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MENACE Hotfix #3 - Alien Nest Respawn Fix, Monospace Font Fixes

[p]Hi all, [/p][p]A quick hotfix following yesterday's patch is live now. Most importantly, it removes the aliens spawning around eggs, which was not supposed to happen.[/p][p] [/p][h3]Changelog[/h3][hr][/hr][p]v0.6.11 -- Hotfix #3[/p]
  • [p]Disabled aliens respawning around nests in the "Smoke Out Nests" mission[/p]
  • [p]Various UI tweaks, especially to fix issues introduced by the new monospace font[/p]
  • [p]Added missing French translation for new content[/p]
[h3]Known Issues[/h3]
  • [p]Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens, please whitelist the "GameAssembly.dll" and "Menace.exe".[/p]
  • [p]If the game is installed on HDD drives, loading times are bad, and barks are delayed.[/p]
  • [p]Display mode "Fullscreen" sometimes behaves not as expected, after minimizing the game. Until this is fixed, please consider using "Fullscreen Window" instead.[/p]
  • [p]Setting the 'Grass Quality' setting to high/ultra can cause FPS drops and crashes.[/p]
  • [p]The promotion tax mechanic is frustrating.
    [/p]
[h3]Steam Reviews: Your Feedback Matters[/h3][hr][/hr][p]Now that MENACE has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about MENACE, it'd be a great help to the team.
[/p][h3]Community Guides and Resources[/h3][hr][/hr][p]Be sure to check out the latest community resources and official guides.[/p]
  • [p]The Gate Rippers’ War Manual: This is a mega-compilation of guides that covers the basics of MENACE, how to use stealth, what accessories to pick, how to engage in close-quarters combat, and much more. A must-read for any prospective commander looking to excel in the Wayback.[/p]
  • [p]Squad Leaders, a Brief(ish) Overview: A fantastic overview of all the game's current Squad Leaders and what their strengths are. [/p]
  • [p]Enemy Almanac: Rogue Army: Knowing your enemy is half the battle. This guide covers the Rogue Army, what their strengths are, and how to fight them effectively. [/p]
  • [p]Official Beginner's Guide: If you're brand new to MENACE then check out our official beginner's guide that'll cover all the essentials to prepare you for the frontlines.[/p]
  • [p]Official MENACE Wiki: Do you have more questions about MENACE? We have a community-run wiki that has details and information to help you along.
    [/p]
[h3]Engage, Explore, and Stay Informed[/h3][hr][/hr][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.

[dynamiclink][/dynamiclink][/p]

Dev Diary #44: Battle Tank

Many have been asking a lot about this, and we can finally show it: an actual battle tank that players can use to go full war mode!

This is a shorter diary, presenting the new vehicle, but we are, of course, working on lots of other things simultaneously, like the Construct loot overhaul we talked about last week.

Also, next week, a new UI developer will join the team, so we can finally go full speed on UI improvements!

[h2]Why a Battle Tank?[/h2][hr][/hr]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.

From a lore perspective, a battle tank makes sense for the Rogue Army to use, and to be honest, the faction is in dire need of some armored support. Its infantry and support units were already good, but the faction struggled to provide staying power, as it was mostly infantry-based. Well-equipped player units could go all-in on anti-infantry equipment and go easy on AT options, which made army building against them a bit one-dimensional.

The battle tank will help close some big gaps in Rogue Army lists and make fighting them more interesting. Also, as with all vehicles, we try to keep them usable by the player as well, so you can loot and use them yourself if you want to.

Rogue Army Battle Tank
[h3]The Battle Tank in combat[/h3]The Battle Tank will be the heaviest classic vehicle in the game besides the Rogue Army Heavy Tank, which is more of an assault gun and not a normal tank.
It has more armor and hitpoints than the RMC IFV, but it is, of course, a lot slower and more expensive to deploy.

The turret comes with a heavy slot in front and a light slot on top. For this, we had to implement a rotating turret on a rotating turret, so our animators also had something new on their hands.

The Rogue Army version comes with the very classic loadout of a medium machine gun to suppress infantry and provide defensive fire, as well as a long-barreled tank cannon to hunt vehicles over long range.

[h3]RMC Battle Tank and RMC Heavy Tank[/h3]
The 3D model is not completely finished yet; we have to do some final touches, and we will also create an RMC skin for when the player uses it.


On top of the Battle Tank, the Rogue Army Heavy Tank will make a comeback and will be available to the player again soon!

We had to adjust the model to fit the new modular vehicle and weapon system. However, the main gun will stay and will not be swappable! So the heavy tank will always feature its signature howitzer, with the light weapon slot on top being free to swap in any light modular vehicle weapon.

[h2]New 3D Weapon Models[/h2][hr][/hr]As many players have been asking about when and if there will be actual 3D models for infantry weapons, here is an update on that: Yes! Eventually, all weapons will have a correct 3D model in the game.

Here is a quick glimpse at the new set coming up:



[h3]Engage, Explore, and Stay Informed[/h3][hr][/hr][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.

[dynamiclink][/dynamiclink]

Save 25% on MENACE

[p]MENACE is now 25% off as part of the Hooded Horse Spring Sale.

Lead a strike force against an alien threat in this turn-based tactical RPG from the developers of Battle Brothers. Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.

Hooded Horse Spring Sale[/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]

MENACE Patch #7 - New Barks, Fixes, and Tweaks

[p]Hey all,[/p][p]While bigger things are cooking, we have a minor patch for you today with a dev diary on the way for tomorrow.[/p][p]Besides lots of smaller fixes and tweaks, Field General Zama will now occasionally comment on the mission outcomes, but as most of you are winning anyway, his comments will be of course friendly and supportive.[/p][p][/p][p]Note: This update is save game compatible with your ongoing campaigns.[/p][p] [/p][h3]Changelog[/h3][hr][/hr][p]v0.6.10 -- Patch #7[/p][p][/p][h3]New[/h3]
  • [p]New FM Zama barks during missions[/p]
  • [p]Added rare barks for some SLs[/p]
[h3]Improvements[/h3]
  • [p]Early game items aren't excluded from the late game black market anymore. (The black market is restocked after each operation.)[/p]
  • [p]New monospace font, since the old one caused trouble for multiple languages.[/p]
  • [p]Optimized Black Market since it was causing FPS drops and sometimes even caused crashes when moving many items quickly.[/p]
  • [p]Multiple available operations against the same faction are less likely now.[/p]
  • [p]Discouraged enemy AI units to seek cover right next to player vehicles.[/p]
  • [p]Added subtle depth of field effect, which blurs objects close to camera. It can be disabled in the graphics settings.[/p]
  • [p]Civilians can no longer pick up the 'Lost Data Recorder'.[/p]
[h3]Bugfixes[/h3]
  • [p]FIXED The game processed input events from gamepads, joysticks and other peripherals, which somtimes caused unintended scrollbar and slider behaviour[/p]
  • [p]FIXED The achievement "Friendly Neighbour" was sometimes not tracked correctly[/p]
  • [p]FIXED Units without the 'Vanguard' perk can no longer swap places with units having the perk during mission preparation[/p]
  • [p]FIXED Jean Sy was sometimes not selectable during the "WHAT'RE'YA'BUYIN'?" event[/p]
  • [p]FIXED Using the perk 'Rally' on civilians, caused civilian not being able to move[/p]
  • [p]FIXED Defect 'Weapon Systems destroyed' now persists when swapping pilots[/p]
  • [p]FIXED Mines didn't deal damage to enemies inside the fog of war[/p]
  • [p]FIXED AP mines should no longer damage units inside enclosed vehicles[/p]
  • [p]FIXED Flashbang did't affect targets inside towers[/p]
  • [p]FIXED Hovering over empty tiles without a skill selected didn't show the movement costs[/p]
  • [p]FIXED Hovering over tiles with a selected skill showed the movement costs[/p]
  • [p]FIXED Movement overlay didn't appear after canceling AoE Skills[/p]
  • [p]FIXED Movement overlay appeared after selecting the second tile for AoE Skills[/p]
  • [p]FIXED Pirate captains got stuck in animation glitch after using pirate drugs[/p]
  • [p]FIXED Alien warriors sometimes got stuck in walk animation[/p]
  • [p]FIXED Weapon names weren't updating instantly when switching the in-game language[/p]
  • [p]FIXED Multiple barks showed the wrong speaker[/p]
  • [p]FIXED Muzzle flashes of the 'Tripod Griffin Minigun' were too bright[/p]
  • [p]FIXED Vehicle plasma weapon used wrong muzzle effect[/p]
[h3]Balancing[/h3]
  • [p]Reduced IFV hitpoints from 400 to 350 and armor durabiliy from 800 to 700 to be more in line with other vehicles[/p]
[h3]Known Issues[/h3]
  • [p]Some antivirus programs incorrectly classify the "GameAssembly.dll" file as malware and delete it, making the game unplayable. If that happens, please whitelist the "GameAssembly.dll" and "Menace.exe".[/p]
  • [p]If the game is installed on HDD drives, loading times are bad and barks are delayed.[/p]
  • [p]Display mode "Fullscreen" sometimes behaves not as expected, after minimizing the game. Until this is fixed please consider using "Fullscreen Window" instead.[/p]
  • [p]Setting the 'Grass Quality' setting to high/ultra can cause FPS drops and crashes.[/p]
  • [p]The promotion tax mechanic is frustrating.[/p]
  • [p]For new content the French translation is missing.[/p][p][/p]
[h3]Steam Reviews: Your Feedback Matters[/h3][hr][/hr][p]Now that MENACE has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about MENACE, it'd be a great help to the team.
[/p][h3]Community Guides and Resources[/h3][hr][/hr][p]Be sure to check out the latest community resources and official guides.[/p]
  • [p]The Gate Rippers’ War Manual: This is a mega-compilation of guides that covers the basics of MENACE, how to use stealth, what accessories to pick, how to engage in close-quarters combat, and much more. A must-read for any prospective commander looking to excel in the Wayback.[/p]
  • [p]Squad Leaders, a Brief(ish) Overview: A fantastic overview of all the game's current Squad Leaders and what their strengths are. [/p]
  • [p]Enemy Almanac: Rogue Army: Knowing your enemy is half the battle. This guide covers the Rogue Army, what their strengths are, and how to fight them effectively. [/p]
  • [p]Official Beginner's Guide: If you're brand new to MENACE then check out our official beginner's guide that'll cover all the essentials to prepare you for the frontlines.[/p]
  • [p]Official MENACE Wiki: Do you have more questions about MENACE? We have a community-run wiki that has details and information to help you along.
    [/p]
[h3]Engage, Explore, and Stay Informed[/h3][hr][/hr][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.

[dynamiclink][/dynamiclink][/p]

Dev Diary #43: Construct Loot, Blueprints, and Workshop - Construct Update 1

It is finally time to let you know about the first bigger update of the MENACE Early Access.

Please keep in mind that while we are working on the big milestone updates you find on the roadmap, we are simultaneously improving balancing, reworking the UI, tweaking the AI, adding minor content like items and operations, and fixing bugs. We will, of course, keep doing that throughout Early Access and beyond.

We hope to deliver this update to the Early Access build soon. We will keep you updated on the date!

[h3]Breaking the Mold[/h3][hr][/hr]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.

[h3]Construct Loot[/h3][hr][/hr]For the new system, the first step is to overhaul Construct loot. The items gathered from these cybernetic enemies will no longer just be valuable trade goods but they will be actually useful.

There will be seven new loot items that are dropped by certain enemy units. Each item can be found with a different probability on a different unit.

Also, some are way more common than others.

Here is a first glimpse at the new Loot items:

Here you can see volatile reagents, mutated tissue, advanced alloys, construct weapon parts, cybernetic optics, bioprocessors, and fusion power cells. Of course, these can be traded on the black market like other loot, but they can be much more useful than that!

[h3]Blueprints and Tech Level[/h3][hr][/hr]As soon as Construct remains spread through the Wayback, frantic research is undertaken all over the system. Most of the results are sealed behind heavy doors, but some of these blueprints find their way to the black market through shady avenues.

As the items gathered from the Constructs themselves have no use for humans, they have to be transformed or, more easily, used to improve existing, already tested items. The efforts to find actual uses for these items are very costly, cheaper for simple items, and more expensive for advanced ones.

In the new system, we will add three categories of blueprints that can be acquired through the black market by spending trade value. This is a very abstract system that symbolizes spending time, resources, and other means to find actual combat-relevant uses of construct items.

The blueprints have tech levels one, two, or three. These levels symbolize the respective complexity of a project. Tech level one items will most likely be slightly modified, and improved existing weapons and items, while tech level three items are highly advanced and experimental.

Of course, there will be all types of new items: Infantry armor, vehicle weapons, all types of accessories, and more.



Acquiring a blueprint will unlock an item project of the corresponding tech level. These have to be assembled in the new workshop.

[h3]Workshop and Item Creation[/h3][hr][/hr]Once a project has been unlocked through a blueprint, it can be assembled in the new workshop window. Each project, or blueprint, requires a specific set of Construct loot items to be assembled. The items needed are highly dependent on the tech level and the type of item that is going to be created.

Once a blueprint has been unlocked, it can be used over and over as long as the required construct items are available. We currently have 28 new items planned for the system, but we will expand it over the next year.

Here are some tech level 1 and 2 items where the original base of the improved weapon is still recognisable:



[h3]Example: EM Enhanced Assault Rifle[/h3][hr][/hr]Now, let's look at a tech level one example and see how the new system works. This squad weapon gets unlocked by acquiring a tech level 1 blueprint through the black market.



“An assault rifle upgraded with an electromagnetic field generator that greatly increases the muzzle velocity of the projectile as it moves down the barrel. This weapon has increased range, high kinetic energy, and very low dropoffs over distance.”

To assemble this squad weapon, you will need 6x Construct Weapon Parts, 2x Advanced Alloys, and 1x Volatile Reagents.

Although this weapon has powerful stats, we decided to have it obviously be based on an ARC assault rifle. The added advanced construct components that, in this case, speed up the projectiles fired by this weapon can obviously be seen attached to the upper receiver and the barrel.

The concept for these types of items is to showcase how existing items with their low-power aesthetics clash with the highly advanced construct components to create a mix of old and new with an interesting and engaging visual identity.

Items with tech levels two and three will become, respectively, more alien and will resemble known weapons and items less and less.

Keep in mind that this is the first iteration of the system, and we will keep balancing, adapting, and expanding the system in the future.

[h3]Engage, Explore, and Stay Informed[/h3][hr][/hr][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.

[dynamiclink][/dynamiclink]