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Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
In the grim dark robot-dominated future envisioned by the perfidious AI, AETOS, humanity wages a desperate war for existence. Are you a bad enough dude to join the ranks of the EUA, explore the ruins of a long lost past with a walking base, and fight waves of dumb drones on foot, through a tactical map, and in mecha? Do you have the patience and mental fortitude to gather stuff in your base, beat cheeks to your safe space when you feel overwhelmed, endure bad voice acting, solve jumping puzzles and basketball mini-games, and handle the jank? Do you want a game that tries to be a S.T.A.L.K.E.R.-lite FPS, has base-building and tower defense elements, lets you over-customize your gun, has double-jump boots and a grapple glove with NO falling damage, and lets you pilot a mecha? Then you might like Outpost: Infinity Siege!

Outpost: Infinity Siege



What you see in the opening mission AKA the "fake" tutorial:




How you start out AKA the "real" tutorial:



This game is janky as hell and can test your patience, but it gets more fun the more you play. The endgame promise of Infinity Siege means you have to go through the campaign, and going through the campaign helps you learn all the different systems you'll need to survive. You start out on foot as a grunt with limited tower defense options, but exploration, resource recovery, and story campaign progress quickly unlock a lot of options. Here is what I know from first-hand game experience.

Starting Out: Don't grind too much before completing missions
1) Use your main character (Fae) for early or risky missions because he literally has plot armor (you won't lose him if you fail, but you might lose some/all of your gear). Other operatives aren't as lucky.
2) Ammo is scarce, so use and abuse Fae's Free Fire ability where he can shoot unlimited bullets for a small amount of time. You can also upgrade it so that every time you kill an enemy by hitting a weakpoint it extends the time, meaning unlimited unlimited bullets. :D There is also an ammo maker inside your outpost. You can make 1000 ammo for 100 material (more on that below).
3) You have to progress the main campaign to unlock more features, so don't sell any of the big valuables you retrieve from exploration days (radsource extract, composite fiber container, alloy components, vintage stuff, etc.) because you can sell them for the game's currency or trade them for gear once you unlock the store).

Recovery Day & Extraction: It's no loving joke
1) The more you load up to recover, the longer and more difficult the extraction will be. However, what you carry in your backpack doesn't count in that calculation, and you bring back what you carry. So...
2) You can lower the extraction difficulty by extracting low-value items and holding onto the high-value ones. In early game, that'll mean extracting whites and greens while holding onto blues and purples. As you build up your base.
3) There is a big difference in difficulty between novice/trivial and easy. So even if you can extract from trivial on its highest difficulty, easy can still ruin your day.
4) Start with a low-difficulty extraction so that you can explore the map. There are a lot of resources there to help you, like friendly cannons, ammo stashes, and cannons you can man. It makes the higher difficulty runs easier.
5) The only thing that needs to survive is the "core" and your base will be rebuilt at no cost after each extraction.

Exploration: Your outposts and area scan are your best friends
1) When you first land in a spot, area scan will tell you where all the goodies are hidden. The indicators only stay up for a few minutes, with the exception of quest items. Those stay up permanently.
2) Bring detectors or scan gloves because finding things you can pick up are often hard to make out from the environment.
3) You don't have to kill every enemy on the map. Conserve ammo and use Free Fire. You can make it in your outpost at 100 material/1 box, but those are more useful for arming your outpost's turrets (which WILL run out of bullets).
4) When in doubt, book it back to base if you feel outgunned or outnumbered. You can build turrets on your base and they will make quick work of exploration enemies.
5)There are lots of jumping/throwing puzzles in the game, like platform-jumping up a tower or tossing energy balls into a basket to charge a device.

Gun Customization: There are 2 ways to customize your gun: Parts and XEN Infusions. You can always swap your parts through inventory (Backpack). XEN you can add in the field, but you can add, remove, or swap them through Yulia at the Research Center at the EUA Base.
Parts: There are 5 parts to every gun: Core, Barrel, Underbarrel, Sight, and Stock. The Core is what gives your gun a primary fire function (auto-fire, burst fire, etc.), plus secondary fire styles (exploding spike, lightning strike, gravity burst, etc.). Cores also determine how many XEN Infusion sockets you can have. The others add secondary features, sights can grant zoom or auto locks, underbarrels can give you grenades that fire alongside other bullets, and so on. These are pretty much up to the RNG Loot gods or what you can trade.
XEN Infusions: This is where you can really customize your gun. They only affect the Core functions and can add different bonuses to your weapon, like status effects, pulling in enemies together, etc. I'm still figuring these out, but they are meant to be swapped around. There are 2 types of XEN Infusions: Boosts (permanent upgrades that add bonus effects) and Morphs (PERMANENT upgrades that change the firing effect). Boosts and Morphs can be swapped in during a mission and out at home base, but can only be swapped out at home base.

Leveling Your Operative: The level cap is 30, and pretty easy to hit before the campaign is over. That's a good thing since non-Fae operatives can get lost. You can level them by taking them out on the field, running drill operations (HIGHLY recommend), having them do NPC missions (would NOT recommend), or using XP Infusions you can find on the field or purchase from the store (would DEFINITELY recommend). Why level other operatives? Well, different operatives have different traits and playstyles. Traits can boost your home base activities (research, intel, and trade), or offer different playstyles. Some have shoulder missile launchers. Some have massive techswords. Some have a little mech buddy you can summon on the field. So far there are 5 types of operatives (called squadrons). Each squadron has 2 special cooldown abilities:
Tiger Squad (AKA Fae's squad): These operatives have the Free Fire (unlimited ammo for a limited time) and Instant Cooldown (immediately refreshes your gun's secondary fire) abilities.
Mammoth Squad): These operatives have the Missile Barrage (no ammo needed) and Decoy (attract bots to a lure) abilities.
Owl Squad): These operatives have the Helper Drone (summon a weaker version of the guardian for a limited amount of time) and a Portable Shield (bubble shield you can deploy around people or buildings) abilties.
Hare Squad): Theses operatives have two abilities that work best in tandem. The first is a Blade Shield (hold a buster sword in front of you to deflect back enemy fire for a limited amount of time), and the second is Power Cleave (leap through an enemy and hit them with the buster sword). If you use Blade Shield and follow into Power Cleave, there are traits that help them synergize.

Home Base and Operatives: Different features unlock as you progress through the main campaign, like tech research, base building, and recruiting and using operatives. You can and should use and abuse these features because they really do help.
Tech Research: You will unlock new base upgrades and consumables through the campaign and found blueprints. This is how you get the game to deliver fun stuff, like mecha hangars and heavier artillery. These cost tech points to research. Before you do anything too expensive (like 40+), you want to unlock the base management features and use operatives to reduce point cost and research time (days spent exploring and extracting).

Base Building: The base will tell you the direction that most enemies attack at (i.e. the front), but you will get flanked at higher difficulties. Start by putting your turrets in front so they can focus fire at the front and then start fanning out to the sides and back. Certain upgrades can affect the amount of materials (building currency when out exploring/extracting) and power (exploration currency) that your outpost has. There are 3 stats for bases I've seen so far: Materials (building stuff while out on the field), Power (energy needed to explore and interact with things on the field), and Output (how far your "X-field" extends for operative bonuses and auto-harvesting materials). Materials can get converted into Power, so the more material you can harvest the longer you can stay out on the field.

Recruiting Operatives: There are 2 ways to get new operatives: 1) local operatives (from the intelligence center) and 2) specialty purchase (from the barracks). Local operatives need to be "field tested" before you can recruit them (so do a simple novice run). Specialty purchases need a special item you can find from exploring or on the field, and are ready to deploy once purchased.

Using Operatives: So far there are 3 ways to use operatives. You can level them out on the field (and they all have different traits, making them unique from Fae), send them out on NPC missions that can gather resources or get them killed, or deploy them on your base to boost different activities. That last one is KEY. You can use it to reduce the cost and time of Tech Research, NPC missions, and buying stuff through the trade port. Use and abuse this system, especially for trading. You gather gold on the field (basic currency), and you can use it to buy stuff from vendors at the trade port. If you deploy all of them to the market, you get more items to pick from and reduced refresh cost. Best thing? You can redeploy them wherever you want AFTERWARD. It saves you a ton of gold and a ton of time.

Barracks/Running Drills: This is how you can level unused operatives while you are out on the field. They gain xp every 3 days you are exploring. You can assign operatives to Barracks in base management that boosts how many operatives can run the drills and gain xp % multipliers. This is a great way to level up operatives you eventually want to utilize for base management without risking them out in the field or on Intel missions.

Gear: Get ready to lose gear if you fail. You CAN insure it with insurance points, but you need a high-enough gear quality to spend it on. Insurance means if you die, you keep your gear. Once it's spent, you'll have to spend it again. You can get Insurance Points by selling unwanted gear.

Multiplayer: I don't know much about this just yet because I'm a cautious player. I've already had OH poo poo!!! moments on Easy levels (the Blade Acolyte from Easy Mode is no joke). I don't want to jump into someone else's game only to lose my gear. This is what I know, though. There are 2 options: Assist Operative, and Infinity Siege. Assist Operative is just co-op field exploration. You'll level, get gold, and keep whatever you put in your backpack on a successful extraction. I know nothing first-hand about the Infinity Siege option. ***UPDATE*** Courtesy of Hyper Inferno

Hyper Inferno posted:

I know that the initial complaint about multiplayer was that only the host got meaningful progress, but that's been patched. The devs have been very aggressively patching the game since release to address issues and this was in the notes although I'm not quite sure what it means.

quote:

[Patch Notes] v1.0-732f499.2024.0330.23
[General]
1. In Multi-player mode, materials/valuables/consumables recovered by the Recovery fleet will now be distributed among all participating explorers (The distribution method for Gear and XEN will be implemented in a future update.) The specific rules are as follows:
a) Client players who participate in Exploration Days for longer periods will receive more loot at the end.
b) Items placed in the container by the host on Recovery Day and successfully recovered will be duplicated for each client player. (Excluding Gear and XEN, which are being discussed by the team)
2. Participation in Multi-player mode now allows progression in base missions(provided the player and host are at the same progress level).
3. Insurance is now available for green and blue quality gear.
4. Enemies in Exploration Days (both roaming enemies and airdropped enemies from"Danger Ahead") will now drop various types of Gear and materials.
5. The merchant store's product refresh logic has been optimized.
6. Increased the probability of encountering the Mag Expansion Risk Event.
7. The initial size of the container at the outpost has been increased from 4 to 5 rows.
8. Entering Infinity Siege mode no longer consumes fuel.

How to Keep Calm and Git Gud Fast:
1) Turrets are your friends. Build them around your outpost, let them wipe out grunt bots, and feed them ammo boxes when they are empty. Kills grant materials and operative xp, so make it rain bullets!
2) When you find a grapple glove, equip it ASAP. It helps you navigate, cheese jumping puzzles, and do the Just Cause trick of zipping across the terrain. Plus, dumb bots can't zerg what they can't reach.
3) Prioritize research that expands your backpack. The more you can carry, the more you can cheese extraction, and the more loot you can bring back.
4) You can make life easier by cramming your outpost full of Material Crates, Batteries, and Small Generators. Crates boost your outpost's Material capacity, batteries Power, and small generators Output. Small generators are also how you convert materials to power.
5) During Recovery Day, you CAN rebuild lost facilities/buildings if you have the materials. This might be obvious to tower defense veterans, but I overlooked this until recently. Being able to rebuild lost placeable turrets closer to your ourtpost as the waves get more intense is really helpful.
6) On Recovery Day, hit "Y" to Evacuate IF AND ONLY IF you are on the verge of losing your outpost. Evacuate means you'll have 2 minutes to get to the evac, and it will leave your rear end behind if you miss it (and lose your operative). If you can, stick around to mop up the rest of the bots and search the field for any remaining loot.
7) There is a ton of gun customization. Pick whatever works for you. I like fighting from long range, so I have a zoom scope and a longer barrel.
8) Finish the campaign because it will help you if/when you venture into multiplayer. It gives you better gear, different operatives, larger backpacks, and familiarity with maps and enemies.
9) Look for new operatives who give bonus to the Base Management categories (Research, Intel, Trade, Barracks) because they help reduce resource costs. Run the tutorial with them if you need to, and level them through the Drills option in Barracks once you get it (after Fae explores Outpost 7 in the campaign).
10) If at any time you are afraid to try something new, use Fae because you can't lose Fae.

You CAN (and most likely will) find yourself in a position where you die. It sucks because you will lose stuff. However, you can always find more. I haven't beaten the game yet because I made stupid mistakes. I'm hoping this helps any goons interested in playing the game.

Bogus Adventure fucked around with this message at 00:33 on Apr 13, 2024

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Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
Tutorial for The REAL Tutorial Mission: Desert (Novice) Area

Read this to feel like a pro right off of the air transport's ramp:

First Area: There are 4 POIs, 2 on your left and 2 on your right from your starting point. The first on your left has a door with a hidden switch. On top of that spot is a crate with a detector. You can use the detector to find the hidden switch around the POI (it's a yellow or gray box, it'll be pinged with a purple icon if you use the detector). It'll open the door and have some other goodies. There may be a barrel blocking a safe. You can pick up barrels and toss them without them exploding. They only blow up if you shoot them. I THINK should also find some gear or XEN crate near it. The second on your left is your first example with a jumping puzzle to get to the second floor. There are enemies inside, but you can cheese them with your gun's secondary fire mode (exploding pin). The 2 on the right are pretty self-explanatory. You can and should harvest the interactable tires from cars. Free mats and potentially getting fiber (a common crafting item).

Second Area: This introduces you to the area scan option that you can access from the control tower OR the battle map (M). It also includes a basketball charger game and locked doors (locked doors either need key cards, power, a lockpick, or to be destroyed). There is a tower you can and should climb up. You'll find a big generator with a plug at the base. Grab the plug and toss it onto your control tower. Then go back and climb the tower. You should find a gear chest, an access card (I think?), a terminal with guns, and a sphere on the outside. Get on the gun terminal, aim at the door doors on the modular building and fire. You know you hit the right one when you get a message warning you that explosions might summon pursuers. The sphere is for the charger. Make like Air Jordan and send it into the basket and get free power for your outpost. You can toss it from the top or try jumping and throwing. You will find similar setups in other areas and you can use the plug to recharge your outpost OR charge a dead terminal by tossing the plug onto it instead. Go inside the building and grab the loot. There is a repair turret you can carry. That's useful to repair your outpost, but you probably don't need it yet. Use the Area Scan to make sure you get all the loot.

Third Area: This introduces you to units you can command (guardians) and power batteries. It's laid out with an unpowered terminal on the left, guardian units in front of you, and a jumping puzzle (I think?) on the right. Near the guardians is a big battery. Grab it and head to the dead terminal on the left. Plug the battery into the terminal, and you can open the door and grab whatever loot is there. There is a repair kit near the guardians. It's a consumable you can use to repair one guardian. You'll need to use power for the other. On the right is a tower you can jump up. The top has a hidden switch to open up a door with safes. Again, hit area scan to make sure you grab all the goodies.

Recovery Day: This introduces you to the tower defense mechanics. Enemies will come in from two areas in the front. You can place tower spikes that shock enemies and extend the X-Field that provides boosts for allies. You can also put up barriers that attract and block dumb enemies (scorpions). What the game DOESN'T tell you is that there is a bridge at the front and a hidden goodie area hidden in the 9 O'Clock direction from where you start. You can find them with Area Scan OR head over where I'm telling you. The bridge has portable tower spikes you can deploy AND big-rear end cannon turrets that you can hold and fire. The turrets hit hard, BUT they have a slow firing rate and slow you down. Wait for the hidden area until after you fend off the enemies. When you go there you'll find 3 extra enemies along with a few goodies. Again, hit Area Scan to make sure you pick up everything (and I think there are gear crates on the roof).

General advice: If you run out of ammo, you can make more in your outpost. You can go inside and access the ammo box to manufacture a box of 1000 bullets for 100 mats or click on it in the tower defense map. I recommend doing the former because you'll still have to grab them.

Useful Websites

Research Blueprint Locations (hat-tip to Runa)

Bogus Adventure fucked around with this message at 06:35 on Apr 6, 2024

Runa
Feb 13, 2011

lmao that the AI admits the only 3d model she could find to use as an avatar was someone's personal waifu

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

Runa posted:

lmao that the AI admits the only 3d model she could find to use as an avatar was someone's personal waifu

That's how you know this game is serious about accurately predicting the future

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Your post in the Steam thread sold me this game, can you please now sell my boss on me taking four-hour lunches to play it? Thanks.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

Subjunctive posted:

Your post in the Steam thread sold me this game, can you please now sell my boss on me taking four-hour lunches to play it? Thanks.

Uh...

Tell him you're making the world safe for 3D AI Waifus everywhere?

Hyper Inferno
Jun 11, 2015
This got onto my radar because of the potentially asymmetric multiplayer, has anyone had a chance to do a run down on that? Like the concept of one person in charge of handling the base building with a bird's eye view of the combat zone and telling the people in FPS view to cover certain zones from the enemy mobs seemed very appealing.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
That's a good question. Maybe? I know during the solo game I'm switching on the fly between tactical map and commanding units, going back to FPS to grab resources and man turrets, and hopping in and out of my mecha to mow down enemies.

You might be able to Google search it, but I'll try opening a session to the public and test out doing both.

haddedam
Feb 19, 2024

by Fluffdaddy

(and can't post for 19 days!)

This game seems so weird, schitzo and looks impossibly good I will buy it.

Jarvisi
Apr 17, 2001

Green is still best.
Is this a multiplayer game or solo?

haddedam
Feb 19, 2024

by Fluffdaddy

(and can't post for 19 days!)

Jarvisi posted:

Is this a multiplayer game or solo?

Yes.

Runa
Feb 13, 2011

Blankspace
Dec 13, 2006
thanks for doing a better job promoting this game for what it actually is than any of the media I saw about it. I was avoiding it cuz i thought it was another MP PVPVE thing, but so far this is way more interesting.

spent some hours and this game is really janky, overambitious & messy in a fun way that reminds me of old eurojank hodgepodge hybrid genre PC games like Parkan or Xenus or something, but way more polished than any of those could ever dream to be. I see it's from the same publisher as Tale of Immortal, which is another (very different) beautiful mess of a game despite having similarly mixed reviews.

hopefully the game does well enough to keep up the pace w/ post-launch fixes, performance is still a bit all over the place though I haven't played after the most recent patch... we'll see!

DropTheAnvil
May 16, 2021

Jarvisi posted:

Is this a multiplayer game or solo?

Can you expand on the multiplayer? Heard the host hosts it, and gets all the "rewards"/"Supplies"

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

Jarvisi posted:

Is this a multiplayer game or solo?


Also

Blankspace posted:

thanks for doing a better job promoting this game for what it actually is than any of the media I saw about it. I was avoiding it cuz i thought it was another MP PVPVE thing, but so far this is way more interesting.

spent some hours and this game is really janky, overambitious & messy in a fun way that reminds me of old eurojank hodgepodge hybrid genre PC games like Parkan or Xenus or something, but way more polished than any of those could ever dream to be. I see it's from the same publisher as Tale of Immortal, which is another (very different) beautiful mess of a game despite having similarly mixed reviews.

hopefully the game does well enough to keep up the pace w/ post-launch fixes, performance is still a bit all over the place though I haven't played after the most recent patch... we'll see!

Thanks! :tipshat: Eurojank is a great way of describing this. I'm still learning what is in the game because there is a TON of stuff, and I realize I never mentioned things like consumable bonuses, spending power to auto-loot in exploration mode, and different enemy types. It also makes me laugh when I look at people posting videos of them playing it on YouTube and saying it's boring while still running around on recovery days using the holdable cannons you find on the field. It gets more fun when you have built up your base enough to add CIWS turrets and a mecha hangar. Plus, your mecha can auto-fight for you when you hop out of the cockpit to reload it. This game is FUN.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

DropTheAnvil posted:

Can you expand on the multiplayer? Heard the host hosts it, and gets all the "rewards"/"Supplies"

I haven't done a lot of multiplayer because I was afraid of a group wipe and losing my operative and/or gear. The only mode I have played is "Assist Operative." This is what was true the last time I played:
-For "Assist Operative" the host DOES get all the rewards/supplies that are extracted via container, BUT you keep whatever you hold onto in your backpack (another reason to research backpack upgrades ASAP)
-The "assisting operatives" will get xp and gold from successful extractions

I haven't done "Infinity Siege" mode yet for 2 reasons:
1) I don't know enough about the game to feel confident playing it
2) I'm still getting hosed up on Recovery Day results on NORMAL difficulty

I know that is the mode the game sells itself on by putting it in the name, but it's probably not something you should try before finishing the campaign because if you can't finish the campaign you aren't going to survive Infinity Siege.

Hyper Inferno
Jun 11, 2015
I know that the initial complaint about multiplayer was that only the host got meaningful progress, but that's been patched. The devs have been very aggressively patching the game since release to address issues and this was in the notes although I'm not quite sure what it means.

quote:

@everyone Commanders,
Thank you for your valuable feedback and your patience.
As previously promised, we have just released a significant patch addressing many of the issues you've been concerned about, including adjustments to the multiplayer gameplay.
We hope this update makes your game experience better.
Thank you!


[Patch Notes] v1.0-732f499.2024.0330.23
[General]
1. In Multi-player mode, materials/valuables/consumables recovered by the Recovery fleet will now be distributed among all participating explorers (The distribution method for Gear and XEN will be implemented in a future update.) The specific rules are as follows:
a) Client players who participate in Exploration Days for longer periods will receive more loot at the end.
b) Items placed in the container by the host on Recovery Day and successfully recovered will be duplicated for each client player. (Excluding Gear and XEN, which are being discussed by the team)
2. Participation in Multi-player mode now allows progression in base missions(provided the player and host are at the same progress level).
3. Insurance is now available for green and blue quality gear.
4. Enemies in Exploration Days (both roaming enemies and airdropped enemies from"Danger Ahead") will now drop various types of Gear and materials.
5. The merchant store's product refresh logic has been optimized.
6. Increased the probability of encountering the Mag Expansion Risk Event.
7. The initial size of the container at the outpost has been increased from 4 to 5 rows.
8. Entering Infinity Siege mode no longer consumes fuel.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

Hyper Inferno posted:

I know that the initial complaint about multiplayer was that only the host got meaningful progress, but that's been patched. The devs have been very aggressively patching the game since release to address issues and this was in the notes although I'm not quite sure what it means.

1b could be REALLY good, and encourage people to play co-op.

Runa
Feb 13, 2011

Yeah a friend of mine tested it with me and clients get a copy of everything that's sent through the Recovery crate except gear. All resources are good to go, though I think clients only get copies of resources on Exploration Days they were actually participating in. As you can technically join a party mid-run you don't get stuff that was Recovered before you showed up.

There's an extraction mechanic but it's nothing at all like Hunt/Tarkov, it's just surviving the wave defense battle during the last day of a run, Recovery Day. Any PvPvE implications are purely due to the word extraction having baggage.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

Runa posted:

Yeah a friend of mine tested it with me and clients get a copy of everything that's sent through the Recovery crate except gear. All resources are good to go, though I think clients only get copies of resources on Exploration Days they were actually participating in. As you can technically join a party mid-run you don't get stuff that was Recovered before you showed up.

There's an extraction mechanic but it's nothing at all like Hunt/Tarkov, it's just surviving the wave defense battle during the last day of a run, Recovery Day. Any PvPvE implications are purely due to the word extraction having baggage.

Nice!

You're right about Extraction as a term having baggage. I think that's true for tower defense as well, at least from the early gameplay. You're literally extracting loot while defending your tower from waves of AI enemies, but not in the way you see in other games with that label. Everything here is PvE extraction while switching between tower defense management and being on the ground and in the thick of the fight. It's true for both exploration and recovery days, but turned up to eleven for recovery day.

It makes for frantic gameplay.

Also, not sure if anyone else has had a recovery day go south, but you can still save your operative if you make it to the emergency evac in time. I got cocky on Snow Map in difficulty 2 and lost my core. I was able to make it back to the evac jet. I lost all my extraction loot after hours of gameplay, but at least I kept my gear. It's also pretty sweet to see the weird pillars from the opening mission return and start smashing everything around you (including your outpost).

I loving love this game.

Hyper Inferno
Jun 11, 2015
Can you jump into multiplayer right away or is it highly recommended to play some tutorial levels to get your bearings?

Runa
Feb 13, 2011

Hyper Inferno posted:

Can you jump into multiplayer right away or is it highly recommended to play some tutorial levels to get your bearings?

Multiplayer gets unlocked after a certain point of early story progression

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
I'd at least do the tutorial (Desert Novice area) to get your bearings. After that I'd recommend joining sessions no higher than the forest area if you haven't gotten past the tutorial.

Here are some tips to make the Tutorial level easier:

First Area: There are 4 POIs, 2 on your left and 2 on your right from your starting point. The first on your left has a door with a hidden switch. On top of that spot is a crate with a detector. You can use the detector to find the hidden switch around the POI (it's a yellow or gray box, it'll be pinged with a purple icon if you use the detector). It'll open the door and have some other goodies. There may be a barrel blocking a safe. You can pick up barrels and toss them without them exploding. They only blow up if you shoot them. I THINK should also find some gear or XEN crate near it. The second on your left is your first example with a jumping puzzle to get to the second floor. There are enemies inside, but you can cheese them with your gun's secondary fire mode (exploding pin). The 2 on the right are pretty self-explanatory. You can and should harvest the interactable tires from cars. Free mats and potentially getting fiber (a common crafting item).

Second Area: This introduces you to the area scan option that you can access from the control tower OR the battle map (M). It also includes a basketball charger game and locked doors (locked doors either need key cards, power, a lockpick, or to be destroyed). There is a tower you can and should climb up. You'll find a big generator with a plug at the base. Grab the plug and toss it onto your control tower. Then go back and climb the tower. You should find a gear chest, an access card (I think?), a terminal with guns, and a sphere on the outside. Get on the gun terminal, aim at the door doors on the modular building and fire. You know you hit the right one when you get a message warning you that explosions might summon pursuers. The sphere is for the charger. Make like Air Jordan and send it into the basket and get free power for your outpost. You can toss it from the top or try jumping and throwing. Go inside the building and grab the loot. There is a repair turret you can carry. That's useful to repair your outpost, but you probably don't need it yet. Use the Area Scan to make sure you get all the loot.

Third Area: This introduces you to units you can command (guardians) and power batteries. It's laid out with an unpowered terminal on the left, guardian units in front of you, and a jumping puzzle (I think?) on the right. Near the guardians is a big battery. Grab it and head to the dead terminal on the left. Plug the battery into the terminal, and you can open the door and grab whatever loot is there. There is a repair kit near the guardians. It's a consumable you can use to repair one guardian. You'll need to use power for the other. On the right is a tower you can jump up. The top has a hidden switch to open up a door with safes. Again, hit area scan to make sure you grab all the goodies.

Recovery Day: This introduces you to the tower defense mechanics. Enemies will come in from two areas in the front. You can place tower spikes that shock enemies and extend the X-Field that provides boosts for allies. You can also put up barriers that attract and block dumb enemies (scorpions). What the game DOESN'T tell you is that there is a bridge at the front and a hidden goodie area hidden in the 9 O'Clock direction from where you start. You can find them with Area Scan OR head over where I'm telling you. The bridge has portable tower spikes you can deploy AND big-rear end cannon turrets that you can hold and fire. The turrets hit hard, BUT they have a slow firing rate and slow you down. Wait for the hidden area until after you fend off the enemies. When you go there you'll find 3 extra enemies along with a few goodies. Again, hit Area Scan to make sure you pick up everything (and I think there are gear crates on the roof).

General advice: If you run out of ammo, you can make more in your outpost. You can go inside and access the ammo box to manufacture a box of 1000 bullets for 100 mats or click on it in the tower defense map. I recommend doing the former because you'll still have to grab them.

Sorry, that was longer than I expected to write. However, there is a ton of hidden stuff in this game. If you don't use all of your features, you're going to have a lovely time. It'd be like playing all of NES Final Fantasy without equipping your weapons or armor (something a lot of us did :negative:).

Runa
Feb 13, 2011

My friend got me on board by showing me the Peace Walker-lite hq management and a Snow zone Recovery Day that went ploin-shaped surprisingly quickly.

Perestroika
Apr 8, 2010

Oh yeah, I've been following this for a while, glad to see it's finally out and apparently good!

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
I've updated the first post with new info about using Barracks and the different Operative types (AKA squadrons). I may have fudged the ability names, but I'll fix them ASAP.

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

I do appreciate that each operative type gets some kind of free kill ability- free fire, missiles, the Guardian, or sword strikes. Really with the exception of the Guardian buddy- on account of the long cooldown- you can comfortably do most exploration while blowing a minimum of ammo.

One thing I have wondered at- when on a tour, the clock goes red after a certain hour. Does that do anything? I get the impression that if not, there was at least once some kind of general exploration time limit.

Runa
Feb 13, 2011

Zomborgon posted:

I do appreciate that each operative type gets some kind of free kill ability- free fire, missiles, the Guardian, or sword strikes. Really with the exception of the Guardian buddy- on account of the long cooldown- you can comfortably do most exploration while blowing a minimum of ammo.

One thing I have wondered at- when on a tour, the clock goes red after a certain hour. Does that do anything? I get the impression that if not, there was at least once some kind of general exploration time limit.

Oh I think on some runs Chasers might randomly spawn at night? That's how it was in Border Woodlands. Not a lot of early game time pressure without it, definitely.

haddedam
Feb 19, 2024

by Fluffdaddy

(and can't post for 19 days!)

I actually refunded it after I left a positive review. There's plenty of screenshot bait imagery that is insanely good looking, almost to the levels of the ascent but at the same time when you get into real gameplay lazy poo poo like lootable containers being lazily placed so they clip inside other things, half height floors and overall feel like environments were crated by an AI was what ruined it for me. The fact almost nothing was well explained and the things that were, were the ones that shouldn't even be required to be tutorialized anymore as thery're the same in all games. I'd honestly prefer if they didn't do the super fancy sensory overload graphics and instead went with a simpler art style that is way more readable and less overwhelming and spent the time spent on models to polish the environments players actually interact with. The guys working on the lighting could make anything look good.

I had a neat hour and a half playing this roguelike-basebuilding-tower defence-colony sim-extraction shooter-vanquish like armored core spinoff. But it's not for me.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

haddedam posted:

I actually refunded it after I left a positive review. There's plenty of screenshot bait imagery that is insanely good looking, almost to the levels of the ascent but at the same time when you get into real gameplay lazy poo poo like lootable containers being lazily placed so they clip inside other things, half height floors and overall feel like environments were crated by an AI was what ruined it for me. The fact almost nothing was well explained and the things that were, were the ones that shouldn't even be required to be tutorialized anymore as thery're the same in all games. I'd honestly prefer if they didn't do the super fancy sensory overload graphics and instead went with a simpler art style that is way more readable and less overwhelming and spent the time spent on models to polish the environments players actually interact with. The guys working on the lighting could make anything look good.

I had a neat hour and a half playing this roguelike-basebuilding-tower defence-colony sim-extraction shooter-vanquish like armored core spinoff. But it's not for me.

Fair dues, and I'm glad you got your money back and enjoyed your time. This game isn't for everyone, but it scratches a particular itch for me hence my frantic posting.

You are 100% right that a lot of it isn't well-explained. I normally don't like that in games, but this one makes it fun for me. It involves a lot of puzzle solving. Like, there are drones that will take off when you approach them, but if you're fast enough you can snag a battery off of them. It lets you power up a dead console or recharge your outpost. There are also random drones flying around. I shot one down and got a "damaged civil drone" item. However, you can jump toward them and snatch them out of the air. If you do, you get a civil drone, and they have different rarities. That type of exploration and puzzle-solving is super enjoyable for me.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
Just fought Kronos the Seraph in the campaign and OH poo poo, IT TAKES UP HALF THE SCREEN! It loving towered over everything, even my mecha!

I loving LOVE this game!

Runa
Feb 13, 2011

lol nice

I've realized I rather enjoy just futzing around designing my outpost, and it turns out with the power generation options, and the Materials Gain +30% perk, you can basically make your Tour go as long as there are nodes to explore. You know, if you're strong and well-equipped enough to survive the attempt.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
Same here. The one thing I'm a little frustrated about is that I haven't found any nanochips, so I'm stuck reloading my stuff by hand instead of being able to make an autoloader.

Runa
Feb 13, 2011

Found a weird laboratory under the School landmark node in the border woodlands and got a blueprint, now I'm wondering what other stuff might be hiding around in various tiles the procgen rng might throw at me

but also I really need some mats to make a Guardian Dispenser and drat I wish I had better luck, even with just shops

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"
Oh yeah, is that the one with the busted elevator where the Nebula can pop up? I stumbled on that with one of my non-Fae operatives and got owned by them, lol.

There are tons of neat little exploration surprises around each area.

But yeah, the RNG for mats is pretty cruel. I finally got my first nanochip and was stoked because I thought I could finally build an auto-loader. Turns out I need two. :negative:

One thing I noticed is that there are a lot of hidden areas on the recovery day maps that hide valuables. I found a vintage gun near a dead corpse on the novice/tutorial map, an area behind the locked supply areas on the border woodlands area, and a house near the frozen lake in the snowy lands. Sometimes the area scan misses them because they are too far away from the outpost, so it's always good to explore.

God, I loving love this game.

Runa
Feb 13, 2011

I went blueprint hunting using this guide in the Snow Ruins and was doing pretty well, all told. Up until the very final segment on recovery day and then things started to go south very quickly. Lost nearly everything and I had to scramble to try to survive the last two minutes while waiting for emergency evac.

Nebulas on Recovery Day are actually a huge pain in the rear end. Also Nebula is such an odd name for "that freaky mass-produced homunculus monster from FMA Brotherhood."

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Speaking of, it turns out the blueprints in the School node are pretty key ones.

I had never seen that node across several runs, even fully clearing out the map a couple times, and had moved onto the Snow zone for a while before I eventually just quick-looted the woods several times until it finally showed. Ah well, glad that I can actually research some Deciphers at last. Might be a while before I can build them though.

Bogus Adventure
Jan 11, 2017

More like "Bulges Adventure"

Runa posted:

I went blueprint hunting using this guide in the Snow Ruins and was doing pretty well, all told. Up until the very final segment on recovery day and then things started to go south very quickly. Lost nearly everything and I had to scramble to try to survive the last two minutes while waiting for emergency evac.

Nebulas on Recovery Day are actually a huge pain in the rear end. Also Nebula is such an odd name for "that freaky mass-produced homunculus monster from FMA Brotherhood."

Thank you for the link. I'll put in in the second post.


Zomborgon posted:

Speaking of, it turns out the blueprints in the School node are pretty key ones.

I had never seen that node across several runs, even fully clearing out the map a couple times, and had moved onto the Snow zone for a while before I eventually just quick-looted the woods several times until it finally showed. Ah well, glad that I can actually research some Deciphers at last. Might be a while before I can build them though.

Yeah, I've got so many blueprints of things I can't manufacture. It sucks. :negative:

Runa
Feb 13, 2011

Bogus Adventure posted:

Thank you for the link. I'll put in in the second post.

Yeah, I've got so many blueprints of things I can't manufacture. It sucks. :negative:

god, mood lmao

that said, more reason to keep progging the Snow Ruins

E:

I found the b-ball challenge





I only got 4 points

Runa fucked around with this message at 07:04 on Apr 5, 2024

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Hyper Inferno
Jun 11, 2015
I bought the game. Haven't gotten a chance to go through the tutorial but I'm liking the activity of the devs so far so I figured for $20 might as well give it a shot.

Much later edit: Unlocked the shop. Game is shaping up to be really good if it keeps unlocking stuff at this pace. I cleared out every node in the previous outing but was really low on power by the end of it. Wish I had actually crafted some lockpicks. I really like how the game gives you like 3 options to open every locked door you come across.

Honestly it feels a little bit like a rogue-lite on top of every other genre this game is trying to be. The randomized loot is like the low level loot you get after each floor, the terminals you power up are like the slightly better loot that you don't always get, and the perk you get after clearing each node is like a run-wide bonus.

Hyper Inferno fucked around with this message at 07:43 on Apr 6, 2024

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