Completing the Primary Objective alone will grant 15 promotion points and a zero-star rating.

To earn a higher rating and more Promotion Points, players must complete the all-new Secondary Objectives. Each mission will have between 1 and 5 Secondary Objectives, each granting additional rating points, with a maximum of 5.

The Secondary Objectives are, for example, completing a mission without losing a squad, killing a certain number of enemies, finishing the mission within a specific timeframe, or completing the Primary Objective exceptionally well.

Each Secondary Objective completed grants a 1-rating start and three more Promotion Points.

Important: All of these numbers are examples and are being used for testing right now. The amount of points earned for Primary and Secondary Objectives will most likely change.

Secondary Objectives are handcrafted for each mission, and while many missions will share secondaries, we can create a unique set for each mission. Over time, we will, of course, add more secondaries and change them around to balance.


The new system provides maximum transparency, as players can already see during a mission what their exact rating will be and what they need to do to increase it. They will know ahead of time how many Promotion Points and, now, also OCI points they will earn.

We also create intermediate mission objectives that provide additional gameplay incentives and add brief sub-stories to the mission itself.

With the new system, we also have a mission that does not auto-end on primary completion. You will now be able to intentionally stay in the mission for a while longer or leave.



[h3]Operation Rating and Rewards[/h3][hr][/hr]The new system will also see some changes to the Operation Rating and Rewards. The overall Operation Rating is still the average of all Mission Ratings, but OCI points are now awarded for each individual mission, even when an Operation is lost. This will make losing a mission or operation less punishing.

We also added a new Operation item reward that works similarly to the original mission item rewards. Upon Operation completion, players can select one of three different items that are offered by the faction that wanted the ops completed. The rarity of these items scales with the overall Operation Rating, so having good Mission Ratings will help to get more rare items!

[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.

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Dev Diary #38: A New Threat Emerges...

With it being Halloween, we thought it was appropriate to use this week's dev diary to point to the full Cinematic Trailer we teased in September! First, though, another shoutout to Syama Pedersen for directing it, known for his video series "Astartes," and to the Canadian visual effects studio Hoplite Studio for their incredible work on this entire cinematic piece.

We will be back next week with a full dev diary on a much-requested system rework: End Mission Ratings, along with a new system. Look forward to next Friday and enjoy the Cinematic Trailer below, and have a great Halloween!

[previewyoutube][/previewyoutube]

[h2]Engage, Explore, and Stay Informed[/h2][hr][/hr]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 #6 (v0.5.10)

[p]Patch 6 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]FIXED Accessory 'Combat Stims' now refund all AP lost by Suppression.[/p]
  • [p]FIXED AI getting stuck when trying to use skills on a tower which require the unit to be deployed.[/p]
  • [p]FIXED Changing the resolution in the player settings didn't work with some monitor combinations.[/p]
  • [p]FIXED Movement range UI disappeared after destroying IEDs or after using certain offmap abilities.[/p]
  • [p]FIXED Tripod laser didn't have a vent skill.[/p]
  • [p]FIXED Pressing Q/E before the mission result screen showed up, caused the camera to spin infinitely.[/p]
  • [p]FIXED Demoting squad leaders refunded less promotion points than displayed.[/p]
  • [p]FIXED When the active unit was killed during it's turn, the unit panel UI disappeared for all other units.[/p]
  • [p]FIXED Some vehicle weapons showed a different number of ammunition during the mission preparation and during the mission.[/p]
  • [p]FIXED Turrets are now displayed at their correct location in the mission preview.[/p]
  • [p]FIXED After using the offmap ability 'Strafing run' other offmap abilities didn't display their range anymore.[/p]
  • [p]FIXED Changed layout of same buildings so units don't get stuck anymore.[/p]
  • [p]FIXED Various typos / descriptions.[/p]
[h3]Improvements[/h3]
  • [p]"New Game" dialog can be closed now.[/p]
[h3]Balancing[/h3]
  • [p]Reduced threat of Skybots (drones) to the AI.[/p]
[h3]Known Issues[/h3]
  • [p]Perk 'Run and Gun' doesn't update AP cost after shooting once.[/p]
  • [p]Pinned down units can still capture a zone.[/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]

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.

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