Last time we had just weathered a UFO swarm. In fact, we did better than simply weather it. We brought down the swarm leader and collected a meaty reward of 3.600.000$ and an auto-doc.
With all this cash, I immediately set to work on expanding our sphere of influence, and I do this by ordering the construction of two new interceptor bases.
With these new bases in Thermos and Media, there's only three territories left for us to expand to. And at our current rate, that shouldn't take too long. But have no fear, there will be plenty of money sinks, even after we've taken all the territory we can.
Of fighting, there is also plenty. As I remarked last time, this kind of mission result screen, sorely lacking in promotions, will become more commonplace as our soldiers become battle-hardened veterans.
It seems we're also succesfully peeving off the aliens.
Again they target Seathopia. They really don't like this, our first expansion base.
We take up positions just outside our transport, and rely on reaction fire to bring down the foe. This is not quite enough, as Ashery dies on us..
The mission rating is still "well done!" however, and the rest of the team has no choice but continue the struggle against the alien agressors.
Bee and Lightbane continue their
Other battles go much more smoothly, and Drakron is turning into one lean laser-spitting killing machine, while Donaroriaks skills with grenades increases, almost as a response to losing Ashery.
Interrogation of the captured Vipon commander is concluded, and ever mindful of the warning korenzel gave, that more fearsome foes would appear once the research on plasma weaponry is finished, we stall for a while to prepare our troops better.
The second iteration of the Desmodus Rotundus clone-line comes along nicely.
Now we're talking!
The pricetag is iffy however, and the suits take a while to produce, but not to be discouraged, a production line is assembled and 20 suits ordered.
Our researchers also posit that our combat efficiency will benefit if we can bring more soldiers into the field when doing recovery missions. To facilitate this, they come up with a schematic for a new type of transport, allowing us to bring 10 soldiers at a time, instead of the current 8.
We just need to pay the bill of 880.000$ and set our technicians on the task. That will have to wait until we've equipped our current soldiers with the new armour however.
More missions and more promotions.
Desmodus Rotundus II goes from being excess luggage to useful in a few missions.
Lightbane and Bee in particular are now downright deadly, and I will take care to try and protect them in battle, as replacing a veteran is much harder work than simply replacing a recruit or lowly private.
A new type of tank is developed. The most interesting result of finishing this research project isn't the tank however, but the promise of being able to produce better missile systems, further enhancing the efficiency of our interceptors.
One last recovered UFO and the month ends. Expenses are skyrocketing now that our researchers are at work 24/7, and the funds we're allocated by the coalition of Esperanza is hopelessly inadequate. We need to research the scavenged loot ASAP, so we can start selling it off.
The turn of the month also sees us finishing up a research project which should help protect against the paralyzing attacks of the hallucinoids. Unfortunately, these Mind Shields are expensive and bulky, plus they're not easy to produce, so even though a production line is assembled, it will take quite a while before everyone can be issued one, and I will need to take weight into consideration as well.
A new type of UFO appears!
And it goes straight for Seathopia.. They
really don't like that base..
Ohwell, we ignore the base defense mission for now, as there are crashed UFOs to recover, and that type of mission only remains active for 2 days at most, while the base defense mission can hold up to 10 days..
We also take a closer look at the fighter type UFO. Bigger, meaner and faster. Yet still not much of a threat when facing multiple interceptors.
Desmodus Rotundus II has maxed out his shooting accuracy and starts focusing on reactions.
I will not be using the chemical rocket, as I dislike the rocket launcher. I find it too unwieldy. IIRC, the chemogun is a kind of flamethrower, just spewing a chemical cocktail instead. I might make a few of these, just for shits 'n giggles. :twisted:
Ah, an improved missile system for our interceptors! The weapons for the interceptors come in two varieties, the cannon and the missiles. When you develop better cannons, they invariably hold less ammo as they get stronger. This improved missile system however, still holds 4 warheads, and is as such a massive improvement on the existing system.
Having horsed around enough, I order the team to go defend Seathopia. As you can see, only 2 out of the 8 in the away team are in the old type of armour.
The results this time are much better. Drakron is becoming downright scary.
97 shooting accuracy and 98 reactions. Very much an
The Alien Berth is just loot to be sold off. But researching it unlocks this topic:
And I immediately order the construction of this building in our main base. This should lower the amount of time spent in recovery significantly.
Another cruiser appears!
... This is becoming a bit repetetive. They really,
really don't like the Seathopia base it seems.
Our research continues unabated. These new labs look promising, and I order the construction of two such labs, where one of the hangars used to sit. We have to wait 25 days until they can be used however, so I keep the 5 normal labs up and running, aiming to dismantle 4 of them for 2 more advanced labs, once the initial two are finished.
Before doing the base defense mission, we recoved a scout size UFO for the loot. Donaroriak is shaping up to be a decent replacement for Ashery.
In the base defense mission, I again line up just inside the hangar and let the enemy come to me. Injuries are taken, but this tactic seems to work remarkably well. You might call this an exploit, but I'll take it.
Every time your turn starts, the game spouts an annoying message in flashing yellow at you. This ranks as the most annoying of them all..
Undeterred, our soldiers wrap up the mission. It turns out the injuries sustained were so minor that they do not require hospital attention. In addition, Pope Amole improves on his reaction fire.
This is the apogee of first aid technology. The advanced medikit. As far as I can tell, this is the same as the ordinary medikit with the single difference, that this one can heal a total of 70 hps lost, where the ordinary one has a capacity of 50. A bit disappointing, but at least the weight is the same, contrary to what the text leads you to believe.
Having outfitted 10 of our soldiers in the new Beekeeper armour, I finally give the researchers the go ahead, on plasma tech. They quickly turn out some results.
It seems that "Avonium" is the Elerium of Extraterrestrials. But unlike X-Com, Avonium isn't looted from salvage, but something we can apparently mine on Esperanza, and as such, is a non-issue for fuel and construction considerations.
The pistol and rifle are quickly researched, and it's apparent that they sport better damage, but at the tradeoff of poorer accuracy when compared to laser weaponry. The heavy laser is still our best weapon in the arsenal.
Another cruiser appears.
But before we can shoot it down, it initiates a terror mission. We've had one of those before, so I'm not terribly anxious. I am curious however, as to whether we'll be facing new enemies and more powerful weapons now that we've researched plasma weapons..
The enemies we face are all old acquintances. Chasers, larva, hallucinoids and vipons. We do encounter a single commander however, and as korenzel said, their "enemy spotted" icon is indeed circled in gold as you can see in the bottom right of this screenshot. The commander itself is obscured by the red stun-gas, and Donaroriak is preparing to lob a second stun grenade on its ugly green tail.
That's one smooth terror mission. Truthfully however, injuries were sustained, but we traded the auto-doc around, and that seems to have spared us a hospital trip for Bee and Black.
Reserch on the heavy plasma is concluded and results are a mixed. It does 15 more damage, but at 15 less accuracy, and it has no burst fire mode.. It does take less time units to fire however, so depending on how the other production projects pan out, we might make some. If new enemies with better weaponry appear before this, and we manage to capture some even better rifles, the heavy plasma might never be produced however.
We'll just have to wait and see. M:
Having researched the plasma pistols and rifles enables us to sell the excess weapons for massive profit (I had looted more than 100 of each in the missions so far), and construction of the last three possible bases is begun.
The surgery and our new ride are finished back at main base. It seems we're now almost as ready as we can be for the next tier of enemies.
The cruiser we recovered from the terror site is cracked open so we can study its composition. The cruisers are a real threat, especially as they sport a much more powerful weapon than the plasma-based ones that fighters and scouts have. The weapon the cruiser fires has a yellow colouration, and I expect we'll see hand-held weapons based on the same technology soon.
And what better way to round this update up with, than a look at the last monthly report. The equipment sales were amazing, due largely to selling off most of our plasma weaponry. I kept only 3 pistols and 20 rifles, and a stockpile of ammo for both. We haven't researched the plasma grenades yet, so there's more profit to be found there. And there's plenty of research projects yet untouched.
Now, how long until we encounter new, more deadly enemies? I don't know yet, as this is as far as I've played for now. But when we do, we might very well expect more casualties, or as a bare minimum, more sick-days due to injuries.