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=645.0).
Alpha 12 release notes and changelog (http://www.gridsagegames.com/forums/index.php?topic=644.0).
Just had one of the most fun Cogmind runs in a while :). It scored poorly, but made up for it in entertainment value. I ended up with a very lopsided flier who was good at flying but absolutely nothing else. Some general thoughts:
i) The trap digging machinists in the caves are really good addition for launcher-less non-combat builds to navigate caves. They basically drop all the traps that they have collected for you to loot and use. Many a swarmer squad met an early demise thanks to dirty bombs and fire traps. I took a trap extractor with me to the main complex, but didn't have a datajack. In general, I am starting to see the value in reprogramming traps.
ii) For a late-game branch, I feel like testing is a bit too plain, atleast from a flier's perspective. I guess it's a branch more aimed towards combat players. Oh well, there is always the lovely Q place for us.
iii) The cld. vtol units were great. They had a base speed of 35(!!) and you can find them in materials. I think I have been making a huge mistake not attacking haulers in materials. They carry all kinds of good stuff.
v) The processer buff definitely freed up a lot of the build space and I went through mid-game as melee character with micro-actuators. Ninjaing watchers was quite cathartic. They still do not drop their signal interpreter. Jackasses.
vi) The launcher buffs seem to be working. I am having a easier time against swarmer squads. Not sure whether it is placebo.
viii) The flight meta has definitely shifted in order to meet the late-game. Go super heavy on propulsion (like 8~10 slots), get storage units and stack up on Quarantine goodies.
ix) Survived command :). Can definitely see applications for a certain launcher if you are visiting that place ;).
Some random screenshots: no command spoilers.
Yet another cave screenshot
(https://i.imgur.com/VHKG7d7.png)
Just another day at the office
(https://i.imgur.com/H9FqCn3.png)
Superbehemoth
(https://i.imgur.com/F6Q6k4x.png)
The final frontier
(https://i.imgur.com/rMINxAf.png)
Scoresheet:
Cogmind - Alpha 12
Name: Sherlockkat
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (67) 335
Value Destroyed (1123) 1123
Prototype IDs (13) 260
Alien Tech Recovered (0) 0
Bonus (12759) 12759
TOTAL SCORE: 18977
Cogmind
---------
Core Integrity 1487/1600
Matter 300/300
Energy 364/440
System Corruption 0%
Temperature Cool (79)
Location Surface
Parts
-------
Power (3)
Quantum Reactor
Light Quantum Reactor
Propulsion (9)
Cooled Nuclear Pulse Thruster
Q-thruster
Q-thruster
Improved Diametric Drive
Improved Diametric Drive
Impulse Thruster Array
Utility (11)
Advanced Heat Sink
Large Storage Unit
Advanced Visual Processing Unit
Advanced Transmission Jammer
Layered Light Armor Plating
Layered Light Armor Plating
Improved Focal Shield
Hacking Suite
Experimental Hacking Suite
Advanced System Shield
Weapon (2)
Advanced Datajack
Inventory (10)
Micro Fission Core
Light Antimatter Reactor
Quantum Reactor
Improved Diametric Drive
Impulse Thruster Array
Advanced Force Field
Micro-nuke Launcher
Advanced Micro-nuke Launcher
Chainsword
Peak State
------------
Power
Quantum Reactor
Light Quantum Reactor
Light Quantum Reactor
Propulsion
Cooled Nuclear Pulse Thruster
Field Propulsion Array
Q-thruster
Q-thruster
Improved Diametric Drive
Improved Diametric Drive
Impulse Thruster Array
Utility
Advanced Heat Sink
Advanced Heat Sink
Large Storage Unit
Advanced Visual Processing Unit
Improved Stasis Canceller
Advanced Transmission Jammer
Layered Light Armor Plating
Improved Focal Shield
Hacking Suite
Experimental Hacking Suite
Advanced System Shield
Weapon
Enhanced Nova Cannon
Scythe
Inventory
Light Deuterium Engine
Micro Fission Core
Light Antimatter Reactor
Quantum Reactor
Improved Diametric Drive
Impulse Thruster Array
Micro-nuke Launcher
Advanced Micro-nuke Launcher
Chainsword
[Rating: 172]
Favorites
-----------
Power Micro Nuclear Core
Engine Light Ion Engine
Power Core Micro Nuclear Core
Reactor Light Antimatter Reactor
Propulsion Cooled VTOL Module
Leg Aluminum Leg
Hover Unit Antigrav System
Flight Unit Cooled VTOL Module
Utility Microactuators
Device Microactuators
Storage Large Storage Unit
Processor Advanced Signal Interpreter
Hackware Hacking Suite
Protection Improved Medium Armor Plating
Weapon Scythe
Energy Cannon Enhanced Nova Cannon
Ballistic Gun Light Assault Rifle
Launcher Mini Grenade Launcher
Impact Weapon Mace
Slashing Weapon Scythe
Piercing Weapon Makeshift Spear
Special Melee Weapon Advanced Datajack
Stats
-------
Bonus Breakdown 12759
Met Warlord at Base 500
Met Warlord at Research 2000
Win 3000
Win Speed 7259
Classes Destroyed 11
Worker 3
Builder 1
Tunneler 3
Hauler 5
Recycler 4
Minesweeper 5
Operator 1
Watcher 9
Swarmer 30
Grunt 3
Demented 3
NPCs Destroyed 0
Best Kill Streak 5
Combat Bots Only 5
Matter Collected 1804
Salvage Created 1890
Parts Attached 133
Power 20
Propulsion 41
Utility 49
Weapon 23
Parts Lost 34
Power 5
Propulsion 12
Utility 10
Weapon 7
Average Slot Usage (%) 89
Naked Turns 3
Spaces Moved 14289
Fastest Speed (%) 714
Average Speed (%) 391
Slowest Speed (%) 52
Overloaded Moves 107
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 1
Heaviest Build 95
Greatest Support 118
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 10
Average Capacity 8
Most Carried 10
Average Carried 7
Final Capacity 10
Final Carried 10
Core Damage Taken 582
Average Core Remaining (%) 92
Depth 11 Exit 100
Depth 10 Exit 69
Depth 9 Exit 100
Depth 8 Exit 94
Depth 7 Exit 80
Depth 6 Exit 99
Depth 5 Exit 86
Depth 4 Exit 100
Depth 3 Exit 94
Depth 2 Exit 100
Depth 1 Exit 92
Volleys Fired 131
Largest 2
Hottest 120
Shots Fired 202
Gun 180
Cannon 5
Launcher 17
Special 0
Kinetic 180
Thermal 5
Explosive 16
Electromagnetic 1
Shots Hit Robots 200
Core Hits 100
Critical Hits 43
Kills 18
Parts Destroyed 18
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 233
Impact 54
Slashing 140
Piercing 37
Damage Inflicted 6747
Projectiles 922
Explosions 1466
Melee 4359
Ramming 0
Kinetic 922
Thermal 0
Explosive 1338
Electromagnetic 128
Impact 1133
Slashing 2619
Piercing 607
Overflow Damage 41
Projectiles 14
Explosions 20
Melee 7
Self-Inflicted Damage 134
Shots 4
Rammed 0
Highest Temperature 359
Average Temperature 54
Received Heat Transfer 489
Shutdowns 2
Energy Bleed 1
Interference 0
Matter Decay 0
Short Circuit 1
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 4
Average Corruption 1
Message Errors 4
Matter Fused 1
Heat Flow Error 1
Energy Discharge 0
Parts Rejected 2
Data loss (map) 0
Data loss (database) 2
Misfires 0
Misdirections 6
Targeting Errors 0
Weapon Failures 0
Depth 4 End 2
Depth 3 End 4
Depth 2 End 1
Haulers Intercepted 5
Robots Corrupted 0
Parts Fried 0
Robots Melted 0
Parts Melted 0
Heat Transferred 0
Parts Self-Destructed 76
Prevented 2
Power Chain Reactions 0
Tactical Retreats 23
Communications Jammed 523
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 4
Drone Recoveries 1
Derelicts Assembled 0
Traps Triggered 8
Indirectly 0
Trap Hack Attempts 13
Triggered 0
Disarmed 0
Reprogrammed 5
Reused 10
Traps Extracted 50
Installed 8
Triggered 12
Machines Disabled 3
Data Cores Recovered 1
Used 0
Machines Hacked 39
Terminals 27
Fabricators 1
Repair Stations 1
Recycling Units 4
Scanalyzers 1
Garrison Access 1
Total Hacks 88
Successful 48
Failed 36
Catastrophic 13
Database Lockouts 0
Manual 14
Unauthorized 4
Terminals 60
Fabricators 1
Repair Stations 5
Recycling Units 8
Scanalyzers 5
Garrison Access 1
Terminal Hacks 34
Record 1
Prototype ID Bank 1
Open Door 3
Level Access Points 3
Terminal Index 1
Locate Traps 5
Patrol Status 1
Assault Status 1
Recall Investigation 2
Hauler Manifests 4
Registered Components 2
Zone Layout 5
Disengage Seal 1
Hacking Detections 26
Full Trace Events 7
Feedback Events 1
Feedback Corruption 1
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
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 2
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 1
Recycled Matter 46
Retrieved Matter 46
Retrieved Components 3
Parts Scanalyzed 3
Part Schematics Acquired 2
Parts Damaged 2
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 1
Non-combat 1
Combat 0
Rebooted 1
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 8
Largest Group 1
Highest-Rated Group 32
Highest-Rated Ally 32
Total Orders 5
GOTO 3
EXPLORE 2
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 280
Average Influence 27
Final Influence 260
Maximum Alert Level 1
Low Security (%) 99
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 15
Investigation 8
Extermination 1
Reinforcement 6
Assault 0
Garrison 0
Intercept 0
Derelict Logs Recovered 6
Exploration Rate (%) 27
Regions Visited 28
Pre-discovered Areas 2
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 16611
Turns Passed 6887
Depth 11 62
Depth 10 683
Depth 9 202
Depth 8 306
Depth 7 1139
Depth 6 466
Depth 5 1522
Depth 4 1534
Depth 3 391
Depth 2 244
Depth 1 338
Scrapyard 62
Materials 1146
Factory 1597
Research 429
Access 118
Mines 45
Waste 251
Lower Caves 415
Upper Caves 687
Proximity Caves 973
Zion 241
Warlord 497
Testing 206
Command 220
Prototype IDs
---------------
Improved VTOL Module
Improved Cesium-ion Thruster
Cooled VTOL Module
Cooled Nuclear Pulse Thruster
Electron Diverter
Improved Diametric Drive
Experimental Power Amplifier
Experimental Signal Interpreter
Experimental Melee Analysis Suite
Experimental Hacking Suite
Cooled Plasma Cannon
Heavy Proton Missile Launcher
Fabricated
------------
Nothing
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials (discovered 3 exits: *Mat / [*Min] / [*Sto])
-9/Mines
-8/Materials (discovered 3 exits: *Fac x3)
-7/Factory (discovered 2 exits: *Fac / [*Low])
-7/Lower Caves
-7/Lower Caves
-7/Zion
-6/Proximity Caves
-6/Factory
-5/Factory
-5/Waste
-5/Factory
-5/Upper Caves
-5/Upper Caves
-5/Warlord
-4/Proximity Caves
-4/Factory
-4/Waste
-4/Factory
-4/Upper Caves
-4/Upper Caves
-3/Research
-3/Testing
-2/Research (discovered 3 exits: *Acc x3)
-1/Access
-1/Command
Surface
Game
------
Seed: 1479869971
^Manual?: 0
Play Time: 149 min
Sessions: 1
Mod: N/A
Game No.: 100
Lore%: 59
Gallery%: 52
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 2
Font: 18/SmallcapsGlow
Map View: 76x50
FOV Handling: Fade In
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Quote from: Sherlockkat on November 23, 2016, 12:09:33 AM
ii) For a late-game branch, I feel like testing is a bit too plain, atleast from a flier's perspective. I guess it's a branch more aimed towards combat players.
Yep, it is, at least for now. I'd like to add more stuff to it eventually, though. Not sure when that might happen.
Quote from: Sherlockkat on November 23, 2016, 12:09:33 AM
vi) The launcher buffs seem to be working. I am having a easier time against swarmer squads. Not sure whether it is placebo.
Might be a little of both. Launchers were already extremely deadly to Swarmer squads considering they're weak against EX, but I'm sure it's possible to eek the occasional extra kill from damage overflow that wouldn't have otherwise happened before.
Thanks for the observations, and congratulations on being the first Alpha 12 winner :)
Today I finished my own first run of Alpha 12, played off and on for the past couple days.
I won :)
Alpha 12 is definitely easier, but I still can't say my run went super smoothly. I almost died several times throughout the early and mid-game, probably because I was taking it too lightly :P
The early game was mostly me running for my life, even having to duck into the Mines to avoid being cored, only to run into an infestation which I then dodged just as the Demolishers showed up from the other direction.
Rebuilding in the mid game was tough, and with a stash of Gravmag Arrays I ended up as a hybrid hovering combat bot! Two Adv. Hacking Suites plus copious grenades, until later on switching to my weapon of choice, a Molecular Scythe with which I reaped many a Programmer who got in my way.
Then I unexpectedly came across the Extension entrance all the way up in -4. I freed some buddies and O7 was nice enough to unlock the Enhanced Grunts for me after we pummeled the Cetus Guard. (At this point I'd used all the fallen Extension bots to put myself back on legs again.) I helped R17 out, and that made -3/Research a breeze... There I found the entrance to Testing, but decided not to go in because I already felt powerful enough to take on Access and didn't want to lose my already excellent gear.
In -2 I did jump into Quarantine, but chickened out and didn't grab anything more than a Core Reset Matrix (which I used) before leaving. I could've done some nice stuff there, and honestly could've even taken a shot at Command, but I decided that I wanted to get a safe Alpha 12 win on the leaderboard first. Next time I'll be more adventurous ;)
Despite wreaking havoc in Access, I still didn't even get the alert level up to 5. In the latest release I nerfed the alert level in a way that's not represented in the public changelog, and that apparently made a huge difference, so I'm going to tweak that again in the next release, but for now Alpha 12 is going to be a good bit less harsh on super-powerful builds, for better or worse :P
Interestingly, except for a Prc. Grenade Launcher and Hvy. Rocket Launcher early on, I spent the rest of the game without any AOE weapons. Normally that spells doom for a combat build, but the changes to the alert behavior kept the pressure relatively loose.
Throughout much of my run I was using the same Imp. Weapon Cycler. Man those things are good.
I ended up with a mix of weapons pretty much the whole time, KI/TH/EM, so I didn't get a chance to do any melting (which generally requires a full thermal volley). I'll aim to do a thermal focus next run.
I also played with more inventory space than I'm used to. I just couldn't leave behind all the extra amazing loot I kept finding! An entire stockpile of Adv. Powered Armor? Yes, please!
Some shots from the run:
Hovered through the entire Factory...
(https://i.imgur.com/FuFdHCE.png)
The Cetus transformation
(https://i.imgur.com/63x7btY.png)
Let's get 'em, grunts
(https://i.imgur.com/TYcUl59.png)
Passing up the surface exit to murder some Behemoths 
(https://i.imgur.com/5ercCMz.png)
Score: 39,531
Cogmind - Alpha 12
Name: Kyzrati
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (402) 2010
Value Destroyed (19973) 19973
Prototype IDs (19) 380
Alien Tech Recovered (1) 200
Bonus (12468) 12468
TOTAL SCORE: 39531
Cogmind
---------
Core Integrity 44/1600
Matter 284/300
Energy 187/190
System Corruption 33%
Temperature Cool (2)
Location Surface
Parts
-------
Power (2)
Light Quantum Reactor
Propulsion (6)
Biometal Leg
Utility (13)
Advanced Heat Sink
Advanced Heat Sink
Advanced Coolant Injector
Large Storage Unit
Advanced Visual Processing Unit
Advanced Targeting Computer
Advanced Targeting Computer
Advanced Target Analyzer
Advanced Target Analyzer
Advanced Target Analyzer
Propulsion Shielding
Weapon (4)
(None)
Inventory (10)
Light Quantum Reactor
Reinforced Quantum Reactor
Advanced Heat Sink
Advanced Heat Sink
Advanced Heat Sink
Advanced Sensor Array
Peak State
------------
Power
Light Antimatter Reactor
Quantum Reactor
Propulsion
Myomer Leg
Myomer Leg
Myomer Leg
Biometal Leg
Biometal Leg
Biometal Leg
Utility
Advanced Cooling System
Advanced Cooling System
Large Storage Unit
Large Storage Unit
Large Storage Unit
Advanced Targeting Computer
Improved Weapon Cycler
Centrium Medium Armor Plating
Centrium Medium Armor Plating
Centrium Medium Armor Plating
Advanced Powered Armor
Improved Hacking Suite
Experimental Hacking Suite
Weapon
Advanced Variable Charge Gun
Enhanced Nova Cannon
Railgun
Improved KE Penetrator
Inventory
Quantum Reactor
Quantum Reactor
Enhanced Flexi-carbon Leg
Enhanced Flexi-carbon Leg
Myomer Leg
Myomer Leg
Advanced Myomer Leg
Biometal Leg
Biometal Leg
Biometal Leg
Advanced Signal Interpreter
Advanced Powered Armor
Advanced Powered Armor
Advanced Powered Armor
Advanced Variable Charge Gun
Advanced Variable Charge Gun
Enhanced Nova Cannon
Enhanced Nova Cannon
Enhanced Nova Cannon
Enhanced Nova Cannon
Light Antimatter Cannon
Light Antimatter Cannon
[Rating: 180]
Favorites
-----------
Power Micro Fission Core
Engine Ion Engine
Power Core Micro Fission Core
Reactor Quantum Reactor
Propulsion Myomer Leg
Treads Light Treads
Wheel Wheel
Leg Myomer Leg
Hover Unit Gravmag Array
Utility Large Storage Unit
Device Advanced Heat Sink
Storage Large Storage Unit
Processor Advanced Targeting Computer
Hackware Improved Hacking Suite
Protection Centrium Medium Armor Plating
Weapon Enhanced Nova Cannon
Energy Gun Advanced Variable Charge Gun
Energy Cannon Enhanced Nova Cannon
Ballistic Gun Railgun
Ballistic Cannon Light Antimatter Cannon
Launcher Precision Grenade Launcher
Slashing Weapon Molecular Scythe
Special Melee Weapon Mining Laser
Stats
-------
Bonus Breakdown 12468
Met Data Miner 300
Built Enhanced Grunts 300
Met R17 at Cetus 500
Used Core Reset Matrix 3000
Met R17 at Research 2000
Win 3000
Win Speed 3368
Classes Destroyed 20
Worker 21
Builder 21
Tunneler 4
Hauler 7
Recycler 44
Mechanic 3
Operator 4
Watcher 6
Swarmer 50
Saboteur 5
Grunt 88
Brawler 11
Duelist 15
Protector 9
Sentry 27
Demolisher 2
Hunter 27
Programmer 52
Behemoth 5
Assembled 1
NPCs Destroyed 0
Best Kill Streak 12
Combat Bots Only 9
Matter Collected 12650
Salvage Created 26299
Parts Attached 450
Power 42
Propulsion 124
Utility 149
Weapon 135
Parts Lost 172
Power 15
Propulsion 53
Utility 50
Weapon 54
Average Slot Usage (%) 92
Naked Turns 2
Spaces Moved 8563
Fastest Speed (%) 200
Average Speed (%) 92
Slowest Speed (%) 40
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 23
Cave-ins Triggered 0
Heaviest Build 167
Greatest Support 167
Greatest Overweight (x) 17
Average Overweight (x) 0
Largest Inventory 22
Average Capacity 15
Most Carried 22
Average Carried 14
Final Capacity 10
Final Carried 6
Core Damage Taken 2794
Average Core Remaining (%) 69
Depth 11 Exit 91
Depth 10 Exit 75
Depth 9 Exit 26
Depth 8 Exit 27
Depth 7 Exit 74
Depth 6 Exit 99
Depth 5 Exit 96
Depth 4 Exit 81
Depth 3 Exit 100
Depth 2 Exit 96
Depth 1 Exit 2
Volleys Fired 877
Largest 4
Hottest 380
Shots Fired 2751
Gun 1804
Cannon 905
Launcher 42
Special 0
Kinetic 1591
Thermal 732
Explosive 42
Electromagnetic 400
Shots Hit Robots 1820
Core Hits 848
Critical Hits 344
Kills 124
Parts Destroyed 165
Overload Shots 2
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 75
Impact 0
Slashing 61
Piercing 0
Damage Inflicted 61911
Projectiles 54844
Explosions 4061
Melee 2913
Ramming 93
Kinetic 29088
Thermal 18896
Explosive 3556
Electromagnetic 7701
Impact 0
Slashing 2577
Piercing 0
Overflow Damage 358
Projectiles 7
Explosions 114
Melee 237
Self-Inflicted Damage 357
Shots 10
Rammed 23
Highest Temperature 450
Average Temperature 75
Received Heat Transfer 4556
Shutdowns 1
Energy Bleed 3
Interference 0
Matter Decay 0
Short Circuit 1
Damage (minor) 1
Damage (major) 0
Damage (core) 0
Highest Corruption 33
Average Corruption 10
Message Errors 83
Matter Fused 51
Heat Flow Error 29
Energy Discharge 32
Parts Rejected 26
Data loss (map) 0
Data loss (database) 50
Misfires 21
Misdirections 38
Targeting Errors 297
Weapon Failures 63
Depth 7 End 1
Depth 4 End 3
Depth 1 End 33
Haulers Intercepted 7
Robots Corrupted 9
Parts Fried 52
Robots Melted 0
Parts Melted 46
Heat Transferred 19656
Parts Self-Destructed 25
Prevented 2
Power Chain Reactions 4
Tactical Retreats 34
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 6
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 2
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 1
Traps Extracted 3
Installed 0
Triggered 1
Machines Disabled 24
Data Cores Recovered 2
Used 1
Machines Hacked 31
Terminals 27
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 94
Successful 39
Failed 51
Catastrophic 12
Database Lockouts 0
Manual 37
Unauthorized 25
Terminals 71
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 52
Record 12
Part Schematic 2
Robot Schematic 3
Prototype ID Bank 3
Open Door 3
Level Access Points 2
Branch Access Points 2
Unreport Threat 2
Hauler Manifests 1
Zone Layout 3
Hacking Detections 23
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 6
Terminals 6
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 1
Garrisons Compromised 0
Fab Network Shutdowns 0
Robot Schematics Acquired 3
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 2
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 14
Robots Hacked 0
Non-combat 0
Combat 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 29
Largest Group 8
Highest-Rated Group 325
Highest-Rated Ally 65
Total Orders 17
STAY 7
FOLLOW 6
COLLECT 4
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 243
Total Damage 6955
Kills 52
Allies Corrupted 2
Allies Melted 0
Peak Influence 1548
Average Influence 446
Final Influence 1423
Maximum Alert Level 4
Low Security (%) 43
Level 1 17
Level 2 9
Level 3 16
Level 4 13
Level 5 0
Squads Dispatched 74
Investigation 5
Extermination 18
Reinforcement 23
Assault 21
Garrison 7
Intercept 0
Derelict Logs Recovered 4
Exploration Rate (%) 22
Regions Visited 19
Pre-discovered Areas 1
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 11430
Turns Passed 14844
Depth 11 112
Depth 10 274
Depth 9 875
Depth 8 419
Depth 7 1814
Depth 6 799
Depth 5 289
Depth 4 1898
Depth 3 560
Depth 2 1138
Depth 1 6666
Scrapyard 112
Materials 1418
Factory 1249
Research 1348
Access 6666
Mines 150
Lower Caves 1333
Proximity Caves 424
Data Miner 132
Extension 1252
Cetus 410
Quarantine 350
Prototype IDs
---------------
Light Antimatter Cannon
Fabricated
------------
Nothing
Alien Tech Recovered
----------------------
Core Reset Matrix
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-9/Mines
-8/Materials
-7/Factory
-7/Lower Caves
-7/Lower Caves
-7/Data Miner
-6/Proximity Caves
-6/Factory (discovered 2 exits: *Fac / [*Low])
-5/Factory (discovered 5 exits: *Fac x4 / [*Upp])
-4/Factory
-4/Extension (discovered 2 exits: *Res / *Cet)
-4/Cetus (discovered 2 exits: *Res / [*Arc])
-3/Research (discovered 4 exits: *Res / Arm / Tes x2)
-2/Research (discovered 2 exits: *Qua x2)
-2/Quarantine
-1/Access
Surface
Game
------
Seed: 1479901307
^Manual?: 0
Play Time: 309 min
Sessions: 13
Mod: N/A
Game No.: 2
Lore%: 4
Gallery%: 18
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 2
Font: 20/SmallcapsGlow
Map View: 66x50
FOV Handling: Fade In
Check out how many turns I spent in Access ;)
(The seed wasn't up when I started, otherwise I would've done that--this was a random seed.)
@Sherlockkat: I only just now noticed that you saw a Superbehemoth--missed that the first time. I guess you didn't wake it up, eh? :P
I finally finished my first game of Alpha 12. I visited Command. Shit got real.
No scoresheet because of major spoilers! I did win, and now I have a bit of knowledge for formulating a plan to take on Command properly. I spent one hour there and recorded a video, but it's going to stay unlisted because SPOILERS!! Not even sure I can share it with Sherlock yet, judging from his scoresheet. Did you go to Command again after that?
Without spoiling anything, how hard was Command for a mano a mano combat build?
Uhh.. I actually don't know how to answer that. You're gonna have to find out yourself :D
After several recon runs to alpha 12's main object of interest, the command, I finally had a couple of killer runs where I absolutely laid waste to the MAIN.C's final bastion.
The build: zxc and I have been experimenting with hackware builds that snowball super early (-7 and -6). I strongly believe this is probably one of the strongest build template ever. Basically, get your hands on hacking suites at MAT, scanalyze and start fabbing in early factory. This can get out of control quickly, especially if you find chute traps in these floors. The second stage of this build are the late-factory branches. You want to hit either Zhirov and Armory, or just Zhirov for the AA buffs. This alleviates some of the usual "tightness" of a flight build, especially with recent processor buff. If you can break into the armory secret map and get the Gui. Remote Datajack, the game is practically over :). If not, I have found that a Adv. Remote Datajack is good enough too. You also construct a buffer of backup items via fabrication.
The point is that the research branches are infested with extremely powerful prototype bots that are very vulnerable to hacking. You either assimilate them and cause chaos in some sections of that map while you freely loot the other half, or just overload and kill them irrespective of their loadouts. It also takes care of all the pesky prototype bots guarding the AAs. Plus, you retain all the natural advantages that you get from being a fast hacker (free exits, ability to outrun everything, trojans etc). By the time you exit research, all your power and heat issues should be solved, thanks to all the AAs. You will also have access to some fairly OP lategame tools. The most important of which, I believe, is the Sigix Broadsword...for reasons.
Then comes command. Command, as it stands, might be a bit too easy due to the alert level nerf. There are 2 exits out. The first exit is somewhat evil. I have died multiple times trying to get out that way. Exit#2 is real easy provided you have the right tools. Oh and btw, neither of them are easy if you are going pure combat. All of this is from the perspective of a combat hacker.
MEGA SPOILERS
Like, really huge spoilers. Not kidding
So, Exit#2 is behind a barrier in MAIN.C's chamber. If you just want to leave, there are many many tools that will let you tunnel past the barrier. But, why do that when you can just crush MAIN.C's hopes and dreams? I think, I have hit upon a build that can beat MAIN.C consistently. Granted, I have only done it twice, but it...feels reliable. The idea is simple: Play a combat hacker upto MAIN.C's front door which is guarded by really beefy sentries and combat progs. Great!!
Step 1: Assimilate those nerds
Step 2: Discard hacking suites and replace with late game armor (found in testing, or kill the Fortress, or fabricate..)
Step 3: Sigix Broadsword up!! He has no melee resistance while being 100% resistant to EM in phase 1 and adds on 75% thermal and explosive resist in phase 2. (use the subatomic replicator on the Sigix BS if you happen to have it..for backup reasons)
Step 4: Equip enough melee-actuators until you hit cap. (Nano, micro, femtoactuators, it doesn't matter much, it's easy to hit the cap with 2 or 3).
Step 5: Use allies to tank MAIN.C while you carve him to death. He doesn't last long.
Step 6: Win.
If you don't find the Sigix BS (the most powerful melee weapon in the game, btw), you can use centrium GS as a replacement. It's not that great, but it works. That's what I used the first time. Once he is dead, the complex bots will turn on each other. Except for the neutral bots who just go about business as usual. Recyclers are still asshats in a post MAIN.C world. Some things don't change. There are still some secrets in command that can't explored due to command being incomplete. There is an interesting machine past the MAIN.C barrier......
Enough talk, screenshot time (compiled across multiple runs, very spoilery ofc):
This guy again!!
(https://i.imgur.com/LMMsAgD.png)
Yo dawg, cover me!!
(https://i.imgur.com/812Tg53.png)
Fortress spread himself a bit too thin
(https://i.imgur.com/PmXMRoQ.png)
So, what do you guys do for fun up here?
(https://i.imgur.com/RegvZ0P.png)
That's right. Woww..
(https://i.imgur.com/sZJfhQy.png)
Let me guess, I shall NOT pass??
(https://i.imgur.com/SW0SKAG.png)
Pre-boss battle selfie session
(https://i.imgur.com/ENfChEM.png)
How do you work exactly? It's not like you have been compiled..
(https://i.imgur.com/dUyKSaC.png)
Ye..wait. Is this a..trick question?
(https://i.imgur.com/EpmZCDF.png)
MAIN.C's final form aka Rubble.exe
(https://i.imgur.com/cdD7h9V.png)
Yes. I am MAIN.C. What do you mean I look different?
(https://i.imgur.com/Hwxwr7X.png)
Did we leave the stove on?
(https://i.imgur.com/u2Sl3BL.png)
I LOVE the captions on these :)