The Lamplighters League

The Lamplighters League

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fri_freeman Oct 20, 2023 @ 11:00pm
Stress Break for Agents
I haven't had my agents got stress break yet, but I need to ask, what happens after your agent get stress break? The tool tips says that they get some bad card that are hard to remove, and have to rest for a few weeks, or something in that line, but can someone provide detail on what happens and how to heal them? I'm basically wondering if my agent getting stress break sometimes is okay, or I should just always reload.
Originally posted by Fringehunter7719:
At the end of the mission you get a random bad card that provides a nasty debuff (the one I checked out was a 25% chance of becoming knocked over each turn in combat, I think, or something like that) it is placed into your hand, but can occupy one of the slots that is locked if you haven't unlocked all 3 slots yet.

To remove it you either need to complete a mission with that agent without getting another stress break, or you need to complete 3 missions with the agent left at base, I think. I only tried the former method.
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Fringehunter7719 Oct 20, 2023 @ 11:31pm 
At the end of the mission you get a random bad card that provides a nasty debuff (the one I checked out was a 25% chance of becoming knocked over each turn in combat, I think, or something like that) it is placed into your hand, but can occupy one of the slots that is locked if you haven't unlocked all 3 slots yet.

To remove it you either need to complete a mission with that agent without getting another stress break, or you need to complete 3 missions with the agent left at base, I think. I only tried the former method.
fri_freeman Oct 21, 2023 @ 12:26am 
Thank you. Does similar thing happens if an agent get knocked down and revived in a mission, or the effect is something different
Fringehunter7719 Oct 21, 2023 @ 12:48am 
It never happened to me, but I believe that agent is out of action for a few missions, or you can spend healing supplies to get them back immediately.
Thicc Mittens Oct 21, 2023 @ 1:27am 
Originally posted by fri_freeman:
Thank you. Does similar thing happens if an agent get knocked down and revived in a mission, or the effect is something different
Getting reduced to zero hitpoints and revived will give the agent an injury for 3 missions which translates to a debuff (the one I saw was reduced max hp, but I don't know if that's one of many possible debuffs or if it's always that). It's your choice whether you keep them home to rest for those 3 missions or risk them on the missions in their weakened state. Or as Fringehunter says, you can just spend a healing resource to clear the injury.

Also if you don't revive them within 3 combat turns, or I think if they take damage while downed, they're "dead". I put "dead" in quotes because while they're gone from your team, my understanding is they actually get kidnapped and you get a mission to get them back later on (I've not had this happen, but I'm sure it was in a loading tip or tutorial message or something).
fri_freeman Oct 21, 2023 @ 2:05am 
Thanks! That answered all the questions I have in mind
Fringehunter7719 Oct 21, 2023 @ 3:40am 
Originally posted by Thicc Mittens:
Also if you don't revive them within 3 combat turns, or I think if they take damage while downed, they're "dead". I put "dead" in quotes because while they're gone from your team, my understanding is they actually get kidnapped and you get a mission to get them back later on (I've not had this happen, but I'm sure it was in a loading tip or tutorial message or something).

I think it might depend on the difficulty settings you chose when you started the campaign.
Thicc Mittens Oct 22, 2023 @ 12:39am 
I think you're right for custom games - there's a setting there for what happens to agents lost during a mission (return to base, lost but recoverable, lost forever). It looks like all 3 of the preset difficulties stick with the middle setting though, so I think it'll only be different if you do a custom game and specifically change it.
Originally posted by Fringehunter7719:
it is placed into your hand, but can occupy one of the slots that is locked if you haven't unlocked all 3 slots yet.
I have only ever seen the negative card occupy (and cover up) the middle card slot. Perhaps if you had more than one at a time the other slots could be covered.
Fringehunter7719 Oct 23, 2023 @ 8:06am 
Originally posted by tempest.of.emptiness:
I have only ever seen the negative card occupy (and cover up) the middle card slot. Perhaps if you had more than one at a time the other slots could be covered.

It happened to me exactly once in my playthrough, and it covered the left card slot, which was locked (and so unoccupied) at the time.
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