Judoka, Blitzkrieg, and Frozen Primes all together is a ton of fun to get that '3 of one class' medal. The Judoka's armored and the Frozen Prime can pop a shield any time you want, so they both make great Lightning Whip chain pieces. I went with the repair-push pilot on the Judoka to give him some extra utility (plus he's repairing a lot from Lightning Chain/blocking anyway), but I like it with the pilot that lets you move through enemies too. The one that gets a move after an attack is always great with Lightning Whip also. It can get dicey if you don't get some additional mobility or range before moving onto the second island, but with so many options the odds are in your favor.
Could try this https://www.reddit.com/r/IntoTheBre...ve_successfully_installed_into_the_breach_on/So I want to play this game but only have a Mac currently did anyone know if I buy the bundle from humble will I get access to the Mac port when it's released?
Oh wow that's a good tip. Totally makes sense too.Fun fact: freezing an airborne mech above a tile that's going to turn into a chasm will kill the mech. Dunno if that applies to airborne units over chasms, but I'd assume so.
Me too! Rusted, three islands on normal.
I agree so far, though I think ItB forces a different sort of creativity. FTL, while difficult, became a very "zen" experience for me. I could just totally zone out and play for hours. So far, this game almost feels like it's working a different part of my brain. There's no second-by-second micromanagement, and changes to your team and loadout come slower and feel more precious.Completed with OG riftwalkers for the first time today.
It's a really difficult game, but playing more and learning the layers of gameplay does help immensely.
In some ways it's a deeper game than FTL, although it isn't as creative in gameplay. It's an 8x8 map with 3 agents (sometimes with NPC) and it's very compact. Every single decision has to be weighed across multiple layers of consideration from positioning, order of attack, environmental effects and also learning to make compromises with mech health, power grid and also non-star secondary objectives.
I wouldn't play it many times if it were just the rift walker team, so seeing all those new mech teams lined up is really intriguing. Will keep playing over the next few months or years.
10/10 and great value for money
Yeah, Fidel is fantastic and definitely came to mind as I was playing. The way you search for optimal solutions and set up combos feels surprisingly familiar.Has anyone played Fidel: Dungeon Rescue? ItB reminds me of Fidel in some ways, mainly in the smart visual presentation of all the elements and the economy of movement.
When they're dead, they're dead. You can only choose one among the living pilots for the next run.So are pilots and their level perks permanent? If one dies in one of my runs, is he/she available on a new playthrough? Ive only discovered 2 other pilots, and I know it asks you to choose one to take back in time when you lose but I'm still not clear on this.
I've come around on the Rusting Hulks. They are really, really good.
Just FYI, I'm playing the game via Wine right now and it's pretty much working perfectly fine.
Awesome! Good to know.Just FYI, I'm playing the game via Wine right now and it's pretty much working perfectly fine.
Start with Abe for the armored mech. It will reduce the self-damage by 1. Don't bother if you don't have Abe, unless you want to make life living hell for yourself.
You can repair one hp instead of attacking.
You can pair this with the pilot that pushes during repair, and then that mech has something useful to do every turn
It should have more than 2 health to start with, put a pilot with armor or increased health on it, upgrade it, etc. It can heal itself. Personally I think the ramming mech is pretty trash at base level, but you can do things to make it better.
Don't remember the name but the "Ignore webbing and smoke" pilot is clutch if you play Rusting HulksStart with Abe for the armored mech. It will reduce the self-damage by 1. Don't bother if you don't have Abe, unless you want to make life living hell for yourself.
Archimedes (move after attacking for 1 core), Silica (can attack again if hasn't moved for 2 cores), Chen Rong (move 1 tile after attacking), and Henry Kwan (move through enemy units) seem to be the most effective pilots. The first two are rather nutty, but I guess that's why they require cores to use. Bethany Jones with the cryomancer is borderline overpowered--effectively a reusable one-turn ko or shield depending on what you need. Abe with self-harm, and Camila Vera with Rusting Hulks are also, of course, good.
Hmm, I don't have experience with all the squads but my golden rule is: always be aware of the enemy movement range. Nothing worse than starting a turn webbed without options of freeing yourself or not having a unit capable of dealing with an enemy that has strayed too far. Once you place your units, you can hover over and see their movement range to see if you are happy with it.
Fun fact: freezing an airborne mech above a tile that's going to turn into a chasm will kill the mech. Dunno if that applies to airborne units over chasms, but I'd assume so.
Look in your saved game folder. The game always makes a backup save as long as you haven't overwritten it. It's also possible you're using the wrong profile or something, but it could be related to some of the early version save problems they mentioned.So I played for about 4 hours yesterday. Made it to island 4 after multiple timelines, unlocked a bunch of pilots and got some coins along the way. Today I launch the game to find no save made.
I'm dropping this for a while.
Love the game. Just got the robot/AI pilot; attacking twice feels so OP
So are pilots and their level perks permanent? If one dies in one of my runs, is he/she available on a new playthrough? Ive only discovered 2 other pilots, and I know it asks you to choose one to take back in time when you lose but I'm still not clear on this.
When they're dead, they're dead. You can only choose one among the living pilots for the next run.
Oh really, I thought those described randomly generated dungeon crawlers like Spelunky or Darkest Dungeon.
Has anyone encountered a unique pilot in one timeline that you've already reused from the previous/picked at the beginning? In other words, had a pilot meet themselves? I thought of this when I was opening a time pod and Bethany Jones wondered if she'd meet herself inside.
This can't occur according to the game's code.Has anyone encountered a unique pilot in one timeline that you've already reused from the previous/picked at the beginning? In other words, had a pilot meet themselves? I thought of this when I was opening a time pod and Bethany Jones wondered if she'd meet herself inside.
Fun fact: freezing an airborne mech above a tile that's going to turn into a chasm will kill the mech. Dunno if that applies to airborne units over chasms, but I'd assume so.
I would assume the game tries to avoid that for variety's sake, even if there's no plot reason why they wouldn't. :) I believe I've always got pilots I didn't have, anyway, but obviously that won't be possible anymore once I unlock them all.