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Steam News17 December 20232y ago

A minor update - rebalancing of the player units, more aggressive AI

Minor update Before I continue working on the next updates to the high value targets system, I wanted to make some small fixes and very needed fixes to two areas of the game - the player vehicles and the AI responses in

In this update2

Full notes

Full Invasion Machine update

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What changed

0 fixes0 additions2 changes0 removals
  • Gameplay
  • Maps
changedMinor updatePlayer Vehicles will now be driving noticeably faster - I've tuned their engines to increase the acceleration and responsiveness, cause I always was finding myself sending the helicopter everywhere instead of the ground vehicles in playtests, since I didn't want to wait for the sluggish cars to arrive where I sent them. Every player car will now be (a little) snappier,
changedFull changelog:version 0.13 (minor update): * BALANCING of the player vehicles - all player-controlled cars will now be driving faster, and have better acceleration. * BALANCING - reduced the number of RPGs that the enemy units deploy to the map. In the previous versions of the game, the enemy squads sometimes spawned on the map with nothing but the RPGs in hands, this will now be more balanced. * BALANCING - the enemy AI will now be more active - spawning more kinetic missions (patrols and foot patrols) and being more aggressive on the battlefield. In the previous versions of the game, the enemy units were trying to do too many things at once - flanking, looking for better positions, shifting their targets, and in the end - it caused them not to fire back at all, at times. In this build, more focus is placed on just shooting back at you, when engaged.

Invasion Machine changes

changedPlayer Vehicles will now be driving noticeably faster - I've tuned their engines to increase the acceleration and responsiveness, cause I always was finding myself sending the helicopter everywhere instead of the ground vehicles in playtests, since I didn't want to wait for the sluggish cars to arrive where I sent them. Every player car will now be (a little) snappier,
changedversion 0.13 (minor update): * BALANCING of the player vehicles - all player-controlled cars will now be driving faster, and have better acceleration. * BALANCING - reduced the number of RPGs that the enemy units deploy to the map. In the previous versions of the game, the enemy squads sometimes spawned on the map with nothing but the RPGs in hands, this will now be more balanced. * BALANCING - the enemy AI will now be more active - spawning more kinetic missions (patrols and foot patrols) and being more aggressive on the battlefield. In the previous versions of the game, the enemy units were trying to do too many things at once - flanking, looking for better positions, shifting their targets, and in the end - it caused them not to fire back at all, at times. In this build, more focus is placed on just shooting back at you, when engaged.

Minor update

Before I continue working on the next updates to the high value targets system, I wanted to make some small fixes and very needed fixes to two areas of the game - the player vehicles and the AI responses in combat.

Player Vehicles will now be driving noticeably faster - I've tuned their engines to increase the acceleration and responsiveness, cause I always was finding myself sending the helicopter everywhere instead of the ground vehicles in playtests, since I didn't want to wait for the sluggish cars to arrive where I sent them. Every player car will now be (a little) snappier,

The enemy AI in combat was getting too confused in the latest builds, causing many of the enemy units not to shoot back at you at all, when engaged. This was caused by them trying to do multiple reactions too often, or eveb at once - trying to flank you, run away, shoot back, but find a better place for it, change their target (way too often), etc. This has now been reorganized a little, and should make the enemies much more reactive.

Also, in the previous build way too many enemies were showing up with RPGs to battle - this is now curbed a little.

Full changelog:

version 0.13 (minor update): * BALANCING of the player vehicles - all player-controlled cars will now be driving faster, and have better acceleration. * BALANCING - reduced the number of RPGs that the enemy units deploy to the map. In the previous versions of the game, the enemy squads sometimes spawned on the map with nothing but the RPGs in hands, this will now be more balanced. * BALANCING - the enemy AI will now be more active - spawning more kinetic missions (patrols and foot patrols) and being more aggressive on the battlefield. In the previous versions of the game, the enemy units were trying to do too many things at once - flanking, looking for better positions, shifting their targets, and in the end - it caused them not to fire back at all, at times. In this build, more focus is placed on just shooting back at you, when engaged.

Source

Steam News / 17 December 2023

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