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Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
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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Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."

Broken Cog posted:


First legitimately impossible level I've run into.
Those laser beams are lethal, so you can't path through them, and the opening in the wall on the bottom left of the room is blocked by a console. The two rooms to the left are just the starting room and a connected one. No other rooms connected to them.

Seems the level generator isn't flawless, even if it is drat good.

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.

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."

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.

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
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



Update 11: Fresh Code
The update will be go live Aug 6. Along with bug fixes and balance tweaks, it will include almost a dozen new programs to pick up for Incognita, as well 2 new program unlocks for starting options.



Also, Sharp and Prism now have their alternate starting versions like the other agents. Sharp's alt lines up with the other agents as he comes with the standard Neural Disrupter and augment combo. His new augment is similar yet different than his standard one. Prism on the other hand changes the formula up more radically with her Holo Projection Mesh. She doesn't start with a weapon, but this item unique to Prism allows her to put on a guard disguise. As some have suggestion, disguise is a lot like invisibility, but it has it's own brand of perks and drawbacks that make it it's own thing.



Update 11: Fresh Code patch notes:
New Features

2 new starting programs to unlock.
8 new programs to find and buy at server terminals.
Kevin's expanded agent banter added
New versions of the location maps:
new Vault
new CEO office
new Detention Center
new Guard Dispatch
new Server Farm
new Nanofab Vestibule
new Cyberlab (special!)
New starting room variations
Open single door hotkey - default is F
Armor icon and stat always visible on guards
Item requirements always show
CTRL click for right click on MAC enabled
Tooltip on guards searched and expertly searched by an agent with Anarchy 5
Augment grafter panel improved

Balance Changes

Felix daemon has been changed.
Cloak Rig III was changed.

Bug fixes

Guards insta killing KO agents when they wake up is fixed.
KO resistance will modify all KO effects like shocktaps and flash grenades
Fixed blocked peeking in an obscure case
Blinking rewind button no longer pauses gameplay
Time attack mode will now also unlock Expert level achievements
Holocircuit Overloaders do not make a noise that will alert guards.
Modded plastech guard spawn rate bug fixed
Endless key card exploit removed
Central can pick up the final mission item if she starts with a full inventory.
Anatomy Analysis will not activate on disabled heart monitors.
A Prisoner or Courier can abandon an agent in the field as long as at least one agent has escaped beforehand

DLC News
Previously we had said there would be a small PEIA (Pan Euro Infosec Agency) DLC. It was going be several new agents that Central worked with during her time in that organization. We've been listening to the comments on the forum and on Steam and the overwhelming desire is to see more of the campaign. So we've decided to expand the DLC's scope.

Along with the previously mentioned PEIA agents, this new larger "Contingency Plan" DLC will extend the time of the campaign as well as new programs and gear for the agents and new security for the corps. New guards, Daemons and other complications.

We will also be looking into the possibility of new game modes as well as extending the life of Endless Mode further than day 10. "Contingency Plan" will be coming out in the Fall.



I've played this game a ton and love it to death, so I'm happy to see new stuff.

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."

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

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
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 :toot:


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

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."

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.

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
The Contingency Plan DLC is now available for purchase! :toot:

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.

Explore more strategies with four new Agents, two new starting programs, new weapons, items, and augments. Learn them well as the corporations have added a variety of new threats and challenges to test the Operator's skills in a lengthened campaign.

Key Features

- More Starting Options: Four more Agents added to the roster bring some radical new potential to your teams along with two new starting programs.

- More Corporate Challenge: Every corporation has expanded their roster with both new units and abilities as well as more advanced versions of familiar guards.

- Lengthened Campaign: A complication in the middle of the campaign creates a new unique mission that adds new challenges and more time to develop your team.

- Deeper Endless: Missions can now go past difficulty 10 up to difficulty 20 to keep the pressure on as your agency powers up.

- Side Objectives: New situations will present themselves that will provide some rewards at the cost of some risk.

Connoisseur fucked around with this message at 19:13 on Nov 12, 2015

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
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

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
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.

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."

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.

Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
Faust.jpg

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Connoisseur
Oct 2, 2010

"Every minute we waste could be the difference between a soldier goin' home alive or goin' home in a bag."
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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