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Incline Colony Ship RELEASE THREAD

Pink Eye

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So this is interesting. I love seeing new players play this game.

First things first, Vince is not resistant to feedback, on the contrary, he does listen and read feedback.

Here are examples:

Originally Colony Ship didn't have an easy mode, now it does, with additional parameters to customize the game. Colony Ship also had new skill tokens placed around areas to help hybrid/civic builds. New feats like Skill Monkey and implant upgrades that help civic/hybrid builds were also put into the game. This is also not to mention the amount of non-combat quests, specific loot, that you can get if you avoid combat. For combat, Death Timer was implemented to give companions extra turns of survival before getting killed. The Death Timer also gives an exclusive feat which gives some positive bonuses like an extra few turns of Death Timer and some evasion to help you survive longer - you can reach high levels of evasion if you optimize around it:

o4n3BFt.png


There was also major reworks during the Early Access period to improve combat, such as the Con changes that gave your companions some extra HP - Faythe used to start with 35 HPs now she gets 40 HPs:

Before

yPJguuZ.jpeg


After

ln5STMV.png


Attacks of opportunity were also changed so you no longer got shot at for every single square you moved - now its only one attack of opportunity for the whole movement, instead of multiple AoOs for every movement. Gadgets also underwent changes to make combat easier; for instance you can now use shield gadget with melee, and shield gadget is very strong due to the amount of DR bonuses it gives; stealth gadget was changed to be deterministic instead of RNG; upgrades for gadgets were also streamlined too. This is also not to mention the exhaustive tweaks, changes, and modifications that the game received post release. For example armor pieces being streamlined, as well as certain pieces getting buffed. 'Nades getting buffed and streamlined so no matter the tier they always have an effect on enemies - unless the enemy is 100% immune. There was also the matter of psionics and mind worms which were modified to be more easy to deal with, psionics especially, since they used to be oppressive back then.

Then you have encounters where certain enemies were nerfed and or changed to be easier to deal with - I can't remember specifics but I remember some encounters having their armor pieces changed with lesser pieces.

The point in all of this is that the game has undergone tons of changes *because* of feedback.

Here's the thing: throughout the entire process there were many discussions, many arguments, and general back and forth when it came to Colony Ship; this is also not mentioning the internal dialogue the team had with each other. Though changes were always ran through the community first, to get our opinions, so the developers can figure things out. One of my favorite memories of Early Access period was when VD opened a thread asking for how the enemy AI should be - it was very surprising with how diverse opinions were on the matter. I wanted it to be like Chalice 2 where enemy AI was smart and punishing, other community members didn't want that and made strong arguments against it; VD ran the opinions and took it from there.

Transparency and Honesty.

This is how VD conducted himself in regards to Colony Ship throughout its entire development. He treated the community with respect and as a result we all gave him honest critical feedback. Some of my changes made it into the game, some didn't - I always wanted this game to be as hard as Dungeon Rats with enemy AI as smart as Chalice 2, that's my dream game. I also wanted my favorite companion, Faythe, to be super strong. Obviously the game didn't turn out like that. By far and large, changes made things easier and more streamlined, since making a super hardcore game like that wouldn't be good for the community at large.

Now for the problem at hand:

Why does it feel like the game is so hard then; why is Evan's first encounter so difficult, what's going on; is it those damned 'sycophants' that are to blame. Well you need to understand the game's nuance. The game expects you to at least read a bit about the systems before engaging with it. For starters, you'll always be given an initiative bonus dialogue which ensures you go first, this teaches you that going first is very important, so don't dump your initiative stat. You'll also see that the enemy has no good armor on leg and no head protection. This is important because hitting an enemy with an aimed leg attack type incurs a -20 evasion penalty. Evans who already has a 60% To-Hit now goes to 80%+:

PSGrKxg.png


With the new accuracy bonuses you have two options: go for an aimed arm type attack to lessen enemy accuracy or go for the head for big damage. If you don't have enough AP I recommend aimed arm attack, if you do have the AP go for the aimed head. No matter what you choose the enemy is going to die all the same:

oG0G8Lr.png


Also if the enemy goes to cover, as they sometimes like to do that, flank them from the other side. Don't shoot at them at the front if the cover is at the front, as it gives major penalties to To-Hit. Just go the side and flank 'em. Or get into melee to deny their cover bonuses. If you played right you should beat this without reloading once:

dwDfrYH.png


^I popped into an old save to do this so I'm not talking out of my butt here. I beat this without reloading once.

Suffice to say, this encounter is really easy. It's designed to give you a free companion without much trouble. if you seriously struggled with this then share your build so VD can look at it and maybe consider changing the encounter to sate you - there is precedent for this, back in Early Access some encounters were changed if a good build struggled on it.
 

Saduj

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As for difficulty I found combat pretty easy, except fights against robots which were always super annoying.
Community note: Earlier in this thread this poster admitted to using custom difficulty settings, including the setting where the enemy gets a major debuff when his character is getting its ass kicked.
 

Beans00

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As for difficulty I found combat pretty easy, except fights against robots which were always super annoying.
Community note: Earlier in this thread this poster admitted to using custom difficulty settings, including the setting where the enemy gets a major debuff when his character is getting its ass kicked.

no one cares this game is trash and its already dead minus like 10 fanboys, and the studio is dead and not making games anymore
 

thesecret1

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Once again, we see forced replayability by blocking content like this. Either you go with a fully min-maxed combat character and miss all the interactions and lore, or you choose a diplomatic build and have to skip most combat.
The sad thing is that this isn't even true. It's not difficult to create a build where you 100% the game, ie. pass every single check and win every single encounter within a single playthrough. All you need is enough charisma for a full party and making sure you specialize everyone into different skills (so that you don't waste tag points on overlapping skills) and you're pretty much good to go.
 

Irminsul

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I recently finished my combat playthrough and realized in the end I made it way harder on myself (but also more fun probably) by only using utility when I just couldn't win a fight otherwise. I kind of forgot energy weapons even existed until the late game. You don't really need to hoard any of it too much. I think even fairly early in the game if a fight feels too difficult you can throw grenades and stims in the mix and get a pretty good feel of how underleveled you might be or how much "help" makes it switch from "borderline impossible" to "with a bit of luck its fine". 1 or 2 early crit shots with an energy weapon from Evans can make a big difference.

Also following a questline or an exploration area until you get blocked and have to return later when your character is more skilled is the one major appeal of these games to me? How is this a negative for people?

Attacks of opportunity were also changed so you no longer got shot at for every single square you moved - now its only one attack of opportunity for the whole movement, instead of multiple AoOs for every movement.

It still is that way for melee reaction attacks, isn't it?
 

Pink Eye

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Wait. I messed up. I think ranged weapons were always able to do one reaction attack. I'm not so sure anymore. See this is what happens when you play the same game for years on end, your memory gets foggy on the details. All I remember is reactions being changed in a big update.

It still is that way for melee reaction attacks, isn't it?
Yeah melee can hit you if you move around them. I know this one at least since I've been playing melee only builds on my main character for years.
 

Ol' Willy

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The only encounter I couldn't clear in Act I is a bunch of frogs in green hydroponics. They have obscenely high initiative and gang up on you, applying enough debuffs so your damage output drops a lot. It doesn't help that the area has no cover or funnel whatsoever.

Likely it's doable with enough consumables but reward is just a mediocre rifle
 

Pink Eye

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reward is just a mediocre rifle
There's also an implant too; but yeah, some of the encounters are like that, if the developers gated good loots that you can't get anywhere else behind hard combat encounters then that'll be a problem for some builds. This is why the design is the way it is. Even if you can't beat the toughest encounters you can still get good loots from passing civic checks or doing sneak stuff. The reward in the optional combat encounters is mainly the thrill and satisfaction from winning, that's it really. Colony Ship is very, *very*, lenient.
 

Ol' Willy

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reward is just a mediocre rifle
There's also an implant too; but yeah, some of the encounters are like that, if the developers gated good loots that you can't get anywhere else behind hard combat encounters then that'll be a problem for some builds. This is why the design is the way it is. Even if you can't beat the toughest encounters you can still get good loots from passing civic checks or doing sneak stuff. The reward in the optional combat encounters is mainly the thrill and satisfaction from winning, that's it really. Colony Ship is very, *very*, lenient.
In AoD/DR almost all unique gear is obtained as a reward for tough combat encounters. And it's mostly trash (except bolter and power armor), crafted gear outclasses unique gear a lot, you just invest heavily in crafting and it pays off great, you will be strolling around fully packed. And crafting materials are yet another reward for combat, even if you don't need the stuff you pick you can always decompose it and craft something for your liking.

CS has no crafting which bumps up the value of unique gear, and a lot of this gear is locked behind non-combat skillchecks. It's a bit different design philosophy which pushes combat builds to invest in different non-combat skills more.
 
Last edited:

Mortmal

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Player 1: Okay, I’ve got a 3 in Computers. Can I—

Dungeon Master Vince (cutting in): Nope. Not enough. It says you need a 6.

Player 2: I scrape some fungus off the wall. Maybe I can short-circuit the console with it?

Dungeon Master Vince: No. The fungus doesn’t do anything.

Player 3: Fine. I’ll just punch the console.

Dungeon Master Vince (irritated): No! You cannot punch it. It’s a console. You need Computer 6.

Player 1: What if I try using a multitool to pry open the casing?

Dungeon Master Vince: No. It’s designed to require a 6. That’s the whole point.

Player 2: Seriously? There’s nothing else we can do?

Dungeon Master Vince (grinning): Suddenly, the console turns red. Two panels in the ceiling slide open, and turrets descend.

Player 3: Are you serious? Can we—

Dungeon Master Vince: The turrets lock onto you and fire instantly. You all take critical damage and die.

Player 1: What kind of nonsense is this?!

Dungeon Master Vince (slamming the table): IT’S GREAT DESIGN!
I know this place. The solution is to reload. Right now I can kill the turrets, but don't really see the point in wasting a lot of resources, especially as if you do so then you also have high lockpick skillcheck. It is available only to characters who invested heavily in those skills as a - gasp - an actual reward for investment in those skills
That preset character, which you'd expect to have no trouble with, has those kills checked (2X gains) by default. Training tokens are given to him, and at this point in the game, it's still not enough. So, it's still exactly as I said: you need to teleport around, hoping to find a bit of content you can finish to eventually gather enough points, breaking all immersion and any sense of storytelling.
 

Ol' Willy

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Player 1: Okay, I’ve got a 3 in Computers. Can I—

Dungeon Master Vince (cutting in): Nope. Not enough. It says you need a 6.

Player 2: I scrape some fungus off the wall. Maybe I can short-circuit the console with it?

Dungeon Master Vince: No. The fungus doesn’t do anything.

Player 3: Fine. I’ll just punch the console.

Dungeon Master Vince (irritated): No! You cannot punch it. It’s a console. You need Computer 6.

Player 1: What if I try using a multitool to pry open the casing?

Dungeon Master Vince: No. It’s designed to require a 6. That’s the whole point.

Player 2: Seriously? There’s nothing else we can do?

Dungeon Master Vince (grinning): Suddenly, the console turns red. Two panels in the ceiling slide open, and turrets descend.

Player 3: Are you serious? Can we—

Dungeon Master Vince: The turrets lock onto you and fire instantly. You all take critical damage and die.

Player 1: What kind of nonsense is this?!

Dungeon Master Vince (slamming the table): IT’S GREAT DESIGN!
I know this place. The solution is to reload. Right now I can kill the turrets, but don't really see the point in wasting a lot of resources, especially as if you do so then you also have high lockpick skillcheck. It is available only to characters who invested heavily in those skills as a - gasp - an actual reward for investment in those skills
That preset character, which you'd expect to have no trouble with, has those kills checked (2X gains) by default. Training tokens are given to him, and at this point in the game, it's still not enough. So, it's still exactly as I said: you need to teleport around, hoping to find a bit of content you can finish to eventually gather enough points, breaking all immersion and any sense of storytelling.
6 electronics or 6 lockpick is achievable in the first act no problem, but requires heavy investment. And it's not like there's some actual content in there, it's mostly unique or high class gear to boost your combat power. Currently I am at 4/4 without tagging these skills, so if I tagged them I would be there.

CS is not like AoD; in AoD you miss actual content by not having enough skills, in CS it is mostly better gear. You can live without it.

It makes perfect sense that even if you invest in these skills you would have to level them up by using them frequently. It's a logical answer to "kill 20 raiders, earn XP, raise your science skill" problem of many RPGs. And don't forget that while the game itself is mostly linear, the exploration is not.

I also assume that you missed the GIANT door with a retinal scanner on the very same level which you obviously can't open in Act I and which means that you will return to this area later
 

Marat

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Nah, the guy below Darista (not to the right) and above Cado, the one with a scar across his eye.
Oh, he's the mercenary that appears in Teron if Antidas holds onto power. You can chat with him about your eye replacement. Can't remember his name though. No quest with him or nothing.
 

Mortmal

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Messages
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reward is just a mediocre rifle
There's also an implant too; but yeah, some of the encounters are like that, if the developers gated good loots that you can't get anywhere else behind hard combat encounters then that'll be a problem for some builds. This is why the design is the way it is. Even if you can't beat the toughest encounters you can still get good loots from passing civic checks or doing sneak stuff. The reward in the optional combat encounters is mainly the thrill and satisfaction from winning, that's it really. Colony Ship is very, *very*, lenient.
Dungeon Master Vince: You press deeper into the overgrown hydroponics bay of the Colonoscopy Ship. The air reeks of rot, and the faint glow of bioluminescent fungi casts eerie shadows over the foliage. Suddenly, the vines part, and a massive starfish-shaped monstrosity lumbers forward, its tar-like limbs dripping with black ichor.

Player 2: What the hell is that thing?!

Dungeon Master Vince: This is The Creeper. It shifts with a grotesque squelch, farting a toxic cloud of gas that surrounds you—everyone make a Constitution save.

Player 1: Ugh, 12.

Dungeon Master Vince: Fail. You’re poisoned.

Player 3: 10.

Dungeon Master Vince: Fail. Poisoned.

Player 2: Natural 20!

Dungeon Master Vince: Okay, you’re still poisoned, but maybe it bothers you less.

Player 2: What?! That’s ridiculous!

Dungeon Master Vince: The Creeper lashes out with its tar-like limbs. It grabs you, (points at Player 3 in heavy armor). Its appendages pierce through your helmet and armor with ease. You take 20 damage.

Player 3: Through my armor?!

Dungeon Master Vince: Yes. You’re staggered, crippled, and barely hanging on. Also, you’ve been given a reverse colonoscopy.

Player 3: This is disgusting.

Player 2: I stab it with my combat knife!

Dungeon Master Vince: Sure. (pretends to rolls dice) The knife doesn’t bypass its natural resistance.

Player 2: Seriously?!

Player 1: Fine. I unload my rifle. Full magazine.

Dungeon Master Vince: The bullets graze it but don’t seem to do much.

Player 1: What does hurt this thing?! I grab my shotgun and fire point-blank.

Dungeon Master Vince: That seems to hurt it. A little.

Player 3: Oh great. Meanwhile, I’m still staggered from my colonoscopy over here.

Dungeon Master Vince: Next round, the Creeper regenerates completely. You all remain poisoned, nearly dead.

Player 2: Vince, this is insane! It’s unkillable!

Player 1: This is terrible design.

Player Pink Eye: Actually, I think it’s great. The challenge is really intense.

Dungeon Master Vince: Thank you! Finally, someone with taste.

Player 3: Pink Eye, you’re the worst.

Dungeon Master Vince: I’ve been very lenient with you all!

Suddenly, the door opens, and Vince’s young daughter steps into the room, looking concerned.

Daughter:
Dad, stop it. This isn’t good for your blood pressure.

Dungeon Master Vince: But—

Daughter: No more RPG games thingies tonight. Back to your room.

Dungeon Master Vince: Fine. The Creeper wins. Session over!
 

Beans00

Erudite
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Messages
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I've been marathoning the gold box games lately(for the first time), I've beaten 3 of them and am on my 4th.

They have FAR superior combat encounter design than Colony Ship.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,826
reward is just a mediocre rifle
There's also an implant too; but yeah, some of the encounters are like that, if the developers gated good loots that you can't get anywhere else behind hard combat encounters then that'll be a problem for some builds. This is why the design is the way it is. Even if you can't beat the toughest encounters you can still get good loots from passing civic checks or doing sneak stuff. The reward in the optional combat encounters is mainly the thrill and satisfaction from winning, that's it really. Colony Ship is very, *very*, lenient.
Dungeon Master Vince: You press deeper into the overgrown hydroponics bay of the Colonoscopy Ship. The air reeks of rot, and the faint glow of bioluminescent fungi casts eerie shadows over the foliage. Suddenly, the vines part, and a massive starfish-shaped monstrosity lumbers forward, its tar-like limbs dripping with black ichor.

Player 2: What the hell is that thing?!

Dungeon Master Vince: This is The Creeper. It shifts with a grotesque squelch, farting a toxic cloud of gas that surrounds you—everyone make a Constitution save.

Player 1: Ugh, 12.

Dungeon Master Vince: Fail. You’re poisoned.

Player 3: 10.

Dungeon Master Vince: Fail. Poisoned.

Player 2: Natural 20!

Dungeon Master Vince: Okay, you’re still poisoned, but maybe it bothers you less.

Player 2: What?! That’s ridiculous!

Dungeon Master Vince: The Creeper lashes out with its tar-like limbs. It grabs you, (points at Player 3 in heavy armor). Its appendages pierce through your helmet and armor with ease. You take 20 damage.

Player 3: Through my armor?!

Dungeon Master Vince: Yes. You’re staggered, crippled, and barely hanging on. Also, you’ve been given a reverse colonoscopy.

Player 3: This is disgusting.

Player 2: I stab it with my combat knife!

Dungeon Master Vince: Sure. (pretends to rolls dice) The knife doesn’t bypass its natural resistance.

Player 2: Seriously?!

Player 1: Fine. I unload my rifle. Full magazine.

Dungeon Master Vince: The bullets graze it but don’t seem to do much.

Player 1: What does hurt this thing?! I grab my shotgun and fire point-blank.

Dungeon Master Vince: That seems to hurt it. A little.

Player 3: Oh great. Meanwhile, I’m still staggered from my colonoscopy over here.

Dungeon Master Vince: Next round, the Creeper regenerates completely. You all remain poisoned, nearly dead.

Player 2: Vince, this is insane! It’s unkillable!

Player 1: This is terrible design.

Player Pink Eye: Actually, I think it’s great. The challenge is really intense.

Dungeon Master Vince: Thank you! Finally, someone with taste.

Player 3: Pink Eye, you’re the worst.

Dungeon Master Vince: I’ve been very lenient with you all!

Suddenly, the door opens, and Vince’s young daughter steps into the room, looking concerned.

Daughter:
Dad, stop it. This isn’t good for your blood pressure.

Dungeon Master Vince: But—

Daughter: No more RPG games thingies tonight. Back to your room.

Dungeon Master Vince: Fine. The Creeper wins. Session over!
The creeper is an optional bossfight in the first chapter that players with a modicum of skill (ie. not you) can beat to get some gear they'd otherwise get in later chapters. It is entirely beatable, learn to use your fucking consumables. Or better yet, stop whining about game too difficult you casual shiteater and either uninstall the game or switch to the easy difficulty.

I swear "waaaah it's unkillable!" It obviously isn't, as attested to me and many others beating that encounter. Literally just git gud or fuck off.
 

Pink Eye

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Player 1: This is terrible design.

Player Pink Eye: Actually, I think it’s great. The challenge is really intense.

Dungeon Master Vince: Thank you! Finally, someone with taste.
Heh. This actually happened when I was arguing for some of the encounters to be even harder and someone didn't like that and was against it.
 

Ol' Willy

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Creeper has terrible initiative and will lose queue even to fairly slow characters. Ewans and Faythe have more initiative for sure, player character up to your build. Only Jed is slow enough.

This means that at least two characters can have first shots easily, with no debuffs yet. Jed is a good meatshield here, the nigger loves punishment, so it's one more turn with no debuffs on two party members.

The key here is to deal enough damage during those two turns to kill or weaken it enough
 

Pink Eye

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Just put on bubble shield that makes you invincible - if you have Faythe in party she can get you the gear very early. Bubble shield prevents creeper from tickling you. Wear googles with high thermal. Get eye ball implant, install it for more bonus accuracy to negate fart gas. There's also an early eyeball implant that gives thermal. Also put on mask with high gas resistance. If you want to further optimize, go get the heart implant from store at mission control, repair it, install. It gives some gas resistance which stacks. High gas resistance will nullify the fart gas. High thermal negates accuracy penalty from fart gas.

As for the encounter itself, you want to primarily focus on aimed weak points for innate penetration bonuses. This is the kind of attack you always want to use against high DR enemies like turrets, robots, creepers, and so on. If it looks tank, use aimed weak point. For melee, power attack works since it gives some critical bonus on top of +10 penetration. Creeper will die very easily with those types of attacks. If you want to make it even easier, use an energy gun if you want to offload some cells.
 
Last edited:

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,571
reward is just a mediocre rifle
There's also an implant too; but yeah, some of the encounters are like that, if the developers gated good loots that you can't get anywhere else behind hard combat encounters then that'll be a problem for some builds. This is why the design is the way it is. Even if you can't beat the toughest encounters you can still get good loots from passing civic checks or doing sneak stuff. The reward in the optional combat encounters is mainly the thrill and satisfaction from winning, that's it really. Colony Ship is very, *very*, lenient.
Dungeon Master Vince: You press deeper into the overgrown hydroponics bay of the Colonoscopy Ship. The air reeks of rot, and the faint glow of bioluminescent fungi casts eerie shadows over the foliage. Suddenly, the vines part, and a massive starfish-shaped monstrosity lumbers forward, its tar-like limbs dripping with black ichor.

Player 2: What the hell is that thing?!

Dungeon Master Vince: This is The Creeper. It shifts with a grotesque squelch, farting a toxic cloud of gas that surrounds you—everyone make a Constitution save.

Player 1: Ugh, 12.

Dungeon Master Vince: Fail. You’re poisoned.

Player 3: 10.

Dungeon Master Vince: Fail. Poisoned.

Player 2: Natural 20!

Dungeon Master Vince: Okay, you’re still poisoned, but maybe it bothers you less.

Player 2: What?! That’s ridiculous!

Dungeon Master Vince: The Creeper lashes out with its tar-like limbs. It grabs you, (points at Player 3 in heavy armor). Its appendages pierce through your helmet and armor with ease. You take 20 damage.

Player 3: Through my armor?!

Dungeon Master Vince: Yes. You’re staggered, crippled, and barely hanging on. Also, you’ve been given a reverse colonoscopy.

Player 3: This is disgusting.

Player 2: I stab it with my combat knife!

Dungeon Master Vince: Sure. (pretends to rolls dice) The knife doesn’t bypass its natural resistance.

Player 2: Seriously?!

Player 1: Fine. I unload my rifle. Full magazine.

Dungeon Master Vince: The bullets graze it but don’t seem to do much.

Player 1: What does hurt this thing?! I grab my shotgun and fire point-blank.

Dungeon Master Vince: That seems to hurt it. A little.

Player 3: Oh great. Meanwhile, I’m still staggered from my colonoscopy over here.

Dungeon Master Vince: Next round, the Creeper regenerates completely. You all remain poisoned, nearly dead.

Player 2: Vince, this is insane! It’s unkillable!

Player 1: This is terrible design.

Player Pink Eye: Actually, I think it’s great. The challenge is really intense.

Dungeon Master Vince: Thank you! Finally, someone with taste.

Player 3: Pink Eye, you’re the worst.

Dungeon Master Vince: I’ve been very lenient with you all!

Suddenly, the door opens, and Vince’s young daughter steps into the room, looking concerned.

Daughter:
Dad, stop it. This isn’t good for your blood pressure.

Dungeon Master Vince: But—

Daughter: No more RPG games thingies tonight. Back to your room.

Dungeon Master Vince: Fine. The Creeper wins. Session over!
The creeper is an optional bossfight in the first chapter that players with a modicum of skill (ie. not you) can beat to get some gear they'd otherwise get in later chapters. It is entirely beatable, learn to use your fucking consumables. Or better yet, stop whining about game too difficult you casual shiteater and either uninstall the game or switch to the easy difficulty.

I swear "waaaah it's unkillable!" It obviously isn't, as attested to me and many others beating that encounter. Literally just git gud or fuck off.
Well, as I said, I am starting the game without spoilers. There's no clue or information about whether something is optional or not, nor any guidance on the best order to tackle things. As I've mentioned several times, the only way forward is to hop around, quicksaving and quickloading, to find something doable.
 

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