Artificial Pilot is a pilot in Into the Breach.
Location[ | ]
All Mechs have an onboard Artificial Pilot. In the event a human or Pinnacle A.I. pilot is killed, the Artificial Pilot can operate the Mech until a replacement Pilot is found.
Personality[ | ]
Artificial Pilots are assigned to mechs as a last resort in combat. While they are capable of fighting, Mechs excel and become better when manned by a human pilot (or Pinnacle A.I., which are far more advanced). Artificial Pilots are often present in the corporate islands, but not accorded the same status nor have the same extent of personality that the Pinnacle robots do.
Strategy[ | ]
The easily replaceable AI pilot can be played far more recklessly than other pilots; if there is an opportunity to sacrifice an AI-controlled mech on the final turn to preserve grid power or complete an objective, do not hesitate to do so. Sacrificing your AI pilot before the final turn is far riskier, however.
Even if you have suitable generic pilots, it may be wise to leave highly self-destructive mechs in the AI’s control. Not only does this open up opportunities for riskier plays, but the unused pilots who are no longer at risk of dying can be traded for corporate reputation at the end of the island.
Because the AI cannot gain experience, it is slightly preferable to use it to soften a Vek before finishing it off with another pilot, if all other outcomes are equal.
Dialogue[ | ]
Category | Event | Description | Content |
---|---|---|---|
Game States | Gamestart | This happens at the start of a new game | |
FTL_Found | Happens on the island screen after finding the FTL pilot in a pod. | ||
FTL_Start | Happens after you start a new game with an FTL pilot. Only needed for Recruits | ||
* | Gamestart_PostVictory | Start of new game after winning | |
Death_Revived | If this unit is dead, but gets repaired | "Status: Functional",
"Status: Reactivated" | |
Death_Main | If this unit dies. | "Damage Report: Critical", | |
Death_Response | If another unit dies.
Use #main to say the dying unit's name. |
"Pilot #main_second: Deceased\nTactical Efficiency: Compromised" | |
Death_Response_AI | If another Mech dies but it doesn't have a pilot to die. | "#main_mech: Destroyed\nTactical Efficiency: Compromised" | |
* | TimeTravel_Win | Last thing pilot says before time traveling after a victory. | "Update: Data drives ready for temporal breach" |
Gameover_Start | Right when you lose | "Status: Power Grid collapsing\nVek: Unstoppable" | |
Gameover_Response | Response to above | "Humanity: Destroyed\nInitiate: Time breach" | |
UI Barks | Upgrade_PowerWeapon | Turn on a new weapon. | "Interfacing: New equipment detected",
"Interfacing: Accessing new schematics" |
Upgrade_NoWeapon | If you have no weapon powered. This plays every time you remove all weapons from the Pilot. | "Error: No weapon detected",
"Tactical Efficiency: Sub-optimal", "Warning: Weapon systems offline" | |
Upgrade_PowerGeneric | Diverting reactor power to either Health or Move (basic Mech stats, not a weapon). | "Calibrating: Optimizing power levels",
"Update: Power distribution complete", "Status: Mech optimized" | |
Mid- Battle | MissionStart | Generic mission start | "Weapons: Online",
"Update: Multiple targets detected" |
* | Mission_ResetTurn | Triggers after a turn reset | "Update: Localized breach completed" |
MissionEnd_Dead | Generic mission end where enemies are all killed | "Update: Mission successful\nObjective: Completed",
"Update: Mission complete\nWeapons: Offline" | |
MissionEnd_Retreat | Generic mission end when enemies retreat | "Update: Hostiles retreating" | |
MissionFinal_Start | Plays at the start of the final mission | "Emergency: Power Grid out of range", | |
MissionFinal_StartResponse | Incoming power pylons | "Update: Pylons incoming" | |
MissionFinal_FallStart | Plays at the start of the ground falling in the final mission | ||
MissionFinal_FallResponse | Plays once the ground shakes | "Update: Island collapsing" | |
MissionFinal_Pylons | |||
MissionFinal_Bomb | What's the plan? | "Update: Target acquired\nMission: Destroy Vek hive" | |
MissionFinal_BombResponse | Before dropping the bomb | ||
MissionFinal_CaveStart | Plays at the start of the final cave section (after MissionFinal_BombResponse) | "Priority Update: Defend the bomb" | |
* | MissionFinal_BombDestroyed | When the bomb is destroyed, another one is dropped and the battle length is extended. | |
MissionFinal_BombArmed | "Priority Update: Bomb armed" | ||
PodIncoming | Pod is about to fall | "Update: Pod detected" | |
PodResponse | Response to above | "New Secondary Objective: Acquire Pod resources" | |
PodCollected_Self | Pod collected (by the pilot talking) | "Update: Pod acquired" | |
PodDestroyed_Obs | Pod destroyed (by anyone, including Vek, except the speaker) | "Update: Pod destroyed", | |
Secret_DeviceSeen_Mountain | Secret object was inside a mountain
Only needs 1 line per Pilot |
"Update: Anomaly detected in mountain", | |
Secret_DeviceSeen_Ice | Secret object was under water after destroying ice
Only needs 1 line per Pilot |
"Update: Anomaly detected under ice", | |
Secret_DeviceUsed | Only needs 1 line per Pilot | "Transmitter: Activated", | |
Secret_Arriving | Only needs 1 line per Pilot | "Update: Anomaly incoming", | |
Emerge_Detected | Emerges are queued. | "Warning: Vek approaching surface",
"Warning: Enemy activity" | |
Emerge_Success | Vek Emerges | "Warning: Vek surfacing" | |
Emerge_FailedMech | Mech blocks Emerging Vek | "Activating: Ground stabilizers",
"Update: Diverting power to ground stabilizers" | |
Emerge_FailedVek | Vek Block Emerging Vek | "Update: Vek pathing blocked by Vek" | |
Mech State | |||
Mech_LowHealth | Mech has 1 hp. | "Damage Report: Critical" | |
Mech_Webbed | Mech is webbed | "Warning: Mobility compromised",
"Warning: Mobility at 0%" | |
Mech_Shielded | Mech is shielded | "Status: Shield at 100%",
"Status: Shield activated" | |
Mech_Repaired | Mech uses repair. | "Update: Repairs complete" | |
Pilot_Level_Self | Pilot levels up (not necessarily max rank) | "Tactical Efficiency: Updated", | |
Pilot_Level_Obs | Pilot is observed to level up | "#main_reverse: Evaluating...\nTactical Efficiency: Increased",
"#squad: Evaluating...\nTactical Efficiency: Increased" | |
Mech_ShieldDown | Mech's shield is removed | "Status: Shield at 0%",
"Warning: Shield compromised", "Warning: Shield failure" | |
Damage Done | Damage commentary comes in three flavors:
"SELF" : The Mech did themselves "OBS" : The Mech (or CEO) observed another Mech do it "VEK" : A Vek did it, and a CEO or Mech is commenting on that |
||
Vek_Drown | Vek drowns (from anyone / any cause) | "Update: Vek submerged\nSecondary Update: Vek life signs have ceased",
"Update: Vek submerged" | |
Vek_Fall | Vek falls down a hole (from anyone / any cause) | "Update: Vek falling at terminal velocity",
"Update: Vek falling at increasing velocity" | |
Vek_Smoke | Vek is put in smoke (from anyone / any cause) | "Update: Airborne particles have slowed Vek reflexes",
"Update: Airborne particles have halted Vek attack", "Update: Vek attack compromised" | |
Vek_Frozen | Vek is frozen (from any cause except Snow Storm and Freeze Mine) | "Update: Vek is frozen.",
"Update: Vek mobility at 0%", | |
VekKilled_Self | "Update: Target destroyed",
"Update: Target deleted", "Update: Enemy obstruction removed", "Update: Enemy has been deactivated" | ||
VekKilled_Obs | "Evaluation: #main_reverse competency logged",
"Retrieving Compliment: 'Well done!'", "Retrieving Compliment: 'You deserve praise!'", "Retrieving Compliment: 'Jolly good show!'", "Retrieving Compliment: 'Kicking ass, taking names!'" | ||
VekKilled_Vek | "Update: Target destroyed\nCause of Death: Friendly Fire",
"Vek Tactical Efficiency: Sub-optimal" | ||
DoubleVekKill_Self | "Tactical Efficiency: Optimal",
"Update: Targets destroyed", "Update: Targets deleted", "Update: Multiple targets destroyed" | ||
DoubleVekKill_Obs | "Tactical Efficiency: Optimal",
"Update: Targets destroyed", "Update: Targets deleted", "Update: Multiple targets destroyed" | ||
DoubleVekKill_Vek | "Tactical Efficiency: Optimal+\nUpdate: Cataloguing new tactics",
"Update: Targets destroyed", "Update: Targets destroyed\nCause of Death: Friendly fire", "Update: Targets deleted\nCause: IFF failure", "Vek Tactical Efficiency: Sub-optimal" | ||
MntDestroyed_Self | Note that because a destroyed mountain (and building) can then be moved through, some lines reflect the fact the player can now move into these tiles. | "Accessing: Region topography\nUpdated: Mountain deleted",
"Update: New pathing available", "Update: Environmental obstacle removed" | |
MntDestroyed_Obs | "Accessing: Region topography\nUpdated: Mountain deleted",
"Update: New pathing available", "Update: Environmental obstacle removed" | ||
MntDestroyed_Vek | "Accessing: Region topography\nUpdated: Mountain deleted",
"Update: New pathing available", "Update: Environmental obstacle removed" | ||
PowerCritical | "WARNING: Grid approaching critical",
"WARNING: Grid failure imminent" | ||
Bldg_Destroyed_Self | "Accessing: Island pop. database\nUpdated: Civilians lost" | ||
Bldg_Destroyed_Obs | "Accessing: Island pop. database\nUpdated: Civilians lost" | ||
Bldg_Destroyed_Vek | "Update: Tactical algorithms\nUpdating: Civilian priority" | ||
Bldg_Resisted | Building resists damage, currently anyone can comment but I can change this to _Obs/_Self/_Vek if we think it's worth it. | "Assessment: Structure intact",
"Assessment: No interruption to Grid" | |
Mission Specific | Mission_Train_TrainStopped | "Scanning: Train schematics\nDiagnostic: Recoverable" | |
Mission_Train_TrainDestroyed | "Update: Train destroyed\nObjective: Failed" | ||
* | Mission_Block_Reminder | Remind player to block emerging Vek | "Reminder: Block emerging Vek" |
Archive Inc | |||
Mission_Airstrike_Incoming | "Alert: Air support incoming" | ||
Mission_Tanks_Activated | Both tanks survived to activation | "Update: Archive Inc. Tanks online",
"Update: Archive Inc. Tanks online\nCall Signs: 'Mama Bear', 'Daddy Warbucks'" | |
Mission_Tanks_PartialActivated | Only one tank survived to activation | "Update: Archive Inc. Tank online",
"Update: Archive Inc. Tank online\nCall Sign: 'Mama Bear'" | |
* | Mission_Dam_Reminder | Remind player to destroy the Dam | "Reminder: Complete destruction of dam" |
Mission_Dam_Destroyed | After the completed animation of the dam drowning things | "Accessing: Region topography\nUpdated: River now online",
"Update: Vek tunneling prevented\nCause: Water barrier", "Update: Vek environmental barrier online" | |
Mission_Satellite_Destroyed | Triggers only when the first satellite is destroyed | "Update: Satellite 'Argus V' destroyed" | |
Mission_Satellite_Imminent | Triggers when the Satellite queues its launch (the turn before it actually launches) -- It can trigger for either satellite, or both, it's randomized. | "Update: Rocket preparing to launch" | |
Mission_Satellite_Launch | Triggers when the satellite actually takes off, can trigger for either or both | "Update: 'Archive, we have liftoff!'" | |
Mission_Mines_Vek | Vek Killed by Mine | "Warning: Detonation detected\nCause: Proximity mine" | |
RST | |||
Mission_Terraform_Destroyed | If the terraformer is destroyed | "Update: Terraformer destroyed" | |
Mission_Terraform_Attacks | After the player uses the terraformer (not necessarily the first, random chance)
This will obey the same rules as other barks, where something like a pilot death will take priority. |
"Accessing: Region topography\nUpdated: Terraforming successful" | |
Mission_Cataclysm_Falling | Triggers when ground is falling during either RST mission with falling ground | "Accessing: Region topography\nUpdated: Canyon added to database" | |
Mission_Lightning_Strike_Vek | If lightning hits a Vek | "Update: Recalibrating EMP safeguards",
"Alert: Electrical discharge detected" | |
Mission_Solar_Destroyed | Solar panel destroyed | "Update: Solar farm destroyed" | |
* | Mission_Force_Reminder | Remind player to destroy the mountains | "Reminder: Mountains must be destroyed" |
Pinnacle | |||
Mission_Freeze_Mines_Vek | Vek Frozen by Mine. This takes priority over all other Freeze conditions. | "Update: Vek in hibernation mode\nCause: Pinnacle cryo-mine",
"Update: Vek mobility at 0%\nCause: Pinnacle cryo-mine", "Update: Vek in hibernation mode", "Update: Vek mobility at 0%" | |
Mission_Factory_Destroyed | Bot Factory destroyed | "Update: Robotics factory destroyed" | |
Mission_Factory_Spawning | Bot Factory spawning | "Warning: Enemy activity",
"Warning: Hostiles detected" | |
Mission_Reactivation_Thawed | A selection of enemies on the map are freed from ice (might be bots) | "Warning: Enemy activity",
"Warning: Enemy leaving hibernation mode" | |
Mission_SnowStorm_FrozenVek | Snowstorm freezes Vek | "Update: Vek in hibernation mode\nCause: Meteorological",
"Update: Vek mobility at 0%\nCause: Meteorological", "Update: Vek in hibernation mode", "Update: Vek mobility at 0%" | |
Mission_SnowStorm_FrozenMech | Snowstorm freezes speaking Mech -- This takes priority if Vek are frozen as well | "Warning: Mobility compromised",
"Warning: Mobility at 0%", "Warning: Mobility compromised\nCause: Meteorological", "Warning: Mobility at 0%\nCause: Meteorological", "Warning: Mobility compromised\nCause: Unfavorable weather conditions", "Warning: Mobility at 0%\nCause: Unfavorable weather conditions" | |
BotKilled_Self | Player kills a hostile Bot | "Update: Target decommissioned\nArchiving: Factory serial number to casualty reports",
"Update: Target deactivated\nArchiving: Factory serial number to casualty reports", | |
BotKilled_Obs | Player is observed to kill a hostile Bot | "Update: Target decommissioned\nArchiving: Factory serial number to casualty reports",
"Update: Target deactivated\nArchiving: Factory serial number to casualty reports", | |
Detritus | |||
Mission_Disposal_Destroyed | Player was supposed to defend the Disposal unit and it was destroyed -- Shooter could be anyone | "Update: Detritus A.C.I.D. launcher destroyed" | |
Mission_Disposal_Activated | Player uses Disposal Unit -- mass damage | "Warning: Activate chemical filters",
"Accessing: Region topography\nUpdated: A.C.I.D. concentration levels logged" | |
Mission_Barrels_Destroyed | A.C.I.D. barrel destroyed (as per mission objectives) -- shooter unclear | "Update: Detritus A.C.I.D. vat destroyed",
"Update: Seismic readings\nUpdated: Vek burrowing activity decreasing" | |
Mission_Power_Destroyed | Power plant is destroyed | "Update: Power plant destroyed" | |
Mission_Teleporter_Mech | Mech teleports (self) | "Update: New coordinates logged",
"Update: Reacquiring targets", | |
Mission_Belt_Mech | Mech moves on conveyor (self) (does not hit anything, no damage, etc.) | "Tactical Efficiency: Mobility affected",
"Update: Recalculating mobility" |