[В разработке] MENACE (страница 3)
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| [В разработке] MENACE |
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# 101 | | ZI3d7sdoeV |
Планы на ранний доступ:
Цитата First of all, we explicitly decided against showing a predetermined order for adding the features. We will go with the flow and repeatedly evaluate which feature makes the most sense to be added next. The problem with rigid roadmaps is that they impose strict boundaries on our development process, and that is not how we want to work. Secondly, this feature list is not complete by any means. There will be constant adjustments and improvements to most game components, even if they are not part of this list. Even though we have taken a lot of care and consideration while putting this list together, game development is not a straight path, so changes can happen at any time in the future. ![]() |
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# 102 | | ZXGDtN2v9RAKQ49 |
О первом крупном обновлении раннего доступа и крафтинге из конструктов.
Цитата The tools that the players in MENACE can employ so far are mostly conventional weapons and equipment that were devised by human scientists and manufacturers. With the advent of the Constructs, the basics of what is known by humans and what is technically possible get substantially warped and broken up. Unknown alloys, materials, and technical components are employed by the Constructs and wait to be investigated, researched, and ultimately weaponized to level the playing field. As the Constructs are not using any weapons or items that humans can interact with, only components, parts, and leftovers can be looted from destroyed construct entities. Turning these into anything useful requires a lot of dedication and resources, but will ultimately expand the possibilities of the TCR units beyond what's comprehensible. The items that can be created from Construct leftovers will move the game's item progression from the midgame to the late game and will, at the same time, add many more high-tech and SciFi items that move the feeling and setting away from a conventional modern military setting. The items created through the new system will still be as immersive as possible, with punchy and satisfying visuals and sounds, and will fit in well with existing gear. |
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# 103 | | ZXGDtN2v9RAKQ49 |
Игрокам дадут танковать.
Цитата For a long time, we wanted to keep the scope of the game a little bit under an actual “war” and wanted to focus on more mobile and special forces-oriented operations. For that, setting up a full-blown battle tank was just too much, as it implied being very heavy, difficult to deploy, and slow. This did not really fit the RMC doctrines we had in mind. However, we have since changed our mind and feel that an actual battle tank, or at least the option to use it, expands what's possible in the game and gives players more freedom in how they set up their armies. |
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# 104 | | tywqSzubQVM8ngqG |
Краткая выдержка из 45 дневника:
Цитата Removed Promotion Tax The existing promotion supply tax has been removed from the game. This not-so-popular mechanic made sense from a game design perspective, but was very frustrating to engage with. It made promoting an SL feel like a punishment, and also, a last-minute promotion would throw off your well-thought-out loadout for a given mission. That is why we have done away with it. To compensate, we increased the squaddie supply costs across all ranges but reduced the squad's base supply costs. Also, promotions themselves now cost fewer or more promotion points depending on a character's star level. A 1-star character is cheaper to promote than a 3-star one. As this makes squads more expensive in the early game, we increased the players' base supplies from 630 to 690. Overall, this change should make promoting units feel more rewarding and remove some feel-bad moments from the game while maintaining that squad leaders of different quality have different costs. Цитата Remove Wreck Skill Due to the huge popularity of the “Cut Fence” skill, here is the sequel: Remove Wreck. All units can now use this skill to remove vehicle wrecks on adjacent tiles in order to clear the path. This will help especially in confined areas like the new urban maps, which will become more prominent with a new operation we are working on. Цитата Construct Overhaul The constructs are the main faction of our game, but were severely lacking in uniqueness, variety, and style. We reorganized them a bit, overhauled their stats, and gave them new skills. We also removed the morale damage on construct attacks and want to transition them to do morale damage through other means. |
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# 105 | | tywqSzubQVM8ngqG |
Краткая выдержка из 46 дневника:
Цитата The next patch will be a smaller one, it's patch #10, but it will, besides fixes and balancing, bring some new things, so let’s take a look at what to expect when it drops. Estimated Release Date for Patch #10: 21st of May 2026 Battle Tank and Heavy Tank Comeback The time has come for a fan favorite, the Rogue Army Heavy Tank, to be available to the player again! It took some time as we had to create a marine skin for it, but more importantly, adjust the model to work with the modular vehicle system. As it will be one of the few vehicles with a fixed main gun, it poses some unique challenges, but it's now working. You will be able to freely swap the light weapon on top, but the main gun will always stay Цитата Light Weapons in Medium Vehicle Slots With the next patch, you will be able to slot any light vehicle weapon into either a light weapon slot or a medium weapon slot. This vastly increases vehicle equipping flexibility, especially in the early game, but also for underused vehicles like the pirate truck, ATV, or light walker. In the early game, getting access to medium vehicle weapons can be tricky and could easily lead to a situation where players could not field a vehicle, as they had no fitting weapon. |
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# 106 | | Архивариус | 458
Оба изменения разумны, насколько могу судить. Хотя про ситуацию, что нельзя машинку выставить, они не правы - машинка имеет смысл даже без оружия (особенно в ранней игре, где далеко не каждый противник в принципе с ней что-то может сделать), а к стартовому БТР сразу прилагался пулемëтик или что-то такое, так что совсем без машинок не останешься при всëм желании.
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Крыса сообщает, что во вторник вышло крупное обновление.
Цитата We treated the current OCI system as a sort of placeholder for the more detailed and complex system we always had in mind. The OCI rework is the biggest change to the game during Early Access so far and will open up a whole new level of customization, decisions and replayability. In the new OCI system there are still three basic OCI slots on the Impetus, but we renamed them to better include certain OCIs. Each of these slots can hold a variety of “base OCIs” that are always unlocked. These are very basic upgrades that cover all the essentials that players need without the need to unlock certain trust based faction OCIs. Цитата Orbital offmap abilities now work very differently from the dropship based Airpower ones. While orbital abilities are called in from the impetus, airpower ones are based on dropships that deliver their payloads directly to the battlefield. Orbital abilities therefore usually have a long delay of 2 turns until they reach the battlefield, however, they are usually more impactful than dropship/airpower based ones. Airpower abilities need you to call in the aircraft which will reach the battlefield after 2 turns. Once the ship is close to the battlefield its offmap ability can be used and triggered immediately. That means a gun run hits right when you select the tiles it should target. However, dropships have limited fuel supplies and they can only loiter near the battlefield for one turn until they have to return to base or the impetus for refueling. That means once a dropship airpower ability is ready to be used it has to be used within one turn or the dropship flies off and the use is wasted. |
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# 110 | | Архивариус | 458
Ну чë, теперь они полезными будут.
Я очень люблю в теории идею известных противнику звездюлей на следующий ход, но в Menace такие карты и механики, что это бессмысленно (ИИ просто перебегает в соседнее укрытие, которое есть примерно в 101% случаев, и это даже обычно не выключает юнит на раунд). |
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