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Post by Destria on Jun 14, 2024 21:58:42 GMT
That last fight sounded pretty brutal.
I couldn’t help but snort at “Chakotay simply walked in and punched his leg off with his bionic fist” though. Firm, but fair.
As much as I look forward to these updates, you’ve definitely earned a break!
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Post by skalpadda on Jun 14, 2024 23:59:09 GMT
Not so much a break as having to do some actual work and not spend all my afternoons playing vidyagames and writing nonsense on the interwebs. For a little bit.
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Post by skalpadda on Jun 21, 2024 3:24:46 GMT
Fast forward (1): Three years. Last time we left off at the start of summer in 5506 and since then I've played until the end of 5509. I've mainly been going nuts with genetics, crafted tons of bionics, weapons and armour, done an absurd amount of trading, and a lot of quests. Most of it is preparation for the end game proper and isn't very exciting to write about. I'm also still a little short on time for writing big after action reports. I'm going to summarise these years in two (I think) posts before getting back on track. It won't be entirely in chronological order - I'll go through specific things I think are important and throw in a few things we haven't seen before. I really mean an absurd amount of trading. Except for winter season (when travel is slow and pack animals can't graze) there's been at least one caravan out on the world map at all times. Here Worf is heading off to trade with distant allies while Troi and Scotty are passing each other - Troi on the way home from a trade and Scotty going out to finish a quest. Pansy and Chekov have hooked up. Chekov has tried to woo every woman in the colony, with no success whatsoever, but now Pansy took the initiative and he's finally in luck.
Countess Wyll has turned 13 and is having her last growth moment. Her skills are a mess but I only care about social and cooking, so it doesn't matter. I also get to give her the tough trait which is fantastic. As a pure psycaster she won't be wearing any armour, so a flat mitigation to all damage will be very helpful.
I want to go over Wyll a bit and what she can do, because she'll be pivotal in how we deal with many threats from now on. Here's her genetic cocktail. I made her a vampire. Not by having Scotty bite her, but I've managed to extract or buy enough that I can make my own sanguophage, with a fewer of the perks but none of the really bad weaknesses. What I wanted for her was deathrest and those longjump legs, and they require being hemogenic.
There are some genes I want to eventually give to everyone: Fast wound healing, fire resistant, robust and fast runner. The first three help keep pawns alive and moving faster is always good. In addition to the vampire stuff Wyll gets to be super psy-sensitive (more brain juice for psycasting) and I've been able to nullify the bad genes she got from her dad. The cat ears and furry tail aren't my fault. Many genes come bundled with others and they aren't easy to separate. Yeah, they'll be turned into a bunch of furries. Sorry, it's not what I had planned, but that's the way it's going to have to be. Why all this effort? Well, take this breacher raid full of fire breathing impids for example...
They will break our walls and can't be led to our defences, so I send Wyll out there, have her turn invisible and start driving them all mad with berserk pulses. This works like the insantiy lances we've been using so much. It doesn't last as long, but it can hit multiple enemes. As long as she has enough heat limit left to keep herself invisible they have no idea why their friends are suddenly attacking each other. These casts cause a lot of psychic heat, but once it gets too high she can use her longjump to get to a safe distance and cool off. In the past I've given casters jetpacks to move around quicker, but with these vampire powers it's not needed. I can give her a shield belt instead to absorb a few stray shots if I mess things up. The raiders actually made it through the outer wall, but are so severely weaked that the other colonists can easily make mince meat out of what's left. And Wyll has cooled off enough to cause more havoc.
This won't work against every threat, but avoiding serious damage from random raids leaves the colony much better able to defend itself against the really threatening stuff.
After a hard day's work she needs to spend a lot of time meditating to get her focus back up, and she has to refill her hemogen supply. She has an open schedule to meditate as much as she wants, and plenty of legless prisoners in the blood bank/med school/gene farm to nibble at.
Then there's the deathrest she has to do now and then. It takes 2-3 days to complete, but there are perks too. All the devices around her casket give her buffs: Four "glukosoid pumps" increase her movement speed, and four "psychofluid pumps" increase her psychic sensitivity by 25% each.
Her psychic sensitivity is a stonking 444%. It can be pushed a little higher with better eltex gear, but it's more than I've ever seen before. The benefits are a much higher heat ceiling and quicker focus refill from meditation. It does make her equally more sensitive to psychic events though, so it's not all positive. If there's a high psychic drone or other psychic event I may have to feed her all our drugs, or maybe even have the doctors keep her sedated. The Worst Generation finally has a Captain (cult leader), and of course it's Kirk. As a highly charismatic misogynist psychopath he's perfect for the job. It's another thing I'd just forgotten to do. Chekov proposed to Pansy, but she turned him down. I get that it's exciting that you finally found someone, but chill, dude. You're still very young. And perhaps not while you're feeding rotting raider corpses to the harbinger trees?
Three years old, paralysed and crashed alone in this forsaken place. She's also lost a hand already.
Well, I said we weren't going to have more kids, but I'm no leaving a three year old child to die. We can cure her paralysis, so she'll be up and learning in no time. She's definitely not keeping the nickname "Poopy" though. Her actual first name is Satsuki, so that's what she'll go by. Welcome to the family.
Weirdly the same night this lady crashes in our animal pens. Doesn't seem to be related to Satsuki in any way. Well we don't want her, so, er, I guess she'll join the legless prisoner club? We can't be infinitely charitable. Chekov you absolute moron. You're still in a relationship with Pansy and Yar is married with two kids. I'm sure we all know guys who try to get with every woman they meet, but then when they finally meet someone they don't know how to handle a relationship. That's Chekov in this colony.
And we have another new colonist: Reginald Barclay. We captured him on a random raid on a worksite and he's really good at combat and has the tough trait, so we couldn't pass him up. That brings us to 16 pawns, and I really don't want to go any higher now. His profile doesn't fit his fictional counterpart very well, but I wanted a Barclay.
I also realised I could go into dev mode and change people's full names (you can normally only give them nicknames and titles), so everyone has their proper Star Trek names now (though Chakotay doesn't have a last name as far as I know, so he's "Chakotay 'Chakotay' Chakotay"). And he almost immediately hits it off with Neelix. I'm very glad, as Neelix has been kind of stuck in the background, spending all her time cooking and not getting much attention.
And Neelix doesn't waste any time tying the knot, luckily with more success than Chekov.
We've gathered all our ideoligion relics - three legendary persona weapons for our three frontline fighters.
The last one goes to Worf. We've been lucky with traits; they can be quite bad, but all our relics have neutral or good ones. This one gives a permanent mood buff and increased movement speed - extra good for Worf since she can't use ranged weapons at all (berserker trait) and doesn't have a jetpack.
Oh well, it was starting to seem kind of inevitable. Chekov is just terrible at girls. And we end with Barclay and Neelix getting married in our new ritual room, which I set up in the "ancient danger" we cleared out a while ago. Our old one was a bit cramped and crappy, but this is quite roomy. I forgot to fuel the braziers, so they're getting married in the dark.
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Post by skalpadda on Jun 25, 2024 0:21:39 GMT
Fast forward (2): Mechanitor. Back to chronological order, but still covering several years. After this it will be normal updates; the last of the Biotech stuff in one or two, then hopefully moving on to the main events of the Anomaly expansion. If we're still alive after that it will be time to figure out how to end the game... There have been some new mechanoids turning up to murder us lately. I didn't get a good screenshot here, but the bubble ones are centurions, they're very slow and project a big shield stopping ranged attacks. Then there are "war queens" that are even bigger and throw out swarms of tiny mechs at regular intervals. And lastly "apocritons", who can resurrect multiple other mechanoids every few seconds. They also project some sort of psychic insanity field.
They're all classed as "ultra heavy", so the old skip trick doesn't work on them, they're immune to berserk, and they seem more resistant to EMPs than regular mechs. I wouldn't want to fight a big swarm like this out in the open, but funneled in like this it's not too bad. The apocritons give off a huge EMP burst that stuns all mechs around when they go down. Luckily it doesn't seem to affect pawns with brain implants (regular EMPs knock them out). The big ones dropped some kind of chip that I didn't know what to do with. But it reminded me of this thing that's been sitting in the corner of the map from the start. Another thing I just ignored and forgot about.
Do we want a "mechanitor"? Well I have to at least find out, so we're calling down that ship. Tesserons are those beam laser bastards that set everyone and everything on fire.
Well, they foolishly come to attack us, and teleporting them into the moshpit before they have a chance to fire is as effective as ever.
The ship left behind farmer Gage here, and we're ripping the implant out of his skull. Kirk will be the one to shove it in his brain. He has good crafting, construction and decent intellectual skill. Don't know if it matters, but he seems like the best candidate. And now we can summon mech bosses. We just fought two war queens and apocritons, but the diabolus is new. Before I get around to do that though, another one of Skulk's creepy friends turns up and wants to join. Like last time I send Scotty out to tell her to get lost. Um. "They"?
A "sightstealer" has appeared in our junkyard. Looks distinctly undead. Please shoot it, Pansy. Oh of course there's more than one. Backup!
A lot more, and they're blocking the doors so I can't get the reinforcements outside. Barclay is the only one that made it to Pansy and they're both getting mobbed.
Just as I get the heavies out the door the invisible bastards start appearing inside the base. Two go for Wyll and she certainly can't fight (and like the shamblers these enemies are immune to psycasting), so all she can do is use her own invisibility and run. And they keep appearing from every direction. With all the tight chokepoints in the base it's hard to get the right people up front to keep them occupied so the shooters can do real damage. Once the tide finally seems to let up there are 59 sightstealer corpses littering the base. I sent Wesley and Satsuki to hide in the fridge (it's the closest thing to a panic room we have) so Scotty goes to guard them just in case, while Chakotay and anyone else who isn't hurt do a sweep of the whole colony.
I've been expanding the med bay and we have three good doctors, so at least we can handle half the colony getting injured. Pansy and Barclay are really badly scratched up. The sightstealers seem to have low armour penetration, but even low damage isn't safe if our pawns take enough hits. They will eventually go down from pain shock, and vital body parts can still be destroyed. Pansy and Barclay both have the tough trait, and I think it saved their lives this time. With Kirk's first mechanitor level he can build some friendly mechanoids. We've started with three hauler bots and two agrihands. Pictured here are Haulie and Farmy, but there's also Haulette, Haulina and Farmelina. They haul stuff and farm, of course. Nowhere near as fast or efficiently as actual pawns, but they work 24/7 until they need a recharge and don't need food or recreation, so they make things go a just a little more smoothly.
For the moment the only combat mechs we can build are militors, and they're really not worth it. Eventually you could construct the really heavy stuff and conceivably have a small mechanoid army, but that's not really something I want to do.
The main downside of mechs, except power and material costs, is that they produce toxic wastepacks when recharging. These seem very tricky to get rid of - you don't want to pollute your own tile, and dumping them anywhere nearby can cause fallout events and angers other factions. I've built these transport pods though...
As soon as one is full I just launch it as far away as possible. It still gets us a reputation hit, but reputations can be repaired with trade and gifts. After a while I started shooting them all at the island to the northwest, where only the wookies have a settlement. It pisses them off too, but it's not like I care since they'll always be hostile anyway.
Well it's time to summon that mechanoid boss. Three militors? That seems a bit weaksauce. Before the diabolus gets here the wookies make a surprise visit to lay siege to our colony. Maybe all the toxic waste dumping riled them up. Wyll, do you thing, please. Wookies are all psychically dull, so berserk doesn't last long on them, but as long as they're fighting each other they aren't building mortars and fortifications. And in the middle of their punchup the mech boss arrives. Drop-podding night next to them! Time to see what a "concrete-melting hellsphere cannon" does.
Certainly deadly, but easy to dodge. I suppose nobody ever accused wookies of being smart. The diabolus doesn't last long enough to get off a second shot, and the wookie raiders scatter and flee shortly after as more go down from their injuries. We didn't have to fire a single shot. Wyll, the breaker of raids.
Speaking of Wyll, thrumbo hunting isn't quite what it used to be. We have the firepower to face them head on now, but why bother when our psycher baroness can simply drive them mad and have them take care of each other for us? They migrate through once or twice per year and they're always the last things we butcher up, so they've been... piling up a bit. There have been lots of regular raids, quests and threats as well these last few years of course, just not much I thought worth writing about. I'll throw one in here at the end, though. Here we're defending a fallen imperial shuttle from a wookie raid. I quite like fighting the wookies actually - they're genuinely dangerous and often carry doomsday rocket launchers for us to steal. Well, just as we've finished dismantling our furry friends, Cassandra decides it would be really funny to spawn in 74 manhunting cougars just south of us. We've come a long way from the first chapter, where Tasha was seconds from being killed by a single cougar. These days I just set lone predators to be hunted and trust the pawns to get on with it. 74 at once, though. Out in the open. It would be easy if we could draw them to a choke point, but they will kill the imperials if we pull back.
We should have let the imperials die. Our melee fighters can't hold them all (and Worf is away trading), so they start rushing the ranged pawns in the back. They're also immune to being berserked since manhunters are already "mentally broken", so we can't make them fight each other. Scotty decides it's a great time to have a "fleeing fire" mental break because of his vampiric pyrophobia. He can't actually run away on account of being surrounded by angry cats, so he's just standing there uselessly while getting mauled from all sides.
I'm resorting to Wyll and Troi burning all their remaining psyfocus on teleporting as many cougars they can away from the ranged fighters.
There are just too many, and most of the team quickly ends up surrounded, trying to fight off mountain lions with the butts of their rifles. Laren loses a toe. Probably the last lost toe we'll see, since everyone is getting full bionic legs. Shame I never did a total count.
Then Scotty "dies". Well it's nice that your vampirism saved you, but I'm more annoyed by your uselessness at the moment. I'm making him a custom vampire too and overwriting his sanguophage genes. He'll lose some perks, but there's fire in almost every encounter and the downsides are too big. We make it in the end, by having the best shooters pull back and deal damage from relative safety, while the others distract the cats with their succulent faces. Skulk has gone down and is bleeding out, trying to crawl back to med bay. Two pawns out of action, nearly dead, and almost everyone injured. Just because I didn't want to fail a quest (and I can't even remember what it was for how). Hasn't exactly improved the fridge situation either.
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Post by skalpadda on Jun 26, 2024 19:41:24 GMT
Chapter 17: They're coming out of the goddamn floors.
5th of Septober 5509 - 10th of Decembrary 5510.
There are those moments when you just instantly realise you've fucked up. So, I reformed our ideoligion and added another relic, which we've been hunting down clues for. The last quest is to investigate this ancient complex, where we've been sent sent by shuttle to hack some terminals. We've done plenty of these and they've mostly been a cakewalk. I did wonder why they asked for a whole 11 colonists, but they've asked for overkill before. I accidentally put little Satsuki on the shuttle, but no biggie, she can just wait there. We walk into a side room and the ground starts cracking and rumbling as an insectoid infestation starts. Usually not a problem, two or three hives, maybe a dozen bugs. Well, as they start bursting through the floors it's definitely a problem. There's a *lot* of bugs. Chakotay and Barclay are immediately swarmed, and the others have to do what they can to block the doors as they start pouring in from the side rooms. Shit! I brought Skulk because she's our best hacker, but she's not much of a fighter and I left her close to the entrance to keep her safe. A megaspider and some spelopedes snuck around and went for her, and knocked her down before I even noticed. I can't get anyone else to her now, but she's only downed and we have 11 hours before she bleeds out. It should be fine.
What? No! We had 11 hours! What the hell? No time for that. The main team are hanging on, but there are even hives spawning outdoors and insects streaming in from outside.
When they finally stop coming we're surrounded by the corpses of 41 megaspiders, 50 spelopedes and 66 megascarabs. And we've suffered our first colonist death. I should have sent everyone back on the shuttle and abandoned this mission right here, but sunk costs... Oh of course there are mechanoids. Of course there are centipedes with inferno cannons! We've been using choke point tactics so much, but now we're the ones unable to get at their dangerous ranged units.
Oh sweet mother of f...
...uck!
Okay, they're still alive. I'm so glad I gave everyone the fire resistant gene and made them devilstrand underpants, or they'd all be incapacitated from being on fire and about to be very dead right now. They're not immune to fire and heat damage though, and this is an enclosed space. It's already an oven and they're getting heatstroked. I get Wesley to break down the walls to the outside. Opening the doors won't drop the temperature fast enough - it has to be a breach. We're almost through the last of them.
They're still alive. Night is falling and they're all hurt, exhausted, hungry and in a foul mood. I set down a few sleeping spots so Troi and Pansy can patch them (and each other) up, and I dump the food and drugs we brought on the floor so they can ease the hunger and misery. But I can't let them rest. The colony is almost completely undefended and Satsuki is still waiting alone in the shuttle. We have to move. The rest of the complex is empty, and everyone fans out to hack the terminals and open containers. As the last hack completes another infestation triggers down by the mech ambush, but it's just one hive and a few bugs.
Outside though, a raid of 85 impids is coming for us. After what we've been through today some tribals seem like the least of our troubles, even if they outnumber us 8:1. Troi has recharged enough to throw out a few berserk pulses, and while they're busy puking fire at each other the team lays waste to them from range. Only a handful of them make it to Worf and Chakotay before they break ranks and flee. Taking out the last few insectoids is almost an afterthought, and we can finally get in the shuttle and leave this place. We've located our last relic and we got some good loot from the complex, but it wasn't worth the cost. Wyll buries Skulk in one of the sarcophagi in our ritual room. We never converted her to our ideoligion so we can't hold a proper "To absent friends" burial for her, but she gets a place of honour and we'll remember her fondly. I suppose I should be relieved it was Skulk. She came to us unbidden and she was a creepy weirdo, but she also saved us and got us back on track with her amazing research skills, and I was starting to warm to her mad ramblings. We almost made it ten years without a colonist death and I was starting to entertain the idea that maybe I could get everyone through to the end.
It also cost us materially. Everyone's gear got absolutely shredded - Chakotay's power armour literally fell apart just as we came back home. You can't repair equipment in Rimworld, so we have to make new kit for everyone, and cataphract armour is hideously expensive. A few days later Satsuki turns 13 and has her last growth moment. She's probably the most ridiculous kid we've raised yet, with the possible exception of Wyll. She's getting double passions in both shooting and melee. Her traits are "tough", which I've already gone on about, "sanguine" giving a permanent +12 mood offset, and "nimble" which gives her +15% dodge chance in melee. Once I get her some xenogenes, a suit of power armour and train her skills up she'll be a second Chakotay. But also good with guns. I'm getting her a few psy-powers too, because why not?
It's time to call in the next mech boss - the war queen.
Again, the escort is pitiful. I think I figured out why, though. The chips they drop when they die are used to research more advanced mech tech and build some gear and other mechanoids. If you want to unluck everything you have to summon them multiple times, and each time they get more powerful. So, instead of scaling to your colony progress like everything else, these scale to your mechanitor's progress, and I've been leaving it until end game.
Just a moment later, as if to prove my theory, the game sends a random mech assault at us...
Yeah, two war queens, thirteen centipedes and a handful of other fodder. That's more like the raids I expect at this point in the game.
And we take out the third boss, the apocriton, which unlocks the last of the mech tech. I'm not building a mechanoid army, but I do want to figure out how it works. All mechs need a "subcore" as a brain. The little cleaners and haulers just need a small one you can craft with regular components. The bigger combat mechs require a "high subcore", for which you have to scoop out someone's brain in this ripscanner.
We're obviously using prisoners for this. You can even make your own war queens and diaboli, though I'm not sure how useful they'd actually be. I ended up making two of these legionaries, mid-sized mechs that provide a shield. The shields are very weak and they can't do much damage, but I figure they might be a bit useful for point defence and soaking a few hits. I was going to test them against this mech raid, but then our "allies" from the Empire turned up to "help" us. Their idea of "helping" is apparently to all run into the killbox maze and block the exit for Labrador retriever 65, so now the mechs have set our dog on fire and he's definitely going to die. Yeah, have fun charging bravely at flame thrower mechs in single file through a tight corridor. Pricks.
Half of them decide to go outside and get annihilated by centipedes instead.
We dig a grave for Labrador retreiver 65 and bury him by the tree grove behind the throne room.
Here's the kryptonite to high level psykers. Negative effects get multiplied by their psychic sensitivity, and Wyll's is at almost 500% now. -157 mood. Even with all the positive moodlets we have stacked she'll go mad and start chaining major mental breaks within an hour. I have her strip off all her eltex caster gear, put on a tinfoil hat (it reduces sensitivity by 90%) and tell her to raid the entire drugs cabinet. Even then she's just barely out of major break risk. She won't be much use, but it's that or have her anaesthetised for several days. Or take off her legs and let her suffer I suppose, but we're definitely not doing that. We haven't seen these assholes for years. Last time they almost killed Worf and could have wiped us all out. Want to abduct someone, do they? Sorry Neelix, but we're going to kill your sister today. That's a nice little ritual circle you have there. Looks to be about the radius of a doomsday rocket explosion. Let's send InvisiWyll out to test that hypothesis.
Slightly too large to get all of them, but it certainly stopped their ritual. I get Troi and Scotty to daisy-chain invisibilities so Wyll can spend all her psyfocus on driving them mad. Refuse all you like, but you're going right back to killing your friends. Little Wesley Crusher only just turned 17 and already charmed his way into Pansy's heart. Far better pickup lines than Chekov. It's nice to be able to end on a sweet note, and I hope this one lasts.
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Post by Destria on Jun 27, 2024 16:28:51 GMT
Good read as ever. Did you find out why Skulk appeared to drop dead ahead of schedule?
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Post by skalpadda on Jun 27, 2024 17:30:56 GMT
Either there was another hit or she came out of downed state on her own (not uncommon) and was bashed down again without me noticing. I wasn't paying much attention after noting she went down and wasn't going to die immediately, and the death log isn't time stamped.
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Post by skalpadda on Jul 2, 2024 2:20:07 GMT
Chapter 18: Chekov's corpse. 13th of Decembrary 5510 - 2nd of Decembrary 5511. This fallen monolith has been sitting right outside our garden since day 1. Another thing I've just been ignoring. After the loss of Skulk young Wesley Crusher is our best researcher, so he'll take the reins on this project with some backup from Kirk. This is all part of the last expansion and I have no idea what will happen or how any of it works.
No turning back now. There's not much we can do at the moment, just keep studying the monolith and see what happens. The unnatural fog makes everyone a bit sad when they go outside but doesn't seem to have any other terrible effects, and it only lasts a few days before clearing up. We've managed to capture a sightstealer and we're building a new containment facility next to the throne room to keep it and any other anomalous creatures we catch for further study.
We need to find more new anomaly threats to advance the monolith to the next level. Now that it's active most major threats will be anomaly-related.
Perhaps staring into the maws of the Void has given Wesley a new appreciation for the good things he has in life. He's still only 17 and Pansy is 20 - a bit young to get married perhaps, but I'm always happy about more love in the colony. That's as far as we get for now, nothing to do but wait for new entities and anomalous events to happen. It doesn't take long before the first new threat turns up. Oh god, 70 of them. Maybe leaving the monolith until end game was a mistake - unlike the Biotech threats these threats scale with colony progress. Having one or two things turn up that you don't have a strategy for is tricky, but huge hordes all at once is very worrying. Unlike the undead these things aren't immune to the InvisiWyll treatment. They have some sort of frenzy ability making them super fast, but otherwise seem like pretty standard melee enemies, albeit very tanky.
Wyll has weakened them significantly and while we had to eventually finish the horde off in the killbox, they've left a huge trail of gore and corpses on the way to us. We captured a chimera and are putting it in a new high security cell in our entitiy containment facility. You need various suppression measures to keep captive entities from breaking free and keeping them separated reduces the risk. Any of our colonists could deal with a lowly sightstealer or shambler, but we don't want big monsters suddenly rampaging through the colony.
Now for something completely different: Remember Dovov and Bug, our very first legless prisoners? They're still with us and the prison is starting to get crowded. I figured they've suffered enough of surgeon training, genetic extractions and our vampires feeding on them. It's time to hold our first Pon Farr duel in holodeck (our ideoligion ritual room). The rules are as follows: I'm giving them both peglegs and one bionic arm so they can move and fight. They will duel to the death with masterwork longswords and the victor, if they survive, earns their freedom. If neither dies I will fix them up and have them go again. I'll let Chekov eat the loser.
Everyone is gathered and Kirk is holding a speech to get them pumped for the fight. Let the duel commence! I thought I'd taken video of this, but apparently not, so we'll have to make do with the fight log. Bug prevails! She lost an ear and took a terrible wound to her torso, but she was the far stronger melee fighter. In the end she didn't even finish the fight with her sword but punched Dovov to death with her new bionic fist. Style points. The duel was a success and everyone will be happier for a while. As our pawns cart off the corpse of Dovov and start cleaning up the blood, Bug remains standing there for a while. It's her first time out of bed in ten years. I suppose it's been quite a day for her.
She gets to spend one last day in prison. We patch her up and have the doctors install another bionic arm and replace the peg legs with bionics as well. No real reason, but we have plenty of resources now and I feel she deserves it. Then I tell the wardens to release her. Go and be free, Bug. Don't come back or we'll probably kill you. Once the holodeck has been cleaned up, Pansy and Wesley decide to hold their marriage ceremony. It actually feels a little more special when you've seen them grow up. Heck, Pansy was there at Wesley's birth and carried him to his crib. A bit weird, but I'm going to decide it's also cute.
If you're wondering why everyone is suddenly so bulky, Laren is making everyone (except Tasha and Wyll) full cataphract power armour. They're armed with high quality charge rifles or assault rifles, and the melee fighters all have ultratech persona weapons. It's as end game as it gets. Next up we're invaded by fleshbeasts, burrowing out of pits in the ground all over the map and charging us en masse. I think I lamented that there weren't flame throwers in some update long ago - it turns out you can actually make them with the anomaly tech.
They're not terribly effective - the area they burn is much smaller than the graphics indicate and they have a huge dead spot in close range - but at least they look cool.
Fleshbeasts (at least the ones we've seen so far) aren't a big threat now, with the firepower and strong melee fighters we have. This attack was mostly tedious as we had to go out and methodically fill in the pits they left all over. Cultists again, but not doing the rituals we've seen before. They're coming from every side of the map, surrounding the whole colony and starting a mad chant. Too spread out for Wyll to be effective, so we have to send a bigger team outside to disrupt them. At first they don't react and just keep chanting, but after a few deaths they all charge us instead. A tactical retreat and fighting them in the killbox seems like the best option. They don't cause us any serious trouble, but one of them got into our garden (I have no idea how) and now all our outdoor crops are burning down again. And a windmill.
Then the leader of our Northern Butler allies radios us and asks us to accept a mystery package. She refuses to tell us what it is. Sure, why not?
Okay that's, er...
Certainly looks like Chekov, massive beard and all. I don't know what to do with it, so I have Scotty put it in a sarcophagus for now. Actually my first thought was to make Chekov eat it because he's a cannibal and that would be funny, but alas, the game won't let me.
I don't think Scotty is taking this entirely seriously either. Chekov on the other hand is not doing well. He goes and gets "his" corpse and puts it on display in the dining room. I set Wesley and Kirk to study it in the hopes of finding out what we can do about this. We put it back in the sarcophagus but it keeps popping back out of its own volition, turning up in seemingly random places. I wouldn't feel great about finding the corpse of someone I know at the foot of the my bed. Well, I wouldn't feel great about finding any surprise corpses anywhere. After a few more days of this we've finally found a solution, but I'd like to study it some more first as it gives advanced anomaly research. We captured one of the cultists from the last attack and I was going to use her to separate some gene packs, but then I read her bio. She's just 17 and she's had a rough life. Can't really blame her for falling in with a bad crowd. She's also a rather promising young woman with the hard worker and fast learner traits, and she's got a double passion for shooting. I wasn't going to recruit any more pawns unless some disaster killed half the colony, but I think Spider deserves a chance. We also happen to need another miner as we've started deep drilling for resources. With the fast learner trait she can easily be trained up to do anything.
Oops, maybe I should have given her new legs before recruiting her. And we're definitely getting rid of that Skeletor mask and making her some proper armour. Welcome home, Spider. I'm not changing her name, I rather like her as she is. We're back up to 16 pawns. Right, I was going to keep Chekov's doppelganger around for study, but the thing just keeps tormenting him. I think it's time we let Chekov destroy it for good.
And so we're back to waiting for whatever the monolith decides to throw at us next.
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Post by Destria on Jul 3, 2024 13:26:41 GMT
Wow, that weird teleporting doppelganger corpse thing is creepy as hell. Great read as ever (somehow missed this update!).
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Post by skalpadda on Jul 4, 2024 19:00:54 GMT
Chapter 19: The Grey Labyrinth
2nd of Decembrary 5511 - 11th of Jugust 5512.
We've been covering a lot of time lately, as I'm mostly just fiddling with the base and continuing to trade and make upgrades while waiting for the next eldrich horror to appear.
It came out of the shadows inside our prison.
And it's doing something to one of our wookie prisoners.
You definitely picked the wrong neighbourhood to start trouble.
It can take a beating, but doesn't stand much of a chance against psychic stuns and our now ridiculous firepower.
We can capture the spine it left behind, so we put it in our entity jail and the revenant instantly reforms. We'll be keeping it for study and to extract bioferrite, which is needed for most of the stuff you can do and build with the new Anomaly tech.
A bit anticlimactic, to be honest. I can imagine these being very scary if you get one early and it hypnotises multiple people and retreats to the shadows.
One of our recent captures turns out to be Kirk's ex-wife. We've come across several of his sons, but she's not their mother. Kirk jetting off into space and leaving behind half a planet's worth of spurned lovers and abandoned kids seems very on-brand for him.
There are of course a ton of them, 40+ in all, and they're very tanky. Psycasts don't seem very effective either, and they're too big to be skipped around.
When they get too close they launch themselves forward and swallow pawns whole. You only have 30 seconds to kill the devourer and free them, or they will be digested and killed.
Our frontliners are getting gobbled up. I let Wyll's invisibility fall off for a second and she suffers the same fate. There are so many of them that I can't let up fire on the ones coming in, and pawns that are swallowed obviously can't contribute to the fight. Luckily setting a devourer on fire with a burst from a flame thrower seems to make them regurgitate their prey, but this is very dangerous; if too many get swallowed at once there won't be enough firepower to free people.
We managed to kill them all, but Chakotay and Satsuki got within seconds from being dissolved. It also nearly destroyed their armour, so yet again we have to craft a bunch of new gear (I really hate mechanics that destroy your equipment. It always feels cheap and annoying).
I decided to capture one for study, but I really don't like having these around. We'll probably just kill it.
This is different. No idea what it does, and there's not much to do but study and suppress it for now.
Almost at the same time a deathly cloud descends to cover the whole map. Luckily we've been feeding all corpses to the harbinger trees, so beyond a few scattered dead animals there's not much for it to resurrect.
It's going to be extremely dark for a while, though.
We can put down a ritual circle and perform rituals of our own now, one of which - chronophagy - lets us steal the youth of one pawns and give it to another. Ro Laren is 50+ and at some risk of debilitating illnesses, so I decide to try it out on a prisoner.
We've done some pretty terrible things to prisoners, and killed thousands in raids at this point, but somehow this feels like the worst thing crime so far.
Yeah, not sure if I want to do that again. It might be interesting to try to give Scotty (who is still frozen at 97) his youth back, but we'd probably have to go through a bunch of captives.
Some neighbourhood children have turned up begging us for 58 bottles of beer. They claim it's not for them, but I'm not buying that for a second.
We have plenty of beer, so why not? Don't drink it all at once, kids.
What the hell?!
Wesley finds himself in a bare room in what seems to be a grey void.
Nothing in here but some dead chickens.
I suppose we'll have Wesley start exploring the place while we try to rush the final bit of research.
I send Scotty in to try to help Wesley.
He appears nearby. This room is also almost completely bare, but there's an etching in the floor he can descipher.
That sounds like horrible forshadowing.
This place is very big and seemingly very empty. Breaking open the doors takes nearly an hour of in-game time, so it's slow going. I consider sending someone else through, but half the colony is out on caravans and I don't want to leave the base even more undefended.
Scotty finds a room with a strange statue that turns a nearby corpse into a shambler as he approaches. Unsettling, but not a big threat.
And then a room filled with boxes, all containing human skulls.
It seems we've been heading in the wrong direction.
I don't want them to sleep on the floor here, I didn't think to have Scotty bring extra food, and I don't want to send anyone else through unless it's absolutely necessary, so we change directions and try to find this exit.
We finally find the obelisk's counterpart in this strange maze.
They've been here for a whole 24 hours and Wesley is exhausted and about to starve. I'd like to explore more, but it's time to leave.
The obelisk on our side instantly snaps out of existence, and no obvious dangers seem to have followed them back. That was very unsettling, but the danger appears to be over and Scotty and Wesley have made it out safely.
In our ongoing adventure into Kirk's baffling family tree, our away team has captured another one of his sons. Montes isn't his mom either. I neither want to recruit them nor kill them, so I suppose we'll just keep them around for now?
After the adventure in the grey labyrinth we have descovered enough entities to advance the monolith to the next stage.
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Post by skalpadda on Jul 8, 2024 0:27:35 GMT
Chapter 20: The Things. 13th of Jugust - 13th Decembrary 5512.
That's not what you want to see when you start up the game. A bit uncalled for, Pansy.
Our sickbay and doctors are top notch, so Scotty will be okay for now, but this is my fault again. Vampires have two special genes - "ageless" and "non-senescence" - that stop ageing and age-related health issues. I replaced his default vampire genes to get rid of the pyrophobia and fire weakness, but I didn't have non-senescence at the time. I can fix this, but in the meantime he'll be getting our best glitterworld meds and Laren is making him a bionic heart immediately.
And yeah, everyone now has bionic eyes, arms, legs, a reprocessor stomach to reduce food consumption, and detox lungs that make them immune to toxins and lungrot.
We're still on our long march into darkness, this time literally. Before that can properly kick off though, Worf finds something very disturbing.
Hm, in our adventure in the grey labyrinth there was that floor etching... I don't recall coming across anyone named Rivers, and I have no idea who could be an impostor. Wesley and Kirk will investigate and I'm keeping everyone close to home for now, but I can't start arresting people at random. We do have a bunch of captives though, so I set all of them to be interrogated, just in case. In the meantime we have a more immediate problem.
I've lit up the base as well as possible, but everywhere else has turned almost pitch-black. The three pillars, "noctoliths", have fallen at the edges of the map and are giving off a low glow. We have to go out and destroy them.
As soon as the pawns go outside they start taking damage from something unseen.
We've crafted some flares and the psykers have a power called solar pinhole that can create temporary light in an area. I'm bringing everyone except Wyll. She's unarmoured and I have no idea what to expect, so I'm not risking her.
We throw flares ahead and rush from one pool of light to the next. As soon as we reach the first noctolith and damage it, a swarm of glowing eyes light up all around... There's no way to retreat, the only thing we can do is form a ring around the weaker ranged pawns and stand our ground. These things - noctols - deal high damage, but the light seems to slow them down significantly. We're lucky to have five very strong melee pawns to take the brunt of the assault and protect the others.
The darkness wavered for a moment when the first noctolith was destroyed, but it quickly returned. There aren't enough flares to light a continuous path, so we keep sprinting between the small safe zones we can make.
The next attacks are slightly larger, but with the brawlers taking point and psykers skipping enemies away as fast as they can, we can just about manage. When the last noctolith crumbles the light finally returns, and everyone can return home for a well earned dinner and a nap.
Monster jail is filling up. It now has powered security doors, walls made of uranium, bioferrite flooring and a ton of suppression devices to keep the subjects from breaking loose. One of our wookie prisoners is infected. I should have immediately been suspicious of this, since he hasn't been out of bed for about eight years. And here's where I screwed up. I somehow didn't read the last line: Implanted during surgery by Wesley.Doen is not the original carrier. Pansy will perform the inspection (she's the best doctor) and we bring in our heaviest hitters as backup. And everything goes wrong. Clouds of blood explode from not only Doen, but also another prisoner and Pansy. Pansy has the deathless gene, so she can only die from destruction of the brain, but her skull is down to two hitpoints and she's horrifically injured. But there are more alerts going off... Pansy was patient zero. She got it from some random fleshbeast, spread it to Wesley while sleeping together, and the two of them have been infecting prisoners when doing surgery and wardening.
Wesley was working the mineral scanner out by the animal pens and has also gone down, writhing on the ground as something is cutting its way out of him.
I scramble everyone I can to contain the situation and rescue the victims. I didn't get a good screenshot of the metalhorrors or the fights, so here's a picture of one from the wiki: Everyone lived, even the prisoners, but Pansy's head nearly burst and she'll be down for days. That was *horrible*, and now I'm going to be extremely paranoid every time we have to fight anomaly entities. A few days later, a big ball has turned up just outside the gates. It goes in monster jail for study, of course. That sounds... somewhat useful? So what are the horrific downsides? There we go - it's a ticking time bomb. About what I expected. Guess we'll have to deal with that when the time comes. We may be a bunch of raiders, cannibals, war criminals and many other things, but I don't feel like dark occultism really fits our colony. Still, we need to discover several more entities before we can move the monolith on to the next stage, so we've started holding these void provocation rituals. Throwing rocks into the abyss to see what crawls out. What came out this time was a ghoul. Singular. We haven't seen any of these before, but unless it's carrying a nuke or something I don't think it's a great cause for concern. Yeah, Spider killed it instantly. Have you gone all soft on us, Cassandra?
Back to poking the void in the eye. This seems more like it.
That's.. a lot of fleshbeasts.
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Post by Destria on Jul 8, 2024 8:29:47 GMT
I must say, the more and more I read, the more this planet doesn't sound like a very good holiday spot.
That MetalHorror mechanic is pretty cool though.
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Post by skalpadda on Jul 11, 2024 10:15:35 GMT
Chapter 21: Cube. 13th of Decembrary 5512 - 11th of Jugust 5513. Last time Cassandra opened a "pit gate" in our backyard, which regurgitated a massive horde of fleshbeasts. At least they're polite enough to walk into our defences, and between spike traps, IEDs, flame throwers and good old fashioned shooting and bonks on the head, they all die eventually. There's still the matter of that big hole.
I'm making everyone jump in, except Wyll who gets to stay home and meditate.
The caves below are, to nobody's surprise, all fleshy and gross. We have to cut our way through the fleshmass to progress. There are some random fleshbeasts milling around, and more crawl out of the walls now and then, but nothing too dangerous at first glance. This seems more worrying. We've found the mothership. A big monster that splits into other monsters that split into even more monsters. These things know what they're about. We make quick work of them though, and with the big beastie dead it's time to Indiana Jones it out of here as fast as we can. We only got to explore about a quarter of the caves, but I can't imagine there's anything down here that would be worth the risk of staying. A few hours later the pit collapses, and there's only a bit of rubble left on the surface. Chekov's pick-up lines are as awful as ever, but it seems he's finally found someone who's into that sort of thing. And then there's a plague outbreak. Diseases aren't a big threat at this point, as long as everyone is otherwise healthy and gets time to rest. The main issue is the drain on medicine and the lost productivity. Proposing to his new girlfriend after just three days, while they're both stuck in bed, suffering from the plague. Yet another mystifying display of romance from young Chekov, but somehow it's another unexpected success. Then I get an alert that someone's having an affair...
Kirk... and Troi... have both been in marriages this whole time? I don't think we've run into Rada or Wolverine, but they must be somewhere on this planet. I first thought we were going to have drama and breakups, but nobody in our colony will care about this. Phew.
That all three of our starting pawns were secretly married to outsiders (you may remember the accidental killing of Tasha's pigman husband) explains the lack of romance in the first year or so.
On the last day of spring, blood suddenly starts raining from the sky. Exposure to it sends living creatures into a rage, so everyone has to stay indoors and roof over all the corridors again. The wild animals outside are all going berserk, but the grisly downpour only lasts for a day.
Plague, then flu... A mech cluster! Haven't had any of these drop down since we started messing with the monolith. Not a terrible one, we could just mortar the turrets and mop up the remains, but I think it's time to try something new. Let's send our ball of pain out to play.
Dropping it in the middle of the hive seems as good of a plan as any. The hateball certainly puts on a show, flinging explosive fireballs and teleporting itself around.
The mechanoids seem to be resistant to most of its attacks though, and they eventually grind it down.
It would have been more effective against organics, but I can't say I mind being rid of it. That thing breaking loose in the base would be a disaster. I don't think we've wronged any Israelites, but with the darkness last update, water turning into blood, pestilence, and swarms of locusts mechs it's all starting to feel a bit biblical. The Empire wants to send us... something. This is how we got that weird Chekov doppelganger corpse earlier.
But this time it's a mysterious golden cube. It does seem to be a Chekov thing again, though. We stick it in the storeroom for now, and hope Wesley can figure it out. Chekov is acting a bit strange. Every now and then he stops what he's doing to build sculptures of the cube from random junk. He's not much of an artist. And the plagues continue. Chekov is spending a lot of time in the storeroom looking at the cube, and telling the other pawns about the cube. Every now and then I spot him carrying the cube around the base. But the cube will have to wait. We've encountered enough entities that we can finally move the monolith to the final stage.
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Post by Destria on Jul 13, 2024 6:30:27 GMT
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Post by skalpadda on Jul 15, 2024 22:01:02 GMT
Chapter 22: The Void (1).
Everything kicks off pretty much immediately.
I didn't get an "establishing shot" here, but there are two void structures crashing down, one just inside our outer wall and one outside. They're both surrounded by a large number of metalhorrors.
And the monolith itself has caused a fleshbeast raid. They're bursting up from burrows all over the map.
We have to deal with the ones inside the walls first, but luckily we have this nice defensible little antechamber room to shelter in.
The main horde of enemies come in through the killbox, but they were slowed enought that we can deal with one threat at a time and keep everyone together.
Even with all the traps, flame throwers and everything else the, there's no way to keep it from turning into a giant melee.
After the initial wave of fleshbeasts and metalhorrors is put down, we immediately activate the first void structure.
It immediately triggers a wave of 66 gorehulks and over a hundred regular shamblers to attack.
As usual they spread out and start chomping on the walls, so I have to split the pawns into teams and methodically clear them out. On the one hand this makes shamblers less dangerous, as we can deal with them in smaller groups...
...but on the other hand there's no way of getting around fast enough to stop some of them from turning the walls into swiss cheese and wandering into the base, where they attack the dogs and destroy even more things.
I don't know what that means, but I'm sure it's not good.
Great. I probably should have dealt with this thing before starting a showdown with eldritch horrors, but too late for regrets.
The shamblers didn't cause too much damage, but as soon as they die the map starts to darken. Everyone is exhausted, so I let them get some food and sleep, and try to patch up the walls.
The next morning it's time to activate the second structure.
The darkness intensifies.
And we're under siege again.
This time it's devourers and gorehulks. At least they won't chew up the walls, and they're not immune to psycasts, so Wyll can do her thing.
Not the time for that, Chekov!
Thankfully he goes to build his little sculpture out of dirt in the garden. I was worried he'd wander outside and get himself eaten.
We've slowed them enough to make it manageable, and I'm taking the risk of putting Wyll up front to slow them more as they come in. The killbox is an utter mess though.
And then the darkness comes.
Three more void structures are appearing, and even the unlit areas inside the base are now unsafe. Luckily I had put lights almost everywhere last time, so no important areas are completely cut off.
I've locked the outer doors to stop anyone wandering outside, and set up a new zone to keep them in the light. Small numbers of gorehulks and noctols have started spawning in the dark and are roaming around, and the void structures are surrounded by more metalhorrors. They're not immediately attacking, but we're going to have to go out there soon.
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Post by skalpadda on Jul 18, 2024 18:24:11 GMT
Chapter 23: The Void (2).
And it's time to head out into the darkness again, to activate the third void structure.
We activate it and immediately retreat. Like the last void structures, it triggers an immediate raid. Shamblers and gorehulks again, and that's a problem. The shamblers will start breaking down walls, and with the darkness we can't run around and fight them all over the place. That's bad in itself, but if the walls go down, the killbox won't work for whatever comes next.
I make the risky decision to stay outside and make a stand in what light we have.
I brought two doomsday rocket launchers along just in case. Firing them at near point-blank range is not a tactic I'd normally choose, but we have to thin them out fast to avoid getting completely swarmed. There are shamblers going for the walls elsewhere around the base as well, so we can't get stuck here.
I hate fighting in the open like this. Shamblers tie the pawns up in melee while the gorehulks fire some kind of spines from range, and we have no cover.
Once the first wave is dealt with we can finally retreat. The blasts have started a wildfire, but at least that should get rid of the corpses, and right now I don't care if everything outside the walls burns to the ground.
Then we have to go around and clear out the scattered shamblers as best we can. Worf got very banged up, so she has to go rest up in sickbay, and her armour is nearly destroyed and has to be replaced.
I was wondering if I had perhaps overprepared for this, but I should probably have made more spare armours, built static defences like turrets and more traps all around, and added another layer to the outer wall.
A few shamblers are breaking through both the outer and inner walls again, and some have made it all the way into the storeroom where the labradors sleep. Just a few, and we get there in time to save the dogs, but now we have injured pawns, injured pets, multiple breaches in the base, and we're burning through resources that we can't replace. I've had to start putting people on drugs just to deal with their fatigue and mood.
Getting the walls repaired is proving to be tricky. The murderous darkness means I can't just let the builders wander outside. There are still gorehulks and noctols spawning and roaming around. Not in very large numbers, but with the walls full of holes they're wandering in, so I have to keep other pawns on standby to deal with them.
In the end I decide to repair only the inner layer of the outer walls; we can't light up everything, and I don't want to drag this out. It will have to do.
Then two of the labradors get lung rot...
I forgot to clear out the dead shamblers from their room. Since labradors are venerated by our ideoligion everyone will get a mood buff if they die, and if we lose all of them that's yet another mood buff we can't afford. I stopped breeding them a while ago, because the puppy situation was getting out of hand. Now we only have five and can't get any more.
And Chekov is having these breakdowns all the time now.
I'm sure Scotty will be thrilled to find your crappy cube sculpture in his bedroom.
Just as we're about to head out and activate the fourth void structure, Tasha starts having cube-building fits as well.
At least she went *inside* rather than to some dark spot. I send the rest out anyway.
It's gorehulks and devourers again. I send Wyll out alone in the dark to do what she can. As long as she's invisible she doesn't seem to take any damage from the darkness.
Casting some light doesn't make the scene any prettier. I'm terrified of screwing up and letting invisibility fall off here. All the gorehulks would immediately fire at her, and if a devourer eats her there's no chance of getting anyone out to save her.
Everyone else is manning the killbox.
Wyll is almost completely spent, so she gets to sit this one out.
The monsters go down without any incidents, but now we have a giant pile of monster corpses that we can't clean up.
As soon as everyone has had a rest and some food, I send them out to activate the last void structure.
As soon as it activates, the monolith starts flashing and there's a countdown to... something.
And of course there's a monster raid. Shamblers and gorehulks again.
258 shamblers. The biggest we've seen yet. I was really hoping it wouldn't be shamblers this time.
It's hard to see them in the dark, but they're already getting through the outer wall.
A big group of them are in and have broken down a door before I can even get everyone together. The inner base really isn't designed for having fights in. I screwed up early on, and now there are lots of one tile corridors everywhere. I try to set up some kind of formation, but there isn't enough space to get a lot of fire down that hallway.
Another big group of gorehulks is making its way into the killbox. I send what pawns I can spare, and get Neelix to turn the pile of corpses into a wall of fire.
The monolith is still flashing madly and the timer is down to an hour. The Crusher siblings are keeping an eye on it. If they run into trouble I figure Wyll can turn them both invisible so they can run away.
The main group of defenders are holding on, but the shamblers are breaking into the throne room and the dumping stockpile as well. Two of the labradors got stuck in the corridor, and they're going to die. Nothing I can do about it. There are more shamblers getting through the outer walls in other locations, but I just can't deal with them now.
I sent Scotty to reinforce the Crushers, but just as he gets there, Wyll suddenly... dies. Well, she's a vampire so she'll recover if we survive this, but she's out of action for days.
Something has appeared above the monolith.
When the monolith activated it spawned a group of metalhorrors. Wyll, being unarmoured, went down immediately. Wesley is surrounded and can't escape. He's not a vampire, so he gets no second chances.
There's too much going on right now.
Fuck it, activate the thing, Scotty!
The enemies go for him as soon as he touches it . Please, please don't go down...
Scotty is teleported... somewhere. There's nothing but a black void and these claw-like metal things with a "void node" at the centre.
And a choice. I'm intrigued by the "Embrace the void" option, but people are about to die back home. Sever it.
And the credits roll.
That's an ending.
But not The End.
A few seconds later, Scotty reappears back home. The darkness is gone. The monolith has shattered. All the shamblers have collapsed. I think it's over.
There's just one thing left to do: We're getting off this rock.
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Post by Destria on Jul 18, 2024 20:54:04 GMT
Holy crap.
Incidentally I loved that you were dealing with this existential endgame crisis while two of your pawns were wandering around saying “Check out this cube!”.
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Post by LegendaryApe on Jul 19, 2024 5:04:02 GMT
Excellent post as always. You had a lot on your plate, but pulled it off.
Looking forward to the next wild ride
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Post by skalpadda on Jul 20, 2024 16:45:08 GMT
Chapter 24: Enterprise.
5th of Septober 5513 - 1st of Decembrary 5514.
This will be a bit longer than usual and a little rambly. If you get bored, scroll down until you see the header "How to build a starship". That sets the stage for the ending, and some extra self-imposed rules I'm giving myself.
There are a couple of end game scenarios we could go for, with a few more more added in the DLCs. We're going to build a spaceship, the original ending the game released with. It seems like the best fit for this playthrough.
This update covers the aftermath of the last, and then a summary of what is (if all goes well) our last year on this planet. Things have been fairly calm as I've been planning and preparing, but there are some loose ends to tie up before all hell breaks loose again.
Now, where were we?
Still just at the moment where Scotty returned. I'm keeping things paused for a moment.
The entire map is a complete mess. Corpses litter both the outside and inside of the base. There are several breaches in the outer walls and a few in into the base proper. The void structures killed all plants in an area around them, and fires have ravaged quite a bit more.
But the material damage can be repaired, and more importantly: Everyone is still alive.
Well, Wyll died... a bit, but she'll return to us after a few days' napping in her deathrest casket.
The corridor where the most desperate fighting happened is packed with dead gorehulks and shamblers. More got into the throne room and the raw material storage next to it. There are also two dead labradors, somewhere under the zombie corpses, that we'll have to find and bury.
There were more shamblers making it inside from other breaches. They're all rotting and spreading "rot stink" throughout the base. All our pawns are immune now, but the dogs and prisoners aren't.
All the blood out front is from Wyll making the monsters fight each other. She saved us many times over.
The wildfire is still raging outside.
We also have some visitors. Imagine going to say hello your neighbours and finding all this. Just be glad you didn't arrive ten minutes ago.
Cleanup and repairs are taking several days. The Harbinger trees are turning out to be extremely handy. Normally you have to burn corpses (either in an incinerator or by making a bonfire), but dumping them all here and letting the trees eat them is much less work.
With all that out of the way, the golden cube is still a problem. The mental breaks are getting more frequent.
Tasha and Chekov have this "cube interest" condition, and it's increasing in intensity. While I am curious what would happen if it reaches 100%, I just want my pawns back.
After a little more study, Wesley has figured it out. We can destroy it, but it will send the affected pawns berserk, which is a bad mental break. (Oops, I forgot to crop this one, sorry if the text is illegible).
I first have the doctors sedate them both.
And then tell Wesley to go destroy it.
Sleeping like wee bairns. When they wake up they're both back to normal. The event was fairly trivial in itself, but I really should have dealt with it before setting all hell loose.
And now we can destroy all the shitty cubes they built.
We're performing one last ritual. Scotty is a goddamn hero, and I'm giving him his youth back.
Starting at 96 years old, this takes a few goes...
It's evil, but we're doing it anyway.
We're still getting raids and other threats of course (pictured: 100 manhunting cougars), but it's all stuff we've seen before, just in greater numbers.
Scotty is a young man again.
And as it turns out, not being geriatric helps with the ladies. Scotty's medical skill is 0, by the way.
I'm making everyone's bedrooms really nice, with extra luxury for the royal pawns and the colony leaders. Satsuki is laying some fine floors here, while Kirk and Troi... well I suppose a lack of modesty is the least of our concerns.
We got a new quest: Two vampires want to hold a powwow in our base. The rewards were good, so why not? I inspected them out of curiosity, and one has an interesting background trait: Human computer. I know I said I wouldn't do this, but I just have to...
Please welcome Data to the colony. I gave him a new gene cocktail and he turned out a bit too purple, and he has cat ears of course. The pyromaniac trait is normally a total dealbreaker because it makes pawns randomly break and start fires everywhere. It happens even if you keep them happy enough to make normal mental breaks impossible. It turns out the vampiric pyrophobia completely negates it, though.
We don't really need another high intellect pawn, the entire research tree is finished and Wesley can handle anything that might come up, so Data will just be tasked with running our drug lab.
And he quickly hits it off with Satsuki! That's all the pawns paired up now, except Worf. We've had a lot more women than men for most of the playthrough, but it's evened out. Worf sadly won't get into a relationship. Since she's a klingon pigskin the non-pig people find her less attractive and we haven't recruited any others of her kin (their genetics are awful).
How to build a starship.
Autumn has come. The pawns are as good as I can realistically make them. We've finished our last trade runs and our stockpiles are full. It's time to build the USS Enterprise.
Building a starship takes a lot of work and and ungodly amount of materials. The bare minimum you have to build is three engines, a reactor, a sensor cluster, and a computer core. Each pawn then needs a cryptosleep casket. Caskets have to be attached to a structural beam, but other than that you can put things together in any way or configuration you like.
I made one last timelapse of the construction process.
It took fourteen days, the whole autumn season, but on the last day of Septober our Enterprise is complete. She's not quite ready for takeoff just yet, though. We have to start up the reactor, and that's when things will kick off. I built traps all around and mini turrets in each corner. I haven't used turrets at all so far, because they're crap, but they'll at least be a distraction. The big worry is drop pod raids and the computer core getting destroyed, because we only had one and they're very rare.
We're going to get attacked. A lot. You actually don't have to build the whole ship at once; you can build and start the reactor on its own (and wall it in), then construct the rest of the ship around it once the onslaught is over. That's much safer, but it just seems less fun and a bit cheesy.
And I have another plan to make things a little more interesting. There's a "threat scale modifier" in the difficulty settings that decides the size and power of threats. At the start of the game I bumped it up from 100% to 125%. As the game has gone on I've increased it to 150%, then 175%. The highest preset difficulty you can choose, "Losing is fun", has a threat scale of 220%, and that's the highest I've ever played at. However...
If we go into the custom storyteller settings the slider can be pushed all the way up to 500%. This is the most powerful group of pawns I've ever had and this last year hasn't offered anything nearly as exciting as the ending of Anomaly. We've also been doing extremely well overall; only one pawn has died, and I've never made it to the end without losing several before.
So I devised a little game: I'm starting at 200%, but for every raid I beat easily I have to bump it up by another 50%. Is it dumb? Probably. Will it be fun? No idea, but it should at least be interesting.
Enough procrastination.
It's the 1st of Decembrary 5514. On the first day of the new year, exactly 15 years after we began, our Starfleet officers will leave this planet and start a new adventure in space. If they make it that far.
There's maybe two or three updates left. Before that (today or tomorrow) I'm going to make a final little side update on the base, but I'll try to keep it short. And I have to play the game, of course.
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Post by skalpadda on Jul 20, 2024 20:57:53 GMT
One last base update.
As with the other side updates, this is just blabbing, no story. I haven't bothered with timelapses and such lately, since there haven't been any major expansions. Most changes have been on the inside, where they'd barely show up. Now that it's pretty much finished I wanted to give the whole colony a final look.
Here's an overview with everything important labeled.
The rooms that aren't labeled above are bedrooms. There's also one more geothermal plant outside to the south, and I made a honeytrap for insectoid infestations in the one tiny mountain on the whole map, to the north-west. To make room for building the spaceship I tore down the outdoor garden and the wind turbines, expanded that area and floored it all in.
Is it a good base? It could have been laid out a little more efficiently, but considering I didn't plan things out beforehand I'm pretty happy with it. I made a few mistakes at the very start:
1. Should have picked a bigger map tile size at game setup, as the outer walls are very close to the map edge.
2. I didn't leave enough space when building early on. The 1-tile corridors are terrible to fight in if something gets inside, and the centre of the base is too cramped. I know this is bad from earlier games, but I just didn't think of it in time.
The fact that we ended up on the wrong tile in the wrong biome has been a slight annoyance all along. During the first few years I actually considered abandoning the tile completely and resettling in the boreal forest, where I'd originally planned. There was never a good opportunity though, and the more the colony grew the less sense it made to start over.
Speaking of size, 17 pawns is more than I'd planned for. I was originally thinking 12-15. From a narrative perspective it's better to keep the numbers low, but gameplay-wise the extra hands really help with getting things done.
I don't think I've talked much about the animals. We've had some different ones, but right now there are 13 labradors, 9 horses, 4 yaks and 5 muffalos.
The labradors can haul a little bit and are good for colony mood. We were down to three at the end of the Anomaly events, but I got two more females through trade, and they've been breeding like crazy. Never got around to naming them, since they have too many puppies.
The yaks give milk and are decent pack animals. First there was Yakety and Sax, but I sold off a lot of them, and the remaining ones are called Yaketi, Yikety, Yåketi and Yoketi.
Horses can be "ridden" on caravans and about double their travel speed. They carry a decent amount of weight as well. I sold most of the mares, but there's one left and she's called Alice. The stallions are Ed, Ted, Ned, Fred, Jed, Zed, Red and Adopted.
Yes, I suck at naming things.
The muffalos are pretty much incidental. A few self-tamed, and the rest I tamed to slaughter them. I grew too much haygrass however, so decided to keep them around for now as an emergency meat source.
The last inhabitants of the colony are the prisoners. We've ended up with 11 of them, and at this point they're mainly juice boxes for the vampires. They've been legless for most of the game, but now I'm giving them legs again (and hands, for those missing them). When they're stuck in bed the wardens have to feed them one by one, but now I can just drop food in their cells and they'll take care of themselves.
It's normally a bad idea to keep a lot of prisoners in one cell since they will regularly try to escape, but I've given them all a special "prisoner" gene pack that makes them very docile. It also makes them eat half as much as normal.
And that's about it for the state of the colony.
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Post by LegendaryApe on Jul 20, 2024 21:53:59 GMT
Hee hee ..muffalos..
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Post by skalpadda on Jul 21, 2024 12:07:00 GMT
Chapter 25: All hands, battle stations! The first days are a blur of raids, and I'll be going pretty fast. First up, pirates in drop pods. They're landing by the animal pens. And right on top of one of the puppies. Yet again the narrow hallways are a problem, but we can come at them from two sides.
God damnit. Fuckers. They don't have any serious weapons and all our pawns have detoxifier lungs, so we end them before they can cause more damage. Just seconds later, there's a mech breacher raid. We know how to deal with these. Berserk the termites so their friends deal with them for us, then meet the rest in the field. I don't think I've used a single low shield so far, and they've been piling up. There's no reason not to burn through items now, though. It's 30 seconds of perfect immunity from any projectiles coming from outside. Moments later: three groups of wookies. Let's call them north-west, south-west and north-east. North-east gets the Wyll treatment. And two groups of mechs join the fun, entering right by the wookies in the south- and north-west. The southern group is out-gunned and completely screwed. In the north-west it's the opposite, and they drop a perfect low shield that blocks the centipedes.
A few from north-east made it to us, but broke instantly in the killbox. The mechs and the victorious wookie team are coming for us, but they'll be running into each other first. I don't rate the wookies' chances very highly.
The wookies took out a few lighter mechs, but got smeared when the war queen and centipedes caught up. We have to fight them, but this worked out very well. A power outage isn't a big deal right now, and it only lasts a few hours. The wookies return with the gift of mortar bombardment. Wyll brings them the gift of a doomsday rocket to the face. I had Satsuki nearby as backup, and as soon as I let her off the leash she decided to hunt down the fleeing survivors all on her own.
As I send a few pawns out to grab some loot, there's tribal impids. They give chase, but all our pawns have bionic legs and can outrun them. They go through the killbox instead, and the killbox breaks regular tribals, no matter how many there are. It's been nonstop raids with no time to pause and take stock. I'm going to count it as one big raid. It was relentless, but each individual encounter was pretty weak, and a some of them took care of each other.
It's been three days with barely any rest, but now there's finally enough of a lull for everyone to get a full night's sleep. I turned all their bedroom lights a sexy pink. Impids to the south-west. Hundreds of them. It's not fair at all.
More mech breachers. Same tactic as last time. But as we bring down the last of the breacher raid, 25 centipedes turn up from the other direction. The easy impid raid deserves another difficulty bump. The centipedes are incoming, but they're slow. We were offered this quest to kill 100 angry wargs before. They might not arrive in time to mess with the centipedes, and even if they do they won't do much damage. But why not?
The mechs make it to us before the wargs, and it's the hardest fight so far. We can tie up 4-5 of them in melee, but with this many it's impossible to keep the rest from sitting at range and showering us with bullets. EMP grenades can't be thrown that far, and EMP launchers have a pitiful area of effect, so can't keep them all stunned either. We end up blowing several low shields to keep the damage manageable. The wargs arrive just as the last centipede dies. They go down fast, but it's a horrible mess. Toxic pirates. I didn't screenshot this, but it was easy. Bump. Oh dear, you picked the wrong time. Yep, tribals. But only 122? Red names: Tribals. Blue names: Imperial traders. Red blob in the lower left: Mechs decided to join the party.
Yeah, the imperials are utterly screwed. We can't save them and I don't care, but I'm sending Wyll out to cause more havoc. By the time she leaves, the imperials are wiped out and the tribals and mechs are fighting both each other and their own. The mechanoids won, but there were only four centipedes and a few lighter mechs left for us to mop up.
Wookies in drop pods. Luckily they land among the harbinger trees, just outside the base proper. Ow. I checked their weapons of course. I spotted one with a doomsday and skipped him in for an immediate beatdown... but I missed the other doomsday, and our whole team took it right in the face. Thank god for cataphract armour. Those things deal 50 damage and a human torso only has 30hp, so taking the full damage would have killed people. Several pretty serious injuries. Everyone is on glitterworld meds to make them heal faster. Some armours got shredded, but we have a few spares. There's thankfully a short lull in the raids, and the next that comes in is just some tox pirates. They're milling about a bit before attacking. I think it's Scotty's time to have some fun.
The first group gets a doomsday. I could only bring one, but Scotty still has some favours to call in with the Empire. Namely an aerodrone salvo. I should have used it on the larger group, and I messed up and let invisibility slip, but it did enough damage. And then there's more wasters, breachers this time, which is an actual threat. They took out their own grenadiers, so the walls are safe for the moment. And then more tribals turn up and charge them from the rear.
We just hit the 11th of Decembrary: Four days left on the reactor timer.
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Post by skalpadda on Jul 22, 2024 13:14:58 GMT
The scrolling is getting on my nerves, so I'm
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Post by skalpadda on Jul 22, 2024 13:15:09 GMT
just
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Post by skalpadda on Jul 22, 2024 13:15:55 GMT
going
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Post by skalpadda on Jul 22, 2024 13:16:12 GMT
to
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Post by skalpadda on Jul 22, 2024 13:16:25 GMT
force
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Post by skalpadda on Jul 22, 2024 13:16:43 GMT
a
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Post by skalpadda on Jul 22, 2024 13:16:57 GMT
new
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Post by skalpadda on Jul 22, 2024 13:17:21 GMT
page. Sorry.
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