Full notes
Full Mars Tactics update
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Repeated intro
Hey guys, thanks for checking in on the game again. This quarter is when the strategy layer design finally came together for me. The latest build has not yet been tested, but based on my own time with it I think I've got the right recipe.
What changed
- Gameplay
- Balance
- Maps
- Events
So I'm happy to finally share details publicly about the strategy layer design. I prepared this video for playtesters to get them up to speed with all the new mechanics. If you are interested in a deep dive, feel free to take a look.
And if you don't have time to watch it, here's the TLDR
The core strategy layer game loop was ripped up and re-designed to front-load rewards. Each battle will offer
immediately useful rewards like soldiers, guns, logi capacity, research topics, etc
immediately investable resource flows to shape long-term strategy
Resources design has changed from stockpiling to flows. After capturing infrastructure, you don't have to wait to slowly harvest the yield and grow your stockpile. Instead, you can immediately allocate the resource output flow.
Mars map has been re-organized, combining individual mines and outposts into bigger clumps of infrastructure you will battle over
Civilian Infrastructure = provides soldiers and fuels labor and government efforts
Energy Infrastructure = provides better weapons (for Labor) and cash (for Capital), and fuels research and spying
Logistics Infrastructure = allows moving more soldiers and equipment across Mars, and strengthens your manufacturing operations
Settlements = special campaign milestone locations with unique functions
Points of interest = various hidden locations for special events and missions
Research can now be unlocked by capturing specific locations. So you can work through the research tree as usual, or jump ahead by winning battles. Another example of front-loading rewards.
Social currencies have finally been implemented. Used for various things, including paying salaries and unlocking long-term governance policies.
And lastly, the strategy layer changed from turn-based to real-time with pause.
Steam post image Mars now is organized into Civilian, Energy, and Logistics infrastructure sectors.
Steam post image Government policies for Labor faction (very early implementation).
Steam post image Labor micromanagement has been streamlined. But the consequences are the same. Your own workers will still turn on you if you allow them. (Yes, even in the Labor campaign.)
Steam post image How will you treat your workers?
Steam post image I don't know why but strategy layer feels better in real-time with pause. I wonder if that's why Xcom UFO Defense and Jagged Alliance devs did the same.
I'm now in the final stages of getting the new build into playtester hands. Hopefully it goes well and then I'll know better about demo and release timing.
Thank you for your support and your patience. Last month marked exactly 4 years since I began sketching stuff in a notebook and wrote the first lines of code. I never thought it would take this long, but the project is still going strong. And most of all I'm relieved to make meaningful progress with the strategy layer. This was the hardest part of development so far and I'm really grateful for the community's help and support.
-Yuji
Source
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