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Dev Diary 4#: Infiltration into Turn-Based Combat

Hi everyone, I’m Evan Pongress, Lead Tactical Designer for The Lamplighters League. Let’s talk about what has become one of my favorite parts of the game: Real-Time Infiltration!

Infiltration​

In the game, you’ll control a small and desperate handful of Agents who must contend with a much larger and far more dangerous foe: a vast and sinister organization calling themselves the Banished Court. Facing them in a head-on battle would be suicide, so covert tactics – stealth, theft, sabotage, and assassination – is the order of the day.

Nearly every mission involves you secretly entering enemy territory, going where you’re not supposed to go and doing what you’re not supposed to do. “Infiltration”, then, has been a key core fantasy that we wanted to build our tactical game around from day one. Features like Takedowns, Hiding and Cloaking, Noise, and AI Awareness all exist to support that infiltration fantasy, which we’ll look at in further detail below.

Real-Time​

Early in development, the team made a decision that would profoundly affect all game and level designs from then on: when not in turn-based combat, the player would infiltrate enemy territory in real-time. It was simply more intuitive, more exciting, and less effort for us to sneak around in real-time than when we play-tested in turn-based mode. Infiltration wanted real-time. There are many reasons for this, but a good example of what fun moments real-time can provide is when you hide an Agent on the opposite side of a statue or pillar, scooting around to stay out of sight as a patrol of Enforcers marches by. We found that moment, fraught with tension and suspense, harder to achieve in a turn-based context.

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Over the course of our development, we ventured down many, many roads. It was a long journey, but in the end we had to listen to what the game itself wanted, providing us with a set of principles and features that brought everything into focus and gave us the real-time experience we were looking for.

Let’s dive in!

Mission Start​

Every mission, you will choose three (and later, four, in larger, more complex missions) Agents to complete a particular objective, whether it be to destroy, steal, sabotage, or assassinate an important target. Each mission begins in real-time mode, and you’ll control one Agent at a time with either the keyboard/mouse or a gamepad. Non-controlled Agents can either tag along in “follow mode” or be detached to hide out of sight. You can switch between Agents at any time.

Your Agents walk by default, but you can also sprint with the added risk of making more noise.

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Exploration and Ambush​

Throughout real-time infiltration, your goals are to:
  1. Explore the environment
  2. Locate, keep tabs on, and avoid enemies
  3. Look for Takedown opportunities
  4. Look for opportunities to use the environment to your advantage
  5. Set up to execute an ambush and enter combat

There are many rewards for exploration. Hidden items can be found tucked away both within combat areas and in shadowy corners: consumable items like Bandages and Frag Grenades; campaign currencies like Supplies and Intel; and even Lore items that shed more light on the world of The Lamplighters League. Some of these items may be behind locked doors or impassable walls; the traversal abilities of the Real-Time Roles will help there (more about them below).

Perhaps the biggest benefit to exploring is seeing where the enemies are, and how they’re moving around. Enemies have Awareness – sight and hearing – and can detect and investigate suspicious activity. They’ll come looking if you pique their curiosity, so it’s in your best interests to stay hidden until you’re ready to strike. Your Agents can Hide behind cover or even in tall grass, letting them surveil the area without being detected themselves.

Combat is inevitable; at some point you will have to “go loud” to accomplish your objectives. You do, however, have a lot of power to shape that fight before it happens. First, each of your Agents has a special Takedown ability depending on their Real-Time Role, allowing you to quietly (or not so quietly) remove enemies from the fight before it happens. In addition, the environment itself has many opportunities to exploit. Oil barrels can be punctured to flood the area with flammable oil, ready to be set on fire with a Shock Mine, or a precariously hanging torch, or a crate of dynamite conveniently surrounded by goons. Water barrels can similarly be emptied and then electrified (again with a Shock Mine) to shock unsuspecting enemies standing within. Be creative!

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Once you’re ready to fight, you can position your Agents for the perfect ambush. You’re able to manually enter Turn-Based Mode at any time, which gives you access to each Agent’s combat abilities. You can move your Agents into position, set up Overwatches, then attack to start the fight. Your Agents always receive a 15% to-hit bonus on the first round of combat, so make it count!

Once you take the shot and the enemies are alerted, they get a “defensive move” to either seek cover or advance. If combat starts because they detect your Agents first, however, then they take their defensive move immediately.

If you do get caught, it’s not the end – combat begins! Each of your Agents has their own unique set of attacks and abilities that give you plenty of tools to turn any stealth slip-up into a combat success. We’ll be talking more about combat in next week’s dev diary.

Real-Time Roles and Takedowns​

Each of your Agents is assigned one of three different Real-Time Roles:
  • Sneak
  • Saboteur
  • Bruiser

These roles give your Agents at least two abilities each: one for traversal and one to permanently KO enemies, also known as a Takedown.

Sneaks​

Examples: Celestine, Jian, Lateef, Purnima

Sneaks have a variety of tools to move through enemy territory undetected and get to where they are not supposed to be. First, enemies cannot detect a Sneak when the Sneak is behind them, which is important for their Takedown, Sucker Punch. Sneaks are also much more quiet when sprinting, allowing them to cover ground quickly without arousing suspicion.

For traversal, Sneaks can Clamber up the side of certain sheer surfaces without a ladder, accessing areas that other roles cannot.

For the Takedown, the Sneak can creep up behind a target and Sucker Punch then, quietly dropping them to the ground with a single hit. Sucker Punch is best used on lone sentries or single patrols that stray too far into the shadows.

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Saboteurs​

Examples: Alexandrite, Ana Sofia, Eddie
Saboteurs use their knowledge of technology to outwit their opponents and access restricted areas. They can Pick Locks to open most locked doors, giving you access to whatever is hidden on the other side without needing to find the corresponding key.

By far the most versatile Takedown, the Shock Mine is a small noise-maker that can be thrown near an enemy to lure them away from their post. No mere toy, the Shock Mine will detonate in an electrical burst when stepped on, knocking out the target – and both igniting any oil or electrifying any standing water beneath it. Shock Mines reward creativity and are best used to lure single enemies away from groups to dispatch them at a safe distance.
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Bruisers​

Examples: Fedir, Ingrid, Judith

Bruisers are not concerned with subtlety; their approach to infiltration is hard, fast, and loud. They can Bash through any weak walls in their way, opening new paths for you to explore or use to escape. The crash of tumbling stone may draw enemy attention, however, so be on your guard.

Their Takedown, Slam, is equally brusque: when engaged, the Bruiser charges forward to knock out up to three enemies in a line. Brutally powerful, but also loud, Slam is best used on small groups of enemies or as the first flying elbow into combat.

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Takedowns Limitations​

Takedowns are a powerful weapon in your arsenal and can turn an impending difficult fight into an easier one. They do have limitations, however.
  1. Takedowns are only available in Real-Time Mode. Once in Turn-Based Mode you’ll need to rely on your Agents’ combat abilities to down your foes.
  2. Takedowns are limited by charges. You’ll have a finite number of Takedowns to use per role, so choose your targets wisely. Be on the lookout for a “Second Wind” pickup, however, which can refill one Agent’s Takedowns and Signature abilities!
  3. Takedowns leave bodies behind that patrolling enemies can find, sending them into a frenzied search for perpetrators. Keep your location in mind when planning Takedowns!
  4. Some of the stronger and more… unusual enemies are immune to Takedowns! You’ll know them when you see them, so if they’re around, you’ll need to be extra careful!
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More to Come​

I hope you’ve enjoyed this brief look at the Real-Time Infiltration mode of the game. Just as infiltration inevitably leads to combat, our next dev diary will take a closer look at the Turn-Based Combat part of the game, where your individual Agents and the nefarious foes they face really come alive.

Want to keep the conversation going? People in our alternate take on the 1930s communicated via letters, telegrams and psychic visions, but most of you only have access to two out of the three, so you can drop by the Forum or the Discord to talk to Harebrained Schemes developers and other fans about The Lamplighters League. The bravest among you may even venture to follow us on Twitter.

Evan Pongress
Lead Tactical Designer

Forum: HBS_EvanPongress
 
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Still trying to wrap my head around real-time movement of three operatives at the same time… though leapfrogging one at a time might turn out to be the best.

I am really looking forward to the “15% to-hit bonus on the first round of combat.” Achieving tactical overmatch through stealthy prepositioning of personnel, effects and firepower should result in such substantial bonuses.
 
Uhm, it would be interesting if noise perception was based on the enemy instead of the character generating a circle/sphere of noise that enemies in reach can hear it.
That way, assuming the game surely will have eldritch creatures that man should not know their names. Their eldritch awareness, could prevent you to get too close to them to begin with.
 
Uhm, it would be interesting if noise perception was based on the enemy instead of the character generating a circle/sphere of noise that enemies in reach can hear it.
The enemies can have different perception profiles. Some are extra-aware with a visually different cone of detection. Others will be in a sort of 'guard mode' and can't be snuck up on or distracted as easily.
 
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This is continuing to look great! Looking forward to when it releases.
 
I have trouble wrapping my head around on how well this works with a team. Do I hide members I'm not currently controlling somewhere, do they auto-follow? Do teams have a tendency to split up during infiltration?

Can I hide enemiy bodies? Or better yet, can I use them as lures - possibly mined ones?
 
I'm imagining it to be like Pathfinder WOTR in turn based combat mode. Explore the map in realtime, when the combat starts it switches to turn based combat. As long as a character is undetected we can see what we're facing and what we need to do to deal with the next combat.

Looks like this has a hint of Deux Ex as well perhaps.

Looking forward to this.
 
I have trouble wrapping my head around on how well this works with a team. Do I hide members I'm not currently controlling somewhere, do they auto-follow? Do teams have a tendency to split up during infiltration?

Can I hide enemiy bodies? Or better yet, can I use them as lures - possibly mined ones?

From the diary "you’ll control one Agent at a time with either the keyboard/mouse or a gamepad. Non-controlled Agents can either tag along in “follow mode” or be detached to hide out of sight. You can switch between Agents at any time."

So while you're Grouped-up, you control one agent and the others automatically tag along like 'ducklings' behind them. The ducklings will navigate the terrain (climb ladders, vault over boxes, etc.) all on their own, to keep up with the lead agent. You can also switch between who is in the lead at any time.

You can Un-Group at any time to control just one Agent -- at which point the others will stay put. And then you can switch between which solo Agent you're moving.

With these options, you can explore the map with one agent at a time or the whole group, and position each agent individually if you want to set up an ambush. So if you really want to Split-The-Party, you can do that. Or keep them tight together the whole time.

You can't hide enemy bodies, but other enemies WILL become alerted if their patrol pattern comes across a dead comrade, which you might be able to use to your advantage.
 
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Sounds a lot like Shadow Tactics and Desperados 3, and those are great stealth games. Some of the skills are very similar.
With the turn based combat on top i guess it ends up as a sort of mix between those games and xcom.

It made me more interested in the game.
 
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It's not mentioned in the dev diary, but please make this realtime-with-pause not uninterrupted realtime. I can understand the benefit to immersion of contiguous movement (the edging around to stay hidden mentioned in the diary) and it sounds like it'll be cool and immersive. Still I really appreciate the ability to pause to think rather than getting overwhelmed and watching my agents do something stupid. I'd guess that sentiment is common among fans of turn-based tactics. Giving orders while paused would also address the difficulty of controlling 3 agents at once. I think Pathfinder: Wrath of the Righteous (mentioned above) is a good example of how I hope this works. The recent Company of Heroes III also did a good job of presenting a realtime game with tactical pause (in single-player) to order around many units at once.
 
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Hey Chengesu,

It's not mentioned in the dev diary, but please make this realtime-with-pause not uninterrupted realtime. [...] Still I really appreciate the ability to pause to think rather than getting overwhelmed and watching my agents do something stupi

While in real-time-mode, you can switch to turn-based at any time (and back again if you haven't yet aggroed the zone). So if you need to pause everyone's movement you can. It may not be exactly what you're envisioning here, but the end result may meet your needs.
 
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Hey Chengesu,



While in real-time-mode, you can switch to turn-based at any time (and back again if you haven't yet aggroed the zone). So if you need to pause everyone's movement you can. It may not be exactly what you're envisioning here, but the end result may meet your needs.
Interesting. I didn't realize you could switch into and out of turn-based mode multiple times. That seems like it might be harder to implement than a one-way switch, but I don't know your code. That'll meet my need to be able to pause to examine the map and think, so thanks. Is it possible to give orders in turn-based mode which will then be followed in real-time? E.g. you go here, while she goes there, while he throws this grenade seems like the kind of setup to create while paused then unpause to execute. But you suggested that the abilities in turn-based mode are different, so I'm not sure if that implies that switching into turn-based mode changes the set of abilities available.
 
Is it possible to give orders in turn-based mode which will then be followed in real-time? E.g. you go here, while she goes there, while he throws this grenade seems like the kind of setup to create while paused then unpause to execute. But you suggested that the abilities in turn-based mode are different, so I'm not sure if that implies that switching into turn-based mode changes the set of abilities available.
No, you don't set up abilities to go off in a programmed sequence. You're simply in the same turn-based rhythm-of-play as if combat had begun. You can do any of the things that you could do in combat (move, shoot, whatever special actions your agent has), all using Action Points. What you can't do anymore are real-time takedowns. But this is how you can 'go loud' on purpose and spring an ambush -- as shown in the GIF where Lateef shoots the dynamite. As soon as you attack, though, then all the enemies in that zone are alerted and the enemy joins you in turn-based play -- and once that happens, you can't switch back to real-time until the zone is clear.
 
Hmm… “real-time takedowns.” Yes please, I’ll be making the most of those for as long as the game permits. : )

Hmm… though finding new and exciting ways to “Go Loud” sounds fun too!
 
More info when?
The first four dev diaries were released a week apart, on Tuesdays. But it has been almost two weeks now since the last one. Maybe we’ll see another one tomorrow…
 
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I am a big fan of HBS and seeing the news about a new TBS game has me very excited. However, just from an immersion perspective, this tidbit irked my realism bone:
Oil barrels can be punctured to flood the area with flammable oil, ready to be set on fire with a Shock Mine, or a precariously hanging torch, or a crate of dynamite conveniently surrounded by goons.
There is no flame in dynamite. In fact, dynamite is a tool used to put out fires. Texas oil firefighters will surround a burning oil well with bundles of dynamite, then simultaneously detonate. The dynamite sucks all the oxygen from the air, instantly extinguishing the flame. It's hilariously astounding to watch.

If I have to ignore this small realism hiccup, I probably can. But hopefully it's still early enough to reskin the dynamite to another, more ignitable object.
 
I've been playing Jagged Alliance 3 and do not enjoy the real time stealth part at all. I'm glad to see the "turn based during real time" swap here.

Could you point me to where you found this info " turn based during real time swap" I cannot find it - I may have missed it somewhere I tend to just skim articles But I did reread this Infiltration diary without finding it. I also dislike real time in any form.