No Plan B "Smooth Sailing" Update (Beta 16)
During the campaign, weapon, grenade and shield unlocks now give player the choice between several randomized options instead of predetermined items.
A new rank system has been implemented to give the player a better sense of achievement when completing a mission. This applies to all game modes. The S Rank can be reached by completing all mission objectives and taking no damage to either your agents or civilians.
This will double the XP reward in campaign missions.
Speaking of XP, the thresholds for character skills and weapon type specializations have been lowered. This means that skill points and specialist levels for weapon types will be easier to unlock. The speed at which weapon attachments are unlocked has been reduced. But they are now correctly mentioned in campaign mission reports.
The size of the pathfinding grid has been reduced to allow smoother path drawing. A new simplification pass has also been implemented to straighten the trajectories. In the same spirit, the auto-path (double click or shift+click) has been improved to allow shorter, more direct paths. Here is a before/after comparison of the way paths are drawn:
And a comparison of the final paths:
An early version of the biome system comes with Beta 16. A biome defines the mood of a map generated by the game. Each biome uses a set of room types. Each type determines which props will be used in these rooms. For instance, the "Bank" biome uses the "Vault" (max 1 vault per map), "Office", "Lounge" and "Corridor" room types. Money stacks, gold bars and security gates will only appear in the vault while flower pots or water fountains may appear in corridors or offices. Here is an example of a Vault room generated inside the Bank biome (used in the stop the heist scenarios):
This update also comes with a lot of improvements and fixes detailed in the following posts: https://store.steampowered.com/news/app/1269020/view/3862464213291663481 https://store.steampowered.com/news/app/1269020/view/3862464213292058115 https://store.steampowered.com/news/app/1269020/view/5797888151176078999 https://store.steampowered.com/news/app/1269020/view/3996449472321529939 https://store.steampowered.com/news/app/1269020/view/4059500500987506505
[ 2024-02-02 17:06:11 CET ] [ Original post ]
Campaign Unlock Choices
During the campaign, weapon, grenade and shield unlocks now give player the choice between several randomized options instead of predetermined items.
Victory Ranks
A new rank system has been implemented to give the player a better sense of achievement when completing a mission. This applies to all game modes. The S Rank can be reached by completing all mission objectives and taking no damage to either your agents or civilians.
This will double the XP reward in campaign missions.
XP Balancing
Speaking of XP, the thresholds for character skills and weapon type specializations have been lowered. This means that skill points and specialist levels for weapon types will be easier to unlock. The speed at which weapon attachments are unlocked has been reduced. But they are now correctly mentioned in campaign mission reports.
Improved Paths
The size of the pathfinding grid has been reduced to allow smoother path drawing. A new simplification pass has also been implemented to straighten the trajectories. In the same spirit, the auto-path (double click or shift+click) has been improved to allow shorter, more direct paths. Here is a before/after comparison of the way paths are drawn:
And a comparison of the final paths:
Biomes
An early version of the biome system comes with Beta 16. A biome defines the mood of a map generated by the game. Each biome uses a set of room types. Each type determines which props will be used in these rooms. For instance, the "Bank" biome uses the "Vault" (max 1 vault per map), "Office", "Lounge" and "Corridor" room types. Money stacks, gold bars and security gates will only appear in the vault while flower pots or water fountains may appear in corridors or offices. Here is an example of a Vault room generated inside the Bank biome (used in the stop the heist scenarios):
Full changelog
This update also comes with a lot of improvements and fixes detailed in the following posts: https://store.steampowered.com/news/app/1269020/view/3862464213291663481 https://store.steampowered.com/news/app/1269020/view/3862464213292058115 https://store.steampowered.com/news/app/1269020/view/5797888151176078999 https://store.steampowered.com/news/app/1269020/view/3996449472321529939 https://store.steampowered.com/news/app/1269020/view/4059500500987506505
No Plan B
GFX47
GFX47
2021-12-01
Strategy Singleplayer
Game News Posts 263
🎹🖱️Keyboard + Mouse
Very Positive
(629 reviews)
https://store.steampowered.com/app/1269020 
Complete your mission with a single plan
- Plan every move of your team members and sync them using the new timeline system.
- Preview your strategy. Did you cover every angle? Are your room entries simultaneous?
- Proceed and watch your team execute your perfect plan. At least let's hope it IS perfect, you have No Plan B!
Missions are designed by the community using the in-game editor
- The map layout: small or big map? where do you want covers to be placed? how many entry points?
- The player team: do you want to play the good guys or the bad guys?
- The NPCs: where will they spawn? which predefined AI should they use?
- The mission objective: heist the bank (with or without casualties)? rescue the hostages? survive and extract from a zombie attack?
MINIMAL SETUP
- OS: Ubuntu 16.04+
- Processor: 2.2 GHz Dual coreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GTX 510+. Radeon HD5900+. or Intel HD4000+
- Storage: 200 MB available space
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB