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Core Side Mission "Dark Obsession" – Incorrect Door Setup, AI Behavior, and Event Discrepancies #175

@diamondinblue

Description

@diamondinblue

While playing the side mission Dark Obsession, I observed several discrepancies between the original FFG mission design and the current implementation in IC2. These issues affect both setup and AI behavior, and may alter the balance of the mission.

1. Setup – Missing Third Door

  • Expected: The original mission specifies 3 doors, starting open. They can be closed in order: first the one closest to Luke, then the next, then the farthest.
  • Observed: The app currently spawns only 2 doors (the one closest to Luke is missing).
  • Impact:
    • Rebels have an easier time closing the last door and gaining some time by separating themselves from the Imperials.
    • The risk/reward tension of investing actions to close 3 doors is somewhat lost.
    • Imperial progress is simultaneously easier (fewer doors to destroy) and harder (Rebels can “lock” themselves faster).

This was previously discussed on BGG (LINK) and identified as an oversight.

2. Closing Doors – UI and Text Issues

  • Observed (current state):
    Click for Screenshot1

    Image


    -- The rules panel text correctly states: “close the open door closest to Luke”.
    -- However, the buttons show “Close Outer Door” and “Close Inner Door” (see screenshot).
    -- Both buttons are active at the same time, implying doors can be closed in any order.
    -- There is no indicator which door is “closest to Luke.”
  • Problems:
    -- Button wording (“Outer/Inner”) does not clearly reflect sequential closing.
    -- UI presentation (side-by-side, both enabled) contradicts the written rules.
  • Suggested Fixes:
    -- Rename buttons to reflect sequence:
    -- - “Close door closest to Luke”
    -- - “Close next door”
    -- - “Close farthest door”
    -- Vertical ordering (top = closest, bottom = farthest).
    -- If not complicated: Enable only the next eligible button (e.g., second button only clickable once first door is closed).
    -- Update rules text for clarity:
    -- - "Once per activation, a hero may interact with the terminal (🔧) to close the next open door in sequence, starting with the one closest to Luke.
    -- - Doors must be closed in order: closest → next → farthest.
    -- - Each door can only be closed once. If it is opened again, it is destroyed and cannot be closed again."

3. Imperial AI – Target Priority

  • Expected: Imperials should target unwounded heroes first (since wounding all heroes is a win condition for the Empire), but if blocked by closed doors, they should attempt to destroy/open doors.
  • Observed:
    -- In the beginning they attack rebel characters, which is fine.
    -- When the first door is closed, they correctly get “Attack the closest closed door” option.
    -- After the second door is closed, this behavior disappears entirely(!). They then target only heroes, ignoring doors.
  • Impact: Doors may remain permanently closed, reducing Imperial threat.
  • Suggested Fix: Keep the attack door behavior active until doors are fully open or destroyed, alongside standard hero targeting. Update AI routines for units with attack by adding conditional target priority: unwounded hero > closed door > wounded hero.

4. Vader’s Special Action – Door Opening Timing

  • Expected: Vader’s mission specific special action “Open a door within 3 spaces” should be available until doors are fully open or destroyed. Optimal play would let him attack heroes and open doors in the same round.
  • Observed: This action only becomes available after all Rebel heroes are wounded.
    Click for Screenshot2

    Image

  • Impact: Significantly weakens Imperial play, as Vader wastes potential turns walking/attacking when he should also be able to open doors earlier.
  • Suggested Fix: Make the ability continuously available, sequenced in AI priority both before and after attacks (since Rebels could be positioned either behind or in front of doors).

5. Event – Round 1 Stormtrooper Deployment

  • Expected: At the end of Round 1, the reserved Stormtrooper group should deploy to the blue point, and the blue deployment point becomes active for future deployments.
  • Observed: The Stormtroopers deploy, but not to the blue point. The blue deployment point does not appear to be implemented/activated.
  • Impact: This hinders the Empire by removing one of their intended reinforcement points, reducing some designed tactical pressure on the Rebels.
  • Suggested Fix: Implement the missing event logic:
    -- Reserved Stormtroopers spawn at the blue point at the end of Round 1.
    -- The blue deployment point becomes active as intended.

Summary of Issues

  • Add missing third door in setup.
  • Update UI labels and ordering to enforce sequential door closing.
  • Maintain attack-door AI behavior until all doors are resolved beside adding target priority for unwounded heroes.
  • Make Vader’s special door-opening action available from the first door closure until all doors are resolved.
  • Fix Round 1 Stormtrooper deployment and ensure the blue deployment point activates.

Why this matters:

The original mission design creates a tense balance: Rebels must decide whether to spend actions closing doors while Imperials pressure them. Current implementation breaks this tension and removes important deployment point, making the mission significantly easier for Rebels. Correcting the above points should restore intended dynamics.

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