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In Progress X-Piratez! Ironman! No spoilers! Oldschool X-COM Total Conversion with mutant amazon pirates. Death to the star gods!

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,618
It's back!
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,240
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
This is new too; seems something about the way demons get unlocked has changed and now involves the bogeymen.
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Cool. I was going to suggest you hack your save to add this to inventory. You are supposed to get shadow lamps from downing bogeyman swarms during the first year, since they stop spawning after that. I have no idea what changed to cause you to get the research now (tech viewer fails me yet again), but I guess dio secretely added a backpath to this research?
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
Ran a pretty uneventful month, just doing some more extra crafting and base updates while skipping most events because they're obsolete. Until we got this:
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About damned time! Give me hell treasures! We spawn in a little hole in the ground, which isn't the best, but we've certainly seen much worse on missions as well.
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The map is... big. Very big. Thankfully it's also mostly empty, at least terrain wise. There's enough for some partial cover but not to hide big armies until they're at our doorstep or keep a dozen guys hidden for 50 turns.
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Enemies are mostly old hat, but they've got a new weapon. Looks like a gun? A shotgun?
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More bad news: Our hole in the ground, while not quite dead centre in the map, is close enough that we're totally surrounded. And it's got no cover to speak of once we go up the stairs. Very sketchy.
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Sure enough, we eat an attack on round zero as we try to pick off the guys nearby and those with guns. Turns out it's not so much a shotgun as a small rocket launcher. Joy.
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Thankfully, the damage isn't too egregious, but we certainly can't afford to be eating that every round. Fire destroys gold shields very quickly as well and the DoT from being on fire seems to bypass them.
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Our spawn point is actually 2 floors down, this is 1 floor below the surface, and there's a little alcove to get some cover in. It's far from perfect, but we need somewhere to stay so we're not burning 50 TUs just to get up the stairs.
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Echidna manages to retrieve one of the guns. Surprisingly, not only is it identified, we can fire it! Very nice.
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I also manage to snag one of these dread knights alive. I'm not sure if we can take them prisoner, but they seem more 'alive' than the wraiths so I figure it's worth a shot.
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The new gun is highly inaccurate, but that is largely mitigated by being able to fly, so even a missed shot hits the ground nearby. These will be quite useful for picking off all the unarmored chaff enemies in the future. The main problem is they lack ammo. Only 4 shots to a clip and 1 clip per gun on most enemies. Bah.
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Like I said, our hidey hole isn't perfect cover, and a shot lands inside, fucking up our best troops. I'm tempted to just leave at this point, as things could go real bad real quick if someone goes berserk, and we've got basically no way to heal. But for now we can make kills to keep morale high and the 2 heroes and lenneth can all regenerate, albeit slowly.
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Enemies feel endless though. There's these big pits a lot seem to be crawling out of. They're far off so they aren't an immediate threat, but this is becoming a war of attritioin due to lack of recovery items.
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The dreadknight we took woke back up, but was easy enough to put back to sleep.
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I had some high hopes for the chaos dagger, but everything here is highly resistant to it's warp damage, even the heavily armored enemies. Aggravating.
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After a while I've thinned out so many enemies I feel safe floating Optimisto high into the air to give us some superior vision.
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Map wasn't a total slog since I was basically only using about ~4 of our troops each turn, but it sure took a lot of rounds.
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Turns out burning 10 freshness a turn by chucking the magic hammer burns you out pretty quick even with a massive freshness pool. I brought pillow books, but they only restore like 8 freshness a read, so that'll be a last resort. In retrospect, I had the refresher gun too, should have used that on her.
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Was stumped searching for the last enemies for a while until I found this area, where their pathing seemed to keep them stuck. Sadly I didn't get to finish exploring it.
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65 enemies feels like a lot more when you can only kill like 3 per round. Phew.
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Some fairly underwhelming treasure. 6 crystals is a ton, but we don't have much need for them. The shadow orb is incredibly rare but... it's one of the worst ones. We can't make a shadow realm weapon with it, just an integrity field for a ship, and only a shadowtech ship, which seems permanently obsolete at this point. We'd need something like 50 orbs to make a shadowtech ship compete with our current stuff, and even then it'd probably be too slow to be relevant.
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These are probably the best haul, and will make future expeditions much easier. We got about a dozen, with a dozen clips to match. I'll probably bring like 4 and give everyone a few clips. Weapons that do proper burn damage instead of just setting things on fire are exceedingly rare, there's probably some obscure use cases for this in the real world as well.
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Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,240
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I did this mission once and then never again. It's not worth a hour+ mission for a single orb, and there are other missions that give far better crystals/time. Nice job not losing anyone though.

Afaik, this is the last of the deadlands missions. For now(?).
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
Ooh, it's the demon invasion we were promised. Exciting!
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Shit. Too exciting! ABORT. ABORT!!
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After getting one of our shiny new sabres blown up, I decide to try sending a dragon, even though it won't be able to catch the fuckers. Problem: We're apparently only allowed to send dinky ships after this thing. And to be clear, I sent BOTH sabres after this thing, and one got blown up while the other barely escaped, and after both dumping basically all their ammo I think we barely scratched it. This thing is a monster. I suspect we either need to missile it into oblivion, or... this might actually be the weird niche circumstance where tractor beams are viable. The enemy ship is small after all, and it's listed speed was only 4000, not like, 6000. I'll have to do the math and check back.
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New mission right away. Lucky.
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Hmm, the old desert ruins tileset.
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Definitely an obsolete mission, these guys were a joke. There was also some bogeymen and disciples with wands, but...
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We've got better wands.
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Neat. Shadow Lamp GET. Though it's only a component for a shitty shadowtech ship part.
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New award! Bit of a waste on the goblins, but it's kind of a good incentive to put some gnomes in our death ray wielding mecha. Those are impressive voodoo gains, and these things pick up kills very easily.
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While trying to take the apocalypse guys captive, I realized my main prison I transfer dudes to is full. Yes, we've got 100 prisoners. The scary part is it's mostly one offs.
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No tech learned here sadly.
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Huh. New result from molesting ninjas.
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Ah, what would the world do without our heroic efforts...
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Well, slave witches are pretty nice as slaves go, but this is basically a drop in the ocean of our economy at this point.
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Err, what? I haven't attacked a station recently.
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Ahh, this is part of fleshing out her storyline, this would have happened after the first station we attacked. Cool. I wonder if they replaced those terminator type robots on the first station you attack with something else?
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In anticipation of more scary ships (and us attempting to take down some new big shit) we have obtained another dragon. Fuck yeah.
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Random enemy dossier from 'studying the blade.' I wonder if the fire themed raiders will show up at a higher rank or it's related to something else.
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Man, she really won't stop harping on about this. I wonder if stripping Gudrun's armour will let her plot progress further or something. I'd kind of like to finish with the nazi bases first though, in case she's needed for something there. Besides, Red Mage has mostly been an unhelpful bitch so far.
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Yet another liability object that costs millions to remove? Joy.
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Well, maybe this one will lead to cool tech?
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This certainly sounds like cool tech. Not the most impressive free perk though. But sure, give us a zombie gal.
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Well fuck... I don't have any zombies. I bet some of you cunts were looking at the prison screen thinking 'this fucker hoards too much shit' weren't you? Well this is why. At least zombies are easy to take, once we find some.
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I've been skipping so much shit our infamy was getting low, so I opted into a deep one massacre mission. Totally trivial now, but good training due to the sheer number of bodies.
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Nice infamy reward too. Also, after the mission, I realized I can get a LOT of glamour from this mission if I take the lobsters alive. Will probably do another of these for that purpose. I think I can basically gas the lot of them in a few turns if I'm not milking them for medals.
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Also ran a fueling station. Mostly because I went ahead and made that skullstrider power suit and wanted Orcinator to get a space mission for fun. Also, a way to train goblins with heavy weapons, which is amusing.
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The loot is actually kind of nice too, we aren't drowning in fuel these days, and we used a ton of ship engines to make our new fleet.
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Speaking of the new fleet, that ninja HQ sure is good for training pilots. Just park our new battleship on their porch and let them come to us.
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
I did this mission once and then never again. It's not worth a hour+ mission for a single orb, and there are other missions that give far better crystals/time. Nice job not losing anyone though.

Afaik, this is the last of the deadlands missions. For now(?).
Dang, was really hoping we could farm up some more magic hammers and meridian guns. I guess we don't need them without more shadowrealms missions to use them on though.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
I've definitely seen these 'dark one' imperial probes before, but I can't recall if we ever followed one and did the mission they make when they land.
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Welp, they've got imps.
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Fairly familiar fort layout.
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Well, whether we've done this or not, it's obsolete for sure. Half a dozen blitz cats with gauss pistols wipe out 90% of their troops on turn 0.
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I was going to make a joke here about how our mighty death rays can't cut wooden beams but uh... apparently they can! They're still dogshit for terrain busting though.
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Well, that's what laser swords are for.
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Pulled this info from a star god operative. I keep thinking we've tapped those out; I really should focus on grabbing more of them. It's just annoying when I do a SG mission and there's only waspites or cyclops and guardians. Waste of time.
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I know we've shot these down before, but have we looted the wreck? So many missions, it's all a blur...
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Thankfully, I had the brilliant idea to check Lenneth's diary. Nice perk of having a unit that goes on nearly every single mission we do. And yeah, we've seized a science vessel before.
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Might as well trawl though her stats while we're here. It occurs to me that shot numbers for landing sites and so forth are sequential. We've shot down 380 ships. More in fact- many didn't leave crash sites. That is a fuckton of air battles.
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Fuckton of actual battles as well. 276 just with Lenneth, and we didn't get her until years into the game. 169000 infamy. Nice.
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Over 1000 kills as well. Insanity. That doesn't even count the stuns. For comparison, Maria is next with 600, and I don't think anyone else even tops 300.
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I can't even properly show how many titles she has. The slider bar is as small as it can get, I'm pretty sure. Normally it has a blank gap in the middle.

If anyone wants to see the details for another soldier, dead or alive, let me know and I can dig it up.
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Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,240
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I did this mission once and then never again. It's not worth a hour+ mission for a single orb, and there are other missions that give far better crystals/time. Nice job not losing anyone though.

Afaik, this is the last of the deadlands missions. For now(?).
Dang, was really hoping we could farm up some more magic hammers and meridian guns. I guess we don't need them without more shadowrealms missions to use them on though.
It is repeatable, so you can farm it if you really want. I think the orb you get is random? And who said there were no more shadowrealm missions? In the theoretical scenario that there are shadowlands other than deadlands, maybe you can go there.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,564
Location
The Eye of Terror
:what:

Holy crap, how did I miss this all this time? Anyways, sign me up for duty for whatever might get me into the action in case you still need people (I’m only at page 19, for all I know you have a full team of demi-gods by now).
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
Another new mission shortly after the unlock. :yeah:
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I really like the aesthetic of this place, the gold and black looks cool.
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Seems that's our target. If all we need to do is blow it up and leave, this would be a trivial way to get some infamy if we were so inclined.
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Sadly (or perhaps fortunately!) this mission seems rather undercooked. Many of the buildings don't have entrances of any kind, and the ones that do have nothing in them, not even enemies waiting to pop out and attack. Very odd. Also, the green blobs there are the elevator panels for this tileset, they pulse like they're breathing, it's pretty cool.
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Our new foe. I'm guessing they're going to squish easily, but those sonic guns are no joke, especially underwater where they get a major bonus to damage and it's so easy to get a ton of units firing on one spot through the water.
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The pyramid has some cool doodads inside, but no real threats. Most of the enemies were just deep ones with tridents and xbows. My only real concern for the mission was the chance one of them chucks a grenade into our ship and blows up our gear.
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One of the ones we captured woke back up. As you can see, their stats are pretty mediocre. I suspect the faction is either unfinished or we've yet to meet their real elites. Which is weird, because we haven't been shy about fighting them. Pretty high voodoo stats, notably, though they didn't seem to have a use for it.
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Lenneth did end up taking some damage during the mission; I think it was a sonic rifle. They're quite good at punching through heavy armour, as the damage type is shared with explosives. Red shields shrugged off a few hits, but I think a dude with a trident wore those down before the rifle hit came in.
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All told though, a quick and easy mission, with several pieces of new loot!
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We got a new (?) award as well on Lenneth, for knocking people out with the herder staff. I feel like one of our catgirls must have gotten this already, or perhaps Gandalf. Regardless, it's potentially very, very good for normal gals if we can get it to level 3 or preferably 6, as health regen is incredibly rare and incredibly useful for really long missions, and mroe than outweighs the freshness cost once you use cigars.
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Oddly, these guys didn't have a general dossier even though we studied a live one as well as the corpse- more indication the faction is unfinished.
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This stuff can all be researched too, though we had to ship it back to Codexia, which has very rarely been necessary. Bodes well that it might lead to useful tech!
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Perhaps we should send them a copy of The Matrix.
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More freaky alien history lore.
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Very frustrating that even with our latest tech, these things are still just barely faster than our fastet interceptor. Even launching a Sabre with 2 extra thrusters at this thing from the base it's attacking, we couldn't intercept. I guess being able to see it coming at least allows a moment to changing body armour currently equipped, for all the good that will likely do.
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Thankfully, it's a moot point. While the 50% hit rate and lame defenses here make this look like a close call, we actually had a pair of plasma batteries as well. The chances of this thing landing were very slim indeed.
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Oh, yay, more tech that is uniquely useless to us. Why am I not surprised.
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This seems a bit more potentially useful. Perhaps with a different codex it would unlock something.
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After failing to take down a destroyer with a pair of interceptors (and nearly losing one) I tried something that seemed silly- sending our battleship after it, even though the target is faster. To me surprise, not only were we able to attack the ship, which had temporarily slowed down (which ships often do at random) we were even able to tail it at our leisure. I could have sent two battleships to engage at once, which would have been massive overkill. On top of that, as you can see from the combat options, we could have fled at will too. The enemy ship went down easily enough. I think it tried to flee at the very end, but much too late given our weapon range and the fact we were basically humping their ship during the fight.

I think the reason we were able to do this revolves around the enemy ship having no radar. AFAICT, ships with radar are allowed to initiate combat with us and we can't tail them, even if we have superior speed and are able to flee at will. This also makes engaging them with multiple vessels extremely difficult, as they basically need to be launched from the same place at the same time while having the same speed.
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More money making tech sounds cool, but I'm not holding my breath it'd be useful to us.
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I love the image for this one. We went from grimdark dystopian sci fi hell to 70's trippy neon soft porn. The dick on the pod with the brain in it is a great touch. :lol:
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I wonder if the Zrbite stuff is/will be useful for the golden codex path? Seems thematic.
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Jackpot!
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Luigi, is that you?
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Intel from a SG Operative. Actually quite glad to have gotten this ID'd ahead of encountering it. That E511 shit is scary, bypassing shields and armour, even in raygun form. Thankfully, our newest armour is actually highly resistant to it (~30% taken for annihilator suit, only 10% taken on medispiders) but it's still basically unavoidable damage. Though interestingly, the fact that it boosts our TUs when it hits means it'd be prone to eating reaction fire.
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It seems our unknown hero was not, in fact, the legendary Adjuster, but Andnjord. Lucky for him, he didn't specify a race and the hero popped up quickly enough after he asked for a slot that I didn't have time to forget about him. Still going to take a while to give him various training, but he should be a viable addition to the team. He's got the iron skin perk for +10 all armours, which will make him very useful in the shadowrealm missions.

On the subject of forgetting to add people to the team- sorry to anyone who I've done that to. Entirely my fault, mostly as a result of all these long breaks I keep taking. There's a number of people as well that I've added and trained, but been unable to find a meaningful spot for on the team. Demo.Gryph being a recent example- the Lady type troop, it turns out, can't pilot a tank. And we don't have any decent armours for a human mage to make use of. I suspect if we had the gray codex it'd be a different story. I could try chuck her into some human power armour, but she's always going to be wildly inferior to one of the heroes for frontline combat, and Belle is already filling the role of a medic very well, having miraculously not kicked the bucket to this day. Some gnomes would be useful for piloting the XECs, but we've already got 3 built, and we've got 2 highly experienced gnomes in the party I'm reluctant to phase out for fresh meat. I think we've got a named ogre kicking around somewhere as well with the same issue. At this stage of the game, it's not just that we've got a team of demigods, but that those demigods can be brought back to life, and training a new one would take ~100 missions and years of ingame time.
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Tits is definitely one of the oddball units on the squad. I've got her wearing the Zortrium armour, which is far from our best gear, but as it's the only one with purple shields (aside from the bugeye disruptor outfit) it fills a niche as being a potential tank against the mind and emp damage which those shields excel at. OTOH, since it can't fly, doesn't have the best armour or stats, and purple shields let electric, laser and stabbing through, she's fairly vulnerable and doesn't see a lot of front line action.
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She's got a respectable amount of bonus stats, but without any major specializations. Which is handy for being able to use whatever weapon suits the mission, but again, holds her back from being a front line unit that gets a ton of kills. As bonkers as it sounds, even 140 firing is just 'pretty good' when you're in the company of ogres with 190.
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She's also got slight armour penalties- strictly speaking, she should be in a bio suit, as she's got the training/body type for it that most of our gals lack. However, the suits are showing their age, and without the insane voodoo stats of Gandalf or the extra tankiness of Slut, it's hard to justify putting Tits into one of those. They're still a pain to build, if only in terms of real life hassle assembling the varied components and no longer the pricetag. Perhaps I should give her the Blitzgal training and give her a bio suit and crystal skull like Gandalf though. It would be nice to have another person running around with the lightning book spam, and I think we can easily afford the parts now by throwing tens of millions of dollars at it.
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Her combat history is pretty good; as the middle ground between a pampered elite with the best gear and a throw away character, she tends to occupy the second rank in long missions like base assaults and come in at the end to mop things up after our front line has been heavily injured. 162 kills is still very respectable, and 3 VIPs is especially noteworthy.
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It speaks to the quality of our army that even with over a hundred kills and missions and years of seniority, she's only got the 'boss gal' rank. I tend to bring her on most missions because I'm always worried I'll run into a weird fluke and need her special shields/armour, especially base assaults where I don't know which faction we'll encounter.
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As you can see, the game agrees with me regarding her resume- 120 missions is enough for the 8th tier of the veteran perk. The Stormtrooper one granted for base assaults is very high as well.
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Speaking of base assaults, the Winter Palace is probably her most noteworthy mission- she took out 4 Aurora dolls, among other kills during the mission. Without those kills, we'd have probably lost someone. And he kills are with laser weapons, so she wasn't the one that got our loot blown up.
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While Randiest is the most recent incarnation (and has, herself, been brought back from the dead, granting the valkyrie perk) we had two predecessors before we got revival tech online. The first one... didn't last long. Or get many kills.
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Tits Randier did quite a bit better, and was on track to become a legend; those stats were impressive for that point in the game, before missions often had 40+ enemies each and when getting injured in one meant being out of commision for months. Sadly, she got shot down over water at some point. A strange fate, given she shouldn't have been on any sort of fighter craft. I do recall losing a troop transport at some point though, and she might have been used as an elite pilot for a particularly dangerous target at some point.
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As a Bugeye, Lightbane was always destined to be mroe of a support role. I've tried to give him some expertise in sniping as well over time, but it's always difficult to find good moments to do that during actual missioins, and it's hard to justify taking the time to send him on say, a blood hound or zombie massacre to farm awards when I could send someone that needs them more, like our goblins that need to be in combat for their unique missions and struggle to get high stats. Or, more likely, just skipping the missions to spend the time on other stuff instead. Suffice to say, if this unit were named 'Damned Registrations' it'd probably have much better stats.
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It doesn't help that a lot of the awards that grant extra voodoo stats, which is obviously the actual focus for Lightbane, come with drawbacks in other stats. There probably isn't another soldier with more than 5 missions who has a bravery penalty or single digit stamina bonus.
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That said, his voodoo stats ARE very good, and he's even managed to get a bit of bonus armour. The night vision is also helpful, and Lightbane often filled the role of spotter thanks to decent reactions, excellent vision, and early access to flight suits. Even now he often fills that role thanks to the SENSE attribute to see through walls, and other vision based perks of the race and armour.
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Mission wise, despite being brought on most missions (the potential to mind control a unit in a pinch is always a great ace to hold, as well as the aforemention scouting) he doesn't usually get a lot of kills/stuns. Though that's changed recently with the shadowlands- Lightbane's ability to fly there and make good use of the Meridian gun has given him impressive results in our missions aganst the wraiths.
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The stats are a bit misleading as well; while mind controls get listed here at least, they don't count as kills or stuns. And far more often, the voodoo gets used to panic enemy soldiers instead, which is much easier to achieve and still incredibly useful. Hence '93 ravaged by voodoo' despite kills and stuns combined only adding up to 92. I could probably make better use of him by getting more mind controls and using those units to score kills themselves; there's doubtless some awards in that vein I've neglected. The main drawback there is the freshness and morale cost is quite high for those sorts of attacks, but perhaps that's largely an obsolete argument now- the refresher gun probably solves that problem easily. If I manage to remember, I think I'll use his (and Optimisto's) psi powers much more aggressively in the future. If we could really rack up some extra voodoo stats for him he could become an absolute monster, due to the way those stats scale.
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Lightbane probably has one of the lowest sick day counts for a unit with that many missions under his belt. He's unlikely to get hurt while chilling in the ship, so they probably mostly happened from environmental damage in the early days or from shadowrealms injuries more recently.
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I'll need to look through the awards and figure out which are worth pursuing to raise his stats. It'll be a bit of a pain but I think I've been sleeping on Bugeyes as a unit. I can imagine them being incredibly powerful with the grey codex and the new hybrid focused start.
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As far as noteworthy missions- it's probably actually our most recent shadowrealms one. He score only 1 kill, but about a dozen stuns in endless necropolis, and almost all of those were against targets that either hand ranged weapons to threaten us with, or heavy duty red shields he was able to bypass. I woudn't go so far as to say he was the MVP for that mission (Those magic hammers are just monstrous) but he was definitely an integral part of it, despite not being able to use his psi powers.
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Like many of our elites, Lightbane also had a predecessor before we achieved revival tech. He had a decent rank at the time of death and I'd put a fair bit of effort into training him. Notably, he was killed in battle by a Star God Guardian- I think it was one of our first battles against them, before we even had proper ships to play popamole with. I don't think he's eligible for Sivalinga resurrection either; the body was probably vapourized by plasma, or perhaps left behind in a desperate retreat. :salute:
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
I spent 1600 glamour for ONE mission unlock? Better be a damned good mission. At least the game will stop spamming the shittier missions now.
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Found our zombie hunt. Amusingly, we're not allowed to bring gals on this mission because the zombies can sense their physique and get scared off. Somehow we made due with power armour, shielded flight suits and a Syn.
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Tits got a promotion!
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I've decided to go ahead and get her geared up like Gandalf after all. 8 emeralds for the skull comes out to a cool 40 million.
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I've been putting off this level of conflict, but I think we're ready.
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Damn, that was easier than I expected, these ships really are insane. We can probably handle a battleship too. I think the silver towers are still out of our league though.
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Haven't done this in a while, but I'm expecting so many Star God units I don't even take a peak on turn one. Better to let the enemies move around and waste some TUs before we pop out and get shot at. Nerve wracking not knowing if they might pop a chryssalid through the floor and eat someone though.
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Well shit, haven't seen them carry that kind of firepower before. It's funny, they're reliably less kited out than the mercs and Marsec, who often haul around elite plasma rifles and blast bomb launchers.
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Well, I suppose they also have sectopods going for them. Ouch.
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Tits' new outfit isn't ready yet, but I've decided to break out some new toys for the mission regardless. I'm like 99% sure this can be fired through the roof hatch, but it's still scary as hell to do this.
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Target acquired.
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Eat shit motherfuckers!
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The blast stirpped it's shields and some armour, but wasn't enough to damage the health. Not bad for a single shot. Note to self: make way more ammo for these.
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Orcinator finishes the sectopod off with the death ray, which essentially ignores it's massive armour.
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Hopefully more don't pop out of the ship at a bad time, it's certainly large enough to hold quite a few.
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Lasers strip the shields off the other sectopod, but don't quite get the job done. No matter, nothing is near our ship.
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It's a bit annoying that there isn't enough room to swap the positions of our XECs in the front here. I should deploy them differently, to be honest, but I can't be bothered setting up deployments manually every time someone takes 3 damage from cold weather and gets kicked off the squad.
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Regardless, the other exorcist Xec can pop out the elevator and take some shots for us, finishing off the other Sectopod.
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Lightbane tries some mind control, but star gods are highly resistant to that shit. I'll have to bring him on a base assault and abuse the ever living shit out of some mercs.
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We've got more sneaky tactics though. I gave a magic hammer to one of our ogres and he flew over and made a hole in the roof. The maze like interior of the enemy ship can be used to our advantage if we enter directly into it.
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Between our entrance and the drone giving us motion scanner readings, we're at a huge advantage and mop these guys up easily.
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Well well well, was not expecting this. What a pleasant surprise.
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This was immediately followed by an unpleasant surprise when Lenneth decided to roll a crit and instakill this fucker with a single punch. Thanks Lenneth.
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Also scared myself a bit here digging down into this room. Probably a non-zero chance I blow myself up hammering through a ship engine one of these days.
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Almost got a catgirl blown up too, trying to take out this dude camping the elevator slot. Thankfully her shields blunted the damage enough she was merely grazed.
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All told, it's a miserably small pile of loot for such a high level site. At least we know we can find coordinators here, and that the ships themselves are easy pickings. We'll have one captured in no time.
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Huh, another dark ones probe. Slightly different mission name too. Although, it occured to me that I've never seen the probe itself. I wonder what happens if you force it to land via tractor beams... it's certainly slow and small enough.
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Turns out it simply despawns. Lame.
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Now this fucker, on the other hand, did not despawn. Pair of fighters was able to ground it effortlessly.
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I intially thought the requirements here were related to it being a shadowrealms mission or something, but all these ships have a crew limit of one. Very strange...
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Sadly, our resident duelist is laid up. And I'm reluctant to send Maria in case it's some freaky ghost thing that's only weak to charm damage or something.
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Solution: Send an expendable catgirl with expendable gear via and expendable drop pod.
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Huh, single combat duel with a dread knight huh? Cool. Not sure what ransom we're going to get from her corpse though.
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The battle site is a radiactive swamp, which is fine for us, at least we won't take cold damage.
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She's got quite the kit. The fire sword (which the game claims can't be brought to earth :argh: ) and some kind of SMG?
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We can reach her and attack, but I don't fancy sprinting at a shadow realm smg with less than half our TUs left. Thankfully the drop pod provides full cover to hide in for a turn.
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After wasting a turn trying to poison her with the viper staff (I forgot it only ignores HALF armour, with the knight's bio resist we were tapping her for like ~20 damage a hit after armour) I switched to the shockfist and put her down fairly fast. Easy fight, though the repeated psi attacks were a tad spooky.
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Nice haul, several new things and a mystery box! Could use some other stuff, like dream echoes for upgrading our ogres, but this was a great haul for such an easy and quick mission.
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Weirdly, despite the fact that we still couldn't capture the knight on earth, the game gave us credit for 'capturing' a VIP.
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Well damn. This would basically trivialize any shadowrealm mission we've seen so far, if we can get more of the ammo.
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Fighter documents didn't lead to any new designs for ourselves, sadly, but I now understand why our fighters couldn't hurt the damned thing- it's got the same level of armour as a damned cruiser! Missiles likely could have shot it down, at the risk of leaving no wreckage.
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Oh come on, we've got spare hideouts, try blowing it up!
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Nice result from that research: we can make cremator rounds out of it. A rare resource, but 25 shots from those things would go a long way in the shadow realms. I might consider doing another necropolis mission if we get bored, it'd go twice as fast with these guns and some glitter suits.
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I've been planning to go fuck up the ninjas for a while but we keep getting sent such nice opportunities elsewhere. Time to pick up a coordinator, I think.
eqsSVPI.png
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
I wonder how shitty my toon was before I was killed off for saving and reloading in my own LP.
Hey, you volunteered for that tentacle pit! I was actually pretty pissed off you died there, I really wanted a named gnome, they really do become very useful in the late game. I'd probably use 2-3 more of them if they weren't an absolute pain to train up. The two we currently use have been around basically since the start of the game and still have a bunch of gaps in their stats.


Blaster bombs continue to kick ass and take names, this time one shotting a sectopod through it's shields. Though I've noticed we can't actually build more of the normal plasma bombs, only the EMP variants. Which are still really useful, but not for this purpose. I'll have to ration them a bit.
P4V9R2w.png


Fortunately, we CAN crank out elite heavy plasma clips, and our ogres are so tank I don't mind using them as fire support against the sectopods. Sadly, this mission was a total dud. The enemy ship was so heavily damaged all the operatives and coordinator were dead on arrival. Bah.
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Well, this could certainly improve my mood!
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Interesting. Seems odd a mere team leader would have something we want at this stage of the game. Also, 150 turns? This mission better not take anywhere near that long.
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Spawning site is good; open area, 4 entrances, no immediate threats.
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First enemy sighted is... a joke. Is this some old mission we never triggered? Will this be a total waste of time?
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Oh dear god the map is massive and 12 floors deep. That 150 turns is looking like a legitimate threat suddenly.
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Well, it's not so bad, much of the area is huge empty spaces.
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Fun fact: Sense ignores height values.
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Mind control successful. Lots of soft targets here. Also, apparently we didn't need space suits for this mission. I should have brought a rat summoner.
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Not bad work for a single goon.

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Ship has reapers on board? WTF?
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Oh great, we've got 160 turns, not 150. I was getting worried.
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Well, that's certainly a high value target.
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Chump stats, though he does have a red shield. Fortunately, I brought a few mind whips.
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Man, now that is a target rich enviornment. Look at all these chumps.
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Orcinator is having a field day punching peasants to death. The enemies have mostly wimpy weapons, the biggest threats being chem shotguns.
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Well, that's new, and seems to be sporting a hefty laser cannon.
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Tits getting to play with her new book. She hits for 0-100 compared to Gandalf's 130. Quite the difference, but still plenty of power.
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Ogres also having fun punching nerds to death.
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And Maria is putting robots to sleep with her shockfist. I like the freaky green stuff around the edge of the ship.
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Reached the officer room. Seems there's several of them.
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Maria gets pelted by quite a few plasma shots here, which was a tad scary.
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Seems they have some proper guards kicking around after all. Thankfully it's a weak plasma pistol.
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Well damn, that's got to be a rare catch! Annoyingly, he has a blue shield, so our mind whip can't touch him. I'll need Lenneth to show up with the herder staff.
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Also, we're at the top of the ship already! It was hard to keep track of while moving around, lots of skipping through many floors to run towards someone spotted through a weird angle.
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We knocked out the navigator and now another officer shows up and tries to vapourize him. Not cool.
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After taking him out, we poke around a bit and find some nice loot. Arcane boxes aren't THAT impressive, but they did remind me we have a mystery box waiting to be opened!
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Team Leader spotted. Very bizarre to have this guy guarding anything.
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Corners of the map have a lot of annoying hidey holes it seems.
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Well, at least there's more worthy prisoners in the hidey holes!
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Team leader taken down... and it was secretly a syn?! He left a Syn body instead of a human one. Makes me wonder what would have happened if we merely put him to sleep. Or maybe it's actually a variant unit and that wouldn't work. Regardless, this is a huge find! We can finally have another Syn again! Going to take forever to train up though...
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Yet ANOTHER new enemy type. With a scary gun. At least, scary for Lightbane, who she basically ambushed in the starting hangar.
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Decent stats, but hardly amazing. Her accuracy is dogshit.
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Another corner of the map has hydroponics instead of engineering stuff.
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While scouring the ship for the last holdouts (the fucking technicians just wouldn't break, and then the robots started waking back up....) I failed to notice an officer waking back up, and he set the fucking navigator on fire! Hopefully he survives. He was taken down by charm, so should have full health, except he also got overstunned a lot before I could get a medkit to him. Dicey.
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Fucking hell, one of the holdouts was a bodyguard that refused to move from this spot. Aggravating.
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Eventually we got it all cleaned up at least.
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Overall, a pretty good mission. Loot is obviously worthwhile, and the layout was decent. Huge area, but only the corners had annoying hideyholes. If I came better prepared with motion trackers, drones, or rats this would have been a cakewalk.
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Sadly, the navigator didn't make it. I didn't snag a picture, but we also encountered several guild medics too, who also all died. Sucks. Hopefully this mission is repeatable. There's got to be some way for us to get navigators, right?
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We got a lot of nice titles too.
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Interesting in concept, but didn't give us any new tech.
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Ditto for these guys, strangely enough.
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And these! Mission is way less impressive with all these blank interrogations. Perhaps if we'd gotten here earlier. I seem to recall something like this mission being mentioned as a possibility a long while back.
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Mystery box had... an outfit? A weird outfit, nobody seemed able to wear it...
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4th time's the charm?
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It is! This seems pretty relevant.
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Seems Marsec is less than enthused about us knocking over one of their ships. Did I mention we looted 16 ship engines?
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Oh damn, this is better than'd I expected! Armour is a mere 20 and it has no shields, but massive health regen, and it works in the shadow realm? Hell yes.
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Very nice weapon built in as well; ~60 damage ranged poison attack (23 tile range before it starts dropping off in power slowly) and a touch of death in melee? To be fair, the melee attack uses a ton of TUs, but the ranged attack is usable 3 times per turn. I might even bring this out for killing off marsec dudes or star gods.
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Christ, actually needed the plasma battery for that one. Hopefully they stop after this month is over. That's the base with all our gun ships. We could rebuild, but it'd take FOREVER.
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Arcane boxes were very ho-hum. I really want to finish that simulacrum, game has been teasing me with it for ages now. I think we've got like a dozen fucking parts.
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Second officer interogation yielded this. These things are pretty fucking scary, to be honest. Even normal gunships aren't trivial for our new battleships. Should be able to take one down 2v1. Might be worth doing, I bet they carry nice weapons.
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Any thoughts on who I should name the Syn after? Was thinking either Luka 2 or some version of Azira.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,240
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I spent 1600 glamour for ONE mission unlock? Better be a damned good mission. At least the game will stop spamming the shittier missions now.
Iirc there are actually two missions, the text lies.

You made the freighter raid look easy, although I guess you are doing it quite a bit later than I did! I found it decently tricky as you have to move up through the elevators (which consumes a lot of TUs), and the elevator shafts go through basically the entire ship, so it's really easy for an enemy to just step out into the shaft and start blasting, and there's no good way to defend against it. And the shafts frequently require you to go up like 10 levels or more between cover. I think the drop from the team leader is random and can give lots of good loot... but maybe not good enough for a multi-hour mission.

It's a cool map though, I like all the different sections of the ship, each level feels like it has a purpose. The mix of high level enemies with passengers is also fun.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,529
Location
Copenhagen, Denmark
Codex 2012
I've got the game installed, and I've tried to get it going several times. It's just so bloody huge, and between work and family I've yet to make significant progress. *sadface*

I really do enjoy this LP though. It's so much fun! Thanks, Damned Registrations.
I'll make sure you feature in my LP, when Xenonauts2 is released. :salute:
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,006
This was a long research unlocked after the star travel tech we got from the guild officer. What does it do for us? Nothing, at least so far. Gay.

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Behold, our new Syn recruit, Luka 2.0. We're uh, going to need a while to boost those numbers up. For reference, Maria has about 50 more health, 100 more firing, and 100 more freshness. At least Syns start out with high enough stats they can basically solo low level missions and farm a ton of titles quickly.
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Remember that poltergeist? We've decided it was probably Aziri, come back to haunt us after leaving her in the tentacle pit. While the Zombie Gal and 'Former Energetic' titles aren't terribly impressive, the Zombie one has 'Health Regen = 0.5* Normalized_Stun. Which I think means she can't take damage from overstun. Should be eligible for body swaps as well, which I still have a cloning centre kicking around to facilitate. I _think_ that lets you revive someone even without a scrap of a corpse, provided it's a zombie gal. Haven't tested it yet. Anyways, lots of training needed here too. I meant to dig up the stats for the previous Aziri/Azira, someone remind me if I forget to do it after the next mission.
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Hey, remember that time I said we need to ration those blaster bombs? I brought 8 launchers and 16 shells. Plus a pair of baby nukes. Lets rock.
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The baby nukes can be launched from the D.C. Portable mortars, which we can't actually buy. Great news! 3 of the ninjas in the front line bunkers have these things equipped.
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There's also a ninja in that top bit of the map I can't see yet, but it turned out to just have a gun. 2 of the mortars were here, while another was in the southern pair of bunkers.
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And this spot, where the yellow cursor is, is approximately where I think the mortar nuke wielding assassin is at. Where the fuck is that compared to us? Great fucking question.
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Since launching nukes and even blaster bombs uses a ton of TUs, and I don't want to trigger a hail of gunfire by launching one, we start by thinning out the ninjas with mortars, and then the ones that are facing us. Turns out, anti sectopod weaponry does a pretty good job of that.
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No idea why, but the deeper, eastern side set of turrets revealed themselves after we took a few shots. Perfect spot to drop our first nuke.
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Echidna finally pulled that witch outfit out for this mission. Theoretically, she's invisible to anything more than 7 tiles away. I'm not going to put that theory to the test too hard, but it seemed like the safest way to get a nice vantage after setting some shit on fire.
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Now, while the nuke certainly caused a lot of screams and landed in the general quadrant of the map I'm concerned about, I probably didn't hit the exact tile I was going for, as it's stuck between some buildings. To find it, I'll abuse the fact that the cursor gets obscured by terrain whether you see it or not, like this 4 tile high cursor having the bottom 2 segments cut off.
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Ah, good shit. Many screams.
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Lets pick off these pesky turrets now as well.
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Echidna is on the north side, we need some eyes on the south side as well, so this expendable catgirl gets sent forward a bit.
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Hmm, still not nearly close enough to see the spot we want to. I don't want to get closer; having low TUs will trigger reaction fire.
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A nuke for the north side as well.
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Echidna's got a nice view now.
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No idea if there's another nuker on the north side, but better safe than sorry.
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Now that we've basically carpet bombed this base, I feel confident enough to send Maria forward a bit. We manage to spot a living ninja. I went for the mind control, but no dice. Assault ninjas are probably fairly resistant, and it was a long distance.
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Oops, accidentally loaded an EMP. To be fair, that'd probably blow up the assassins as well, but I think the radius is quite a bit smaller.
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Throw one in here too for good measure. It hit something with shields!
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Catgirl takes cover behind this turret fort. Hopefully if there is someone with a nuke back there still, they can't angle it to target her.
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The back of the bunker has a sealed door we can cut open to get inside and take cover from potential nukes on the north side. I'm sure our new roommates won't mind sharing.
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See this cunt here, in the bottom of the bunker we didn't go inside? She's got a fucking mortar. Now, can she aim that shit at anyone on the north side? Probably not. Can't see aim it at someone on the south side with the aid of spotters? Probably. I'd rather not find out. Unfortunately, I only spotted her while pulling Maria back, so we've mostly shot our load already.
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I've got one person left able to fire a blaster bomb this turn. It's fairly close, but thanks to an ancient greek cult that abhorred beans, we're able to calculate that this spot here should be just about out of range of killing Maria. Frankly, she'd probably survive being near the edge of the radius anyways, and she's got some cover too. We should be fine. Hopefully.
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Umm, hello? Earth shattering kaboom? I ordered an earth shattering kaboom! Well, new X-COM esoteric secret for today: It's possible to fire a blaster bomb off the CEILING of the map, deleting it before it reaches it's target. What will they think of next?
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That's okay, we've got these fancy grenades. Just need to make sure the blast radius is... hey. See that line below 'Power'? That's the line where it's supposed to show the radius. And it doesn't. Fuck.
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I try a stun bomb from the mini shoulder launcher, but the angle is to shallow and the radius to small to hit the target.
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As a desperate move, we could try running Harko forward to shoot the ninja... but I'm not sure he'd have the angle to do it, especially since he's an ogre.
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You know what, we've got massive concussive resitance anyways. We could likely survive a direct hit from the grenade. Chuck that thing!
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One final problem: Throwing and priming the grenade will use all of our TUs precisely. Now, since UNPRIMING this thing costs like 75% TUs, if we turn slightly to aim at the right spot, we'll be stuck with a very hot potato. Eh, it's probably fine.
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Turns out none of that matters when you CANT AIM WORTH SHIT YOU SHITTY OGRE.

:rage:
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Welp, time to cross some fingers.
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I mean, the worst that could happen is she fires a nuke to the south and the blast radius is so large it still vapourizes all our gear, along with killing the catgirls and the XECs in the south. No biggie.
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Nothing happened! I never had any doubt. Well, nothing explosive anyways. We took a fair number of random potshots, but none that mattered.
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Turns out the bitch didn't have a nuke anyways, just a hellerium mortar. Which is still some nasty ordinance, but nothing like a nuke.
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Catgirl we positioned last turn scans for life forms, finds plenty.
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Meanwhile the one we hid behind a turret in the south can get a much nicer view now. Now, I THINK the spot with the assassin is in that gap that is thoroughly on fire. But it might be this one slightly to the north instead.
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More screams. Normal ninjas? Nuclear assassins? Who's to say?
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After another turn, the enemies manage to launch some bombs at us. The south side gets a mortar, but it's just one of those hellerium ones, and the XEC it landed on is the one with doubled shields. Orcinator is fine.
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Some kind of emp bomb here.
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And up here, a grenade. Thankfully didn't land on our gear. We'll move away from it this turn.
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Maria moves forward to begin some honourable duels.
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...and there was an assassin right here. This is how close we need to get to spot one without extra vision perks like Lenneth or the cyclops have.
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Apparently this map has ninja medics too. Mostly a threat to the catgirls, since their red shields stop bio damage and tank enough gauss pistol shots to make them hard to kill on sight.
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Damage to this building let us infiltrate it fairly easily. Even with our insane armour, getting swarmed by half a dozen ninjas with shotguns and swords could be a bad time.
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Which is why I dropped another blaster bomb on this cluster of 5. Was probably an assassin in there too. After several more turns of cleaning up stray assassins and an engineer hiding in a warehouse, we claim victory and move on.
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8 turns for the first phase. I doubt we can beat that for the second, but it should be a lot safer, assuming the turrets go down as easily as I think they will.
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These map transistions give us time to reload all our weapons and adjust equipment so we can launch another alpha strike. We could even arm some grenades and throw them right off the bat, if we were feeling frisky.
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These plasma turrets have blue shields and probably some crazy armour and damage; but they've also got 4 tiles to soak up bombs. I'm expecting them to go down very fast.
cVQeUNv.png
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,240
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Massive incline!
Lets hope the immobile fortress falls just as easily.

The turrets are actually crazy tanky, and have really good offensive stats as well.
 

Arrowgrab

Arbiter
Joined
Jan 20, 2016
Messages
658
Any mission that starts with a nuclear volley... is a good mission.
 

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