Use this thread for general feedback and discussion about the most recent release, if you want to talk about something that you don't feel warrants a dedicated thread.
This is the open spoiler version, for discussions where you plan to talk about spoilery content and don't want to bother with spoiler tagging. Do not read this thread if you want to avoid spoilers! For non-spoiler discussion, feel free to use the non-spoiler discussion thread here (http://www.gridsagegames.com/forums/index.php?topic=495.0).
Alpha 9 release notes and changelog (http://www.gridsagegames.com/forums/index.php?topic=494.0).
Just finished my first alpha 9 run. No crashes this time ;D.
The patch-notes said that the Data miner hack had a use now. So, of course, I felt obliged to risk my life diving through the lower cave map hunting for the Data miner. I did find him and got the pwd. I also had a run in with Zhirov as I had to visit both the upper caves map in order to find the Warlord. Finally, ran into the Warlord in -4/Upper caves. I tried to enter the god mode hack into the terminal near it, even though I was informed that it was fake. Didn't work. I looked around, found some terminals with info in it. I looked around and didn't find much in the way of loot. I found a secret backdoor leading out of the Warlord map and saw the ongoing MAIN.C invasion. Thought I would hang around and watch and that got me killed :p.
I am going to have to visit the Warlord again to make sure that I hadn't missed anything. I also need to go in as a combat build and help the Warlord's forces against the invaders and see what happens if I help them beat it. I also have a sneaking suspicion (well, I mean the warlord literally mentions it) that the Data-miner hack might be useful in the later floors when the Warlord does bring in the real god-mode.
Fabrication changes: They feel good. I didn't get to play with them that much, but did fabricate a 2 sets of flight units in -7. They came in handy as I had all my flight propulsion blown off in storage and before the fabrication changes, that's usually when the game ends. Finding flight propulsion in a reliable confrontation-free manner early on is a matter of luck. Need to do more experiments with fabrication, but it acted as a nice curve filler in this game.
Flight changes: I was able to stack 4xdiametric drive along with a couple of basic flight units without having to fight serious heat/energy issues. (edit: I just realized that the alien artifact gave me +20 to heat dissipation. So that's probably why I was able to stack those high level flight units with ease) So, that felt good. It did feel a bit dodgy when you are running around with less than 3 flight units and I kinda need to relearn when to dive enemies as you don't move as fast. It didn't feel all that different though. Will report after I do more runs.
scoresheet
Cogmind - Alpha 9
Name: Sherlockkat
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (54) 270
Value Destroyed (1091) 1091
Prototype IDs (9) 180
Alien Tech Identified (2) 400
Bonus (1100) 1100
TOTAL SCORE: 6041
Cogmind
---------
Core Integrity 0/1150
Matter 300/300
Energy 48/50
System Corruption 0%
Temperature Cool (1)
Location -4/Warlord
Parts
-------
Power (2)
(None)
Propulsion (6)
(None)
Utility (9)
Hacking Suite
Advanced System Shield
Weapon (2)
(None)
Inventory(4)
Neutrino Core
Improved Cooling System
Makeshift Transmission Jammer
Advanced Focal Shield
Peak State
------------
Power
Angular Momentum Engine
Light Particle Reactor
Propulsion
VTOL Module
Diametric Drive
Diametric Drive
Diametric Drive
Utility
Visual Processing Unit
Advanced Sensor Array
Advanced Focal Shield
Advanced Focal Shield
Hacking Suite
Hacking Suite
Hacking Suite
Advanced System Shield
Weapon
Makeshift Spear
Kinetic Spear
Inventory
Angular Momentum Engine
Light Angular Momentum Engine
Improved Grenade Launcher
[Rating: 81]
Favorites
-----------
Power Anti-Matter Reactor
Engine Angular Momentum Engine
Power Core Light Nuclear Core
Reactor Anti-Matter Reactor
Propulsion VTOL Module
Treads Heavy Treads
Leg Aluminum Leg
Flight Unit VTOL Module
Utility Hacking Suite
Device Advanced Sensor Array
Processor Visual Processing Unit
Hackware Hacking Suite
Protection Hardened Light Armor Plating
Weapon Makeshift Spear
Energy Gun Beamcaster
Ballistic Gun Light Assault Rifle
Ballistic Cannon Light Cannon
Launcher Improved Grenade Launcher
Piercing Weapon Makeshift Spear
Special Melee Weapon Datajack
Stats
-------
Bonus Breakdown 1100
Met Data Miner 300
Met Zhirov 300
Met Warlord at Base 500
Classes Destroyed 11
Worker 3
Recycler 3
Operator 4
Watcher 3
Swarmer 32
Grunt 4
Programmer 1
Z-Series 1
Samaritan 1
Furnace 1
Thief 1
NPCs Destroyed 0
Best Kill Streak 4
Combat Bots Only 4
Matter Collected 1639
Salvage Created 1214
Parts Attached 108
Power 17
Propulsion 43
Utility 23
Weapon 25
Parts Lost 44
Power 9
Propulsion 22
Utility 6
Weapon 7
Average Slot Usage (%) 77
Naked Turns 7
Spaces Moved 9189
Fastest Speed (%) 357
Average Speed (%) 291
Slowest Speed (%) 22
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 1
Heaviest Build 48
Greatest Support 120
Greatest Overweight (x) 9
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Average Items Carried 3
Core Damage Taken 1991
Average Core Remaining (%) 71
Depth 10 Exit 51
Depth 9 Exit 73
Depth 8 Exit 55
Depth 6 Exit 175
Depth 4 Exit 74
Volleys Fired 97
Largest 2
Hottest 111
Shots Fired 154
Gun 96
Cannon 35
Launcher 23
Special 0
Kinetic 93
Thermal 38
Explosive 23
Electromagnetic 0
Entropic 0
Shots Hit Robots 108
Core Hits 74
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 45
Impact 0
Slashing 0
Piercing 44
Damage Inflicted 3802
Projectiles 979
Explosions 1830
Melee 986
Ramming 7
Kinetic 664
Thermal 315
Explosive 1830
Electromagnetic 0
Impact 0
Slashing 0
Piercing 986
Entropic 0
Self-Inflicted Damage 59
Shots 1
Rammed 1
Highest Temperature 178
Average Temperature 41
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 3
Average Corruption 1
Message Errors 6
Parts Rejected 1
Data loss (map) 8
Data loss (database) 1
Misfires 0
Misdirections 8
Targeting Errors 1
Weapon Failures 0
Depth 6 End 1
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 29
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machines Disabled 1
Data Cores Recovered 0
Used 0
Machines Hacked 44
Terminals 19
Fabricators 5
Repair Stations 1
Recycling Units 1
Scanalyzers 1
Garrison Access 5
Total Hacks 113
Successful 65
Failed 36
Catastrophic 4
Database Lockouts 0
Manual 29
Unauthorized 6
Terminals 38
Fabricators 13
Repair Stations 2
Recycling Units 7
Scanalyzers 2
Garrison Access 10
Terminal Hacks 75
Record 19
Part Schematic 4
Robot Schematic 3
Robot Analysis 0
Prototype ID Bank 3
Open Door 5
Level Access Points 1
Branch Access Points 2
Emergency Access Points 1
Machine Index 0
Terminal Index 0
Fabricator Index 2
Repair Station Index 0
Recycling Unit Index 1
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Garrison Status 0
Intercept Status 0
Recall Investigation 1
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 1
Registered Components 1
Registered Prototypes 0
Zone Layout 2
Sector Layout 0
Machine Controls 0
Hacking Detections 25
Full Trace Events 3
Feedback Events 1
Feedback Corruption 1
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 4
Terminals 2
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 2
Fabricators Overloaded 0
Garrisons Disabled 2
Garrisons Compromised 0
Fabrication Nework Shutdowns0
Robot Schematics Acquired 3
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 5
Parts Built 4
Total Part Build Rating 4
Part Fabrication Matter 204
Part Fabrication Time 102
Parts Repaired 1
Part Repair Time 10
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 1
Part Schematics Acquired 1
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 1
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 1
Allies Melted 0
Peak Influence 781
Average Influence 78
Final Influence 0
Maximum Alert Level 3
Low Security (%) 90
Level 1 2
Level 2 3
Level 3 3
Level 4 0
Level 5 0
Squads Dispatched 17
Investigation 4
Extermination 0
Reinforcement 10
Assault 2
Garrison 1
Intercept 0
Derelict Logs Recovered 7
Exploration Rate (%) 25
Regions Visited 25
Pre-discovered Areas 3
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 10599
Turns Passed 5723
Depth 11 64
Depth 10 513
Depth 9 264
Depth 8 234
Depth 7 1665
Depth 6 640
Depth 5 816
Depth 4 1527
Scrapyard 64
Materials 787
Factory 916
Mines 149
Storage 75
Waste 663
Lower Caves 642
Upper Caves 986
Proximity Caves 458
Data Miner 40
Zhirov 80
Warlord 863
Prototype IDs
---------------
Improved Airjet
Experimental ECM Suite
Quarantine Testbed
Precision Matter Filter
Combat Drone Bay
Advanced Beam Rifle
High-powered Electrolaser
Precision Assault Rifle
Kinetic Spear
Fabricated
------------
2x Flight Unit (-7/Factory)
2x Flight Unit (-7/Factory)
Alien Tech Recovered
----------------------
Transdimensional Reconstructor
Integrated Dissipator
Route
-------
-11/Scrapyard
-10/Materials
-10/Mines
-9/Materials (discovered 2 exits: *Mat / [Min])
-8/Materials
-8/Storage
-7/Factory
-7/Waste
-7/Factory
-7/Lower Caves
-7/Lower Caves (discovered 2 exits: *Fac / *Dat)
-7/Data Miner
-6/Proximity Caves
-6/Factory
-6/Waste
-6/Factory (discovered 5 exits: *Fac / Low x2 / Ext x2)
-5/Factory
-5/Upper Caves
-5/Upper Caves (discovered 2 exits: *Fac / *Zhi)
-5/Zhirov
-4/Proximity Caves
-4/Factory (discovered 3 exits: [Res] / *Upp x2)
-4/Upper Caves
-4/Upper Caves (discovered 2 exits: [*Res] / *War)
-4/Warlord (discovered 1 exit: [*Pro])
Game
------
Seed: 1465347858
^Manual?: 0
Play Time: 96 min
Sessions: 1
Mod: N/A
Game No.: 249
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 12/Tallcaps
Map View: 83x54
FOV Handling: Fade In
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Edit: Ooh. I did a trojan(broadcast) hack in a garrison this time. It was kinda cool getting locekd out of a terminal and seeing the investigation squad dispatched from a nearby location. Handy for identifying garrisons. It is pretty easy to pull that hack off too. Must have a high chance of success.
Edit 2: Was the map-generation algorithm for wastes tweaked? They feel different now.
Quote from: Sherlockkat on June 07, 2016, 09:13:31 PM
Just finished my first alpha 9 run. No crashes this time ;D.
For a moment I always fear reading your first post, which is always quick to come after a new release and tends to force me to spring into action with some hotfix for an oversight :P. Whew (so far).
That's quite a long exploration route you took already!
Quote from: Sherlockkat on June 07, 2016, 09:13:31 PM
Thought I would hang around and watch and that got me killed :p.
It's safest to watch/help from the main entrance where they have more defenses, but I wouldn't recommend sticking around for too long either way ;)
It's very worth visiting Warlord's base for a number of reasons you'll eventually discover.
I probably should've mentioned in the notes that the Data Miner gives you a second code as well now, over at his terminals which you're probably mostly ignoring now because half of them were just lore before. There's a new entry.
Quote from: Sherlockkat on June 07, 2016, 09:13:31 PM
Fabrication changes: They feel good. I didn't get to play with them that much, but did fabricate a 2 sets of flight units in -7. They came in handy as I had all my flight propulsion blown off in storage and before the fabrication changes, that's usually when the game ends. Finding flight propulsion in a reliable confrontation-free manner early on is a matter of luck. Need to do more experiments with fabrication, but it acted as a nice curve filler in this game.
That was my feeling so far, too. I've only done a couple real playtests so far, but while it didn't feel so reliable that it was OP, it could provide some occasional assistance to fill those holes, as intended. Many more games will be needed to see if further balance changes are necessary.
Quote from: Sherlockkat on June 07, 2016, 09:13:31 PM
Edit: Ooh. I did a trojan(broadcast) hack in a garrison this time. It was kinda cool getting locekd out of a terminal and seeing the investigation squad dispatched from a nearby location. Handy for identifying garrisons. It is pretty easy to pull that hack off too. Must have a high chance of success.
70%!
Erm. So, I saw the warlord prototype stash entry in the Data miner cave. I forgot to jot down the password as I am used to scrolling through the log to find pwds. I am in front of the Warlord stash now and I am wondering if there is anyway to get access to the stash. I also think there should be some way to look up the pwds without having to write em down. Missing out on loot this way kinda sucks.
Also, I just found a stash of vortex rifles. Looking fwd to use them.
edit: Just won that game. -2/Research was fun. I saw a hero and a troll and a fireman and a dragon and whatnot. (edit: I like the warlord and his minions. They are a cheerful bunch :) ) I must have missed god-mode as I was in full tryhard mode and going for the win. The thing that sealed that game was a huge cache of Mak Hacking suites that I found in one of those caves. Pretty low score though. But that's because I took pretty long winded route and flight got nerfed. So, I was moving much slower on average compared to previous alphas.
Fab system feels really good. I don't think it's overpowered. There is quite a bit of strategy involved, especially when trying to craft high-tier items as you very pressed for time. Does your alert level take a hit if you fabricate too many things? I think I fabricated a couple of flight units and a bunch of power sources. They quarantined the local matter stores in response and a few turns later an assault squad got called in. Eeks.
Flight units: Stacking late-game flight units is really viable now. I *think* it is worth the speed hit. I do think it is worth rescaling the speed bonus for a win now that flight has been rebalanced. I also like that there several branch strategies evolving for speed builds. Zhirov, Data-miner (if you swing at him) and Warlord are all beneficial. Zhirov gives you that power/heat dissipation buff which is great for stacking flight units. Swinging at the Data-miner provides valuable map data. Warlord makes late-game a bit more easier. Zion is cool but a bit meh. That might change once the deep cave branch is open.
scoresheet
Cogmind - Alpha 9
Name: Sherlockkat
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (46) 230
Value Destroyed (1111) 1111
Prototype IDs (33) 660
Alien Tech Identified (1) 200
Bonus (5498) 5498
TOTAL SCORE: 12199
Cogmind
---------
Core Integrity 1581/1600
Matter 300/300
Energy 480/485
System Corruption 0%
Temperature Cool (4)
Location Surface
Parts
-------
Power (2)
Fission Core
Anti-Matter Reactor
Propulsion (6)
Biomechanical Wings
Improved Nuclear Pulse Thruster
Improved Nuclear Pulse Thruster
Improved Nuclear Pulse Thruster
Field Propulsion Array
Utility (15)
Visual Processing Unit
Improved Sensor Array
Advanced Signal Interpreter
Advanced Signal Interpreter
Advanced ECM Suite
Hacking Suite
Makeshift Hacking Suite
Makeshift Hacking Suite
Makeshift Hacking Suite
Advanced Hacking Suite
Advanced Hacking Suite
Weapon (2)
Matter Neutralizer
Scythe
Inventory(4)
Light Particle Reactor
Electron Diverter
Transdimensional Reconstructor
Precision Grenade Launcher
Peak State
------------
Power
Fission Core
Anti-Matter Reactor
Propulsion
Biomechanical Wings
Improved Nuclear Pulse Thruster
Improved Nuclear Pulse Thruster
Improved Nuclear Pulse Thruster
Field Propulsion Array
Utility
Visual Processing Unit
Improved Sensor Array
Advanced Signal Interpreter
Advanced Signal Interpreter
Advanced ECM Suite
Hacking Suite
Makeshift Hacking Suite
Makeshift Hacking Suite
Makeshift Hacking Suite
Advanced Hacking Suite
Advanced Hacking Suite
Weapon
Matter Neutralizer
Scythe
Inventory
Light Particle Reactor
Electron Diverter
Transdimensional Reconstructor
Precision Grenade Launcher
[Rating: 106]
Favorites
-----------
Power Micro Nuclear Core
Engine Light Ion Engine
Power Core Micro Nuclear Core
Reactor Anti-Matter Reactor
Propulsion Flight Unit
Leg Aluminum Leg
Flight Unit Flight Unit
Utility Makeshift Hacking Suite
Device Improved Sensor Array
Processor Visual Processing Unit
Hackware Makeshift Hacking Suite
Protection Improved Light Armor Plating
Weapon Scythe
Energy Gun Small Laser
Energy Cannon Plasma Cannon
Ballistic Gun Assault Rifle
Launcher Grenade Launcher
Slashing Weapon Scythe
Stats
-------
Bonus Breakdown 5498
Met Data Miner 300
Met Zhirov 300
Met Warlord at Base 500
Win 3000
Fast Win 1398
Classes Destroyed 9
Worker 1
Recycler 2
Operator 2
Swarmer 28
Grunt 9
Researcher 1
Samaritan 1
Thief 1
Mutant 1
NPCs Destroyed 0
Best Kill Streak 9
Combat Bots Only 9
Matter Collected 1322
Salvage Created 1129
Parts Attached 91
Power 14
Propulsion 33
Utility 19
Weapon 25
Parts Lost 25
Power 7
Propulsion 11
Utility 1
Weapon 6
Average Slot Usage (%) 84
Naked Turns 2
Spaces Moved 8686
Fastest Speed (%) 555
Average Speed (%) 353
Slowest Speed (%) 83
Overloaded Moves 1
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 43
Greatest Support 63
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Average Items Carried 3
Core Damage Taken 563
Average Core Remaining (%) 87
Depth 10 Exit 48
Depth 9 Exit 73
Depth 8 Exit 77
Depth 6 Exit 193
Depth 4 Exit 98
Depth 3 Exit 189
Depth 2 Exit 100
Depth 1 Exit 98
Volleys Fired 138
Largest 2
Hottest 105
Shots Fired 186
Gun 113
Cannon 60
Launcher 13
Special 0
Kinetic 59
Thermal 99
Explosive 13
Electromagnetic 15
Entropic 0
Shots Hit Robots 112
Core Hits 72
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 25
Impact 0
Slashing 25
Piercing 0
Damage Inflicted 3459
Projectiles 1245
Explosions 1599
Melee 615
Ramming 0
Kinetic 530
Thermal 571
Explosive 1582
Electromagnetic 161
Impact 0
Slashing 615
Piercing 0
Entropic 0
Self-Inflicted Damage 33
Shots 2
Rammed 0
Highest Temperature 314
Average Temperature 73
Shutdowns 0
Energy Bleed 1
Interference 1
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 3
Average Corruption 2
Message Errors 0
Parts Rejected 1
Data loss (map) 2
Data loss (database) 1
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Depth 4 End 3
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 1
Tactical Retreats 18
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machines Disabled 4
Data Cores Recovered 0
Used 0
Machines Hacked 48
Terminals 15
Fabricators 4
Repair Stations 1
Recycling Units 0
Scanalyzers 2
Garrison Access 3
Total Hacks 162
Successful 122
Failed 17
Catastrophic 3
Database Lockouts 0
Manual 18
Unauthorized 4
Terminals 29
Fabricators 8
Repair Stations 3
Recycling Units 0
Scanalyzers 8
Garrison Access 5
Terminal Hacks 187
Record 59
Part Schematic 6
Robot Schematic 3
Robot Analysis 4
Prototype ID Bank 11
Open Door 4
Level Access Points 4
Branch Access Points 2
Emergency Access Points 1
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 2
Locate Traps 1
Disarm Traps 1
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Garrison Status 0
Intercept Status 0
Recall Investigation 1
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 1
Registered Prototypes 0
Zone Layout 1
Sector Layout 0
Machine Controls 0
Hacking Detections 22
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 3
Terminals 3
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 2
Garrisons Compromised 0
Fabrication Nework Shutdowns1
Robot Schematics Acquired 3
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 8
Parts Built 6
Total Part Build Rating 6
Part Fabrication Matter 624
Part Fabrication Time 183
Parts Repaired 1
Part Repair Time 25
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 2
Part Schematics Acquired 2
Parts Damaged 0
Robot Analysis Total 4
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 2
Largest Group 1
Highest-Rated Group 32
Highest-Rated Ally 32
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 2
Allies Melted 0
Peak Influence 527
Average Influence 101
Final Influence 0
Maximum Alert Level 2
Low Security (%) 80
Level 1 10
Level 2 9
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 13
Investigation 3
Extermination 1
Reinforcement 8
Assault 1
Garrison 0
Intercept 0
Derelict Logs Recovered 6
Exploration Rate (%) 23
Regions Visited 25
Pre-discovered Areas 4
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 10225
Turns Passed 4533
Depth 11 57
Depth 10 465
Depth 9 137
Depth 8 150
Depth 7 989
Depth 6 382
Depth 5 497
Depth 4 1199
Depth 3 368
Depth 2 128
Depth 1 161
Scrapyard 57
Materials 752
Factory 959
Research 298
Access 161
Waste 321
Lower Caves 479
Upper Caves 648
Proximity Caves 458
Data Miner 62
Zhirov 112
Warlord 226
Prototype IDs
---------------
Fusion Reactor
Graviton Reactor
Improved Flight Unit
Biomechanical Wings
Improved Nuclear Pulse Thruster
Experimental Heat Sink
Improved Matter Compressor
Advanced Matter Compressor
Experimental Matter Compressor
Experimental Optical Array
Spectral Analyzer
Experimental Sensor Array
Experimental Terrain Scan Processor
Inertial Stasis Machine
Experimental Power Shielding
Experimental Utility Shielding
Experimental Targeting Computer
Advanced Particle Charger
Improved Fusion Compressor
Combat Drone Bay
Assault Drone Bay
Improved Heavy Laser
Heavy Wave Gun
Vortex Rifle
Improved Lightning Gun
Compact Ion Cannon
Heavy Proton Cannon
Improved KE Penetrator
Anti-matter Cannon
Precision Grenade Launcher
Scatter Rocket Array
Guided EMP Blaster
Heavy Proton Missile Launcher
Fabricated
------------
2x Lgt. Ion Engine (-7/Factory)
2x Flight Unit (-7/Factory)
2x Flight Unit (-7/Factory)
Alien Tech Recovered
----------------------
Integrated Reactor
Route
-------
-11/Scrapyard
-10/Materials (discovered 2 exits: *Mat / [*Min])
-9/Materials
-8/Materials
-7/Factory
-7/Lower Caves
-7/Lower Caves (discovered 2 exits: *Fac / *Dat)
-7/Data Miner
-6/Proximity Caves
-6/Factory (discovered 2 exits: *Fac / [*Ext])
-5/Factory
-5/Upper Caves
-5/Upper Caves
-5/Zhirov
-4/Proximity Caves
-4/Factory
-4/Waste
-4/Factory (discovered 7 exits: Res x4 / *Upp x2 / Arm)
-4/Upper Caves
-4/Upper Caves (discovered 2 exits: *Res / *War)
-4/Warlord
-3/Proximity Caves
-3/Research (discovered 5 exits: *Res x3 / Tes x2)
-2/Research (discovered 3 exits: *Acc x3)
-1/Access
Surface
Game
------
Seed: 1465589876
^Manual?: 0
Play Time: 81 min
Sessions: 3
Mod: N/A
Game No.: 254
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 12/Tallcaps
Map View: 83x54
FOV Handling: Fade In
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Quote from: Sherlockkat on June 10, 2016, 03:27:23 PM
Erm. So, I saw the warlord prototype stash entry in the Data miner cave. I forgot to jot down the password as I am used to scrolling through the log to find pwds. I am in front of the Warlord stash now and I am wondering if there is anyway to get access to the stash.
Yeah, 1) that should really have been mirrored to the log, and 2) this will be done at some point:
Quote from: Sherlockkat on June 10, 2016, 03:27:23 PM
I also think there should be some way to look up the pwds without having to write em down. Missing out on loot this way kinda sucks.
I just hadn't gotten to it yet since it hasn't been very important before, given the small number of codes and your general proximity to where they were used anyway (plus all those were in dialogue and therefore going to the log, where you could reference them).
Sorry about that! I'll definitely be exploring a solution for Alpha 10. Good thing you managed to win anyway--first win of Alpha 9! \o/
Quote from: Sherlockkat on June 10, 2016, 03:27:23 PM
Does your alert level take a hit if you fabricate too many things? I think I fabricated a couple of flight units and a bunch of power sources. They quarantined the local matter stores in response and a few turns later an assault squad got called in. Eeks.
Yeah they'll not be nice if you're found fabricating too many things too quickly. It's a pretty big hit. There are some Trojans to help with that.
And the score sheet now contains a list of everything you fabricated, and where, so we can see what you built :D
Quote from: Sherlockkat on June 10, 2016, 03:27:23 PM
I do think it is worth rescaling the speed bonus for a win now that flight has been rebalanced.
Good point! I'll need to wait for more data from speed runs to see how long the average one might take, depending on build, so I can set an appropriate new value.
Glad to hear the new flight stats are working out so far.
Quote from: Sherlockkat on June 10, 2016, 03:27:23 PM
I also like that there several branch strategies evolving for speed builds. Zhirov, Data-miner (if you swing at him) and Warlord are all beneficial. Zhirov gives you that power/heat dissipation buff which is great for stacking flight units. Swinging at the Data-miner provides valuable map data. Warlord makes late-game a bit more easier. Zion is cool but a bit meh. That might change once the deep cave branch is open.
Zion is really hit or miss, meant mostly for lore and thematic purposes, but its usefulness in the strategic sense is highly dependent on who you find there. There are a couple potential benefits that are quite useful. It isn't done yet, either. You know about the Deep Caves, but there's also another area I want to add with more lore that might also have a longer-term impact on a run. (Still, in general its location is too early in the game to be incredibly and immediately useful like the Upper Cave branches.)
Re pwds: Just a suggestion. It might be useful to display the pwds in the left side of the interface that shows up whenever you access the terminal. You know, the bit with all the fluff.
Re Fab: I was trying to hack the schematic for a spectral analyzer somewhere in factory and got a "Data exceeds authorization" message. Are those restrictions necessary now that fabrication ties in directly to the alert level? I mean, I got a assault squad called just for fabricating a lowly flight unit and lgt ion engine.
Quote from: Sherlockkat on June 10, 2016, 07:42:11 PM
Re pwds: Just a suggestion. It might be useful to display the pwds in the left side of the interface that shows up whenever you access the terminal. You know, the bit with all the fluff.
Possibly, although I'd be worried they wouldn't fit if too many were added/found, and it also doesn't really match the kind of stuff that's over there. Maybe it could replace the top-center window instead, which isn't otherwise being used. I'll have to do some mockups and see what works best.
Quote from: Sherlockkat on June 10, 2016, 07:42:11 PM
Re Fab: I was trying to hack the schematic for a spectral analyzer somewhere in factory and got a "Data exceeds authorization" message. Are those restrictions necessary now that fabrication ties in directly to the alert level?
Schematics are now the primary gatekeepers to what you can fabricate, so allowing them to be acquired anywhere would make it too easy to game the system to get late-game schematics early on. Find an easy terminal or two
after you've discovered a nearby exit or chute, hack it up, and then just make a run for it. Alert level wouldn't matter much at all in that case.
Quote from: Sherlockkat on June 10, 2016, 07:42:11 PM
I mean, I got a assault squad called just for fabricating a lowly flight unit and lgt ion engine.
That was just a coincidence. All it does is raise your alert level (and that's only if discovered).
QuoteSchematics are now the primary gatekeepers to what you can fabricate, so allowing them to be acquired anywhere would make it too easy to game the system to get late-game schematics early on. Find an easy terminal or two after you've discovered a nearby exit or chute, hack it up, and then just make a run for it. Alert level wouldn't matter much at all in that case.
Fair enough!! That's what I would do :).
I knew it! (Saved you from yourself ;))
That said, on the design side it also keeps the door open to acquiring nice schematics earlier than otherwise possible, via separate means (like an NPC).
Just played a bunch of Alpha 9 runs. The first one got the farthest, but I was basically fleeing semi-naked from -5 until -2, so it was one of those games.
Second game, I got to data miner and I was hoping to try out the new fabrication system. Unfortunately, the only exit in the proximity caves back to the complex was inside a Main.C base, and it was just too heavily guarded.
The 3rd game was the most interesting one. I've actually never been to Cetus or Archives before until now. I found Extension on -5, freed 07, and smooshed the behemoths with him. We killed the Cetus guards, but 07 died in the process. Not before he gave me his code though. Unfortunately, I couldn't successfully hack the locked door, so the code wasn't too helpful.
In archives, I encountered the Zhirov event. Apparently him and his buddies whoop some ass, plant some bombs, and teleport out. That was news to me, and I was sitting around when the bomb went off. Whatever he set us was more than strong enough to instantly kill me.
I love this game.
Quote from: Happylisk on June 11, 2016, 01:18:34 PM
Unfortunately, I couldn't successfully hack the locked door, so the code wasn't too helpful.
You don't need to hack any door to use the code--the machine controls for the fabricator are on a terminal out in the open.
Quote from: Happylisk on June 11, 2016, 01:18:34 PM
In archives, I encountered the Zhirov event. Apparently him and his buddies whoop some ass, plant some bombs, and teleport out. That was news to me, and I was sitting around when the bomb went off. Whatever he set us was more than strong enough to instantly kill me.
I love this game.
Ooh that's only the second time I've heard someone meet Zhirov there :). Doesn't happen so often. I think Decker was the one who found it a while back and made it out.
I used the code on a terminal outside the locked door, and the first time something happened (I think?) but I don't recall the exact message. I tried again and then it said "insufficient resources." Still not sure what the benefit from this code is. I remember other people in the forums posting about this in previous alphas so I'll just dig up some old posts.
As for the Zhirov event, it was a lot of fun to watch. I'd love to get my hands on the weapons they're packing. Out of curiosity, is getting caught in those explosions instant death? I had quite a bit of core and armor when they went off.
e: reading older posts suggests that if I got the "insufficient resources" message, that means the first hack did indeed succeed and give me whatever benefit is supposed to come from it.
I'm tempted to make a seed and repeatedly play it over and over so I know where all the exits are and can focus on exploration...
Quote from: Happylisk on June 11, 2016, 08:45:35 PM
I used the code on a terminal outside the locked door, and the first time something happened (I think?) but I don't recall the exact message. I tried again and then it said "insufficient resources." Still not sure what the benefit from this code is.
Maybe you didn't have your volume up? There's an audio cue in addition to the text message. (And O7 sort of tells you what it's for, though not the exact effect.) It's an extremely useful benefit. "Insufficient resources" means you had entered it at the correct location and started the process; you just didn't wait around for it to finish ;)
Quote from: Happylisk on June 11, 2016, 08:45:35 PM
As for the Zhirov event, it was a lot of fun to watch. I'd love to get my hands on the weapons they're packing. Out of curiosity, is getting caught in those explosions instant death? I had quite a bit of core and armor when they went off.
No, not instant death, just the second-most powerful explosion in the game (and as you can see there are many...). It's survivable even if you don't make it out in time--Decker got beat up but lived through it. That said, I've already noted here that I should probably tone their damage down (or at least test it again), because that scene was originally added when victims engulfed in multiple overlapping explosions would only take damage from
one of them. That was a bug I found later, so that Archives situation has become a lot more deadly!
My audio was off to spare the lady from all the "pew pew pews" as she puts it. I booked it out of Cetus cause things were getting hot. I'll go back there and stick around next time :)
Haha, got it. I just use headphones :). I used to be real big on using my nice stereo speakers, but once they kicked the bucket after about 12-13 years, I switched to a fairly good headset and got hooked on the ability to play/listen to anything I want without considering who else is around. Then of course there's the advantage of drowning out everything else to focus on work (sometimes I don't bother playing any music--they're just on my head :P).
My most lore-heavy run yet. It went Material --> Factory --> Zion --> More factory --> Zhirov --> extension --> Research (dead on -2 with a score of 18k). I would have gone into Cetus, but 07 splatted against the behemoths. I'm surprised I got as far as -2, but good launchers can (temporarily) make up for holes in your build. The security level got to 4, though, and I was getting two ARC's for every programmer dispatch. Should've dipped into Waste on -4. Ah well.
I really like Zion. Very smart to have the most important robots stationary. I found my first 4 slot weapon, the storm cannon or whatever it's called. Great weapon, it was one or two shotting everything in factory. I tried to make a build out of it (more heat dissipation than usual, rushed a 3 power source, got weapon shielding), but much to my disappointment I found out that you can't repair or scanalyze the weapon. While I think being able to fabricate the weapon much be too much, you might want to consider allowing it to be repaired. If no-reparing is intentional behavior, I would suggest doubling the integrity of the weapon. It's worth noting that other derelict weaponry can be scanned and repaired, but I guess Main.C has seen all that stuff before.
I also found a random derelict who gave me a code to hack a behemoth. I imagine you need a datajack in order to pull that off?
First time in Zhirov's base. The alien artifacts and schematics were handy. Unfortunately, I picked up both alien artifacts and then forgot which was which. I wanted to equip up the heat dissipation one but equipped the teleport one and wasted it. I can see lots of new players wasting thatartifact the first time they find it. I'm not sure what do to about that (maybe a confirmation prompt, maybe color coding artifacts (blue for things that modify you permanently, green for consumables, etc)), or if anything should be done, but it's worth noting.
I'm very impressed how the branches are fitting into this game. At this point the only branch I haven't visited is Warlord. The game reminds me of a fusion of the best parts of ADOM with DCSS (with robots and lasers).
There is a typo(?) in the storm laser description. "..They will twice.." should be "..They will think twice..".
Typo in an the speech from one of the Zion dudes. He's talking about Main.C dispatches if I recall, and says "to great" instead of "too great."
Also, is there any way you can change the self destruct interupter to work while it's sitting in your inventory? My testing indicates you have to drop it on the ground for it to work. That's kind of annoying, and this last run I forgot to pick it up... womp.
I played the Spooky Spelunking seed. I'm posting here since my post contains many spoilers.
I wanted to see Warlord if possible. I didn't know where he was so I explored everything. I visited Zion on -7. I got my vision corrupted, that was pretty funny. I didn't find a way to open the sealed barrier. I guess it's still unimplemented. I also got a password to hack a Behemoth from a terminal (?). I didn't get to use it, and I don't know how it should be done. I'll experiment again, if I can refrain from murdering the dimwit who gives the password.
I found Data Miner on -6, and Zhirov on -5. On -4 I hacked Access(Branch). I found an upper cave exit but no Extension exit. I note that it's possible for the player to have a password for MAIN.C but no way to access it (except through chute traps perhaps), which feels a bit weird.
I reached Warlord and had a nice chat. I like the guy. There is a locked door in Warlord's room but there's no obvious way to open it. There was an assault from MAIN.C with what appears to be an infinite stream of robots. I will admit that I found the experience frustrating. Warlord says you're welcome to join him once he's finished with his experiment but it's not clear what the experiment is and what you are supposed to do. I killed tons of robots, retreated, then I punched through the walls with my launcher stack, past the sealed barrier that leads nowhere (?). There was a dense wall of hostiles between me and the proximity exit. I got bored and suicided.
Behemoths feel much more powerful now that they are immune to criticals. The hover units seem balanced. Those exp. gravmag from Zhirov are nice. I wasn't running a speed build so I don't know yet how the late-game flight units behave. The confirmation for the processor swap works great. The message when a patrol gets dispatched is very nice, too. I never knew that attacking an engineer could create a dispatch.
I tried fabrication and I didn't like it. The waiting time is
quite long and holding pause means that you get sucker-punched when an hostile pops in. It's probably more viable in Materials, since there is no corruption there and no programmer dispatches. On the bright side, it doesn't look unbalanced given the long wait time and the low base success rate. I vote for the following patch.
if (!strcmp(player_name, "Decker")) wait_time = 0;
Seed log.
Spoiler
Cogmind - Alpha 9
Name: Decker
---[ SELF-DESTRUCTED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (401) 2005
Value Destroyed (15630) 15630
Prototype IDs (49) 980
Alien Tech Identified (2) 400
Bonus (1100) 1100
TOTAL SCORE: 23115
Cogmind
---------
Core Integrity 144/1150
Matter 225/300
Energy 50/50
System Corruption 4%
Temperature Cool (0)
Location -4/Warlord
Parts
-------
Power (2)
(None)
Propulsion (5)
(None)
Utility (8)
Medium Storage Unit
Improved Signal Interpreter
Weapon (4)
(None)
Inventory(8)
Advanced Heat Sink
Medium Storage Unit
Medium Storage Unit
Small Matter Storage Unit
Heavy Gauss Cannon
Tiamat Missile Launcher
Tiamat Missile Launcher
Compact Tesla Bomb Launcher
Peak State
------------
Power
Fusion Reactor
Light Anti-Matter Reactor
Propulsion
Flexi-carbon Leg
Advanced Myomer Leg
Experimental Gravmag System
Experimental Gravmag System
Experimental Gravmag System
Utility
Advanced Heat Sink
Advanced Heat Sink
Improved Cooling System
Medium Storage Unit
Large Storage Unit
Large Storage Unit
Improved Signal Interpreter
Experimental Core Shielding
Weapon
Heavy Phase Cannon
Railgun
Railgun
Improved KE Penetrator
Inventory
Micro Fission Core
Anti-Matter Reactor
Flexi-carbon Leg
Anti-Grav System
Advanced Heat Sink
Improved Cooling System
Medium Storage Unit
Medium Storage Unit
Medium Storage Unit
Small Matter Storage Unit
Cooled Plasma Rifle
Cooled Particle Cannon
KE Penetrator
Hypervelocity Gauss Cannon
Tiamat Missile Launcher
Tiamat Missile Launcher
Tiamat Missile Launcher
Tiamat Missile Launcher
Tiamat Missile Launcher
Compact Tesla Bomb Launcher
[Rating: 115]
Favorites
-----------
Power Light Nuclear Core
Engine Light Angular Momentum Engine
Power Core Light Nuclear Core
Reactor Anti-Matter Reactor
Propulsion Light Treads
Treads Light Treads
Leg Flexi-carbon Leg
Hover Unit Experimental Gravmag System
Flight Unit VTOL Module
Utility Large Storage Unit
Device Advanced Heat Sink
Storage Large Storage Unit
Processor Improved Signal Interpreter
Hackware Improved Hacking Suite
Protection Experimental Core Shielding
Weapon Gauss Rifle
Energy Gun Heavy Laser
Energy Cannon Heavy Particle Cannon
Ballistic Gun Gauss Rifle
Ballistic Cannon Advanced Assault Cannon
Launcher Rocket Launcher
Impact Weapon Heavy Mace
Slashing Weapon Axe
Stats
-------
Bonus Breakdown 1100
Met Data Miner 300
Met Zhirov 300
Met Warlord at Base 500
Classes Destroyed 21
Worker 19
Builder 8
Tunneler 1
Hauler 14
Recycler 36
Operator 5
Watcher 4
Swarmer 67
Saboteur 2
Grunt 129
Brawler 17
Duelist 10
Protector 2
Researcher 1
Sentry 31
Hunter 13
Programmer 18
Z-Series 1
Behemoth 7
Samaritan 14
Fireman 2
NPCs Destroyed 0
Best Kill Streak 21
Combat Bots Only 21
Matter Collected 12204
Salvage Created 19336
Parts Attached 508
Power 54
Propulsion 111
Utility 135
Weapon 208
Parts Lost 152
Power 27
Propulsion 37
Utility 24
Weapon 64
Average Slot Usage (%) 96
Naked Turns 2
Spaces Moved 15842
Fastest Speed (%) 250
Average Speed (%) 73
Slowest Speed (%) 15
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 2
Teleports 1
Heaviest Build 115
Greatest Support 96
Greatest Overweight (x) 32
Average Overweight (x) 1
Largest Inventory 24
Most Items Carried 24
Average Items Carried 19
Core Damage Taken 3411
Average Core Remaining (%) 36
Depth 10 Exit 18
Depth 9 Exit 60
Depth 8 Exit 54
Depth 6 Exit 40
Depth 5 Exit 11
Depth 4 Exit 33
Volleys Fired 778
Largest 4
Hottest 261
Shots Fired 2359
Gun 1757
Cannon 490
Launcher 112
Special 0
Kinetic 1331
Thermal 847
Explosive 105
Electromagnetic 76
Entropic 0
Shots Hit Robots 1402
Core Hits 781
Overload Shots 19
Energy Bleed 0
Heat Surge 1
Short Circuit 0
Meltdown 0
Melee Attacks 14
Impact 11
Slashing 3
Piercing 0
Damage Inflicted 46205
Projectiles 29759
Explosions 16050
Melee 375
Ramming 21
Kinetic 17991
Thermal 11163
Explosive 15238
Electromagnetic 1417
Impact 258
Slashing 117
Piercing 0
Entropic 0
Self-Inflicted Damage 834
Shots 22
Rammed 1
Highest Temperature 450
Average Temperature 78
Shutdowns 1
Energy Bleed 1
Interference 4
Matter Decay 1
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 8
Average Corruption 2
Message Errors 43
Parts Rejected 25
Data loss (map) 52
Data loss (database) 26
Misfires 10
Misdirections 20
Targeting Errors 31
Weapon Failures 2
Depth 5 End 2
Depth 4 End 5
Haulers Intercepted 14
Robots Corrupted 3
Robots Melted 1
Power Chain Reactions 1
Tactical Retreats 28
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machines Disabled 40
Data Cores Recovered 1
Used 0
Machines Hacked 60
Terminals 20
Fabricators 5
Repair Stations 1
Recycling Units 4
Scanalyzers 0
Garrison Access 3
Total Hacks 200
Successful 128
Failed 45
Catastrophic 13
Database Lockouts 0
Manual 44
Unauthorized 1
Terminals 43
Fabricators 8
Repair Stations 1
Recycling Units 8
Scanalyzers 0
Garrison Access 10
Terminal Hacks 221
Record 73
Part Schematic 11
Robot Schematic 3
Robot Analysis 4
Prototype ID Bank 7
Open Door 5
Level Access Points 2
Branch Access Points 2
Emergency Access Points 0
Machine Index 0
Terminal Index 2
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 1
Unreport Threat 6
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Garrison Status 0
Intercept Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 2
Sector Layout 0
Machine Controls 0
Hacking Detections 32
Full Trace Events 1
Feedback Events 1
Feedback Corruption 1
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 0
Terminals 0
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 2
Garrisons Compromised 0
Fabrication Nework Shutdowns0
Robot Schematics Acquired 3
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 11
Parts Built 1
Total Part Build Rating 5
Part Fabrication Matter 190
Part Fabrication Time 47
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 8
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 4
Robots Rewired 10
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 3
Hacks Repelled 0
Total Allies 11
Largest Group 5
Highest-Rated Group 216
Highest-Rated Ally 48
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 36
Total Damage 1239
Kills 6
Allies Corrupted 11
Allies Melted 0
Peak Influence 749
Average Influence 218
Final Influence 283
Maximum Alert Level 3
Low Security (%) 56
Level 1 27
Level 2 11
Level 3 4
Level 4 0
Level 5 0
Squads Dispatched 41
Investigation 3
Extermination 6
Reinforcement 18
Assault 3
Garrison 11
Intercept 0
Derelict Logs Recovered 15
Exploration Rate (%) 37
Regions Visited 25
Pre-discovered Areas 5
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 18555
Turns Passed 28509
Depth 11 75
Depth 10 788
Depth 9 1400
Depth 8 1150
Depth 7 8668
Depth 6 7862
Depth 5 4209
Depth 4 4357
Scrapyard 75
Materials 3338
Factory 5048
Waste 63
Lower Caves 7893
Upper Caves 2322
Proximity Caves 3883
Zion 3421
Data Miner 179
Zhirov 327
Warlord 1960
Prototype IDs
---------------
Heavy Ion Engine
Enhanced Nuclear Core
Fusion Reactor
Mini Fusion Reactor
Compact Particle Reactor
Enhanced Flexi-carbon Leg
Advanced Myomer Leg
Aerolev Unit
Experimental Gravmag System
Experimental Heat Sink
Improved Energy Well
Advanced Energy Well
Experimental Optical Array
Experimental Signal Interpreter
Experimental Core Shielding
Experimental Propulsion Shielding
Experimental Utility Shielding
Experimental Targeting Computer
Particle Accelerator
Improved Fusion Compressor
Combat Drone Bay
Assault Drone Bay
Advanced Beam Rifle
Cooled Pulse Rifle
Improved Heavy Laser
Cooled Plasma Rifle
Heavy Gatling Laser
Advanced Variable Charge Gun
Improved Lightning Gun
Cooled Particle Cannon
Compact Ion Cannon
Long-range Phase Cannon
Cooled Phase Cannon
Improved Assault Rifle
Enhanced Autogun
Precision Assault Rifle
Improved Heavy Machine Gun
Enhanced Coil Gun
Improved KE Penetrator
Anti-matter Cannon
Tri-rail Accelerator
Tiamat Missile Launcher
Hellfire Missile Launcher
Compact Tesla Bomb Launcher
Fabricated
------------
1x Bore Cannon (-6/Factory)
Alien Tech Recovered
----------------------
Transdimensional Reconstructor
Integrated Reactor
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials (discovered 4 exits: *Mat x3 / [*Min])
-8/Materials (discovered 2 exits: *Fac x2)
-7/Factory (discovered 5 exits: *Fac x4 / *Low)
-7/Lower Caves
-7/Lower Caves (discovered 2 exits: *Fac / *Zio)
-7/Zion
-6/Proximity Caves
-6/Factory (discovered 4 exits: *Low x2 / Ext x2)
-6/Lower Caves
-6/Lower Caves (discovered 2 exits: *Fac / *Dat)
-6/Data Miner
-5/Proximity Caves
-5/Factory (discovered 2 exits: Fac / Upp)
-5/Waste
-5/Factory (discovered 2 exits: *Fac / *Upp)
-5/Upper Caves
-5/Upper Caves (discovered 2 exits: *Fac / *Zhi)
-5/Zhirov
-4/Proximity Caves
-4/Factory (discovered 3 exits: *Res / *Upp x2)
-4/Upper Caves
-4/Upper Caves (discovered 2 exits: Res / *War)
-4/Warlord (discovered 1 exit: *Pro)
Game
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Seed: Spooky Spelunking
^Manual?: 1
Play Time: 275 min
Sessions: 3
Mod: N/A
Game No.: 59
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 66x50
FOV Handling: Instant
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Kyzrati hinted that there is a thingy that you can do down at Zhirov's which no one's found out yet. So, obviously, I went down there hoping to trash his lab and find out what it is. So, here goes:
super secret lore spoiler?
Go to Zhirov's lab. Get all the loot. Then, on your way out, blow up the cloak generators at the lab's entrance. A couple of turns later, a whole bunch of enhanced grunts warp in and they start firing at Zhirov and co. Zhirov and his buddies warp out and blow the place sky high on their way out.
At this point, I am fairly certain there is 4th player involved (the other 3 being MAIN.C, Warlord and Zhirov). I think both Revision 17 and the Data miner belong to the 4th and they might be behind the assembled infestation. They also sent in the enhanced grunts. Those grunts are the same type as the ones guarding the Data miner. There are also other hints pointing to a 3rd faction. One of Zhirov's logs talks about unknown sabotage of MAIN.C's network and he is quite impressed and worried by it as he doesn't know the source....
Whew, finally got to this thread! Was out for the entire day since I've got a lot of stuff to do before leaving and today's busyness included my one-month shoulder checkup. Good news: No surgery!
Quote from: Happylisk on June 12, 2016, 10:25:19 AM
I really like Zion. Very smart to have the most important robots stationary. I found my first 4 slot weapon, the storm cannon or whatever it's called. Great weapon, it was one or two shotting everything in factory. I tried to make a build out of it (more heat dissipation than usual, rushed a 3 power source, got weapon shielding), but much to my disappointment I found out that you can't repair or scanalyze the weapon. While I think being able to fabricate the weapon much be too much, you might want to consider allowing it to be repaired. If no-reparing is intentional behavior, I would suggest doubling the integrity of the weapon. It's worth noting that other derelict weaponry can be scanned and repaired, but I guess Main.C has seen all that stuff before.
Yeah, the Storm Laser is a so-called "unique weapon" you can never find among randomized loot, and none of those can be repaired/scanalyzed/fabricated because from a mechanics perspective they're too powerful.
It already has 450 integrity which is
nine times that of most weapons at that depth, but also occupies four slots with standard coverage, meaning it's four times as likely to be hit. So that boils down to it lasting about twice as long as the average weapon, unless you choose to protect it with armor, shields, or more specifically weapon shielding.
I'm not sure I want unique parts to be repairable (and definitely not fabricatable), since under the new machine mechanics it would be even easier to use them almost indefinitely. That one in particular, for example, isn't really meant to last into the late game, since by that point you could have even better unique weapons available to you. Maybe wait until there are more of those in the game and revisit this issue then? (I'm sure it will come up again :P)
Quote from: Happylisk on June 12, 2016, 10:25:19 AM
I also found a random derelict who gave me a code to hack a behemoth. I imagine you need a datajack in order to pull that off?
Yep.
Quote from: Happylisk on June 12, 2016, 10:25:19 AM
First time in Zhirov's base. The alien artifacts and schematics were handy. Unfortunately, I picked up both alien artifacts and then forgot which was which. I wanted to equip up the heat dissipation one but equipped the teleport one and wasted it. I can see lots of new players wasting thatartifact the first time they find it. I'm not sure what do to about that (maybe a confirmation prompt, maybe color coding artifacts (blue for things that modify you permanently, green for consumables, etc)), or if anything should be done, but it's worth noting.
Worth noting, yes. A different color might be problematic to implement because that would require dividing them into two separate item types. Though color is a pretty good idea here, it still wouldn't help brand new players much. That said, I don't really mind the Reconstructor being wasted the first time it's found.
Currently the only way to know/remember what each one does is to identify them by their art... (which unlike other items, you're allowed to see even before the artifact is identified), so I think they generally take some meta learning as is to get the most out of them. Only a small minority have an effect that would be considered "wasted" if used at the wrong time, though. I'm not claiming that system is perfect, however--I do think it's a slight issue, but not one I would want to modify right now.
Quote from: Happylisk on June 12, 2016, 10:25:19 AM
I'm very impressed how the branches are fitting into this game. At this point the only branch I haven't visited is Warlord. The game reminds me of a fusion of the best parts of ADOM with DCSS (with robots and lasers).
Glad you're liking it--it's fun fitting all these parts of the world, pieces of the puzzle, into the bigger picture :D
Thanks for the typo notice--wrote too much text in too short a time on that stretch xD
Quote from: Sherlockkat on June 12, 2016, 12:14:51 PM
There is a typo(?) in the storm laser description. "..They will twice.." should be "..They will think twice..".
Hm, maybe you missed a word due to how it wrapped? (Or maybe the wrapping somehow screwed up?) I see that line in the game as
"Even if you don't hit your target, it'll probably scare the hell out of them and they'll think twice before messing with you." (And here I'm referring to the dialogue with its creator, since it has no description of its own.)
Quote from: Happylisk on June 12, 2016, 06:17:12 PM
Also, is there any way you can change the self destruct interupter to work while it's sitting in your inventory? My testing indicates you have to drop it on the ground for it to work. That's kind of annoying, and this last run I forgot to pick it up... womp.
No, because as you'll learn it is not an infinite-use item. Dropping it to the ground activates it, and picking it up deactivates it. It runs out of power eventually. (Not great because you don't know exactly how much time it has remaining... I'd have to hard code that if it were to be shown, because it uses a scripted effect which is not part of the normal game code :/)
Quote from: Decker on June 12, 2016, 09:47:19 PM
I'll experiment again, if I can refrain from murdering the dimwit who gives the password.
Hahahahahaha--got to you, did he? ;D
Quote from: Decker on June 12, 2016, 09:47:19 PM
I note that it's possible for the player to have a password for MAIN.C but no way to access it (except through chute traps perhaps), which feels a bit weird.
Not sure what you're referring to here. Password for MAIN.C? No way to access what? (Also, there's always an exit to Extension, somewhere.)
Quote from: Decker on June 12, 2016, 09:47:19 PM
There is a locked door in Warlord's room but there's no obvious way to open it.
Not telling. Someone else here (or in the world itself ::)) can tell you.
Quote from: Decker on June 12, 2016, 09:47:19 PM
There was an assault from MAIN.C with what appears to be an infinite stream of robots. I will admit that I found the experience frustrating. Warlord says you're welcome to join him once he's finished with his experiment but it's not clear what the experiment is and what you are supposed to do. I killed tons of robots, retreated, then I punched through the walls with my launcher stack, past the sealed barrier that leads nowhere (?). There was a dense wall of hostiles between me and the proximity exit. I got bored and suicided.
With that event I intend to go a little further and hint that you're supposed to get out of there as soon as you think you can. It wasn't easy to fit that in in a good thematic way without more testing that I didn't have time for unless I postponed the Alpha 9 release, so I decided to first see how different players reacted to that event as is, and will be making adjustments!
Some players figured that out right away, and another group was crushed to a pulp the first time xD
(With regard to what the experiment is, though, that he tells you in the previous sentence.)
Quote from: Decker on June 12, 2016, 09:47:19 PM
Behemoths feel much more powerful now that they are immune to criticals.
I think they're properly scary now, too. Definitely not the pushovers they were (including also the upgraded integrity). I still want to redo some of their loadouts, because I found the Titan overheating way too easily, and the Cyclops is underpowered because I insisted on giving it a single weapon to live up to its name :P (That was back when the weapons were slower to fire, so it made some sense, but now it's way outgunned by anyone with a multi-weapon volley.)
Quote from: Decker on June 12, 2016, 09:47:19 PM
I tried fabrication and I didn't like it. The waiting time is quite long and holding pause means that you get sucker-punched when an hostile pops in. It's probably more viable in Materials, since there is no corruption there and no programmer dispatches. On the bright side, it doesn't look unbalanced given the long wait time and the low base success rate. I vote for the following patch.
if (!strcmp(player_name, "Decker")) wait_time = 0;
HAHA. I can expect you wouldn't like it since you were the primary (nearly sole) proponent of zero-time builds. You
can get pretty fast build times with better hackware + high-tier Fabricators and/or the right Trojan, but to expect that a non-hacker will be able to do a lot with it is asking too much. I'm open to shortening them further, but from what I've seen and heard so far I think they're in a pretty good place right now.
Quote from: Sherlockkat on June 13, 2016, 12:43:45 AM
So, here goes:
It's fun to read Sherlockkat's theorizing :D
Quote
Not sure what you're referring to here. Password for MAIN.C? No way to access what? (Also, there's always an exit to Extension, somewhere.)
I was referring to the exit to Extension. That's the point of my comment: there wasn't an exit to Extension on -4 after I visited Zhirov on -5. I did Access(Branch) on -4 to verify that. Perhaps there was an Extension exit on -5, though.
Quote
HAHA. I can expect you wouldn't like it since you were the primary (nearly sole) proponent of zero-time builds. You can get pretty fast build times with better hackware + high-tier Fabricators and/or the right Trojan, but to expect that a non-hacker will be able to do a lot with it is asking too much. I'm open to shortening them further, but from what I've seen and heard so far I think they're in a pretty good place right now.
I think you got my meaning about the sucker punches, but I'll clarify just in case. I'm not arguing for a non-hacker to get as much (or anything) from a fab, or for shortening the wait time. I'm arguing for the complete removal of waiting as a mechanic.
The issue here is that the game punishes you for waiting though no fault of your own, due to UI issues. Every time you hold pause, there is a risk that an unseen nasty comes around and gets free shots at you. As a player, the only defense you have against that is hitting pause, checking that there's no one in sight, then hit pause again. *pause* *check* *pause* *check* ... repeat 100 times. This is incredibly tedious.
I thought long and hard to a technical solution you could implement to mitigate the problem and my tentative conclusion is that there isn't any that really works. A long pause command will have issues with sensors (true/false positives). Alternatively, a confirmation ("Did you really mean to pause? There's an hostile that you could shoot at right now.") will also have issues with false positives (you may be inserting a pause in the middle of combat to drain heat / refill energy). In general, so-called "intelligent" commands aren't.
This isn't so much a problem in other roguelikes because you can generally afford to shrug off interruptions. Not so in Cogmind. Every shot costs you.
To sum it up, the entire point of waiting being in the game is based on the premise that dealing with interruptions is fun. But there's no way to wait safely or efficiently. So it's not fun. It's a pity because the rest of the fabrication mechanics is great fun.
Quote from: Decker on June 13, 2016, 08:50:33 AM
Quote
Not sure what you're referring to here. Password for MAIN.C? No way to access what? (Also, there's always an exit to Extension, somewhere.)
I was referring to the exit to Extension. That's the point of my comment: there wasn't an exit to Extension on -4 after I visited Zhirov on -5. I did Access(Branch) on -4 to verify that. Perhaps there was an Extension exit on -5, though.
But why do you need an exit to Extension after visiting Zhirov? It's certainly possible for Zhirov's lab to appear closer to the surface than Extension, but he doesn't give you anything that has anything to do with Extension. Or have I forgotten something there?
Re: Waiting. Ah right, we talked about that aspect of it before.
Yeah there's a lack of a good UI solution if you're looking for perfection assuming you want to stay completely stationary while you wait--an alternative approach if you're worried about someone spotting you while you don't have sensors is to use the autorun command to pace, since it stops as soon as a hostile is sighted.
That said, what I do for fabrication is use that time to explore the local area to both scout and collect parts rather than sit around and waste it (and of course if you're building robots you can just leave the area and they'll join up with you immediately on completion :) )
There was also the whole "tactical overwatch" discussion (actually multiple discussions) about allowing you to automatically wait fractions of turns right up until someone is about to fire, and take your turn then, though this gets quite complicated...
With regard to fabrication specifically, it is so rarely used compared to the rest of a run that I don't think it taking slightly longer in real time terms is an issue worth completely removing the strategic implications of turn costs. On a several-hours-long combat run (or longer) you'll maybe spend maybe a few minutes fabricating.
Quote
But why do you need an exit to Extension after visiting Zhirov? It's certainly possible for Zhirov's lab to appear closer to the surface than Extension, but he doesn't give you anything that has anything to do with Extension. Or have I forgotten something there?
You're not missing anything :) There is kind of an association between MAIN.C (in Extension) and Zhirov, since the two are related, and you do meet Zhirov in the Extension branch too. But yeah, in principle there is no reason why you couldn't wreck MAIN.C on -5 then visit Zhirov on -4. I'm assuming here that Zion/Data Miner and Warlord/Zhirov have no particular relation to the incoming Factory level (given that the branch name is the same).
Since Extension is tough, ideally it's better to wait for -4 before visiting. More core integrity and slots. But since it's not guaranteed to spawn, I guess it's better to go for it as soon as you have the password.
Quote
With regard to fabrication specifically, it is so rarely used compared to the rest of a run that I don't think it taking slightly longer in real time terms is an issue worth completely removing the strategic implications of turn costs. On a several-hours-long combat run (or longer) you'll maybe spend maybe a few minutes fabricating.
That's a reasonable view. Some players want no wait time, some do. It's not possible to please everyone.
Given that waiting is here to stay, perhaps a dumb version of the long pause command would make sense. Ignore sensors, wake on hostile spotted, incoming shot or machine time out. Not ideal, but as you say, there's no perfect solution here. It's faster than autorun, and safer. Corruption means that you shoot unexpectedly, so it's best to wait as far as you can (or swap in less damaging weapons while you wait, if you have them).
I agree that it's usually better to scout around while you wait, but it really depends. Maybe you already know where the exit or chute trap is and it's preferable to play it safe.
Quote from: Decker on June 13, 2016, 08:31:55 PM
Quote
But why do you need an exit to Extension after visiting Zhirov? It's certainly possible for Zhirov's lab to appear closer to the surface than Extension, but he doesn't give you anything that has anything to do with Extension. Or have I forgotten something there?
You're not missing anything :) There is kind of an association between MAIN.C (in Extension) and Zhirov, since the two are related, and you do meet Zhirov in the Extension branch too. But yeah, in principle there is no reason why you couldn't wreck MAIN.C on -5 then visit Zhirov on -4.
There's no direct association in terms of gameplay, though (or even lore or story--Zhirov doesn't talk about Extension, or give any information about it, and vice versa).
Strategically speaking I think a combat build is better off preferring Extension as early as possible (not that you can control it), because then assuming you can build those allies there you can steamroll your way to the late game.
(And by the way: You can't meet Zhirov in
both the Extension branch and his lab, even if you do visit both--he's only in one of the two locations.)
Quote from: Decker on June 13, 2016, 08:31:55 PM
But since it's not guaranteed to spawn, I guess it's better to go for it as soon as you have the password.
Still don't know what password you're referring to! The only password that relates to Extension is found
within Extension itself.
Quote from: Decker on June 13, 2016, 08:31:55 PM
Given that waiting is here to stay, perhaps a dumb version of the long pause command would make sense. Ignore sensors, wake on hostile spotted, incoming shot or machine time out. Not ideal, but as you say, there's no perfect solution here. It's faster than autorun, and safer.
Too bad a simple feature like this would be a lot of work, and prone to bugs, otherwise I'd add it in a heartbeat. As is it's going to have to be rather low priority.
Quote from: Decker on June 13, 2016, 08:31:55 PM
Corruption means that you shoot unexpectedly, so it's best to wait as far as you can (or swap in less damaging weapons while you wait, if you have them).
It would be hilarious if you shot the machine before completion xD
Quote
Still don't know what password you're referring to! The only password that relates to Extension is found within Extension itself.
... what good is the password given by Data Miner then?
Quote
It would be hilarious if you shot the machine before completion xD
Been there, done that.
Quote from: Decker on June 13, 2016, 09:48:27 PM
Quote
Still don't know what password you're referring to! The only password that relates to Extension is found within Extension itself.
... what good is the password given by Data Miner then?
There are three codes given by Data Miner: One indicates it applies to Warlord, and the other two apply to God Mode and the gate to Recycling. None of these things are related to Extension.
Quote from: Decker on June 13, 2016, 09:48:27 PM
Quote
It would be hilarious if you shot the machine before completion xD
Been there, done that.
My favorite is when that happens while visiting the Data Miner!
Quote
There are three codes given by Data Miner: One indicates it applies to Warlord, and the other two apply to God Mode and the gate to Recycling. None of these things are related to Extension.
OK. I'm thoroughly confused at this point. I thought MAIN.C was in Extension, and that MAIN.C was actually the mainframe computer there. I do have the password for Recycling and the one for God Mode, but I missed the one for Warlord.
I noticed there's a log containing the dialogues in the scores folder. Not for the current game, though. That's helpful for reviewing the lore. I'm going to quote from my last game.
Quote
Data Miner: I'm the Data Miner, and I've been given permission
to aid you with a little knowledge.
Find what you need on the terminals, then be on your way because
masking your presence is increasingly difficult.
Connecting with ORACLE Interface...
Current location identified: Data Miner
World map updated.
Connecting with ORACLE Interface... <x3>
Data Miner: I've just received further instructions.
God Mode is nearly complete and we think you might be able to
put it to better use than Warlord, so if you see an
opportunity, hack it and enter \\64AM to gain control via the
back door I've installed.
I guess that's the password for God Mode. Unfortunately I don't have anything else in the log file related to data miner. If the password was from a terminal and it's not a one-time use, then I have it on my personal info file (\\FN3D or \\A6RL). Otherwise I'm screwed for my current game as I didn't re-read the terminal content, which I assumed to be fixed.
Quote
Zhirov: Welcome! I've been wondering if you'd stop by.
I know you're in a hurry to reach the surface, so I won't delay
you here with endless questions.
Besides, I need to determine how to destroy or reset MAIN.C as
soon as possible, and you being out there causing it trouble
happen to be the perfect distraction.
I may have some things lying around that will be of help to you.
Take what you need, and good luck.
The bit about resetting or destroying MAIN.C led me to believe he was talking about storming the mainframe in Extension.
Quote
Take God Mode, for example, because nothing gets the creative
juices flowing like a good war.
Our new friend is going to roll right over whatever MAIN.C's
been working on. Did you check him out yet? Beautiful, eh?
Well, prepare to be surprised then, because that one here is
fake, ha!
The real one will truly blow you away. Okay, maybe not you...
sorry, poor figure of speech.
We've been leaking the word about God Mode's greatness and
waiting for MAIN.C to finally attack to see what kind of force
he could bring to bear.
Just as soon as our little experiment here is over, I'll
personally lead our real force in an assault to take upper
0b10.
You're welcome to join the party. Up to you, though.
Surely you understand the value of being yourself?
So the attack is the actual experiment. But Warlord says he'll lead the assault
once the experiment is over. That implies the player should wait around until the assault has been defeated! The bit about joining the party could be interpreted either to help to defeat the assault as well as to join Warlord once it's over.
I think you just need to read more of the basic lore, the terminal records, to figure out what's really going on. (Or just use biomatter's work on the wiki :P)
You don't
have to, though, which was the point of making the lore optional while you can just focus on mechanics and reaching the surface, but if you want to make sense of some of the events and other aspects of the world, it'll take more familiarity with that background information. I'm somewhat surprised to hear you don't know what MAIN.C is yet, but I guess you're more about min-maxing for the win, which is fine, too :D
Quote from: Decker on June 14, 2016, 07:48:15 AM
So the attack is the actual experiment. But Warlord says he'll lead the assault once the experiment is over. That implies the player should wait around until the assault has been defeated! The bit about joining the party could be interpreted either to help to defeat the assault as well as to join Warlord once it's over.
True, some of what he's saying towards the end could be interpreted multiple ways, though I don't want dialogue to seem too "I am NPC A and I am doing X. You can do X or Y"-ish. It's more free-form than that, but crammed into what should be a naturally flowing one-way single-time dialogue, limitations that make it harder to feel dynamic without relying on at least some ambiguity.
About the experiment, it doesn't imply that, but it's not out of the question to assume it. Why does the experiment have to finish while you're around? You're not the center of everything--in fact just a small side-player in all of what's really going on--and many of the events and encounters, especially towards the end, are meant to reflect that.
In any case, as I said earlier there will be a clearer indication that you should leave, one that I couldn't add in time for Alpha 9.
The one password relevant to the Extension branch comes from our good friend 07.
As for Main.C, I am willing to bet my shiny metal ass that he's hanging out in Command. I'm also sure one of the possible game endings will entail fighting your way through Command, and plugging in a password to Main.C to reboot him. Finally, I am also sure pulling this off will be brutally, brutally difficult.
Quote
I think you just need to read more of the basic lore, the terminal records, to figure out what's really going on.
I read everything I've seen so far, over several months. I don't keep notes, though. You have to realize that the average player will play a bit now and then, and forget a lot between each session.
Quote
I'm somewhat surprised to hear you don't know what MAIN.C is yet, but I guess you're more about min-maxing for the win, which is fine, too
No, I'm also trying hard to figure out how to unlock the additional content. It looks like I won't succeed, though. I still don't have any idea which password Data Miner is supposed to give you for Warlord. Biomatter's terminal dump for Data Miner doesn't contain a password for Warlord either.
For what it's worth, it might be nice if one-time-use passwords were replaced with access credentials that appear as additional entries on the hacking screen. The player can't lose them that way, and it would help them figure out what they're for.
QuoteWhy does the experiment have to finish while you're around? You're not the center of everything.
Everything does seem to revolve around you. The MAIN.C assault starts
right when you show up at Warlord's base. Warlord's ready to launch his assault just when you appear. Also, Warlord fights to the death to contain the assault, unless presumably when you unlock that door.
QuoteAlso, Warlord fights to the death to contain the assault, unless presumably when you unlock that door.
Let me save you some grief, Decker :).
Unlocking that door won't save the warlord. It just contains some prototype loot. It's good, but nothing to write home about. Kyzrati ninja'd one more entry into the Data miner terminals which contains the pwd for unlocking that door. I skipped over it the first time and whined about it somewhere in this thread and he let it slip that there is another entry in one of those terminals. Make sure you write it down though as it is not mirrored in the log. The only course of action that allows the warlord to live is to leave after you meet him.
I am fairly certain that the god-mode password does not have a use until you hit -2. The Warlord follows through on his word and launches an assault when you enter -2. I assume that god-mode tags along for it. I didn't see it as I was trying to win and took the exit asap. I am not sure how you would enter that password though. You probably need a data jack or something.
K confirmed that a datajack is necessary to hack behemoths with that code given by a rando derelict in the caves, so I would assume the same applies to GM as well.
Speaking of Caves, I often find the upper caves on -5 and -4 to be run-endingly difficult. They're just brutal for a combat build. I'm probably making it harder for myself by not going in there with sensors.
Quote from: Decker on June 14, 2016, 09:02:40 AM
Biomatter's terminal dump for Data Miner doesn't contain a password for Warlord either.
Yep, it was added after he wrote that entry. I mentioned it earlier this thread.
Quote from: Decker on June 14, 2016, 09:02:40 AM
For what it's worth, it might be nice if one-time-use passwords were replaced with access credentials that appear as additional entries on the hacking screen. The player can't lose them that way, and it would help them figure out what they're for.
That was discussed at the beginning of this thread as something that will be done, yeah. It's been on the back burner for a long while because there were so few long-term codes in the game, not enough for it to be a meaningful feature, but now we have a few so it's finally useful! It's on the Alpha 10 list.
Quote from: Decker on June 14, 2016, 09:02:40 AM
QuoteWhy does the experiment have to finish while you're around? You're not the center of everything.
Everything does seem to revolve around you. The MAIN.C assault starts right when you show up at Warlord's base. Warlord's ready to launch his assault just when you appear.
What I mean is the lore and plot of the whole game--what is generally going on in the world. The Warlord situation is a coincidence, but I just tried to write more about five different ways and had to give up because I'll be giving away too much.
Quote from: Happylisk on June 14, 2016, 10:38:57 AM
Speaking of Caves, I often find the upper caves on -5 and -4 to be run-endingly difficult. They're just brutal for a combat build.
That could be the case!
I don't think they're any more difficult than the Factory, just challenging in different ways, though they are certainly more random, which adds to their potential deadliness. The rewards at the end of either of those branches are quite beneficial, so they can't be too easy.
Sensors do vastly increase survivability in the caves, though it's possible they could use some tweaking. I didn't fully balance them yet, so with more feedback from everyone (and my own additional runs through there--I haven't done enough) they will likely be changed. Only now is everyone wanting to head through there :P
Actually, part of why they couldn't be fully balanced yet is that more content is still to be added. I'll try to get some of that in for Alpha 10!
Quote
Kyzrati ninja'd one more entry into the Data miner terminals which contains the pwd for unlocking that door. I skipped over it the first time and whined about it somewhere in this thread and he let it slip that there is another entry in one of those terminals. Make sure you write it down though as it is not mirrored in the log. The only course of action that allows the warlord to live is to leave after you meet him.
Aha! So that's what happened. Many thanks! I should have read that thread more carefully :)
Quote
Speaking of Caves, I often find the upper caves on -5 and -4 to be run-endingly difficult. They're just brutal for a combat build.
I've had some success with three ingredients.
1) Sky-high inventory to counter the loss by self-destruction.
2) Carrying a fat stack of launchers.
3) Keeping a launcher equipped at all times even if heavily corrupted.
A pest nest or an outpost breaking out can ruin your day. That's why having a launcher ready to fire comes handy. It'll clear out the nasties fast enough that you won't lose many parts. Matter is about the only thing you're not in danger of running out in the caves.
You can restock by forcing a 1vs1 fight at point blank when the map allows that. I never use self-destruct interrupters. Scanners and sensors are nice-to-have.
One last thing, I go straight west in the 2 first maps and straight east in the proximity cave. The exit is invariably at the end in those directions from what I've seen thus far.
Quote from: Decker on June 14, 2016, 09:03:37 PM
You can restock by forcing a 1vs1 fight at point blank when the map allows that.
That's the approach I use--try to fight up close and snatch things as they're dropped. (Other than trying to avoid unnecessary combat in the first place if I have sensors.)
Quote from: Decker on June 14, 2016, 09:03:37 PM
One last thing, I go straight west in the 2 first maps and straight east in the proximity cave. The exit is invariably at the end in those directions from what I've seen thus far.
Yup, they're designed that way so that you generally know which way to go, and for the local maps to kinda make sense in the grand scheme of things. If you watch how the world map is laid out each run, it will almost always be that the caves are "west of 0b10" and 0b1 is "east of 0b10." (In rare cases a cave might appear to the east if you've taken several early branches that fill up the western side of the map.)
Win #2. Couldn't get to the data-miner :(. But, did meet GM in -2. I also realized that I need to bring a datajack along with me as they shut down the machine network in -2. Cannot fabricate one. Man, -2 becomes real ez if you link up with rebels.
I was hoping that they would come into access with me. No such luck. Access got really exciting. I didn't snowball hackware as I normally do. I think I had like +40 in access, so it took a while to hack the exit. Effing programmers blew away the door terminal. Then began the long scramble to find an energy cycler. It was like miles away from the exit. My personal saviour was an advanced drone that I deployed when I dove a swarmer-hunter-programmer hybrid cloud on my way back to the exit. I deployed him in the middle just when the drone bay was about to go and he absorbed fire like a champ.
I am starting to feel the propulsion nerfs. Normally, I never have programmers called down on me. But, I also think it could be because fabrication advances the food clock by a lot. Frickin 83 (or is it 63?) turns to build a basic hacking suite.
Cogmind - Alpha 9
Name: Sherlockkat
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (18) 90
Value Destroyed (717) 717
Prototype IDs (15) 300
Alien Tech Identified (0) 0
Bonus (7213) 7213
TOTAL SCORE: 12820
Cogmind
---------
Core Integrity 973/1600
Matter 255/300
Energy 78/140
System Corruption 6%
Temperature Warm (123)
Location Surface
Parts
-------
Power (2)
Light Quantum Reactor
Propulsion (7)
Experimental Cesium-ion Thruster
Experimental Cesium-ion Thruster
Improved Q-Thruster
Experimental Q-Thruster
Utility (14)
Enhanced Optical Array
Advanced Sensor Array
Hacking Suite
Hacking Suite
Advanced System Shield
Weapon (2)
(None)
Inventory(4)
Heavy Neutron Cannon
Heavy Rocket Launcher
Point Singularity Launcher
Peak State
------------
Power
Micro Fission Core
Light Anti-Matter Reactor
Propulsion
Experimental Cesium-ion Thruster
Experimental Cesium-ion Thruster
Experimental Cesium-ion Thruster
Nuclear Pulse Array
Diametric Drive
Improved Diametric Drive
Utility
Enhanced Optical Array
Advanced Sensor Array
Transmission Jammer
Hacking Suite
Hacking Suite
Hacking Suite
Hacking Suite
Advanced System Shield
Drone Bay
Weapon
Enhanced Nova Cannon
Inventory
Quantum Reactor
Impulse Thruster Array
Heavy Rocket Launcher
[Rating: 104]
Favorites
-----------
Power Micro Fission Core
Engine Angular Momentum Engine
Power Core Micro Fission Core
Reactor Light Anti-Matter Reactor
Propulsion Experimental Cesium-ion Thruster
Leg Aluminum Leg
Flight Unit Experimental Cesium-ion Thruster
Utility Hacking Suite
Device Advanced Sensor Array
Processor Enhanced Optical Array
Hackware Hacking Suite
Protection Reactive Light Armor
Weapon Chainsword
Energy Cannon Enhanced Nova Cannon
Ballistic Gun Assault Rifle
Launcher Heavy Rocket Launcher
Impact Weapon Powered Hammer
Slashing Weapon Chainsword
Special Melee Weapon Datajack
Stats
-------
Bonus Breakdown 7213
Met Warlord at Base 500
Met Warlord at Research 2000
Win 3000
Fast Win 1713
Classes Destroyed 5
Recycler 1
Operator 3
Watcher 1
Swarmer 12
Grunt 1
NPCs Destroyed 0
Best Kill Streak 5
Combat Bots Only 5
Matter Collected 1014
Salvage Created 372
Parts Attached 78
Power 18
Propulsion 23
Utility 18
Weapon 19
Parts Lost 35
Power 8
Propulsion 12
Utility 9
Weapon 6
Average Slot Usage (%) 76
Naked Turns 3
Spaces Moved 8784
Fastest Speed (%) 666
Average Speed (%) 356
Slowest Speed (%) 20
Overloaded Moves 84
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 1
Teleports 0
Heaviest Build 46
Greatest Support 67
Greatest Overweight (x) 2
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Average Items Carried 3
Core Damage Taken 1186
Average Core Remaining (%) 87
Depth 10 Exit 82
Depth 9 Exit 95
Depth 8 Exit 89
Depth 7 Exit 70
Depth 6 Exit 98
Depth 4 Exit 182
Depth 3 Exit 97
Depth 2 Exit 100
Depth 1 Exit 60
Volleys Fired 44
Largest 2
Hottest 149
Shots Fired 66
Gun 42
Cannon 14
Launcher 10
Special 0
Kinetic 42
Thermal 10
Explosive 10
Electromagnetic 0
Entropic 4
Shots Hit Robots 37
Core Hits 25
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 9
Impact 0
Slashing 9
Piercing 0
Damage Inflicted 1659
Projectiles 520
Explosions 924
Melee 215
Ramming 0
Kinetic 260
Thermal 225
Explosive 782
Electromagnetic 0
Impact 0
Slashing 215
Piercing 0
Entropic 177
Self-Inflicted Damage 97
Shots 2
Rammed 0
Highest Temperature 305
Average Temperature 57
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 1
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 6
Average Corruption 3
Message Errors 4
Parts Rejected 0
Data loss (map) 3
Data loss (database) 1
Misfires 0
Misdirections 7
Targeting Errors 0
Weapon Failures 1
Depth 7 End 3
Depth 4 End 3
Depth 1 End 6
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 31
Communications Jammed 99
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 4
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machines Disabled 13
Data Cores Recovered 0
Used 0
Machines Hacked 36
Terminals 21
Fabricators 5
Repair Stations 3
Recycling Units 0
Scanalyzers 3
Garrison Access 1
Total Hacks 99
Successful 55
Failed 39
Catastrophic 13
Database Lockouts 0
Manual 33
Unauthorized 10
Terminals 48
Fabricators 15
Repair Stations 9
Recycling Units 0
Scanalyzers 16
Garrison Access 1
Terminal Hacks 33
Record 11
Part Schematic 2
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 5
Open Door 2
Level Access Points 2
Branch Access Points 2
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 1
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Garrison Status 0
Intercept Status 0
Recall Investigation 1
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 25
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 4
Terminals 4
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 1
Garrisons Compromised 0
Fabrication Nework Shutdowns0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 6
Parts Built 5
Total Part Build Rating 11
Part Fabrication Matter 540
Part Fabrication Time 270
Parts Repaired 1
Part Repair Time 13
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 5
Part Schematics Acquired 4
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 1
Hacks Repelled 0
Total Allies 6
Largest Group 1
Highest-Rated Group 38
Highest-Rated Ally 38
Total Orders 4
STAY 0
GOTO 1
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 3
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 3
Allies Melted 0
Peak Influence 255
Average Influence 16
Final Influence 0
Maximum Alert Level 1
Low Security (%) 98
Level 1 1
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 22
Investigation 5
Extermination 3
Reinforcement 5
Assault 9
Garrison 0
Intercept 0
Derelict Logs Recovered 4
Exploration Rate (%) 26
Regions Visited 20
Pre-discovered Areas 2
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 10388
Turns Passed 4428
Depth 11 69
Depth 10 193
Depth 9 52
Depth 8 115
Depth 7 680
Depth 6 151
Depth 5 1418
Depth 4 505
Depth 3 139
Depth 2 556
Depth 1 550
Scrapyard 69
Materials 343
Factory 1738
Research 695
Access 550
Mines 17
Waste 74
Upper Caves 627
Proximity Caves 48
Warlord 267
Prototype IDs
---------------
Enhanced Fission Core
Experimental Cesium-ion Thruster
Improved Diametric Drive
Improved Q-Thruster
Experimental Q-Thruster
Experimental Optical Array
Experimental Sensor Array
Experimental ECM Suite
Gravity Neutralizing Apparatus
Ghost Barrier
Improved Fusion Compressor
Vortex Driver
Tri-rail Accelerator
Compact Tesla Bomb Launcher
Gravity Flail
Fabricated
------------
2x Flight Unit (-5/Factory)
1x Hacking Suite (-4/Factory)
1x Hacking Suite (-4/Factory)
1x Hacking Suite (-2/Research)
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials (discovered 2 exits: *Mat / Min)
-9/Materials
-9/Mines
-8/Materials
-7/Factory (discovered 5 exits: *Fac x3 / Low x2)
-6/Factory
-5/Factory
-5/Waste
-5/Factory
-5/Upper Caves
-5/Upper Caves
-5/Warlord
-4/Proximity Caves
-4/Factory (discovered 2 exits: *Res / *Upp)
-4/Upper Caves
-4/Upper Caves
-3/Research (discovered 3 exits: *Res x3)
-2/Research
-1/Access
Surface
Game
------
Seed: 1466018680
^Manual?: 0
Play Time: 81 min
Sessions: 1
Mod: N/A
Game No.: 274
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 0
Font: 12/Tallcaps
Map View: 83x54
FOV Handling: Fade In
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edit : Oh wait. Turns out the unided prototype launcher that I had was a point singularity launcher. Oh man, if I had known, so much trouble could have been avoided. Though it wouldn't have been as exciting to just blow through to the exit.
(I moved your post to the spoiler thread, since it indirectly mentions late-game things people won't know and looks like you meant to post here.)
Good point about the fabrication time effect while a flier. Normally when you're moving so fast, turns don't pass very quickly and you'll be out before you know it, but seeing as a single turn is equivalent to a number of moves, multi-turn fabrication is a sudden big hit. The way to counteract that would be to prefer high-tier fabricators where construction is faster, and/or if capable, use "the right Trojan" to speed up the build process further. Pretty good trade offs overall, though.
Another solid win! Sounds like fun :)
You say you were hoping they'd come into Access with you--there was one squad that headed up there, right?
Oops. Thanks for moving it this thread. Didn't intend to post in the spoiler-free thread.
QuoteYou say you were hoping they'd come into Access with you--there was one squad that headed up there, right?
Ya. I was hoping god-mode and the warlord would follow (or maybe the borebot :) ). A squad of butchers followed me up to access. I used them as cannon fodder.
Hmm had a good run end for silly reasons. I had my first game where I got to Data miner, Zion, Zhirov, and Warlord in a single game - first time in Warlord too. From being spoiled by this thread I knew what was going to happen (the Main. C attack). After it began, I looked for an exit inside Warlord's base... and couldn't find one. I hacked open his stash, and then in the south I found a terminal to unlock a door. I assumed there was an exit behind it, but when it opened there was just an empty small hallway that was a dead end. Couldn't find any stairs inside the base, tried to make for the exit outside the base and got clobbered by main.c forces.
So yeah. I'm guessing I missed the exit somewhere?
Quote
So yeah. I'm guessing I missed the exit somewhere?
You didn't. You exactly mirrored my game (visit to all four caves, end in Warlord's base).
Unrelated: I'm beginning to think that Data Miner, Zion, Zhirov and Warlord are always visited in this order (i.e. bound to the factory level depth). Any counter-example?
To clarify, if you stay in Warlord's base, then you witness his death to MAIN.C forces. However, if you flee before the assault, then he lives and helps you in Research.
The discrepancy is due to the quantum entanglement field protecting the base. Wikipedia has a good explanation on that. Essentially, Warlord's state is undetermined unless it is directly observed by the player, which causes the decoherence of the quantum field. Think of it like a tree falling in a forest that makes no sound unless someone is there to hear it.
So for Warlord's sake, please flee when you're supposed to.
Note that if you use the password from the Zionites to corrupt your vision, then it is uncertain whether the things you see are real, which prevents the decoherence, however by doing so *you* become entangled in the quantum field, making you simultaneously alive and not alive, i.e. you enter zombie state, which of course is impossible since you are an unliving metal robot, so the game crashes in a poof of logic.
... I'll show myself out.
Hmm. I'm not as salty as you but I see your point.
K, what do you think about adding a second exit inside warlord's base? That way an unspoiled player can stand and fight if they want, but if they decide "you know what screw this" there's actually a means of effectuating that. Otherwise, your first visit to warlord will = death for the vast majority of unspoiled players. I can even see a dead unspoiled player thinking they lost because they weren't strong enough, and not realizing that sticking around is a death trap. Hell, I was semi-spoiled and still (needlessly) ate it.
e: do you need to talk to Warlord to get his crew hitting up Research, or is merely getting to his branch enough?
Quote from: Decker on June 16, 2016, 08:23:07 PM
Quote
So yeah. I'm guessing I missed the exit somewhere?
Unrelated: I'm beginning to think that Data Miner, Zion, Zhirov and Warlord are always visited in this order (i.e. bound to the factory level depth). Any counter-example?
Data Miner and Zion are bound to -7 or -6. Warlord and Zhirov are bound to -4 or -5. So I've found Data miner on -7
and -6, but you'll never find him on -5 or -4. These days I try to hit up every cave branch (while Zion is the least useful I like the self-destruct interrupter for making it easier to get to warlord and zhirov).
Quote from: Happylisk on June 17, 2016, 04:34:00 AM
K, what do you think about adding a second exit inside warlord's base? That way an unspoiled player can stand and fight if they want, but if they decide "you know what screw this" there's actually a means of effectuating that. Otherwise, your first visit to warlord will = death for the vast majority of unspoiled players.
I can even see a dead unspoiled player thinking they lost because they weren't strong enough, and not realizing that sticking around is a death trap. Hell, I was semi-spoiled and still (needlessly) ate it.
The solution here is what I mentioned earlier--just a way to let the player know that they should leave ASAP. I was planing to add it but ran out of time. (Even
with that I imagine a first visit could likely end in a loss for those who aren't prepared.) It's tough to do in a timely thematic (and flexible) way that also keeps the action from being centered around yourself.
Part of the reason the exit works as it does is that the Warlord encounter is intended to be difficult due to the huge subsequent benefits it provides (including also some local potential benefits which only one or two people have uncovered so far). It's not enough to just reach the area, so a full-on alternative exit from inside wouldn't be in line with that. That said, with a better understanding of how the encounter plays out, and knowledge of the secret exit from the base*, escaping isn't always so difficult.
*This is currently taught by a random NPC encounter, but I want to change that so that it's a guaranteed encounter near the entrance so players are aware of this alternative that can make escaping easier.
Quote from: Happylisk on June 17, 2016, 04:34:00 AM
e: do you need to talk to Warlord to get his crew hitting up Research, or is merely getting to his branch enough?
You have to talk to him--Decker's quantum entanglement field and all ;)
Re Warlord: The MAIN.C attack ramps up pretty quickly. The secret exit seems to spawn seems to be random (either at the top or bottom). If you are lucky and if it spawns at the top, getting out isn't a problem. If it spawns at the bottom, then you have to time your escape between the attack waves. I usually manage to do it with a speed build, but not without taking damage. I imagine it would be that much more horrible if you are running around in treads/legs. Maybe tone the first few waves down a little?
edit : As it is, there isn't enough time to explore everything in Warlord before things get quite cray cray.
I was running on Exp gravmag from Zhirov (speed 58 or so), which is fast enough that I did manage to explore everything -- or so I thought. I never found that random encounter. So yeah, making it easier to trigger would be a step up. Making the attack waves defeatable (and let the player know that it's possible) would also make the scenario more enjoyable, I think.
Quote from: Sherlockkat on June 17, 2016, 07:51:50 AM
edit : As it is, there isn't enough time to explore everything in Warlord before things get quite cray cray.
This was intentional, as is the "luckier" northern hidden route. It's difficult to balance the timing so that it's challenging for both speed builds and combat, though if you have enough firepower the latter is still doable at the right time. (Naturally sensors will help a ton here to find out what's going on and decide when best to make a run for it, but in that regard I'll be adding new defensive reports that tell when the waves are coming, where they're coming from, and probably what they include. The main issue at hand here is not balance, but access to information. I've tested the "true" difficulty and it's quite close to where I want it.)
And I'll just up and say it since this is the spoiler thread: if you're a combat build, trying to leave during the call for a counterattack, even through the main gate, is easier. Too long after that it becomes much more difficult as the base defenses are depleted.
Quote from: Decker on June 17, 2016, 08:00:01 AM
I was running on Exp gravmag from Zhirov (speed 58 or so), which is fast enough that I did manage to explore everything -- or so I thought. I never found that random encounter. So yeah, making it easier to trigger would be a step up.
I figure you mean the hidden path random encounter, in which case it might not have even generated in your seed. Like Zion, there is a large pool of potential dialogue and random ones are chosen each time you visit, so you won't always see the same content, and not all of them appear every run. So what I want to do given how important that one is is to remove it from the pool and make sure it's always available near the entrance.
I should mention, I was naked when I got to warlord. I got my ass handed to me on -4 and fled into an exit which happened to be upper caves. Caves are really easy when you're moving at %200, but I still ended up with little core when I got to Warlord. I raided his prototype stash, but it wasn't nearly enough to see me through the exit.
I'll try to get there with a full combat build and fight my way out during the counterattack sequence. I suspect once you know a) about the attack, b) about the need to flee, and c) the window to flee during the counterattack, the difficulty will be hard but fair.
Quote from: Happylisk on June 17, 2016, 01:03:37 PM
I suspect once you know a) about the attack, b) about the need to flee, and c) the window to flee during the counterattack, the difficulty will be hard but fair.
This is what I was basing the design on, so assuming that works okay, it's apparent that info will still need to be communicated more clearly to avoid frustration.
Also, the Warlord stash is often good, but still hit or miss because the amount of its contents is quite random. There is better stuff to be found... No one has yet mentioned the Vortex Catalyst Activator :D
In other news, I found Main.C's theme song.
https://www.youtube.com/watch?v=5FQmXVRhKtc
Hehe, ", and One of Those Failed Parts is Causing Me Trouble"
Good song, too!