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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!

MASLV

Barely Literate
Joined
Feb 15, 2025
Messages
7
Unfuckingbelievable perseverance... :salute::salute::salute::salute::salute:
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,623
Location
The Eye of Terror
Omake: Green Codex. Part One

"Wait, Green Codex? But we just saw the completion of a monumental LP that used the Green Codex, what else is there to say?"
I hear you little grass-hopper, but as it turns out our honored Damned Registration just missed out on the the final set of stuff from his Nurgle Green Codex, allow me to explain. One of the last missions DR did before embarking on his epoch-making Cydonia mission, was a City infiltration to capture a Corrupt Clerk following his leads about the Technocracy and Optronics Smuggling. Capturing that clerk unlocks the Smuggler Lair mission, a relatively simple Sewer type map with city limitations (no mutants, no heavy armour) where you need to find the smuggler warehouse. That warehouse will contain some random loot typical of the smugglers but more importantly this document:

This manifesto details the wares moved by the Smugglers out of Technocracy. Not only Optronics, but also UAC technology, restricted guns and explosives, medicines and drugs, the list is quite impressive. Disappointingly, there is no mention of Shadowtech, but the list doesn't add up - it is unclear how the Smugglers were meant to pay for all these goods. However, the log does mention secret frequencies used by major Smuggler hideouts. If there is a definitive answer somewhere, it must be in one of these forts!

Wait a couple of months (!) and you get to raid that hideout!

This is it, our chance to get some answers on Shadowtech trading! The Smuggler facility is well stacked with stationary defenses, so we need to pretend we're customers. They won't care too much about our weapons, but too warlike-looking armor is sure to raise their suspicions - so we won't be using these. Once we get inside, we can start shooting away. Our goal is to capture a Smuggler Negotiator. If the mission goes south, we can seek escape through a lift.

So off you go and murder a bunch of smugglers and renegade catgirls, nothing too special except for THIS guy that can't be captured (disolves when it should get stunned). More on him later.

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But eventually the foes are dispatched and here is your loot!

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Four items of note that are the unique loot from this mission. First two are these that are unique to something Jaedar alluded to a while ago, the Chaos Saint path. From digging around it seems like you need to choose a Captain's personality that's opposite to your Codex choice, but I'm not clear on what else it entails. Not terribly useful for a normal playthough though.

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The medallion at least gives a useful boost to Warp resistance besides the aforementionned Chaos Saint stuff.

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Here is the main reason we went there though, the negotiator and her Communicator.

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Researching these two gives us some more information about the golden saint. Apparently the smugglers have a much bigger role in the X-Piratez universe than one would expect, another of those unending webs of intrigue that makes this mod's so unexpectedly enjoyable. Also explains why I couldn't capture her.

BdqOK7Z.png


Exhausting the Negotiator eventually leads to this. A sadly unfinished path to victory perhaps? Or a reason to have all those deep space worthy craft that have too little crew space to be of any use besides gimping yourself for the final mission? Maybe one day Dio will get around to finishing that path.

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But fear not, this was not in vain! Researching all of this unlocks this research...

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Which allows to research these!

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First up is the market of Wishing. Too much cash in your hands? No enough runtpower or mental fortitude to manufacture the fuel cell? Say no more, you can now buy the 250 fuel cells required for the Conqueror for the cool sum of about $750 000 000! Not waiting necessary! You can also now have full complements of (crap) power armours to defend all your bases!

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Researching the Light Force gives us this screen...

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Which gives access to this! Finally the main reward from the Green Codex, turn any of your gals (expect Blitzgal!!!) into potential Lenneths for the paultry price of 7 living blood, 30 porn magazines (I guess they need the models for inspiration?) and 30 glamour! This works with Weirdgals, Zombiegals and also Repentias (more on that in part Two), allowing for some truly busted stats on all your gals! Only limiting factor is the 50 VPWR, so some of your favourite gals might suddenly look less impressive by comparison.

Be4qviB.png


On the other side of the force, we have the Dark side. This unlocks the Green Codex end gear which is pretty spicy in its own right albeit more niche.

First is the Moloch Armour, actually shared with the Red Codex. That's a lot of shields and while purple is the most niche of shield types (a glaring weakness is that Lasers bypass it), all shields are created equal in the face of plasma. You could combine it with the Crystal Skull for that One Infinite Turn where you never run out of TUs and Energy and then switch to a vampiric sword (since those two don't stack their effect) to get back the health. Still need to test this. Would probably be hillarious with that Eye artifact DG found in the demon level of the final mission.
EDIT: Nevermind, they don’t stack and the armour always takes precedence so you can’t even have one mega turn with the skull then put it back in your inventory to recover your energy. Fun not allowed. :negative:
Also gives +60 strength and while it take away -20TUs it can sprint, so should have decent mobility. 40% resistance to mind and 60% to plasma makes it look pretty attractive for the final mission.

hDNjmmd.png


Next is the Pestulator Armor. A straight upgrade to the Bio Suit with better resistances and +90HP (!). Of particular note is the inbuilt Corrosive Cloud weapon, a 30%TU, power 25+50% of current TUs small AOE ranged attack that deals Chem damage and ignores 2/3rd of armour. While not an overwhelmingly powerful weapon, having chem damage on demand is very useful if you remember that chem damage bypasses blue shields, the ones that the Star Gods love so much. Sectopods also have no resistances against it. Also noteworthy are the 50% warp resistances (I'm sure DG would have liked those for the Black Sun missions) and 0% Chem resistance. But I hear you say, there's barely anything that deals chem damage out there, what's the point?

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This is the point. DG found it in the final mission but this is actually one of the Green Codex specific weapons. Not too hard to craft but does require 300 boom fruit each, make sure you start planting in earnest! This is basically tailor made to go with the Pestulator armor, as not only it scales off the massive HP buffs of the armor, but you'll also be protected from melting yourself with the AOE attack. Tragically, it requires both hands to be used so you can't combo it with the crystal skull. But with that Power scalling and its 50-150% damage spread you can expect to do 150-450 Chem damage in a large AOE. That is an UNGODLY amount of chem damage, and if you remember what I said about blue shields and Sectopods, you can expect to vapourise one every time you swing this thing. Not for every situation, but very strong for those situations.

49xUWyA.png
 
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Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,623
Location
The Eye of Terror
DR finish the game too quickly?
Too quickly (lol). He captured the corrupt clerk right before going to Cydonia and it can take a while for the Smuggler Lair to spawn and of course there is no indication that following that lead will be so crucial. Personally I skipped it twice because « oh, it’s another mission that I’ve already done where I have to fiddle around in the inventory screen » and I had forgotten where it came from. Only when poking around the tech tree did my brain connect the dots and understood where that mysterious Smuggler Negotiator I knew was locking me out of a bunch of stuff could be and that I didn’t need to keep hunting those smuggler ships anymore.
 
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Joined
Jan 7, 2012
Messages
15,713
Too quickly. He captured the corrupt clerk right before going to Cydonia
Do we know whether that was the first time it appeared though? Kinda sucks if it just requires that much waiting around, DR could have easily gone to Cydonia months earlier if not for a few fumbles.

And yeah, Smuggler Lair sounds like some low tier mission spawn. Would have fooled me.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,351
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
, the Chaos Saint path. From digging around it seems like you need to choose a Captain's personality that's opposite to your Codex choice, but I'm not clear on what else it entails. Not terribly useful for a normal playthough though.
Ask and ye shall receive!

Omake: Chaos saint.
First we must ponder the mysteries of the dark star
njujjDZ.png

The lp ended too quickly (lol), so I didn't have time to properly finish this, having just yesterday truly started this path. But lets check it out anyway.
As the dark star implies, the codexes are tied to emotional states. As your codex awakens, you will gain the virtue associated with that codex (might for red, pride for gold, vision for gray and faith for green). But what if you picked a captain type whose only flaw was lacking that virtue? Why, you would be perfect! A saint even!
MMRCsm0.png

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In other words, the chaos saint path is a reward/punishment for being bad at roleplaying. And they say xpiratez isn't an rpg.
To start the path of the chaos saint, you must pick one of the following combos of codex and captain type:
Red - Lazyass
Gold - Soreass
Gray - Dumbass
Green - Jackass

This also implies that butthurt people fundamentally lack pride. Truly the wisdom of the dark star never ceases.

So what happens to a chaos saint? Well, first and foremost, witch quests start spawning (up to two months after triggering the path, one for the event, and one for the missions to roll). As you may remember from the main lp, witch quests restrict you to using shit armors and bad unit types and throw about a 100 enemies at you, many of which are elites. You also lose 500 infamy for skipping them, and the loot tends to be mediocre at best for the difficulty. Of course, if you unlock them a year early those basic weapons start to look pretty good, if you manage to win. Still, this mostly means that you're getting -500 to -1500 infamy every month.

It also increases the odds of government crackdowns slightly, and disables all your nice codex events(Your natural affinity for it is too low after all). All captain types start attracting random prisoners (including apocalypse cultists, peasant revolutionaries, zone stalkers, and more) most of which can be recruited, including a small chance to get heroes and gnomes. Dumbass captains unlock the ability to mud-wrestle one of the lokk'narr gods and an alternate tech path to graduate from school (the VIP club). As a sidenote, dumbass captains also get chaos saint the fastest, since the gray codex is the easiest to awaken.

You also unlock the noble warrior culture (which lets you donate beast bones and demon skulls to the museum) and make your units proud warriors.
kUggdJv.png

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It's a shit transformation, and a trap, since it prevents you from getting the much superior lifeforce focusing later on.

Then. waaaaaaaaaaaaaaaaay later, when you finish the mission Andnjord just omake'd (that's right, the omake continuity is real) and research the medallion of entropy you can unlock saint powers for gals, SS and peasants.
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The saint outfit requires a medallion of entropy to make, so you won't be getting a lot of them. It also has built in lights that can't be turned off, a ranged plasma attack (0+0.44*VPWR) and a boosted punch. Not very impressive? But maybe they're stronger in practice. It's a lot of stats, and you can bring it almost anywhere (including mars). It also has an entropy blast attack, but I couldn't get it to work so either it's bugged or my reckless save editing broke it.

Glowing also seems pretty bad
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So that's the chaos saint. It's not a large amount of content, but I don't think it's trying to be. It's more of an optional challenge path. It's also one more weird secret (very well hidden unless you look up event data) that fleshes out the universe a bit. It's unfortunate I had already seen gray codex, or I would have gotten to see fistacuffs with a shadowgod.

Too quickly. He captured the corrupt clerk right before going to Cydonia
Do we know whether that was the first time it appeared though? Kinda sucks if it just requires that much waiting around, DR could have easily gone to Cydonia months earlier if not for a few fumbles.
DR got a bit unlucky with gaining the shadow lamp, which is the first step in the event chain. I complained to Dio about how hard this item is to get (due to my playthrough, not this lp), but he didn't really care for it. You're supposed to start this quest chain second half of first year (from downing bogeyman swarms). But they're not that frequent and many of them spawn with the "always blows up" flag. That gives you plenty of time to finish it before cydonia.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,716
captain types start attracting random prisoners (including apocalypse cultists, peasant revolutionaries, zone stalkers, and more) most of which can be recruited, including a small chance to get heroes and gnomes.
Ah, so you can recruit enemies, then?

Dumbass captains unlock the ability to mud-wrestle one of the lokk'narr gods and an alternate tech path to graduate from school (the VIP club). As a sidenote, dumbass captains also get chaos saint the fastest, since the gray codex is the easiest to awaken.
That sounds amazing.

The level of autism of this mod is over 9000. Shame it will never be complete at this rate.

Soo, is it possible to do the governor ending without inviting the Shadow gods into Earth?
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,716
Shame, I expected the codexless path to mean something, but it seems that only applies to the Gudrun ending (but I dunno if you really need that path to begin with), but I suppose that if you go after the solar governor, you don't care about the planet to begin with.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,623
Location
The Eye of Terror
Omake: Green Codex Part Two

More of a small collection of loose ends than strictly Green Codex, here are some of the remaining stuff that I found that DR missed out on.

First, DR asked about where to find a Tomb Guardian. I answered that they only spawn in the black pyramids from the mission Zombie Panic, as such they're quite easy to miss and even then quite tricky to capture. But if you do it completes the Zombie quest chain and gives you two researches.

The first one, if you're Green Codex, is Zombie Embodiment (XpirateZ in finnicky with screenshots so I'm missing it, sorry. The naked lady is a crappy 3D model so you aren't missing much). You can use Undead Brains to either make Zombie Workers or Zombie Freak Gals. Making Zombie Workers is frankly pointless given that the Undead Brain required only come from higher tier zombies and those don't really grow on trees. The other option is a lot more interesting in that you can now create Zombie freak gals with the following commendations. This is pretty decent especially if you remember that you can combo this with Designer Beauty, creating some pretty strong gals ex-novo without the need to farm titles for hundreds of missions.

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The second one isn't exclusive to the Green Codex and is particularly interesting. I mentionned it before and here it is.

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The allowed outfit only seems to be the Martyr outfit, a nun-type (the sexy type!) dress whose rosarius oneshots almost everything in the Shadowrealm.
Still, it doesn't sound too great but what it doesn't tell you is that it also gives you the following commendation:

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And it gives access to this further Transformation:

0DgA8RK.png


You can also combine it with the previously mentionned Designer Beauty but also the excellent Life Force Focussing. Taken all together you end up with the following bonuses:

TU: +10
HP: +30
STA: +40
BRA: +30
REA: 0
ACC: -20
THR: -10
MEL: +5
STR: +5
FRS: +63
VPWR: +5
ARMOUR: +7
Bonus Stun, Health and Energy regen.

Fun fact, you can wear the Biosuits, Pestulator and other weirdgal specific armour. The Pestulator in particular would give you a total of 120 bonus HP. :lol:

Yeah, the ACC loss hurts but it's probably the easiest one to raise via titles and the Annihilator suit gives you +25 on it's own. Besides, how badly do you need to hit the left mollar of that zombie rather than just getting a headshot? All the gals I've given this series of transformation still have between 120 and 150 ACC, plenty enough to get the job done. You could even stack all of this with the Arms Authority that DR got for some truly disgusting stats and unparalelled endurance in the field on all your gals, five stage mission be damned, not just Lenneth. Speaking of which, I think I'll edit my save to have Gudrun the Knight and her associated quest chain, the Black Sun line available. Yes, I'm still salty by how poor the choice of Recruiting Dr.X is and there are still like four or five other paths you could take with her if I ever do another full playthrough of this.

Anyways, I had planned for some more stuff but as I said screenshots are finnicky so that's all I have for now, although I might do something for the Shadowlands later on. Thanks Damned Registrations for making me discover this absurdly awesome game!
 
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,177
Loving the Omakes. Would have replied earlier but my internet has been down for several days :argh:

I noticed the smuggler negotiator lead to a bunch of cool shit while poking around in the tech finder but assumed they were just a rare spawn from the extremely rare smuggler ships. And had no idea where the shadow communicator might be found. Interesting that it all lead back to that fucking clerk. It's very frustrating because that mission seems to suggest you grab some loot/prisoners and flee (the game frames a lot of other missions like this too) but doing so makes you miss out on a bunch of lategame tech hidden behind that mission chain. That's what I did the first time I ran the mission, and I didn't bother trying it again afterwards because the loot seemed shit and the risk of getting a good unit killed seemed rather high.

Can the saints go to the shadowrealms too? They'd be unstoppable there- blue shields shrug off the common mind attacks and everything ranged is piddly fire damage. At least the realm I had access to.

Damn shame we missed out on the final green codex path stuff. That all looked really strong honestly- That regenerating health is just insanely strong, when combined with high health pools and intentionally stunning the unit with cigars or something, it makes a gal basically unkillable. And that sludge hammer had a huge AoE, I'd have totally used those a lot. Plus, having chem immune units would mean I could combine them with some other acid weapons, like the bombard's acid shells. Though that might end badly by melting the terrain and leaving a gal stuck in a hole. And of course making everyone a designer gal would have been massive. I always thought that big expensive body farm I built had to be good for something. I think the zombie gals get a better revival option as well. Not to mention the immunity to low freshness penalties. Lack of flight would be the biggest issue, but totally worth using some pestulators as front liners and the commendations would be great in normal armour too.
 

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