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Another smaller update focused on map improvements, making the ingame art, and animations look better.

If it seems like there hasn’t been a significant update in a while it’s because I’ve changed my workflow to focus on finishing the story script before adding more levels to the game. Previously, I would write a level’s script for dialogue, create it ingame, then repeat. At this point I’ve written the entire story and only need to flesh out the details for two of the later missions.

There’s two large new features that will be coming to Mercenary Operator: Wolves soon. One of which is a new contract mode. The other feature will be revealed at a later date, but should add a good bit of replayability. Afterwards, the main story will be focused on again.

Full Changelog

Added

  • Rectangular rock
  • AR-15 SOPMOD stock top-down sprite
  • Code for recoil animations when guns are fired has been added (animations haven’t been created yet)

Changed

  • Various sprite sizes increased
  • Some locations on the Obatenwe world map were renamed. Smuggler HQ was removed from the map.
  • Shanty town map adjustments: All ground objects were moved to their corresponding map segments for better performance and more overall detail has been added.
  • Airport map adjustments: Trees, grass, and bushes were added. Coffee shop floor in the airport has been lightened for easier visibility. North-South road extended
  • Plantation map adjustments: More trees, bushes, and grass
  • Wolf HQ: More trees and bushes
  • Grey Wolf M4 CQBR now uses the SOPMOD stock on its top-down sprite

Fixed

  • Orphaned sprite skin on some grasses is now used and animated correctly
  • Armed AI no longer attempt to shoot a null target when intersecting with a door
Windows English Mercenary Operator: Wolves Content Depot 1656741
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