Corruption 2029
Moderators: LawBeefaroni, Arcanis, $iljanus
- Daehawk
- Posts: 63731
- Joined: Sat Jan 01, 2005 1:11 am
Corruption 2029
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I am Dyslexic of Borg, prepare to have your ass laminated.
I guess Ray Butts has ate his last pancake.
http://steamcommunity.com/id/daehawk
"Has high IQ. Refuses to apply it"
I am Dyslexic of Borg, prepare to have your ass laminated.
I guess Ray Butts has ate his last pancake.
http://steamcommunity.com/id/daehawk
"Has high IQ. Refuses to apply it"
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
I understand that it is going to be a exclusive to the Epic Games Store. Will it be the EGS version of early access or a 1.0 release?
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Pyperkub
- Posts: 23659
- Joined: Mon Dec 13, 2004 5:07 pm
- Location: NC- that's Northern California
Re: Corruption 2029
It's 9 years late
Black Lives definitely Matter Lorini!
Also: There are three ways to not tell the truth: lies, damned lies, and statistics.
Also: There are three ways to not tell the truth: lies, damned lies, and statistics.
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
Looking at the game on the Epic Store, I was surprised at the small size of the storage footprint, only 5GB. I'm wondering if that means a limited campaign with only a few maps, or a lot of reuse of assets.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
First twenty minutes of gameplay. Thankfully no extraneous narration.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- MonkeyFinger
- Posts: 3223
- Joined: Thu Dec 30, 2004 10:23 pm
- Location: South of Denver, CO
Re: Corruption 2029
Ah... made by The Bearded Ladies and using the same (or very similar engine) to what Mutant Year Zero does. I'll probably be picking it up. Outside of Epic on PC, any idea if/when this will hit consoles? Okay, checked their FB page and when someone asked about any PS4 release plans, they said "Not right now, but let's see".
-mf
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
Posted on their Facebook feed by the devs:
Don't lose your head! CORRUPTION 2029 will be available to play at 15:00 CET (09:00 EST) on Monday!
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
I'm taking the bullet this time, with a pre-order. I'll try to get in some playing tomorrow and post impressions and screenshots.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
I've just finished playing 101 minutes and here are some impressions. I will note that I'm playing on Medium difficulty. Map has an isometric view and can't be tilted, but can be rotated.
This is not XCOM. There is no strategic level, no recruiting rookies, no grand plan, no research trees. I didn't play much Mutant Year Zero, but what I did play feels a lot like Corruption 2029. The prologue mission sets up the game and acts as a tutorial. You have three units which initially have two assault rifles and a silenced rifle. For the prologue you have to kill several enemy units without losing one or more of yours. Enemies have awareness circles and so long as you stay out of those you can stay in real time mode, which lets you switch between your three units and move them using WASD or a controller in a non-turn-based mode.
I lost my first attempt to beat the prologue because I wasn't careful and I alerted the enemy before I was ready and ended up getting all three of my guys killed. So on the second attempt I used my guys in sneak mode to scout out the enemy locations. I found I could use my silenced weapon to kill two bad guys without triggering an alert. Then I positioned my guys to take out a couple of others, which caused the enemy to alert, but by then I was able to beat them in just one more tactical round.
Winning the prologue enabled the operational interface. Basically this acts a mission selector. You are shown which missions are currently available to you and as you win missions you unlock others. At times, like your first operational mission, you'll be given a choice of missions. Each mission has a unique main reward, for instance in my first mission I unlocked a shotgun. It will also have a bonus reward, in this case an augment that lets one unit have four more squares it can move in a tactical turn. You get that bonus reward for doing something specific outside the main objective. In my first mission it was to kill three enemies without causing an alert. There are also "medals", which are given for things like only needing two tactical rounds to win the mission. Missions are re-playable so you can get those bonuses and medals. I'm not a big fan of replaying missions but you don't lose out on any rewards if you don't get medals, they are just for bragging rights.
Augments, of which any individual unit can have three, provide certain extra abilities and can be passive or active. For instance, after the prologue I got an augment that allows the unit to jump up or over quite a distance and even do a Death From Above move on an enemy.
The tactical missions are closer to XCOM, although being able to stay in real time mode unless spotted allows some convenient recon of the map. When you switch to turn based mode, your unit is allowed two actions per turn, like XCOM. Weapons are fairly straightforward to understand. A weapon will do X number of points of damage and if that is equal or greater than the hit points of the enemy then the enemy is dead, otherwise he is damaged, but not inhibited or restricted. There is a displayed "to hit" percentage which is effected by range and cover of the target; low cover is a 25% modifier, high cover is a 75% modifier. There are also grenades.
I made the following note to myself during the first operational mission. It is just something to keep in mind. I'm not sure how the alert system works, but it would appear that if you kill enemies outside of the awareness range of other enemies, you *might* be allowed to go back into Stealth mode. Not sure though since it is early days.
I'll post more impressions as I play more missions.
This is not XCOM. There is no strategic level, no recruiting rookies, no grand plan, no research trees. I didn't play much Mutant Year Zero, but what I did play feels a lot like Corruption 2029. The prologue mission sets up the game and acts as a tutorial. You have three units which initially have two assault rifles and a silenced rifle. For the prologue you have to kill several enemy units without losing one or more of yours. Enemies have awareness circles and so long as you stay out of those you can stay in real time mode, which lets you switch between your three units and move them using WASD or a controller in a non-turn-based mode.
I lost my first attempt to beat the prologue because I wasn't careful and I alerted the enemy before I was ready and ended up getting all three of my guys killed. So on the second attempt I used my guys in sneak mode to scout out the enemy locations. I found I could use my silenced weapon to kill two bad guys without triggering an alert. Then I positioned my guys to take out a couple of others, which caused the enemy to alert, but by then I was able to beat them in just one more tactical round.
Winning the prologue enabled the operational interface. Basically this acts a mission selector. You are shown which missions are currently available to you and as you win missions you unlock others. At times, like your first operational mission, you'll be given a choice of missions. Each mission has a unique main reward, for instance in my first mission I unlocked a shotgun. It will also have a bonus reward, in this case an augment that lets one unit have four more squares it can move in a tactical turn. You get that bonus reward for doing something specific outside the main objective. In my first mission it was to kill three enemies without causing an alert. There are also "medals", which are given for things like only needing two tactical rounds to win the mission. Missions are re-playable so you can get those bonuses and medals. I'm not a big fan of replaying missions but you don't lose out on any rewards if you don't get medals, they are just for bragging rights.
Augments, of which any individual unit can have three, provide certain extra abilities and can be passive or active. For instance, after the prologue I got an augment that allows the unit to jump up or over quite a distance and even do a Death From Above move on an enemy.
The tactical missions are closer to XCOM, although being able to stay in real time mode unless spotted allows some convenient recon of the map. When you switch to turn based mode, your unit is allowed two actions per turn, like XCOM. Weapons are fairly straightforward to understand. A weapon will do X number of points of damage and if that is equal or greater than the hit points of the enemy then the enemy is dead, otherwise he is damaged, but not inhibited or restricted. There is a displayed "to hit" percentage which is effected by range and cover of the target; low cover is a 25% modifier, high cover is a 75% modifier. There are also grenades.
I made the following note to myself during the first operational mission. It is just something to keep in mind. I'm not sure how the alert system works, but it would appear that if you kill enemies outside of the awareness range of other enemies, you *might* be allowed to go back into Stealth mode. Not sure though since it is early days.
Overall impression is that Corruption 2029 isn't going to replace XCOM or XCOM 2 or Phoenix Point as your go-to turn-based squad combat game. It does have some nice features and the first operational map I played felt sufficiently large so I didn't feel artificially confined. Between the new weapons and the augments there are some nice options to explore and unless I'm mistaken, you can always go back and replay a mission with rewards that you unlocked in missions further up the tree; that should add some variety and interest in replaying missions. The operational mission I played didn't feel like a puzzle that I had to approach in a certain way to win. The stealth features are nice and the maps are very pretty and XCOM like. And the price does seem reasonable for the content.OK, this is weird. On playing the first mission after the prologue I had a situation where I "went loud" and used two of my guys to kill two of theirs. However, because the two deaths occurred outside of the awareness circles of any other enemies, the other enemy units didn't go on alert, even though I didn't use silenced weapons. Makes me wonder if the silenced weapon is just something to be used against one enemy inside of the alert circle of another enemy that doesn't die that turn. Weird.
I'll post more impressions as I play more missions.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
Addendum to above. That note I made?
So I guess the silenced weapon is just good for when two bad guys are near and you just want to take down one, or can't at that time try to take down two.
Addendum to the Addendum. I just tried to do what I described above but this time an enemy who was *not* nearby heard the shooting and the whole enemy force is alerted. So I'm not sure why sometimes it works and sometimes it doesn't . Maybe I'll just not take the risk next time...
I've started my second mission and took down two guys with loud weapons, but because when my turn ended there were no live soldiers within awareness range of the combat, I was able to go back into Sneak mode. So that's a good point to remember, even if you use loud weapons you won't alert the whole enemy group if the enemies you attack are killed in that tactical turn.OK, this is weird. On playing the first mission after the prologue I had a situation where I "went loud" and used two of my guys to kill two of theirs. However, because the two deaths occurred outside of the awareness circles of any other enemies, the other enemy units didn't go on alert, even though I didn't use silenced weapons. Makes me wonder if the silenced weapon is just something to be used against one enemy inside of the alert circle of another enemy that doesn't die that turn. Weird.
So I guess the silenced weapon is just good for when two bad guys are near and you just want to take down one, or can't at that time try to take down two.
Addendum to the Addendum. I just tried to do what I described above but this time an enemy who was *not* nearby heard the shooting and the whole enemy force is alerted. So I'm not sure why sometimes it works and sometimes it doesn't . Maybe I'll just not take the risk next time...
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11620
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Corruption 2029
Found something else interesting; not a bug, just not obvious when I started playing. When I started my campaign I selected the middle difficulty and it said something about recovering 50% of hit points between... something. I just now figured out what that was. I was in a tough fight and one of my three guys lost all his hit points, then after three more turns he bled out . However, once my other two guys killed off the bad guys, the bled out guy was resurrected (maybe the Force Ghost was involved?). Anyway, he came back to the fight with only half his hit points intact. So that is what the difficulty statement meant. As long as one of my three guys is alive after the tactical rounds are done and the battle returns to Stealthy real time mode, any bled out guys return with half their hit points healed. And I guess that means on Easy they would come back with all hit points, while on Hard difficulty... they don't come back at all
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- MonkeyFinger
- Posts: 3223
- Joined: Thu Dec 30, 2004 10:23 pm
- Location: South of Denver, CO
Re: Corruption 2029
It's been a while so trying to remember... pretty sure it (that resurrection) worked the same way in Mutant Year Zero.
-mf
- Jolor
- Posts: 3247
- Joined: Wed Oct 13, 2004 8:25 am
Re: Corruption 2029
Well, that worked out pretty well. I still had a $10 coupon from the Epic sale that was going to expire in May. Forgot about it, tbh.
I'll fire this up after I finish the Resident Evil 2 refresh.
I'll fire this up after I finish the Resident Evil 2 refresh.
So sayeth the wise Alaundo.
- MonkeyFinger
- Posts: 3223
- Joined: Thu Dec 30, 2004 10:23 pm
- Location: South of Denver, CO
Re: Corruption 2029
Had the same unremembered / unexpected $10 discount as well.
CORRUPTION 2029 v1.01 Hotfix Patch Notes.
CORRUPTION 2029 v1.01 Hotfix Patch Notes.
Spoiler:
-mf
- Jolor
- Posts: 3247
- Joined: Wed Oct 13, 2004 8:25 am
Re: Corruption 2029
Enjoying the game. Same quibble that I had with MYZ, though: I can't seem to climb to rooftops during battle, though my enemies can.
So sayeth the wise Alaundo.