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at second day and later:
1) if it's Plastech don't hack things when it's not necessary
2) buy a gun before going to Sankaku
3) be prepared to pierce armor before going to K&O
4) wisp is op
Seed works well with Prism, and this combination can generate the most power, if you use it properly (try to hack something every turn, don't hack too much at once). If you start with Seed, I suggest taking parasite instead of lockpick - it will allow you to start an additional parasite each turn at zero cost (up to 4).
The Alt key is your bestest friend ever. The sight cones in default mode aren't always precise. Often you can walk through areas you thought you couldn't safely.
Get Anarchy 2 on all your agents asap. Pickpocketing is a big deal. Lots of extra credits and you can get keycards without alerting guards.
Examine guard paths a lot. It costs an action point but its absolutely worth it. If you can get the Wisp program or a tag pistol (or 2 or 3) then even better. Tagged guards even show their pathing when you don't have vision of them.
Exploit the AI's gulliblity. Toggle a door in their sight and they walk over to investigate but don't become alerted. In Alt vision guard's sight cones near the edges have not fully filled in red squares. If you walk in those you won't alert the guard but they will investige that spot next turn. Activate sprint and move one square to make a noise that gets a guard to investigate then turn sprint off (can only be done before any other movement or AP consuming actions). These tricks can let you lead a guard on a merry chase if you need to get past them without ever alerting them. If you combine examine pathing/tag and proper hiding techniques with this you will find this to be a big help.
https://www.youtube.com/channel/UCxkox17P5VE9yeArdEnETqQ/playlists
Also, dat dubstep intro.
One of the biggest things to be wary of is mission selection travel time. That's part of the luck though. Less travel time = more missions = more items/money. You don't want to go to a level higher than the day it is, if you can help it, because it's usually an unnecesary risk.
Additional part of luck is what you get from item missions. Getting only a bunch of paralyzers/stims is pretty ♥♥♥♥♥♥ luck compared to getting a good mix. Do not underestimate EMP. It *kills* robots, and disables the mainframe shield on the final level guys (in area no less!!) without alarming them (I think? Can't recall if they were already alarmed or not). That's a *lot* of saved power, sneaking time, and you can keep a shock trap and Monster's gun for the 3 armor guys.
When doing levels, in regards to power, be conscious of when it's about to hit level 2 alarm. That +1 to all *hurts*.
tl;dr: movement bonuses increase the Sprint-cancel threshold and some allow Encumbered agents to Sprint.
From what I can tell, the rule is you can cancel the Sprint as long as you don't benefit from any of the movement bonus, but if you use ANY AP and cancel it, you can't start Sprinting again.
In other words, since Sprinting usually grants 3 AP, you can cancel it at any time as long as you don't reach the agent's base max AP (from the SPEED stat). So that +1 AP on Sprinting from SPEED 5 should also increase the threshold. You can even Peek.
I noticed a strange interaction with Chameleon Movement, so when I came across Wings I tried something else out. It turns out the 2 AP bonus lets me move 4 spaces instead of 2 and still cancel Sprint.
I noticed something else from Wings. One of my agents was Encumbered, but with Wings he was then able to Sprint. Very cool. Need to test other bonuses for this.
If you AP is equal or higher than your base AP, you can toggle it.