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Place low level employees in that department.
Instinct work increases HP
Insight increases SP
etc.
You should give your employees equal amounts of work and do not get too many employees, save the points for when you have to upgrade employees. I think that is the way to play.
I only reached day 45 though. sorry...
Edit: Your employees are faster when you do repression work, I think. Look at the colour of the work and stats.
Anything below fortitude/prudence II is pretty hard to keep alive.
But I also, gotta say, you shouldn´t have anything this dangerous this early? If the new anomaly can´t be handled the way you are, you are most likely treating it wrong.
So your options are to
A) experiment and try to figure out what on earth it want´s
B) get enough boxes that your management info tells you what it wants (always unlock the mangarial tips first, it´s easy to find a good work type via trial and error), you´ll probably need a better employee for this one, either train one up or use the strengthen button before the day starts
C) leave it be and try to work around it, only works on items or if you get very lucky on the meltdowns, but still
And don´t diversify like that, every stat is important on every agent.
If an agent is to be usuable without very exact knowledge about the anomaly they are facing you need the first two levels of at least prudence and fortitude, because otherwise your HP pool is a joke.
You can diversify if you want to on the higher levels, and Justice can be used as a dump stat if you don´t care about supression work and combat prowess on an agent, but all rounders are really the way to go, unless you want to micromanage everyone to not explode all the time.
If you're ending the day immediately on reaching the quota, consider not doing that. You can get some more stats if you keep on training, but don't spend too long at the start, since you don't get as much "EXP" from training with lower levels compared to higher levels of abnormalities. I think you could theoretically train someone up to be max stats on day 1, but it would probably take hours.
It's going to be extremely troublesome dealing with panicking employees at the start, you basically won't be able to stop/save them until you extract some longer ranged EGO weapons if they're running around. So either try your hardest to prevent them from panicking until you can extract some countermeasures, or raise some of their stats to change their panicked behaviour.
A panicked employee with their highest stat in either Fortitude or Prudence will probably be the easiest to deal with if you only have melee weapons.
The tutorial info and manual is pretty solid, it's just hard to digest since there's so much of it at once. I think you'll get the hang of it a couple days after Ordeals show up, since everything will be there.
Lots of abnormalities have interactions based on the characters stats.
Ex. "When employee with less than Temperance II entered, they died"
Another thing is their work is affected by a few factors;
The relevant stat (Ex. Instinct is better with high Fortitude)
Temperance (Which gives bonus Work Success Rate and Work Speed)
and the work on the abnormality itself; As you probably know different abnormalities respond differently to different work.
If you're struggling with a specific abnormality, a good general rule of thumb is either:
A) See if you can't just simply ignore it for the time being. Obviously this has restrictions; if it has a Qlipoth Counter it could be a struggle.
B) Try to spend extra time in a day leveling up stats. You don't need to farm until they're max in each stat early on (in fact it's very tiring to do so), but employees do earn respective stats to their work. Instinct boosts Fortitude, Insight/Prudence, etc. so going a bit further in a day even after you complete it is never a bad call.
C) If it's THAT big of a problem, restart a week ("Return to Memory repository"). Restarting the week or from Day 1 keeps all unlocked research and equipment, though employees and stats reset to the respective day.
It's also hard to give advice on how to help against a specific abnormality without knowing who it is, though one that comes to mind by "Fails at all works but still rolls some attempts" is "Shy Look Today" who has 5 faces and work success is determined by where he is behind the faces.
Also, early on One Sin and A Thousand Good Deeds is your best bro
Unless you get a really unlucky abnormality, the first 20 days are always very tame.
I had assumed as much, but I've gotten further then three days so I thought I'd share my experiences as a fellow noob.
Without spoiling too much, what are some unlucky early abnormality's to watch out for?
A train
Army in Black (Very tough keep in the box, and can cause a cascade of breaches)
Magical Girl (Manageable once you get execution bullets, nightmare until then)
Also general rule of thumb; Be VERY paranoid about anything that seem only positive.
Aside from One Sin, EVERYTHING in this game is bad in one way or another. There's abnormalities that have positives that outweigh the bad, but generally speaking if it only has positives be suspicious.
One thing to keep in mind too; aside from the one you get on a memory repository day (every 5th day; days ending in 1 or 6), you can get rid of abnormalities while keeping any research and equipment earned by going back to memory repository (And this extends to restarting on Day 1). If things get too nightmarish (I had a frustrating group of abnormalities to contain together) don't hesitate to do so if need be.
Just remember that equipment breaks if your employee dies. This is undone if you reset the individual day, but completing the day saves this. (This changes after doing some late game missions, but never-the-less)