Version 1.9.2: Alarms
Merc Tactics » Devlog
Today we release 1.9.2 which is a minor feature update.
These are the following new features:
- Alarms
- In a scene with hostages, alarm sirens are located around the scene. If a militant sees an enemy he will try to sound the alarm. After the alarm sounds they will try to kill the hostages to prevent them from escaping.
- Improved AI
- improved stand-off, take cover and flank behaviours
- changed buggy handling of door opening
- AI closes doors to take cover
- improved smart chase function
- improved hostage behaviour
- AI uses more accurate targeting data
- Grenades only thrown when there are a group of soldiers, or when the soldier is behind cover. Also, less grenades are thrown in easy level
- Improved icon flash when your merc discovers a new enemy
- New type of scenes with long buildings
- More art work: promo image, new Ben Dabi portraits.
- The player can continue to move around the scene after the battle has finished
Also, many bugs have been fixed since last version.
Game saves are compatible with previous version
Files
MercTacticsDemoSetupBeta1.9.2.exe 161 MB
48 days ago
MercTacticsDemoBeta1.9.2.app.zip 167 MB
48 days ago
MercTacticsDemoBeta1.9.2.tar.gz 169 MB
48 days ago
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Merc Tactics
tactical squad-based strategy
Status | In development |
Author | Astronautz |
Genre | Strategy |
Tags | 3D, Singleplayer, squad-based, Strategy RPG, Tactical, Tactical RPG, Turn-based, Turn-Based Combat, Turn-based Strategy, War |
More posts
- 1.9.1 Better target dataAug 30, 2024
- Version 1.9: SSAOJun 06, 2024
- Version 1.8.1 (bug fix release)Jan 23, 2024
- Version 1.8: Under-barrel Grenade LaunchersDec 02, 2023
- Fixed Mac versionNov 13, 2023
- Version 1.7 released: Free hostage questsSep 22, 2023
- Version 1.6: Improved AIMay 08, 2023
- MacOS ARM / Retina bugfixApr 10, 2023
- Version 1.5.2: Bug fixMar 07, 2023
Comments
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After having done some testing, here are my observations:
Enemy behavior is great, a huge improvement compared to the earlier releases.
Great to see that you have included hostage rescue missions. Some observations that could help make these missions even better:
In the savegame that you provided the prison is on one side of the map and the enemy troops are in a building on the other side. So I can just walk to the prison, blow the door, let the hostage escape and then retreat. Without any enemy contact I get the reward. Possible solution: enemy troops should be located near the prison and patrol there, making it hard even to approach the area.
If I get a hostage rescue mission I can wait (on the strategic map) for allies to weaken the enemy troops. When the enemies are almost eliminated I join the battle. The battle is won easily and I get the reward. Maybe it would be better to get the award only if a player is really taking part of that mission.
When the alarm sounds, enemies don't really seem to head for the prison in order to kill the hostages. Actually in all the hostage rescue missions that I have played (normal and hard) never any enemy tried to get close to the prison. I think they could be more determined to do so.
After finishing a hostage quest successfully, sometimes the popup which tells you where to go for the reward does not appear. However it appears when you drive to another city and then drive back to the city where the hostage was rescued. Same bug occurs sometimes, when you drive to collect the reward. Sometimes you have to enter the city several times until the reward pops up.
Weapon balance: I think grenades and especially the grenade launcher have a very high range, damage an accuracy. Considering the explosion radius the grenade launcher has a range comparable to the FAL sniper rifle. Other weapons fall short. Maybe assault rifles and snipers should have higher firing range to compensate the advantage of nades.
As you already have included hostage rescue missions: what about turning it the other way around? In assassination missions the player does not have to rescue a hostage but he has to enter a building and kill the enemy leader. Mission is over when this goal is achieved, remaining enemies surrender. That would be an interesting change to the normal kill-everybody missions.
I hope You will keep up with this project. I will definitely come back to do some testing in one of the next releases.
Hi Petr,
> Enemy behavior is great, a huge improvement compared to the earlier releases.
nice to hear that :)
> In the savegame that you provided the prison is on one side of the map and the enemy troops are in a building on the other side. So I can just walk to the prison, blow the door, let the hostage escape and then retreat. Without any enemy contact I get the reward. Possible solution: enemy troops should be located near the prison and patrol there, making it hard even to approach the area.
It could just be the save game that I gave you. Normally the scene generator is meant to put the prison fairly far from where your soldiers deploy to make the quest harder.
> If I get a hostage rescue mission I can wait (on the strategic map) for allies to weaken the enemy troops. When the enemies are almost eliminated I join the battle. The battle is won easily and I get the reward. Maybe it would be better to get the award only if a player is really taking part of that mission.
I never considered that some one would do that. good catch.
> When the alarm sounds, enemies don't really seem to head for the prison in order to kill the hostages. Actually in all the hostage rescue missions that I have played (normal and hard) never any enemy tried to get close to the prison. I think they could be more determined to do so.
> After finishing a hostage quest successfully, sometimes the popup which tells you where to go for the reward does not appear. However it appears when you drive to another city and then drive back to the city where the hostage was rescued. Same bug occurs sometimes, when you drive to collect the reward. Sometimes you have to enter the city several times until the reward pops up.
Yeah, I already found many problems with the hostage quest and already fixed them. Fortunately they're not show stoppers.
> Weapon balance: I think grenades and especially the grenade launcher have a very high range, damage an accuracy. Considering the explosion radius the grenade launcher has a range comparable to the FAL sniper rifle. Other weapons fall short. Maybe assault rifles and snipers should have higher firing range to compensate the advantage of nades.
Yeah, I could make sniper rifles a bit longer range - but if I make it too long the game gets hard to play. The grenade launcher is the most powerful weapon in the game, but 40mm grenades ammo for the grenade launcher are very scarce, which makes it more balanced.
> As you already have included hostage rescue missions: what about turning it the other way around? In assassination missions the player does not have to rescue a hostage but he has to enter a building and kill the enemy leader. Mission is over when this goal is achieved, remaining enemies surrender. That would be an interesting change to the normal kill-everybody missions.
That's a good idea. I am also toying with other quest ideas, such as defending a village against enemy onslaught.
Anyways thanks for the great feed back
Ed
Hey Ed, nice to see that development is going on. I could do some testing but at the moment I do not have the time to play a full campaign. Could you provide some save game files of situations that are important to be tested? For example if you consider hostage rescue missions an important subject for testing you could provide some save game files of a campaign at exactly this point and with a specific weapon layout.
Hi Petf,
There's not really any specific things to be tested.
You could try this game save - it's just at the point that you can do the hostage quest: www.astronautz.com/gamesaves/s9_0165.bin
Also, this is one from the same campaign, but more advanced:
www.astronautz.com/gamesaves/s13_0337.bin
Also, there is a now "hostage" selection in the quick battles.
Send me an email if you need a link to the full version of the game
Thanks for those files! I've just sent you an e-mail.