The lands of Eyes of War have received once again a new patch aimed to improve the current game experience thanks to bugfixes and new features for you to expand your gameplay possibilities! Amongst the most prominent changes, you can find various AI and TPS Mode improvements and adjustments!
Here's the full patch notes included in the Master Tactician's update:
AI Enhancement
Expert mode has been added as a difficulty level for the strategy mode AIs.
• Attack frequency has been increased. • Units can produce soldiers faster. • More production and population increases have been made. • Buildings can now be upgraded to higher levels. • AIs respond faster when under attack. • The likelihood of a rush attack has been increased. • AI can explore the map more extensively.
AI adjustments made
• Optimized building production. • Various glitches of workers producing goods have been fixed. • The effect of buildings that have been leveled up has been increased. • Formation delays of produced soldiers have been corrected. • Glitches of soldiers going on the attack have been fixed.
New Features & Improvements
• At the beginning of the strategy mode we have 4 archers in the main castles. • Changed camera transition and refreshed its effects. • Refreshed all camera and mouse controls in RTS and TPS modes. • Infantry cameras have changed, preventing shaking in battle. • Archer's camera has changed to prevent character flickering. • Changed cameras for mounts such as horsemen, elephants, and camels. • Catapult Ballista cameras changed • Technology adjustments made. • Improved trebuchet and ballista controls. • Improved archer gameplay mechanics. • Redesigned end-game statistics panel.
Bugfix
• Fixed character capes. • Fixed main castle issues. • Fixed structure destruction effects. • Fixed finisher animation. • Fixed client-side cavalry soldier issue. • Fixed units attacking each other on the same team
We’re back with our next DEVLOG in a series of diaries covering our most anticipated feature—Fireteam AI. We expect to begin showing video of this later in the month. In the meantime, today’s showcase discusses the very distinct combat formula in Six Days that has been missing from “squad-based” shooters over the last 20 years.
Please remember all assets shown are currently a work-in-progress.
Traditionally, Fireteam AI command and combat offer players significant periods of downtime to observe, orient, decide, and finally, act. Your favorite Ghost Recon and Rainbow Six games (and even more recent titles) offer players all the time in the world to order teammates to choke points, snake cameras under doors, operate drones for recon, and eventually, execute your battle plan. There’s little pressure or sense of urgency to their gameplay loop—simply take your time as you decide the flow and rhythm of combat.
Over 100 Marines, Soldiers, and civilians we spoke with made it very clear to us that this is not how real-world combat works (and it’s not even close). As a result, combat and command absolutely doesn’t wait for you in Six Days. Urban combat cannot be paused, and players in Six Days are required to make the same split-second decisions as those who participated in the battle.
Our desire for authenticity has created a combat formula that pits players against a new type of enemy. Fallujah’s insurgents don’t abide by the same combat rules set by Ghost Recon, Rainbow Six, or even Ready or Not. And it’s important to remember you’re fighting in unknown territory, engaging an enemy that knows the geography. You’re being stalked by an enemy who will hunt you down anywhere on the battlefield, and you might not even know it until they’re 5 feet away. Or, they might just lie in wait to ambush you.
Insurgents are constantly moving against players, anxious to surprise and disrupt their efforts. Ambushes are set up dynamically outdoors, behind buildings and cover points. Open areas may look safe at first glance, but close and medium distances are equal opportunities for traps. Players may be lured in by patrolling insurgents, too, which will require more observation and decision-making than before.
The enemy in Six Days will not give players the luxury of opening radial menus to issue orders to friendly AI. Combat happens in an instant, and you will have a few seconds, at most, to observe, orient, decide, and act.
This is one of the reasons we’ve created the Go! Command—The Go! Command makes it as easy to issue orders to your team as it is to fire your weapon. Just aim, push the Go! button (with or without a modifier) and your team will instantly perform powerful tactics to help you neutralize the threat.
Six Days in Fallujah is not like classic Rainbow Six, Ghost Recon, Ready or Not, or any other squad-based shooter so far. So, think quick! Your team is depending on the choices you make.
As a reminder, we’re planning a roadmap re-factor after we’ve released our Fireteam AI feature. Feedback from one of our most anticipated features will inform our next steps, alongside our much larger development and content plans.
- Tutorialupdates: We updated our tutorial to make sure every feature gets explained as best as possible. - [HINT] Some people were asking for a way to move the model, it was already possible and explained in the tutorial, you might have missed it. We think this is one of the essential mechanics of the game. - [NEW] Preperation for upcoming free Steam DLC
Two formidable new Law Enforcement Vehicles, the Vapid Dominator FX Interceptor and Declasse Impaler LX Cruiser, have broken LSPD containment and are now available to acquire from Warstock Cache & Carry. Both vehicles can be used to clean up the streets in off-the-books Dispatch Work — courtesy of Vincent Effenburger on the police scanner. Handling business for Vincent will also net you additional GTA$ rewards this week.
On top of extracurricular vigilante work, you can earn extra GTA$ and RP chasing adrenaline highs all week with bonuses on Special Vehicle and Stunt Races, RC Time Trials, Junk Energy Skydives, and more.
VAPID DOMINATOR FX INTERCEPTOR
Picture the long arm of the law gripping a steering wheel, sirens blaring overhead, a suspect attempting a desperate escape. You’re probably envisioning the Vapid Dominator FX Interceptor, an awesome muscle car from the ‘80s refitted for hot pursuit and built to last.
DECLASSE IMPALER LX CRUISER
The Declasse Impaler LX Cruiser is a cornerstone of the LSPD’s fleet for a reason. It’s a workhorse with decades of experience under its belt, plenty going on under the hood, and a reputation a mile long.
Complete Slush Fund as part of The Cluckin’ Bell Farm Raid as leader to unlock the Dominator FX Interceptor and Impaler LX Cruiser for purchase from Warstock Cache & Carry, and complete Malicious Mischief and Civil Disturbance for Vincent as part of Dispatch Work to unlock their respective trade prices.
Next patch (probably going up tonight) is going to have a a bit of extra content as well as fixes, QoL and small details
The fairy hair accessories now updates with the dress color, the fairy also has sparking particles now (also has the same color as the dress)
When placing items in chests you can now split the stack and store it partially.
And there will be two new autumn aquatic critters, they are edible and have very high quality meat, I wonder how many of you will recognize these references.
I will resume making the food models when my brother gets close to implementing them in the game, it is quite pointless to make more right now. So I will add more critters for now.
Also next week my brother is going to try implementing some aggressive LoD for furniture and the NPCs, if all go well the FPS inside the city might increase by 10 or more frames.