The long overdue update 0.12 is out
[h2]Foreword[/h2]
The project hasn't had any updates for a long time, last year, so it's high time to explain what's going on. The delays were due to my health problems - I had been seriously ill in recent months, and it has completely halted any serious progress on the project for a while. Now, however, as my health is slowly returning to normal, I can start working again. The project's status has not changed - it is not canceled and new content will be introduced again, in the future.
[h2]Current update[/h2]
I released a new build of the game to all branches (since the main one was already rather outdated) - the new version 0.12 includes the first version of the "case building" game loop - from now on, villages on the map will sometimes house high-value targets - special enemy units that can directly trigger and spawn AI missions against your forces.
Your goal will be to identify and arrest these HVTs before the have a chance to gain more notoriety.
For now, the HVTs focus solely on planting IEDs, but in the future I plan to add many more missions for them (and more ways to identify and unmask them).
[h2]Annoying problems[/h2]
Some players reported that the game used to pause all AI actions after loading the savegames (which caused the player to get no more missions, no more traffic on the map), and I was able to identify a case of this happening and correct it - in the new version of the game this issue has been fixed.
[h2]What's next[/h2]
I need to finish a round of more bug fixing and then update the game logic and optimization.
Afterwards, I will finish working on the HVTs (make them more universal) and make some changes to the villages and the bazaar (which was supposed to be the center of legal and less than legal interactions in the province, but for now proves to be rather dead, most of the time).
[h2]Full changelog - version 0.12 (experimental):[/h2]
* NEW: High Value Targets - from time to time, enemies of special importance - leaders - will appear in local villages. Hidden among civilians, they will work to organize attacks on your forces, gaining experience and higher positions in the organization with each successful operation.
- your goal will of course be to find them and arrest them. An HVT poses as a civilian, and cannot be killed or arrested without first gathering evidence against him
- you can gather clues and evidence in various ways - sometimes people will gossip in the town meetings, sometimes the locals will get fed up with the guerrillas and give and HVT up. You can also send your EOD/investigators to former IED blast sites and check them for evidence.
- over time, you'll be able to locate the hideout of an HVT and raid the place.
- most of the IEDs appearing on the map are now ordered by and planted by people working directly for specific HVTs. If you want the IEDs to stop, you have to find the person ordering their construction.
- the HVTs gain notoriety for as long as they can keep eluding you - each one of them starts as an "ambitious amateur", and will keep gaining more experience with each successful op.
- this build of the game is EXPERIMENTAL - meaning the HVT functionality isn't yet finished - in the next builds, the more experienced HVTs will start spawning more types of missions. For now, all HVTs focus on planting the IEDs.
* FIX: for some of the players, the game would stop spawning traffic and new AI missions after the game loads. This is now corrected.
* FIX: the AI would previously not be aggressive enough when fighting your troops - too many of them would waste time trying to find non-existent cover, instead of shooting at you.
* FIX: mission spawning logic, where the game would try to send orders to units that have not appeared on the map, yet.
* FIX: cars stopping in traffic for no good reasons (getting stuck)
* FIX: multiple fixes for engagements logic (targetting something that is no longer there, running for cover and never stopping to shoot back, etc.)
* FIX: multiple fixes for the IED system - spawning, triggering. Also, IEDs would sometimes explode twice in the past
* FIX: units involved in IED facilitation are now marked by the game, and can later be arrested for it
The project hasn't had any updates for a long time, last year, so it's high time to explain what's going on. The delays were due to my health problems - I had been seriously ill in recent months, and it has completely halted any serious progress on the project for a while. Now, however, as my health is slowly returning to normal, I can start working again. The project's status has not changed - it is not canceled and new content will be introduced again, in the future.
[h2]Current update[/h2]
I released a new build of the game to all branches (since the main one was already rather outdated) - the new version 0.12 includes the first version of the "case building" game loop - from now on, villages on the map will sometimes house high-value targets - special enemy units that can directly trigger and spawn AI missions against your forces.
Your goal will be to identify and arrest these HVTs before the have a chance to gain more notoriety.
For now, the HVTs focus solely on planting IEDs, but in the future I plan to add many more missions for them (and more ways to identify and unmask them).
[h2]Annoying problems[/h2]
Some players reported that the game used to pause all AI actions after loading the savegames (which caused the player to get no more missions, no more traffic on the map), and I was able to identify a case of this happening and correct it - in the new version of the game this issue has been fixed.
[h2]What's next[/h2]
I need to finish a round of more bug fixing and then update the game logic and optimization.
Afterwards, I will finish working on the HVTs (make them more universal) and make some changes to the villages and the bazaar (which was supposed to be the center of legal and less than legal interactions in the province, but for now proves to be rather dead, most of the time).
[h2]Full changelog - version 0.12 (experimental):[/h2]
* NEW: High Value Targets - from time to time, enemies of special importance - leaders - will appear in local villages. Hidden among civilians, they will work to organize attacks on your forces, gaining experience and higher positions in the organization with each successful operation.
- your goal will of course be to find them and arrest them. An HVT poses as a civilian, and cannot be killed or arrested without first gathering evidence against him
- you can gather clues and evidence in various ways - sometimes people will gossip in the town meetings, sometimes the locals will get fed up with the guerrillas and give and HVT up. You can also send your EOD/investigators to former IED blast sites and check them for evidence.
- over time, you'll be able to locate the hideout of an HVT and raid the place.
- most of the IEDs appearing on the map are now ordered by and planted by people working directly for specific HVTs. If you want the IEDs to stop, you have to find the person ordering their construction.
- the HVTs gain notoriety for as long as they can keep eluding you - each one of them starts as an "ambitious amateur", and will keep gaining more experience with each successful op.
- this build of the game is EXPERIMENTAL - meaning the HVT functionality isn't yet finished - in the next builds, the more experienced HVTs will start spawning more types of missions. For now, all HVTs focus on planting the IEDs.
* FIX: for some of the players, the game would stop spawning traffic and new AI missions after the game loads. This is now corrected.
* FIX: the AI would previously not be aggressive enough when fighting your troops - too many of them would waste time trying to find non-existent cover, instead of shooting at you.
* FIX: mission spawning logic, where the game would try to send orders to units that have not appeared on the map, yet.
* FIX: cars stopping in traffic for no good reasons (getting stuck)
* FIX: multiple fixes for engagements logic (targetting something that is no longer there, running for cover and never stopping to shoot back, etc.)
* FIX: multiple fixes for the IED system - spawning, triggering. Also, IEDs would sometimes explode twice in the past
* FIX: units involved in IED facilitation are now marked by the game, and can later be arrested for it