This is version 1.1 of the Impossible Mode. We have some changes now. ;)
======== V 1.1 ========
=-=-= | CHANGES TO GENERAL STUFF | =-=-=
- Turrets cannot auto-aim anymore
- AI can no longer panic when the player throws remote charges on them
- Marauders have a higher probability of spawning with a shotgun
- It now only takes two seconds for an AI to remove a remote charge from their body
- If an AI using a turret dies, another one will immediately go to take their place
- It doesn't take as much height to harm a player from falling
- Civilians are less likely to convert to your side
- There is a higher probability for marauders to raid you now
- It takes longer for the satellite weapon to recharge
- Hostages die faster when you leave them behind
- EDF Snipers have a higher probability of attacking you than civilians
- AI will notice you from further away when you're in a walker
- There is now a bigger morale penalty when the player kills a hostage
- Hostages have less HP
- You can now be penalized if a guerrilla dies from further away to another NPC (MUAHAHAHA)
- Convoys have been changed. They are faster and have 2x the vehicles
- Sectors are a little easier to liberate
- Reduced the spamming hordes of EDF in the Dust walker mission.
=-=-= | CHANGES TO MISSIONS | =-=-=
- All alert level caps have been removed from missions
- EDF reinforcements can appear at any time, regardless of the status of your mission
======== V 1.0 ========
=-=-= | CHANGES TO GENERAL STUFF | =-=-=
- A LOT more EDF and Marauders
- Higher levels of EDF tech
- Guerrillas are weaker and less reliable
- Takes MUCH longer to liberate a sector
- Upgrades are even more expensive
- Players take much more damage and EDF takes less (Depends on difficulty)
- The game is probably unbeatable. Good luck.
=-=-= | CHANGES TO MISSIONS | =-=-=
- The final mission of Dust has been changed so that not only do you have to worry about the artillery and marauders, but also swarms of EDF
- The second mission of Parker has been changed so you have to deal with swarms of EDF, even during the countdown of the timer
- In riding shotgun, alert level caps are raised and the vehicle only has half the health as before
- In raids, there are twice the EDF
- In house arrests, it takes less time for the EDF to kill the hostages and there are more reinforcements