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Six Days in Fallujah

Six Days Gets Scary with Wargame Update. Featuring Increased Tension Through Customizable Missions, Weather & Time-of-Day, Flares, Sandstorms and New Game Mode: Wargame

Victura and Highwire’s first-person tactical shooter Six Days in Fallujah received its first new content today, with the release of the Wargame update.

With an all-new new game mo

de: Wargame, as well as weather and time-of-day cycles, night-time flares, sandstorms, FUBAR (Hard) Mode and more control over every mission through procedural sliders, Six Days in Fallujah is the ultimate simulation of the uncertainty of combat.


 The latest update features some game-changing additions, including: 


●      New Mode: Wargame

Wargame gives players extensive control over mission parameters before loading into the AO. Not only can players now choose specific missions and roles, they can also customize a multitude of battlefield conditions, like time of day, weather, building density, AI posture, and more.


●      Flares

A new rhythmic cycle of darkness and light during missions as bundles of flares are launched into the sky and illuminate the area of operations before slowly fizzling away. Be careful! Flashlights and muzzle flashes alert insurgents to maneuver against you in the darkness. 


●      SandStorm

Your biggest threat is no longer enemy AI, but reduced visibility that comes with sand particles, dust and debris, and heavy wind – all of which also messes with your comms. The Intensity of the sandstorm depends on the procedural roll, and it may even roll through the AO halfway through the mission. Just like Flares, the next mission is unlike any other.


●      Hard Difficulty (FUBAR)

The most adverse conditions are now available as an option for each mission, dialing up the intensity of the battle. AI enemies implement complex strategies and behaviors. ‘Survival Rules’ mean no re-spawning from the AAV and ‘No KIA Allowed’ ends the mission when any of your fireteam is killed.


●      Procedural Sliders

Players can now control timer length, or remove it entirely, as well as increase or decrease building population both internally and externally, change the dynamic of missions from an internal hunt to a sparsely populated shoot-out.

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