Primary Objective: Avoid misgendering Kai (xie/hir) for 5 turnsOf course the first new character shown is a LGTBshit violet-dangerhair
Three more levels of progression for the pilots could go a long way.Pretty cool surprise considering how long ago it came out, but unfortunately it sounds like they didn't do anything to improve the main weakness of the game, which is the barebones progression system/strategy layer in between battles.
Hey hey:
https://subsetgames.com/itb_ae.html
We are excited to announce the free Advanced Edition update for Into the Breach, coming out on July 19th! Nearly every aspect of the game will be expanded with new content.
New Mechs and Weapons: Five new mech squads and nearly forty new weapons.
New Challenges: More enemies, more bosses, and more mission objectives that add additional challenge and variety to any run.
New Pilot Abilities: The expanded roster includes four new pilots and triple the amount of skills any pilot can earn through promotions.
We’ll be elaborating on all of this new content over the coming weeks before launch and can’t wait for everyone to check it out.
Alongside the Advanced Edition, we will also be bringing Into the Breach to Android and iOS devices! We have partnered with Netflix for this mobile version, so it will be free to play on both phone and tablet devices for everyone with a Netflix subscription.
The mobile version is unaltered in its content, containing the same game found on other platforms (including the Advanced Edition content). The touch interface was revisited and redesigned to ensure an excellent experience on smaller touch devices like phones.
Into the Breach will be getting a physical Switch version coming out in October 2022. Pre-orders and more information can be found on Fangamer here: fanga.me/r/into-the-breach-physical
Into the Breach will be adding support for 7 more languages, bringing us up to 17 languages supported! The new languages are Arabic, Thai, Swedish, Korean, Traditional Chinese, Turkish, and Spanish (Latin American).
Into the Breach: Advanced Edition Update - Now Available!
Once more unto the breach, dear friends!
Advanced Edition is a free major content update that will be available on all platforms today!
The following is the primary change list, but there’s a lot of small bug-fixes and tweaks here and there.
Major Additions
- 5 New squads & 15 new squad achievements!
- 7 new Vek, 3 new Psions, & 10 new boss battles!
- 12 new missions & 3 new bonus mission goals!
- 4 New pilots & 10 new random pilot abilities!
- 39 New weapons & equipment!
- 2 new music tracks from composer Ben Prunty!
- Even more challenging difficulty mode, Unfair Mode!
- 7 New Languages! (Arabic, Thai, Swedish, Korean, Traditional Chinese, Turkish, and Latin American Spanish)
Other Changes
- Optional Content Toggles
- All of the new content (enemies, pilot skills, etc) other than balance changes are possible to turn off if you would like the base-game content experience.- Weapon reactor usage reduced
- We wanted to encourage players to immediately try out equipment they find, so we reduced the reactor power to equip most gear.- Store Changes
- Since you can now instantly equip most weapons without needing an additional reactor core, the reputation cost to purchase weapons has increased by 1 and the store options are limited in the first 2 islands.- New weapon mechanic: KO effects
- Certain weapons will trigger an additional effect if the primary target is killed by the attack.- New tile mechanic: Cracking
- Certain weapons will cause the ground to crack. If the tile is damaged again, it will shatter, destroying the tile and anything standing on it!- New status effect: Boost
- This will increase the next attack’s damage by 1. Highly effective for AoE attacks!- Unlocking Squads with Coins Change
- The cost of unlocking squads with coins has been reduced to account for the extra squads.
Unfair Mode Tips
This mode is for veterans looking for even more of a challenge but it might require different strategies than you're used to.
- There will be many more situations where damage is inevitable so it’ll be more important to take losses strategically - depending on the situation, it might be better to lose grid power, sacrifice a pilot, or fail a mission objective.
- Grid power gains are doubled which means it’s much easier to pull back from the brink of defeat. Don’t give up after a few setbacks.
- There is a limit to how many Vek can spawn so sometimes it’s more advantageous to leave some weak Vek alive rather than wiping them out early.
Haven't played the update yet, but this seems pretty great.
- Weapon reactor usage reduced
- We wanted to encourage players to immediately try out equipment they find, so we reduced the reactor power to equip most gear.- Store Changes
- Since you can now instantly equip most weapons without needing an additional reactor core, the reputation cost to purchase weapons has increased by 1 and the store options are limited in the first 2 islands.
I think that I lost one battle in this game, so I might not remember how it really works, but after defeat I do think it is a wipe and you forever loose pilots and a timeline. On the other hand upgrades stay if you keep winning.I started it yesterday. I enjoyed my first defeat. I'm not 100% whether I understand the gameplay loop. The only thing I get to keep after defeat is one chosen mech pilot, no other upgrades?
Played some ItB after a while and damn, I'm still in awe with what they achieved with this game. As nice as FTL is, this is Subset Games' masterpiece. The squad designs are so good - all of them have a central theme/gimmick that fits the mech composition and requires a fresh perspective for dealing with the enemy. The Unfair mode is there if you really want to turn this into a desperate grind against a flood of alien bugs after you've mastered the game mechanics. The UI design is so clear - you can see everything relevant with one glance. Balancing the difficulty level in a game like this has such a slim margin for error but ItB straddles that tightrope so well. When it's firing on all cylinders - and it does that often - each turn becomes a quality chess puzzle. How do you neutralize 5 enemies with 3 mechs of your own? The solution(s) are there, they're not obvious but they do exist. Almost always.
All the mechanics are consistent, and when there is some ambiguity with edge cases, the devs tend to opt for the fun interpretation. You can have a passive booster that grants HP each time you kill an enemy, and you can have a self-destruct 'weapon' that also kills everything around you. If you get the idea to combine them, you can build a mech that fights enemies by barging next to them, exploding itself and then miraculously coming back to life after the HP gain from kills is added.
The stuff added in Advanced Edition fits the game well. The new squads are on the powerful side but require more thought to use properly. They present more 'degrees of freedom' without necessarily adding any more crude damage output. The new enemies and weapons are fresh, inventive and interesting.
What are the good similar games? Invisible Inc. manages to do the same 'turn-to-turn procedural puzzle generator' experience about as well, but what else is there? How good is Fights in Tight Spaces for instance?
No, haven't tried any ItB mods.
Thanks for the squad list, I'll check those out. Are there any islands / enemies that you'd recommend specifically?
Mod list: https://subsetgames.com/forum/viewtopic.php?t=32999No, haven't tried any ItB mods.
Thanks for the squad list, I'll check those out. Are there any islands / enemies that you'd recommend specifically?
You can check out Mainframe defenders, but it's not much of a puzzle game, its much more about making broken builds.Played some ItB after a while and damn, I'm still in awe with what they achieved with this game. As nice as FTL is, this is Subset Games' masterpiece. The squad designs are so good - all of them have a central theme/gimmick that fits the mech composition and requires a fresh perspective for dealing with the enemy. The Unfair mode is there if you really want to turn this into a desperate grind against a flood of alien bugs after you've mastered the game mechanics. The UI design is so clear - you can see everything relevant with one glance. Balancing the difficulty level in a game like this has such a slim margin for error but ItB straddles that tightrope so well. When it's firing on all cylinders - and it does that often - each turn becomes a quality chess puzzle. How do you neutralize 5 enemies with 3 mechs of your own? The solution(s) are there, they're not obvious but they do exist. Almost always.
All the mechanics are consistent, and when there is some ambiguity with edge cases, the devs tend to opt for the fun interpretation. You can have a passive booster that grants HP each time you kill an enemy, and you can have a self-destruct 'weapon' that also kills everything around you. If you get the idea to combine them, you can build a mech that fights enemies by barging next to them, exploding itself and then miraculously coming back to life after the HP gain from kills is added.
The stuff added in Advanced Edition fits the game well. The new squads are on the powerful side but require more thought to use properly. They present more 'degrees of freedom' without necessarily adding any more crude damage output. The new enemies and weapons are fresh, inventive and interesting.
What are the good similar games? Invisible Inc. manages to do the same 'turn-to-turn procedural puzzle generator' experience about as well, but what else is there? How good is Fights in Tight Spaces for instance?