Happy Holidays everyone! Hope everyone has an opportunity to spend this season with friends/loved ones.
Nothing much to report on this one, but wanted to push some content that I’d hoped would have been included in the last update. In the past two weeks, I’ve spent a lot of time working on new assets and the new map, Afghanistan Mountains. This will provide a new flavor to the Afghanistan maps as flat deserts turn into mountainous terrain.

After this map is completed, I’ll continue to spend more time creating short and long scenarios for the new maps (I haven’t forgotten about the Vietnam map). Content is the goal right now, so you can expect to see more and more scenarios coming out (if you have any requests, let me know in the discussion forum).

In addition, there have been a few tweaks made to the projectile variables. There have been several optimizations made to the class, allowing us to increase the quantity of shrapnel pieces that are calculated on each impact. The effectiveness of each round is a balancing act between the amount of shrapnel pieces (ultimately, the likelihood of scoring a hit on a target) and the amount of damage that shrapnel causes.
To keep performance high, the quantity of shrapnel was kept low while the damage was relatively high. Essentially, an impact was less likely to hit the target, but when it did it usually damaged enough to kill the infantry. This ultimately has led to frustration for people as seemingly close hits were leaving the AI untouched. I’ve tried to address this by doing two things:
I have also been considering giving the user direct control over the munition variables if they choose to alter them. This would allow users to dictate their own experience and “feel” for the guns, regardless of what I think may be more realistic and accurate.

That pretty much wraps everything up on this one. Be sure to check out the roadmap in game to see a more itemized list of what I’ll be working on for the next updates. If you have any suggestions on new content, changes to already implemented systems, or bugs to report; please shoot them my way in our community discord or in a steam discussion forum. I actively monitor these and try to answer/respond to these as quickly as possible. No doubt the feedback I’ve received from players is what is driving this game towards improvement, and I greatly appreciate the efforts.
Until next time! Have a good holiday season and New Year!