https://www.dropbox.com/scl/fi/l0lc...exia.sav?rlkey=gjwqgoalgk43f8lmqkv3wjsaz&dl=0
Have fun. Don't make me regret this by telling me what to do or 'reminding' me of things I've forgotten are in my inventory or have access to. Not even that thing. I know that thing is there.
Oh man, we were missing a sickbay in our main base all this time? Ouch... literally and for your research.
Which reminds me, lp should really have unlocked full plate armor from this latest research. I guess there's a missing prerequisite? I feel like full plate armor was the last truly gamechanging tech I got from research (if I ignore my beloved gnomedisc), so it would be very unfortunate if lp doesn't get it.
It kind of defeats the purpose of people spoiler tagging when you strip the spoilers out in quotes. Luckily I already saw full plate before in a previous playthrough. I'm vaguely certain it's related to plastasteel somehow. Plastasteel fabrication or somehting? Don't answer that.
And our main base does have a sickbay.
Look over the list of things you unlocked. One of them sure sounds like some kind of school, doesn't it? (I hope you don't consider this too much backseating/spoilering).
I still have no idea what it could be, so we're fine. Analytics room? I'm guessing that's related to hyperwave decoding so I want that anyways, so we'll see. The only ones really seeming related to school are training ones, but I'm fairly certain those are, well, more training options.
Update time!
So, given that the bike patrol found exactly fuck all, I'm selling it. In fact, I'm going to sell that whole hangar off. I want this base to have better defenses, a messhall and a sickbay for the +2 brainers. I should probably sell off at least one of the farms too, but we still need the weed for now.
I'm getting a bit better at picking out good targets to chase down. Very low altitude is generally a good sign. Might be a mining ship?
Hrmm, that looks like a mining ship but the red and blue lights mean it's govt owned. Not worth the trouble right now.
I think this is like a shitty little reticulan scout? It's very small, I think a one man craft. Not worth the bother either since it'll just be a peon. But I wouldn't mind shooting it down for the pilot xp.
Fucker escaped though!
Hmm. Shall we see what we're up against? Honestly we can probably handle this. Some military police with military shotguns or even a few sniper rifles aren't that big a deal.
Infamy penalty is -1000 for ignoring it, so we may as well take a look.
It's far away though, and I'm not showing up in daylight.
Luckily it was still there by the time night fell and we arrived. Layout looks nice! Dark, scattered lightsources enemies can blunder into but we can easily destroy, soft buildings we can demolish...
Oh. Well shit.
At least this one isn't a commando, but that's a fucking rocket launcher so this isn't much better.
Oh. Why hello there. Yes I would like to capture you.
The engineer is pretty close by, in a spot sheltered and dark enough we can probably snag him fairly safely. And he's using a heavy laser gun.
Which barely tickles our chainmail.
Though apparently he can fire it 3 times.
Certainly more than tickles a werewolf.
I even fuck up and misclick, leaving the werewolf outside with 0 TUs.
Stun baton fixes that problem though.
I opt to try planting some wolves in this shack to howl spam the engineer next turn.
This guy was waiting inside. Don't think I've seen one of these before. At any rate, the fact that we have a bunch of cannon fodder here is another reason to attempt a kidnapping here; they'll use up a bunch of the enemy TUs and generally keep them distracted and away from our ship.
Whoooole lot of gunfire.
Various scary looking laser and gauss weapons, as expected.
Several rockets too, including one seemingly aimed at us.
Alright, lets do this. Howls away!
Oh fuck me, that killed him instantly. Apparently it didn't want to kill the squatter for some reason.
Shit. Note to self. Orange beams = hovertanks.
There's even two more over here. We stand no chance. Who the fuck paid these guys to be here with this much firepower and why can't I hire them instead? I was expecting humans in riot gear, not a force that could wipe out my base 3 times over.
Well, at least we only lost 1 werewolf. That could have been a total squad wipe, or close enough. Hovertanks are fucking monsters.
While fitting a squad our I noticed we unlocked a new outfit for our bugeyes. Snappy. Gives some stat bonuses too. This'll be Lightbringer's new outfit for the foreseeable future.
This are kind of interesting. Besides being pretty useful for long missions by restoring freshness, we can also research them repeatedly.
Just more tips, but we need these out of the way. Also, this one had a rad image.
Noticed a new production item. Or rather, three.
Hmm, pretty sure we already researched a demon skill, but hell, why not? If we can get a proper demon corpse (pinkies, I think) we can get a large skull too, apparently.
Behold our latest terrifying underwater foes!
Believe it or not, we managed to subdue them and claim the treasures of the deep. The tale was too violent and graphic for the public to witness.
Another easy run. Apparently magnums do the trick for destroying streetlights quite well. Good to know.
Aside from giving Optimst and Jaedar a chance to knife some people, Lightbringer managed to actually succeed at a psi attack for the first time ever, scaring a tough guy through a couple walls in an adjacent building. We even got a point of voodoo skill out of it.
Power tools researched. Weirdly, instead of a generic tech, this apparently gave us the details for this cool chainsaw upgrade. Not really a match for the stuff like the bardiche, but pretty neat as a concept.
It also unlocked these, both of which I'd like to have access to. But we gotta stay focused- improving our bases and ships come first.
Got a little excited seeing this, was hoping for another chance at raider scouts to recruit. Pretty sad that this is our man way of recruiting gals right now.
Instead it was full of highwaymen. We could interrogate them for ship stats, but we don't have the brainers to spare right now. They did drop a grrrl guide though. I think the lack of easy early brothel missions where I got a metric fuckton of these guides is part of why we're so far behind on trying to research those tips. Wish I could just buy these or something. Closest we can get is making pillow books (700 hours) or mutant alliance files (100 hours and 20 tokens.)
We get an easy small academy craft landing team, and I remember I can peek this guy's stats now. Not quite the NV 20 spotter/sniper I was wrned of, but still fairly nasty.
The painbringer won't do here, so Modron, finally recovered, busts out a crowbar to teach a lesson. Or learn one apparently, because he got deflected.
This is why Gumsmith has a pike instead. At least until his stats get high enough to justify hauling that bardiche everywhere.
Echidna III makes her debut as well by stabbing another Osiron to death with a single jab. Poison daggers are really quite good on gravboots catgirls, since both their accuracy and damage scale off reactions. It's a shame quite a few enemies are immune to poison, like necropirates and zombies and anything with golden shields.
Fuck, that was a bit close.
It turned out to be a megapol ship. Cruiser? Chaser? Dropship? Fuck if I can recall, they all look similar. Seems like the 2nd or 3rd tier though at least, not the smallest one.
Unlike the pirahna, the scarab trounces the thing when it shows up elsewhere. This is a good reminder that specifics of the ships matter a lot. The evasion of the pirahna was shit against their highly accurate gauss cannons, but those same cannons are crap vs the 6 armour of the scarab. Debating whether or not to fight the crew. I'd like their gauss gear, but we don't have time to reverse engineer that shit right now, or interrogate the police. They also landed in the arctic, which means the catgirls I'd like to abuse their shitty reactions with will freeze their bits off. Probably gonna pass on this one.