The end of development is coming, we have now a release date for Cold Contract, which is November the 21th.
All of the content described below is deployed now in our Early Access.
Since the last news, we made so many updates and changes, that now Cold Contract is exactly the game that we wanted to make.
In the list of changes, we have differentiate the tiles for all specific locations. Now a village looks more like a village, city sectors have better geometric canvas, industrial objectives are very different than the two first. All locations have now their real identity.
In addition, we have redone all visual effects.
The new environment system for reactive tiles is fully implemented. The player can shoot several elements to spread effects of the ground like oil, poison, fire, smoke... all of these effects can inflict damages and/or modify the behaviour of mercenaries and enemies. There will be always a solution to each problem that your team can encounter. Of course, the AI can also use these tiles to make your life a bit harder.
In order to make a deeper combat system, we have also added twelve new options, which can change the issue of a battle. Now a mercenary can spend some actions points in order to gain an aiming bonus, get a temporary better perception (useful in the night for example), call a mortar strike, or unlock the security of his weapon in order to fire all bullets of his clip against a single enemy. Several bullets types are also available through these new options. The first six options are available at start, and the last six are available with the HQ upgrade.
The artificial intelligence has also been adjusted to have a faster think cycle. We have modified some points to be sure that the AI will use all opportunities to defeat the player. No enemy will be left with unused action points if the situation has changed after that the AI has checked this character. The AI can recall the character to make some actions before leaving the turn.
Stay tuned of Cold Contract. Version 1.0 is coming!