
MENACE is preparing an update for the mission selection overhaul, which will change the principles for completing actions. Players will be able to independently choose their next mission, rather than predetermined branches, and victory will now no longer depend on mission count but on score.
All available tasks will be randomly generated from the public pool, and their complexity will be determined by two metrics. Enemy strength is responsible for the number of enemy units and rewards. Mission difficulty is divided into levels one to three, reflecting the overall difficulty of the mission. To complete the game, players earn between 2 and 6 victory points, with 10 victory points required to complete short actions. So you can take the risk and complete a difficult mission in two, or choose a safer route and complete it four times.
Opponents will no longer sit back and watch. Some strategic assets will be replaced by enemy activities with timers. If left unchecked, enemies will gain benefits such as improved accuracy or morale, and some will be able to use map attacks. Victory in the corresponding mission will allow you to foil the enemy’s plans. In this case, failure no longer completes the action: the player simply loses the mission’s reward and victory points.
Finally, the developers will add day and night cycles to all planets and update their visual presentation. The vehicle is now designed for three-day and one-night missions, so commanders can select the right combination in advance and launch it into battle after dark.
Do you like this new approach?
