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* DegradedBoss: During the Final Battle, one Leader Vek appears in the second phase of the mission. If you're on hard, and have beaten enough islands, another Leader Vek appears in the first phase.

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* DegradedBoss: During the Final Battle, one Leader Vek appears in the second phase of the mission. If you're on hard, and have beaten enough islands, another Leader Vek appears in the first phase.

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-->-- '''Ralph Karlsson (initial pilot)'''

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-->-- '''Ralph Karlsson (initial pilot)'''
Karlsson'''



* AfterCombatRecovery: All damage on your Mechs are healed after every battle, but the [[ZigzaggedTrope power grid's health persists]].



* BigRedButton: The [[SelfDestructMechanism Self-Destruct weapon}} is represented in this way.



* ChainLightning: The Electric Whip (default on the Lightning Mech) deals 2 damage to a target, and every unit adjacent to that target.



* CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage to the user.
* CloseRangeCombatant: Prime Mechs are usually in the thick of the action.



* ContractualBossImmunity: All Leader Vek have the Massive trait, which makes them immune to being killed off via being pushed into water/A.C.I.D./lava, though it will interrupt their action for the turn.
** That's as far as their immunity goes however. They can still be pushed, stunned, insta-killed by falling rocks or even frozen, making them trivially easy to disable for squads with freezing weapons.

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* ContractualBossImmunity: All Leader Vek have the Massive trait, which makes them immune to being killed off via being pushed into water/A.C.I.D./lava, though it will interrupt their action for the turn.
** That's as far as their immunity goes however. They
turn. However, they can still be pushed, stunned, insta-killed by falling rocks or even frozen, making them trivially easy to disable for squads with frozen (though freezing weapons.them does not count as killing them for the objective).



* DegradedBoss: During the Final Battle, one Leader Vek appears in the second phase of the mission. If you're on hard, and have beaten enough islands, another Leader Vek appears in the first phase.



* EarlyGameHell: The Secret Squad have one of the toughest starts of any squad, having only one Mech at 3 health rather than two, no weapons that deal more than one damage, or hit more than one target, and [[spoiler: the inability to use any pilots you carried over from a previous timeline.]]



* GenreDeconstruction: To {{Mecha}} and {{Kaiju}}, especially on collateral damages. The main objectives of the game involve trying to avoid unnecessary damages to buildings (residential blocks and power plants) to not only for a sense of morality but also to make sure to have electricity running as any damages to buildings will reduce grid infrastructure.

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* GenreDeconstruction: To {{Mecha}} and {{Kaiju}}, especially on collateral damages. The main objectives of the game involve trying to avoid unnecessary damages damage to buildings (residential blocks and power plants) to plants), not only for a sense of morality but also to make sure to have electricity running as any damages to buildings will reduce the grid infrastructure. infrastructure that runs your Mechs.
* GlassCannon:
* Vek Leapers have the ability to jump over obstacles, web their target, and deal 3 damage, which is enough to one-shot any un-upgraded mech. This comes at the cost of having only 1 hitpoint.
* All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).



* GrewBeyondTheirProgramming: One of the pilots, Prospero, was a former gardening robot who now takes pride in harvesting Vek. The other robot pilots do not qualify for this, because they were either explicitly re-programmed for combat capability (Gana and Silica) or advanced enough to not have limited programming (Archimedes).



* GrewBeyondTheirProgramming: One of the pilots, Prospero, was a former gardening robot who now takes pride in harvesting Vek. The other robot pilots do not qualify for this, because they were either explicitly re-programmed for combat capability (Gana and Silica) or advanced enough to not have limited programming (Archimedes).

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* GrewBeyondTheirProgramming: One of the pilots, Prospero, was a former gardening robot who now takes pride in harvesting Vek. The other robot pilots do not qualify for this, because they were either explicitly re-programmed for combat capability (Gana and Silica) or advanced enough HealThyself: All Mechs are able to not have limited programming (Archimedes).spend an turn regenerating 1 HP, while also removing any debuffs.



* HesDeadJim: When a mech is disabled, the CEO or surviving pilots typically react like that mech's pilot is instantly dead. Not always the case -- Medical Supplies and Repair Drop will save the pilot's life.
* HoistByHisOwnPetard: The Psionic Receiver lets your Mechs use the buffs of the Psions, or applies their debuffs to the Vek.



* HesDeadJim: When a mech is disabled, the CEO or surviving pilots typically react like that mech's pilot is instantly dead. Not always the case -- Medical Supplies and Repair Drop will save the pilot's life.



* InASingleBound:
** Vek Leapers and Spiders move by jumping, letting them cross obstacles, but leaving them vulnerable to water and pits.
** Hydraulic Legs and Boosters let Mechs jump over obstacles.



* LawOfChromaticSuperiority: Regular Vek are tan, Alpha Vek are purple, and Vek Leaders are pink.



* LifeDrain: Viscera Nanobots (default on the Nano Mech) heal Mechs whenever they deal a killing blow.



* PurpleIsPowerful: The purple Alpha Vek are far more powerful than their standard counterparts.



* PaletteSwap:
** Every squad uses a color palette that can be applied to any other Mech.
** Alpha Vek are palette swaps of regular Vek except with their tans and blues replaced with [[PurpleIsPowerful purples]] and greens. Boss Vek replace the purples and greens of Alpha Vek with [[RealMenWearPink pink]] and yellow.
** Each [[StatusBuff Vek Psion]] uses a different color: green for Soldier (extra health), purple for Shell ([[DamageReduction armor]]), red for Blood ([[GradualRegeneration regeneration]]), orange for Blast ([[ActionBomb explosive deaths]]), pink for Psion Abomination (AllYourPowersCombined), and gold for Psion Tyrant ([[HerdHittingAttack 1 damage to every Mech]]).



* ResetButton: You can reset an entire turn once per battle as long as it's still your turn, letting you undo any bad decisions without consequence. Isaac Jones' pilot ability gives you an extra chance to reset as well.



* ResetButton: You can reset an entire turn once per battle as long as it's still your turn, letting you undo any bad decisions without consequence. Isaac Jones' pilot ability gives you an extra chance to reset as well.



* SpiderTank: Ranged Mechs, as well as the Pulse and Gravity Mechs, are all 4-legged walkers.



* TankGoodness: Some of your building-sized mechs are just giant tanks, with equally giant cannons to go with it. Some missions also give you smaller tanks that you can use in addition to your forces and you can even unlock the ability to launch mini tanks as support units off of some mechs.

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* TankGoodness: Some of your building-sized mechs Brute Mechs are just giant tanks, with equally giant cannons to go with it. Some missions also give you smaller tanks that you can use in addition to your forces and you can even unlock the ability to launch mini tanks as support units off of some mechs.


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* UndergroundMonkey: Alpha Vek are regular Vek, but with extra damage and health.
* UtilityPartyMember: Science Class Mechs predominantly fill this role. Their weapons are unable to damage enemies, but they usually compensate with adeptness in another area, such as flight, or a passive effect that aids the squad's strategy.

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* ContractualBossImmunity: All Leader Vek have the Massive trait, which makes them immune to being killed off via being pushed into water/A.C.I.D./lava.
** They aren't immune to non-lethal status effects however, meaning a squad capable of freezing enemies can take them them out of the fight permanently with a single action, though this won't count as killing them for the level objective.

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* ContractualBossImmunity: All Leader Vek have the Massive trait, which makes them immune to being killed off via being pushed into water/A.C.I.D./lava.
/lava, though it will interrupt their action for the turn.
** That's as far as their immunity goes however. They aren't immune can still be pushed, stunned, insta-killed by falling rocks or even frozen, making them trivially easy to non-lethal status effects however, meaning a squad capable of disable for squads with freezing enemies can take them them out of the fight permanently with a single action, though this won't count as killing them for the level objective.weapons.


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* KillSteal: Averted. Your pilots still receive EXP for enemies killed by environmental effects, friendly fire or NPC allies, meaning you aren't penalised for taking advantage of them instead of killing enemies yourself.

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** You have perfect information in advance which enemies will attack and in what order, making it easy to disrupt their attacks or manipulate them into friendly fire.
** The insta-kill tentacles in the final mission will not spawn on a tile the Renfield Bomb is standing on.
** The challenge run objectives only require surviving a number of islands (usually three), meaning players who don't survive the final mission still get the achievement.



** They aren't immune to non-lethal status effects however, meaning a squad capable of freezing enemies can take them them out of the fight permanently with a single action, though this won't count as killing them for the level objective.



* OnlyMostlyDead: Any form of healing will restore a disabled mech and dead pilot back to life as long as the mission doesn't end first. A mech equipped with Viscera Nanomachines can explosively self-destruct and be none the worse for wear thanks to the regeneration.



** Many missions have optional objectives tasking you with defending certain buildings or units.

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** Many missions have optional objectives tasking you with defending certain buildings or units.units, some of which are hostile.



* ResetButton: You can reset an entire turn once per battle, letting you undo any bad decisions without consequence. Isaac Jones' pilot ability gives you an extra chance to reset as well.

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* ResetButton: You can reset an entire turn once per battle, battle as long as it's still your turn, letting you undo any bad decisions without consequence. Isaac Jones' pilot ability gives you an extra chance to reset as well.
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* SuicideAttack: The Self Destruct weapon instantly disables the mech using it, as well as [[OneHitKill instantly gibbing any nearby vek.]]This synergizes nicely with Viscera Nanobots, as the heal applies AFTER the self damage, turning a mech into a near invincible one hit kill monster.

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** Isaac Jones' special ability lets you reset one additional time per battle. Because the game features perfect information, you should in theory be able to plan every turn out and never need to reset at all.
*** The only instance when his ability comes in handy then is when the best possible play involves buildings resisting damage, which is the only thing the player can't know beforehand, in which case you get an extra chance.

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** Isaac Jones' special ability lets you reset one additional time per battle. Because the game features perfect information, you should in theory be able to plan every turn out and never need to reset at all.
***
all. The only instance when his ability comes in handy then is when the best possible play involves buildings resisting damage, which is the only thing the player can't know beforehand, in which case you get an extra chance.
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*** The only instance when his ability comes in handy then is when the best possible play involves buildings resisting damage, which is the only thing the player can't know beforehand, in which case you get an extra chance.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* FrickinLaserBeams: The Laser Mech, naturally, equipped with the map-crossing Burst Beam by default.

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* FrickinLaserBeams: EnergyWeapon: The Laser Mech, naturally, equipped with the map-crossing Burst Beam by default.
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* MultiEthnicNames: Common for the randomly generated generic pilots. There's also ace pilot Henry Kwan, although his ethnic background is not discussed; it's fairly common even today for Chinese citizens to choose English names, not to mention later-generation immigrant families.

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* MultiEthnicNames: MultiethnicName: Common for the randomly generated generic pilots. There's also ace pilot Henry Kwan, although his ethnic background is not discussed; it's fairly common even today for Chinese citizens to choose English names, not to mention later-generation immigrant families.
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* InTheFutureHumansWillBeOneRace: Implied. Several of the human ace pilots are ethnically ambiguous, and while the randomized generic pilots' faces are [[HelmetsAreHardlyHeroic hidden behind their helmets]], the latter often have MultiEthnicNames, suggesting that humanity's remnants have become culturally blended.

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* InTheFutureHumansWillBeOneRace: Implied. Several of the human ace pilots are ethnically ambiguous, and while the randomized generic pilots' faces are [[HelmetsAreHardlyHeroic hidden behind their helmets]], the latter often have MultiEthnicNames, {{Multiethnic Name}}s, suggesting that humanity's remnants have become culturally blended.
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Crosswicked new trope Ammo Using Melee Weapon

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*AmmoUsingMeleeWeapon: The Prime class weapons Titanite Blade and Mercury Fist both do significant damage but can only be used once per battle, or twice with an upgrade.
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* CriticalExistenceFailure: The Soldier Psion Vek grants all other Vek an extra hit point. When it is killed, they all lose a hit point. If one of the other Vek has only one HP left when the Soldier Psion is killed, they will suddenly die without anyone touching them.

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* InTheFutureHumansWillBeOneRace: Most of the human special pilots are ethnically ambiguous, and the randomized pilots often have first names and surnames from different cultures, suggesting that humanity's remnants have become culturally blended.

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* InTheFutureHumansWillBeOneRace: Most Implied. Several of the human special ace pilots are ethnically ambiguous, and while the randomized pilots generic pilots' faces are [[HelmetsAreHardlyHeroic hidden behind their helmets]], the latter often have first names and surnames from different cultures, MultiEthnicNames, suggesting that humanity's remnants have become culturally blended.


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* MultiEthnicNames: Common for the randomly generated generic pilots. There's also ace pilot Henry Kwan, although his ethnic background is not discussed; it's fairly common even today for Chinese citizens to choose English names, not to mention later-generation immigrant families.
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* InTheFutureHumansWillBeOneRace: Most of the human special pilots are ethnically ambiguous, and the randomized pilots often have first names and surnames from different cultures, suggesting that humanity's remnants have become culturally blended.
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Hook mech = butt monkey

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* ButtMonkey: The Hook Mech can only kill enemies in the uncommon situation where it can pull an enemy into a hazard and isn't better off doing something else, so its pilot is very unlikely to earn promotions in a playthrough. Which by itself just makes it a standard support unit. What makes it a ButtMonkey is the fact that its main job is to pull enemies into position to create a nice long chain for the Lightning Mech to zap. In doing so the Hook Mech has to itself become part of the chain and take damage, which is only partially mitigated by its armor. Thus, the Hook pilot is relegated to the unenviable role of moving things around for the Lightning pilot, getting bullied by the Lightning pilot, and watching as the Lightning pilot gets all the credit, all the glory, and all the promotions for killing the Vek.

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* AntiFrustrationFeatures: The grid pylons in the final area of the game are uninhabited and do not count against a perfect run if destroyed. This is a good thing since it's also the toughest level in the game.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
The grid pylons in the final area of the game are uninhabited and do not count against a perfect run if destroyed. This is a good thing since it's also the toughest level in the game.game.
** While both Spiders' and Alpha Spiders' eggs web all units around the point of landing, the Spider Leader's eggs do not. A good thing too, as it spawns 2-3 eggs per turn.


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* FlunkyBoss: All boss fights have the usual stream of Vek incoming, but the Spider Leader takes it further by being able to spawn 2-3 spider eggs at a go.
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* AntiFrustrationFeatures: The grid pylons in the final area of the game are uninhabited and do not count against a perfect run if destroyed. This is a good thing since it's also the toughest level in the game.


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* ArmoredCoffins: If a mech without the Medical Supplies passive ability loses all its health, the pilot will be killed.
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* ContractualBossImmunity: All Leader Vek have the Massive trait, which makes them immune to being killed off via being pushed into water/A.C.I.D./lava.


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* DeadlyDodging: If a beetle is attacking a mech positioned in front of water, you can get the mech out of the way and cause the Beetle to [[SuperDrowningSkills charge right into the water and drown]].
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* AirborneMook: All Hornets and Psions have the ability to fly over terrain, meaning that they're unrestricted by terrain and are also immune to death from being pushed onto a water, lava, A.C.I.D. pool, or chasm.

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* AirborneMook: All Hornets and Psions have the ability to fly over terrain, meaning that they're unrestricted by terrain and are also immune to death from being pushed onto a water, lava, A.C.I.D. pool, tile, or chasm.
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* AirborneMook: All Hornets and Psions have the ability to fly over terrain, meaning that they're unrestricted by terrain and are also immune to death from being pushed onto a water, lava, A.C.I.D. pool, or chasm.
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* TechnicolorToxin: The A.C.I.D. fits the bill as far as being "dangerous green liquid", but interestingly it doesn't inherently do any damage by itself - just make anything that steps in it or get covered in it extra vulnerable to damage, since it negates armor and causes all weapon hits to do double damage.
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* ArtificialStupidity: The AI is actually quite good, but one weak area is its target prioritization. It tends to randomly select between any viable target, those being a civilian building, a mech, or a frozen ally. This results in buildings getting immobilized, mechs being targeted by precision attacks they can just step away from, or frozen Vek being freed on the final turn. This is likely intentional, as SpitefulAI would increase the difficulty substantially, and it gives the impression of the Vek really being mindless beasts that only know how to AttackAttackAttack. Some of the squads (particularly Steel Judoka) are designed from the ground up to take advantage of this.

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* ArtificialStupidity: The AI is actually quite good, but one weak area is its target prioritization. It tends to randomly select between any viable target, those being a civilian building, a mech, or a frozen ally. This results in buildings getting immobilized, mechs being targeted by precision attacks they can just step away from, or frozen Vek being freed on the final turn. Sometimes, you'll even get two Fireflies targeting the same mech from opposite directions, meaning that they'll shoot each other when your mech casually strolls out of the way. This is likely intentional, as SpitefulAI would increase the difficulty substantially, and it gives the impression of the Vek really being mindless beasts that only know how to AttackAttackAttack. Some of the squads (particularly Steel Judoka) are designed from the ground up to take advantage of this.
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* AllThereInTheManual: There’s a tremendous amount of game lore in character comments you might never see, and Chris Avellone has also shared some tidbits and personal interpretations in interviews - for instance, none of the characters are entirely certain about the mechanics of time travel, and Isaac and Archimedes have different opinions on it.


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* {{Ultraterrestrials}}: Possibly. [[WordOfGod Chris Avellone]] notes that neither Ralph nor the AI characters ever refer to the Vek as alien, and they’re known to possess timeline information the other characters don’t have.
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* MechVsBeast: Using mechs to fight the titanic Vek aliens.
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* AcePilot: Each starting pilot (called "Time Travelers") comes with a unique special ability and you can recruit additional special pilots through recovering Time Pods or having a perfect run on an island. [[spoiler: Once you unlock each, you can choose them instead as a starting pilot.]] All pilots will level up to upgrade the mech they pilot with extra power, movement or health. Both Normal and Time Traveling pilots can gain two of these skills, meaning time travelers will end up with an extra unique ability.

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* AcePilot: Each starting pilot (called "Time Travelers") comes with a unique special ability and you can recruit additional special pilots through recovering Time Pods or having a perfect run on an island. [[spoiler: Once you unlock each, you can choose them instead as a starting pilot.]] All pilots will level up to upgrade the mech they pilot with extra power, movement or health. Both Normal and Time Traveling pilots can gain two of these skills, meaning time travelers will end up with an extra unique ability.three abilities to a regular pilots two.
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* AcePilot: Each starting pilot (called "Time Travelers") that you choose comes with a special ability and you can recruit additional special pilots through recovering Time Pods or having a perfect run on an island. [[spoiler: Once you unlock each, you can choose them instead as a starting pilot.]] Your non-ace pilots can also be leveled up to develop their own special abilities, but they will only ever unlock two special abilities to your time traveler's three.
* AchievementSystem: There are achievements for completing global tasks and ones with certain squads. Each one you earn also gets you a coin, which you spend to unlock new squads.
* ActionBomb: Blast Psions turn all other Vek into Action Bombs, exploding upon death.
* AndTheAdventureContinues: [[spoiler:When you win the game, the heroes go their separate ways, heading off to save other timelines. And just like what happens when you lose, you can choose one to keep in the next run.]]
* AfterTheEnd: The world has already been largely destroyed by rising sea levels, but an invasion of building-sized alien insects threatens to destroy everything else that's left. At the beginning of a new profile, the latter has also already happened which prompts the only survivor to go back in time to try again.

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* AcePilot: Each starting pilot (called "Time Travelers") that you choose comes with a unique special ability and you can recruit additional special pilots through recovering Time Pods or having a perfect run on an island. [[spoiler: Once you unlock each, you can choose them instead as a starting pilot.]] Your non-ace All pilots will level up to upgrade the mech they pilot with extra power, movement or health. Both Normal and Time Traveling pilots can also be leveled up to develop their own special abilities, but they gain two of these skills, meaning time travelers will only ever unlock two special abilities to your time traveler's three.
end up with an extra unique ability.
* AchievementSystem: There are global achievements for completing global tasks and ones with certain squads. squads specific ones. Each one you earn also gets you achievement earns a coin, coin which you spend is used to unlock new squads.
* ActionBomb: Blast Psions turn all other Vek into Action Bombs, exploding upon death.
death. There is also a mech weapon that allows for this.
* AndTheAdventureContinues: [[spoiler:When you [[spoiler:The entire game is fought across an infinite number of timelines. When the game ends, win the game, or lose, the heroes go their separate ways, heading off ways to try and save other timelines. And just like what happens when timelines, allowing you lose, you can choose to carry one pilot over to keep in the next run.timeline.]]
* AfterTheEnd: The world has already been largely destroyed by rising sea levels, but an invasion of building-sized alien insects threatens to destroy everything else that's left. At the beginning of a new profile, the latter has also already happened which prompts the only survivor to go back in time to try again. The entire game is about hopping between various timelines to try and defeat the Vek invasion.



* ArbitraryMissionRestriction: All battlefields have optional objectives to gain reputation, reactor cores, and grid power. Completing every optional objective you can on an island earns you an extra reward.
* ArmyOfTheAges: You command a squad of time traveling pilots who breach between timelines to stop the alien invasion.

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* ArbitraryMissionRestriction: All battlefields have optional objectives to gain reputation, reactor cores, and grid power. Completing every optional objective you can on an island earns you an extra reward.
reward. You can, of course, ignore any of these that are too difficult.
* ArmyOfTheAges: You command a squad of time traveling pilots who breach between timelines to stop the alien invasion.invasion, over and over.



** Fully upgrading a squad's starting weapons often works just as well if not better than getting newer ones, as they are designed to synergize well with each other which gives them an advantage over a new weapon that might seem stronger at first glance.
** The Rift Walkers, the first squad you control, are armed with weapons that deal damage and push enemies around. Compared to other squads, they're straightforward, but in a game with telegraphed attacks and where positioning is essential, they're useful nonetheless.

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** Fully upgrading Upgrading a squad's mech's starting weapons often works just as well if not better than getting newer ones, as they are designed to synergize well with each other which gives them an advantage over a new weapon that might seem stronger at first glance.
** The Rift Walkers, the first squad you control, are armed with weapons that deal damage and push enemies around. Compared to other squads, they're straightforward, but in a game with telegraphed attacks and where positioning is essential, they're useful nonetheless.still a very effective team.



** Abe Isamu. He doesn't get any flashy abilities like most of the other special pilots, but lowering all attack damage on him by one (including his own feedback damage from certain weapons!) is surprisingly useful throughout the game.

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** Abe Isamu. He doesn't get any flashy abilities like most of the other special pilots, but lowering all attack damage on him by one (including his own feedback having a single point of armor is enough to completely ignore many attacks. It includes the self-inflicted or friendly fire damage from certain weapons!) is surprisingly useful throughout the game.weapons as well, making him particularly powerful in certain squads.



* BreakOutTheMuseumPiece: Archive Inc. is all about this trope. Some of their missions have the player protecting "Old Earth" artillery or tanks, while others feature satellite launches and strafing runs by "Old Earth" bombers. The equipment is surprisingly useful, since they've maintained it well.

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* BreakOutTheMuseumPiece: Archive Inc. is all about this trope. Some of their missions have the player protecting "Old Earth" artillery or tanks, while others feature satellite launches and strafing runs by "Old Earth" bombers. The equipment is surprisingly useful, since they've maintained it tanks and artillery are vulnerable and slow, but quite powerful. The Strafing runs are incredibly destructive as well.



** Isaac Jones' special ability lets you reset one additional time per battle. This is practically useless if you can do well without resets to begin with.

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** Isaac Jones' special ability lets you reset one additional time per battle. This is practically useless if Because the game features perfect information, you can do well without resets should in theory be able to begin with.plan every turn out and never need to reset at all.



* DroneDeployer: There are a series of weapons that deploy smaller tanks that can shoot enemies, give shields to allies, and more.

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* DroneDeployer: There are a series of weapons that deploy smaller tanks that can shoot apply status effects or push enemies, give shields to allies, and more.



* HeroInsurance: An instance where the game's treatment of it as a SubvertedTrope is part of the gameplay as the destruction of buildings, infrastructures, and mech meant that it can cause loss of grid electricity, reputation, and pilot respectively.
* HoldTheLine: Your only true objective in battles is to survive enough turns and not lose so much grid power that you need to abandon the current timeline. Everything else, including killing Vek, is optional.

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* HeroInsurance: An instance where the game's treatment of it as a SubvertedTrope is part of the The gameplay intentionally subverts this as almost the entire goal of the game is to prevent the destruction of buildings, infrastructures, various buildings. You often get rewarded for protecting specific buildings and mech meant that it can cause loss allowing too many buildings to get destroyed will lose the game. You don't even have to kill any of grid electricity, reputation, the Vek to win a battle, just last long enough and pilot respectively.
prevent them from destroying building, meaning it's often worthwhile to let your Mechs soak up hits to keep the buildings from being damaged.
* HoldTheLine: Your only true objective in battles is to survive enough turns and not lose so much grid power that you need to abandon the current timeline. Everything else, including killing Vek, is optional.optional (although killing Vek is a common bonus objective).



* KingMook: Some of the bosses you face are leader versions of the normal Vek you face against. They usually deal a ton of damage and can hit many tiles at once.

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* KingMook: Some Most of the bosses you face are leader beefed up versions of the normal Vek you face against. They usually deal a ton of damage much more damage, have more health, and can often hit many tiles at once.

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* EasyModeMockery: Playing on Easy cuts your score in half. Additionally, one achievement can only be unlocked by completing a run on Hard.

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* EasyModeMockery: EasyModeMockery:
**
Playing on Easy cuts your score in half. Additionally, one achievement can only be unlocked by completing a run on Hard.
** Beacons to recruit a secret pilot almost never appear on Easy and are still rare on Normal, but pop up quite frequently on Hard.
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* BreakOutTheMuseumPiece: Several missions involving Archive Inc. have the player protecting old-earth artillery. While they might not be particularly mobile, they're surprisingly useful.

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* BreakOutTheMuseumPiece: Several missions involving Archive Inc. is all about this trope. Some of their missions have the player protecting old-earth artillery. While they might not be particularly mobile, they're "Old Earth" artillery or tanks, while others feature satellite launches and strafing runs by "Old Earth" bombers. The equipment is surprisingly useful. useful, since they've maintained it well.
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* ArtificialStupidity: The AI is actually quite good, but one weak area is its target prioritization. It tends to randomly select between any viable target, those being a civilian building, a mech, or a frozen ally. This results in buildings getting immobilized, mechs being targeted by precision attacks they can just step away from, or frozen Vek being freed on the final turn. This is likely intentional, as SpitefulAI would increase the difficulty substantially, and it gives the impression of the Vek really being mindless beasts that only know how to AttackAttackAttack.

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* ArtificialStupidity: The AI is actually quite good, but one weak area is its target prioritization. It tends to randomly select between any viable target, those being a civilian building, a mech, or a frozen ally. This results in buildings getting immobilized, mechs being targeted by precision attacks they can just step away from, or frozen Vek being freed on the final turn. This is likely intentional, as SpitefulAI would increase the difficulty substantially, and it gives the impression of the Vek really being mindless beasts that only know how to AttackAttackAttack. Some of the squads (particularly Steel Judoka) are designed from the ground up to take advantage of this.
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Added DiffLines:

* VariableMix: The first minute of [[https://benprunty.bandcamp.com/track/open-a-breach Open a Breach]] is used for the main menu, and the second minute is used when selecting a mech squad. Transitioning between the two screens will add or remove instruments without interrupting the musical flow.

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