This week's seed: Escape PlanCogmind has it all worked out.The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.
The rules are as follows:
- The Weekly Seed begins from the date this thread is posted and lasts about seven days.
- Make sure you are running the correct version of Cogmind (see thread subject).
- Enter the seed and abort your current game to initiate the seed (more details are below).
- Verify you are not running the tutorial and that the screenshots below match your game.
- Play through the game once. This is a friendly event and we are all honest people.
- When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
- If you want to share details about the seed or your approach, make sure you use spoiler tags.
- Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
Good luck and have fun!
(https://i.imgur.com/monAsRB.png)
(https://i.imgur.com/OmsvRhH.png)
HOW TO ENTER A SEEDPress F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:
(https://i.imgur.com/vx1UQW3.png)
Select GAME, select ABORT:
(https://i.imgur.com/cCLoJgu.png)
If you have followed the steps [Manual seed applied: Escape Plan] should display in the log window.
Congratulations on entering the seed, now get in there!
First time posting! Got tons of weapons, tried to be stealthy but in the end I was outnumbered despite being so near the exit. Lost a lot of integrity from digging into a wall only to be buried alive by an engineer.
Huh, every time my grave in Extension zone >_<
// -5/Extension
Photos from my robots party, and afterparty time:
Spoiler
(https://i.imgur.com/6djCj5f.png)
(https://i.imgur.com/FZMN92V.png)
Last breath:
Spoiler
(https://i.imgur.com/SSB29Xy.png)
Score:
Spoiler
Cogmind - Alpha 10
Name: lord
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (5) 2500
Robots Destroyed (126) 630
Value Destroyed (4963) 4963
Prototype IDs (3) 60
Alien Tech Recovered (0) 0
Bonus (0) 0
TOTAL SCORE: 8153
Cogmind
---------
Core Integrity 0/1000
Matter 300/300
Energy 42/50
System Corruption 11%
Temperature Cool (12)
Location -5/Extension
Parts
-------
Power (3)
(None)
Propulsion (5)
(None)
Utility (6)
Large Storage Unit
Improved Target Analyzer
Improved Target Analyzer
Improved System Shield
Weapon (3)
(None)
Inventory (10)
Light Nuclear Core
Light Angular Momentum Engine
F-Cell Engine
Micro Fission Core
Micro Fission Core
Improved Heat Sink
Advanced Heat Sink
Weight Redist. System
Recoil Stabilizer
Great Axe
Peak State
------------
Power
Light Angular Momentum Engine
Micro Fission Core
Micro Fission Core
Propulsion
Carbon-fiber Leg
Carbon-fiber Leg
Carbon-fiber Leg
Carbon-fiber Leg
Carbon-fiber Leg
Utility
Improved Cooling System
Large Storage Unit
Advanced Targeting Computer
Improved Target Analyzer
Improved Target Analyzer
Layered Light Armor Plating
Weapon
Wave Gun
High-powered Shock Rifle
High-powered Shock Rifle
Inventory
Light Nuclear Core
Light Angular Momentum Engine
Improved Heat Sink
Improved Heat Sink
Advanced Heat Sink
Heavy Laser
Tesla Rifle
Advanced Plasma Cannon
Long-range Missile Launcher
Great Axe
[Rating: 74]
Favorites
-----------
Power Heavy Ion Engine
Engine Heavy Ion Engine
Power Core Micro Fission Core
Propulsion Aluminum Leg
Leg Aluminum Leg
Flight Unit VTOL Module
Utility Large Storage Unit
Device Structural Scanner
Storage Large Storage Unit
Processor Improved Target Analyzer
Hackware Improved System Shield
Protection Light Armor Plating
Weapon Particle Gun
Energy Gun Particle Gun
Energy Cannon Advanced Plasma Cannon
Ballistic Gun Heavy Assault Rifle
Ballistic Cannon Improved Light Cannon
Launcher Long-range Missile Launcher
Slashing Weapon Great Axe
Stats
-------
Bonus Breakdown 0
Classes Destroyed 11
Worker 4
Builder 2
Tunneler 1
Recycler 7
Swarmer 22
Grunt 60
Brawler 1
Duelist 4
Protector 1
Sentry 15
Programmer 9
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 5
Matter Collected 3338
Salvage Created 5524
Parts Attached 203
Power 31
Propulsion 52
Utility 55
Weapon 65
Parts Lost 90
Power 16
Propulsion 21
Utility 25
Weapon 28
Average Slot Usage (%) 87
Naked Turns 1
Spaces Moved 4027
Fastest Speed (%) 200
Average Speed (%) 71
Slowest Speed (%) 11
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 0
Heaviest Build 70
Greatest Support 75
Greatest Overweight (x) 17
Average Overweight (x) 1
Largest Inventory 10
Average Capacity 9
Most Items Carried 10
Average Items Carried 8
Final Capacity 20
Final Carried 20
Core Damage Taken 2063
Average Core Remaining (%) 63
Depth 11 Exit 100
Depth 10 Exit 42
Depth 9 Exit 59
Depth 8 Exit 26
Depth 7 Exit 58
Depth 6 Exit 95
Volleys Fired 343
Largest 3
Hottest 227
Shots Fired 705
Gun 651
Cannon 37
Launcher 17
Special 0
Kinetic 367
Thermal 238
Explosive 17
Electromagnetic 83
Entropic 0
Shots Hit Robots 501
Core Hits 246
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 32
Impact 0
Slashing 32
Piercing 0
Damage Inflicted 11105
Projectiles 8117
Explosions 2110
Melee 873
Ramming 5
Kinetic 4282
Thermal 3252
Explosive 1494
Electromagnetic 1199
Impact 0
Slashing 873
Piercing 0
Entropic 0
Self-Inflicted Damage 548
Shots 13
Rammed 1
Highest Temperature 425
Average Temperature 94
Shutdowns 4
Energy Bleed 2
Interference 3
Matter Decay 0
Short Circuit 1
Damage (minor) 0
Damage (major) 2
Damage (core) 0
Highest Corruption 11
Average Corruption 7
Message Errors 27
Parts Rejected 8
Data loss (map) 26
Data loss (database) 14
Misfires 0
Misdirections 13
Targeting Errors 17
Weapon Failures 4
Depth 7 End 3
Haulers Intercepted 0
Robots Corrupted 4
Robots Melted 0
Power Chain Reactions 5
Tactical Retreats 15
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 16
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 5
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 1897
Machines Disabled 9
Data Cores Recovered 0
Used 0
Machines Hacked 32
Terminals 31
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 98
Successful 32
Failed 66
Catastrophic 15
Database Lockouts 0
Manual 63
Unauthorized 45
Terminals 96
Fabricators 2
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 19
Record 2
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 6
Level Access Points 1
Branch Access Points 1
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 1
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 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 6
Sector Layout 0
Machine Controls 0
Hacking Detections 31
Full Trace Events 4
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 13
Terminals 13
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 0
Garrisons Compromised 0
Fab Network Shutdowns 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 0
Part Schematics Acquired 0
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 0
Hacks Repelled 0
Total Allies 24
Largest Group 24
Highest-Rated Group 175
Highest-Rated Ally 20
Total Orders 26
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 10
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 16
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 155
Total Damage 1974
Kills 23
Allies Corrupted 0
Allies Melted 0
Peak Influence 1233
Average Influence 285
Final Influence 0
Maximum Alert Level 4
Low Security (%) 48
Level 1 25
Level 2 17
Level 3 2
Level 4 5
Level 5 0
Squads Dispatched 25
Investigation 6
Extermination 5
Reinforcement 7
Assault 1
Garrison 6
Intercept 0
Derelict Logs Recovered 1
Exploration Rate (%) 20
Regions Visited 10
Pre-discovered Areas 1
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 5442
Turns Passed 7981
Depth 11 60
Depth 10 938
Depth 9 1083
Depth 8 1838
Depth 7 1651
Depth 6 241
Depth 5 2170
Scrapyard 60
Materials 1685
Factory 2808
Mines 718
Storage 1456
Extension 1254
Prototype IDs
---------------
Heavy Ion Engine
F-Cell Engine
Improved Assault Rifle
Fabricated
------------
Nothing
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials
-10/Mines
-9/Materials
-8/Materials
-8/Storage (discovered 2 exits: *Fac / [Rec])
-7/Factory
-6/Factory
-5/Factory
-5/Extension (discovered 3 exits: *Fac x2 / Cet)
Game
------
Seed: Escape Plan
^Manual?: 1
Play Time: 111 min
Sessions: 3
Mod: N/A
Game No.: 31
ASCII: 0
Keyboard: 0
Movement: Mouse
Fullscreen: 0
Font: 16/SmallcapsGlow
Map View: 80x50
FOV Handling: Fade In
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I almost made it. Close but no cookie.
I started by visiting Data Miner, and I got the password for Warlord's stash and to hack God Mode. On the way out, I found the special entropy gun. I don't know how it works exactly, but I felt it doesn't do it quite fast enough to be effective. Next time, I'm leaving that gun right where it is.
Using Data Miner's password, I raided Warlord's stash. The spectral analyzer is very good. The prototype force field and power source are mildly useful. They lasted up to the beginning of the proximity cave, which isn't bad at all. On the way out of the base, I accidentally pissed off the base defenders while shooting at the bad guys, so I fled.
I paid Zhirov a visit and got the nice power boost.
I met Warlord again in Research. It turns out Warlord held a grudge due to the friendly fire incident. Tsk tsk. He said that he was disappointed in me and that it's time to go back to the scrapyard. So I pulled a dirty jack and hacked God Mode. The look on Warlord's face! I didn't see much of the resulting fight, but I think they ganged up on God Mode and killed it eventually. I had to leave fast since Warlord and his friends pack quite a bit of firepower. The bastards pursued and I got beaten pretty hard.
I escaped to Access surrounded by 6 robots. This triggered a bug. They became friendly in Access. Well, you never have too many friends.
Access sucked. I had sensors + signal interpreter, and I was flying pretty fast. My sensors got shot off at the beginning. I had to fight many terminators. I ended up disabling 3-4 garrisons, figuring I might as well cut down on programmer dispatches since the alert level shoots to 5 almost immediately anyway. I got sensors again, and they got shot off again before I could end the fight and swap them out. I killed about 5 scouts but none would give me new sensors.
I found Command, but the 3 terminals didn't yield the exit. I eventually ran out of propulsion units when the enemies were pouring faster than I could move and reequip. I ran naked and found the exit. The terminal had 0% chance of opening the door. Game over.
Spoiler
(https://s14.postimg.org/necnuskcx/screenshot000.png)
I don't know what's the best strategy in Access with those beefed-up terminators and garrisons everywhere. Hackware typically doesn't survive long, armor or no armor, and corruption soon makes hacking impossible. Perhaps hoarding sensors before Access and being extra careful with the sensor swaps would be helpful. Or perhaps moving really fast and not fighting anything except pests and programmers, possibly going naked once all the propulsion units get shot off.
The one thing that doesn't work is fighting your way around, because once the fighting starts for good, it's no longer possible to explore much of the map. Ironically, it's the workers that screw you the most. Suicidal workers caught in the crossfire call for reinforcements, and destroyed infrastructure causes construction progress impeded dispatches. Also, the workers systematically block your way when you need to move fast. The hostiles themselves can be dispatched quickly as long as you have launchers. It's just that they don't stop coming.
Tough challenge!
Score:
Spoiler
Cogmind - Alpha 10
Name: Decker
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (749) 3745
Value Destroyed (32485) 32485
Prototype IDs (58) 1160
Alien Tech Recovered (2) 400
Bonus (8100) 8100
TOTAL SCORE: 50390
Cogmind
---------
Core Integrity 0/1600
Matter 43/300
Energy 30/50
System Corruption 21%
Temperature Cool (0)
Location -1/Access
Parts
-------
Power (2)
(None)
Propulsion (11)
(None)
Utility (8)
Advanced Visual Processing Unit
Advanced Targeting Computer
Improved Core Shielding
Weapon (4)
(None)
Inventory (4)
Particle Reactor
Medium Storage Unit
Enhanced Quantum Rifle
Peak State
------------
Power
Micro Fission Core
Particle Reactor
Propulsion
High-density Centrium Heavy Treads
Centrium Leg
Anti-Grav Array
Anti-Grav Array
Anti-Grav Array
Anti-Grav Array
Utility
Advanced Heat Sink
Advanced Heat Sink
Medium Storage Unit
Large Storage Unit
Large Storage Unit
Advanced Targeting Computer
Centrium Light Armor Plating
Hacking Suite
Weapon
Nova Cannon
KE Penetrator
KE Penetrator
Compact Tesla Bomb Launcher
Inventory
Light Quantum Reactor
Light Quantum Reactor
Biometal Leg
Centrium Leg
Centrium Leg
Advanced Heat Sink
Medium Storage Unit
Large Storage Unit
Matter Compressor
Advanced Terrain Scan Processor
Variable Charge Gun
Quantum Rifle
Nova Cannon
Long-range Proton Cannon
Heavy Machine Gun
KE Penetrator
Railgun
Compact Tesla Bomb Launcher
Compact Tesla Bomb Launcher
Compact Tesla Bomb Launcher
[Rating: 176]
Favorites
-----------
Power Micro Fission Core
Engine Improved Ion Engine
Power Core Micro Fission Core
Reactor Particle Reactor
Propulsion Light Treads
Treads Light Treads
Wheel Wheel
Leg Myomer Leg
Hover Unit Anti-Grav System
Flight Unit Electron Diverter
Utility Large Storage Unit
Device Advanced Heat Sink
Storage Large Storage Unit
Processor Advanced Targeting Computer
Hackware Advanced Hacking Suite
Protection Light Regenerative Plating
Weapon KE Penetrator
Energy Gun High-powered Shock Rifle
Energy Cannon Light EM Pulse Cannon
Ballistic Gun KE Penetrator
Ballistic Cannon Improved Light Cannon
Launcher Mini Grenade Launcher
Special Weapon Molecular Deconstructor
Special Melee Weapon Dirty Datajack
Stats
-------
Bonus Breakdown 8100
Met Data Miner 300
Met Zhirov 300
Met Warlord at Base 500
Met Warlord at Research 2000
Hacked God Mode 5000
Classes Destroyed 25
Worker 58
Builder 37
Tunneler 5
Hauler 24
Recycler 47
Mechanic 7
Operator 7
Watcher 15
Swarmer 119
Saboteur 7
Grunt 219
Brawler 14
Duelist 22
Protector 4
Sentry 44
Specialist 2
Hunter 57
Programmer 40
Z-Series 1
Behemoth 4
Striker 3
Samaritan 10
Furnace 1
Thief 1
Hero 1
NPCs Destroyed 0
Best Kill Streak 24
Combat Bots Only 20
Matter Collected 19327
Salvage Created 38008
Parts Attached 748
Power 77
Propulsion 200
Utility 162
Weapon 309
Parts Lost 299
Power 31
Propulsion 98
Utility 38
Weapon 132
Average Slot Usage (%) 93
Naked Turns 1
Spaces Moved 11085
Fastest Speed (%) 285
Average Speed (%) 109
Slowest Speed (%) 18
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 5
Cave-ins Triggered 2
Teleports 1
Heaviest Build 119
Greatest Support 176
Greatest Overweight (x) 39
Average Overweight (x) 1
Largest Inventory 22
Average Capacity 20
Most Items Carried 22
Average Items Carried 18
Final Capacity 8
Final Carried 6
Core Damage Taken 4697
Average Core Remaining (%) 57
Depth 11 Exit 100
Depth 10 Exit 44
Depth 9 Exit 44
Depth 8 Exit 33
Depth 7 Exit 37
Depth 6 Exit 84
Depth 5 Exit 17
Depth 4 Exit 54
Depth 3 Exit 82
Depth 2 Exit 80
Volleys Fired 1249
Largest 4
Hottest 351
Shots Fired 3210
Gun 2006
Cannon 678
Launcher 509
Special 17
Kinetic 1479
Thermal 879
Explosive 289
Electromagnetic 546
Entropic 0
Shots Hit Robots 2050
Core Hits 1562
Overload Shots 3
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 2
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 92759
Projectiles 40623
Explosions 52120
Melee 0
Ramming 16
Kinetic 22443
Thermal 15864
Explosive 34014
Electromagnetic 20422
Impact 0
Slashing 0
Piercing 0
Entropic 0
Self-Inflicted Damage 3030
Shots 123
Rammed 5
Highest Temperature 456
Average Temperature 94
Shutdowns 2
Energy Bleed 7
Interference 10
Matter Decay 4
Short Circuit 1
Damage (minor) 0
Damage (major) 3
Damage (core) 0
Highest Corruption 21
Average Corruption 6
Message Errors 85
Parts Rejected 31
Data loss (map) 101
Data loss (database) 55
Misfires 15
Misdirections 44
Targeting Errors 149
Weapon Failures 17
Depth 7 End 4
Depth 6 End 1
Depth 5 End 7
Depth 4 End 7
Depth 3 End 10
Depth 2 End 3
Haulers Intercepted 24
Robots Corrupted 69
Robots Melted 0
Power Chain Reactions 32
Tactical Retreats 54
Communications Jammed 0
Parts Field Recycled 1
Retrieved Matter 45
Parts Merge Repaired 0
Drone Launches 4
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 40
Indirectly 1
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 3682
Machines Disabled 62
Data Cores Recovered 1
Used 0
Machines Hacked 73
Terminals 38
Fabricators 2
Repair Stations 3
Recycling Units 5
Scanalyzers 0
Garrison Access 5
Total Hacks 214
Successful 106
Failed 88
Catastrophic 30
Database Lockouts 0
Manual 41
Unauthorized 0
Terminals 92
Fabricators 6
Repair Stations 7
Recycling Units 7
Scanalyzers 0
Garrison Access 6
Terminal Hacks 174
Record 54
Part Schematic 6
Robot Schematic 3
Robot Analysis 3
Prototype ID Bank 12
Open Door 3
Level Access Points 0
Branch Access Points 3
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 5
Unreport Threat 7
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 0
Registered Components 0
Registered Prototypes 0
Zone Layout 1
Sector Layout 0
Machine Controls 0
Hacking Detections 50
Full Trace Events 5
Feedback Events 0
Feedback Corruption 0
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 5
Garrisons Compromised 0
Fab Network Shutdowns 1
Robot Schematics Acquired 3
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 6
Parts Built 2
Total Part Build Rating 10
Part Fabrication Matter 380
Part Fabrication Time 190
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 2
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 3
Robots Rewired 4
Robots Hacked 1
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 1
Secondary 0
Robot Hack Failures 0
Allies Hacked 1
Hacks Repelled 0
Total Allies 8
Largest Group 2
Highest-Rated Group 53
Highest-Rated Ally 36
Total Orders 4
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 4
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 2
Total Damage 64
Kills 0
Allies Corrupted 1
Allies Melted 0
Peak Influence 2778
Average Influence 797
Final Influence 2758
Maximum Alert Level 5
Low Security (%) 19
Level 1 10
Level 2 26
Level 3 21
Level 4 7
Level 5 13
Squads Dispatched 124
Investigation 11
Extermination 13
Reinforcement 44
Assault 34
Garrison 22
Intercept 0
Derelict Logs Recovered 6
Exploration Rate (%) 31
Regions Visited 23
Pre-discovered Areas 4
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 14517
Turns Passed 18993
Depth 11 75
Depth 10 620
Depth 9 1712
Depth 8 1351
Depth 7 2742
Depth 6 2556
Depth 5 2996
Depth 4 2862
Depth 3 1386
Depth 2 707
Depth 1 1986
Scrapyard 75
Materials 3683
Factory 4919
Research 1793
Access 1986
Lower Caves 1846
Upper Caves 2002
Proximity Caves 1580
Data Miner 171
Zhirov 339
Warlord 599
Prototype IDs
---------------
Heavy Anti-Matter Reactor
Mini Fusion Reactor
Vortex Chain Reactor
High-density Centrium Heavy Treads
Enhanced Flexi-carbon Leg
Enhanced Biometal Leg
Experimental Airjet
Aerolev Unit
Experimental Gravmag System
Electron Diverter
Advanced Power Amplifier
Experimental Heat Sink
Improved Energy Well
Advanced Energy Well
Experimental Energy Well
Improved Matter Compressor
Experimental Optical Array
Spectral Analyzer
Experimental Sensor Array
Experimental Targeting Computer
Precision Energy Filter
Particle Accelerator
Experimental Power Shielding
Centrium Light Armor Plating
Experimental Force Field
Quantum Shroud
Improved Quantum Shroud
Experimental System Shield
Ghost Barrier
Experimental Field Recycling Unit
Combat Drone Bay
Assault Drone Bay
Improved Heavy Laser
Cooled Plasma Rifle
Heavy Gatling Laser
Heavy Wave Gun
Improved EM Shotgun
Precision Shock Rifle
Heavy Tesla Rifle
Cooled Particle Cannon
Heavy Proton Cannon
Precision Assault Rifle
Improved Heavy Machine Gun
Helical Railgun
Light Anti-matter Cannon
Compact Linear Accelerator
Neutron Missile Launcher
Guided EMP Blaster
Compact Tesla Bomb Launcher
Molecular Deconstructor
Fabricated
------------
1x Lgt. Regenerative Plating (-6/Factory)
1x Lgt. Regenerative Plating (-5/Factory)
Alien Tech Recovered
----------------------
Transdimensional Reconstructor
Integrated Reactor
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials (discovered 3 exits: *Mat x3)
-8/Materials
-7/Factory
-7/Lower Caves
-7/Lower Caves (discovered 2 exits: *Fac / *Dat)
-7/Data Miner
-6/Proximity Caves
-6/Factory (discovered 3 exits: *Fac / Low x2)
-5/Factory
-5/Upper Caves
-5/Upper Caves
-5/Warlord
-4/Proximity Caves
-4/Factory (discovered 5 exits: *Res x2 / *Upp x2 / Arm)
-4/Upper Caves
-4/Upper Caves (discovered 2 exits: *Res / *Zhi)
-4/Zhirov
-3/Proximity Caves
-3/Research
-2/Research
-1/Access
Game
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Seed: Escape Plan
^Manual?: 1
Play Time: 354 min
Sessions: 9
Mod: N/A
Game No.: 70
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 66x50
FOV Handling: Instant
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Wow Decker, always killing it with that score. Pretty epic run, and you're the first Cogmind to have reportedly hacked God Mode. Good thing you had that code--nice save :)
I apparently forgot to have Warlord's Access stragglers check to see if they are supposed to hate you or not :P. I'll get that fixed.
Really close to the end there!
Warlord spoiler
The entropy lab doesn't always contain the same stuff, by the way.
Access will become somewhat easier once you have "access" to the Research branches ;). Next release!
@lord: Aw, and you were pretty close to one of the Extension exits, too xD. Good job apparently making an absolute mess of Storage, though!
Quote from: Decker on September 10, 2016, 09:06:44 AM
I don't know what's the best strategy in Access with those beefed-up terminators and garrisons everywhere. Hackware typically doesn't survive long, armor or no armor, and corruption soon makes hacking impossible. Perhaps hoarding sensors before Access and being extra careful with the sensor swaps would be helpful. Or perhaps moving really fast and not fighting anything except pests and programmers, possibly going naked once all the propulsion units get shot off.
Is it actually possible to fight your way past -3 or so? By that I mean has anyone actually won a game where it was largely a combat build past that point?
The only times I've gotten past were when I fought, lost everything and then managed to randomly find a bunch of jets laying around, then proceeded to run by everything I could. I've even had times where I knew where the stairs were and I just couldn't get to them through the mountain of enemies in every corridor. The only thing that seems to work is to just ram my way past them, because if I pull back to try and find another way, if even one robot sees me, I will soon draw a mob and be trapped.
Quote from: mindreader on September 12, 2016, 09:31:56 AM
Is it actually possible to fight your way past -3 or so? By that I mean has anyone actually won a game where it was largely a combat build past that point?
Sure, I did it in every single one of my wins on stream (as have pretty much all the other winning combat runs by others). That's where the points are--dismantling whole armies ;). You don't have to, though. Using hacking and intel to your advantage to minimize contact, even as a combat build, will make survival easier. (And of course beginning next release you'll have some new alternative routes through Research, too!)
I really need to catch one of those streams. I've only caught one that was aborted early and it didn't seem like you play all that much differently than I do up to the mid game, although I did learn a couple minor things.
Unfortunately twitch deletes footage really soon after it happens, and hardly anyone that knows what they are doing uploads to youtube.
Yeah, I kinda like the temporary nature of Twitch streams, though it's also a bit sad that all those victories were lost to time :P. I could transfer to YT, but don't really have the time to make a big production of it, so I don't bother.
And more recently I would've streamed a bit, but this stupid new laptop has some weird audio connection that needs a special headset--incompatible with my current headset and mic. Still having trouble finding what I need. I'll get back to it eventually, though first I have to do this trip to SF/Roguelike Celebration.
Quote
Is it actually possible to fight your way past -3 or so? By that I mean has anyone actually won a game where it was largely a combat build past that point?
-3 and -2 aren't too bad for pure combat. From time to time you'll be unlucky, but you can usually find an exit before the alert gets too bad, since there are many exits.
Access is different. There's only one (unlocked) exit, and it's a crapshoot whether you start near it. If you don't, well, it's too bad. Having a scanner helps because it increases the odds that you'll spot the behemoths, but you still need to be lucky enough to venture in the general vicinity of the exit.
In some games I've entered a garrison when I couldn't make much forward progress at alert level 5, hoping to respawn near the exit, or to reduce enemy patrols if that fails. Of course it's also luck-dependent. When Command is unlocked, you'll have twice the chance to stumble upon an exit, so it should help some.
I feel Access could use some tweaks to make the challenge more uniform for pure combat builds. For instance, it might be worth it to provide some way to reduce the alert level in Access (beyond alert purge). Or to make it increase much slower, to account for the enemy bots being high level and therefore contributing a lot to the alert level increase. Or to provide a 100% chance to locate the exit, in exchange for having to fight a huge wave of enemies. Or to provide a way to prevent the enemies from spawning at alert level 5, e.g. by requiring the player to clear 3 garrisons.
*edit* Of course, that's if the Research branch doesn't already cover one of these options or something along these lines.
The difficulty of Access is exactly where I want it right now--relatively difficult unless you have made previous efforts to reduce the difficulty. At present, though, there is still only a partial set of tools in that vein since the end game is still being worked on (yes, including Research branches).
When done, there will be numerous ways to make Access easier, and while right now players have yet to discover several of those which already exist, the ones to be added later will be more obvious :)