Is there a way to get the 4th intel in the first mission without triggering the alarm?
nope, there isn't (intentionally: up until this point players don't have a good reason to engage in combat, and if they don't get it at this point, they ended up going well in without ever trying it or having made up fears like "alarm is gameover", etc)
How many spy novels and conspiracy theories did you guys read in preparation for this game?
I love how the intel stuff is full of that stuff (Star Wars program, using Indigo children parents as fools and other stuff) and it is funny
Thanks! The people responsible for this - a ton. Myself - I rewatched my couple of inspirations over and over instead.
Is this sarcasm or what
You designed a pretty unusual system here, did you not invest any thought into the implications? Was it all just "let's make something WEIRD AND DIFFERENT"?
What? No. The problem here, clearly, is that the tension (inherently doable in the system given the number and magnitude of unknown variables) doesn't come through for some reason. Fixable.
So far the game is a little barebone. Looks like it was build with DLCs in mind.
Wait, what?
Compared to what exactly? Which turn based tactical it is, in your perception, smaller than? Are you talking number of levels, different campaigns or gameplay systems?
I have no idea why people experiment with weird gameplay without getting down the fundamentals. Especially since with tactical game fundamentals are everything.
If you mean eg. classic X-Com was the fundamentals, then you probably also assume that reusing mechanics that are 20 years old is perfect for mass market console games and business models.
Or that commercial and critical success is irrelevant.
Or that getting attention from press is irrelevant.
Anyways, you seem to be suggesting tactical games are a big genre with all successful games having these "fundamentals" right, while in fact every single one of the successful ones has the "fundamentals" completely different.
Like, dude, even Gollop skipped his own 'fundamentals'.
Unless, you assume success = mixed appreciation of a couple of hardcore forum trolls that believe all the best games ever have already been made 20 years ago, then I lay my arms, sir.
Either way, I have no idea why people think knowing games is the same thing as knowing about making games.
XCOM 2: WOTC [...] Invisible Inc [...]
Either you wrote this 2 hours in, or we miserably failed in communicating this is bigger and deeper than XCOM and Invisible combined. Oh well.
The LOS out of nowhere also annoys me, it is like if the enemy agents had no vision range limit - I am a map away from the nearest enemy, so how is he able to see & shoot me? It is not squadsight (I get they can target me if one has LOS, fair enough). So what gives?
It's actually exactly the same way it is in XCOM, but there's a bug in visuals and another in AI that cheats a bit. Testing the fixes today and most probably deploying in the evening, stay tuned.
Also, enemies have the same gun ranges as you (unlike some other games I can mention).
Watch out for ironman - it seems to delete your save if you crash or quit without saving.
noted, thanks, will inspect
Also actor/disguise is really OP. Watching a streamer go through and chop literally everything right now. What's the point of all the weapons and grenades and weapon perks? Just chop everything!
On easy, yes.
In my playtime of the aforementioned 8 hours, I've only encountered one repeated mission type, which was the one where you attack an agent who's been tracking down your HQ. The mission type was the same, however the map, enemies, weapons they were using, and barriers, etc were all different. Pretty good for 8 hours into a game like this I think. Also, you are aware that there are 4 different mission type approaches to those situations where an agent is tracking your HQ, right? They are time sensitive and unlockable through agent skills and different buildable facilities. Maybe
Kacper Szymczak can chime in on this one?
Yes. And every single enemy agent might have different weapon/abilities/items up their sleeve.
And enemy reinforcements tend to shuffle the map.
And your agents might act up with their sleeper effects.
Though I do feel they should have added a speed up option of some sort.
There is one. Not enough?
when and how do i blow my cover?
Heat goes up on combat start.
Second flanking damage i guess awareness is useless when you are flanked or you flank the enemy likewise?
Nope. Bursts are especially effective when flanking though.
It would be fine if i was punished or in a hurry doing this
but after some time, you will trigger the enemy agent searching for you. [...] This prevents you cleaning the map one by one.
you quite literallly contradicted yourself
Game like to lock your controls after you save, thats also a bug. And yeah ive just lost a bunch of saves because the game hanged...
A lot of games (all?) lose focus if you alt-tab during loading.
You can train agents at some point in certain languages and backgrounds. So if you send an agent to a German location to do recon, for example, train them in speaking German and their heat meter will rise much more slowly because they are blending in better
Not true, but I like the idea <3
Like, literally, 1) there's no way to add new languages to agents 2) languages only affect the access to ability "Distract" in tactical missions; doesn't affect heat.
Heat just drops over time if you're not compromised
I completely forgot about this heat meter. And how do i train agents to use other languages?
You can't.
how do I speed up the combat? I have all the options under 'gameplay' ticked
well, this is still a pretty rare opinion, so not a highest priority, but it's been popping up already, so it's on the list
I was told that's actually good
https://www.youtube.com/watch?v=Pn7oEYe4ePc
I found another bug, when you train the second weapon specialty of agents, and they haven't finished it yet before the base is compromised, then their training will be bugged, it wont finish, it cant be cancelled. Please fix this asap.
noted, thanks!