I've only played the first episode of Penumbra from part of one of the humble bundles. I haven't gotten very far actually. I love the premise so far though and the setting makes me think of The Thing. I should really put some time into when I finish Deus Ex (again).
So, we're getting a week of Paradox sales. Does anyone know how good Penumbra is? And are either of the Mount & Blade games besides Warband worth getting?
Penumbra Overture is good, the other two are shite IMO.
So, we're getting a week of Paradox sales. Does anyone know how good Penumbra is? And are either of the Mount & Blade games besides Warband worth getting?
I enjoyed the games. There's not a lot of replay value, but if you like hiding in closets from mutants with questionable genitalia, I recommend them. Story wise, Overture stays fairly on target, Black Plague gets extremely wacky at the end, and Requiem is basically a series of physics puzzles because they ran out of money or time or ideas or something.
Edit: I got up to start the dishwasher and had another thought.
Everything that they were trying to do with with Penumbra was done better and more cohesively in Amnesia. Food for thought.
If you are a baby and have irrational emotional responses to arachnids, you may want to skip them. A few people on the forums have been unable to get past the first section of Overture because of a certain event.
So, we're getting a week of Paradox sales. Does anyone know how good Penumbra is? And are either of the Mount & Blade games besides Warband worth getting?
I enjoyed the games. There's not a lot of replay value, but if you like hiding in closets from mutants with questionable genitalia, I recommend them. Story wise, Overture stays fairly on target, Black Plague gets extremely wacky at the end, and Requiem is basically a series of physics puzzles because they ran out of money or time or ideas or something.
Edit: I got up to start the dishwasher and had another thought.
Everything that they were trying to do with with Penumbra was done better and more cohesively in Amnesia. Food for thought.
If you are a baby and have irrational emotional responses to arachnids, you may want to skip them. A few people on the forums have been unable to get past the first section of Overture because of a certain event.
I can't get through the first section of overture because of a tunnel that loops back on itself and there's no way for me to tell if I'm going the right way so I keep ending up turned around and back at the start.
So, we're getting a week of Paradox sales. Does anyone know how good Penumbra is? And are either of the Mount & Blade games besides Warband worth getting?
I enjoyed the games. There's not a lot of replay value, but if you like hiding in closets from mutants with questionable genitalia, I recommend them. Story wise, Overture stays fairly on target, Black Plague gets extremely wacky at the end, and Requiem is basically a series of physics puzzles because they ran out of money or time or ideas or something.
Edit: I got up to start the dishwasher and had another thought.
Everything that they were trying to do with with Penumbra was done better and more cohesively in Amnesia. Food for thought.
If you are a baby and have irrational emotional responses to arachnids, you may want to skip them. A few people on the forums have been unable to get past the first section of Overture because of a certain event.
I can't get through the first section of overture because of a tunnel that loops back on itself and there's no way for me to tell if I'm going the right way so I keep ending up turned around and back at the start.
It's been so long since I played them that I can't remember where that was.
So, anyone have any thoughts good, bad or indifferent on Restaurant Empire II?
It looks neat, but it's metascore isn't promising....
I saw, but some of that was due to complaining that it wasn't much different than Restaurant Empire I, however if you don't own the first game, that's not really a problem.
0
SteevLWhat can I do for you?Registered Userregular
So, I'm kinda interested in Magic, having not played the physical version for years. I can't remember what the deal is with this game and customizing decks, though - can you not build your own?
So, I'm kinda interested in Magic, having not played the physical version for years. I can't remember what the deal is with this game and customizing decks, though - can you not build your own?
You unlock a premade deck, can get cards to add to that specific deck (not sure how many). The first version you could only add, you could not remove anything. This one you can remove non-land cards (I think). So very limited customizing.
I didn't realize Warband was a Paradox game. I've suddenly gone from "completely uninterested" in this sale to "please Warband sale." I wasn't all that impressed by the demo, though. Ideally I'd like to get Warband for around $5, but I've been waiting for that price point for awhile now and it hasn't come. Maybe I'll finally get it if it sees a deeper discount this week.
I spent a lot of time with Atom Zombie Smasher over the last three days. That's a fantastic little game. I think I obtained it many months ago as part of some indie games pack on Steam (definitely not the last Humble Indie Bundle, though). My first playthrough ended in failure; the second one went much better since I knew how things worked. Then I started a third playthrough last night, extending the points limit to 20000. I kept playing until I had conquered every damn territory and felt pretty satisfied with myself.
How?
Sorry, I shouldn't have said "conquered." There were definitely a few areas were I couldn't wipe out all the zeds before nightfall. But I am sure that I completed every zone!
I had a lot of luck with heavily upgraded artillery and a roving squad of infantry, with roadblocks to channel the Z into killzones.
Doesn't work all the time, but you can make significant progress.
Yea yea, no one will read it but I checked it out last night. It definitely had some interesting changes. For comparative reasons, this is Multiplayer only, I didn’t try the single player part of the game.
The Old stuff:
Everyone had every tower available to them.
You could help people build/upgrade a tower if they didn’t have the money with your own.
What’s changed:
You have a limited number of slots to select guns or towers. You must set this up at the beginning of the round BEFORE you do ANYTHING, You will not be able to change this until ALL waves are over. So be careful what you pick, and/or work it out who’s brining what in your group. The first screen is below: http://cloud.steampowered.com/ugc/558667918539442699/08EFEBB4A9A12AF495AA7B1EB46C2A7E1BB92434/
You have 4 adjustable slots for towers (you cannot get rid of Block and Televator, boo!), so a total of 6 towers. Currently the new towers are DLC which you cannot use/buy yet.
Spoilers Screenshots of towers and the screen to select slots:
There is also 2 other non-tower items which are not DLC.
Holo field – Turns a block into something a gatling (or more maybe?) can shoot through, expanding its range through your maze.
Amp Field – Like a slow field except it causes the mobs to take greater damage (these are fun to freeze monsters on and let loose).
The biggest changes to gameplay:
You can’t bring all towers to a level, choose accordingly.
You cannot help your buddy upgrade/build that tower unless you have the tower in your Available list (chosen it to begin with). I do not love this part, but it’s understandable.
Judging by the demo, I'm guessing the AI in Magic is kind of retarded, given that they've attacked with 0/X creatures several times now and used a 3 damage instant to destroy a plain Jane 1/1 instead of a more menacing 3/3.
Yea yea, no one will read it but I checked it out last night. It definitely had some interesting changes. For comparative reasons, this is Multiplayer only, I didn’t try the single player part of the game.
The Old stuff:
Everyone had every tower available to them.
You could help people build/upgrade a tower if they didn’t have the money with your own.
What’s changed:
You have a limited number of slots to select guns or towers. You must set this up at the beginning of the round BEFORE you do ANYTHING, You will not be able to change this until ALL waves are over. So be careful what you pick, and/or work it out who’s brining what in your group. The first screen is below: http://cloud.steampowered.com/ugc/558667918539442699/08EFEBB4A9A12AF495AA7B1EB46C2A7E1BB92434/
You have 4 adjustable slots for towers (you cannot get rid of Block and Televator, boo!), so a total of 6 towers. Currently the new towers are DLC which you cannot use/buy yet.
Spoilers Screenshots of towers and the screen to select slots:
There is also 2 other non-tower items which are not DLC.
Holo field – Turns a block into something a gatling (or more maybe?) can shoot through, expanding its range through your maze.
Amp Field – Like a slow field except it causes the mobs to take greater damage (these are fun to freeze monsters on and let loose).
The biggest changes to gameplay:
You can’t bring all towers to a level, choose accordingly.
You cannot help your buddy upgrade/build that tower unless you have the tower in your Available list (chosen it to begin with). I do not love this part, but it’s understandable.
Thanks for doing this. I'm interested to see how the DLC stuff works out. Is it free? Pay? From the description all those DLC things sound incredibly powerful. Maybe their price (in game) matches the power.
Is the limit on weapons/towers multiplayer only or is it solo too?
The holo field sounds like an odd thing. I can't say I've ever run into a situation where I felt like "man, I wish this gun shot through that block". Usually I set up the paths to where everything is maximized; things like the gatling turret have such short range that you'd never need to shoot through anything.
Those are some pretty drastic changes to Sanctum. I guess the game isn't going to get any easier. It's tough enough as it is, not that I'm complaining.
Yea yea, no one will read it but I checked it out last night. It definitely had some interesting changes. For comparative reasons, this is Multiplayer only, I didn’t try the single player part of the game.
The Old stuff:
Everyone had every tower available to them.
You could help people build/upgrade a tower if they didn’t have the money with your own.
What’s changed:
You have a limited number of slots to select guns or towers. You must set this up at the beginning of the round BEFORE you do ANYTHING, You will not be able to change this until ALL waves are over. So be careful what you pick, and/or work it out who’s brining what in your group. The first screen is below: http://cloud.steampowered.com/ugc/558667918539442699/08EFEBB4A9A12AF495AA7B1EB46C2A7E1BB92434/
You have 4 adjustable slots for towers (you cannot get rid of Block and Televator, boo!), so a total of 6 towers. Currently the new towers are DLC which you cannot use/buy yet.
Spoilers Screenshots of towers and the screen to select slots:
There is also 2 other non-tower items which are not DLC.
Holo field – Turns a block into something a gatling (or more maybe?) can shoot through, expanding its range through your maze.
Amp Field – Like a slow field except it causes the mobs to take greater damage (these are fun to freeze monsters on and let loose).
The biggest changes to gameplay:
You can’t bring all towers to a level, choose accordingly.
You cannot help your buddy upgrade/build that tower unless you have the tower in your Available list (chosen it to begin with). I do not love this part, but it’s understandable.
Thanks for doing this. I'm interested to see how the DLC stuff works out. Is it free? Pay? From the description all those DLC things sound incredibly powerful. Maybe their price (in game) matches the power.
Is the limit on weapons/towers multiplayer only or is it solo too?
The holo field sounds like an odd thing. I can't say I've ever run into a situation where I felt like "man, I wish this gun shot through that block". Usually I set up the paths to where everything is maximized; things like the gatling turret have such short range that you'd never need to shoot through anything.
Yea it's pay. I am not sure about hte single portion end of it, we played (and failed) a couple maps last night, we were trying with 3 of us and we could cover all the towers, DLC ones were not available, so those two were left out of our game plan.
The holo field is good in practice. I know I've set up some areas where I'd like the gatling (which shoot through each other and televators) to shoot on rows or through another row, and make what we like to call a "Murder Hole." However, if you have to limit your slots than it's not great, BUT if the holo can be placed on under a tower (non gatling) than it would be pretty usefull, to say the least. I haven't tested this yet. I figured it was another single block placement.
Broncbuster on
Origin: Broncbuster
0
SteevLWhat can I do for you?Registered Userregular
I had a lot of luck with heavily upgraded artillery and a roving squad of infantry, with roadblocks to channel the Z into killzones.
Doesn't work all the time, but you can make significant progress.
Yeah, overall I was pretty lucky. Let's see if the forum lets me post the whole game log:
Atom Zombie Smasher
Commander: Steev
Start date: September 12, 2011
Zeppelin: Four Bloody Zeppelin
Codename: OperationGoldenMantis896
JANUARY 1961: AURORA AUSTRALIS.
Shorter daytime.
RESCUE MISSION:
Del Rodu (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
Completion time: 1:38
Civilians rescued: 61 (out of 125)
Zed infections: 64
Medal rating: Silver
NEW MERCENARY CONTRACT:
Placenta's Rays (Snipers)
END OF JANUARY
Scientist tally: 10
Nuevos Aires victory points: 87 (0%)
Zed victory points: 64 (0%)
FEBRUARY 1961: SEVEN SISTERS PETROLEUM.
Increased helicopter speed.
Completion time: 2:28
Civilians rescued: 77 (out of 125)
Zed infections: 48
Medal rating: Silver
NEW MERCENARY CONTRACT:
Fung's Echoes (Zed Bait)
END OF FEBRUARY
Scientist tally: 10
Nuevos Aires victory points: 191 (0%)
Zed victory points: 122 (0%)
MARCH 1961: SWARM SEASON.
Longer daytime. More Zed.
Completion time: 3:03
Civilians rescued: 79 (out of 125)
Zed infections: 46
Medal rating: Silver
NEW MERCENARY CONTRACT:
968th Burning Lizards (Landmines)
END OF MARCH
Scientist tally: 10
Nuevos Aires victory points: 297 (1%)
Zed victory points: 188 (0%)
APRIL 1961: MIDNIGHT SUN.
Shorter daytime. Less Zed.
Completion time: 2:37
Civilians rescued: 62 (out of 250)
Scientists rescued: 3 (out of 5)
Zed infections: 121
Medal rating: Bronze
END OF OCTOBER
Scientist tally: 12
Nuevos Aires victory points: 2171 (10%)
Zed victory points: 1392 (6%)
NOVEMBER 1961: CHANTICO INDUSTRIAL COMPLEX.
Test ELEPHANTBIRD Cannon.
SCORCHED EARTH MISSION:
Ekabli (level 4 outbreak)
Mission roster:
Completion time: 0:47
Medal rating: Bronze
END OF NOVEMBER
Scientist tally: 47
Nuevos Aires victory points: 2391 (11%)
Zed victory points: 1632 (8%)
RESEARCH LAB
ARTILLERY MOD upgrade.
RESEARCH LAB
HELI CABIN upgrade.
DECEMBER 1961: EXPLOSIVE VIRULENCE.
Level-4 Zed outbreak.
RESCUE MISSION:
La Chaho (level 3 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
5. Eru's Reeds (Artillery)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
Completion time: 6:50
Civilians rescued: 134 (out of 350)
Scientists rescued: 6 (out of 10)
Zed infections: 164
Medal rating: Gold
END OF DECEMBER
Scientist tally: 13
Nuevos Aires victory points: 3026 (15%)
Zed victory points: 2096 (10%)
JANUARY 1962: LLAMA BOMBS.
Extinction-level bioweapon.
Completion time: 4:52
Civilians rescued: 200 (out of 250)
Scientists rescued: 5 (out of 5)
Zed infections: 15
Medal rating: Gold
END OF JULY
Scientist tally: 11
Nuevos Aires victory points: 6174 (30%)
Zed victory points: 4526 (22%)
AUGUST 1962: CHANTICO INDUSTRIAL COMPLEX.
Test ELEPHANTBIRD Cannon.
Completion time: 6:10
Civilians rescued: 157 (out of 250)
Scientists rescued: 3 (out of 5)
Zed infections: 70
Medal rating: Gold
END OF JANUARY
Scientist tally: 19
Nuevos Aires victory points: 9041 (45%)
Zed victory points: 7946 (39%)
FEBRUARY 1963: MIDNIGHT SUN.
Shorter daytime. Less Zed.
Completion time: 3:38
Civilians rescued: 286 (out of 350)
Scientists rescued: 10 (out of 10)
Zed infections: 15
Medal rating: Gold
END OF OCTOBER
Scientist tally: 29
Nuevos Aires victory points: 14978 (74%)
Zed victory points: 10978 (54%)
NOVEMBER 1963: MIDNIGHT SUN.
Shorter daytime. Less Zed.
Completion time: 2:53
Civilians rescued: 203 (out of 250)
Scientists rescued: 5 (out of 5)
Zed infections: 41
Medal rating: Gold
END OF NOVEMBER
Scientist tally: 34
Nuevos Aires victory points: 16025 (80%)
Zed victory points: 11139 (55%)
END OF DECEMBER
Scientist tally: 39
Nuevos Aires victory points: 16545 (82%)
Zed victory points: 11139 (55%)
JANUARY 1964: SWARM SEASON.
Longer daytime. More Zed.
SCORCHED EARTH MISSION:
Rio Ronocra (level 4 outbreak)
Yea yea, no one will read it but I checked it out last night. It definitely had some interesting changes. For comparative reasons, this is Multiplayer only, I didn’t try the single player part of the game.
The Old stuff:
Everyone had every tower available to them.
You could help people build/upgrade a tower if they didn’t have the money with your own.
What’s changed:
You have a limited number of slots to select guns or towers. You must set this up at the beginning of the round BEFORE you do ANYTHING, You will not be able to change this until ALL waves are over. So be careful what you pick, and/or work it out who’s brining what in your group. The first screen is below: http://cloud.steampowered.com/ugc/558667918539442699/08EFEBB4A9A12AF495AA7B1EB46C2A7E1BB92434/
You have 4 adjustable slots for towers (you cannot get rid of Block and Televator, boo!), so a total of 6 towers. Currently the new towers are DLC which you cannot use/buy yet.
Spoilers Screenshots of towers and the screen to select slots:
There is also 2 other non-tower items which are not DLC.
Holo field – Turns a block into something a gatling (or more maybe?) can shoot through, expanding its range through your maze.
Amp Field – Like a slow field except it causes the mobs to take greater damage (these are fun to freeze monsters on and let loose).
The biggest changes to gameplay:
You can’t bring all towers to a level, choose accordingly.
You cannot help your buddy upgrade/build that tower unless you have the tower in your Available list (chosen it to begin with). I do not love this part, but it’s understandable.
Thanks for doing this. I'm interested to see how the DLC stuff works out. Is it free? Pay? From the description all those DLC things sound incredibly powerful. Maybe their price (in game) matches the power.
Is the limit on weapons/towers multiplayer only or is it solo too?
The holo field sounds like an odd thing. I can't say I've ever run into a situation where I felt like "man, I wish this gun shot through that block". Usually I set up the paths to where everything is maximized; things like the gatling turret have such short range that you'd never need to shoot through anything.
Yea it's pay. I am not sure about hte single portion end of it, we played (and failed) a couple maps last night, we were trying with 3 of us and we could cover all the towers, DLC ones were not available, so those two were left out of our game plan.
The holo field is good in practice. I know I've set up some areas where I'd like the gatling (which shoot through each other and televators) to shoot on rows or through another row, and make what we like to call a "Murder Hole." However, if you have to limit your slots than it's not great, BUT if the holo can be placed on under a tower (non gatling) than it would be pretty usefull, to say the least. I haven't tested this yet. I figured it was another single block placement.
I have a general question about Sanctum. Was playing the 'Bridge' map, and continued where I had previously saved after updating to the beta. I came across a 'tank' thing where you shoot it in the eye to remove the force field that negates damage taken. Anywho, I do not remember that mechanic being on those tanks before, is that new? Also, how in the hell do you actually get the things to take damage? I sat there shooting one in the eye with the sniper rifle and it never took damage from anything other than my shots to the eye. Being that there were 5 of them coming, I never had a Gatling Gun, Laser or Lightning hit it in the eye, or see one take any damage other than my own damage from eye shot.
Yea yea, no one will read it but I checked it out last night. It definitely had some interesting changes. For comparative reasons, this is Multiplayer only, I didn’t try the single player part of the game.
The Old stuff:
Everyone had every tower available to them.
You could help people build/upgrade a tower if they didn’t have the money with your own.
What’s changed:
You have a limited number of slots to select guns or towers. You must set this up at the beginning of the round BEFORE you do ANYTHING, You will not be able to change this until ALL waves are over. So be careful what you pick, and/or work it out who’s brining what in your group. The first screen is below: http://cloud.steampowered.com/ugc/558667918539442699/08EFEBB4A9A12AF495AA7B1EB46C2A7E1BB92434/
You have 4 adjustable slots for towers (you cannot get rid of Block and Televator, boo!), so a total of 6 towers. Currently the new towers are DLC which you cannot use/buy yet.
Spoilers Screenshots of towers and the screen to select slots:
There is also 2 other non-tower items which are not DLC.
Holo field – Turns a block into something a gatling (or more maybe?) can shoot through, expanding its range through your maze.
Amp Field – Like a slow field except it causes the mobs to take greater damage (these are fun to freeze monsters on and let loose).
The biggest changes to gameplay:
You can’t bring all towers to a level, choose accordingly.
You cannot help your buddy upgrade/build that tower unless you have the tower in your Available list (chosen it to begin with). I do not love this part, but it’s understandable.
Thanks for doing this. I'm interested to see how the DLC stuff works out. Is it free? Pay? From the description all those DLC things sound incredibly powerful. Maybe their price (in game) matches the power.
Is the limit on weapons/towers multiplayer only or is it solo too?
The holo field sounds like an odd thing. I can't say I've ever run into a situation where I felt like "man, I wish this gun shot through that block". Usually I set up the paths to where everything is maximized; things like the gatling turret have such short range that you'd never need to shoot through anything.
Yea it's pay. I am not sure about hte single portion end of it, we played (and failed) a couple maps last night, we were trying with 3 of us and we could cover all the towers, DLC ones were not available, so those two were left out of our game plan.
The holo field is good in practice. I know I've set up some areas where I'd like the gatling (which shoot through each other and televators) to shoot on rows or through another row, and make what we like to call a "Murder Hole." However, if you have to limit your slots than it's not great, BUT if the holo can be placed on under a tower (non gatling) than it would be pretty usefull, to say the least. I haven't tested this yet. I figured it was another single block placement.
I have a general question about Sanctum. Was playing the 'Bridge' map, and continued where I had previously saved after updating to the beta. I came across a 'tank' thing where you shoot it in the eye to remove the force field that negates damage taken. Anywho, I do not remember that mechanic being on those tanks before, is that new? Also, how in the hell do you actually get the things to take damage? I sat there shooting one in the eye with the sniper rifle and it never took damage from anything other than my shots to the eye. Being that there were 5 of them coming, I never had a Gatling Gun, Laser or Lightning hit it in the eye, or see one take any damage other than my own damage from eye shot.
They're not quite like that. When they go into their shell you can't do a thing to them. You can only get a couple shots on them prior to them hiding too. Their point is to soak up your turrets shots, while taking no damage, instead of enemies.
The best way to take care of them is to shoot them from a distance before they even get to your turrets. It gives the other enemies more time to get through them and murdered then you can handle them individually.
The only thing about the "eye" is that is that particular monsters weak point, when you can even damage it at all. If it isn't moving, you just have to wait.
Unless you're talking about something else entirely.
So, we're getting a week of Paradox sales. Does anyone know how good Penumbra is? And are either of the Mount & Blade games besides Warband worth getting?
Original M&B is Warband with less. With Fire and Sword is only worth it if you have a hardon for the setting.
Posts
I just bought the Planeswalker unlocks thinking they were extra content. WHOOPS. Good thing it was like, three bucks.
Steam Support is the worst. Seriously, the worst
But I wouldn't know because I got scared off pretty early and stuck to Warband.
One of these days maybe I'll install it and try again.
Also I haven't played Penumbra yet, but it's made by Frictional so I'm just going to say "give them your money" by default.
Penumbra Overture is good, the other two are shite IMO.
Its just a super Sim City right?
I enjoyed the games. There's not a lot of replay value, but if you like hiding in closets from mutants with questionable genitalia, I recommend them. Story wise, Overture stays fairly on target, Black Plague gets extremely wacky at the end, and Requiem is basically a series of physics puzzles because they ran out of money or time or ideas or something.
Edit: I got up to start the dishwasher and had another thought.
Everything that they were trying to do with with Penumbra was done better and more cohesively in Amnesia. Food for thought.
If you are a baby and have irrational emotional responses to arachnids, you may want to skip them. A few people on the forums have been unable to get past the first section of Overture because of a certain event.
I can't get through the first section of overture because of a tunnel that loops back on itself and there's no way for me to tell if I'm going the right way so I keep ending up turned around and back at the start.
It looks neat, but it's metascore isn't promising....
Steam Support is the worst. Seriously, the worst
It's been so long since I played them that I can't remember where that was.
I saw, but some of that was due to complaining that it wasn't much different than Restaurant Empire I, however if you don't own the first game, that's not really a problem.
I don't think so; it specifically focuses on public transportation in a city.
You unlock a premade deck, can get cards to add to that specific deck (not sure how many). The first version you could only add, you could not remove anything. This one you can remove non-land cards (I think). So very limited customizing.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
I still don't know how!
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
I just did the same thing
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Sell the card by finding a retailer off of WotC's website, claim the card and sell it back. It will cover the DLC.
Xbox players on the other hand, get a Grave Titan, which covers the whole game. :P
I had a lot of luck with heavily upgraded artillery and a roving squad of infantry, with roadblocks to channel the Z into killzones.
Doesn't work all the time, but you can make significant progress.
Goodreads
SF&F Reviews blog
I bet you can trade Tea in it!
Yea yea, no one will read it but I checked it out last night. It definitely had some interesting changes. For comparative reasons, this is Multiplayer only, I didn’t try the single player part of the game.
The Old stuff:
Everyone had every tower available to them.
You could help people build/upgrade a tower if they didn’t have the money with your own.
What’s changed:
You have a limited number of slots to select guns or towers. You must set this up at the beginning of the round BEFORE you do ANYTHING, You will not be able to change this until ALL waves are over. So be careful what you pick, and/or work it out who’s brining what in your group. The first screen is below:
http://cloud.steampowered.com/ugc/558667918539442699/08EFEBB4A9A12AF495AA7B1EB46C2A7E1BB92434/
You have 4 adjustable slots for towers (you cannot get rid of Block and Televator, boo!), so a total of 6 towers. Currently the new towers are DLC which you cannot use/buy yet.
Spoilers Screenshots of towers and the screen to select slots:
Penetrator:
http://cloud.steampowered.com/ugc/558667918539442211/935D0BF5C9F100686E77A69CBF1883403E9F230C/
Violator:
http://cloud.steampowered.com/ugc/558667918539442481/7E6214391799B43AB66190DDAC3A3C7B73CE4DEE/
There is also 2 other non-tower items which are not DLC.
Holo field – Turns a block into something a gatling (or more maybe?) can shoot through, expanding its range through your maze.
Amp Field – Like a slow field except it causes the mobs to take greater damage (these are fun to freeze monsters on and let loose).
They made similar changes to guns, you now have 3 slots (normal) but the shotgun is another DLC item that you cannot buy yet.
Shotgun (spoiler I guess):
http://cloud.steampowered.com/ugc/558667918539442918/D2B268D374BA578BBE70864CED125EB86AE130D3/
The biggest changes to gameplay:
You can’t bring all towers to a level, choose accordingly.
You cannot help your buddy upgrade/build that tower unless you have the tower in your Available list (chosen it to begin with). I do not love this part, but it’s understandable.
Origin: Broncbuster
Thanks for doing this. I'm interested to see how the DLC stuff works out. Is it free? Pay? From the description all those DLC things sound incredibly powerful. Maybe their price (in game) matches the power.
Is the limit on weapons/towers multiplayer only or is it solo too?
The holo field sounds like an odd thing. I can't say I've ever run into a situation where I felt like "man, I wish this gun shot through that block". Usually I set up the paths to where everything is maximized; things like the gatling turret have such short range that you'd never need to shoot through anything.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Yea it's pay. I am not sure about hte single portion end of it, we played (and failed) a couple maps last night, we were trying with 3 of us and we could cover all the towers, DLC ones were not available, so those two were left out of our game plan.
The holo field is good in practice. I know I've set up some areas where I'd like the gatling (which shoot through each other and televators) to shoot on rows or through another row, and make what we like to call a "Murder Hole." However, if you have to limit your slots than it's not great, BUT if the holo can be placed on under a tower (non gatling) than it would be pretty usefull, to say the least. I haven't tested this yet. I figured it was another single block placement.
Origin: Broncbuster
Yeah, overall I was pretty lucky. Let's see if the forum lets me post the whole game log:
Commander: Steev
Start date: September 12, 2011
Zeppelin: Four Bloody Zeppelin
Codename: OperationGoldenMantis896
JANUARY 1961: AURORA AUSTRALIS.
Shorter daytime.
RESCUE MISSION:
Del Rodu (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
Completion time: 1:38
Civilians rescued: 61 (out of 125)
Zed infections: 64
Medal rating: Silver
NEW MERCENARY CONTRACT:
Placenta's Rays (Snipers)
END OF JANUARY
Scientist tally: 10
Nuevos Aires victory points: 87 (0%)
Zed victory points: 64 (0%)
FEBRUARY 1961: SEVEN SISTERS PETROLEUM.
Increased helicopter speed.
RESCUE MISSION:
Sao Dekary (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
Completion time: 2:28
Civilians rescued: 77 (out of 125)
Zed infections: 48
Medal rating: Silver
NEW MERCENARY CONTRACT:
Fung's Echoes (Zed Bait)
END OF FEBRUARY
Scientist tally: 10
Nuevos Aires victory points: 191 (0%)
Zed victory points: 122 (0%)
MARCH 1961: SWARM SEASON.
Longer daytime. More Zed.
RESCUE MISSION:
St. Tromu (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
3. Fung's Echoes (Zed Bait)
Completion time: 3:03
Civilians rescued: 79 (out of 125)
Zed infections: 46
Medal rating: Silver
NEW MERCENARY CONTRACT:
968th Burning Lizards (Landmines)
END OF MARCH
Scientist tally: 10
Nuevos Aires victory points: 297 (1%)
Zed victory points: 188 (0%)
APRIL 1961: MIDNIGHT SUN.
Shorter daytime. Less Zed.
RESCUE MISSION:
La Frogama (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
3. Fung's Echoes (Zed Bait)
4. 968th Burning Lizards (Landmines)
Completion time: 1:51
Civilians rescued: 120 (out of 125)
Zed infections: 0
Medal rating: Gold
NEW MERCENARY CONTRACT:
Eru's Reeds (Artillery)
END OF APRIL
Scientist tally: 10
Nuevos Aires victory points: 469 (2%)
Zed victory points: 218 (1%)
MAY 1961: SOLSTICE.
Longer daytime.
RESCUE MISSION:
Porto Phohapa (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
3. Fung's Echoes (Zed Bait)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
Completion time: 3:07
Civilians rescued: 103 (out of 125)
Zed infections: 4
Medal rating: Silver
NEW MERCENARY CONTRACT:
322nd Rambler Mercies (Infantry)
END OF MAY
Scientist tally: 10
Nuevos Aires victory points: 642 (3%)
Zed victory points: 272 (1%)
JUNE 1961: MALFUNCTION JUNCTION.
Reduced helicopter speed.
RESCUE MISSION:
Porto Hapayao (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
Completion time: 2:22
Civilians rescued: 111 (out of 125)
Zed infections: 10
Medal rating: Silver
NEW MERCENARY CONTRACT:
453rd Soaring Snakes (Dynamite)
END OF JUNE
Scientist tally: 10
Nuevos Aires victory points: 844 (4%)
Zed victory points: 352 (1%)
JULY 1961: BICHO PREGUICA.
Slower Zed movement.
RESCUE MISSION:
Licobara (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
7. 453rd Soaring Snakes (Dynamite)
Completion time: 2:27
Civilians rescued: 117 (out of 125)
Scientists rescued: 1 (out of 1)
Zed infections: 2
Medal rating: Silver
NEW MERCENARY CONTRACT:
Marlina's Ocelots (Barricade)
END OF JULY
Scientist tally: 11
Nuevos Aires victory points: 1072 (5%)
Zed victory points: 444 (2%)
AUGUST 1961: SEVEN SISTERS PETROLEUM.
Increased helicopter speed.
RESCUE MISSION:
Puerto Ryrava (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
3. Fung's Echoes (Zed Bait)
8. Marlina's Ocelots (Barricade)
Completion time: 3:53
Civilians rescued: 95 (out of 250)
Scientists rescued: 5 (out of 5)
Zed infections: 155
Medal rating: Silver
END OF AUGUST
Scientist tally: 16
Nuevos Aires victory points: 1418 (7%)
Zed victory points: 699 (3%)
RESEARCH LAB
MERC TRAINING upgrade.
SEPTEMBER 1961: SWARM SEASON.
Longer daytime. More Zed.
RESCUE MISSION:
Costa Lelasoma (level 3 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
8. Marlina's Ocelots (Barricade)
Completion time: 4:22
Civilians rescued: 102 (out of 350)
Scientists rescued: 8 (out of 10)
Zed infections: 222
Medal rating: Silver
END OF SEPTEMBER
Scientist tally: 9
Nuevos Aires victory points: 1910 (9%)
Zed victory points: 1051 (5%)
OCTOBER 1961: AURORA AUSTRALIS.
Shorter daytime.
RESCUE MISSION:
Costa Kicassi (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
4. 968th Burning Lizards (Landmines)
6. 322nd Rambler Mercies (Infantry)
7. 453rd Soaring Snakes (Dynamite)
Completion time: 2:37
Civilians rescued: 62 (out of 250)
Scientists rescued: 3 (out of 5)
Zed infections: 121
Medal rating: Bronze
END OF OCTOBER
Scientist tally: 12
Nuevos Aires victory points: 2171 (10%)
Zed victory points: 1392 (6%)
NOVEMBER 1961: CHANTICO INDUSTRIAL COMPLEX.
Test ELEPHANTBIRD Cannon.
SCORCHED EARTH MISSION:
Ekabli (level 4 outbreak)
Mission roster:
Completion time: 0:47
Medal rating: Bronze
END OF NOVEMBER
Scientist tally: 47
Nuevos Aires victory points: 2391 (11%)
Zed victory points: 1632 (8%)
RESEARCH LAB
ARTILLERY MOD upgrade.
RESEARCH LAB
HELI CABIN upgrade.
DECEMBER 1961: EXPLOSIVE VIRULENCE.
Level-4 Zed outbreak.
RESCUE MISSION:
La Chaho (level 3 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
5. Eru's Reeds (Artillery)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
Completion time: 6:50
Civilians rescued: 134 (out of 350)
Scientists rescued: 6 (out of 10)
Zed infections: 164
Medal rating: Gold
END OF DECEMBER
Scientist tally: 13
Nuevos Aires victory points: 3026 (15%)
Zed victory points: 2096 (10%)
JANUARY 1962: LLAMA BOMBS.
Extinction-level bioweapon.
RESCUE MISSION:
Pakikita (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
6. 322nd Rambler Mercies (Infantry)
Completion time: 1:09
Civilians rescued: 174 (out of 250)
Scientists rescued: 4 (out of 5)
Zed infections: 45
Medal rating: Gold
END OF JANUARY
Scientist tally: 17
Nuevos Aires victory points: 3618 (18%)
Zed victory points: 2311 (11%)
FEBRUARY 1962: FIRECANE.
Faster Zed.
SCORCHED EARTH MISSION:
Dias Woropea (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
7. 453rd Soaring Snakes (Dynamite)
Completion time: 2:39
Medal rating: Bronze
END OF FEBRUARY
Scientist tally: 52
Nuevos Aires victory points: 3878 (19%)
Zed victory points: 2511 (12%)
RESEARCH LAB
KRAKEN BOMB upgrade.
RESEARCH LAB
ARTILLERY MOD upgrade.
MARCH 1962: MALFUNCTION JUNCTION.
Reduced helicopter speed.
RESCUE MISSION:
Mendeexa (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
Completion time: 2:01
Civilians rescued: 145 (out of 250)
Scientists rescued: 4 (out of 5)
Zed infections: 80
Medal rating: Gold
END OF MARCH
Scientist tally: 16
Nuevos Aires victory points: 4434 (22%)
Zed victory points: 2821 (14%)
APRIL 1962: BICHO PREGUICA.
Slower Zed movement.
SCORCHED EARTH MISSION:
El Yehapupu (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
3. Fung's Echoes (Zed Bait)
5. Eru's Reeds (Artillery)
8. Marlina's Ocelots (Barricade)
Completion time: 2:49
Medal rating: Bronze
END OF APRIL
Scientist tally: 51
Nuevos Aires victory points: 4734 (23%)
Zed victory points: 3101 (15%)
RESEARCH LAB
CATBIRD upgrade.
RESEARCH LAB
ARTILLERY MOD upgrade.
MAY 1962: SEVEN SISTERS PETROLEUM.
Increased helicopter speed.
SCORCHED EARTH MISSION:
Straekla (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
Completion time: 2:14
Medal rating: Bronze
END OF MAY
Scientist tally: 36
Nuevos Aires victory points: 5054 (25%)
Zed victory points: 3471 (17%)
RESEARCH LAB
MERC TRAINING upgrade.
JUNE 1962: AURORA AUSTRALIS.
Shorter daytime.
SCORCHED EARTH MISSION:
Pakipao (level 4 outbreak)
Mission roster:
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
Completion time: 1:22
Medal rating: Bronze
END OF JUNE
Scientist tally: 51
Nuevos Aires victory points: 5394 (26%)
Zed victory points: 3911 (19%)
RESEARCH LAB
EPINEPHRINE upgrade.
RESEARCH LAB
HELI CABIN upgrade.
JULY 1962: MALFUNCTION JUNCTION.
Reduced helicopter speed.
RESCUE MISSION:
Santa Chicathi (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 4:52
Civilians rescued: 200 (out of 250)
Scientists rescued: 5 (out of 5)
Zed infections: 15
Medal rating: Gold
END OF JULY
Scientist tally: 11
Nuevos Aires victory points: 6174 (30%)
Zed victory points: 4526 (22%)
AUGUST 1962: CHANTICO INDUSTRIAL COMPLEX.
Test ELEPHANTBIRD Cannon.
SCORCHED EARTH MISSION:
Imbligle (level 4 outbreak)
Mission roster:
Completion time: 1:00
Medal rating: Bronze
END OF AUGUST
Scientist tally: 46
Nuevos Aires victory points: 6554 (32%)
Zed victory points: 5206 (26%)
RESEARCH LAB
ARTILLERY MOD upgrade.
SEPTEMBER 1962: EXPLOSIVE VIRULENCE.
Level-4 Zed outbreak.
SCORCHED EARTH MISSION:
Volo (level 4 outbreak)
Mission roster:
3. Fung's Echoes (Zed Bait)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 2:47
Medal rating: Bronze
END OF SEPTEMBER
Scientist tally: 46
Nuevos Aires victory points: 6954 (34%)
Zed victory points: 5876 (29%)
OCTOBER 1962: SWARM SEASON.
Longer daytime. More Zed.
SCORCHED EARTH MISSION:
Etagonza (level 4 outbreak)
Mission roster:
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
Completion time: 4:27
Medal rating: Bronze
END OF OCTOBER
Scientist tally: 81
Nuevos Aires victory points: 7374 (36%)
Zed victory points: 6556 (32%)
RESEARCH LAB
KRAKEN BOMB upgrade.
RESEARCH LAB
MERC TRAINING upgrade.
RESEARCH LAB
CATBIRD upgrade.
NOVEMBER 1962: LLAMA BOMBS.
Extinction-level bioweapon.
SCORCHED EARTH MISSION:
Trobara (level 4 outbreak)
Mission roster:
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 4:14
Medal rating: Bronze
END OF NOVEMBER
Scientist tally: 46
Nuevos Aires victory points: 7814 (39%)
Zed victory points: 6996 (34%)
RESEARCH LAB
CATBIRD upgrade.
DECEMBER 1962: SOLSTICE.
Longer daytime.
SCORCHED EARTH MISSION:
El Doriki (level 4 outbreak)
Mission roster:
3. Fung's Echoes (Zed Bait)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 3:15
Medal rating: Bronze
END OF DECEMBER
Scientist tally: 51
Nuevos Aires victory points: 8274 (41%)
Zed victory points: 7416 (37%)
RESEARCH LAB
HELI CABIN upgrade.
JANUARY 1963: BICHO PREGUICA.
Slower Zed movement.
RESCUE MISSION:
Betaloko (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
6. 322nd Rambler Mercies (Infantry)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
Completion time: 6:10
Civilians rescued: 157 (out of 250)
Scientists rescued: 3 (out of 5)
Zed infections: 70
Medal rating: Gold
END OF JANUARY
Scientist tally: 19
Nuevos Aires victory points: 9041 (45%)
Zed victory points: 7946 (39%)
FEBRUARY 1963: MIDNIGHT SUN.
Shorter daytime. Less Zed.
RESCUE MISSION:
Kookra (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
3. Fung's Echoes (Zed Bait)
6. 322nd Rambler Mercies (Infantry)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
Completion time: 3:26
Civilians rescued: 62 (out of 250)
Scientists rescued: 5 (out of 5)
Zed infections: 132
Medal rating: Bronze
END OF FEBRUARY
Scientist tally: 24
Nuevos Aires victory points: 9562 (47%)
Zed victory points: 8578 (42%)
MARCH 1963: FIRECANE.
Faster Zed.
SCORCHED EARTH MISSION:
Dias Frodame (level 4 outbreak)
Mission roster:
3. Fung's Echoes (Zed Bait)
4. 968th Burning Lizards (Landmines)
7. 453rd Soaring Snakes (Dynamite)
8. Marlina's Ocelots (Barricade)
MISSION CONCEDED.
Dias Frodame abandoned.
END OF MARCH
Scientist tally: 24
Nuevos Aires victory points: 9922 (49%)
Zed victory points: 9098 (45%)
APRIL 1963: MALFUNCTION JUNCTION.
Reduced helicopter speed.
SCORCHED EARTH MISSION:
Chenaoxa (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
Completion time: 2:42
Medal rating: Bronze
END OF APRIL
Scientist tally: 59
Nuevos Aires victory points: 10402 (52%)
Zed victory points: 9578 (47%)
RESEARCH LAB
MERC TRAINING upgrade.
MAY 1963: CHANTICO INDUSTRIAL COMPLEX.
Test ELEPHANTBIRD Cannon.
SCORCHED EARTH MISSION:
Paofuni (level 4 outbreak)
Mission roster:
Completion time: 0:52
Medal rating: Bronze
END OF MAY
Scientist tally: 64
Nuevos Aires victory points: 10902 (54%)
Zed victory points: 10018 (50%)
JUNE 1963: EXPLOSIVE VIRULENCE.
Level-4 Zed outbreak.
SCORCHED EARTH MISSION:
Dias Ixtizo (level 4 outbreak)
Mission roster:
3. Fung's Echoes (Zed Bait)
4. 968th Burning Lizards (Landmines)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 1:15
Medal rating: Bronze
END OF JUNE
Scientist tally: 99
Nuevos Aires victory points: 11422 (57%)
Zed victory points: 10418 (52%)
RESEARCH LAB
KRAKEN BOMB upgrade.
RESEARCH LAB
LLAMA MOD upgrade.
RESEARCH LAB
LLAMA MOD upgrade.
RESEARCH LAB
ELEPHANTBIRD upgrade.
JULY 1963: BICHO PREGUICA.
Slower Zed movement.
SCORCHED EARTH MISSION:
Gonzaori (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
7. 453rd Soaring Snakes (Dynamite)
Completion time: 2:14
Medal rating: Bronze
END OF JULY
Scientist tally: 64
Nuevos Aires victory points: 11962 (59%)
Zed victory points: 10778 (53%)
RESEARCH LAB
HELI CABIN upgrade.
RESEARCH LAB
EPINEPHRINE upgrade.
AUGUST 1963: LLAMA BOMBS.
Extinction-level bioweapon.
SCORCHED EARTH MISSION:
La Utwiki (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 3:58
Medal rating: Bronze
END OF AUGUST
Scientist tally: 39
Nuevos Aires victory points: 12522 (62%)
Zed victory points: 10778 (53%)
RESEARCH LAB
EPINEPHRINE upgrade.
SEPTEMBER 1963: SOLSTICE.
Longer daytime.
RESCUE MISSION:
Pinidara (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
3. Fung's Echoes (Zed Bait)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
7. 453rd Soaring Snakes (Dynamite)
Completion time: 3:10
Civilians rescued: 145 (out of 250)
Scientists rescued: 5 (out of 5)
Zed infections: 55
Medal rating: Gold
END OF SEPTEMBER
Scientist tally: 19
Nuevos Aires victory points: 13378 (66%)
Zed victory points: 10873 (54%)
OCTOBER 1963: AURORA AUSTRALIS.
Shorter daytime.
RESCUE MISSION:
Akizyde (level 3 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
3. Fung's Echoes (Zed Bait)
5. Eru's Reeds (Artillery)
8. Marlina's Ocelots (Barricade)
Completion time: 3:38
Civilians rescued: 286 (out of 350)
Scientists rescued: 10 (out of 10)
Zed infections: 15
Medal rating: Gold
END OF OCTOBER
Scientist tally: 29
Nuevos Aires victory points: 14978 (74%)
Zed victory points: 10978 (54%)
NOVEMBER 1963: MIDNIGHT SUN.
Shorter daytime. Less Zed.
RESCUE MISSION:
Santa Glozo (level 2 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
2. Placenta's Rays (Snipers)
3. Fung's Echoes (Zed Bait)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 2:53
Civilians rescued: 203 (out of 250)
Scientists rescued: 5 (out of 5)
Zed infections: 41
Medal rating: Gold
END OF NOVEMBER
Scientist tally: 34
Nuevos Aires victory points: 16025 (80%)
Zed victory points: 11139 (55%)
END OF DECEMBER
Scientist tally: 39
Nuevos Aires victory points: 16545 (82%)
Zed victory points: 11139 (55%)
JANUARY 1964: SWARM SEASON.
Longer daytime. More Zed.
SCORCHED EARTH MISSION:
Rio Ronocra (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
8. Marlina's Ocelots (Barricade)
Completion time: 3:56
Medal rating: Bronze
END OF JANUARY
Scientist tally: 74
Nuevos Aires victory points: 17185 (85%)
Zed victory points: 11139 (55%)
RESEARCH LAB
HELI CABIN upgrade.
FEBRUARY 1964: SEVEN SISTERS PETROLEUM.
Increased helicopter speed.
RESCUE MISSION:
Alto Laudela (level 1 outbreak)
Mission roster:
1. Pleasant Pheasant (Evac Heli)
3. Fung's Echoes (Zed Bait)
4. 968th Burning Lizards (Landmines)
6. 322nd Rambler Mercies (Infantry)
7. 453rd Soaring Snakes (Dynamite)
Completion time: 1:59
Civilians rescued: 118 (out of 125)
Scientists rescued: 1 (out of 1)
Zed infections: 0
Medal rating: Silver
END OF FEBRUARY
Scientist tally: 30
Nuevos Aires victory points: 17874 (89%)
Zed victory points: 11179 (55%)
MARCH 1964: EXPLOSIVE VIRULENCE.
Level-4 Zed outbreak.
SCORCHED EARTH MISSION:
Droro (level 4 outbreak)
Mission roster:
2. Placenta's Rays (Snipers)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
8. Marlina's Ocelots (Barricade)
Completion time: 3:40
Medal rating: Bronze
END OF MARCH
Scientist tally: 65
Nuevos Aires victory points: 18554 (92%)
Zed victory points: 11219 (56%)
RESEARCH LAB
HELI CABIN upgrade.
APRIL 1964: MALFUNCTION JUNCTION.
Reduced helicopter speed.
SCORCHED EARTH MISSION:
Dias Frodame (level 4 outbreak)
Mission roster:
3. Fung's Echoes (Zed Bait)
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
7. 453rd Soaring Snakes (Dynamite)
Completion time: 1:45
Medal rating: Bronze
END OF APRIL
Scientist tally: 50
Nuevos Aires victory points: 19254 (96%)
Zed victory points: 11259 (56%)
RESEARCH LAB
ELEPHANTBIRD upgrade.
RESEARCH LAB
ELEPHANTBIRD upgrade.
MAY 1964: SOLSTICE.
Longer daytime.
SCORCHED EARTH MISSION:
Porto Doriumga (level 4 outbreak)
Mission roster:
4. 968th Burning Lizards (Landmines)
5. Eru's Reeds (Artillery)
6. 322nd Rambler Mercies (Infantry)
8. Marlina's Ocelots (Barricade)
Completion time: 2:58
Medal rating: Bronze
END OF MAY
Scientist tally: 50
Nuevos Aires victory points: 19974 (99%)
Zed victory points: 11259 (56%)
Operation Atom Smasher summary
YOUR VICTORY POINTS: 20000 / 20000
ZED VICTORY POINTS: 11259 / 20000
CAMPAIGN VICTORY!
I have a general question about Sanctum. Was playing the 'Bridge' map, and continued where I had previously saved after updating to the beta. I came across a 'tank' thing where you shoot it in the eye to remove the force field that negates damage taken. Anywho, I do not remember that mechanic being on those tanks before, is that new? Also, how in the hell do you actually get the things to take damage? I sat there shooting one in the eye with the sniper rifle and it never took damage from anything other than my shots to the eye. Being that there were 5 of them coming, I never had a Gatling Gun, Laser or Lightning hit it in the eye, or see one take any damage other than my own damage from eye shot.
They're not quite like that. When they go into their shell you can't do a thing to them. You can only get a couple shots on them prior to them hiding too. Their point is to soak up your turrets shots, while taking no damage, instead of enemies.
The best way to take care of them is to shoot them from a distance before they even get to your turrets. It gives the other enemies more time to get through them and murdered then you can handle them individually.
The only thing about the "eye" is that is that particular monsters weak point, when you can even damage it at all. If it isn't moving, you just have to wait.
Unless you're talking about something else entirely.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Why must there be so much I want all at once? Between this and the paradox sale I'm going to end up shelling out ~$30 on $5 games and dlc.