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

Jaedar

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Aug 5, 2009
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10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
looks like catching provosts and a guildmasters is gonna be a pain
It's mostly RNG? They show up in bases, and base attacks against you. The latter are easy as fuck to deal with when you have good interceptors, because there's only like 20 enemies and the ship is massive. Getting the factions mad enough to send a base attack is the hard part.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,860
One of my hardrives filled up with porn vidya games and it caused a bunch of stuff to break by switching various folders to 'read only'. As a result, I had to fuck around with the game files and figured while I was at it, may as well update.


So now my research list, which was basically empty at the end of the last update (we had like 5 items left) is now overflowing again.

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I had to look for new manufacturing recipes too, but thankfully it seems there wasn't much there. This was tagged as new, but didn't we see this already? Maybe it was just referenced...
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One of the actual researches from before the update. Actually a decent weapon, but I probably won't both simply because it'd mean setting up yet another production for yet another type of ammo and guns.
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Some of the research is just reshuffling things I think; pretty sure we've already researched most of the golden guns at this point.
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Others were for things like built in weapons we didn't have dossiers on yet. Ogre fists fist gud!
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Some stuff like this too, which is nice to have. Pretty much all this stuff didn't require a single brainer working either, just had to assign it to the queue.
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Is this a new lore dump or an alteration of the zombie one? It's all blurring together now. I think I need to really focus on wrapping this LP up before I lose interest. I do want to see the rest of what it has to offer, but I'm hankering for another genre. Thinking of doing a Wiz 7 LP next. Either that or Crystal Project with some hard settings and randomizer.
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Zombie info unlocked something. Maybe this will actually be useful?
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Seems a bunch of hand weapons were added for early game craft. Obviously useless to us now, but I approve of this change! Being able to use stuff like rocket launchers, RPGs and miniguns to shoot down enemy ground patrols and stuff is an obvious inclusion.
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Lots of this stuff too, which has no entry to view. I assume this is all part of the background machinery that makes stuff unlock in logical ways. Like Longbows > Plate Armor.
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Super early game version of gas mask? I could see it being useful in some cases. Is that how resistances normally work? I'd have assumed this item would take 400% to 280% If all resistance stuff works this way it's way, way less useful than I'd expected. Taking 70% damage to 63% damage by adding a 70/50 item is pissing in the wind, and a lot of them are weaker than even that.
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Shadowrun reference? I think we got this from a gun almanac, a bunch of those sorts of items are viable for research again. I like the concept but it's too weak now.
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Probably the only real important tech we had remaining, aside from arming the mutants. This is probably the requirement for a rank up as well. Seems we've got our work cut out for us, but this stuff all seems vaguely within our reach. If nothing else, we could buy the remaining elites aside from the coordinator.
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Ooh, do we finally get a big ship with broadsides and shit?
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Seems some more early game enemies were added too, or maybe just entries for them? Either way, nice to see the early game getting polished a bit, it seemed a bit rushed to me.
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Hassan's leaflet had a bit more juice in it too. The gun unlock is useless, of course, but now we can buy his special offer to make the camel figurines!
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Expected this to lead somewhere but seems to be mere fluff? Hard to say.
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Nearing the end of the month and I want to try hit thank infamy level for the next rank up, so we're finally going on another base raid. Like, for realsies, I'm gonna actually wipe one out this time.
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Ah fuck, forgot to load up the leviathan. Well, it's mostly fine, I fitted most of the crew with piercing weapons to handle the church shields before we left, and we do have some guns on the other inventory page, just not like... the massive arsenal I'd want.
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Well this isn't the church base. And we have no bio weapons you say? And no mind weapons you say? And no way to take out the shields of a gauss tank you say?
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Well that was a nice field trip. At least we got some new titles! Also, how the fuck is the merc base in north africa counted as a space mission?!
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I checked and this wasn't just the renamed version of Joker, this is a whole new title. Not a particularly good one either, kinda glad we only have 3 levels in it. Curious what exactly it includes. I assume the medical arms at the very least.
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At least this one is strictly beneficial, though it's a pretty minor one it seems.
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Okay, this one for sure! I know one of these 3 bases is a church one...
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Murdering their defensive fighters is probably something I should start doing. Crab with some rechargable heavy lasers ought to work wonders for that, would be a great way to farm reactions and bravery, and we especially need the latter on the loknaar and the former on the gnomes and ogres.
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Geared slightly better this time as well, though our overall arsenal is still a bit lacking. I should make some of those smart guns after all I think, or at least more commando rifles. Suppose I should crunch the numbers.
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Ah, golden walls. This is the place.
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Went with a smaller team than our old convoy raids. We have room to bring more, but honestly I don't want to try defending 3 rooms it might split them into, or even just managing all the fresh blood in weak armour so they don't end turns outside of cover. In short, I'm being lazy.
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One team is over one of those security room settups. Very nice; in theory we should be able to occupy the 3 lower rooms and cover eachother by shooting people in the back as they open doors. We, uh, don't have enough spare troops to do that though. Whoops.
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Other room is more of a no brainer, we just camp the elevator. It's near the edge of the map so no need to fear some cunt firing a rocket through the gap from 20 tiles away.
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Dunno who or what that was, but it just ate 3 rounds from our new mammoth shotgun.
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Enemies are thick on turn 2 already, but these chumps don't even have shields. Zug reduces the matron to a fine red mist before returning upstairs. Sadly, the shotgun's cone is too narrow to take out all 3 at once from this close.
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Found one of these dudes as well! Can probably get good intel off him I'd wager.
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Definitely the most relaxed base raid I've done so far. Everything in here dies to ballistic weapons easily enough, and the church doesn't use much in the way of explosives, so as long as we keep entrances covered we're pretty safe.
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Still can't rush out and sweep them because of fuckers like the bug man here though. Err, not you Lightbane. The enemy one we just shot like 6 times.
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I did bring a hound along for the ride. Probably should recruit and send more of these on base raids, it'd be good to have some cannon fodder that won't die instantly to do the scouting. Also, that crowd up there makes me wish I'd equipped a rocket launcher.
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Other room has it even easier, that elevator is a deathtrap just like the one we used on the last church base we took out.
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Maria is quite helpful here, with enough TUs to snipe twice and return to cover safely.
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Fucking hell! An exalt popped up through the elevator and got a good 3 or so swings off on our ogre, he couldn't even fire on her. These things are arguably worse than chrysalids.
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Took about 100 damage from that. Thankfully Lenneth was there to patch up 32 hp of that, but it's still a huge chunk missing. Those things pretty much bypass armour.
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No other big surprises though, just casually mowing down enemies in killboxes for a while.
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Another exalt. I've set up in two of the lower rooms now that we've thinned the enemies so they can't zerg rush the doors to let a chryssalid through to kill us.
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Fucked up here and let Lenneth burn all her TUs trying to take out that beastmaster with the force blade. Fuck.
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I end up pulling in some backup, she's still in a shit position but the brute lady is nake now, and Lenneth has an ogre covering her with a shotgun at least.
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Enemy turn goes by without incident (aside from a rat dying) and since we're so close to the door I decide to pop out and share some lead. Sadly, even at this distance, the shotgun is so damned accurate that it only managed to hit the neophyte, rather than spread out to hit all 3 enemies in the way.
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Our faithful hound ends up eating some plasma while scouting for us. However, he actually recovers to full health by the time Lenneth is done treating him.
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Another close call, a Zealot managed to get to melee with one of our gals, I think this was Tits? Anyways, he didn't do much but it's scary considering how many enemies have force blades around here, and melee skills to match.
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Modron showing off the other mammoth shotgun and it's stupidly long effective range. Yes, this killed the target. With an extra shot to spare from the volley, and we could have fired a second volley too. Definitely a gun worth it's weight.
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Constant psi attacks from Lightbane have fucked up the General's morale, but not enough for him to drop his gear, sadly.
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Well, the enemies are thinned enough it's time to spread out anyways, we can catch him in the process. Annoyingly. all the good capturing gear is on the north side team, we've got a mind whip and a bottle of rum, and neither are getting through that armour any time soon. We could probably do something fancy like strip the armour with Lenneth's spider arms and then whip him and heal the wounds... but again, I'm lazy, so we'll just rush the fucker from all sides. Thankfully his stats are shit and his gun is a lousy pistol.
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Lenneth is spreading out a bit too. Still not sure exactly how durable that suit is compared to bio suits or the ogres, but I suspect it's on par with them as long as shields are charged and we're not facing like, a shotgun or vulcan or something.
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Modron was supposed to cover this area but ran out of TUs. Whoops. He can, uh, provide moral support though!
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Enemies finally starting to scream. Always good to hear.
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And another fucking chrysalid pops out on the turn we've thinned our defenses! Thankfully it was still easily handled.
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Hey, remember that crazy mammoth shotgun kill? This exalt here is even further away, I can't get her on the same screen as Oasis791, who is taking the shot here. Why yes, that is a gyro-auto gun. And we can't kneel without giving the enemy cover and actually dropping our accuracy a bunch.
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First person mode. See the target? No?
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ZOOM. ENHANCE.


That's the pencil tool you shithead!
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Better. See the enemy? That green blob? No you don't, that's the fucking COVER for the enemy.
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That purple speck right there, that's the exalt we apparently have a 54% chance of hitting due to the awesomeness of Oasis and that gun. It's 5 pixels tall by 4 wide in the original image, btw.
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Bam! Right between the eyes! Or the tits, maybe. We hit her anyways, definitely above the waist given that cover she had. I wonder if the game takes that into account when assigning wound locations? We actually hit her twice. She's still standing, but not for long with those stats, and she's too far to retaliate, or even fucking see us in all likliehood.
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Our trusty rat minion has spotted a zealot in the little cave section. Alas, he was spotted after Gandalf moved forward to look for the general. Err, good luck? He's got a heavy plasma, but we've got 60% for that so... probably fine?
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Nerd didn't even attack us! We got him next turn with the classic rat + staff combo.
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Pulled the same trick again on the general the turn after. Package secured!
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Meanwhile, our Syn has found another high value target... I'd probably just execute the fucker (or at least take the shot, that's an epic snipe inside a base) but it seems we might want some more of these VIPs in the near future, even if we do already have a few cardinals bagged.
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lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,561
Probably the only real important tech we had remaining, aside from arming the mutants. This is probably the requirement for a rank up as well. Seems we've got our work cut out for us, but this stuff all seems vaguely within our reach. If nothing else, we could buy the remaining elites aside from the coordinator.
Endgame requirements! IT will take a loong time for you to get them though. Also, IIRC there's at least another different endgame compared to the OG's "go to Mars, kill big brain" one.

Either way, nice to see the early game getting polished a bit, it seemed a bit rushed to me.
Rushed? I would say it's bloated and takes too long. I liked it when you could start with a proper pirate ship.

xpected this to lead somewhere but seems to be mere fluff? Hard to say.
Braindances, even in Piratez!

At least this one is strictly beneficial, though it's a pretty minor one it seems.
I see Kusanagi is doing well. How many titles can an unit hold?
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Lots of this stuff too, which has no entry to view. I assume this is all part of the background machinery that makes stuff unlock in logical ways. Like Longbows > Plate Armor.
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Yeah, but probably not actaully longbows > plate. Basically the engine seems to only allow for ALL prereqs or ANY prereq when it comes to unlocking techs. These "Preq" techs are basically used to provide more granular control as you might want a tech that requires electronics knowledge and any shield tech.
Well that was a nice field trip. At least we got some new titles! Also, how the fuck is the merc base in north africa counted as a space mission?!
Probably the thresholds for ranks were changed or something, and the game recalculated it after the mission.
Also, IIRC there's at least another different endgame compared to the OG's "go to Mars, kill big brain" one.
Is there ?
The only endgames I could find were two different ways to go to mars, but one was laughably shit compared to the other.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,561
Truly, XCUM was ahead of its time. Shame the modern successors are mediocre-to-okay at times, and they don't have the terrain being so hilariously destroyable as this one.

Is there ?

I haven't played for years, but IIRC one of the newest patches implied there was a different endgame. Or at the very least a different game over from the usual. Multiple endings are planned, but who knows when (if) they'll be made.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
More relevant to the LP though:
Pretty sure we're at least one in game year away from the final mission, realistically more, unless DR has been accidentally stockpiling the right things. They can go pretty fast since you can skip 90% of missions towards the end, but that's far away for now.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,860
unless DR has been accidentally stockpiling the right things.
It's not accidental, it's justified paranoia! I'm going to laugh my ass off if my massive stockpile of bananas comes in handy somehow.
Rushed? I would say it's bloated and takes too long.
I liked having to do stuff like hide behind hills and fire bows at the enemy, starting fires to use as lightsources. Felt a lot more involved than stepping out of cover to fire a weapon then stepping back. Taking prisoners was a lot riskier too, and a lot of the highly random missions like distress calls were exciting in a 'Is this a deathtrap or giftwrapped prisoners?' kind of way. I can understand getting sick of fighting brothels 5 times a month though.

The thrilling conclusion!

Gandalf doesn't have the TUs to get over there and bonk the guy, but our possession chance looks really good from here...

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Success! Sadly, there's nobody valuable nearby to light up with the heavy plasma. Still, we get a twofer by killing the neophyte and then parking the zealot in front of a shotgun.
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Fuck, this bit was scary, and a good example of why you're never really safe even when you've got a killbox set up. The exalt moved in, paused, the zealot moved in, drew fire and died, then the exalt continued moving to carve up our gal. She only lived because the exalt also took the time to kill off a rat along the way.
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Fucking exalts are scary, man.
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Slut doing the koolaid man thing over here, always satisfying. Also, the game's limit on 99 power lost per tile leads to some interesting scenarios. Theoretically, we could swing a crowbar in front o us and (slightly) damage someone 3 tiles away with the stray 'bullet'.
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Cardinal shows up. Luckily for us, he's kinda shit with that lightning book, is firing from quite far away, and our armour is highly resistant.
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Buddy took some bullets via reaction fire but should still be easily captured.
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Lenneth finds their lab or something. Nobody up here though, just a ton of empty space with only the one tile entrance. Man, I'm glad the enemy isn't smart enough to hole up in here and snipe everyone coming up the elevator.
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Wand of airlessness does the trick for the cardinal. I love this thing, definitely making more when I get back.
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Enemies apparently don't respect the concept of a human shield. Amusingly, since the cardinal's shields are still intact, if we could use him as a shield, he'd be an incredibly durable one. Shame we can't just use their outfits, 300 yellow shields would totally be worth using even with crap armour and weakness to bullets.
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Tits finds what seems to be the eney command centre? Or maybe a dining room. Who knows. More empty space secured, at any rate.
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Mission wrapped up almost entirely without incident. We lost the doggo at some point unfortunately. But this certainly makes up for the lost 400 infamy on the false start. 6 engines, 22 life support, more steel, panels, gold and hellerium than you can shake a stick at. Good stuff.
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Bit of training done too. Tits, Gandalf and Oasis still need some core skills brought back to their caps.
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Won't go through the loot in detail, but heres a list of the prisoners at least. There was a human mage too but he died sadly. He took a bunch of wounds from a rat and then died to the air wand.
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We got a LOT of titles here. Weirdly, the church one is separated for each person. Must be a quirk of how it works.
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Research is flying along with all this new crap in the tree. This gun is clearly an important one considering how many codexers are on base.
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Always glad to see more training to layer onto people. This one is a bit of a mixed bag; I haven't bothered Nepping many people so that won't be a problem, but 2 weeks off and the zines is a steep price to pay. Zines can be made, but not easily. OTOH, bonus armour and voodoo stats are very nice.
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The turret wasn't awful, but variations on this outfit sound fun. I still need to bring it out for a proper battle and check the brainhack's power. The hell is a cyberscarab though?
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Well okay then. Definitely need to try this out. Is this a means of dropping explosives at the feet of enemies? Would be cool if so.
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Seems more national troops got added.
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Interesting, seems like part of the engame is going to be some massive construction project, ala the space race in Civ. Probably not an actual combat ship then, sadly.
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Well, if we can research 2 sections already we're in good shape I think. Presumably actually building them will be a huge pain in the ass though. I look forward to seeing how this actually works, I suspect it won't be a simple inventory item like other ships, but require dedicated buildings.
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Finally got a lead on her again. Seems she'll be a softer target than the academy itself; definitely something worth pursuing I think.
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Well, it's not happening this month, so we've got plenty of time to work on this.
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Hassan's offers seem to be a bunch of random guns and shit. Low tier trash mostly though.
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Gnome Mining Suit? I want one! Hell, I'll take any kind of mining suit, we need a way to collect big rocks for plastacrete so I can make some factories. If I need to resort to mining it'll take forever. Haven't seen an excavator in forever either. Kicking myself for not saving some, but not really because stockpiling rocks is too retarded and paranoid even for me. Fuck, we're going to need like a million to make the big ship won't we? Ugh. Maybe I can like, purposely get a base blown to bits to harvest the rocks. Or build a mining ship, maybe that'll give me events that provide them. Worth a shot.
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KA-CHING!
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See, I'm not crazy for ignoring the tech tree!
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Not very important, but that's a damned stylish picture. I like it.
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I suppose I should make some of these, if only to have access to piercing damage in 0-G missions in case we run into enemies with a million yellow shields or somehting.
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At last! Haven't checked yet, but this is probably going to see a lot of use, since keeping the smaller races in sickbay is less of a big deal, they recover faster, and are harder to train towards their caps.
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More underground missions? Bleh! More magical underground missions? Sign me up!
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Seems like all those new laser batteries might not be overkill after all. Probably going to lose another ship trying to take down whatever he's flying around in.
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More ninja stars! The upgrade here is actually incredibly minor, but more range does make them easier to use. The armour pre damage is 10%, which to be fair is quite strong. The problem is that most things with armour worth wearing down also have massive cutting resistance... Still, I can see myself firing ~20 of these at a tank or some shit if the range is good enough.
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More research dedicated to taking care of our codexers. Cool that it provides a way to make the voodoo gimps still viable. Great flavour text on this one too.
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We did it! These infamy requirements are getting very steep. Kinda glad I left all these bases sitting around now, doing a few in a single month will be a great way to hit those numbers.
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Sadly, it didn't seem to unlock any new researches like all previous ranks. I checked the market too and nothing seems new here, except the clone license. I suspect that's from finishing the hunting quests though.
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Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
We did it! These infamy requirements are getting very steep. Kinda glad I left all these bases sitting around now, doing a few in a single month will be a great way to hit those numbers.
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Interesting, the requirement for #10 has changed since I played (used to be interrogate a star god who knows something).
20k infamy really isn't that hard to hit if you don't have a bunch of bases sitting around draining infamy all month. Especially when you have a bunch of brainers giving infamy from research.
Well, it's not happening this month, so we've got plenty of time to work on this.
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Finally! I'm looking forward to seeing you tackle the rest of the X storyline. Lucky to get this after only a single luxury cruise as well, I had to interrogate so many councilors...
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,860
Remembered to test out mindhacks this time. It's... actually very impressive! There's absolutely no range penalty, it's perfectly accurate with this level of skill, and that's a significant amount of EMP damage. It does, however, require LoS, which is a problem for an unarmored gnome. Still, I can definitely imagine using this with some popamole strats to disable power armours and such.
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As for the scarabs, it seems they are indeed suicide bombers. Can't fit the really big stuff like nuke barrels, but they'd be good for deploying some mines, or hell, just carrying a couple sticks of lit dynamite into a crowded room.
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Rather lacking in TUs and health though.
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Another new title. The penalty isn't as bad as it sounds, you need to get really low freshness to drop below 100% recovery on most units.
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More earlygame tech. Definitely feels like something we should have had access to early on for blowing up raiding parties or trying to intercept convoys.
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Hmm. I'll almost certainly run this but... we've already caught reps. Like, a lot. Don't feel like we needed a mission dedicated to that purpose.
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Another early game craft. I was pretty baffled before why all those GR type weapons even existed, but this would be a good chassis for them to attempt some early game air control.
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Hmm, 3 levels of agents? I wonder if we'll even encounter these guys before the game ends. Seems like long odds to get a mission involving national guards in every country.
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We finally got an orbital mission, and it's a boring ass refueling station! BAH.
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Also, some weird shit is going on, we just missed 4 shots at over 100% accuracy on this dude from two different characters in different positions.
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Using lasers on the zombies is kind of a pain to be honest. This is probably as good a reason as any to try bring some plasma weapons.
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Though there is a certain satisfaction to be had witnessing burning energy rays fall on our foes from the heavens.
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Inside of the station is a pain too; lots of twisty corridors looping back on eachother, doors everywhere. Zombie paradise.
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Actually had a few close calls here, I'd forgotten how tanky these trooper types are. Or maybe they got buffed. The gnome disc was helpful, but also kinda not safe to use since it's shields don't work vs lasers. We need some better space suits for people that aren't Syns. I'd thought the various power armours would work but apparently not.
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Well, the mission and loot were boring, but not bad. 6 ship engines is a lot, 3 more stasis pods, 300 hellerium... not too shabby for a milk run.
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Seems some extra steps for early game gnomes have been added.
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Is this an asscreed reference I'm not getting or something?
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Weirdly, this didn't unlock anything despite us already having researched everything suit or missile related. I suppose we need higher tech levels.
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This is really cool! I like tradeoff type stuff like this. Pretty tempted to throw this on Gandalf. I'll have to run the math, but that should be a significant bump in mastery, leading to more damage with lightning tomes or a bunch of other stuff, including that herder staff's possession powers. The armour and hp penalties are rough but... probably within reason for what we're getting.
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Not sure if this is just the renamed version of the old gnome camo/flak stuff or not, was too lazy to check. Useless to us obviously, but I thought the name was funny.
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Got a bit complacent with an exterminator rescue and let him get pinched twice by a lobsterman. Surprised he lived, honestly.
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Fortunately, we brought... countermeasures for lobstermen.
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Didn't realize the governor was a giant brain. Is it supposed to be the same one from the original game? That'd be kinda cool.
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I didn't even look at the ransom price. No way in hell I did all these missions and researches for a bit of money.
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Got a free siva-linga stone out of this. Tempted to trade it for wiz tokens but... if we needed the stupid librams, we might need the stones later too. I'll stockpile for now.
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Fuel capsules? I expected as much. Fuck me the grind is real though- we need 250 of them. The 12 engines it needs by comparison are completely trivial. This is going to require a major grind. I hope the other parts aren't as bad. We'll know soon, the tree is shrinking back down again quite fast.
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3rd gnomavatar suit variation. This is probably the one I'll use; recon is invaluable in X-com and these seem very good at it. Being able to fly a drone over a building and motion scan it would save a lot of time and risk on some missions, and the gnome can safely sit around in the ship while doing this.
qtfGNHa.png
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
This is really cool! I like tradeoff type stuff like this. Pretty tempted to throw this on Gandalf. I'll have to run the math, but that should be a significant bump in mastery, leading to more damage with lightning tomes or a bunch of other stuff, including that herder staff's possession powers. The armour and hp penalties are rough but... probably within reason for what we're getting.
uY6tHLN.png
Cool, this wasn't in the game when I played. I would not worry so much about the hp and armor penalties (the good mage armors tend not to have poor defences anyway), but the -15 FRS is pretty severe, since low freshness is the biggest drawback of gal wizards.
Fuel capsules? I expected as much. Fuck me the grind is real though- we need 250 of them.
Ayup. I recommend you start planning/building it asap. Iirc if you have 140 runts working on it, it will still take a full year of in game time.
 

lightbane

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Joined
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Messages
10,561
As for the scarabs, it seems they are indeed suicide bombers. Can't fit the really big stuff like nuke barrels, but they'd be good for deploying some mines, or hell, just carrying a couple sticks of lit dynamite into a crowded room.
Aren't they supposed to explode upon death? This should be mentioned somewhere. Funny you can cram them with extra explosives.

ore earlygame tech. Definitely feels like something we should have had access to early on for blowing up raiding parties or trying to intercept convoys.
Welcome to getting a new patch that changes stuff radically.

Is this an asscreed reference I'm not getting or something?
I suppose, except that Templars are painted in a positive light, kind of, unlike being all evil (and white men, of course).

3rd gnomavatar suit variation. This is probably the one I'll use; recon is invaluable in X-com and these seem very good at it. Being able to fly a drone over a building and motion scan it would save a lot of time and risk on some missions, and the gnome can safely sit around in the ship while doing this.
Makes parrots redundant.

Ayup. I recommend you start planning/building it asap. Iirc if you have 140 runts working on it, it will still take a full year of in game time.
The rocket variation may be preferable. There's another potential alternative, but it sounds very RNG based from what I read.
 
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Cool, this wasn't in the game when I played. I would not worry so much about the hp and armor penalties (the good mage armors tend not to have poor defences anyway), but the -15 FRS is pretty severe, since low freshness is the biggest drawback of gal wizards.
Getting much more powerful spells in exchange for casting once or twice less per mission should be worth it. The scaling on high psi stats is pretty insane.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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Messages
15,860
Cool, this wasn't in the game when I played. I would not worry so much about the hp and armor penalties (the good mage armors tend not to have poor defences anyway), but the -15 FRS is pretty severe, since low freshness is the biggest drawback of gal wizards.
Getting much more powerful spells in exchange for casting once or twice less per mission should be worth it. The scaling on high psi stats is pretty insane.
Pretty sure I'm going to keep using the biosuit for the foreseeable future anyways; the ability to just eat cigars in between spells really makes up for the lack of extra voodoo stats imo. Though I know nothing of incoming outfits. Surely we'll get some kind of cool spellcaster gear soon right? RIGHT?
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The rocket variation may be preferable. There's another potential alternative, but it sounds very RNG based from what I read.
The rocket isn't really a viable options, it takes 8 dudes lol.
There's a second option, but it requires grinding a bunch of shadowgate missions, and you get 12 dudes (no vehicles) instead of 36 with conqueror.
And considering what a meatgrinder the final mission sequence is, you want all the dudes you can get.

Cool, this wasn't in the game when I played. I would not worry so much about the hp and armor penalties (the good mage armors tend not to have poor defences anyway), but the -15 FRS is pretty severe, since low freshness is the biggest drawback of gal wizards.
Getting much more powerful spells in exchange for casting once or twice less per mission should be worth it. The scaling on high psi stats is pretty insane.
Casting "once or twice less" basically just means "casting once" when it comes to the really good spells.
Cool, this wasn't in the game when I played. I would not worry so much about the hp and armor penalties (the good mage armors tend not to have poor defences anyway), but the -15 FRS is pretty severe, since low freshness is the biggest drawback of gal wizards.
Getting much more powerful spells in exchange for casting once or twice less per mission should be worth it. The scaling on high psi stats is pretty insane.
Pretty sure I'm going to keep using the biosuit for the foreseeable future anyways; the ability to just eat cigars in between spells really makes up for the lack of extra voodoo stats imo. Though I know nothing of incoming outfits. Surely we'll get some kind of cool spellcaster gear soon right? RIGHT?
I think all the endgame voodoo stuff depends on codex choice. So you might never know the glory of the annihilation ball or the hellblade.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
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Messages
15,860
Herbalist class only? Echidna should be eligible then...


OpyOD41.png


Ah, it's an outfit rather than training. Ah well. An interesting outfit for sure, flying plus invis, boosts to voodoo. However, invis is irrelevant if we get spotted, so it won't be great for raining death with a lightning book. We could give her the herder staff maybe? Really wish the outfit included some shields or something, it's a total glass cannon.
dAFid2C.png


Not exactly the best weapon ever, but we're approaching usability for plasma weapons that aren't the bioplasma rifles.
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Seems a fair bit of options were added to resist chem/bio/choking attacks. A good call I think, felt awkward just having the gas masks all this time.
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Hmm, not sure how this compared to other options, but seems decent.
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Nice to see a training option for people who got that lawyer title, but it's not available to the gals, gah!
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A duel? Sounds good to me, Lenneth will crush anyone in a duel I'm sure.
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Why the hell does this cost 1 million dollaro?! :outrage:
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Man, I've been waiting for the revenge mission on this shit forever. Time to harvest some fish.
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Behold. The one weapon the enemies have that is a threat to me in this mission. And I mean one, they didn't have any other dudes carrying these things.
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Everyone is in some form of power armour, their shitty crossbows and javelins can't kill us. We do get a fair number of wounds from attacks that barely scratch us, but that is what Belle is here for. Well, that and to fire lightning infused cannon balls at enemies. This thing is way too awesome.
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The lobsters are also a potential threat to our tin cans, but we've got plenty of characters that can slice and dice them this time.
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Enemy counter attack is pitiful.
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More guns should look this pretty when fired.
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Had a mild heart attack when I saw Lenneth getting slashed on the enemy turn, but it was just a nomad, he can't get through the armour.
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LOTS of enemies this mission, and they weren't shy about attacking.
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Well, for a target rich environment, the logical answer is a rocket launcher, right? The advanced one actually works underwater! Most of the rockets for it don't, but I've been wanting to try out the new ones anyways. They're both pretty good. Spread for the flechette load is tighter than I expected, but that's not a bad thing.
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Stabbing explosive objects with a sword seems like a legit idea.
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First one didn't pierce our shields, so we cut up a second one as well. Third was taken out with a throwing star.
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Huzzah! Sadly, this alternate win condition doesn't end the mission, and I'm not about to leave without the loot, so we have to mop up all the enemies anyways.
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Nice chunk of infamy for a milk run. There's no loot to speak of, but the real loot is the bodies we made along the way.
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Police Precinct mission. Forgot to cap the briefing apparently, but basically, we're here to help the cops, can't bring tanks or explosives, and if we take too long the enemy get reinforcements.
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The enemies are uh, not exactly a threat.
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Okay this one could potentially tickle someone. I only brought the biosuits because everyone else needs their freshness back.
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Yeah, lasers vs molotovs isn't exactly a fair fight.
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Apparently the Fatty was banned too, so Slut is on wallbusting duty.
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Killed probably like 10 dudes on turn one. No screaming yet.
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Of course the cops get their turn too. They're uh... a little overzealous.
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They're also in my way. Move, shorty!
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Pretty sure this is the mission you're intended to first encounter ogres. It shows up much later than you can simply recruit them though. Maybe that's getting changed.
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Enemies already losing their shit after turn 2. It's basically a shooting gallery for us.
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Mission ended on turn 3. Some idiot probably blew himself up with the rocket launcher so we didn't get the cavalier award.
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Was hoping to get a sheriff book out of this, though it probably has nothing new at this point anyways. I think the detective papers are new at least, and maybe that disc?
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Man, I don't know what we're doing with those corpses, but 30 per hour is damned efficient. Give those runts a raise!
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:abyssgazer:
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This would actualy make a really solid weapon for ogres early on, since the accuracy mostly scales from strength. We got like, warhammers and shit now though.
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New outfit added to the game, to match the one ogres can equip. Neat. Probably the better option honestly, since gnomes are a lot squishier. We're a bit late to be using this though.
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Hmm, kinda tempting, but that stress increase is brutal.
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Saw a recipe for arcane bullets and had a hunch, so I checked the recipe for this again, and it's changed, I think. Used to need those magischen motors. Well, we've never found these things either, so still no dice. Gimme the magic junk already! I bet it's a random reward for using the gray codex the way we get sivalinga stones.
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Actually a respectable piece of gear! That's a massive resistance for choking, and even 10% for concussive is kinda nice, considering how common and dangerous it is.
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That's 2 sections researched.
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Research is basically dried up now. Another base is already doing the codes. Was going to put it off until we captured an eridian leader, but fuck it, lets start that self defense force. Bet it'll unlock a ton of shit.
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Also, at long last, a fucking excavator! Shadowing this until it lands to avoid destroying the ore, which will let us create an ungodly amount of plastasteel. Still not going to be carrying big rocks though, I think I really do need to make a mining ship. Well, we got the space in some newer bases for a spare hangar I suppose.
BGcS7FA.png
 

lightbane

Arcane
Joined
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Messages
10,561
However, invis is irrelevant if we get spotted,
Does the enemy still spot an invisible unit if it snipes someone across the map?

Why the hell does this cost 1 million dollaro?!
So that you don't do that mission early, although you got it very late.

Pretty sure this is the mission you're intended to first encounter ogres. It shows up much later than you can simply recruit them though. Maybe that's getting changed
I remember these B-boys were considered civvies that give penalties if killed in other missions. I suppose if you're with the cops it's okay to gun them down. Xp
I expected that you would be forced or encouraged to use stun weapons, but they're American cops, it seems.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The gravball outfit costs a million dollars because it's a genuine collectors item. It also has an anti-grav engine. And anti-grav+armor is fairly advanced tech.

Also, at long last, a fucking excavator! Shadowing this until it lands to avoid destroying the ore, which will let us create an ungodly amount of plastasteel. Still not going to be carrying big rocks though, I think I really do need to make a mining ship. Well, we got the space in some newer bases for a spare hangar I suppose.
I really don't understand why you go to all this trouble to try and claim rocks as booty when you can just mine it in a base.
Does the enemy still spot an invisible unit if it snipes someone across the map?
If it has spotter, yes.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,860
I, uh, may have forgotten I could do this. Prefab production is online.
xIyJIZp.png


Heh. I would have done it sooner if I knew it'd lead to exploding buildings.
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Alas, our reward is the screen of pain.
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And this is it. Last unresearched tech, aside from the bugged catgirl path one. I go ahead and sell off about half our brainers; 31 at the main base should still be enough to keep up for now, and we can ship them to other bases if we need different facilities. And of course hiring them back is an option. But they cost half their price in upkeep each month, so assuming we don't rehire them for several months, we'll be saving millions this way.
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And as per Murphy's law, we immediately get an opportunity to unlock more research. Time for the grudge match.

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It's actually dissapointingly easy, with our superior equipment and pilots.
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It's still a real big fancy ship though, so I'm expecting heavy resistance from the ground crew. In retrospect, it'd have been nice to shoot it down somewhere temperate with less trees.
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I'm not saying I'm going to nuke the ship, I'm just saying it's an option, okay?
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Yeah, this is probably the heaviest loadout I've ever sent on a mission. Good practice for the ninja HQ.
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Enemy ship is quite far away, with lots of trees in the way. Hard to get it across in images, but the map is a bit bigger than usual for these types of missions as well.
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Ground level reveals more friends. Yep, that's more or less what I expected.
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These are new. Flying and equipped with blue shields.
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Testing enemy firing angles. It's not too bad actually, only a couple dudes fired.
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Pioneers have surprisingly thin armour and health. I suppose the shields make up for that; there's not exactly a lot of daze weapons that'd be effective vs a flier, and chem is terrible at piercing any armour at all. Still probably worth using depending on their resistance, except I want prisoners.
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Testing out our recon drones courtesy of Aziri. TUs are impressive.
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We brought ratmeisters as well. The rats will fall asleep in the cold after a while, but not very quick.
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Lots of these around too. And 'that's a new weapon, I hope it doesn't wipe us out' is going to be a theme for this mission.
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That's okay, I'm sure the enemy feels the same way.
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Mammoth easily strips the shields and plenty of the armour, but doesn't quite finish the job.
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Which is fine. Gandalf deserves a tank killer title anyways.
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Definitely feeling like my 'Blue shields are weak to stabbing' theory is confirmed. Though I suppose it's irrelevant; I'm sure we'll learn the tech once we're through with this crew.
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Sister Francesca is a huge player this mission, that tank cannon is devastating when fired from the roof of the ship.
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Seen this one before, I think it might be the blaster launcher? Enemies like this get targetted by our bigger guns rather than slated for capture.
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EMP might not bypass the shields, but all these enemies are in high tech gear, so once the shields do go down the emp takes them out fast.
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Enemy turn consists of a ludicrous amount of firepower being thrown at a pair of rats, mostly missing.
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A weapon to rival the Fatty?
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Damn I love this book. Definitely signing Gandalf up for that Blitzgal training after this.
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Feels kinda wasteful to burn so much of Maria's energy just to snag prisoners, but I don't want to worry about blowing them up.
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We brought some catgirls along for this purpose as well. They're not doing great in the cold though.
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Aside from the drones, Aziri proves very useful for taking prisoners by way of brainhacking them. Their shields can block the attack, but once those are down, it's frankly overkill levels of stun that can't miss.
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Scientists have only ~35 health, making them quite tricky to take alive. They're heavily armored too, which makes reapplying stun after waking them up tricky.
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Modron gets to test out our tornado mortars. Quite effective. We can just barely manage to popamole through the roof with it. Bringing 4 at once to do this with would make missions hilariously easy if we didn't care about collateral.
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Gnomedisc is a bit too vulnerable to really shine here, especially with trees to block the rockets. Still comes in handy to snipe some people though.
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I moved our recon drone to the very back corner of the map so it wouldn't get spotted, but this fucker burned his entire TU pool moving towards it so they could spot and snipe it. Bastards.
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Even sketchier prisoner to try keep alive. At least these guys have thinner armour, but trying to keep stun between 5 and 20 so he doesn't die is tricky. Thankfully they obey relatively sane rules and don't recover stun constantly like some enemies.
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More mortar usage. We've got at least 1 of each prisoner, I'm more interested in ending this quickly than minmaxing the result.
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Whoops. Accidentally left him stranded on the roof. Well, not many enemies left... he's probably fine.
Q025L16.png



Thankfully, the enemies spend all their efforts trying to kill rats instead of Modron. And they mostly whiff and leave one alive!
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Well, since we're already up here... might as well land a mortar right on this dude's face.
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Time to start moving people forward. Lenneth can probably stabilize this guy.
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Enemy turn reveals even more firepower though. RIP ratbro.
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I even try to get Belle in on the action, but the trees block the kraken shots.
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Enemies appear to be panicking now as well.
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However, despite all the panic, and the smoke, and their thinned numbers... Masochist Slut manages to live up to her reputation and eat like half a dozen plasma shots and die. Seriously, I dunno why I even bother giving her armour at this point.
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Recon drone gets pushed forward but can't find whatever the fuck killed her.
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Tits finds the culprit for us. Yep, that'd do it I bet.
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Shredder puts the cunt down.
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Recon drone pushed in even closer. We've cleared all the way to the ship entrance, of which there is apparently only one.
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Damn, they've got no shortage of fancy guns it seems.
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Ooh, this one is all shiny.
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I really want that gun, but not badly enough to hold back from mortaring her into the dirt.
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Mortar revealed some other enemies, so we follow up with an emp rocket.
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All this carnage in only 9 turns. Probably some sort of record for me.
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Drone is right over center of the enemy ship and using motion scanner. Incredibly useful.
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More big guns inside, but the enemies are spread out on different floors of the ship, and easy to pick off. Seems we get to capture an esper after all!
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The ship interior would be fairly easy to control honestly, if they'd holed up inside it. 4 gals wrap things up.
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Pretty good result, assuming there's enough left of Slut to scrape into a bucket and revive. We got a wide variety of techno goodies, though nothing new.
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Nice haul of prisoners as well. Looking forward to the results of that.
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Bunch of fancy weapons too. Will have to remember to ship these to Codexia to research.
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Slut managed to get a valkyrie title this time! Congrats! And all it cost me was a fucking Biosuit. Those things don't grow on trees you know! Probably.
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We even got a ninja book from our young uber spies. Time to put the brainers to work!
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Ooh. Nastier than I expected, honestly. Should be easy to take out with the right equipment though.
jagEyD2.png
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,860
'Light' armour my ass, that shit has like 80 protection!
SSWcEMT.png


Well, that saved us having to research the gun. Or put another way, we wasted an interrogation on researching a gun we had in hand.
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Well, that's more like it!
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And we puled this out of an esper! No follow up research though! What the heck!
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Hmm, works more or less like I expected, though it's even better against traditional guns than I expected, also, good to know bio can slip through, didn't expect that to bypass two different types of shields.
c2tNXQf.png


New mission?
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Actually I think I saw these before, maybe on another run. Anyways, they're no threat, not even large enemies. We can carve 'em up and use the live ones in pit fights later.
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Seems we got a benefit from the academy esp after all!
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Well damn. I expected something like this back when I first found the stone, but had given up hope on it since then.
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We've got 2 stones on hand. Not sure who to bring back honestly; none of these are really stand out characters, those all got stasis pods to begin with. This is basically dead characters with decent voodoo and the valkyrie trait that never got pods or lost the body. Of the list, Robroy and Jade Witch both have a lot of kills (and therefore titles) and oasis and Gandalfina aren't too shabby either but it'll be weird having 2 versions of them alive at once. I'm tempted to grab Robroy, because training ogres is a pain, and Jade Witch, so we can say we have one of our original crew still with us. The catgirls would be nice, but I'll probably recruit new warriors instead, even though that costs a large chunk of glamour. Open to suggestions, at any rate.
YNWLvHY.png


Dang, maybe this is what killed Slut. That's some brutal power. Not accurate though. Definitely an enemy weapon.
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Huh, you'd think the full fledged espers would get better gear than the trainees.
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Today I learned something fun about the Leviathan: You can assign troops to start battle outside the ship. Presumably this is what those sentry rockets are for. But for now, we're just going to open up turn 0 with a little firepower courtesy of Orcinator.
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I, uh, may have targetted that a little too close.
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Nah, we're fine!
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This APC has trouble staying hidden in the somewhat brighter battlefield. Modron takes it out with a snipe.
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Round 1 victory. Feels good man. That button Orcinator pressed must have been quite heavy.
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Got these off a mystery box left from a smuggler. New money making scheme incoming?
K6778bd.png


Huh. So not money making then. I wonder who the hell...
SYdc1NZ.png


Find out next time!
HiP7e7B.png
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Hmm, works more or less like I expected, though it's even better against traditional guns than I expected, also, good to know bio can slip through, didn't expect that to bypass two different types of shields.
c2tNXQf.png
A minor detail I like is that blue shields basically entirely ignore piercing, and piercing is what star gods gave to the mercs with the gauss weapons.

Blue shields are a menace. For biological entities it's fine, they tend to be weak to bio, but tanks tend to resist everything blues are weak to.
Jade Witch, so we can say we have one of our original crew still with us.
I vote for this.
Got these off a mystery box left from a smuggler. New money making scheme incoming?
K6778bd.png
Dang, that is a good pickup, probably the best mystery box outcome in general.
 

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