Mercenary Operator: Wolves cover
Mercenary Operator: Wolves screenshot
Genre: Shooter, Indie

Mercenary Operator: Wolves

"Lip Service" Campaign Level Released

This update took quite a bit longer than normal, but features a lot of new additions and changes that are all in use on the newly released “Lip Service” campaign level.

Full Changelog


Added



  • New campaign level “Lip Service”
  • Commander UI
  • New dialogue display method
  • New radio sounds, music, and ambience
  • More UI, character, clothing, and dialogue portrait sprites
  • Little Bird helicopter

Changed



  • Bandits will now randomize their appearance from a much larger pool of sprites
  • Renamed “Makarov Pistol” to “PM” to match better with other gun names
  • AI and player now use the same code to call reload animations, and AI can now use all weapon reload animation types whereas they previously could only reference the rifle reload animation.
  • More locations added to the South Miji map
  • Increased raycasts used by AI for target detection to reduce instances of not seeing enemies
  • AUG side-view sprite now displays a loaded magazine

Fixed



  • Shoulder swap animation conditions
  • Civilian appearance randomization
  • Separatist soldiers now spawn as part of the Separatist faction, rather than Obatenwe
  • UMP no longer causes magazine instantiation errors on Survival Contracts

Campaign Bugfixes

I noticed a few issues in the first campaign level that have now been fixed, and some code optimizations have been implemented.

Full Changelog


Changed



  • Refactored campaign functions for performance

Fixed



  • Map screen overlay UI object for Wolf HQ in the Introduction campaign level is no longer duplicated on all other campaign levels
  • AI in Introduction level no longer throws errors
  • Technical gun in Introduction level now displays correctly.

Sprites, Lights, Bugfixes

v1.27.0


A smaller content update this time as the primary focus was on writing the next few campaign levels, which were previously only outlines. As for the content in this update, most of it will only show up in the upcoming campaign level, but most of the new content and features will be added to past levels as well.

Full Changelog


Added



  • Overhead lights
  • Sprites for characters appearing in the upcoming campaign level
  • World-space waypoints for objective markers.

Changed



  • Garbage bin and bed sorting layers changed to render below characters
  • Code refactoring

Fixed



  • APRF officers now randomize appearance from the correct list

Removed



  • Unused enemy spawnpoints from the “Old Friends” and “Rule of Law” campaign levels

AUG, Length Stat, and Bugfixes

Added another new gun, the AUG, and added an Overall Length/Total Length stat to all guns currently in the game, which will play a role in the upcoming campaign level.

Full Changelog


Added



  • AUG and its’ associated sprites and sounds
  • Gun total length stat

Changed



  • Refactored Loadout UI code

Fixed



  • Correct ambient sound now plays on the Grocery Store contract map
  • Gun positioning on the humanoid backpack and bomb planting animations
  • UMP collider has been shortened to match the visible sprite’s length

UMP, .45 ACP Adjustments, and Bugfixes

A brand new gun, the UMP, has been added and will show up in the next campaign level. It can also be unlocked through the ingame loadout menu. Along with the UMP, .45 ACP and the M1911A1 have been rebalanced as it was erroneously using 9mm muzzle velocities when calculating its damage output, which resulted in it inflicting significantly more damage than it should.
The friendly AI was causing some annoyances on the latest “Rule of Law” campaign level and so their behavior has been adjusted now so they will no longer crowd around the player. An issue was also found with Separatist AI causing errors due to them referencing a gun they weren’t actually using which has been fixed now.

Full Changelog


Added



  • UMP (sprites, sounds, magazines)

Changed



  • M1911A1 now uses a realistic muzzle velocity whereas it previously was using the same muzzle velocity calculations as the 9mm handguns, causing it to be rather overpowered.
  • Friendly AI on the “Rule of Law” campaign level now get in the way much less frequently

Fixed



  • AI no longer get stuck in the reload animation
  • Separatist soldiers no longer reference a default M4 which would throw errors.

Map fixed and other bugfixes

Several bugfixes in this update, most notably the issue with map objective markers being off in the newest Hot on the Trail has been fixed.

Changed



  • Map in the “Hot on the Trail” campaign level now changes when moving between the Savannah and Plantation, and the final objective is now marked on the map.

Fixed



  • Delivery truck can no longer be seen through and now acts as a solid obstacle
  • Injuries on friendly AI are now always visible, rather than only when they are in view
  • In-game map offset calculation. This fixes the markers being off in the new Rule of Law level, and allows for the map to be changed mid-level
  • AI in the campaign level “Hot on the Trail” gun positioning and animations synchronized

Rule of Law Campaign Level Released

The next campaign level, “Rule of Law” is out and playable now! As with many of the campaign level releases so far, there’s a lot of new content, mostly focused on improving South Miji and the many sub-maps (such as the Grocery Store from a previous update) belonging to it.

The next update will focus on some new weaponry that will be used in the upcoming campaign level, and some annoying behavior with friendly AI will be ironed out.

Full Changelog


Added



  • “Rule of Law” campaign level and related content (sprites, sounds)
  • Helicopter startup sound
  • South Miji full city map
  • Several new areas to South Miji

Changed



  • Lowered helicopter audio
  • South Miji grocery store exterior improved

Fixed



  • Parked Mi-8 on the Wolf HQ no longer spins up rotors when the level starts.
  • 417 Sniper left-side idle animation positioning now aligns with the holders’ hands.
  • Null Reference Exception is no longer thrown when changing Footsteps (Other) volume level in a level where dead AI exist.
  • Vehicle engine audio loop now references realtime before replaying the sound rather than ingame scaled time which would cause the audio to cut out if the game was paused.

417 Sniper Improvements

The biggest change in this update is the 417 Sniper, which received a major face lift. I noticed several inconsistencies between the top-down and side-view sprite of the 417 Sniper, which then evolved into remaking and touching up large parts of the gun’s art.

The focus for the next update will be AI animations to make them work the same way as the player. Currently, they’re handled by two completely separate animators, but this will be changed so AI can be animated in the same way. As of this update, the AI gun positioning and movement are now handled in the same way as the player, and all other animations will follow suit until both are unified.

Full Changelog


Added



  • Road flare sprite, sound, and effects
  • West and northeast parking lots to grocery store map, and more detail behind the store itself
  • New sprites: delivery truck, traffic cones

Changed



  • 417 Sniper side-view and top-down sprites.
  • 417 Sniper calculated length shortened
  • Gun positioning between AI and the player are now handled the same

Fixed



  • Roof collider calculations now account for upscaled sprites, rather than using the direct size itself (this was causing some roof colliders to be significantly smaller than the roof itself)
  • Discrepancy between 417 Sniper side-view and top-down handguard sprites looking completely different.

Grocery Store Contract Map

The next campaign level is taking a while as it requires a large portion of the South Miji map to be finished. So in the interim, I’ve added a new playable contract map – the grocery store. This is one of the newly created South Miji areas, and is just one of many that will appear in the next few campaign levels.

Full Changelog


Added



  • Grocery store contract map
  • Bathroom sprites
  • Grass patch sprite
  • Grocery store sprites
  • Elevator music loop
  • 417 sounds
  • Shopping cart sounds

Changed



  • More small clutter on the Airport map
  • 417 Sniper now uses a unique set of sounds
  • South Miji map updated with grocery store and other structures for upcoming campaign levels

Fixed



  • Small clutter objects no longer obstruct your FOV
  • G17 dryfire sound now uses a striker-fired dryfire sound effect
  • M1911 magazine instantiation in survival mode no longer throws an error

"Old Friends" bugfixes and upcoming level preparation

Mostly bug fixes relating to the “Old Friends” campaign level, though some content for the upcoming level has also been added in this update as well.

Full Changelog


Added



  • Police variant of the “American Cold-War era sedan” vehicle

Changed



  • Optimized “Old Friends” level code
  • Some South Miji map changes for the upcoming campaign level

Fixed



  • Screen overlay now fades again on successive calls
  • Wires are now also destroyed along with the mortar round in the “Old Friends” level
  • Player control always re-enables after restoring from a checkpoint on the “Old Friends” level