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Alastor15243

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Everything posted by Alastor15243

  1. Not quite, buddy! Sorry I didn't say as much here, I didn't want to announce it out of concern of simply reminding people and getting their hopes up for nothing if it fell through, but basically, I got into a writing slump that I found it really difficult to get out of, and it took me months to finally be able to write again. But now I can, and so I'm going to try to get back to this after a slight interlude playing a game more fun than Revelation to help remind me why I enjoyed doing this in the first place (the fact that Revelation sucks balls was a huge part of why I couldn't muster the energy to continue this, so I was concerned going straight back into it might kill my momentum again). So if anyone wants to check out how I fare playing another game, click here! Sorry for not updating everyone. Again, I wanted to make sure that I stuck with this new project first before telling you. Isaac Baltimore isn't quite as fun of a character to write as Dakota though, so I am looking forward to getting back to this!
  2. Thanks! And don't feel bad about voting for Xu, he's pretty damned great, one of my favorite agents. Anyway, sorry for the delay with this part, had a bit of a stressful, not-conducive-to-let's-playing week for personal reasons I'd rather not get into. Anyway, back to my usual "3-4 uploads a week" schedule: Mission 6
  3. After trying a variation of grindless play, I've revised my position tentatively, may change once I fully beat the game. I feel that as long as your units can't reasonably max out their final class's level with the experience given over the course of the game, it's best to change classes once experience starts slowing down to lower than what it would be if you changed classes, which is at a different level for each stage of the game due to the enemies gaining higher levels and a level one tier 2 unit gaining less experience than a level 1 tier 1 unit.
  4. I'm torn regarding her best class. Cleric Faye has a ton of kickass spells, but she makes an absolutely amazing cavalier in a game where most of the cavaliers you get for a while are pretty lame. If you want a strong and durable high-mov unit, she's just about the only option you get for a long, long time. Clive's pretty lame and Mathilda's pretty squishy for her level. Faye's strength and defense growths are great, especially when not nerfed by reclassing to cleric, and thus as a cavalier she makes for a powerful, highly mobile tank, even if she's a bit slow (her growth isn't bad though so she gets better).
  5. I never said to remove music, I said to take the player and enemy phase battle themes and make them part of a set of boss themes. I just feel that the repetitive use of those songs can really kill the mood in some levels with some map themes and that the dynamic map themes was in hindsight a massive improvement.
  6. My only complaint with the soundtrack really is that they kept the old-school battle music system. That saddens me, because after seeing the new system in awakening with the dynamic map and battle themes I can never really go back. It's just so jarring having "DA da da DA da da DAN DAN! DA da da DA da da DAN DAN!" play out of nowhere every 6-ish seconds in the middle of, say, This: Seriously, I was hoping they'd just move the Gaiden battle themes and use them as the boss themes of minor skirmishes so that we could really enjoy the new music system, I'd love to see what they'd have done with "ablaze" sorts of stuff, and I really hope this isn't something they continue to do if they remake other games.
  7. Hey, just wondering, since there's almost no way to access shrines without going into dungeons, what are the generally accepted rules when doing "no-grind" runs of the game when it comes to going into dungeons? Are the rules that you can only go in once and you can't save after leaving unless you completed what you needed to do there? Are you allowed to go back in but you just have to run away from all the enemies after the first time when you want to promote units? What about random map reinforcements? What are the rules to make sure those aren't abused since they're unavoidable?
  8. OP? Hm... I honestly don't feel either one is better than Nika, but then Nika is in my opinion by far the best agent in the game, so maybe she's not a good reference.
  9. I've been using Faye as a cavalier and she's fucking terrifying. I trained her up to level 20 villager before promotion once I realized how easy it was to do at the pirate cove. I may have gotten ridiculously stat-blessed with her, but, well... Here are her stats as a level 16 cavalier: HP: 36 Atk: 29 Skill: 10 Spd: 12 Lck: 17 Def: 18 Res: 8 She's an absolute menace, so much so that I'm almost don't even regret not making her a cleric once I discovered her spell list.
  10. Great to hear! Here's to hopefully many more successful runs! And here's hoping I can get my team through to the end. I love contingency plan. Like you said, the power cell and the secondary alarm protocols really help make it so that the extra time you have doesn't outpace the rising difficulty. That said, I've never yet failed a campaign at or after the omni foundry lab mission (though there have been close calls), so if I manage to get past that hump, that's probably a good sign for this LP.
  11. The base stats for promotions are pretty damned low, it's unlikely that you'll increase more than a few points in about two stats. At that point, unless you're a villager turning into a mage, literally nothing happens from promotion besides the new soldier skills, +1 HP and +1 Mov. All you're doing by promoting early is reducing the number of levels you have. It's nearly always preferable to wait even if we preclude the concept of grinding. Echoes didn't change that, it actually made that more true. Besides, giving Kliff a bunch of villager levels before mage nerfs his defense growth to a merely respectable 30% turns him into a lightning-fast, nigh-indestructible tank, surpassing basically every other magic user in the entire game.
  12. I'm not so certain Shanty Pete is a straight-up villain. At the very least, he either founded an orphanage or had a sufficiently decent reputation in Anna's eyes that she'd feel comfortable making up the idea that he founded an orphanage when forced to bullshit charities to Tiki when faced with the threat of cannibalism.
  13. The only ammoless lethal weapon I know of is the flurry gun. It has 2 armor piercing, costs 5 pwr per shot, and can only be used for one turn per map (so basically you want to have Nika use it and then pass it to every one of your agents and give them a shot with it, and also use any stim IIIs you have, so you can get as many shots as possible). It's pretty damned useful if you know how to use it, and it does save money in the long run, it's only 1,250 I believe. And yes, Draco is pretty great, but then again whenever I've found him I've also gotten lucky and found a hand cannon in the same mission allowing me to get three kills per charge pack, and I also got a lot of anarchy so he wound up stealing a lot of charge packs too.
  14. Yeah, and a bunch of times in Awakening too. He's been mentioned by pirates in nearly every game that's had them since the days of Tellius from what I can tell.
  15. Okay, I know I'm probably reading way too deeply into this one word in this one throwaway line from this one-time boss, but seriously... ...Just what the hell does a parrot have to do to get called "mighty"? Seriously, I'm picturing Shanty Pete walking up to the main deck that's just been taken over by invading enemy pirates who now surround him in a semicircle around the cabin door, only for Shanty Pete to just stand there because these guys are so beneath him that he's just thinking "Oh what the hell, I'll just leave this to my war-parrot", and then his bird flies off his shoulder at lightning speed and slices through the necks of every pirate in the semicircle with, like, these razor edges he wears on the fronts of his wings, before returning to his master's shoulder before his opponents' heads even hit the deck like he's a damned anime chakram or something. Like I honest-to-goodness want to see this guy and his parrot in a game now.
  16. Well I wish you luck, and I hope this continues to be both informative and entertaining! Yeah, I turned up my nose at wildfire until I really got acquainted with using Nika and realized that pwr is used for a lot more than hacking. It's an extremely useful escape phase emergency supply, though depending on your build it might not be a huge loss that you missed it. Really its biggest use is for volt disruptors. I'll be working on the next part soon and it'll be up sometime between tonight and Friday night depending on how things go.
  17. Alright, looks like Internationale and 1 rewind are the general consensus. I'll get started on this soon. Not sure how long it'll take to make mission 1's part, but I'll get it out as soon as I can.
  18. Right. I'll give this another day and I'll start the LP on Tuesday. Right now it looks like Internationale has a pretty solid lead, and there's a slight lean towards using the one rewind. If you want it to be otherwise, you still have a good 30 hours to say so! Oh, and in case anyone noticed that I seemed to skip over five of the 14 agents in the game, lemme explain, I only just realized my original explanation got lost in the re-edit after the initial spoiler tag disaster: Two of them are Central and Monst3r, two characters I feel it would be difficult to justify bringing into the story. Two more of them are Central and Monst3r's past selves, which would be even harder to justify bringing into the story. I can justify Rush despite her also being a past character who's canonically dead, just by changing up her backstory a tad, but as for her fellow past agent Draco... honestly while Draco's really fun, he requires you to be lucky with the draw and ridiculously kill-happy to properly use him, and my character isn't prepared to compromise his morals like that so Draco would as a result kinda really really suck. Basically his deal is that he can't level up stats normally, but can gain a stat point by scanning a killed guard, and he can also get minor bonuses like AP, PWR and even credits from knocked out guards. It's a lot of fun and can snowball into some crazy stuff early on, but again, Isaac isn't going to go on killing sprees, so he's out. In fact unless Rush somehow wins I'm probably going to disable the DLC characters just to be absolutely safe and make sure I don't get him or Central and Monst3r's past selves.
  19. Hey everyone! ...So... About the last half a year I was supposed to be updating Dakota's War Journal... ...Yeah... Sorry about that, stuff's been going on. I've been busy with real life stuff, but I also suffered serious burnout with the game and lost confidence in the quality of the story overall. It just stopped being fun. But after a recent epiphany caused me to get my writing mojo back, I think I'm ready to give this a shot! But first I think I need to really remind myself how much I enjoy doing these sorts of things. So instead of starting off going right back to the slog that is Fire Emblem Fates Revelation, I thought: why not try a much shorter game that I really, really love? So that's what I'm doing. I present to you: Invisible, Inc. Invisible, Inc. is a tactical turn-based procedurally generated roguelike stealth game for PC, Mac and tablets, taking place in a dark, cyberpunk future. You sneak into corporate buildings, hack their devices, steal their stuff, avoid or neutralize their guards and security, and try to get out alive, trying to build up enough supplies to be able to successfully tackle one very difficult final mission. It is one of my favorite games ever. It is also very, very hard. It doesn't screw you over with any random generation when it comes to gameplay mechanics (though there's a lot of randomness when it comes to generation and what stuff you wind up finding), but it is utterly punishing with failures when you bring it up to its full, proper difficulty. There are no reloading levels, maps are randomly generated every time, and if you lose, you lose, and you have to start over from the beginning. I've gotten good enough at the game that I can pretty reliably beat Expert mode, but trust me when I say, victory is not guaranteed. I'm planning on doing this similarly to Dakota's War Journal in that I'll write my playlogs in-character. Hopefully when I'm done with this, whether I succeed or not, I'll be sufficiently back into the spirit of doing LPs that I'll be able to muscle through the various hangups I've had with Dakota's War Journal and finish that up as well at long last. But in the meantime, let's just hope everyone enjoys this. So without further ado, here's the intro! Aaaaand here's where a bit of reader participation comes in! You guys get to choose my second agent! I'll give you a list of all of the choices, along with what Isaac's response to them would have been had I not cut him off, and you get to vote for your pick! Whoever gets the most votes is the one I'll go with. In addition, I want you to vote on a second thing: the rewind system. See, there's a bit of a safety net in this game where you get to rewind turns if you really screw something up. On the highest difficulty you only get one of these per mission, but even just that one winds up saving a lot of runs. I could play with it on or off. If I play with it on, it's more likely I'll finish the whole game and thus it'll last longer. But if I play with it off, there's a good chance something will go horribly wrong and the entire run might be cut short, but it's also possible that I'll get myself into some gripping, crazy shenanigans it'd be fun to get out of. I leave it up to you. I can justify it in-story either way. And so without further ado, here are the agents, along with what Isaac, had the story continued with them picked, would have said: And that's it for now! I'll wait a few days to see what's decided, and then I'll get started on mission one! See you then!
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