We’ve been working hard on building a new asymmetrical parameter system, which was not provided for in the original gam design (originally the game was more simulator oriented). We can now balance the game in a better way by activating or deactivating the behaviour of certain units in either faction. In this way, we can make the game easier for the player so the learning curve isn’t too difficult.
We’d welcome your comments regarding the game’s overall balance. Please share your comments on the community hub under the pinned topic “Balance”. Please try to include the following information:
- What level? (i.e. NO_TAV1)
- What difficulty level?
- Are you playing as the rebels or police?
- What was your overall impression? (too hard, too easy, too short, etc.)
- Any notes or details for your impressions? (i.e.: were the police too slow reacting in the beginning)
DEVLOG
bug fixing and improvements
- We removed 1.5 seconds of delay before starting the animation of the leader using the radio (just before the police charge – but we kept the sound).
- Fixed a bug which blocked police units for all gameplay. We added a safe timer which unblocks units that used to stay panicked for too long.
- Initial cooldowns for skills at “too easy” and “challenging” difficulty have been removed.
- M16 now has the correct text in the loadout menu
- It is now impossible to have all units or groups panicked simultaneously – you’ll always have at least one to control.
- We changed the “aggressive icon” from rocks to a red circle icon
- The defensive icon has also changed to a blue circle icon too.
- We have removed a bug which sometimes showed cooldowns as still active on weapons even if you were not aggressive.
Difficulty rebalance
All difficulty levels
- Police controlled by the player - police units now try to get the selected (by the player) point for 10 seconds + x seconds depending on leader discipline.
- They won’t flee every time they are subjected to rocks or other rebel actions.
- Input and actions depending by psychological parameters (i.e. fear) are well separated; so, it is easier (under our dev-point of view) to manage them.
- Damage is halved in single player (compared to previous version) in “too easy” difficulty; this is a bit less in “challenging” difficulty.
- Police units now recover from “fear” more quickly.
Too easy difficulty level
Rebels controlled by the player:
- When moving have a stronger push.
- When idle have greater resistance to police units.
- Have more resistance while they are pushing of more than one police unit.
- Ignore panic.
Rebels controlled by AI:
- Don’t use barricades.
- Can’t ignore police repulsion in conditions when normally they’d be immune.
Police controlled by the player:
- Ignore panic.
- When a police officer is on fire (i.e. after been hit by a Molotov), his unit won’t retire.
Normal difficulty level
- In single player, teams won’t get panicked while they are selected. But you still can’t select a unit/group that is panicked or running away.
- When a police officer gets hit with a Molotov, the unit won’t automatically become panicked but gets large reduction in morale.
EASTER EGG
By unlocking all levels, you can now unlock INTIFADA level (CGA 4 colours)
https://www.youtube.com/watch?v=86BRHPgzBE8 Click on the floppy disk in the custom menu, and you’ll play INTIFADA level!