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I like this game a bunch and will try to get all the achievements. I generally prefer using Rapier as the starting program for maximum go-fast, and the Prism operative works very well with the Seed power source. Rapier drops off in usefulness in late-game Endless though when the start-of-the-mission Daemon can either up all hacking costs by +2 or advances alarm level to 2 straight off. There's a nice hidden feature for situations where everything goes FUBAR: Sadly Central doesn't have anything witty to say. Also randomly found a dev easter egg by moving in and out of the Monst3r vendor:
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# ¿ May 13, 2015 20:24 |
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# ¿ May 14, 2024 01:30 |
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Broken Cog posted:
One way to get out of that laser situation is to bait out the guard (by running or getting into his vision) and then KO him. You can then drag his unconscious body into the lasers which causes them to deactivate. But yeah that kind of work-around shouldn't be needed and the level generation could be better.
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# ¿ May 14, 2015 12:54 |
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double nine posted:Does it matter how many turns it takes to finish a mission? It matters in the sense that higher alarm levels will make clearing the level harder, either by raising the firewall levels or spawning more guards. It has no effect outside the singular mission and doesn't carry over to the 'strategic' view in any way.
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# ¿ Jun 2, 2015 20:37 |
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There's been an announcement regarding the upcoming free content patch. The release date is August 6th. Also, the PEIA DLC will be out sometime this Fall, and will include expanded campaign content.quote:DLC news and Update 11 release date I've played this game a ton and love it to death, so I'm happy to see new stuff.
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# ¿ Aug 2, 2015 13:29 |
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Lichtenstein posted:Will be few days before I get the chance to play the game again, how does Prism's camouflage work? Here's what I've learned from trying it in one mission: - It costs 2 power to activate. - It costs 2 power every turn to maintain. - It will deactivate when sprinting or attacking. - It will deactivate when in the sight of a guard who is 1 tile away. In practice this means "right in front of a guard"; guards can walk right next to Prism as long as there's no head-on collision. There are some edge cases though; if there's a hidden tile right in front of the guard, the disguise will deactivate although the guard never acknowledges or sees you. Diagonally standing guards also have a red 'watched' area in front of them that is comprised of 3 tiles instead of 1, so that may screw things a bit. - Works on cameras. - It does not prevent the effects of laser/infrared walls. - You can loot safes and interact with computer consoles freely. - Items can be used freely. You can have more-or-less infinite camouflage if you have +2 power generation every turn, but you'll be hurting for power turning off safes and cameras for your other operatives. Exploring is also a bit slow; sprinting toggles the disguise off and you need to spend more power to turn it back on. Edit: Also, camouflage Prism starts with zero augment slots, I just noticed. Edit2: Here's an example of using the disguise. The guard will not be alerted. Connoisseur fucked around with this message at 15:54 on Aug 7, 2015 |
# ¿ Aug 7, 2015 15:14 |
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I had a great Expert+ run with lethal weapons just now. Archive Decker with two Flurry Guns, Anatomy Analysis, Stim III and +1 piercing augment along with Shalem carrying the six-shooter completely depopulated the final stage with the aid of Xu's EMP. Also honorable mention to Archive Internationale with the Accelerator III chip. 6 Omni corpses and a broken camera drone by the time I explored the whole map and found the important terminals The final state of the level after some downed reinforcements and the purchase of a handgun. From all the murdering I learned that Omni Harbingers' souped-up heartrate monitors are weird concerning the alarm tracker going up from kills. EMP prevents the tracker going up but Anatomy Analysis does not, despite the augment description saying (paraphrased) "kills do not increase the alarm tracker". Connoisseur fucked around with this message at 17:49 on Aug 19, 2015 |
# ¿ Aug 19, 2015 17:45 |
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gnome7 posted:I am 99% sure Anatomy Analysis is bugged on Expert+, because I've never had it work on that difficulty. Something about the improved heart monitors makes the augment not do its job right. Anatomy Analysis Decker dispatched Omni +3 armor dudes and forcefield guys with regular Expert+ heart monitors without any alarm issues. I'm fairly sure Harbingers are the only exception where Anatomy Analysis does not work, what with their special "+2 alarm on KO, +4 alarm on kill" heart monitors. Bear in mind that Anatomy Analysis consumes 3 power each kill (7 power total with a Flurry Gun) and won't activate if there's not enough power in reserve.
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# ¿ Aug 23, 2015 17:27 |
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The Contingency Plan DLC is now available for purchase! Steam Store page posted:Invisible, Inc. Contingency Plan is an expansion that extends the campaign time and adds new rewards and danger to the base game of Invisible Inc. Connoisseur fucked around with this message at 19:13 on Nov 12, 2015 |
# ¿ Nov 12, 2015 19:10 |
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Ran the Draco + Archive Salem dream team and ended up with a body count of 10 on the first mission. That's about 5000CR worth of skill points, not too shabby. Edit: Oh huh, all the security levels on the mission map are at level 2, I wonder why... Connoisseur fucked around with this message at 20:20 on Nov 12, 2015 |
# ¿ Nov 12, 2015 20:16 |
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A good technique for guard distraction is toggling on running, moving 1-3 steps to make a noise at a proper spot, and then reverting to walking for rest of your AP. It's a good way to get past stationary guards that have their backs against a door without KOing them for example.
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# ¿ Nov 14, 2015 16:45 |
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gnome7 posted:It's automatic. It auto-KO's every guard within its range whenever you cloak, and it also makes noise, which the game doesn't tell you. I think the KO range is 3 tiles and the "makes a noise" range is either 6 or 8 tiles. The KO effect doesn't need line of sight or anything, it'll even KO guards through walls. It is a strong augment with a lot of weird nuance to it you wouldn't really expect. They patched out the noise making part. A good thing too, because it was an inexplicable disadvantage that made the aug finicky to use.
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# ¿ Nov 18, 2015 09:59 |
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Faust.jpg
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# ¿ Nov 18, 2015 11:51 |
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# ¿ May 14, 2024 01:30 |
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Archive Derek's teleporter thing is extremely good for decoy tactics with minimal risk involved. Got 6+ alerted guards hanging around an area your agents need to pass? Just sprint Derek in there, get everyone's attention and keep luring them away from the area. If he gets into an inescapable situation doing that, he can just safely teleport away.
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# ¿ Nov 30, 2015 15:14 |