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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!

Andnjord

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"Ahoy matey! We be back fer another terror mission, but dis time we be better prepared than ever! We 'ave plastasteel ammunition, gyro-stabilized autoguns, even some laser weapons! Our melee gals be masters o' the blade 'n can slice a tank in half wit' thar vibro-blades! Naught can stop us, nah even some puny academy cyberdisks or those spartans..."

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"Aw shit."

Noped right out of there, though I did manage to snag one of those star gods and his gun that had spwaned right in front of me. Given how long it took to take down his blue shields I am certain that this was the right choice. Also, Sectopods being an utter menace, together with chrysalids, is imprinted in my racial soul at this point.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I didn't even know star gods could spawn in terror missions. Learn something new every day.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
16,198
Short update. I played for ~5 hours but almost nothing of note happened.


This was odd: For the first time in a long while we got very small funding increase despite a 10k+ score. Those are oddly round numbers for funding... are these countries all capped? I didn't know that was a thing. Disappointing.
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Another nerve racking massive crackdown from merc ships. This is going to be a thing because of our rank, isn't it? Ugh.
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Well, I finished making the 3rd battleship. Sadly, it's going to need a while longer to outfit and crew before I feel ready to go stomping on enemy battleships. Part of that is amassing some more hellerium to refill the plasma beams. Best way currently seems to be shooting and looting supply ships. It's tedious, but also very easy.
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Was rather scared here, given the sub par defenses. Updating these too now. This was one of our workshop bases that basically just cranks out chips.
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Apparently we can get ninja clones from disassembling cloning pods?! Never noticed these before.
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Sadly, nothing useful acquired here.
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Like any good parents, we have the option of either enslaving or molesting our children.
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Captives can only be pimped out. I assume we got these from the ninja HQ as well? They were hiding in a rarely used base I must have dumped them in due to lack of prison space.
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Also doing a bunch of of easy missions to level Luka up some more. I should probably use Aziri too but she's less of a priority since we already have a ton of gals and even a gal with low stats can contribute in a normal mission.
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Game is awarding a lot of * level birthday cakes these days. Also, immortal? Seems new.
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Oof. Game is calling me out. I'm trying, okay! I was promised a finished princess storyline! Maybe I just need to grind out the next rank...
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Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Oof. Game is calling me out. I'm trying, okay! I was promised a finished princess storyline! Maybe I just need to grind out the next rank...
Hmm, yeah, this might be on me (or Dio for writing deceptive patch notes). I skimmed the patch notes and it said it finished the Aurora story line, but now I looked at the data and in reality a new aurora path was added, but you presumably can't get on it, having already progressed along the original path.

You have at least two options to end the campaign in victory: Operation Triple-A (aka Cydonia or bust) or progress the blacksun quest line by doing blacksun HQ
Another nerve racking massive crackdown from merc ships. This is going to be a thing because of our rank, isn't it? Ugh.
I think this is actually the game trying to be nice, ensuring you have a sufficient supply of high tier mercs for interrogations, as they have some mandatory techs. But I think you already got them? I'm not sure.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Omake: Gals are superior pt2.
Femputer historical research archive #18: Old Earth Voodoo Enhancement Project
Begin log 0013:
As was well known to all gal pals in the crew, males are quite useless. But is there a way to make them useful? After perusing many zany zines, a breakthrough was had!
1hhspLd.png

Nothing could possible go wrong!
Research item 289: Post-Mission report with attachment. Report contents:
Oi brainers, this superslave was just as useless as all other males.
Died to the first bullet which grazed a vital organ!
Please find attached supercorpse, and brainer it.
Begin log 0019:
Ct9luEV.png

Mistakes happen, even when research is conducted by brainers. More zany zines must be considered.
Begin log: 0034
Ideas have been had. Recent advances in knowledge of medicine and the underworld have generated a new superslave idea.
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Our understanding of basic workshop techniques, and work with night-ops and aqua plastics hase also generated an idea for an advanced suit of armor. We believe this will make the superslave almost as durable as a gal in chainmail.
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Another well known issue with slave soldiers is their pitiful reaction times, which tends to get them shot. To remedy this we have used our knowledge of superconductive circuits and hellerium to create a suit which will mitigate this weakness.
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Begin log 0195:
It turns out no amount of fancy armor technology can make a male perform well when compared to a Gal. But from studying the new specimens of male failure, we have learned much.
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There are some good news together. This thorough catalogue of male failure has inspired the brainers with some new ways to enhance gal power.
Begin log 0354:
Our knowledge of power armor has lead to this old earth voodoo design for a supersuit for the uber gals that can handle both 0-g and exoplanets. We believe this will fully obsolete our space suits.
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We have also figured out how to channel the raw voodoo potential of human peasant gals desire for illusion magic with these sets of robes
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Final conclusions about males: Useful only as stepping stone for gal greatness. End research project.
This is the other half of the gal path. It's a mini quest chain where the brainers invent new superheroes, and then you have to get them killed and research their bodies to progress. While superslave armor is just a joke, I think green lighter is a decent support unit. Batglad seems like it would be amazing... on any path where you don't have access to as many gals in chainmail as your heart could ever want. 6 night camo and 32 armor is really good. Flashbanger has no actual armor, but the TU and reaction bonuses are kinda crazy. Ultimately I didn't use any of it, because gals/catgals are better.

Superhero armor is a really early actual armor for 0-g, and uber compatible 0-g armor is pretty hard to get (just uber compatible space suits can be tricky). Ultimately it's completely outclasses by later tech.

Ravenclaw armor is the funniest shit. Greater mages hand has no accuracy, but the aoe and demolition is wide enough that you can easily flatten the entire map in a few turns, and the fact that it flies means it's pretty easy to not friendly fire with it. The stat bonuses are also good enough to make them really valid voodoo users, especially since pesants have extremely high freshness. It doesn't actually make peasants scale to lategame, but for a while I brought one to every mission as my primary mage.
Coming up in the future: Gray codex?
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Omake: Gray codex pt1
No fancy narrative for this one, just info and commentary with pictures. Couldn't think of any framing hook.
I don't think it will spoil anything we haven't seen in the lp that we CAN see on the green codex path, and if I spot something like that, I'll mark it with extra spoilers.
DpebE2J.png

When the anomaly collapsed for green codex in the lp, the big reward was 6 perfect gals, and a good ship weapon with infinite ammo (that was sadly lost almost immediately).
For the gray codex, you get the following:
‏‏‎1Gray Codex · ‏‏‎7Encrypted Data Disc · ‏‏‎1Gnome · ‏‏‎1Brainer Outfit · ‏‏‎1Liber Occultus · ‏‏‎1Book of Witchcraft
And also the conversion launcher ship weapon.
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This is a very strong weapon... but you get 7 shots total from the collapse, and nothing early on has shields (and when you do encounter shielded targets 90*7*2 total damage in a weapon slot isn't actually that good either, and they fire real slow).

As for the codex rewards themselves... they're all about research. Data discs give you cheap research rolls, especially once you've cleared out the first 400 possible results. Gnome can be repeatedly interrogated for various things. The real prize is the liber occultus and book of witchcraft. We saw the liber in the lp, as a rare drop. Getting one early doesn't help so much, as it needs to be combined with a church reverend to unlock things... unless you are gray. Because the book of witchcraft substitutes for half of the translated libers unlocks, and gives instant access to researching voodoo. The alternatives being either the liber or interrogating a mage unit of some variety.
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But voodoo is also a lategame thing, so getting it early doesn't unlock much iirc. I think you can research the wands and find out their stats? However, progressing this line and researching hyper-wave mysticism does unlock the Astrosensorium, which is pretty great.
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For something you can get relatively early, 3 brainers in one slot is amazing value. You can't spam it everywhere due to the 333 glamour cost, but it's still a good boost to your midgame research speed.

Slightly longer down this early voodoo line (early voodoo still means deep midgame), requiring force circuitry (get from high tier church members) and some random esoteric lore (pray for decent rng) you get arguably the biggest thing for gray codex: muscle mages. Muscle magic is cast via a spellbook, and scales about 50/50 with strength and voodoo mastery. So it's magic for ubers, because they're the only ones with good strength and voodoo power and voodoo skill.
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which unlocks the minx armor and gray spellbook (requires back to school as well).
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The gray spellbok doesn't really explain itself (and took me a while to figure out): it basically functions like a gun that can accept 3 different types of ammo: quick spell, power spell, complex spell. Quick spells fire bursts of 3 for 33 TUs and 2 fresh, power spells fire arcing bursts of 5 for 66 TUs and 3 freshness and complex spells are single shot for 77 TUs and 3 fresh. Of particular value is that the spellbook and all spells are shadowlands (and 0-g) compatible, allowing for a reliable ranged option. Although that's way in the future from when you get it. Spells also only cost hellerium (and a bit of money) to manufacture. Spells are researched separately, so early on you have basic spells embers of pyrome, ashes of babylon, spectral hand and mind knives. Spell scrolls take up 2x2 slots, and there's no way to unload a specific scroll, so you're very limited with both reloads (3 shots for complex, ~10 bursts for power and quick) and changing ammo (bring a second book instead).
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It's not kidding when it says its only use is illumination, and even then... I'd prefer just throwing a molotov or something that glows?
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It's also inaccurate as fuck.
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None of these are super amazing, although mind knives are an early source of mind damage, but in practice I didn't find any early uses for them (late uses however...). Even with 130 strength, they aren't actually very good with low voodoo mastery, and it takes a long time to train voodoo skill to get good mastery, as it's power*skill.

When you understand zombie brains you get bone fever. Don't let the 0 fool you, it scales, and things that are vulnerable to anti-E damage tend to have crazy multipliers.
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Understanding optronics gets you Circuit breaker. Emp is a rare damage type, especially in direct fire form, so this one can be really good against terminators and other robot types.
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Probably the most generally useful spells is unlocked with captains log #2, spectral eye. It spawns a flying unit that scouts really well, which is always useful.
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Really lategame, with proper voodoo schools founded, you get access to some final spells.
Contact with the god of the dead you get shades of verdan (sic).
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Voodoo: Excess gets tears of gomorrah (ranged charm damage is very rare, ignores all shields).
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Voodoo Destruction gives shieldbuster, but in practice I found this to be utterly useless compared to actual anti-shield tactics. It doesn't deal nearly enough damage per tu.
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Knowledge of entropomancy gives the final spell, hellgate. Reliable ranged warp damage can really wreck anything with red armor (hello marsec), so this is prety good, although the high TU cost can be pretty brutal for retaliations.
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And finally an example of damage scaling (they're basically all like this, maybe adjust 30-50% down for the power/quick spells).
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All told, the spellbook is not very high power. What it is is a toolbox. It has a convenient source of basically every exotic damage type (except bio, I am very jelly of the tentacles green codex gets that we saw in the lp). And sometimes a toolbox is what you need. As for spells of pure destructive potential, stick around.

That seems like enough content for one part though.
/SPOILER]
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,721
The Gray Codex changed a lot it seems. Also, I remember it being very complicated to use for me.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,721
I never got to use it right, but I didn't finish the game anyway, waaay too long. I remember spells a few versions ago were individual effects, rather than having a book of magic that you can slot multiple spells inside. I'm speaking from memory.
 

Jaedar

Arcane
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Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Omake: Gray Codex pt2
In honor of Gray Codex being weird and otherworldly, we'll start this of a bit weird. I didn't get this unlock, because it requires you're on peasant or male route (possibly this is the only codex tech in the entire game that cares about race routes?). As such, instead of in game research logs, we'll peek into the external tech viewer to learn about the THINK TANK.
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I really like the layout of the tech viewer for armors like this. It's way more compact and readable than the ingame layout. As for the tank itself, it's very late game, as it needs both a shadow orb and a star god brain. It comes with two weapons
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The voodoo brain is not kidding: you lose 1 freshness per turn for every 10 voodoo power below 150 (males cap at 65 and bugeyes at 75, so even with the +50 from the tank, you will have drain). This thing isn't that much more powerful than other voodoo, default bugeye voodoo scales at mastery * 0.009 + skill* 0.6. But 3 freshness and 12%TU is very spammable. The psych amp could also restore a decent bit of TUs. No idea if the tank is any good in practice though. No real weapons is a hard sell for a 4 tile unit imo.

Keep with the armor there, here is the ultimate gray codex armor.
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The resemblance with star god robes is uncanny. Voodoo orb is slightly cheaper than bugeye voodoo but same strength, tome of lightning is just a tome of lightning. The armor also has greater mages hand as seen in last omake as a tertiary weapon. But no free hands, which limits it quite a bit. This is strong, but it feels a bit stingy that you can't use it with the gray spellbook.

For weapons, gray codex goes simple with the thunderstriker
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It's just lightning on a stick. I guess if you really want a lategame electric weapon? But like all electric weapons, it deals mostly stun damage, and there's a lot of good melee weapons that don't need shadow orbs to make. Not sure why you'd want a backup weapon with 30% TU cost when throwing weapons exist either. I unfortunately didn't ever built this either.

Now lets talk about something more sophisticated. What kind of dish is a sapphire jellyfish?
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This is the gray codex only midgame shadowtech ship. It's really very cool. As the description hints, the first crew member can't properly participate in battle and instead crews a special weapon.
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This is basically a sniper rifle that can go around corners. It ignores 50% of armor, so this can be a very efficient anti-tank weapon when you get it. Unfortunately to balance out this coolness, the jellyfish has some problems. An effective crew size of 6 is no better than the airbus, and well... Lets take a look at how it does in the battlescape
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It flies 3 levels above the ground!
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And the landing zone is permanently lit!
The gravlifts are also permanently open, and the inside is fully lit, so it's really easy to get sniped inside the craft due to an enemy having an angle through the floor. Not to mention disembarking. The cool factor is hard to deny.

To continue with the ships we'll look at the gray codex menace-class (the ship you turn the wrecked hull from day into), which is the fortuna.
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13 crew is the lowest amount of the menaces afaik, but 13 crew into space at no extra hangar cost is quite nice. I used this ship for quite a long time, even though it has no external doors (all the menace ships have the same layout in the battlescape, just different paint jobs). I really like the artwork on this research.

This is it for the Gray Codex unique stuff. The gray spellbook really is the big thing. Everything that remains is shared with another codex. Let's start with what the gray codex shares with the lp's green: absolutely nothing. The only combination of codexes with 0 overlap.

The red/gold shares will have to wait until the next and final gray omake (featuring: big explosions).
 

Andnjord

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Joined
Aug 22, 2012
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Location
The Eye of Terror
The spiderweb nature of the tech tree can sometimes be maddening. Turns out that to get the Higher Studies tech I need Civilization, to get Civilization I’m missing of all things a Labourer and a Ruffian. Somehow I never interrogated Ruffians but I know they spawn in Bandit City missions, on the other hand I don’t think I’ve ever seen a Labourer but I can get those from spamming Socialising, EVENTUALLY. I had also missed shit like Stop Signs, because of course you need your scientists to look at a stop sign to figure out the next transformative tech jump when you can already manufacture power armour and missiles.

Goddamn, without the tech tree viewer I would have NEVER gotten these, I don’t know how Damned Registration has managed to get this far without using it.

Oh, and I also made the mistake of recruiting the two gnomes I had gotten early on rather than interrogating them, so that’s a whole side of the tech tree that’s currently locked.
:despair:
 

Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,275
on the other hand I don’t think I’ve ever seen a Labourer
They spawn in civilian craft. IIRC on some games I had the first one spawn on about day 2 - large flying harvester you should tail and loot when it lands for 50-100k early cash.

I had also missed shit like Stop Signs, because of course you need your scientists to look at a stop sign to figure out the next transformative tech jump
Of course.
image0_73.jpeg


Damned Registrations how am I doing? Am I dead yet? (I'm still not reading under spoilers)
Sign me up as a bolter bitch: shield, 1h dakka-dakka or jezzail. Alternatively, a pilot of a small tank with high ROF.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
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Location
The Eye of Terror
They spawn in civilian craft.
Yeah, I figured. Of course it’s been ages since I researched Stop targeting civilian crafts. :negative:

EDIT: well fuck, to research Civilization I also need to research Soldier: Gnome. Any one knows how I can edit one into my prison?
 
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Andnjord

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Messages
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The Eye of Terror
Actually, I had some mystery boxes with golden apples, so the gnome problem is solved. Turns out it’s the ruffian I have problem with, turns out the mob from bandit town I had in mind is a Villain, so I have no idea which one is the ruffian.
 
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Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Yeah, I figured. Of course it’s been ages since I researched Stop targeting civilian crafts. :negative:
Even after that you should be able to find labourers on the mining ships that usually show up 1-3 times per month.
Actually, I had some mystery boxes with golden apples, so the gnome problem is solved. Turns out it’s the ruffian I have problem with, turns out the mob form bandit town I had in mind is a Villain, so I have no idea which one is the ruffian.
Ruffians are the most basic of the bandits, with red bandana and white shirt. Lategame you should be able to pick them up at "save the precinct" missions, if you're no longer getting bandit camps, bandit cars, etc.
EDIT: well fuck, to research Civilization I also need to research Soldier: Gnome. Any one knows how I can edit one into my prison?
If you can recruit gnomes, you should be able to research soldier: gnome. Unless you sold your gnomes for ransom (that would be a massive mistake).
 

Andnjord

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The Eye of Terror
Ruffians are the most basic of the bandits, with red bandana and white shirt. Lategame you should be able to pick them up at "save the precinct" missions, if you're no longer getting bandit camps, bandit cars, etc.
Seriously? That’s the one?? Can’t believe that with the hundreds of them I’ve massacred I never captured one of them. :lol:

I just recruited those two random gnomes and that was the end of their research, but now I’ve got a new one so proble solved.
 
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15,714
Middle click an enemy on the battlescape to see what they are armed with. Then if you've researched them you can middle click again to go to the ufopedia page for them. If you haven't researched it it won't take you there. Good way to keep track of what you should capture in each mission. It's not actually 100% reliable but it should be for everything important, some random unit variants might not have a pedia entry if they are really irrelevant.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Omake: Gray Codex pt3.
This part has spoilers for some parts of the other codexes.
The codex stuff is some of the most complex tech tree weaving. Researching gray codex gives you the following hidden techs in addition to the actual gray codex tech:
Codex (Green or Gray) · Codex (Gray or Gold) · Codex (Gray or Red) · Codex (Any but Red) · Codex (Any but Green) · Codex (Any but Gold)

The "Any But" techs mostly just decide what voodoo schools you have. Gray means we are blocked from Communion voodoo, but we get Illusion which has not been seen in the LP.
9EOZBaS.png

On a side note, I like how the voodoo schools correspond to different races approaches: Excess (human), Illusion (star gods), Destruction (demons) and Communion (reticulans).

The voodoo schools don't really do anything on their own though, it all depends on your codex, so we've covered a lot of the followup techs from illusion in previous Omakes. As previously mentioned the combo Codex (Green or Gray) doesn't lead to anything.

So we'll start with Gray/Gold shared techs.
Voodoo Rod is basically the psi amp from vanilla. The great staff also has a mode that deals mind damage directly. It also looks like a gatling gun with two purple vials for some reason.
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Not much more to say about these, it's psi, it's good.

You also get a mega-research facility called Dream library. But this one is super rng (you have to get the right teachings from a demon shrine), so I never got it. It's a 2x2 building that costs 12 million$ and 200 pillow books to build. It functions as a library, but with space for 23 brainers. If RNG is on your side, you can unlock this immediately after getting a library, which would be an insane boost to your midgame research speed, easily doubling what you would normally have.

Naturally, researchers are nothing without drugs, and this is a pretty strong drug. It requires boom fruits to make, which are also super RNG gated.
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Sometimes, we must also turn ourselves into ghosts, and not just our enemies.
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Invis armor is pretty good, for obvious reasons. Watch out for spotters though.

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The masochist can't actually fight, but it can donate TUs and health to other units (bio effect, ignores 2/3 armor). This is also one of the few ways in the game to train a units voodoo power, if you feel that is something you want to do. Personally, I never saw the use of having 1 bad unit to make a good unit 50% more effective, when you could just have 2 units instead for 200% effect.

There is also a super whip, if you consider "30 freshness per attack" super.
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Rounding out Gray/Gold, we must ask ourselves: What's that, a shadowbat?
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The shadowbat is amazing, probably my favorite troop transport in the game.

9 crew is good for a midgame ship, but the real thing here is the layout. Both of the wings have a hatch, and it's really strong to use them pop up, shoot, retreat down. Enemies can't follow, can't counter attack. It's also entirely dark around the exits, but illuminates beyond. This is not very useful, but it can be good when fighting melee enemies with lots of stealth. The ramp is the only truly bad part, as it provides more vision from below than from up, so you have to be careful with positioning. This ship replaced my airbus, and lasted until I had to replace it with something that could carry large units. And even then I considered if a tank was really worth giving up the best ship.
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Quite a lot of techs shared between those two for some reason.

Moving on to Red/Gray
What to make of a verdant snake?
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Beats me honestly, 6 crew was too hard of a sell. I guess as an interceptor it might be nice since it has a heavy slot?

For gear we have the hellfist, which shoots plasma.
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The scepter of fear is a psi-amp on a stick. I guess this is a good psi tool if you are red codex?
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For Gray codex I don't know why you would use it.

The hellblade, which is funny, but it is a bit annoying that it doesn't have a melee attack which works on reaction (or at least I never saw it).
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The melee attack does normal slashing damage (and the damage/tu is actually not great), but it also has a ranged blastwave with decent AoE. It's fairly expensive to use in freshness, but AoE Warp Damage on a stick? Yes please.

Finally we have the destructor armor. With the Ball of Annihilation.
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I promised some explosives, so lets explore the hellblade and destructor in combat.
I recruited some hapless ninjas for the purposes of this.
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The damage of the orb is pretty high. It's not quite baby nuke, bit it also flies in a straight line and has much better accuracy.
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The result after two shots fired. The hull was pretty tough, so the first ball didn't do much. After firing second it took the game several seconds to play all the death sounds.
I also fired it elsewhere just to show the aoe
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Not bad for a tertiary weapon on an armor that's actually pretty good.

The hellblade isn't quite as impressive, but still nice
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I doubt anything without non-red shields can survive 70-200 warp damage.
Not nearly as much stuff as gold/gray, but cooler stuff imo.

Overall, going through these omakes there was less stuff and less important stuff than I thought. Codexless does not seem as big of a sacrifice to lategame power as I felt before, although the loss of the midgame shadowtech ships would surely suck.

That's it for Gray Codex. I'll have one more omake for peasants (covering the stuff I couldn't fit into communist story). And then if I run my peasant game long enough, maybe a final omake for the super secret chaos saint route.
 

lightbane

Arcane
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Dec 27, 2008
Messages
10,721
The Ball of Annihilation, as well as that Outfit, is stolen from Bleach. I also don't like how many of the cool toys have such severe drawbacks that make them worthless, unless you don't mind gimping yourself or wasting time/resources.
Will you show the Reticulan path?
 

Jaedar

Arcane
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10,356
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Will you show the Reticulan path?
Pretty unlikely, as I'd have to spend many hours replaying the first few months I just went through, and from looking at the tech viewer it is a relatively slow burn path. Half the reason I ended up showing peasant path was that it frontloads almost everything, you can have seen 90% of the content by march.

I don't think a pure "here's what's going on according to tech viewer" would be fun, you lose so much context when you don't get a feel for how and when things happen.
The Ball of Annihilation, as well as that Outfit, is stolen from Bleach. I also don't like how many of the cool toys have such severe drawbacks that make them worthless, unless you don't mind gimping yourself or wasting time/resources.
Did not know that. Is there a cool montage of anime explosions for it?
I do agree that Dioxine can be a bit stingy when it comes to making cool stuff. You do eventually get really good things, but in the midgame there's a lot of shitty tradeoffs to be made (armor after chainmail, transport crafts).
 

lightbane

Arcane
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Dec 27, 2008
Messages
10,721
Did not know that. Is there a cool montage of anime explosions for it?
I suppose.



Despite what it looks like, Ceroes are a bigger deal than a "fire and forget" energy beam from DBZ, as these are antimatter beams that scale up... Sadly, Bleach in the latest season fell to anime escalation and now even Ceroes can't do shit against people wielding the power of the Sun. Literally
 

Andnjord

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Aug 22, 2012
Messages
3,624
Location
The Eye of Terror
Couple more questions on the quest for Higher Studies. Apparently I need some Aquaman corpse, but I don’t remember seeing any in the underwater missions (this one is particularly galling as it’s the last step on making Assault Armour)? Oh and I need a Database of Dr X, I’m guessing it’s from a special quest mission, right? I have done the Siberia mission (Fatty oh my!) but not the Aurora one yet.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,198
@Damned Registrations how am I doing? Am I dead yet? (I'm still not reading under spoilers)
I have good news and bad news. The good news is you're still alive, and done with basic training. The bad news is, I trained you to use a tank you can't actually use, and now can't find anything to use you for that isn't wildly obsolete already. I'll look again to see if we've got something I can put you in.

Apparently I need some Aquaman corpse
I think they show up on the deep one land missions first.

I doubt anything without non-red shields can survive 70-200 warp damage.
You'd be surprised, plenty of enemies have massive warp resistances; mostly 'evil' stuff like the doom and demon enemies, vampires, zombies, and some other random 'soft' things like slimes and jellyfish. Still, insanely useful once power armour starts showing up. It's actually the Hellfist that struck me as being amazing- doubling shield layers is insanely powerful, as it leaves you with no gaps. And yes, the Shadowbat is amazing. At the point you first get it, you can even get a ton of mileage out of the lighting by having people sit under it and murder people, as spot/sense isn't so prevalent yet.
 

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