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Great idea for a thread !:-) Devs should STICKY this thread imho.
They provide a permanent boost. However gear provides a temporary boost until you un-equip it. As for the damage deflection and stuff it can take an x amount of turns to recharge, you can recharge immediately with shield boosters.
Some more from us.
Finishing Level when there is no visual exit and you clicked away the message box:
You can click on the "arrow" like icon in the top right corner that appears after you finished a mission.
Stimpacks and their functionality:
Stims are one way to increase permanently an ability of one of your characters. But be aware if you use more then 5 it can go wrong. Suits have some ability boost too.
There are some really rare super stimpacks in the game that increase all your abilities at once.
Can I move the whole team at once?
Yes you can during none combat situation: Right click on the tile you want to have the team moved to.
Why do my character miss all the time even with snipers?
The idea here is that a beginner character has to use both AP to make a precise shot, especially with the sniper rifle. So select a target without moving your character and right-click on him to increase your aiming and use both AP.
Later on when your abilities are increase you can hit them better even with only one AP.
The idea of the weapon balancing:
Longrange:
Medium range:
Short Range:
Hope this helps abit. More to come.
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Is there a way to re-center the camera view after trying to adjust it manually? When I use the w,a,s,d keys to adjust camera view, it always seems to go too far north or too far south (just tapping a key once sends the camera view way too far in one direction) and I can't get it re-centered over my unit(s) without moving/jiggering characters (which seems to eventually re-enable the auto-camera).
Overall I dig the early game, just the camera adjusting feels a bit wonky. :)
Its acctualy on the very first map, a shotgun prototype ^^
how does the first part work exactly? will you guys make a demo at some point?
It seems you can hit an adjacent enemy without using ammo by doing a melee attack. How is this damage calculated? From weapon's base damage? So are sniper rifles just as good for melee as shotguns?
Seems like melee scales with the weapon in my experience. Added to FAQ
Weapons were given melee stats which have slight variance in patch 1.1.
-When you complete an area, not only are all fallen characters "rezzed" at 1 HP, all characters' shields are restored to 100%.
-When you exit a mission, if your group's returned to home base, everyone's health is reset to 100%. This is something to consider if you're nearing the end of a mission with wounded characters, and confident exiting will take you back to base (not the case on multi-part missions) -- best to save the medkits and just take advantage of the health reset at home base.
I'll split this up as best I can, however, and post it for comepleteness sake.
Morten
Active - Steady Shot - Fires a shot from a rifle that will not miss.
Passive - Rifle Expert - Increases accuracy with assault rifle type weapons.
Linda
Active - Medic - Fully restore Linda's health. (only Linda's)
Passive - Medic - Healing kits are 33% more effective when used by Linda.
Mule
Active - Headshot - If the shot hits, it will be a critical hit.
Passive - Strong - Increased Inventory capacity (12 slots, other characters have 8).
Josh
Active - Shield Overload - Instantly destroy an enemy shield, no matter how strong.
Passive - Fast Reloader - No AP usage when reloading.
Schaffer
Active - Radar - Shows all the enemies on the map for a short time, even if they aren't within eyesight of any character.
Passive - Suit Expert - Increased shield capacity (33%).
Thirteen
Active - Teleport - Teleport anywhere Thirteen can see.
Passive - Martial Arts Expert - Melee damage increased by 33% (a LOT stronger than it sounds.)
Jenna
Active - Berserk - Fire a bullet at every enemy in eyesight, using up the entire magazine in the process.
Passive - Sniper Rifle Expert - increase accuracy with sniper rifles by 33%.
Nia
Active - Paralyze - bind an enemy so they cannot act for several turns.
Passive - Regeneration - heal 1hp every 2 turns in combat.
--
It's important to note that Schaffer and Thirteen's actives were originally swapped. That is to say, Thirteen had Radar, and Schaffer had teleport. Now, Thirteen can negate distance issues for his melee attacks by simply porting in, while Schaffer can provide more of a support role rather than simply teleporting out of a bad situation for himself.
You said that when talking about what happens when you lose the entire squad, but I have just completed the game (came looking for info about a sequal actually), and I have no idea what the reason could be. Did I miss some story or something by not ever losing?
Can you elaborate? (behind spoiler tags)
Thanks!
If the squad were to "die," they are instead teleported to the medical bay in their current home base for healing as a panic button. It uses their implants to do so. The *old* implants, which do not have the "corruption" present inside them that has turned the rest of the crew. The last part is the key storyline component I was referring to, as just about every crew member with the new implants was turned.
Right, I remember now, thanks.
You unlocked this at some point I now recall, when speaking with one of your members one of them mentions this. I forgot, probably because I never saw it in action.