![]() ![]() Monthly funding from a region is tied to its Panic, so success means funding goes up and failure means funding goes down. If any region has over 100 Panic at the end of the month is surrenders and is lost to the aliens, so the player must try to generate enough Panic reduction during the month to cancel out the Panic gain. +25 Panic) that increases as the game progresses. ![]() I know people have been a bit concerned about it in the past but I don't think there's much to worry about in its new form!Īt the start of the month Orbital Bombardment increases Panic in all regions by a certain amount (e.g. The Orbital Bomardment mechanic has made a return in a somewhat altered form, and it's now effectively a monthly performance target communicated in a slightly more thematic way. The main new change on the strategy layer is an attempt to introduce more strategic pressure. ![]() Strategic Pressure / Orbital Bombardment: We therefore don't have many "big" features to talk about in this update but there have been a lot of smaller ones. Each attempted playthough results in a number of balance changes that need to be made, bugs that need to be fixed, usability changes to be made, gameplay mechanics that need to be checked out because they may not be working properly, etc. The main thing I've been working on this month is the campaign balancing, which is always a significant undertaking given a full campaign playthrough is probably 15-20 hours long (i.e. For those interested, we'll be releasing V23 on our Experimental branches at some point this week. Apologies for this being a few days late, the intention was to time the update to coincide with the release of V23 but we've found a couple of crashes that need fixing that have pushed release back. Hello everyone - time for our development update for March. ![]()
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