This is a smaller update that includes the ability to train your existing units with a new class. There are three additional sub-classes which are Tech Specialist, Medic and Commando. The cost to train a unit is either 10,000 Credits for their first sub class and 15,000 Credits for their second sub-class. While a unit is in training they cannot be used in missions. It takes 7 days for a unit to complete their training. That’s right, in the future, you can be a medic with only 7 days training.
WHAT’S NEW IN 1.3.4:
Training of Additional Classes
3 new sub-classes, which are Tech Specialist, Medic and Commando.
Cost to train a unit in their first sub-class is 10,000 Credits.
Cost to train a unit in their second sub-class is 15,000 Credits.
You can train as many units as you like, but they will not be available for missions while in training.
Training takes 7 days to complete - it’s a crash course.
Side Mission Optimizations
Continued improvements made to the Sprawl rooftop procedural levels.
Additional procedural mission areas to explore.
Fixed localization issues.
Unity 5.6 plugin upgrades.
WHAT’S COMING NEXT:
We’re currently working on a suite of new story and side missions as well as a new location for players to explore.
Build (1.3.1) - New Update Now Available!
OVERVIEW
This is a smaller update that includes Steam Achievements and optimizations to side mission levels. Our goal for the Sprawl rooftop levels was to increase the performance and raise the frame rate. You should see an improvement when playing these rooftop levels. In addition, we’ve added some more content to the rooftop levels to provide a greater amount of variability.
WHAT’S NEW IN 1.3.1:
Steam Achievements
Steam Achievements are now live, offering both visible and hidden achievements to unlock.
Side Mission Optimizations
Performance improvements made to the Sprawl rooftop procedural levels.
Additional Sprawl rooftop areas to explore.
WHAT’S COMING NEXT:
We’re currently working on a feature to allow players to train their mercenary units with new sub-classes. So players can choose if they wish to upgrade their existing 1-star unit to a 2-star unit, for example. We’re also rebalancing the game as it’s very easy to build up a good surplus of cash in the bank and purchase all the best gear on MercNET relatively quickly. So we’re looking to tighten that up and also rebalance weapons so, while they get better, there will be some trade offs between the different weapons and also create a better sense of variation between assault rifles and heavy guns.
Build (1.2.2) - New Update Now Available!
OVERVIEW
We have some major enhancements in this latest release. First, and most important, as mentioned in the previous release notes, we’ve revamped unit abilities. You’ll now have more choice when upgrading your unit’s abilities. However, for existing saved games, you will need to re-spend your unit’s ability points again. This will take a little time for you to update all your units again but we felt it would be far more frustrating if we auto-spent all those abilities points for you. You should not lose any of your unit’s ability points. For more information, please read below.
WHAT’S NEW IN 1.2.2:
Unit Abilities
All Trait Trees have been updated (Assault, Sniper, Heavy, Engineer, Tech Specialist, Medic & Commando) to have 3-branches for you to unlock.
New Traits have been added such as Stun Grenade, Taunt and Combat Drugs.
Enhancements to traits such as Hacker/Utility Drone, Suppression Fire, Disabling Shot, Proximity Mine, Take Down and EMP Grenade.
Abilities screen usability has been updated.
New Mission Types
Added destroy/disable mission objectives.
Added new optional/secondary mission objectives.
New Snow Weather
Added snow weather effect to side missions.
Additional Updates
Additions and Improvements to the rooftop side missions.
Fixes to Cloak ability in co-op multiplayer.
Fixes to French language version.
Build (1.1.11) - New Update Now Available!
OVERVIEW
Introducing campaigns and rooftop levels for side missions. We’ve also made a bunch of smaller tweaks and changes to the game.
Explore the rooftops of Sprawl with new side mission environments.
WHAT TO EXPECT IN NEXT UPDATE:
Below is a list of items that we’re currently working on for the next update. We’ve continued to get great feedback on things you’d like to see and where you feel improvements need to be made. Please keep that feedback coming.
Revamped Unit Abilities tech-trees and interface.
Ability to train units with a new ability.
New traits such as Stun Grenade, Taunt, Combat Drugs
Changes to traits such as EMP Grenade, Proximity Mine, Hacker/Utility Drone etc.
New mission objectives such as Destroy/Disable objects.
Cover improvements such as adding cover to gates.
Additions and Improvements to the rooftop side missions.
Improvements to drones.
NOTE: Because we’re revamping the unit abilities, when the next update is released on Steam, your unit’s tech-trees will be reset and you will need to re-spend the ability points again. You won’t lose any ability points. We apologize in advance but hope the enhancements and choices in the unit’s tech-trees will be something you’ll enjoy, as you customize your mercenaries.
Build (1.1.10) - New Update Now Available!
OVERVIEW
We’ve added a bunch of new features and we plan to do a quick additional update in the following days, which will introduce campaigns and roof-top levels for side missions. In this first update, we’ve implemented a free-look camera system. This is still work-in-progress with some further work needed to improve it further. We’ve also added a mini-map, which makes navigating mission levels a lot easier. The one item we haven’t addressed is the tactical pause feedback that we’ve had. We do like the pause feature we currently have in the game (activated by pressing SPACEBAR). This feels like it’s working well so we haven’t implemented a full tactical pause system.
WHAT’S NEW IN 1.1.10:
New Mini-Map
The missions now provide a mini-map to help guide players through the slums of Sprawl.
You can still use the Objective Tracker feature by pressing the “O” key (default binding).
Free Look Camera
NOTE: this feature is still experimental and will continue to be improved upon.
The game now allows players to pan the camera around the battle when desired.
View distance is limited so players cannot see entire level.
To Move the camera you can use the buttons A = Left, D = Right, W = Forward, S = Backward (default binding).
Q and E rotates the camera left and right.
The X key will snap the camera back to your active squad.
You can still switch between your Alpha and Bravo teams by pressing the TAB key.
The LEFT-SHIFT key will select both fire teams.
Missions
New type of side mission: Rescue Target.
Players need to locate and rescue a character and transport them safely to the EVAC zone.
AI/Enemy Behavior
Enemy units no longer can see behind them.
Close range shots hit 100% of the time for both mercenary units and enemy AI units.
Sell Gear
Players can now sell unwanted items back to MercNET.
NOTE: You cannot sell Themis Standard Issue Weapons.
Unit Voice Over
Units now talk back to you when you give them orders.
User Interface Improvements
Changed the filtering in MercNET to work more logically.
Added new help text / tooltips to the Command Center.
Translated the game to French.
Multiplayer
Loot crates shared between players.
Health and credits looted from crates now affect both players’ units.
Added Twitch.tv Integration
Hook up M.E.R.C. to your Twitch chat and watch your recruits and enemies take on the names of your viewers.
WHAT TO EXPECT IN HOTFIX:
Below is a list of items that we’re currently preparing for release but need a little more time testing. These items below will be released in the next few days.
Campaign Missions.
New Roof-Top Side Mission Levels.
Improvements to story missions to support the free-look camera system.
French translation fixes.
Build (1.1.8) - New Update Now Available!
OVERVIEW
This update includes a bunch of improvements and updates to the game that are listed in detail below. In addition, we’ve been fixing a bunch of issues based on your feedback and our own internal testing. While this release provides a strong improvement on our initial launch, the following update will include some major features, content and improvements so please take a look at what to expect in the following update below.
IMPORTANT Please note that our next release, due in approximately two weeks time, will have some major updates, which is what we’ve been working on alongside this current update. We wanted to spend more time adding updates and content that responds directly to feedback from the community. A list is provided at the bottom of these release notes.
WHAT'S NEW IN 1.1.8:
New Starting Units
When starting a new game, player will be given 6 units instead of 4.
Units will also generally be levelled up to the point where they can be equipped with a special ability. We’ve found this allows new players to experience using the special abilities sooner in the combat experience. This will also make side-missions a little easier to complete.
Healing
Units will now auto-heal when injured.
Units that go out of action in a battle will be unusable for 5 days
{8}Damaged units will automatically heal 20% health each day.
Heal button has now been removed from the Barracks screen.
Long-Term injuries still need to be treated manually from the unit’s details screen. This will cost Credits and time
It will now be clearer in the Unit Details screen when they’re injured.
Having a high reputation level with Aether Care corporation will increase the speed that units will recover
Objective Tracker
Player can now quickly understand where their next objective is by accessing the Objective Tracker. Press O to trigger this.
Arrows will show a path the player can follow to reach their next objective.
Players can also click on an objective’s text in their top-left HUD to trigger this.
No Left Mouse-Click on Cover Objects
Left mouse click in now used only for targeting enemies or to interact with panels.
Right mouse click is used for moving your mercenary units, including clicking on cover.
Players that want the old setup where left-clicks work for cover can turn this back on in the gameplay menu.
Proximity Mine
When triggered by an enemy, it will explode far quicker. This now makes the proximity mine a useful tactic during combat.
Change Unit Name
This already existed but isn’t presented well and will be improved in the following release.
Click on unit’s nickname in the Unit Details screen and you’ll be able to edit it.
Additional Updates
Added more variety and improvements to side mission layouts
Improved unit turning animations when idle
Increased probability of getting LOW and MODERATE risk side missions
Added tooltip to XP bars to show the current and next level requirements
Additional Comms Feed messages when missions are failed
New CEO portraits in mission briefs, for the different corporations as well as the Codex
User Interface updates and clean up to Weekly Expenses Screen
Submit Feedback button added to Pause Menu
Objective Tracker description added to the Codex
Headline text has now been scaled up to make it easier to read
Minor updates to unit balancing to make Sniper unit more valuable against NPC unit’s range
Lots of bug fixes
WHAT TO EXPECT IN NEXT UPDATE
There are some big ticket updates that we’re actively working on. We wish we could get these in your hands sooner but wanted to assure you that we’re listening to your feedback and actively working on a bunch of it.
Updated camera controls: we’re busy working on this but it wasn’t ready for this first update
Campaign missions
New Roof-Top Side Mission Levels
New Rescue mission objectives
Unit radio chatter during missions
Co-Op: Players will share the same loot rewards and heal bonuses
Ability to sell gear back to MercNET for credits
Improvements to standing cover
Improvements to XP points available to be spent on player’s units
Improvements to NPC unit AI when they have their back to the player’s units
Improvements to accuracy logic when units in close proximity to each other
Improvements to combat HUD to make it clearer when enemy units are in sight
Improvements to general presentation of screens
Improvements to Heavy and Sniper weapon balancing
French and German Language Support
Build (1.1.4)
OVERVIEW
Welcome to our Alpha release of M.E.R.C. - a real-time, squad-based, strategy game. So where are we at in our development phase? The level of polish and completion of games released via Early Access varies greatly.
For M.E.R.C., we’re at Alpha. We have our core gameplay integrated, but needs refinement and additional layers of AI, both in terms of the player’s units and NPC’s behavior. Levels need to go through an additional layer of dressing and polish both visually and balancing.
We also have an introduction to the metagame, which includes Unit Management, Unit Upgrades, Equipment Upgrades and our global threat and reputation system. We have co-op multiplayer implemented so players can battle alongside each other in both story-based and side missions. The first user-experience needs further refinement and communication, in general, needs a major update. The meta-game, in particular, needs a notable amount of work, which we’re busy coding away on. So what you’re playing is a ‘work in progress’ experience - there is lots we have planned!
We’re excited with the content we’re going to be adding, both short-term and longer-term, and with the support of our community we want to shape the game into a deep and immersive real-time strategy game. Thank you for downloading M.E.R.C. and being part of our community.
BREAKDOWN OF ALPHA CONTENT:
- First 9 Story Missions (Act 1)
- Ongoing Side Missions (Massive number of procedurally generated levels)
- Co-Op Gameplay available for both Story Missions and Side Missions
- Pre and In-mission direct chat for Co-Op gameplay
- 4 Classes (Assault, Sniper, Heavy & Engineer)
- 3 Class Specialties (Medic, Commando & Tech Specialist)
- Unit Management
- Unit Upgrades
- Equipping Units with Weapons & Gear
- 5 Corporations that will provide mission objectives
- Rivalries amongst corporations
WHAT WE’RE WORKING ON:
Below is a list of what new content and features we’re working on, on top of issues that we’re fixing to improve the experience:
- Improved tactical gameplay and AI behaviour
- Additional Story Missions
- Additional Side Mission variations
- Campaigns (collection of missions that offer completion rewards)
- Campaigns to be playable in Co-Op mode
- Co-Op gameplay re-connection improvements
- New unit subclasses
- New unit special abilities
- New metagame communication updates
- Improved game performance
- Improved mission load times
NOTE: Items that are planned to be available in each future release will be presented to our community along with our planned date to go live with that release.
KNOWN ISSUES:
- Foggy Levels: We’ve had rare cases where a level will load with the fog effect covering the camera. If you do see this, you will need to exit the game and reload. Your save game file will be auto-saved. We have been testing a fix so have yet to reproduce this issue.
- Mission Fails to End: In rare cases we have also seen missions not ending properly when your units reach their extraction zone. We have been testing a fix so have yet to reproduce this issue.
TIPS & GAMEPLAY NOTES:
- COMMAND CENTER includes the following locations/functions:
- BARRACKS: All Unit Management is done here.
- MercNET: All unit hiring, purchasing of weapons & gear is done here.
- CODEX: This will be where data entries will be added when unlocked throughout the game.
- MISSION LOBBY: Used to find open co-op missions to join
- ADVANCED DAY: Moves the game world forward to the next day. This will cause units to recover, update recruits in MercNET, generate new missions and trigger news updates
GAMEPLAY:
The player’s units do not permanently die. If units ‘die’ during a mission, they will need to be healed when returning to the Command Center. This can be done via the Barracks top-level screen. Healing costs money (Credits) and takes time. Don’t Advance the Day without starting to heal your units otherwise they will remain in the ‘injured’ state. Once you start the healing process for a unit they are out of action until it completes.
Units can also gain injuries if they ‘die’ during a mission. These can be viewed in the unit’s detail screen and must be healed separately from their health.
Hiring new mercenaries from MercNET will allow you to swap fresh units into your squad for missions when someone is healing and out of action. However, you will need to balance this with your costs as every mercenary you hire needs to be paid their weekly costs even if they are not being used in missions. You can also release units from your team as you try and balance your costs.
Finding cover for your units is important in battle. Your units gain significant protection from damage when they are in cover so try to use this wisely. Cover objects will highlight when you hover over them with the mouse. Likewise, trying to pull enemies out of cover with explosions or other tactics can be useful.
Your units will only fire on enemies if you tell them a specific target to shoot at, or if an enemy shoots them first and they have no other order.
COMBAT CONTROLS
Squad Orders:
When you give orders to your units they apply only to your currently active units.
By default all of your units are selected as active, but you can also cycle between your two teams of Alpha Team and Bravo Team. This allows you to split your units into 2 teams for higher tactical control in battle. The camera will follow whatever team you have active.
- Right mouse click - give move orders for your active units
- Left mouse click - select attack target for your active units (you only need to click a target once and your units will shoot it until destroyed)
- Left mouse click will also interact with level objects such as hackable panels
- TAB - cycle your active units between your two teams (Alpha and Bravo)
- Q - select all the units in your squad again
- E - holding this makes your orders apply to the non-active team (this is useful if you don’t want to cycle teams and move the camera)
Other Combat Controls:
- Space - toggles Tactical-Time mode, slowing down time and allowing you to give out orders faster
- Hold right mouse and drag to rotate camera (A and D keys also do this)
- Use the mouse wheel to zoom in & out (W and S keys also do this)
- 1-8 - Trigger a unit special ability (each of your unit’s can have up to 2 special abilities)
- Esc - Brings up the menu to change settings, quit the mission or exit the game
APCs. Because ... awesome!
When it's about to go bananas
and you're one man down ...
Snow for the holidays!
Hey Folks!
Check out this in-game shot of M.E.R.C. Happy Holidays!