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Update notes via Steam Community

I've just made a long overdue update active for all the players

To start off with an explanation - due to multiple health and personal issues mounting up, I was unable to make any serious progress with the game for the past months, and the project was pretty much stuck.
Fortunately, this seems to be behind me now, and I've just made a new patch public, collecting all the bigger and smaller fixes that were waiting for their finishing touches and publication.

The most important change some of you will notice, is that the longer gameplays will now feel less "dead" - the game will continue to spawn more AI activity, than before. Previously, for some of you at least, the game would continue to activate less and less AI missions the longer you played.

Full changelist:

version 0.14:
* FIX: the game previously featured a very restrictive limit on the number of AI missions running at the same time. This sometimes caused the game world to feel too dead, any time the limit got exceeded, especially on longer play sessions. This is now reworked and the issue will not happen again.
* FIX: the foot patrol missions and the mounted patrol missions spawned by the enemy will now much more actively look for your units. They will also engage more actively. Previously, it was quite likely that some of your enemies would just stare at the ground, instead of returning fire, when attacked.
* HVTs will now have unique names, and will be able to spawn more types of missions (including having their own units patrol the map)
* HVTs had a tendency to occupy the same houses every time, when spawned. This is now changed, and much better randomized.
* the more experienced HVTs will order their subordinates to create tunnel networks, so the game will now spawn tunnel entrances on the map.
- enemy units will sometimes start their foot patrols at these new tunnel entrances, instead of the edges of the map. This makes them less predictable.
- a tunnel can appear pretty much anywhere on the map
- each HVT can create multiple tunnels
- the entrance can be destroyed (caved in) by your EOD unit. CAS might also do the job.
* BALANCING - even more enemy patrols can now be active at the same time
* BALANCING - at the start of every new game, some of the stores and businesses will now immediately get activated, giving the villages a little bit more life. Previously, you'd have to rebuild every single business yourself, when starting a new game.

Next immediate plans

Now that the patch is out, I will continue working on making the HVTs more dangerous, the village life more active (more action in the marketplace, with some possible recon gathering there) and reworking the more annoying missions you get from the Command (those humaid convoys that nobody likes). Friendly AI patrols will soon be back in the game as well.
Windows Invasion Machine Windows Content Depot 964651
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