Hold shift, and you can send out multiple craft at once that will stay together till the target. AFAIK this feature is completely unlisted anywhere.
Nice find! I had actually fiddled around a bit as well, though the solution I came to was simply targeting the troop ship with the escort fighters. This is certainly easier if you've got the hangars available.
Every time I've seen a shrine ship, it has landed.
Yeah same here. Though I did manage to shoot one down once as well on a previous playthrough.
Wait have you played X-Com before?
Yes, although I never actually finished it. I generally got to the point where blaster bombs started flying around and lost interest.
This was another pretty slow month. We've got an interceptor again, but there's nothing to shoot down! It's all fucking sky ninjas and cops. And they're both too fast to even reliably catch before they get out of radar coverage.
Which is to say, this update is going to be a lot of researches, even though I skipped showing a bunch. This one ended up being a dud.
Managed to shoot one of these down... but it was over some water. Fucking europe and it's seas and shit. They always seems to just barely reach a shoreline before the fight starts. If you're starting a new game, I highly recommend plopping your base in the middle of a large landmass like Africa to avoid this problem early on.
More sky ninja tech. This would actually be half decent if acquired early enough. Although that also implies having sky ninjas shooting at you with these things early on... which would suck.
Mostly just researched these because I like javelins and it felt lame using the stone age versions still at this pont. The extra power and range is quite marginal and not really worth the extra manufacturing time, but fuck it.
Oh yay, another type of bullet to research. I only had like half a dozen here. Though actually, now that I'm doing the writeup, I think this is the tech that is bottlenecking my attempt to get AA guns for the bases. I thought it was plastasteel munitions, but it might have been these...
Grabbed this too, because I remember being able to make giant craft harpoon launchers. This didn't lead to those, but it's a damned nice gun for underwater. Or for racking up poisoner titles for that matter, that's a deadly fucking poison bolt.
Craft landings over in NA. I'd love to have run over there and fought them to steal their engines, but A: The moonbus is pretty shite and those are probably reasonably dangerous missions with 30+ units; and B: By the time we get all the way over there it might get back up, and we can't afford that shit again.
Instead, some of our zombie research pays off.
Another one of the more interesting missions. You spawn in a cabin in the woods, and can't bring gals. The map is small enough that pretty much all the zombies will eventually attack the cabin with their soul sense. Most of the zombies are low tier, but there can be some others, like the Singer that Francesca here wiped out with a holy bolt. Sadly, Belem Belle was still recovering from training.
The cabin also has a pretty roomy loft with no access except by flight, making this a very easily defended space if you've got a bunch of catgirls with grav boots. I brought 5.
The side rooms are a bit sketchy with the windows, but the central hallways has only 2 entry points, easily covered by flying catgirls with spears or preferrably ninja sickles.
Despite this, we started off quite surrounded and we took a hit. Honestly, I'm surprised she survived. The good news is, we brought the silvalinga stone along, and after using it we brought her back up to 44 hp, which is not bad.
Another singer was hanging around, and evenetually got close enough for us to send someone out to knife her. Capturing them would be nice, but it's going to be a long mission and I don't want to risk having her wake up and fuck with people at the wrong moment.
There aren't even windows in here, making it a veritable fortress with all the catgirls. Definitely another mission that goes from nasty to easy with the right meta knowledge.
Zombies keep entering the meat grinder each turn, but we don't take any more injuries.
I brought along a bunch of flaming arrows too. Partly just to train throwing, but they're honestly not that bad at dealing efficient damage if you just set things on fire and let them burn.
Another aspect being aware of helps immensely: The zombies get reinforcements.
Peasants have high freshness stats, but at a cost of 5 per holy bolt, we don't have enough to just be burning everything to a crisp indiscriminately. Maybe if we had a whole squad of like 8 nuns with high power.
However, we certainly have enough to deal with this fucker, who showed up with the reinforcements. I was expecting him, so he didn't get to pick off a catgirl flying around outside looking for stragglers like the first time I ever did this mission.
DEUS VULT!
Unfortunately, holy fire and burning arrows have a drawback: Our cabin is being set on fire. To be fair, their was a good chance a singer was going to do that anyways. I should have brought an extinguisher perhaps...
Because we need the freshness, and also because it's cool, one of our nuns starts chain smoking inside the burning cabin.
The smoke is actually a problem for the catgirls, who don't handle it well and build up stun from it fairly quickly, especially compared to their low health pools. Echidna would be fine, but the others aren't so well trained. Well, training is why we're here though, and ripping zombies up with her bare hands provides a lot of it.
Thankfully, our cool nuns also brought drugs that can cure stun damage. I can see why this religion thing is so popular.
Sister Francesca has been so busy immolating zombies she's pretty much out of energy, so I had her toss a chryssalid grenade instead. I, uh, may have misjudged the TU cost of stepping back from the window though. It's probably fine right?
It is indeed fine. These grenades really are devastating vs zombies, and this wiped out everything in view on that side except a fatty on the far edge.
Another batch of reinforcements arrived a while ago, and it included some dumbass randomly firing a shotgun over here in the woods. I was content to leave him be, however...
He actually killed one of the nuns! I suspect it happened because this chunk of wall burned down without me noticing, letting him actually get a real shot off.
Anyways, there's not much left now, so I start sending catgirls out to clean up, including this fucker.
18+ turns. Quite a slog, but I was expecting that.
Big chunk of infamy, which was part of why I wanted to do this. We need the cash, and 1000 infamy is about a third of a million.
I don't say this often, but honestly the loss of that nun was more than offset by the training we got here. That's over 30 points in reactions alone, and these are on troops that tend to be vulnerable and therefore hard to train. I do wish I'd gotten a bit more throwing xp on the catgirls though.
Pretty sure this is a new title the nuns picked up by spamming holy bolts. Considering how voodoo powers scale, I can see it being wildly overpowered with a talented, dedicated caster.
Another, less exciting training mission: The game threw the original milk run at us: the watctower filled with scrubs. Though one of them threw a fucking molotov or some shit down the elevator.
Much smaller gains, but they really needed them, the strength in particular to let them wield those mini SMGs without being burdened.
Picked this up in my increasingly frustrated search for AA guns.
No dice, although smart guns do sound awesome anyways. The targeter sounds like maybe a craft accessory for improved hit rates?
Ugh, not what I wanted right now. I was going to ignore this, but I wanted to at least show up and instantly bail to show how little difference that actually makes.
Upon landing, however, I find that it's not a brutal government squad or mercs, but a bunch of fucking deep ones. Shit, if I had known this was even a possibility I'd have sent our real team instead of just the one I sent to the tower. Well, we can at least have them all take a potshot for free xp before leaving...
The fuck? Since when do deep ones have this shit? And why does it sounds like...
It turns out our enemies have breached all common decency and are employing disgusting, forbidden weapons banned throughout the known universe: Bagpipes. Really, it's now our sworn duty to fight them off.
However, that might be a bit difficult since our goblins literally can't hurt fuckers like this. Uh, choking him with the airless wand might work?
Actually, I've got a better plan. We've only got one of these, but where better to use it than here? (I rather wish I could build or buy these.)
Fuck, the enemy has fartbags too. We'll have to retreat after all I think, those are quite deadly and aren't going to die to our weapons easily.
But god damn that bomb did some work.
We definitely overstayed our welcome, with the enemy managing to land some shots by rushing the door, dying, and then having their bagpipers attack.
Even having made 10 kills, we still took most of the 1000 infamy loss we would have taken from just ignoring it entirely. If we'd have simply landed and left, we'd have lost 870 instead of 1000, which is a pretty trivial difference honestly.
RIP two of our goblins that had actually made the cut. I'll have to recruit some more I think.
Another research I hoped might unlock turrets, given it is vaguely defence related. No dice. It did unlock fire mines.
And now I'm just researching anything gun related or that I know I've done before, on the basis that I unlocked a turret before so it must not need anything I've never seen before. This SMG is actually halfway decent on a high bravery unit, I feel like maybe it got buffed? I remember being very disappointed in this thing. It does lack accuracy, but ~44 damage on an smg is pretty sweet for how early I could have had this...
Maybe this is worth getting. I don't remember it existing, maybe it's legitimately good?
Finally got a dossier on these bitches, at least as a race. Damn shame we never caught one, though it probably would have given us lame intel like, well, this.
We've shot down a lot of these cunts this month, but they just blow up. Thankfully, they don't cost any ammo in the process, dying quickly to our lasers.
At long last, something that leaves a crash site!
A bit of an odd one, it was just this hitman and a blood hound.
Sadly, shps this small don't have full sized engines we need for our Kraken. We did take the hitman alive though, and got 8 missiles, which is a decent value in it's own right.
Shot this fucker down over the Amazon. It's small, as opposed to very small, so I think it might have an engine to salvage. At any rate, it's totally worth looting.
Another bit of research before we get there though. These are actually kind of exciting; quad stun damage makes them fairly practical for taking targets alive en masse from a distance, like when doing warehouse wars or comm towers. Even if I don't have the prison space for that, it'll translate to a lot of extra cash, which we could use right now. And obviously it's nice to be able to safely knock out a VIP from afar instead of leaving them to fire high tech weapons until all their guards are dead and we can send in someone with a stun baton.
The ammo has some decent options gun-wise too; The manstopper might be good for things like drones that have some armour, and that upgraded Lunux SMG is looking pretty attractive with these clips available. The RCF Carbines are pretty long range too, so that's covered as well.
Another month we squeak by financially.
Well, sort of. I elect to do some spring cleaning and aside from pulling together over a million bucks, I free up a lot of space too. I actually loaded the game back up to sell off a couple dozen workers as well, which each cost us 5k a month to provide storage space we really don't need. Once I research our current tier of medical tech I'll 'sell' the fungus outbreaks that are draining our money and taking up space as well.