Hello again!
I've wrapped up the rebel side of the food convoy mission. Here, you will ambush and attempt to capture a food convoy destined for Sunny Pines. Below, you'll find the dev log in video and text format.
The Mission:
This scenario is comprised of three battles. In the first, assisted by rebels, you must halt the convoy and incapacitate as many guards as possible before it flees the map. You can carry out a variety of beneficial actions, such as chopping down a tree onto the convoy's path to occupy some of the guards in clearing it, or making caltrops to slow the truck. Any guards not incapacitated will join the defenders of the next encounter.
Using Time Units to chop down a tree in the convoy's path will force some of the escorts to focus on clearing it, rather than on you.
The second battle tasks you with assaulting an entrenched enemy at the militia outpost the convoy has retreated to. You will be joined by Gordina, the awakened, old world postal robot, who is a skilled tactician and very durable, but cannot be repaired in combat. The defenders have destroyed the bridge and your options will include searching for traps, building pontoon bridges to de-risk the river crossing, and sneaking some troops across the river bed.
Having an awakened old world postal robot on your side isn't going to hurt!
The militia have more firearms, but you have access to an off-map smoke launcher, which can deploy smoke at no cost, once per turn. After defeating the militia, your departure will be interrupted by a final attack, where you will lose the convoy if defeated. Failing to capture the convoy, or losing it will have a substantial impact on the act finale.
You have a number of options at your disposal to crack the militia outpost's defenses!
Additions:
From the start, I've operated on the belief that gameplay variety is one way to elevate the game experience. To facilitate continual gameplay variation, minor and major, a number of new features have been added.
The convoy type mission, which can be played as escort and ambusher is the most significant addition. These missions appear occasionally through the game, and will play a significant role in act 2. Changes to AI behaviour were required for computer controlled characters to balance maintaining a distance to the convoy and attacking.
The convoy's militia are much better equipped than your rebel troops
Time Units, a resource which allows you to manipulate the battlefield in your favour were also introduced. This facilitates a series of choices, rather than a single choice, being made to shape the upcoming combat, and greatly improves tactical depth. Some of the choices available in the convoy missions include blocking the convoy with an obstruction, destroying bridges, creating them, placing sandbags, placing traps and detecting them.
There are now two ways to deploy your troops prior to combat. When you have map control, dialogue options may allow you to move your characters X number of tiles before combat begins. In cases where you lack map control, or are preparing an ambush, you can use skills to unlock new tiles to deploy to – for example, by using lockpicking to gain access to a building, you can open up more advantageous deployment slots for your troops.
These recent additions all contribute to a deeper bag of tricks I can use to improve gameplay variety. It's a time consuming approach... hopefully the results will merit the effort
That's it for this dev log. I'm going to start working on the finale for act 1, and worldbuilding, and will check in again in the near future. Thanks for reading/watching, and if you have any questions or comments, do let me know!