Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,858
So we spawn in a box surrounded by entrances on all four sides, from 2 different z levels, and an elevator in the middle. Wonderful.
Also, most of the team is so fucked I spend the first round chain smoking to get freshness back and avoid having people go berserk.
No first round attacks, thankfully. Judging by the thinking progress, there are way fewer enemies, but a shitload of doors.
Yeah, we've seen this kind of layout before. Maze of tunnels with little alcoves for enemies to spawn in.
A couple turns go by with no enemies sighted. I'm expecting something robotic, which sucks, because we're missing a lot of weapons that would be good against them.
First enemy to appear pops up through the elevator. I was expecting that, so 3 different people were watching it.
The aurorabot dies before it can kill anyone. Unfortunately, it kills someone after it dies by fucking exploding, even more strongly than the maids did. Our sleeping catgirl's body (I didn't bother to wake her since she'd just become a vulnerable target) got fucking vaporized in the explosion, along with all our gear. All those jewels we just looted? The books? Fucking gone. Utter bullshit.
Next round we get 3 at a time. Thankfully now that I know what to expect, everyone is equipped with laser weapons to avoid explosions. Forceblades actually take them out pretty trivially, and laser stars do a good job as well. The magic hammer even works in a pinch.
Some more pop out from the southeast opening but waste their attacks on the tank.
Slow exploration reveals some fancy rooms but no more enemies or apparent loot.
Not even sure why he passed out. Just low freshness I think, I probably didn't make him smoke because he's already missing over 100 health.
Orb room? Orbs are good. Probably not as good as 2 of each gem and 5 saphires and 3 libers and a bunch more shit, but it's something.
This was actually the most boring part of the mission by far. Realistically I should have just stayed in the starting room and let them come to me, as all this exploration is fairly dangerous.
Tank falling asleep, don't see that every day.
The top level is a grid of corridors with doors sectioning them off, much like our own base but without the little rooms between. It's actually infuriating to explore because you can't spot enemies at a safe distance, and keeping your back covered requires a lot of bodies, AND there's elevators everywhere. Bah.
Lenneth actually runs into the last enemy, but with only 5 TU's left. Major failure on my part. Fortunately, Maria hadn't taken a turn yet and was able to sprint over and finish it off.
All those RCF troops and government agents and soldiers caused major infamy penalties. All told, only 2 hands lost is probably a fucking bargain for this death march of a mission.
And yeah, we lost nearly all the loot. Chests of coins are worthless. Hopefully the doll corpses will probe useful. We did get a couple new items as well.
War Machines is a new enemy category AFAIK. Must be for the droids. Also, Dioxine got a betrayer title for triggering the explosion that killed our catgirl.
Slut, ironically, will be back on her feet before the ogres. The revival process says 50 days, but that's before sickbay bonuses kick in. Our hero cat, OTOH, is dead forever. She was given a stasis pod, but that doesn't help without a body, and hers got atomized by the suicide doll. RIP another unique unit with awesome stats. Never even got to train her up to be really good.
Well, I guess that explains why it was such a cunt of a mission if it's the current end of a route. Probably wanted it to function like a final boss battle. It was pretty nasty for sure, though I could definite go deathless through it easily now that I know about the vault room's half dozen hounds and the dolls in the third part. A lot of the game is like that, but I don't really begrudge it the cheapshots considering how strong we are otherwise. Even taking those losses, we're still able to keep steamrolling forward.
In retrospect, I should have expected a horde of robots after the connection with the technocracy missile strikes. For some reason I had it in my head that because she's a witch we'd be facing some voodo crap.
One of the new items we got. Is this a reference to something? I feel like I'm missing a reference. Nice hat at any rate, freshness recovery is kinda bonkers, though a little underwhelming at this stage with all the health recovery and cigars.
Heh, nice to see they thought of this.
Ironically, we went on a date right after, and got another bit of ninja info. Pretty sure this is the ninja ship we lost a craft to a while back.
Busy day in the workshop.
Nothing much revealed here stat wise; they're pretty fragile once you get through the shield, provided you aren't using something dumb like bio weapons. I wonder if I could have taken some alive? I didn't really have the tools to do so in the third mission, sadly. I could have tried to EMP one with Belle but it was tight quarters and we're mostly in EMP vulnerable gear.
The tech revealed by studying the blood orb we got, which was apparently also new to us. Meh. Why would I want 25% more damage instead of a whole extra weapon? These really don't shine until the last tier, which requires like, 4 orbs or something.
Hmm, seems the craft dossier got us some new ninja lore to research? I wonder if it'll progress that thread?
Well, fuck me sideways, we got some good loot after all. 11 magischen motors will let us make a lot of cool toys.
Obviously, LP is going to continue, since that ending wasn't even a proper ending. Feels kinda nice at least having finally tied up a loose end though.
Also, most of the team is so fucked I spend the first round chain smoking to get freshness back and avoid having people go berserk.
No first round attacks, thankfully. Judging by the thinking progress, there are way fewer enemies, but a shitload of doors.
Yeah, we've seen this kind of layout before. Maze of tunnels with little alcoves for enemies to spawn in.
A couple turns go by with no enemies sighted. I'm expecting something robotic, which sucks, because we're missing a lot of weapons that would be good against them.
First enemy to appear pops up through the elevator. I was expecting that, so 3 different people were watching it.
The aurorabot dies before it can kill anyone. Unfortunately, it kills someone after it dies by fucking exploding, even more strongly than the maids did. Our sleeping catgirl's body (I didn't bother to wake her since she'd just become a vulnerable target) got fucking vaporized in the explosion, along with all our gear. All those jewels we just looted? The books? Fucking gone. Utter bullshit.
Next round we get 3 at a time. Thankfully now that I know what to expect, everyone is equipped with laser weapons to avoid explosions. Forceblades actually take them out pretty trivially, and laser stars do a good job as well. The magic hammer even works in a pinch.
Some more pop out from the southeast opening but waste their attacks on the tank.
Slow exploration reveals some fancy rooms but no more enemies or apparent loot.
Not even sure why he passed out. Just low freshness I think, I probably didn't make him smoke because he's already missing over 100 health.
Orb room? Orbs are good. Probably not as good as 2 of each gem and 5 saphires and 3 libers and a bunch more shit, but it's something.
This was actually the most boring part of the mission by far. Realistically I should have just stayed in the starting room and let them come to me, as all this exploration is fairly dangerous.
Tank falling asleep, don't see that every day.
The top level is a grid of corridors with doors sectioning them off, much like our own base but without the little rooms between. It's actually infuriating to explore because you can't spot enemies at a safe distance, and keeping your back covered requires a lot of bodies, AND there's elevators everywhere. Bah.
Lenneth actually runs into the last enemy, but with only 5 TU's left. Major failure on my part. Fortunately, Maria hadn't taken a turn yet and was able to sprint over and finish it off.
All those RCF troops and government agents and soldiers caused major infamy penalties. All told, only 2 hands lost is probably a fucking bargain for this death march of a mission.
And yeah, we lost nearly all the loot. Chests of coins are worthless. Hopefully the doll corpses will probe useful. We did get a couple new items as well.
War Machines is a new enemy category AFAIK. Must be for the droids. Also, Dioxine got a betrayer title for triggering the explosion that killed our catgirl.
Slut, ironically, will be back on her feet before the ogres. The revival process says 50 days, but that's before sickbay bonuses kick in. Our hero cat, OTOH, is dead forever. She was given a stasis pod, but that doesn't help without a body, and hers got atomized by the suicide doll. RIP another unique unit with awesome stats. Never even got to train her up to be really good.
Well, I guess that explains why it was such a cunt of a mission if it's the current end of a route. Probably wanted it to function like a final boss battle. It was pretty nasty for sure, though I could definite go deathless through it easily now that I know about the vault room's half dozen hounds and the dolls in the third part. A lot of the game is like that, but I don't really begrudge it the cheapshots considering how strong we are otherwise. Even taking those losses, we're still able to keep steamrolling forward.
In retrospect, I should have expected a horde of robots after the connection with the technocracy missile strikes. For some reason I had it in my head that because she's a witch we'd be facing some voodo crap.
One of the new items we got. Is this a reference to something? I feel like I'm missing a reference. Nice hat at any rate, freshness recovery is kinda bonkers, though a little underwhelming at this stage with all the health recovery and cigars.
Heh, nice to see they thought of this.
Ironically, we went on a date right after, and got another bit of ninja info. Pretty sure this is the ninja ship we lost a craft to a while back.
Busy day in the workshop.
Nothing much revealed here stat wise; they're pretty fragile once you get through the shield, provided you aren't using something dumb like bio weapons. I wonder if I could have taken some alive? I didn't really have the tools to do so in the third mission, sadly. I could have tried to EMP one with Belle but it was tight quarters and we're mostly in EMP vulnerable gear.
The tech revealed by studying the blood orb we got, which was apparently also new to us. Meh. Why would I want 25% more damage instead of a whole extra weapon? These really don't shine until the last tier, which requires like, 4 orbs or something.
Hmm, seems the craft dossier got us some new ninja lore to research? I wonder if it'll progress that thread?
Well, fuck me sideways, we got some good loot after all. 11 magischen motors will let us make a lot of cool toys.
Obviously, LP is going to continue, since that ending wasn't even a proper ending. Feels kinda nice at least having finally tied up a loose end though.