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** The Welrod appears in both games as a silenced pistol. It's a weapon exclusive to the Allies in ''S2''.

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** The Welrod (9mm variant) appears in both games as a silenced pistol. It's a weapon exclusive to the Allies in ''S2''.

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* RareGuns: Both the [=FG42=] and the [=STG44=] (mistakenly called the STG-43 in-game). Both become more readily available in the post-war ''S3'', which also includes the original "[=AK47=]".

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* RareGuns: Both the RareGuns:
** The
[=FG42=] and the [=STG44=] (mistakenly called the STG-43 in-game). Both become more readily available in the post-war ''S3'', which ''S3''.
** The Welrod appears in both games as a silenced pistol. It's a weapon exclusive to the Allies in ''S2''.
** ''S3''
also includes the original "[=AK47=]".

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** ''S3'' nerfs the Webley Scott's damages. It also adds a brand new revolver, the Colt Detective Special .38 S&W, which even more useless than the Nagant.

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** ''S3'' nerfs the Webley Scott's damages. It also adds a brand new revolver, the Colt Detective Special .38 S&W, which is even more useless than the Nagant.Nagant.
** ''[=BlunterMod=]'' adds the Smith & Wesson Model 10, a straight example of the trope: it is more powerful than other pistols and SMG, has a better range, and has a higher rate of fire. Its only drawbacks compaired to most other guns are a slightly lower reload time, being a six-shooter, and the size of ammos in the inventory (six bullets in one square).

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** ''S3'' also has a tweak which removes the breakable weapons.



* GasMaskMooks: Some of the THO servants.

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* GameplayAndStorySegregation: All ''S2'' party members reappear in ''S3'', and you can have a team of both Allies and Axis agents. Given their detailed biographies, collaboration between some of them would have been difficult (the roster includes two Spanish guys who fought the Spanish Civil War in opposing sides, a French World War One veteran who lost his family thanks to German war crimes, an Irishwoman who hates the British since the hanging of her father in the aftermath of the 1916 Dublin uprising, etc.), but MutuallyExclusivePartyMembers is totally averted.
* GasMaskMooks: Some of the THO servants. In ''S3'', some outfits from ''[=BlunterMod=]'' allow to have a whole team of them.

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* ChunkySalsaRule: Explosives can turn the enemy into a [[PinkMist red mist]].

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* ChunkySalsaRule: ChunkySalsaRule:
** Some ''S2'' versions include an official tweak (deactivated by default) which turns any successful headshot into a OneHitKill.
**
Explosives can turn the enemy into a [[PinkMist red mist]].
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* FractionalWinningCondition: At several points, ''S3'' gives sets of missions (usually three or four) that can be completed in any order to progress in the campaign. You actually can't complete all of them, as the plot progresses when you complete three out of tour (or two out of three) of those missions, preventing to access the last one.

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* {{Foreshadowing}}: In a mission, one of the clues is a Russian police report stating that some local citizens spotted in the nearby forest what they described as iron animals (the report emphasizes that the witnesses don't drink). Said clue is one of those which unlocks the "Unknown Complex" mission. Depending on the order of which you do the missions, is can be the first area where you have to fight [[spoiler: Panzerkleins]].

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* {{Foreshadowing}}: {{Foreshadowing}}:
**
In a ''S2'' mission, one of the clues is a Russian police report stating that some local citizens spotted in the nearby forest what they described as iron animals (the report emphasizes that the witnesses don't drink). Said clue is one of those which unlocks the "Unknown Complex" mission. Depending on the order of which you do the missions, is can be the first area where you have to fight [[spoiler: Panzerkleins]].Panzerkleins]].
** In ''S3'', after the opening mission, when discussing with Boris in the base's infirmary, the player character tells Boris that, when giving confidential documents (the ones you stole from THO while evading from their hideout) to the Major[[note]]the NPC who gives missions[[/note]], the Major just put the report in a drawer of his desk without reading it, to which Boris responds something like "I hope I won't regret this later". [[spoiler: It turns that the Major is a traitor, and during two thirds of the game the Sentinels were actually doing THO dirty work.]]
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* StatGrinding: Each stat and attribute gains some points at each use (which also gains global experience to the character), then is increased at specific caps. The skills that can be chosen at each level-up include some which increase their growth rate.

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* StatGrinding: Each stat and attribute gains some points at each use (which also gains global experience to the character), then is increased at specific caps. The skills that can be chosen at each level-up include some which increase their growth rate. ''S3'' adds caps to skill levels, depending on the character's experience level (skills can still improve past those caps, but it is a lot slower).



* WalkingArmory: The character's models show some of the equipment they carries (not just the two weapons that are in the equiped items slots). When not wielded as the current weapon, gear is typically shown this way: a knife and a pistol in holsters hanging from the belt, a longarm on the back, and grenades on the chest and[=/=]or the waist.

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* WalkingArmory: The character's models show some of the equipment they carries (not just the two weapons that are in the equiped items slots). When not wielded as the current weapon, gear is typically shown this way: a knife and a pistol in holsters hanging from the belt, a longarm on the back, ammos pouches on the chest or the belt, and grenades on the chest and[=/=]or the waist.

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* AKA47: There's occasional inaccuracies in the item's names, like the 9mm Parabellum ammunition refered as ".38 Parabellum", the Mauser C-96 refered as "Mauser K-96", and the [=StG44=] refered as "[=StG43=]". There are mods which fix the naming issues.



* RandomEncounter: While moving your team around on the world map (between the main missions), "encounter warning" areas often pop up randomly in your vicinity and disappear a short while later. You can actually CHOOSE to have an encounter by moving your squad to that area. Some encounters can net you some great equipment (and can be [[LevelGrinding farmed for money]] in ''S3''). Sometimes (by fluke), an encounter zone will appear right underneath your squad as it moves, causing the encounter to trigger immediately like a classic RandomEncounter.
** Some of these encounters are incredibly rare, and tend to have equipment that cannot be obtained any other way. ''S3'' [[UpToEleven takes this further]], with one that allows you to get a free squad member.
* RareGuns: Both the [=FG42=] and the [=STG44=] (mistakenly called the STG-43 in-game). Both become more readily available in the post-war ''S3''.

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* RandomEncounter: While moving your team around on the world map (between the main missions), "encounter warning" areas often pop up randomly in your vicinity and disappear a short while later.later[[note]]each encounter spawns at a specific place, each of them is a specific static scene with its own (not random) enemies. They only are "random" because they appear, disappear, and appear again at random[[/note]]. You can actually CHOOSE to have an encounter by moving your squad to that area. Some encounters can net you some great equipment (and can be [[LevelGrinding farmed for money]] in ''S3''). Sometimes (by fluke), an encounter zone will appear right underneath your squad as it moves, causing the encounter to trigger immediately like a classic RandomEncounter.
**
RandomEncounter (''S3'' custom difficulty settings allows to turn the encounter's markers invisible, which makes them unavoidable, thus giving same a similar feeling). Some of these encounters are incredibly rare, and tend to have equipment that cannot be obtained any other way. ''S3'' [[UpToEleven takes this further]], with one that allows you to get a free squad member.
* RareGuns: Both the [=FG42=] and the [=STG44=] (mistakenly called the STG-43 in-game). Both become more readily available in the post-war ''S3''.''S3'', which also includes the original "[=AK47=]".



* SelfImposedChallenge: A popular challenge in ''S2'' consists in completing the whle campaign with a single soldier (of course, it requires the "No [[spoiler: Panzerkleins]]" mod). Thanks to his large Action Points pool and its affinity with stealth, the scout is very popular for solo campaigns.



* ShoutOut: During one extremely rare RandomEncounter in Switzerland, the team finds a crater with a UFO in it. In the vicinity, the [[InfinityPlusOneSword Prototype 8M1 laser rifle]] can be found, the only fully-automatic energy weapon in the game. The rifle looks exactly like the Laser Rifle from ''{{X-COM}}: Enemy Unknown''.
** This has given some fans an idea for an ''X-Com'' mod for ''S2''.
** It could also be a ShoutOut to VideoGame/{{Fallout}}, where a similar random encounter also occurs.

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* ShoutOut: During one extremely rare RandomEncounter in Switzerland, the team finds a crater with a UFO in it. In the vicinity, the [[InfinityPlusOneSword Prototype 8M1 laser rifle]] can be found, the only fully-automatic energy weapon in the game. The rifle looks exactly like the Laser Rifle from ''{{X-COM}}: Enemy Unknown''.
**
Unknown''. This has given some fans an idea for an ''X-Com'' mod for ''S2''.
**
''S2''. It could also be a ShoutOut to VideoGame/{{Fallout}}, where a similar random encounter also occurs.

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* ShoutOut: During one extremely rare RandomEncounter in Switzerland, the team finds a crater with a UFO in it. In the vicinity, the [[InfinityPlusOneSword Prototype 8M1 laser rifle]] can be found, the only fully-automatic energy weapon in the game. The rifle looks exactly like the Laser Rifle from ''{{X-COM}}: Enemy Unknown''.
** This has given some fans an idea for an ''X-Com'' mod for ''S2''.
** It could also be a ShoutOut to VideoGame/{{Fallout}}, where a similar random encounter also occurs.



* ShowsDamage: Units' models show blood stains on the area where they have been hit. It isn't a very accurate way to measure a character's health, though, since an almost dying guy having received a single very powerful blow will look better than someone who took dozen of {{Scratch Damage}}s and still has more than a half of his health bar.



* ShoutOut: During one extremely rare RandomEncounter in Switzerland, the team finds a crater with a UFO in it. In the vicinity, the [[InfinityPlusOneSword Prototype 8M1 laser rifle]] can be found, the only fully-automatic energy weapon in the game. The rifle looks exactly like the Laser Rifle from ''{{X-COM}}: Enemy Unknown''.
** This has given some fans an idea for an ''X-Com'' mod for ''S2''.
** It could also be a ShoutOut to VideoGame/{{Fallout}}, where a similar random encounter also occurs.



* WalkingArmory: The character's models show some of the equipment they carries (not just the two weapons that are in the equiped items slots). When not wielded as the current weapon, gear is typically shown this way: a knife and a pistol in holsters hanging from the belt, a longarm on the back, and grenades on the chest and[=/=]or the waist.
* WeirdHistoricalWar: Cf GenreShift.



* WeirdHistoricalWar: Cf GenreShift.

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* AceCustom: ''[=BlunterMod=]'' adds to ''S3'' several unique and more powerful variants of standard weapons, some of them being found in specific places, some others being part of a couple of squad member's starting gear.



* DiscOneNuke: ''S3'' first and second missions are hard. You start the opening level with the crappiest gun of the game (the Nagant) without any spare cartridge; at the end of the mission you normally have knives and a couple of other guns. Since the shop only opens after completing the second mission, you can only do the second mission with whatever you salvaged from the beginning. The nuke itself is lying behind the locked door in the first area's basement, next to the starting area: bashing the door gives access to a SMG and two magazines, turning the beginning into a cakewalk.

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* DiscOneNuke: ''S3'' first and second missions are hard. You start the opening level with the crappiest gun of the game (the Nagant) without any spare cartridge; at the end of the mission you normally have knives and a couple of other guns. Since the shop only opens after completing the second mission, you can only do the second mission with whatever you salvaged from the beginning. The nuke itself is lying behind the locked door in the first area's basement, next to the starting area: bashing the door gives access to a SMG and two magazines, turning the beginning into a cakewalk. ''[=BlunterMod=]'' adds an unique variant (and more powerful) of scoped Lee-Enfield in the same room.



* GunPorn: Several dozens of real-life guns (and some Sci-Fi ones, to), all with their own stats. And several knives, too. To give an idea, [[http://www.gog.com/forum/silent_storm/silent_storm_item_codes_list_sentinel here's a complete list]] of items available in ''S3'' (there are a bit less variety in firearms in ''S2'').



* RevolversAreJustBetter: ZigZagged. The two revolvers of the game are the Nagant 1910 and the Webley Scott, respectively the crappiest pistol and a very powerful one (the Webley inflicts more damages than most of the ''rifles''). Being pistols, they still lack of accuracy and range.

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* RevolversAreJustBetter: ZigZagged. ZigZagged.
** ''S2'':
The two available revolvers of the game are the Nagant 1910 and the Webley Scott, respectively the crappiest pistol and a very powerful one (the Webley inflicts more damages than most of the ''rifles''). Being pistols, they still lack of accuracy and range.range.
** ''S3'' nerfs the Webley Scott's damages. It also adds a brand new revolver, the Colt Detective Special .38 S&W, which even more useless than the Nagant.
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* ReverseGrip: The small knives (those which can be both thrown and used as mêlée weapons) are wielded this way.
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* {{Ninja}}:
** ''S2'' has a rare random encounter in Northern Britain which enemies are THO mooks. A single guy wielding a katana is standing in the middle of a dirt path, while shuriken-throwing enemies are hidden in the bushs all around the road. Being THO soldiers, they're basically masked men dressed in black uniforms...
** ''S3'' has Shade, a special scout party member that you can get for free at completion of a rare random encounter in Switzerland. Shade is a masked guy dressed in black, with high skils in mêlée and thrown, while his burst fire and gun skills are lower than average.

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* DiscOneNuke: ''S3'' first and second missions are hard. You start the opening level with the crappiest gun of the game (the Nagant) without any spare cartridge; at the end of the mission you normally have knives and a couple of other guns. Since the shop only opens after completing the second mission, you can only do the second mission with whatever you salvaged from the beginning. The nuke itself is lying behind the locked door in the first area's basement, next to the starting area: bashing the door gives access to a SMG and two magazines, turning the beginning into a cakewalk.



** [[http://www.strategycore.co.uk/forums/topic/10295-new-s3-mod-all-uniforms-in-development-feedback-is-welcome/ All Uniforms]] (''S3'' only): You can customize you team's appearance by buying them new clothes. It also includes some other features (skills and stats overhaul, grenade's range increased, etc).

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** [[http://www.strategycore.co.uk/forums/topic/10295-new-s3-mod-all-uniforms-in-development-feedback-is-welcome/ All Uniforms]] BlunterMod]] (''S3'' only): You can customize you team's appearance by buying them new clothes. It also includes some other features (skills and stats overhaul, grenade's range increased, new missions, new items, etc).


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* {{Nerf}}: In ''S2'', [[spoiler: Panzerkleins]] are almost immuned against anything which isn't [[spoiler: a heavy futuristic weapon]] or [[spoiler: Panzerklein weaponry]]; even rockets and grenades barely scratch them (in rare occasions). They are a lot less resilient in ''S3''.

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* InterfaceSpoiler: If you look at the skill trees of your soldiers, you'll see skills like: Enhanced [[spoiler: Panzerklein]] Familiarity. This may lead you to wonder, "What the heck is a [[spoiler: Panzerklein]]?"

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* InterfaceSpoiler: InterfaceSpoiler:
**
If you look at the skill trees of your soldiers, you'll see skills like: Enhanced [[spoiler: Panzerklein]] Familiarity. This may lead you to wonder, "What the heck is a [[spoiler: Panzerklein]]?"Panzerklein]]?"
** The Axis version of the "UK Laboratory" mission in ''S2''. Your team of Abwehr operatives is sent to a military-guarded laboratory in British countryside, with the task of kidnapping the head scientist. You quickly meet a group of soldiers in German uniforms, who are themselves busy kidnapping your target and fighting against the guards. Them opening fire on you is a surprising twist... or would have been, if they weren't called "renegade soldiers" ingame, and didn't have the "enemy unit" floating over their head since the exact moment you first see them.
** The games have a feature which allows the party members to locate [=NPCs=] and enemies without seeing them but with the sound of their footsteps. Of course, it's impossible to identify whether it's a civilian or a mook with just their sound... Unless you look carefully who is moving during the turns, since enemy units and neutral[=/=]friendly units actually have their own distinct turns.


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* TheMole[=/=]ReverseMole: In ''S2'', missions sometimes have an objective requiring to search for a mole, either as a contact or as a target, depending on the mission and your side. Of course, a mole who is a contact in the Axis campaign is a target in the Allies one, and vice versa.
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* ApatheticCitizens: While civilians have a basic AI ordering them to leave the area where a gunfight occurs, they have absolutely no reaction when they see a group of armed guy wandering in town while wearing foreign uniforms (especially when it's Allies uniforms in a German town or Axis uniforms in the British countryside...).

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* SchmuckBait: In ''S2'' first Allies mission, when you get close to a sidecar motorbike with a mountain machingun, the game advices you that you can use it. Actually using it (you don't have to) spawns a group of enemies who are hard to hit with the weapon, thanks to its accuracy...

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* SchmuckBait: In ''S2'' first Allies mission, when you get close to a sidecar motorbike with a mountain mounted machingun, the game advices you that you can use it. Actually using it (you don't have to) spawns a group of enemies who are hard to hit with the weapon, thanks to its accuracy...


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* ShaggyDogStory: In ''S2'', the Axis version of "General Bauer's Headquarters" consists in protecting said General Bauer, whose headquarters are invaded by THO agents. Completing the mission unlocks "German Town", which opens with General Bauer killed during a cutscene.
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** It's a bit more practical but less awesome in S3, where the damage has been slightly reduced but the range and accuracy are increased. Still an inventory hog, though.
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An officially sanctioned [[GameMod mod]] was released commercially as ''Hammer & Sickle''. Set in the same universe as ''S2'' and ''S3'', it takes place in 1949 during the ColdWar. Put in the shoes of an undercover Soviet agent in the British-American sector of occupied Germany, the player must unveil a tangled web of intrigue and conspiracy, as well as thwart the machinations of an old enemy. They must tread carefully, however, for their actions may spark WorldWarIII...

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An officially sanctioned [[GameMod mod]] was released commercially as ''Hammer & Sickle''. Set in the same universe as ''S2'' and ''S3'', it takes place in 1949 during the ColdWar.UsefulNotes/ColdWar. Put in the shoes of an undercover Soviet agent in the British-American sector of occupied Germany, the player must unveil a tangled web of intrigue and conspiracy, as well as thwart the machinations of an old enemy. They must tread carefully, however, for their actions may spark WorldWarIII...
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Forgot the Characters sheet has a specific \"unsorted party members\" section


* BagOfSpilling: The team in ''S2''. Those soldiers you can recruit? They may be experimented veterans who took part in earlier stages of WWII (or early conflitcs), but they will still be hired at level 1.

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* AbsoluteCleavage: Female Sentinels [=NPCs=] wear uniforms similar to their male counterparts, except they also have a cleavage going down their stomach.



* AwesomeButImpractical: The Webley Scott is a big revolver which inflicts more damages than some ''rifles'', so it must be the ultimate weapon of the game, right? WRONG: it is very powerful, has a high rate of fire, and its reloading speed is decent, but those advantages are more than balanced by a long list of drawbacks: it has crappy range and accuracy (you can only fire it in snap shot mode), it can only be loaded with six bullets, it uses specific ammunitions which take a lot of room in the inventory (one square, six bullets). All those issues restrict this weapon to an emergency gun for very short range gunfights.
* BagOfSpilling: The team in ''S2''. Those soldiers you can recruit? They may be experimented veterans who took part in earlier stages of WWII (or early conflitcs), but they will still be hired at level 1.
* BankRobbery: In ''S2'' Axis campaign, the first mission has the player character stopping one.



* DarkIsNotEvil: The Sentinels are the good guys. They wear full black uniforms.



* {{Foreshadowing}}: In a mission, one of the clues is a Russian police report stating that some local citizens spotted in the nearby forest what they described as iron animals (the report emphasizes that they don't drink). Said clue is one of those which unlocks the "Unknown Complex" mission. Depending on the order of which you do the missions, is can be the first area where you have to fight [[spoiler: Panzerkleins]].

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* {{Foreshadowing}}: In a mission, one of the clues is a Russian police report stating that some local citizens spotted in the nearby forest what they described as iron animals (the report emphasizes that they the witnesses don't drink). Said clue is one of those which unlocks the "Unknown Complex" mission. Depending on the order of which you do the missions, is can be the first area where you have to fight [[spoiler: Panzerkleins]].



* MoralMyopia: A type of mooks is the "Armed Civilian" (guy with civilian clothes and light weapons). They use the same soundset as the actual (neutral) civilian, so they attack your party while complaining when you shoot them back.



* NoSwastikas: In ''S2'', there are various places (including character's creation if you play the Axis campaign) in which the gaes include a German flag. It isn't the real swastika flag from Nazi Germany but something like [[http://static.tvtropes.org/pmwiki/pub/images/bizarroflag.gif this]].

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* NoSwastikas: In ''S2'', there are various places (including character's creation if you play the Axis campaign) in which the gaes game include a German flag. It isn't the real swastika flag from Nazi Germany but something like [[http://static.tvtropes.org/pmwiki/pub/images/bizarroflag.gif this]].


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* PerspectiveFlip: In ''S2'', most missions are common to both campaigns. In some of them, the perspective is inverted, like meeting a mole in Britain (Axis) VS capturing a German mole (Allies), or making a raid in a British command center (Axis) VS defending said command center (Allies).


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* SchmuckBait: In ''S2'' first Allies mission, when you get close to a sidecar motorbike with a mountain machingun, the game advices you that you can use it. Actually using it (you don't have to) spawns a group of enemies who are hard to hit with the weapon, thanks to its accuracy...


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* WeirdHistoricalWar: Cf GenreShift.
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unfortunate implications need citations


* NumberedSequel: Played with in a way. The first game is called ''S2'', and there is no ''S1''. The main reason for this is because an abbreviated form of the game's title, ''Silent Storm'', would be ''"[[UnfortunateImplications SS]]"''. Subsequently, the expansion's title, which contained [[AddedAlliterativeAppeal three words beginning with S]], was abbreviated as ''S3'' to preserve the same scheme, despite being neither a sequel nor the third game produced in the series.

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* NumberedSequel: Played with in a way. The first game is called ''S2'', and there is no ''S1''. The main reason for this is because an abbreviated form of the game's title, ''Silent Storm'', would be ''"[[UnfortunateImplications SS]]"''. Subsequently, the expansion's title, which contained [[AddedAlliterativeAppeal three words beginning with S]], was abbreviated as ''S3'' to preserve the same scheme, despite being neither a sequel nor the third game produced in the series.

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* SceneryGorn: You create this. German towns and British villages are initially fine, but the scenery is destructible and even bullets can take some wall chunks. Then you can also use explosives.

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* SceneryGorn: SceneryGorn:
**
You create this. German towns and British villages are initially fine, but the scenery is destructible and even bullets can take some wall chunks. Then you can also use explosives.explosives.
** ''S2'' "German Weapon Factory" is a straight example of the trope, being set in a ruined German factory.
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* AntiFrustrationFeatures:
** In ''S3'' and ''H&S'', when you exit a mission area, before reading the score board there is an autoloot tab in which you can manually pick any of the area's item (if you found them, of course) and drop some of those you carried.
** ''S3'' Sentinels' HQ includes a stash in which you can store some items. When you have a special temporary party member in a mission, his inventory is automatically given to the stash when you leave the area.

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* UnwinnableByMistake: Consequence of EverythingBreaks. Using explosives inside a building can create holes on the floor or destroy a stair, making an area unreachable. Even if it is required to get there. Also, explosions or stray bullets can destroy ''plot clues'' (you know, the things that are supposed to be picked up in order to complete missions and unlock new areas).

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* UnwinnableByMistake: UnwinnableByMistake:
**
Consequence of EverythingBreaks. Using explosives inside a building can create holes on the floor or destroy a stair, making an area unreachable. Even if it is required to get there. Also, explosions or stray bullets can destroy ''plot clues'' (you know, the things that are supposed to be picked up in order to complete missions and unlock new areas).areas).
** ''S2'' "Unknown Complex" turns to a TimedMission thanks to the LoadBearingBoss Orlov (cf this trope entry above). In the unmodded game, Orlov can't exit the building because [[spoiler: he drives a Panzerklein]]. The No [[spoiler: Panzerklein]] mod makes the mission fit this trope: Orlov is turned to a human boss who'll join his men's counterattack toward your unit's starting position. You'll probably shoot him outside of the complex and won't have enough time to pick the other mission objectives.
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* LoadBearingBoss: In ''S2'', Orlov in the "Unknown Complex" mission. The mission's objectives requires to capture the enemy officer in charge of the place, along with other clues scattered in the complex. When shot by your team, you heard from a radio he is carrying that his underlings (you are trying to join him, in vain) are about to trigger the complex's autodestruction.

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* LoadBearingBoss: In ''S2'', Orlov in the "Unknown Complex" mission. The mission's objectives requires to capture the enemy officer in charge of the place, along with other clues scattered in the complex. When shot by your team, you heard from a radio he is carrying that his underlings (you are trying to join him, in vain) are about to trigger the complex's autodestruction. If it happens before you left the area, this is an immediate game over, even if you salvage all the clues and no team member could have been hurt by the blast.

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* LoadBearingBoss: In ''S2'', Orlov in the "Unknown Complex" mission. The mission's objectives requires to capture the enemy officer in charge of the place, along with other clues scattered in the complex. When shot by your team, you heard from a radio he is carrying that his underlings (you are trying to join him, in vain) are about to trigger the complex's autodestruction.



* TimedMission: In ''S2'' "German Manor", you must capture a man and find several clues in his manor. When half of his guard are dead, he'll attempt to retreat toward a rocket in his backyard. If he reaches it (after a dozen of turns), the mission isn't technically failed, but you'll miss a clue which leads to a mission in which you can get [[spoiler: Panzerkleins]].

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* TimedMission: TimedMission:
**
In ''S2'' "German Manor", you must capture a man and find several clues in his manor. When half of his guard are dead, he'll attempt to retreat toward a rocket in his backyard. If he reaches it (after a dozen of turns), the mission isn't technically failed, but you'll miss a clue which leads to a mission in which you can get [[spoiler: Panzerkleins]].Panzerkleins]].
** Also in ''S2'', "Unknown Complex" eventually turns to be one (cf LoadBearingBoss above).

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Changed: 35

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* AuthorityEqualsAsskicking: Subverted for the officers, who have more vitality points than the regular troops but are usually armed with pistols instead of heavier weaponry, so they are less accurate and inflict less damage.



* UniqueEnemy: You occasionally meet enemy agents of officers who have their own name instead of "Allies[=/=]Axies Officer" or something similar, while their stats are similar to the others enemies of the area. Some of them serve as for the mission objectives who need to be captured. Sometimes, those named unique enemies exist as friendly {{NPC}}s in the opposite campaign.

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* UniqueEnemy: You occasionally meet enemy agents of officers who have their own name instead of "Allies[=/=]Axies Officer" or something similar, while their stats are similar to the others enemies of the area.standard officers. Some of them serve as for the mission objectives who need to be captured. Sometimes, those named unique enemies exist as friendly {{NPC}}s in the opposite campaign.
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* SequelDifficultySpike: ''S3'' compared to ''S2''. You start with the crappy Magant 1910 no matter which class you choose and almost no ammos (''S2'' first mission was a cakewalk) then must scrounge whatever you find for the next couple of missions. you unlock the shops after another mission and can hire other party members even later (in ''S2'' both features were enabled immediately after the first mission). You must pay to hire new party members and acquire other gears (''S2'' companions were totally free, its "shop" was a mere quartermaster who let you take anything you wanted until his - quite large and respawnable between missions - stock of items run out). And the game also added BreakableWeapons in the mix.

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* SequelDifficultySpike: ''S3'' compared to ''S2''. You start with the crappy Magant 1910 no matter which class you choose and almost no ammos (''S2'' first mission was a cakewalk) cakewalk, especially with a sniper) then must scrounge whatever you find for the next couple of missions. you unlock the shops after another mission and can hire other party members even later (in ''S2'' both features were enabled immediately after the first mission). You must pay to hire new party members and acquire other gears (''S2'' companions were totally free, its "shop" was a mere quartermaster who let you take anything you wanted until his - quite large and respawnable between missions - stock of items run out). And the game also added BreakableWeapons in the mix.
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Added DiffLines:

* SequelDifficultySpike: ''S3'' compared to ''S2''. You start with the crappy Magant 1910 no matter which class you choose and almost no ammos (''S2'' first mission was a cakewalk) then must scrounge whatever you find for the next couple of missions. you unlock the shops after another mission and can hire other party members even later (in ''S2'' both features were enabled immediately after the first mission). You must pay to hire new party members and acquire other gears (''S2'' companions were totally free, its "shop" was a mere quartermaster who let you take anything you wanted until his - quite large and respawnable between missions - stock of items run out). And the game also added BreakableWeapons in the mix.

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