1. MENACE
  2. News

MENACE News

Dev Diary #25: Mission Walkthrough

[p]Things are moving ahead, and the game shapes up more and more. The time has come to showcase an exemplary mission in MENACE, illustrating the decisions the player must make and what to expect when engaging in the tactical combat portion of the game.
[/p][hr][/hr][h3]Mission Select[/h3][p]After accepting an operation offered by one of the local Wayback factions, you have to decide what mission you want to play. The missions of an operation are aligned in a tree, so the next mission that can be chosen always depends on the previous one.
[/p][p]There are several factors to consider here. The difficulty of the mission: Harder missions have more and tougher enemies, but also give a higher mission rating. On top of that, the possible item rewards can have a higher rarity. The strategic asset: Every mission allows the player to secure a strategic asset that aids them in the remaining missions of the operation or rewards them with additional items.
[/p][p]The actual mission reward will be an item (such as a weapon or armor). Only the broad category of the expected item will be shown, not the actual item. On top of the expected item, there will always be a random item that can be chosen as a reward instead.
[/p][p]In this example, we want to tackle the “seize GTAM-site” mission. We feel confident that we can handle the difficulty, and we need a new light modular vehicle weapon for our light carrier. The strategic asset we gain will be “air defense restored,” which will make all following missions easier.
[/p][p][/p][hr][/hr][h3]Mission Preparation[/h3][p]In the mission prep screen, we can get a rough overview of the upcoming battlefield, including suspected enemy positions. As we do not have any intelligence, we won't gain intel on the type of enemies.
[/p][p]We can see the two areas we have to capture, and that the enemy units will pour in from the north. Our deployment zone is to the south of the map.
[/p][p]Speed is key in this mission. If we can take up position in the capture zones before the enemy arrives, they will be easy pickings.
[/p][p]Additionally, we must decide whether it’s worth splitting our units to try to capture both targets simultaneously or focus our efforts on one target at a time. Completing the mission fast will increase the mission rating significantly, but it is also a lot riskier.
[/p][p]As we don’t have many squads available at the beginning of the game, it will be the smarter move to move all units together.[/p][p]
[/p][hr][/hr][h3]The Team[/h3][p]Charles Lim (Marine, Infantry):
Equipped with the MP3A9 submachine gun as a squad weapon and grenades as an accessory, Lim and his squad will act as mobile infantry inside the light carrier. He is also equipped with a solid class III armor, making him quite resilient to small arms fire. We intentionally leave the special weapon slot free, so the squad can carry one additional SMG instead, making them even more deadly in close-quarter combat.

[/p][p]Renu Rewa (Marine, Pilot):
The light carrier is a wheeled infantry fighting vehicle that can be equipped with either a medium or a light vehicle weapon or with a transport compartment and a light weapon. In this mission, we go for the transport compartment and a machine gun. As speed is key to occupying the objective before the enemy, a medium machinegun should be enough to provide fire support against the incoming pirates.

[/p][p]Jane Darby (Marine, Infantry):
At the beginning of the game, access to good squad weapons and body armor is very limited, so Darby and her squad will go into this mission with just the RMC marine fatigues and stanced carbines. Without body armor, the squad has to stay out of firefights as much as possible. As a special weapon, we chose a rocket launcher. If the opportunity arises, we can use it to take out pirates and their rides while approaching the objectives or to remove their cover if they have already reached a capture zone. It’s also very capable of taking out light vehicles like the dreaded pirate chaingun truck.

[/p][p]Marta Carda (Marine, Infantry):
Marta and her squad will also join the battle without any armor to speak of, so their purpose is to hang back and use the medium machine gun to provide additional fire support. As we had some points left, we also equipped the squad with grenades to dislodge enemy units from cover if necessary.

[/p][hr][/hr][h3]The Plan[/h3]
  1. [p]The first part of the plan is to rush the objective as fast as possible. In the best case, our squads will be able to establish positions before the enemy arrives and take them out on the approach. If the enemy reaches the capture zone earlier, things will get dicey. Our squads must move in aggressively and drive them off as quickly as possible, even if that means taking the risk of casualties in close combat.
    [/p]
  2. [p]The second part of the plan involves utilizing the road and the transport capacity of the light carrier to shift to the second objective zone as quickly as possible after securing the first one.
    [/p]
  3. [p]The third part is capturing the second objective zone from the enemy. Most likely, the pirates will have set up covered positions by then, so we must be prepared to destroy their cover or assault their positions with grenades. This might also be a good opportunity to use close air support to suppress the enemy as we approach.
    [/p]
[p][/p][hr][/hr][h3]The Actual Mission
[/h3][p]The first part of the plan works perfectly. The radar station is captured without enemy resistance in a couple of rounds.

[/p][p]While en route to the second objective, there is still no sign of enemy activity. Only when the carrier approaches the GTAM site do the first pirate units get spotted.

[/p][p]The carrier immediately engages the pirates and takes them out as they are standing in the open. Lim’s infantry squad dismounts and moves into cover.

[/p][p]More enemy activity is spotted at the back of the site, and close air support is ordered to strafe the suspected positions. Some pirates manage to fire back, but can’t defeat the class III body armor of Lim’s assault squad.

[/p][p]The arriving strafing run suppresses enemy activity for a moment, which is used to bring forward Darby’s squad with the rocket launcher, reducing the pirates' cover to rubble.

[/p][p]The initial resistance is broken, and infantry and carrier waltz into the compound to keep up the momentum.

[/p][p]Remaining pockets of resistance get cleared with SMG fire, grenades, and vehicle fire support.
[/p][p]The objectives are successfully captured.

[/p][hr][/hr][h3]Mission Result[/h3][p]
This screen shows the secured strategic asset, the amount of promotion points earned (depending on the mission rating), and the possible item rewards that can be chosen. On the right-hand side, the mission rating is broken into different aspects. The amount of information in this area might still be increased.
[/p][p]This screen shows the performance of the squad leaders and their units. Casualties taken, enemies eliminated, and if a squad leader attained an emotional state.

[/p][hr][/hr][h3]Next Up[/h3][p]Now that the first mission is aced without any casualties, you have to select the next mission to tackle in this operation. All operations will branch out but culminate in one especially hard final mission as a sort of climax. Before taking on the next mission, new equipment can be handed out to squads, and promotions can be assigned to unlock new perks for squads.

That's it for now! We'll see you next Friday.

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]

Dev Diary #24: Accessories in MENACE

[p]After last week’s introduction to special weapons, how they work, and what types of weapons you can expect in MENACE, this week we will give you an introduction to another kind of item class. [/p][p]
Accessories.

[/p][h2]Accessories[/h2][hr][/hr][p]Accessories can be used to equip squads with special items, abilities, skills, and so on. They are equipped in the troop loadout screen like all other equipment items, and also cost supplies.

They occupy their own slot in the squad's inventory so that they won't interfere with the rest of your equipment choices, like weapons and armor.

How many accessories a squad can equip depends mainly on the type of armor they are wearing, but the amount can also be increased through special perks.

Not only can infantry squads be equipped with accessories, but vehicles can also be equipped with them. In this case, the amount of vehicle accessories you can equip depends on the vehicle chassis.

Note that vehicle accessories are distinct from infantry accessories.

Accessory items can have a very wide variety of effects. They can apply a passive buff or give an active skill. Some have a limited number of uses per mission, while others can be used as often as you want. They open up another layer of customization and specialization when setting up your units, and they can be used to emphasize their strengths further or mitigate their weaknesses.

Here is a selection of various infantry accessories to give you an idea of what to expect. New items will be added regularly throughout the Early Access period.
[/p][h2]Infantry Accessories[/h2][hr][/hr][h3]Frag Grenades[/h3][p]These can be used to attack another tile over close range. They come with three uses.

Attacking another unit with grenades ignores cover and can hit multiple elements within a squad. Also, you don't need a direct line of sight. That's why they are especially useful in confined spaces with lots of cover, like urban areas, and against enemies with numerous elements in a squad, like pirate scavengers or alien swarms.

They even ignore cover of units in buildings, which makes them ideal to use against enemies holed up in bunkers or defensive structures - if you can get close enough without getting mowed down.

Downsides are very low armor penetration and the limited range.

[h3]Ammo Bag[/h3]The ammo bag increases a squad’s special weapon uses by 50% with a minimum of 2 uses. When equipping multiple ammo bags, the effect only applies to the base uses of a weapon. Only applies to weapons, not to other accessories, such as grenades.

[h3]Disposable AT Launcher[/h3][/p][p]This launcher is a cheap way to equip a squad with anti-tank capabilities without blocking the special weapon slot. As it only has one use, it might make sense to equip multiple launchers.[/p][p]In a pinch, it can also be used to remove enemy cover or engage heavily armored units. It won’t destroy a tank and has a very limited range, but it is still very effective against lighter vehicles. To make the most of it, ensure that you hit enemy hardware from the side or rear, where their armor is weakest.

[/p][h3]Smoke Grenades[/h3][p]An essential item in many different situations. Comes with limited uses like all grenades. When used, it deploys a cloud of smoke that completely blocks the line of sight, which can be very useful when assaulting fortified positions or when you find yourself out of position.
[/p][p][/p][h3]Armor Plates[/h3][p]Additional armor plates that can be inserted into most standard body armor to replace damaged plates. Using this item will refill your squad’s armor durability. Comes with only one use. This, of course, is especially useful for armor with high durability to maximize its effect.
[/p][p][/p][h3]Demolition Charge[/h3][p]An explosive charge that can be placed on adjacent tiles. Once set up, it can be remotely triggered at any time with a remote detonator to cause a devastating explosion that affects multiple tiles (Area of Effect, AOE) and easily brings down buildings, as well as heavily armored vehicles. Using this item to its full effect needs some planning ahead.
[/p][p]The explosion radius will catch your squad if you try to place and detonate it in the same turn. It’s also tricky to set it up in a way that enemies will move on top of it, but when it works out, you can expect spectacular results.
[/p][p][/p][h3]Target Designator[/h3][p]This Accessory has unlimited uses and can mark an enemy infantry squad, vehicle, or building for the duration of 2 turns. The marked status persists even if the target moves out of sight. Specific off-map abilities and guided weapons can only engage marked targets. Other weapons can employ a different fire mode when engaging marked targets, such as indirect firing. All attacks on marked targets have their accuracy increased.

[/p][h3]Armor Piercing Ammo[/h3][p]Only one “ammo” type accessory can be equipped at the same time. The effect only applies to projectile squad weapons (special weapons remain unaffected). Armor-piercing rounds are fitted with hardened alloy material tips to defeat body armor. The increased hardness of the round allows it to penetrate targets without tumbling or fragmenting, thereby reducing flesh damage. As it is commonly painted black, this ammo is also referred to as “Black Tip”
[/p][p][/p][h3]S12 Aphenedrin Injector[/h3][p]Also colloquially referred to as “combat drugs”. A cocktail of stimulants that reduces feelings of fear, exhaustion, and pain to maintain combat effectiveness. It comes with 2 uses and completely removes a squad's suppression. It can also be used when a team is completely pinned down, effectively putting the squad back into action right away.

Additionally, the unit's discipline increases for one turn. All types of stimulants will cause negative effects for a turn once their buff wears off. On top of that, frequent use of combat drugs can lead to negative emotional states or signs of withdrawal.

[/p][h3]Protagon IR Tablets[/h3][p]A highly concentrated drug cocktail often mixed with various additives that instantly boost all aspects of physical performance. The heavy boost of this drug makes it especially addictive, but that did not stop it from becoming the go-to drug of Space Pirates on the edge. Using this item grants the unit an additional turn, with 50% of its action points remaining.

[/p][h3]Night Vision Equipment[/h3][p]A set of night vision devices, enabling the squad to operate in low-light conditions. Nighttime penalties do not apply to this squad. The buff is passive and remains in effect for the entire mission. This item is a very basic version that only covers night vision, not thermal imaging or other advanced ways of detecting enemy activity.
[/p][p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]That's it for now! We'll see you next Friday.

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]

Dev Diary #23: Special Weapons

[p]How special weapons for infantry squads work in general has been explained in a previous diary. This week, we want to give some examples of what type of special weapons you will encounter in MENACE. Of course, this is just a random selection, and more special weapons will be added all the time.[/p][p][/p][p]Special Weapons[/p][p]In MENACE, every squad can equip one special weapon. These weapons are normally more cumbersome but also more powerful than squad weapons. [/p][p]Special weapons enable a squad to handle situations where their standard weapons are ineffective.[/p][p]The actual weapons showcased in this diary are a random selection. Most of these will be available in different tiers and variants throughout the progression of the game, so it might be better to think of the shown varieties as special weapon “archetypes”.[/p][p]Names, icons, and point costs in the images are a work in progress. [/p][p][/p][p][/p][p]No special weapon[/p][p]Remember it is always an option to not equip a special weapon on a squad. This will free up points for other items and make the squad weapon attack more powerful, as one more person is shooting.[/p][p]This might be especially worthwhile for squads that rely on their squad weapon for dealing damage, such as specialized close-quarters units with SMGs and similar weapons.[/p][p][/p][p][/p][p]Light Machinegun[/p][p]Used mainly to suppress enemies, but also can be devastating to groups of enemies out in the open. The light version does not apply a ton of suppression. Still, it can be used on the move, making it very useful for assaulting positions or delivering fire support in complex situations where mobility is crucial.[/p][p][/p][p][/p][p]Medium Machinegun[/p][p]This gun delivers suppression more effectively and over longer ranges, but must be fired while the squad remains stationary. Using the weapon to its full effect requires [/p][p]Some planning ahead is necessary, as bad positioning is difficult to remedy once the weapon is deployed.[/p][p]To take full advantage of its capabilities and provide reliable fire support even in extended firefights, additional ammo bags are recommended as an accessory.[/p][p][/p][p][/p][p]Grenade Launcher[/p][p]This handheld grenade launcher has a limited range, but it is light enough to be fired on the move. Its main advantage is that the grenades ignore cover and can hit multiple elements on impact. This is especially important in built-up areas or other situations with a lot of cover, as the shooter does not require a direct line of sight.[/p][p][/p][p][/p][p]Plasma Rifle[/p][p]An experimental weapon that comes with some unique effects. It is perfectly suited as a counter to heavy infantry and light vehicles. Additionally, its attack reduces the armor of buildings or vehicles with each hit, making the target more vulnerable to subsequent attacks.[/p][p]The plasma rifle requires a competent shooter and good positioning, as it does not suppress its target very effectively and relies on actually hitting its target to be effective.[/p][p]Additionally, it comes with very limited ammunition, so you must make every shot count.[/p][p][/p][p][/p][p]RPG (pirate variant)[/p][p]A light anti-vehicle weapon that can be fired on the move. Decent against light vehicles and small buildings. Pirates will frequently use this weapon against the player's vehicles and occasionally against their armored infantry. The range and accuracy are not very high, but the gun is inexpensive and versatile.[/p][p][/p][p][/p][p]Rocket Launcher[/p][p]This weapon specializes in destroying enemy vehicles and hard points. Sporting a high accuracy and armor penetration, a lot of armored assets can be taken out with a single shot. Be aware of its low ammo count and high price, though. The squad has to be stationary when firing.[/p][p][/p][p][/p][p]Sniper Rifle[/p][p]A classic sniper rifle. The squad must remain stationary when shooting, but the weapon boasts a very high range and accuracy. Damage and armor penetration are decent, so it can be employed against heavy infantry and, in a pinch, even against light vehicles. [/p][p]Missed shots do not apply a lot of suppression, but taking out an element does, so make sure you hit your target. The weapon can not take out entire squads on its own, but it is great for supporting other units and engaging distant targets that will not be able to return fire.[/p][p]Hitting enemies in heavy cover from the front might be too much even for a sniper rifle, so engaging units on the move or in the open is preferable.[/p][p][/p][p][/p][p]Commando Mortar[/p][p]A small mortar that can be carried by infantry squads and used while the squad is stationary. Although somewhat inaccurate, it can be used to provide suppression and fire support over long distances without a line of sight.[/p][p]Not yet implemented, but we plan to make it capable of shooting smoke shells as well.[/p][p][/p][p][/p][p]Flamethrower[/p][p]The infantry flamethrower is the perfect tool for assault squads that need to flush enemies from cover. Not only does it deal a significant amount of damage to large groups of enemies, but its primary use is denying areas by setting them ablaze, forcing the enemy to displace while automatically hitting the targeted tile.[/p][p]It can also set vegetation, buildings, and even vehicles on fire.[/p][p][/p][p] [/p][p]DMR (Designated Marksman Rifle)[/p][p]Smaller and lighter than a regular sniper rifle, it can be fired on the move. With a higher rate of fire and good range, this weapon is ideal for accurate fire support against lightly armored enemies.[/p][p][/p][p][/p][p]Pirate Chaingun[/p][p]A special weapon used extensively by pirates in a light version that can be fired while on the move, and a heavier version that is usually mounted on vehicle hard points.[/p][p]The chaingun can put out a lot of fire, but has rather low accuracy and armor penetration. The more bursts are fired during a turn, the higher the chance that the gun jams.[/p][p][/p][p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]That's it for now! We'll see you next Friday.[/p][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][p][dynamiclink][/dynamiclink]Check out Dev Diary #21, where we answer several of your questions in a comprehensive F.A.Q.[/p][p][dynamiclink][/dynamiclink][/p]

Dev Diary #22: Off-map Abilities

[p]Dev Diary #22: Off-Map Abilities[/p][p]We briefly mentioned off-map abilities in Dev Diary #8 previously. This week, we want to look a bit closer at these potentially decisive abilities that can turn the tide of battle:[/p][p][/p][h2]What are off-map abilities?[/h2][hr][/hr][p]Off-map Abilities are powerful abilities that do not originate from units on the tactical battlefield. In almost all cases, they have a limited number of uses, and most will have a delay between requesting them and their effect on the battlefield.[/p][p][/p][p]This could be a distant artillery emplacement or a missile shot down from the strike cruiser hovering over the battlefield. Planning ahead is definitely required as the situation on the battlefield is very dynamic: Units are changing positions, new threats emerge, and your troops might have taken out a position before the off-map strike hits. [/p][p][/p][p]Most off-map abilities have a single use. They can be activated from the tactical combat UI. In many cases, the player selects an ability and then determines a location where it will be effective. After that, a timer counts down until the ability actually arrives on the battlefield.[/p][p]It is essential to note that enemy units will not be aware of incoming off-map abilities and therefore will not actively avoid them.[/p][p][/p][p][/p][h2]How to Acquire Off-map Abilities[/h2][hr][/hr][p]Off-map abilities can be acquired through either OCI ship upgrades to your strike cruiser or through strategic assets that can be acquired when completing tactical combat missions. The player's strike cruise has a certain number of OCI upgrade slots that can accommodate various improvements. Some might increase healing rates of elements between missions, increase players' intelligence rating, or grant off-map abilities to use in combat. [/p][p][/p][p]Strategic assets are special rewards tied to tactical combat missions. There are many different ones, and we will discuss them in a later diary, but some grant additional off-map abilities as well. [/p][p][/p][p]Once an off-map ability is acquired, it can be used in every tactical combat, so you don't have to worry about not having it ready in the next mission. Also, once acquired, it does not need any additional resources to be employed.[/p][p][/p][h2]Offmap Ability Examples[/h2][hr][/hr][p]To get a better idea of what you can do with these abilities, here is a set of examples. Please note that we continually add new ones throughout development as well.[/p][p][/p][h3]Dropship Strafing Run[/h3][p]A marine dropship equipped with a high ROF rotary machine gun, or Minigun, that strafes targets in a line. The attack will hit 5 tiles in a row that players can select when activating the ability.[/p][p]This attack is most effective at striking large clusters of infantry, but can damage light vehicles as well:[/p][p][/p][p][/p][h3]Unguided Missile Strike[/h3][p]A large but unguided missile strike shot from the strike cruiser in low orbit. A massive impact that will destroy almost anything it directly hits and severely damage units and structures nearby. [/p][p][/p][p]However, it has a high chance of scattering, so relying on it to directly hit the target is a risky strategy.[/p][p][/p][p]In this example, the strike is aimed at a defensive pirate turret to clear the path for advancing vehicles that this EMP weapon would disable. Unfortunately, it misses the target but still manages to inflict some damage and a “defect” on it. Note the large crater that can be used for cover by infantry units:[/p][p][/p][p][/p][h3]Supply Drop[/h3][p]As all special weapons and most accessories have limited uses, many units will run out of ammo during long engagements.[/p][p][/p][p]The supply drop is a large ammo crate dropped by a low-flying dropship onto the battlefield that can fully restock any ammo of a unit picking it up. Refilling anti-tank capabilities or other specialized weapon systems on the fly can be crucial to maintaining the fight. Especially as it is sometimes hard to foresee where the most intense fighting will take place:[/p][p][/p][p][/p][h3]Energy Cannon[/h3][p]An especially advanced and powerful weapon is the so-called Energy Cannon, which emits a high-powered beam from a lower orbit that cuts across multiple tiles, leaving a trail of devastation.[/p][p][/p][p]Almost any object or unit will be obliterated by this attack, but Infantry can get lucky with dodging the beam, at least partially:[/p][p][/p][p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]That's it for now! We'll see you next Friday.[/p][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][p][/p][p][dynamiclink][/dynamiclink]Check out Dev Diary #21, where we answer several of your questions in a comprehensive F.A.Q.[/p][p][dynamiclink][/dynamiclink][/p]

Dev Diary #21: Frequently Asked Questions by the Community!

[p]Over the past weeks, many questions have emerged regarding MENACE's features, our development progress, and our plans for Early Access. [/p][p][/p][p]This week's Dev Diary will feature a selection of the most frequently asked questions and our corresponding answers. Bear in mind that we have an iterative design process, and sometimes, it is very difficult for us to give definitive answers to certain questions—we just don’t know yet! This is especially true regarding nice-to-have features.[/p][p][/p][p]In addition, we don’t see the Early Access phase of the game as pure polishing. It’s actual live development incorporating the community's feedback, so you can expect quite a few changes.[/p][p][/p][h3]RELEASE & PLATFORMS[/h3][hr][/hr][p]Q: When can I play it?![/p][p] A: MENACE is scheduled to release on Steam Early Access in the Fall of 2025. We are not planning to do any open betas before that, so we’re afraid you’ll have to wait just a little bit more! We are tinkering with the idea of a combat demo, but we will announce when we have more concrete info on that.[/p][p][/p][p]Q: What will MENACE's overall price be for Early Access, and when can we expect a release date?[/p][p] A: It’s still too early to discuss what the price of the game will be. It might make sense to look at games with comparable size and production value to get a rough idea. As for the release date of the release date… stay tuned, Fall is coming![/p][p][/p][p]Q: What percentage of planned features does Overhype hope to have implemented before launching into Early Access?[/p][p] A: Regarding actual features and not content I would say 80%. Although it’s very hard to estimate, because if we feel something is missing during EA we will simply sit down, design a new feature and implement it.[/p][p][/p][p]Q: Will MENACE be available on GOG?[/p][p] A: Our publisher Hooded Horse will take that call.[/p][p][/p][p]Q: Is MENACE planned to be Steam Deck compatible or Verified?[/p][p] A: Our publisher Hooded Horse will take that call.[/p][p][/p][p]Q: Will MENACE be playable offline?[/p][p] A: MENACE is a single-player game without online features, so yes.[/p][p][/p][h3]CAMPAIGN STRUCTURE & REPLAYABILITY[/h3][hr][/hr][p]Q: Will there be an "end" to the campaign or an overarching plot, as opposed to Battle Brothers’ indefinite sandbox?[/p][p] A: Yes, MENACE has an overarching plot. You are the commander of a strike force tasked with bringing an isolated frontier system, the Wayback, into the fold of the Republic. When you get there you realize there is a bigger threat that might put the entire system at risk, and then spill over to the rest of the Republic. You have to find a way to neutralize this new foe (the titular MENACE) before it gets out of control. Thus, unlike in Battle Brothers, you need to beat the MENACE or you will eventually lose the game.[/p][p][/p][p] A piece of trivia: Battle Brothers was originally designed to end after defeating a late game crisis. The open end style of the game was not planned in its original concept.[/p][p][/p][p]Q: Will there be different types of crises like in BB?[/p][p] A: There aren’t crises (as they appear in Battle Brothers) per se. There is a looming threat that you have to beat, the MENACE, and operations – series of 3 to 5 missions (tactical battles), connected with loose story arcs, where losses carry over from one mission to the next. You can read more about operations in this dev diary.[/p][p][/p][p]Q: Will there be an endless mode?[/p][p] A: Right now we do not have an endless mode planned.[/p][p][/p][p]Q: How long is one campaign supposed to last?[/p][p] A: Over 30 hours.[/p][p][/p][p]Q: How long does it take to beat the game?[/p][p] A: It can vary a lot, because although the MENACE will spread and grow stronger as time goes by (so you cannot just ignore it or weather it, as you could with late game crises in BB), and you lose the game if you don’t take action, we want to give players the ability to take their time and play at their own pace. Thus, you can “speedrun” the game or take it slowly, so the length of a single playthrough is hard to estimate.[/p][p][/p][h3]STORY & NARRATIVE DESIGN[/h3][hr][/hr][p]Q: Obviously, I know you can’t spare spoilers, but how will campaigns progress and conclude?[/p][p] A: The starting point is already known: you are the commander of a strike force sent to a frontier system, cut off from the Core Worlds, to pacify it and bring it back to the fold.[/p][p] The story will be carried by a few fixed points (comparable to the XCOM story missions), but apart from that everything is procedurally generated.[/p][p] We don’t want to spoil anything about the main storyline itself, so we cannot discuss much about its conclusion. Let’s just say that either you beat the MENACE or you don’t…[/p][p][/p][p]Q: Will there be multiple origins to pick from when starting a new campaign?[/p][p] A: Not in the same way as in Battle Brothers. The origin is the same, you are always the commander of the strike cruiser TCRN Impetus, a republic Marine Corps strike force sent to the Wayback System. But you will get to select your starting squad leaders and pilots from a pool of characters, making every playthrough unique.[/p][p][/p][p] More ways of putting a twist on a new playthrough might be added eventually.[/p][p][/p][p]Q: Will any story content be added in conjunction with or instead of the planned main story?[/p][p] A: There will be a lot of story content, especially focusing on the squad leaders and pilots. That’s why they are handwritten and named, as opposed to the procedurally generated characters that are at the core of Battle Brothers. This allows us to create unique, meaningful dialogs, persistent relations, developing characters and their personalities… Having this group of wildly different personalities interact with each other and try to get along is one of the main points of the game’s storytelling. On top of that, operations and missions are procedurally generated, so there is still a lot of emergent narrative in MENACE.[/p][p][/p][p]Q: If DLC expansions are a possibility, would they be more narratively focused given the squad leader emphasis?[/p][p] A: We’re still developing the base game, it’s way too early to start thinking about DLC expansions. Although we will most probably add more Squadleaders no matter what kind of DLC we come up with.[/p][p][/p][p]Q: Will Overhype post about cut or unimplemented features during development?[/p][p] A: We started our dev diaries months ago; you can read them to learn more about the development of the game, some design challenges that we have encountered along the way… but we prefer to focus on what we are doing and what you will find in the game rather than what was left at the design table.[/p][p][/p][p]Q: Will the word “bro” appear as a nod to Battle Brothers?[/p][p] A: Looking for Easter eggs is fun. That’s all we want to say for now![/p][h3]SANDBOX, MODDING, AND COMMUNITY TOOLS[/h3][hr][/hr][p]Q: How open is the game planned to be? Will there be options for a sandbox-style mode?[/p][p] A: The player will have a decent amount of agency over the speed of progression through the game, but there won't be an endless sandbox mode. At least it’s not planned right now.[/p][p][/p][p]Q: Is the game planned to have modding tools released with it?[/p][p] A: Yes, we plan to add Steam Workshop Support.[/p][p][/p][p]Q: Is there any chance of Workshop support?[/p][p] A: See above.[/p][p][/p][h3]TACTICAL MECHANICS & COMBAT SYSTEMS[/h3][hr][/hr][p]Q: Why legs?[/p][p] A: So you have more things to blow up, of course![/p][p][/p][p]Q: Do characters have permadeath? How crippling is it?[/p][p] A: Yes, there’s permadeath: If a character dies, they are gone for good, comparable to Jagged Alliance 2, which also had written characters that could permanently die. Other characters will react to these deaths in different ways; we want it to be meaningful and leave a footprint in your playthrough. However, for a squad leader falling during a mission doesn’t necessarily mean dying, and players will have tools to mitigate the chances of death.[/p][p][/p][p]Q: I'm wondering about the “fail a mission, lose the operation” system. Is there room for partial failure or strategic recovery within an operation?[/p][p] A: At the moment that is not planned, although you can save between missions and try a different approach when you load.[/p][p][/p][p]Q: Can players draw or place markers down on the prep map to assist in planning?[/p][p] A: Not yet planned, but it sounds fun. It especially might make sense for streamers illustrating their strategy for their audience.[/p][p][/p][p]Q: Do you plan to implement modern-ish combined arms elements into tactical gameplay, such as electronic warfare, drones, or ISR?[/p][p] A: Most types of indirect combat support will be implemented through so-called “off map abilities”. Area scans, smoke drops, electronic warfare, EMP strikes, close air support, etc. On top of that squad leaders might bring drones, mines, motion scanners or other equipment as “accessories”.[/p][p][/p][p]Q: Will there be drones or robots players can deploy, similar to how Battle Brothers used attack dogs?[/p][p] A: Yes, most likely in the form of “accessories” that squad leaders bring into the combat zone as part of their loadout.[/p][p][/p][h3]RECRUITMENT, FACTIONS, AND CUSTOMIZATION[/h3][hr][/hr][p]Q: Will we be able to recruit from other factions or just use their gear?[/p][p] A: Squadleaders have a very wide variety of backgrounds. There are former pirates, mercenaries, hit-men, royal bodyguards, and more. Rules wise they are mainly falling into two categories: Marines and Non-Marines.[/p][p][/p][p]Q: Will there be different factions or starts the player can pick from?[/p][p] A: The player can choose a number of marine squad leaders at the beginning of the game, but the initial roster will always be composed of marines. You are commanding a Marine strike force, after all. As the playthrough progresses you’ll meet other factions and have the opportunity to recruit from different backgrounds.[/p][p][/p][p]Q: Are dropships or strike ships customizable or persistent, or are they just abilities?[/p][p] A: All upgrades are done on the strike cruiser, but some of them get delivered by the drop ships. So by customizing your strike cruiser, you indirectly customize your drop ships. Offmap abilities delivered by the strike cruiser or the dropships will work in slightly different ways.[/p][p][/p][p]Q: Will squad leaders be 100% fixed in stats/traits, or is there campaign-to-campaign variability?[/p][p] A: Stats and traits are fixed for each squad leader, as it’s part of their personality and backstory. The perk tree should have enough flexibility to create a different build in each playthrough. You can read a bit more about the individual perk trees here, and more about squad leaders here:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Q: Will we have a limited number of replacements? Will we need to recruit from local populations?[/p][p] A: As they are written characters, the number of squad leaders is finite. You will start out with a team of Marine squad leaders and move on to recruit from the Wayback population afterwards. However, we are aiming at having at least 16 squad leaders on the Early Access release, and more will be added further down the road. We currently aim for 26 at the Full Release, but we keep adding more all the time so it depends on our work load how many we manage to implement at the end of the day.[/p][p][/p][p]Q: Is there any chance for a customized squad leader, even alongside the written characters?[/p][p] A: Not really. A random or custom-generated character would always be a second-class character without any personality or interaction with other squad leaders, which is an essential part of the game. We will have to see how everything plays out during the EA though.[/p][p][/p][p]Q: Will every marine have a fully written backstory, or will there be some procedurally generated/customizable soldiers, too?[/p][p] A: They are all written characters. Otherwise it’s not possible to give them meaningful, persistent interactions. One of the things we missed a lot in Battle Brothers.[/p][p][/p][h3]EQUIPMENT, GEAR, AND VISUAL PROGRESSION[/h3][hr][/hr][p]Q: Will there be named-item equivalents in MENACE?[/p][p] A: They are planned, but not in the game yet; although they will work a bit differently than named weapons in Battle Brothers (you’ll see). [/p][p]You can read more about weapons here:[/p][p][dynamiclink][/dynamiclink][/p][p]Q: Will there be legendary location equivalents, too?[/p][p] A: Can't say yet.[/p][p][/p][p]Q: Will there be legendary equipment or locations?[/p][p] A: Can't say yet.[/p][p][/p][p]Q: What kind of company or troop customization can we expect?[/p][p] A: Regarding visual customization: Hard to say yet. It’s not ruled out, but time and resources are limited. When you choose to implement feature A, you will have to leave out feature B – and the core mechanics must come first. Having said that, having color choices for vehicles is a real possibility (although maybe added during EA). Of course this would need to be incorporated into the UI as well, which is always more work than it seems.[/p][p][/p][p]Q: Can we rename squads or their leaders? How customizable are loadouts? Can I equip all shotguns or change colors?[/p][p] A: Renaming squad leaders doesn't make sense in this type of game, as they all are proper characters interacting with one another. A lot of lines for each character are also voiced by voice actors, which makes changing names impossible.[/p][p] If we add cosmetic customization then most likely in the form of changing colors for your armor, vehicle etc. Loadouts are completely customizable, there is no fixed equipment.[/p][p][/p][p]Q: Will cybernetics be included, like a soldier returning with a prosthetic or implant?[/p][p] A: We have some ideas for that, but nothing concrete yet.[/p][p][/p][p]Q: As units gain experience, will they display trophies or visual upgrades?[/p][p] A: No. The look of a unit will be determined by their equipment.[/p][p][/p][h3]SQUADS, LEADERS, AND INTERACTIONS[/h3][hr][/hr][p]Q: Will there be unique events between squads, like Davkul cultists in BB?[/p][p] A: We have all kinds of events planned/written. Anything is possible.[/p][p][/p][p]Q: How many squad leaders or heroes will there be?[/p][p] A: The plan is to have at least 26 for the Full Release.[/p][p][/p][p]Q: How do squad leader relationships work mechanically? Do bonds or rivalries offer bonuses or penalties?[/p][p] A: Their interactions are already mostly implemented, but the concrete gameplay consequences are still being discussed.[/p][p][/p][p]Q: Any chance for co-op or multiplayer campaigns?[/p][p] A: Not planned right now. Creating a multiplayer game is something completely different from a single-player game, and our vision was always creating a single-player experience.[/p][p][/p][p]Q: What about hot-seat co-op?[/p][p] A: Not planned, but who knows what the future brings.[/p][p][/p][h3]AUDIO, ART, AND PRODUCTION[/h3][hr][/hr][p]Q: Are the current voice lines final? Will there be improvements or more polish there?[/p][p] A: We will add more lines for all characters. The whole voice line system is still under construction.[/p][p][/p][p]Q: Any news on who’s doing the soundtrack?[/p][p] A: We will dedicate a Dev Diary to that topic.[/p][p][/p][p]Q: Will sound design continue the high standard set in Battle Brothers?[/p][p] A: Absolutely. It’s a keystone element of Battle Brothers, essential for immersion, and we are going to keep the same high standard for MENACE.[/p][p][/p][h2]Engage, Explore, and Stay Informed[/h2][hr][/hr][p]That's it for now! We'll see you next Friday.[/p][p][/p][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][p][/p][p][dynamiclink][/dynamiclink]And here are the recent prior Dev Diaries in case you've missed them:[/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][/p]