Instead they just seem to pick a hideout at random and teleport there
According to a game tip, the chances of a hideout being invaded scale with the number of tiles filled. Sure doesn't feel that way though. I suppose losing bases is a lot more memorable than all the times I shoot someone down at the main one though. My strategy is to basically start a base with nothing until it has AA defenses, then start developing it. I could start with a burrow or outpost or something and send over crew and shit but... now they can just get ICBM'd apparently. Fuck that.
I started building all my new bases in pairs so that even if one of them got instagibbed I wouldn't lose too much progress from it.
I'm starting to feel like the optimal way to go is build 1 or 2 early worker bases before the enemy gets busy, cash permitting, and then hoard cash until you can just do like 5 at once. I've lost like what, 4 bases now or something? I only ever had 3 really established. Feels pretty assinine that the small ones keep getting picked off in the first month of existence.
If you're looking for a heavy craft weapon then the Naval Gun that Zaxx offers would do it.
Doesn't matter much in this case since I don't have the tokens and won't before it's obsolete, but a 'probably' would have made me feel a lot better about that tip. I'd actually assumed the naval gun was just another shitty pirate hand weapon. Which makes no sense in retrospect of course. But, neither do handheld ballistae.
So it occured to me that peasants can probably wear this too, and sure enough, they can! Now that we have a way to keep one alive, I'll probably start sending a peasant along on missions as well, since it would really pay off to have at least one proper elite peasant for special missions like that vault shelter one. I'm thinking I'll go with Belem Belle, since she had the best voodoo power when I was testing out the nun outfits.
Checked her gear and it's still here... so maybe downed vessels let you keep equipment on crewmember outfits? Or it just auto filled the slots with copies. I dunno.
Damn, this officer training takes 30 days? Hospital will cut that down to half but even then... not really worth it for such small gains. Maybe I can cycle the boys through one at a time. It seems only the master chiefs are eligible.
We get another bandit cave bounty from Jack! Very nice. This one has a stupid layout where we're all split up though and don't even know where to go.
Eventually I find my way out and into another clusterfuck- this weird pit is like a fucking Escher painting. Can't even see some of the walls when looking directly at them. Whatever, the cave was a milk run.
Racked up a lot of xp, especially on Slut, who jumped down the hole first and ran into the boss early, and he kindly sat around while we reacted by throwing ninja stars.
I'd been putting this off because I thought there was no direct benefit, but that's not exactly true- it unlocks the B level missions, albeit only one per month. But we get to pick! Honestly it's just as well I put this off, because we likely weren't ready until now anyways.
I'm going to go for the goblin one. I did the mutant alliance one before, and it involves sending peasants only to be captured and then break out of a reticulan base. The reticulans have shitty stun weapons mostly and the peasants actually get really nice wrestling attacks so it's not totally hopeless in the super cramped hallways and shit. But the real problem is the psi attacks that bypass LOS. Without a team that has capped bravery and decent voodoo power, it's not even close to being worth the risk. Jack's mission might be a cakewalk if I just carpet the level with missiles and shit, but that won't turn much of a profit from the mission itself, and we might take losses from some assholes with mortars or something, who knows.
Ah, we had enough tokens from the cave so I grabbed this. I regret it already- we have no need for gems, and if we did, I sure as fuck wouldn't want to get them this way. What a ripoff.
Interestingly, the freaky green ladies aren't pictured here. Honestly this image is hard to even parse. I've no idea what the blue thing is and the thing in the back looks like it has wings and a gimp suit on or something.
Apocalypse cult you say? Seems like we found the descendants of RPG Codex.
He gave us an ancient log in exchange for freedom. I suppose this also makes sense, given that they mostly relate to the end of the world. Nice to have another source of these more common than the old earth books, as I suspect those, like the data disks, can reveal more useful info besides lore.
Oh hell yes, this is cooler than I was expecting. The armour values aren't fantastic, but 75% piercing resist is not too shabby.
It gives a ton of nice stat boosts as well, including things I wouldn't have expected, like health and reactions. And nice evasion. Seems we found a decent melee outfit for the SS soldiers.
Well, actually, we've got two. Crusader armour has slightly better, well, armour, but instead of decent piercing resist, it has excellent cutting and daze resistance.
And stabbing too, and the shield bumps up the armour values a bit as well. This would be great stuff for letting Jaedar or whoever farm a rat cellar or chupacabra hunt. Decent vs lasers too.
And it unlocked two more promising research avenues. Legion armour must be pretty sick if it's unlocked by crusader armour, and Iron Warriors is too fucking metal to pass up. I'll start with that.
Got around to doing this one.
First up, it will let us unlock this mission. Which I want to do, because zombies are good for xp farming.
Secondly, it lets me finally butcher all these zombies and corpses I've been hoarding this whole time. Depending on the type, we can get hellerium, zombie juice or 'living blood'. The latter two seem like they'll have medical application eventually, so I'm glad I held onto these.
Challenge sent! I didn't know exactly what this would entail, but it mentioned gnomes, which I sorely want to have. Honestly, this sounds right up our ally. Maybe I'll make some extra stun mines or electro nets or something, but melee in tight quarters with all our gear sounds great to me. Ooh, I should bring teargas too. And demon essence. And blowdarts... and werewolves. Muahaha.
I was actually planning to do this with pirate hounds when it popped up, but apparently only regular dogs are allowed. Seems I'll need to train up those loknaars first. Which was what Kunlun was supposed to be for... ugh. We'll get there. Honestly the cache isn't even that hard, I'll just make ~10 of them and set them on training at the secondary base, and throw them into the fire with slayer armour when this pops up again. Maybe some will die, but they should pull off a win. Also, I thought gnomes were allowed in small areas too? We do have one, it's strange no armour is listed. Though I suppose we have no gnomish armour researched either.
Well, we can't raid their cache, but we can fuck up their town!
Quick reminder that these cunts might be squishy, but they've got better NV than a gal, excellent camo and reactions, and both spotter and sniper. Truly annoying little pricks. Oh, and they work with dogs and hounds.
Gumsmith saves the day by applying an appropriate amount of damage to the target.
Meanwhile Optimist is fucking around with poison arrows, trying to train and get the poisoner title. And because no mission is truly a milk run, we somehow managed to have a werewolf die. It got bit to death by a fucking guard dog. Right next to the ship doors. I've no idea how the fuck it even reached that tile without dying, let alone die enough damage to kill a werewolf in a single turn. Total horseshit.
Well, that sucked, time for something easy!
Oh, this was a pleasant surprise. Got this out of an old earth book, strangely enough. Now I really want to burn through those apocalypse disciples before using the rest of them.
Heh. Ehehee. Or perhaps I won't need to use the old earth books for that purpose.
I'm not even going to explain why this is so fucking awesome, even as late as it is. We'll see soon enough.
In the meantime, we've got big armored pimps to chat with.
Hmm, this might be cool too. I've seen the mission description for this but never finished it; it references 'claiming' their factory if we win. Not sure if that means we get something besides a big pile of weapons or not, but it sounds intriguing!
This also seems intriguing. It popped out of the Socializing! research, which I started doing in hopes of thinning out the list of rebels and whatever the data disk kept revealing. Now I want to see the other six Ways of Trounce, maybe it'll unlock some cool shit. And I want that spear!
So, this pogrom is uh... quite different. I suppose it having only the normal -100 penalty was a good hint at that. It seems we're up against rat men.
Oh! And these fuckers. Didn't think I'd see them outside of the ghoul den. This might be very lucky actually.
Very long enemy phase. Much screaming. Either a lot of dead rats or dead peasants, but my money is on dead peasants in the long run.
Lightbane finally gets a chance for some safe target practice, and proves the inferiority of reticulan weapons by landing 4 shots on this hound without knocking it down.
Shit, it seems I can't totally relax here if they've got RPGs in hand as well. This guy goes down before he can fire though.
I tried carving a shortcut to this guy with Gumsmith, but some furniture was in the way. Instead, Belle here gets to take the punk down. She's rocking the defender armour and the gyro-autogun with PS ammo. It's working a treat so far, kills most things with high accuracy and range, and should eventually get her ranks in Reaper to boost her strength.
These ghouls tend to carry chem weaponry, both in the form of shotguns and chem grenades. Probably other weapons with chem ammo too. There's also a chem version of a flamethrower that can be quite deadly, and their scientists can use spore launchers... hopefully we don't see those fired at anyone today.
You may be asking why I riddled the bastard with 7 wounds instead of trying to capture him. Well, I am trying to capture him. These fuckers regen faster than werewolves. It's actually quite obnoxious.
At least they get up without their gear and aren't much of a melee threat. Fire would fuck them up a lot more as well, but they see through smoke quite well and wounds will cripple their stats and make them less of a threat if I miss one getting back up.
Back down you go! It's actually nice fighting these guys here; we can practice our shield-fu.
And Gumsmith can display his voodoo:
PAAWNCH. It's actually hilarious how deadly this is. I suspect it has a different formula than for gals, it costs a lot mroe TU and doesn't seem to require both hands for accuracy.
Something in the shadows has a fucking minigun. I can't imagine what, because ratmen surely can't carry such a thing. There were a couple highwaymen, but neither they nor the ghouls should have one either...
At least it's a weaksauce one. Modron ate a LOT of bullets here. Didn't even damage the armour.
Ah. That checks out.
It's the weak ass version of the armored car too, not that brutal one that was firing rockets the humanists had.
I had Average Manatee fire the sniper rifle at the thing first on a whim, and she destroyed it in a single shot.
God damn.
Clearing so many enemies, especially annoying camo'd ones and dudes that get back to life every 3 turns takes a while, but we're an overwhelming force here.
There's even a second fucking car hiding up here. I didn't even realize, seems it was afraid to fire at us after it's sibling died.
This time the sniper shot did 0 damage. Yep, that's damage variance alright.
Now, obviously I could pull out the fatty, or just generally pelt the thing from safety. But you all know what I'm about.
One chop- one kill! No explosion either! Good to know.
Man I love snipers. Having 100% accuracy from the complete far end of the map with this much damage is so nice.
Well, unless a white picket fence gets in the way, apparently.
Anyways, it's a clean run aside from some minor scratches on Modron. And all the dead innocents. But, uh... we avenged them? So we're heroes!
Well trained heroes at that. Lots of high numbers here, very nice. Echidna even got to practice some melee on a ghoul. They're great for that; if I really wanted to I could have cheesed the fuck out of this mission by dragging a bunch of them into a room and having people punch and heal them for tons of reaction, melee and bravery training. Hell, any kind of training really; enemies regenerating that much hp is very abusable.
Slut spamming the minigun in this mission racked up some nice titles. Lots of titles all around really, the plentiful ratman scum made sure of that. And we got a couple more tank killers too, which award nice stats.
Finally did this one up.
Hot damn. I've never had any of those before and I want them all. I had a smart ammo autogun before, it was busted; you could fire beyond LoS with excellent accuracy. Levitator might lead to hover tanks or ships or better personal flight suits, I've got a stash of like 17 government files in case something like this happened, and who knows what forgery might let me do.