That's great to hear!
Send me an email to edwelch@astronautz.com and say which OS your using and I will send a link
> First of all thanks a lot because this demo is great and already looks like a released game. The graphics, animations and sounds are almost too good for a game that has an old school spirit (I’m 50 and this game reminds me of older things like tactical board games without computers).
Thanks very much!
>I really appreciate that the roadsigns are written on both sides.
>It seems something has changed in comparison with much older versions concerning the fullscreen mode. I often press my task bar by mistake. I use an old 2017 MacBook Pro running Mac OS Big Sur 11.7.7. With older versions I had to press escape to leave fullscreen as far as I remember.
I found a lot of bugs for full screen and multi-monitor support, which will be fixed in next version. Hopefully, it's fixed for the Mac version too. (Unfortunately, I have only an old Mac to test on)
>I have one question about the hidden ammunitions. I end up a fight with all ennemies dead (victory) and there are no allies. Do I have to « explore » all the buildings to find it? If I leave the place without walking in the buildings, do the hidden ammo appear in the « loot »?
Yes, it is picked up automatically, but only if you blow open the barred up door with a grenade. That was meant to be an Easter egg. I didn't know if anyone would find it ;). In next verison the player will be told where the loot is on completion of a quest
>Another question. One of my merc is in interrupt mode aiming a closed door. An enemy opens the door and shoots at him. Is it a bug or is there a « random factor » related to the interrupt level of my merc? Is it some way to reduce « door camping »? It happens sometimes and is often frustrating obviously, but I need to know…
It's a bug. I'm still trying to track that one down.
> Weird funny bug (happened only once for many hours played): Wartsky goes from 1 or 2 to 9 experience points gained after battle. Happened when I switch applications without closing them using Command + Tab shortcut but not sure this causes that. He had +1 or +2 xp, I had to quickly check something on the internet, I go back to the game and he has + 9!
That's weird alright. I will look into it
> I have played early versions and must admit the AI improvements are impressive, which is important for me. The ennemies went from stupid / heroic to clever / vicious.
Yeah, the AI was completely rewritten in version 1.4. Before that it was not good.
> Much less often than with previous versions the game quits by itself. It seems it happens right after choosing a destination on the map.
I will look into it
> I’ve had hostages already running (no building could be identified as jail also) when arriving. Bugs with hostages seem only to happen when quest is canceled or when allies are already on site. Most of the time it works fine.
I discovered a lot of bugs in the hostage quest. They are fixed in the next version.
> I’ve reported a few bugs but they happened very few times in comparison with many hours played.
> I’ve red in the comments some people complained about funding but it really isn’t an issue for me.
That's good to hear. It could be that some people play in "iron man" mode. They would be paying more money for hospital care if they were doing that.
> I really like how partially random is the game, like shuffle cards. It can lead to surprises that are challenging, and it’s much better than fully scripted game, way less boring if played again from beginning.
Yes, that is the idea
> You’re doing great with this game.
Thanks for the compliment and thanks for providing great feedback!
I hope to have the next version finished soon
In theory, you could change the number of soldiers in each militia gang by modifying the file "initMilitiaList.xml", but it hasn't really been set up for modification by users ( it is in Program Files (x86)\MercTactics, which is a protected directory)
Maps are all generated randomly, so can't be changed
Thanks very much :-)
The latest version is on the main page: https://ed-welch.itch.io/merc-tactics
Hi Petr,
> Enemy behavior is great, a huge improvement compared to the earlier releases.
nice to hear that :)
> In the savegame that you provided the prison is on one side of the map and the enemy troops are in a building on the other side. So I can just walk to the prison, blow the door, let the hostage escape and then retreat. Without any enemy contact I get the reward. Possible solution: enemy troops should be located near the prison and patrol there, making it hard even to approach the area.
It could just be the save game that I gave you. Normally the scene generator is meant to put the prison fairly far from where your soldiers deploy to make the quest harder.
> If I get a hostage rescue mission I can wait (on the strategic map) for allies to weaken the enemy troops. When the enemies are almost eliminated I join the battle. The battle is won easily and I get the reward. Maybe it would be better to get the award only if a player is really taking part of that mission.
I never considered that some one would do that. good catch.
> When the alarm sounds, enemies don't really seem to head for the prison in order to kill the hostages. Actually in all the hostage rescue missions that I have played (normal and hard) never any enemy tried to get close to the prison. I think they could be more determined to do so.
> After finishing a hostage quest successfully, sometimes the popup which tells you where to go for the reward does not appear. However it appears when you drive to another city and then drive back to the city where the hostage was rescued. Same bug occurs sometimes, when you drive to collect the reward. Sometimes you have to enter the city several times until the reward pops up.
Yeah, I already found many problems with the hostage quest and already fixed them. Fortunately they're not show stoppers.
> Weapon balance: I think grenades and especially the grenade launcher have a very high range, damage an accuracy. Considering the explosion radius the grenade launcher has a range comparable to the FAL sniper rifle. Other weapons fall short. Maybe assault rifles and snipers should have higher firing range to compensate the advantage of nades.
Yeah, I could make sniper rifles a bit longer range - but if I make it too long the game gets hard to play. The grenade launcher is the most powerful weapon in the game, but 40mm grenades ammo for the grenade launcher are very scarce, which makes it more balanced.
> As you already have included hostage rescue missions: what about turning it the other way around? In assassination missions the player does not have to rescue a hostage but he has to enter a building and kill the enemy leader. Mission is over when this goal is achieved, remaining enemies surrender. That would be an interesting change to the normal kill-everybody missions.
That's a good idea. I am also toying with other quest ideas, such as defending a village against enemy onslaught.
Anyways thanks for the great feed back
Ed
Hi Petf,
There's not really any specific things to be tested.
You could try this game save - it's just at the point that you can do the hostage quest: www.astronautz.com/gamesaves/s9_0165.bin
Also, this is one from the same campaign, but more advanced:
www.astronautz.com/gamesaves/s13_0337.bin
Also, there is a now "hostage" selection in the quick battles.
Send me an email if you need a link to the full version of the game
There's several ways to generate cash. You can sell damaged weapons at the scrap merchant. Also, there is a weapons buyer (only available in full version). Also, if you help Ben Dabi militia in a battle, they may offer to trade weapons for cash. You should also manage spending frugally. For instance, it's not too wise to send soldiers to hospital when they are only down to 80% health - wait til they get down to 60% (you are charged the same rate either way). Also, avoid spending money on repairing weapons that are only marginally better than the ones you already have.
Hi Shitar, I'm glad you like the game.
> I've had a bug with the same popup dialogue with Zanata telling me we split and see in Ben Dabi. This popup is supposed to happen once but it was showing again allways at the same location, followed by the game quitting. Things were ok as long as I was voiding this location.
That bug was fixed in 1.8
>I am sometimes a bit annoyed by the visualization of the soldiers on the map. In some very few cases (mostly small buildings and / or small rooms / small corridors) For these cases I would like to switch the visualization to another axis that is not available. Besides, I got used to this little inconvenience and it's not something that would stop me from playing.
Actually, you can flip the camera angle from the HUD (also by pressing 'F' and 'V' keys)
>Also not a big deal but I guess it would be better with roadsigns readable from both sides (I send pictures for showing).
You're right, I need to improve the signs.
Hi Shitar,
I tested the MacOS zip file and found that it had somehow got corrupted. I uploaded a new file for the Mac version. Try downloading it again, it should work now. Thanks for reporting the issue.
Anyways, I'm glad you like the game. I spent a lot of effort on the AI algorithm and that seems to have paid off ;)
This is how the new inventory system now looks:

There are 4 pouches that can hold small items, such as silencer, or grenades and two spare gun slots. For simplicity they can hold any type of gun. The soldier will be restricted to only being able to carry two guns. Changing weapon now costs only 1AP. Launching 40mm grenade costs 11AP, while throwing a normal grenade costs 12 AP, as before.
Some more developments. There are three types of 40mm grenade fuse:
In the next version the inventory system will be expanded. I am trying to keep it simple as possible. This will allow for more grenades to be carried and also make it slightly more realistic

The new system, there are the following slots:
1 hand slot for current weapon
1 holster slot. Can only hold hand guns
1 armour slot, as before
1 long weapon slot (on shoulder sling), can only hold long weapons (rifles, machine guns, submachine guns)
4 -6 pouches, which can store small items, such as grenades, silencers, etc.
In the next version of Merc Tactics will have a free hostage quest.
Ben Dabi soldiers will surrender if they are badly out-numbered in a battle and then will be taken hostage. Then, one of their comrades will offer a reward if you help to free them. The hostages will be kept in a locked prison building and you can either try to break them out by blowing one of the doors off, or you can just kill all the enemy and they will be freed at the end of the battle. However, once the enemy soldiers detect a break out attempt, they will try to kill the hostages, so you have to protect them.


Hi Petf,
Nice to hear from you again ;)
> I have been playing on a Windows 10 Convertible / Tablet. Performance is good, but the volume buttons toggle the main menu when in combat mode. And when the enemy is moving the volume buttons make the screen rotate.
Yep, I see that that bug. Quite wierd. I will try and fix it.
> One minor issue/bug: When picking up a soldier from hospital after healing, his ability scores still are reduced (due to injuries suffered). When entering the next battle the ability scores return to the normal values though.
I could not reproduce that. Maybe you are taking about temporary AP loss?
> Concerning the gameplay: The AI is throwing far less nades now, maybe because of the changes to the algorithm you made?
Yes, the AI algorithm is rewritten, including the code for throwing grenades, but I don't see them throwing less grenades than before. It could be just random luck that you didn't come across situation where AI had chance to throw.
> And it drops less usable weapons. Before good weapons could be found all over the place after a battle. Now I have to take the broken weapons to repair.
I did not change the code that decides to drop good weapons. There is a certain amount of luck involved, so it could be just down to bad luck.
> Even Leonidas didn't bring his G36 when he joined my team, only a handgun :-/
Yes, that can happen. Militia have their weapons reassigned after a battle, with strongest soldiers getting best weapons. If Leonidas gets injured then he falls down the pecking list and can get a worse weapon.
> Concerning the AI skills: Great improvement! AI movement is less predictable and they move to very good places to take cover, flank etc. I also found the AI to literally learn from my tactics. When I managed to kill some enemies from a good spot, they just rounded up some snipers and waited for interrupt. This is great because it keeps players moving and stop camping in one place all the match.
That's good to hear :-D
> I am playing on very hard and it is insane! Like a match of chess: when you make one mistake you lose :-) I know you don't want the AI to be unbeatable, but I think it is ok, it is beatable, it is just really hard.
Yep, on hard level even I struggle to beat the enemy ;).
> You wrote that you will have to either reduce the amount of enemies, or make them weaker. I don't think you should make them weaker. I think the solution will be the campaign layout: if you make a player encounter enemy teams with about the same strength, the game is playable. But it is impossible if you make a team with a strength of about 1000 fight an AI team of 12000. So I think in the campaign layout the enemy strength could be reduced in some cities and that will do the job. You could also make better weapons available in the earlier stages of the campaign. In my opinion the most difficult matches happen when the AI has better weapons (AK47 against handguns/submachine guns for example, or snipers against AK47).
The player needs to be careful not to attack an enemy that's too strong. Usually there is a choice of attacking a weaker enemy first. (I even have a help tip that pops up to advise about this). I think the weapon assignment is ok. Because of the randomised campaigns it's not very predicable what weapons each militia group will have, or if they drop good weapons. The player might get better guns earlier in one game and not in another.
I've been busy restructuring the AI algorithm. The AI soldiers have three main attack strategies: standoff attack, zerg-rush attack and flank. They also have various "tasks", such as patrol, pick up weapon, investigate noise, change weapon, etc..
Previously, the task would be chosen by hard-coded logic. I changed this to use a generic algorithm, which generates a score for each task based on various parameters and picks the one with the highest score. I've being testing this and I think it improves the AI hugely. Unfortunately, now the AI is much smarter and harder to beat. So, I'm going to have to either reduce the amount of enemies, or make them weaker.