I had some useful feedback from play testers (many thanks again!), so this update mainly addresses points raised by them.
Most importantly, this update introduces Terminal Strike; a way to put a deadline on stalemates that can happen when both the player and enemy are in Emergency Protocol. Also some improvements to campaign progression, mission feedback, and audio.
Terminal Strike
When both sides enter Emergency Protocol, a battle can turn into a prolonged chase. High Command now has a limit on how long it will wait.
If the back and forward in Emergency Protocol takes too long without a resolve, an incoming transmission from high command arrives: The district has been marked for complete destruction, and you have ten turns to finish the mission before the terminal strike wipes the map clean.
I added a countdown, accompanied by new music, escalating warnings, and alarms. The final three turns receive dedicated notifications, with a prominent FINAL TURN warning before your last chance to secure the district.
If the deadline expires, an orbital bombardment destroys the remaining forces and the mission is lost.
Campaign and interface improvements
- Completed regions can now be inspected. Select a previously completed region on the campaign progression screen to review its mission details. It now displays MISSION COMPLETED, with the launch button disabled.
- Mission descriptions fit more reliably. Text sizing and panel layout adapt to longer descriptions and different resolutions. Should prevent the frame sticking out of the screen in some resolutions.
- The cityscape display has a new screen frame. The little city illustration for each mission now has a frame. It starts out as static on a monitor, followed by a reveal when a mission is selected. Periodic CRT interference and synchronized audio add to the display's atmosphere.
- Modifier selection is clearer. The selected card keeps its lighter teal background until another is chosen.
- Campaign route arrows follow the chosen branch. Corrected the wrong arrow appearing after the lower mission 2 route, including handling existing saves.
Mission feedback and sound
- Added a MANEUVER PHASE notification and sound when deployment ends.
- Added a sound for the radar beep, synchronized it with the first enemy dot in each sweep.
- Radar, campaign map pulses, and background static now correctly on the Ambience sound track.
- Corrected pickup icon layering so icons appear above their containers and below flying units.
- Sharpened the shield cursors.
What's to come
Next, I want to review which maps appear at each campaign stage. The aim is to give the campaign a more deliberate difficulty curve, with better control over when particular layouts and challenges are introduced.
After that, I'll revisit onboarding: how the game introduces its mechanics and helps new players understand their options during their first missions.
