Over the Summer, I worked on a bunch of areas. I’m breaking this post up into sections to go over the updates for everything. The biggest thing was adding all the factions to the game. This increased the workflows from 4x to 16x, which is why there was a lot of time between updates.

Hangar


The hangar is the main view to unlock new variants in the game. Researching new technologies will make available new vehicles and variants in the game which can then be unlocked using EXP earning in combat missions.

The biggest change here is there are now 16 FACTIONS available in the game to choose from this greatly increased the scope of the game, the last faction the Turkish faction is still WIP but can be added quickly once I finish the rest of the game.

Let’s do some easy math just you understand how much content we are talking about.
Each (16) faction has X 65 categories of vehicles to choose from across AIR, SEA & LAND. Each category has 2-5 variants for each category. We are talking thousands of variants.

Each variant has its own stats and weapons, sensors, and capabilities.

These stats cross both the 4X gameplay and the vehicle combat, when you lose a tank in combat missions you must replace it in 4X gameplay. Meaning each loss counts.

Streamlined the GROUND vehicles, I have removed the Armed Recovery and Armed Breacher vehicle class temporary until I can improve the gameplay mechanics. How much fun would playing a combat towtruck mission be? How much fun would breaching a minefield be with constant waves of FPV drones attacking you? These are the tentative mission concepts for the ARV and ABV vehicle types but require more time in the often. I am committed to adding this to the game.


Comment in discord if you like this idea.

Vehicles – Lots of updates to vehicles mostly adding new ones and new variants, working the data and models the next update should have lots more finished.
UGV: Updated the US UGV class with 4 variants.
UGV: Updated the EU UGV class with 5 variants.
UGV: Updated the CN UGV class with 3 variants.


MRAP: Finished US MRAP with 8 variants. Also in combat missions.
MRAP: Finished the EU MRAP 2 Vehicles (FENEK/DINGO) and 5 variants. Added NEW VEHICLE for EU Dingo MRAP.
MRAP: Finished Western Milita MRAP (Humvee) with 8 variants.
MRAP: Finished Russian MRAP with 5 variants.
MRAP: Finished Chinese MRAP with 2 Vehicles (VN3/CK313) and 13 variants. Is also in combat missions.
MRAP: Finished Eastern Milita MRAP (BDRM2) with 5 variants.
MRAP: Finished Cartel Milita MRAP (Spotter Sedan/Coupe) and 2 variants.
MRAP: Finished USAN MRAP (Inveco 4×4) and 3 variants.
MRAP: Finished Iran MRAP (SKREK) and 5 variants.
MRAP: Finished South African MRAP (Mamba) and 6 variants.


WHEEL IFV: Finished US Stryker and 8 variants.
WHEEL IFV: Finished RU BTR and 4 variants.
WHEEL IFV: Finished CN Type 11 and 2 variants.
ASSAULT: Finished RU Assault Vehicle (BMPT) and 3 variants.
TANK: Finished the US Tank Abrams and 4 variants; updated the M1A3 textures and mesh.
TANK: Finished the EU Tank with 3 vehicles (Lecler/Leopard/Challenger) and 8 variants.
TANK: Finished the Western Milita tank (M60A3); updated the textures.
TANK: Finished the RU Tank with 3 vehicles (T-72/T-80/T-90) and 8 variants.
TANK: Finished the CN Tank with 2 vehicles (ZTZ-96/ZTZ-99) and 3 variants.
TANK: Finished the Eastern Militia Tank with 1 vehicle (T-72) and 1 variant.
TANK: Finished the USAN Tank with 3 vehicles (Orso/AMX40/Leopard1A5) and 3 variants.
TANK: Finished the IN Tank with 3 vehicles (Arjun/T-90IN/T-72I) and 3 variants.
TANK: Finished the SATO Tank with 3 vehicles (K1A1/K2A1/Type 10) and 3 variants.
TANK: Finished the NAA Tank with 2 vehicles (M1A1/T-72B) and 2 variants.
TANK: Finished the Islamic Militia Tank with 2 vehicles (Safir/T-62M) and 2 variants.
TANK: Finished the MEU Tank with 1 vehicle (Merkava) and 3 variants.
TANK: Finished the Iran Tank with 3 vehicles (Safir/Zulifigar/Karrar) and 3 variants.
TANK: Finished the South African Tank with 2 vehicles (T72MCZ/Oliphant MK2 ) and 2 variants.
TANK: Finished the Western African Tank with 3 vehicles (M2002/Type 69A/T-55M) and 3 variants.
TANK-DESTROYER: Finished the US TD with 1 vehicle (M10) and 2 variants.
TANK-DESTROYER: Finished the EU TD with 1 vehicle (Centauro) and 2 variants.
TANK-DESTROYER: Finished the RU TD with 1 vehicle (Sprut) and 1 variant.
TANK-DESTROYER: Finished the Western Milita TD with 1 vehicle (AMX-13) and 1 variant.

TANK-DESTROYER: Finished the CN TD with 1 vehicle (ZTZ-15) and 1 variant.


AAA: Finished the US AA with 1 vehicle (Stryker SHORAD) and 2 variants.
AAA: Finished the EU AA with 1 vehicle (Skyguard) and 2 variants.
AAA: Finished the US AA with 1 vehicle (Stryker SHORAD) and 2 variants.
AAA: Finished the US AA with 1 vehicle (Stryker SHORAD) and 2 variants.

SAM: Finished the US SAM with 1 vehicle (MATV/PAC3/NSAM/SKYHUNTER) and 3 variants.
SRBM: Finished the RU SBRM with 1 vehicle (Islandker) and 1 variant.
SRBM: Finished the CN SBRM with 1 vehicle (DF-21/17/15) and 3 variants.

HEAVY SUPPORT: Finished the US HEAVY SUPPORT (HEMTT) and 5 variants.
HEAVY SUPPORT: Finished the EU HEAVY SUPPORT (Euohaul) and 3 variants.



Hangar (Air/Helicopter)
New hangar backgrounds for each faction.

TWIN ENGINE: Finished US TWIN FIGHTER (F-15E) and supports generic custom weapons load out.
The option for customizing the weapons loadout of aircraft is done. This is one of the major milestones in the games as it allows for player-saved customized load-outs, it will appear first in aircraft combat missions, and allows for you as the player to customize the hardpoints of aircraft you unlock, this code will then be reused for allow for naval ships VLS systems. More updates on ships in the next big update. You can find the custom loadout in a new button in the menu below.

If you have played other vehicle combat games, customized loadouts is a complicated and dynamic thing. Getting the UX for this took time and is still WIP. The updates allow you to customize each hard point and save the variant to play in a combat mission. Each aircraft has fixed number of hardpoints and each hardpoint has rules about what can and can’t be mounted onto it, loadout can change the performance of aircraft so keeping this balance is key.

Weapons loadout changes the stats of aircraft so if you add external missiles to a stealthy aircraft you increases its RCS.
These are applied to your combat mission aircraft during gameplay so make sure you are aware.

The loadouts effect, the radar cross-section, dry mass, top speed, g-load, and climb rate of your aircraft.

Weapons stats are displayed on the info cards.

High-resolution cockpits for most aircraft are done. I will add more as I roll them out. This takes time. As far as programming switching and buttons in the cockpit. I am cutting this for now due to the scope of it, I have prototypes of this working so it is possible. But for sake of time, only the MFD displays will be functional.

Some factions required entirely unique assets which had to be created from scratch this process takes time.


Weapons UX Updates


Research Manager

The research mechanics are divided into two sections, the tech tree and the researcher list.

The Tech Tree displays all the research available in the game there are currently ~250 research nodes in the tech tree spread over 10 branches. Research can unlock new vehicles, infrastructure, resources, perks, and trigger events that change the state of the world. The goal is to conduct research that will improve the lives of your population and keep them happy, this prevents protests and the eventual forming of rebel groups which you will have to fight in vehicle combat missions.

Working on the agent unlock research, researchers have specializations, and ensuring the right researcher is assigned to the right research will speed up development. Researchers have some RPG stats; they age and have a loyalty rating. Less loyal scientists can become spies. If you suspect a researcher works for a foreign government, you can arrest or exile them. I am working through these mechanics, but the basics are all in place, and I am back-filling research data and balancing the time to research unlock for the right balance.


Kill Capture Destroy is a Real Time Strategy and Combat game that blends gameplay of popular military vehicle games and deep strategy and simulation games that let you control the government and politics behind the wars. KCD mixes simulation and combat into one gameplay experience that must be played to understand. Build and research technology and infrastructure to change the course of your faction’s lives. For the better you can prosper, for the worse, all your territory will fall into civil war and you will fight your population. KCD uses a procural agent-based AI system to make play through fully unique and dynamic. Combat missions feature full vehicle combat across large maps, air, sea, and ground combat is achieved using a mission of real-time naval combat, and mission-based ground and air combat. Players must decide to play or skip critical missions to achieve outcomes. Failure means fighting long-protected wars that drain resources away and make it harder and harder to maintain popular support.

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