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Dev Diary #41: Stats And Attributes

Today, we are diving into the last big rework we do before the Early Access in February! So far, all Squad Leaders and Pilots have had the same stats, which is very unusual for any kind of RPG-like game, and indeed, it was always planned that all characters would have different stats.

However, we did not just change stats around; we added a whole new category called “Attributes,” and they increase through the game in true RPG fashion. Let's dive in!

[h2]Truly Distinct Characters[/h2]
If you read the last dev diary about the perk tree rework, you already saw that we want to make sure all characters are not only different in personality and looks but also offer different playstyles and upgrade paths, ensuring maximum variety and replayability throughout the game.

It also makes sense from a lore perspective, as some characters are trained and experienced soldiers or mercenaries, while others might come from rank-and-file troops or even lack any actual military training.

Stats in this case are combat-relevant values: Action Points, Discipline, Hitpoints, and Accuracy. We quickly realized that just giving them different stats and calling it a day would not work.

First of all, these are not enough to properly differentiate characters. With around 26 characters planned in total, swapping around four stats would simply not cut it, so we had to create more values we can leverage to make the characters actually different. In true RPG fashion, we took a step back and added a whole bunch of attributes for each character:

[h3]Attributes[/h3][hr][/hr] Like many other RPGs, we decided to go the classical route and have each character have a set of attributes from which the combat stats are then derived. To ensure players can understand differences between characters more easily, all of these Attributes are leveled to 100, meaning that the minimum is 0 and the maximum is 100.


Each of these attributes has a different way of influencing its corresponding stat. Let's take a detailed look at what we have:

Agility -> Action Points
This is the general agility, quickness, and dexterity of a character, determining how fast and efficiently they can act on the battlefield. The maximum agility of 100 translates into 120 action points. Most characters will start with 75, which gives them 100AP as before.

The decision to pursue different action points for characters was not an easy one, as anything that messes with the action point economy can easily destabilize the game. For example, in BB, we avoided messing with AP as much as possible.

Through playtesting, we are certain that in MENACE, we can get away with it much better and that it will actually add a lot to the game.

Weapon Skill -> Accuracy
Weapon skill is the level of proficiency with any kind of weapon and how effectively it can be used against an enemy. Weapon Skill gives the characters accuracy. This attribute provides the corresponding stat 1:1, so 70 Weapon Skill equals 70 Accuracy.

Valour -> Discipline
Valour is a character's overall determination and audacity, and their ability to withstand any type of physical or mental challenge. It translates 1:1 to the Discipline stat.

Toughness -> Damage Reduction
Some characters are exceptionally resilient to any kind of injury and are phased less by injuries than others. The Toughness attribute translates into damage reduction applied to any damage received. Most characters start with a toughness of 50, which means they have no damage reduction. The maximum toughness of 100 translates to 50% damage reduction. However, certain characters that are more fragile than others might start with a value below 50, meaning they take extra damage from attacks.

Vitality -> Hitpoints per Element
Vitality describes the general physical constitution of a character and their squad. How fast they gas out, how much blood loss they can take, and how fast or slow they are incapacitated on the battlefield. Vitality determines the hitpoints of each element in a squad. The standard here is 50, which gives 10 hitpoints, while the maximum is 100, which offers 20 hitpoints per element. As with vitality, there are also characters with lower Vitality, meaning the elements in their squad will have less than 10 hitpoints.

Precision -> Critical Hit Chance
This gives the chance for each attack to score a critical hit, increasing the damage done by 50%. Most characters who are not explicitly trained in marksmanship will start with a precision of 0, meaning they have no chance of scoring a critical hit. The maximum of 100 translates into a crit chance of 25%. Enemies will not be able to land critical hits on player units.

Positioning -> Defense
This is the ability of a character to disperse their unit or place their vehicle in a way that minimizes the chance of being hit by enemy fire. Most characters start with a positioning value of 50, which translates into no defense bonus. The maximum at 100 gives a defense bonus of 50% meaning the enemy's accuracy against this unit is reduced by 50%.

[h3]Character Quality Level and Costs[/h3][hr][/hr] When distributing the starting attributes across all characters, we first had to devise a system that ensured attribute points were distributed equally and fairly. We decided to have characters come in 3 “quality” levels, which represent their overall strength and how well trained they are. 1 means a character starts with a lower attribute pool, while a level 3 character has significantly higher attributes.

We then weighted each attribute by its impact on the battlefield and added these ratings to achieve a total that is the same for all characters at each quality level. For example, agility, which gives action points, is rated much higher than vitality, which just gives a couple of extra hitpoints. With that system in place, we could set a total number of points for each level and then move attributes around for each character on that level, ensuring they are all equally powerful while maintaining different attributes for all of them.

With attributes across characters differing, it quickly became apparent that we also need different supply costs for each character. It does not make sense to have characters with lower stats cost the same as ones with very high stats. Comparing it to the classic Jagged Alliance, where an Iceman or Shadow costs multitudes more than a Grizzly or Meltdown, and for good reason.

We started with the obvious one: A fixed Supply cost for each character. These are currently set at 4, 20, 40 for SLs and 10, 40, 80 for pilots, depending on the quality level.

Since a fixed supply cost does not scale throughout the game, we also needed dynamic supply cost components. With the overall player supply limit increasing, the fixed cost of a Squad Leader will become relatively lower and lower, making expensive characters “cheaper” as the game goes on.

That is why we also added a “Promotion Tax” that is applied to each character promotion, increasing the supply cost of that unit by 5, 10, or 15 points. This will help keep the costs of strong characters more in line and also incentivise the deployment of less experienced characters.

Finally, we had to make sure players are not forced to max out high-level squads on squaddies every time they deploy. After all, a Squad Leader with very high accuracy will give you a lot more firepower in a large squad, as each squad member has a higher chance to hit. In a similar vein, deploying high-quality SLs as small squads with special weapons makes little sense, as you are missing out on all the high accuracy on the squaddies you could get for free. That is why we added a “Squaddie Tax” as our final bit of the new cost system. This is the supply cost per squaddie deployed in a squad. This is higher for high-quality SLs and lower for low-quality ones. These are currently set to 2, 5, and 10, depending on the quality level.

With all the increased costs, we of course substantially increased the Supplies players have available and adjusted how the supply limit increases through the game so that you can make use of all the Squaddies, equipment, and SLs you have at your disposal!

[h3]Stat Increase System & Growth Potential[/h3][hr][/hr] First of all, we are introducing a final Characteristic for all SLs and Pilots called Growth Potential. This is a number between 1 and 10 that indicates a character's ability to learn from experience, acquire new abilities, and be open to new teachings and techniques. The higher the growth potential, the faster a character will increase their attributes. In general, younger and less experienced characters will have a higher growth potential than Old Guards like Pike.

Given different starting attributes and the RPG approach, it was evident that these attributes needed to increase over the course of the game. Otherwise, all characters would be indefinitely stuck at their respective attributes and stats. When designing the Stat Increase system, we took inspiration from the original UFO and Jagged Alliance and decided to go for an action-based increase system. It works as follows:
  • Each attribute has a set of corresponding triggers in combat that get activated through actions and events. For example, an agility trigger is set each time any skill is used. A vitality trigger is activated whenever a unit loses hitpoints, and a weapon skill trigger is activated whenever an attack does damage to an enemy entity. Each trigger can be activated up to 15 times per combat.

  • Every time a trigger is activated, there is a chance to increase the corresponding attribute. The chance is given by the difference between the current attribute value and its maximum. For example, an attribute at 70 with a maximum of 100 has a 30% chance to increase for a trigger activation. The growth potential of a character determines how many rolls are made to be successful. A character with higher growth potential has a much higher chance to turn a trigger into an actual stat increase, especially once the attributes are rising closer to their max values.

  • Each attribute has a different first trigger increase amount. So, an attribute that usually has a lot of trigger activations each combat will rise a lot slower per activation than one that is harder to trigger. Agility requires you to use an active skill, so units will usually easily have 10 triggers in a mission, while toughness requires your squad to lose hitpoints, which might not happen at all in a given mission. That is why the first agility trigger increases agility by only 0.1 while the first toughness trigger increases toughness by 0.6.

  • To make players just play the game and not farm trigger activations, we added diminishing returns for each consecutive attribute trigger in a mission. Every time a trigger is successfully activated, the corresponding stat increase is reduced by 30%. This makes the first couple of activations very fruitful, while stacking loads of triggers will eventually grant hardly any increase. This way, playing the game normally, is rewarded as the first couple of triggers are usually achieved by regular gameplay.

All the while, a squad that is deep in the action, carries a mission, gets hit a lot, and takes out the majority of enemy forces alone, will still have a noticeably higher stat increase than the one in the back idling around their mortar all mission long.

[h3]Stat Increase & Growth Potential Goals[/h3][hr][/hr]
  • High-quality characters are more expensive than weak characters.
  • High-quality characters have scaling costs throughout the game, so they remain more costly than weaker ones.
  • Low-quality characters with lower stats have a higher chance of increasing their attributes in combat and are catching up to high-attribute characters more quickly.
  • Characters with high growth potential usually have lower stats, which emphasizes their quick attribute increases.
  • Low-quality characters that see a lot of action will eventually be more supply-point efficient than strong characters, as their costs do not increase with their attributes.
    Immersion: Characters are rewarded for actual combat actions with attribute increases.
  • Characters on the same quality level feature a wide variety of attribute distribution while still maintaining a similar power level.
  • Incentive to play the game normally and not min-max or trigger farm too much.

This is the first iteration of the attribute system and will surely be rebalanced and improved throughout the whole Early Access. Nothing mentioned above is final.

[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]

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.

[dynamiclink][/dynamiclink]

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.

[dynamiclink][/dynamiclink]

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]