- Fireteam AI: We’re addressing the edge cases that can sometimes cause AI to get stuck in the environment, fail to engage nearby enemies, fail to heal you when incapacitated, push you out of position when aiming, or get in your line of fire.
- Stability: We’re fixing the nine most common remaining crashes across a variety of hardware.
- Performance: There are a number of things we’re doing to improve graphics performance right now. Additionally, our team has been optimizing AI and game mechanics by taking deeper advantage of multi-threading on CPUs.
- Movement and Shooting: We’re addressing issues that can cause movement and shooting to feel sluggish and clunky sometimes.
- We’re going to give players more elbow room across each mission to observe situations, and make interesting tactical choices, before the shooting begins. While Six Days is already a very tactical game as you’re clearing houses and engaging enemies, we’re going to make your pre-engagement tactical choices interesting and valuable.
- Six Days does not do enough right now to build tactical proficiency in players before they face certain challenges. This is because we’ve taken a purely procedural approach to missions in which any one of a number of tactical challenges can present themselves somewhat randomly. Instead, we’re going to focus each mission on specific tactical challenges and ramp players into tough tactical challenges more gradually.
- We’re building a class-based progression in which you can allocate Rank Points you earn from your success to upgrade your character’s weapons, equipment, abilities, and cosmetics.
