Development Update: Features Update and Public Release Date
Hello everyone, and welcome to the March update! This is just a brief writeup to let you know about new features in the latest update and to announce the date of the public release of Enemy:
Quite a few new features were added to the game in today's update, largely based on suggestions from players. Much of the terrain has been reworked to improve gameplay. Mountainous regions are now easier for both player characters and enemies to traverse, allowing for more open combat and requiring less complicated paths to get where you want to go. These changes should also resolve issues where enemies on high cliffs could attack you without warning and with little room for defense or counter-attack from your squad.
On the gameplay side, I've reworked how fire spreads and how berserk characters behave. Fire used to spread very quickly along places where there was kindling, but would also burn out quickly and do little-to-no damage to structures. Now, it spreads more slowly, but with each turn it gradually destroys the structures that are burning. It also spreads one square each turn even to squares that don't have any flammable objects, so you can no longer just safely stand next to fire.
Previously, berserked characters would repeatedly attack random locations, which were usually empty. Now, they repeatedly attack the nearest person who isn't on their team. This can make it easier when your squadmates panic, but it also means that when enemies go berserk they will likely still attack you. You can see whether an opponent is fleeing or berserked by hovering the cursor over them, and they also have different dialogue when one of your attacks triggers them to go berserk.
You can now fast-travel past cleared zones on the map menu, similar to the system in the Jagged Alliance games. So, as you make your way through the world, you will see your zone of control gradually increase. The map menu also has a notification if you are about to head into a zone that is much higher level than you, so that exploring off the beaten path isn't so likely to get you killed.
There are a few usability improvements as well. One of the main ones is that, when you are choosing an action, the game will now display the path to your current target (or the throw arc, or the projectile trajectory) so that there won't be any ambiguity in what your character is about to do. Hovering the cursor over characters will now also bring up a tool-tip with information on them. Tool-tips also explain what the various buttons on the in-game menus do.
That's all for this update! Thanks for reading.