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Post news Report RSS Militia Faction Management, New Enemies & New Map!

This development update covers the addition of options at your disposal to strengthen the Sunny Pines Militia faction management, before the showdown with the rebels. This includes buying or crafting better equipment, recruitment, morale and more. Also covered is the addition of an optional mission to interrupt a rebel arms deal which takes place on a new map, against new enemies.

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Hello, and welcome to the January dev log for Prometheus Wept. I've wrapped up the militia pre-finale, where you will prime Sunny Pine's militia for confrontation with the rebels. This includes improving the militia's equipment through trade and crafting, recruiting new members, improving morale.

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In the militia pre-finale, you must decide how to best allocate your faction's cash and time.


You can also attempt to convince the mayor to print extra currency to be used in the war effort, or follow up on intel received about a rebels arms deal, in an optional combat-focused encounter. Doing so will briefly bring you in contact with one of the main factions of act 2. Each faction has preferences for the weapons they use, so there is an opportunity to get your hands on some new items here.

SPOutskirts2Attack, approach, sneak or observe. The choice is yours.


This encounter required a new map, which has been completed and is the final map for act 1. There are a number of options for handling the encounter, such as observing the group, approaching them, or attacking. If you approach them, you will discover that their goal is to deliver a crate of merchandise to you, which raises further questions on what exactly is going on. By attacking them, you can gain access a new weapon, a short-range, burst fire, sub-machine gun.

SPOutskirtsNight1

Up Next: Militia Finale & Minor encounters


Moving on to what's coming next. The focus for the next number of weeks will be two-fold. Firstly, I'll be working on the series of combat focused encounters which make up the militia finale. It's a fairly big piece of work, likely in the ballpark of 6 weeks. Second, I'm going to start addressing what I see as Prometheus Wept's biggest current weakness, namely, a lack of things to do outside the main questline. The goal here isn't to add large side-quests, but rather to focus on getting a decent number of smaller encounters, which breathes life into the world, and develops the characters.

That's it for now, thank you for watching. I'll check back in next month, and if you have any questions, comments or suggestions, I'd be happy to hear from you!

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