In any case, I end up correcting myself. Went down to a spider basement, since I needed the meat. Once I finished smashing through the webs, I found a power armor helmet, a hauling frame, and a railgun, plus that rivtech knife which isn’t useful compared to my current weapon but still nice for collection purposes. This wasn’t a weapons basement either so the loot is definitely nicer.
I picked a random character and ended up with a female football player with abysmal stats. The evac shelter was in the middle of nowhere. There was a town across a river far to the west, but I didn’t think I’d be able to penetrate it easily. To the north east was a farm, and I decided to try my luck there instead.
It seemed like a nice place. I had to sneak past a slime pit and shoggoth on my way there, but it appeared to be perfectly livable. For some reason there was a cow locked in the bathroom. I managed to get the materials together to clothe myself and purify water, and I was looking forward to seeing how far I could take the character. Then I accidentally crushed my head with the barn door.
You can now easily outrun all the aggressive dinos.
EDIT: Also, most dinos aren’t even aggressive, so the list was a too broad.
I did have a bit of trouble with a random T. Rex in a swamp though, and this wasn’t even a nudist character. >w>
Winter start with seasons at maximum duration, as a nomad via that mod. Spent some points giving myself melee skills, got lucky and found a hatchet along the way, plus recruited the starter NPC. Since the latest experimental now allow NPCs to assist in crafting and reading, I won’t be regretting taking the Illiterate trait at all.
Hunting around in some swamps, I found a half-dead T. Rex. Luckily it only started after me once I got close enough. Even with the fleet-footed trait, it seems you can only reliably flee from it if you make good use of the terrain. Savescumming ensues due to finding that a hatchet is not quite enough to tear through what as left of its health.
Sticking with my shortbow and a few hastily-crafted throwing sticks proved the most effective tactic, thankfully my idiot companion ran out of ammo and charged it AFTER the bloody thing was injured enough to start fleeing.
Oh, you want to run away and live a peaceful live eating all the things, Rexxy? Too bad, Waluigi Hatchet Time.
Started a new world a day or so ago. Spawned in a small stretch of land and mostly forest, and pretty much surrounded by big cities. So far I’m enjoying those spots since there’s a lot of night raiding opportunities to build up a decent base.
And so I did. On the first day, managed to nab a wheelbarrow from a hardware store. Found some plastic jerrycans as well, and a few days later I’m set with food and water supplies. Anyways, fast forward a little and I decide to explore the non-city areas. Found a bandit base… and won due to some lucky circumstances. Most of the bandits were melee users, so those ate a shotgun to the face. Using a thick set of trees, I managed to lure out the gun wielding ones to the trees so they can eat shotgun slugs to the face as well. And then to top it all off, most of the bandits were busy fighting the wildlife, and as an extra they seem to have no idea where they set their own mine fields.
So, cleanup was easy. I took down the tents, and turned a small area there as farm land. Got a garage where I’m working on a supply train once I set my sights on the city to the north - and there was a nearby truck that had cargo spaces, so I used that for the wheelbarrow and the supply train.
A couple of in-game weeks later, I’m using the wooden kegs on the base to store mutagens I’ve been making. Well, one keg will be for mutagen, the other for purifiers, and the last one for whiskey. I’ll try making a few more, for clean water and protein drinks and who knows what else. The bandit base is so far my favorite type of base to hang out in. Decent space, enough containers to keep a certain level of organization. The path to the nearest city is a bit blocked by trees, so I decided to cut a straight path to make things more easy to travel through.
One main problem is deep in the forest is that there’s two portals. Thankfully they’re far more closer to the city than the base, and they’re not near the path I’ve made. As for the mutagens I’ve been making… well, I don’t intend to drink it all, but I want to fill an entire keg for the look of it.
Can you finally blunder into portals and invade Hell yet? o3o
Can you finally blunder into portals and invade Hell yet? o3o[/quote]
I’ve no idea. I found out about one portal because there was a flaming eye doing some deforestation of its own. Killed it before it could possible come near my base.
This should totally be thing.
And then we can use it to dispose of trash and annoying nobles NPCs.
If only npcs had needs. Then they would be nobles more human like making you want to throw them into lava take good care of them.
I kinda prefer the fact that recruited NPCs seem to have even less needs than wandering ones do. Just like in DF’s adventure mode.
I had a starter NPC I left standing around randomly die overnight after I got her some antibiotics. No hostiles broke in, so either the infection bugged out and killed her anyway, or she dehydrated and/or died of hypothermia from standing around in a cold cabin hallway.
Companion NPCs seem to be just as bad about actually using equipment you give them though. Just like in DF. o3o
Npcs without needs are quite boring to me. We can substitute non humanlike human companions with robots instead. having another survivor with me that doesn t eat/sleep/drink/etc(this is a lot i am to lazy to type out) feels extremely artificial to me and kills the whole imersion… no thanks.
Therefor i do not play with npcs.
Perhaps, though I do find it quite useful. Does feel a bit like taking care of a very dumb, well-armed pet at times.
And much like in Dwarf Fortress, I end up enjoying the stilted interactions with them and the often-futile efforts to keep them alive way more than I should.
Plus now they can read to me if I play a big dumb illiterate caveman. o3o
Bioniks are usefull too. To much actually. No downsides once installed. Therefor i don t use them either.
I had my fun with these things… but now i only want everything to be as plausibel as possible.
Biggest issue with that is it takes basically a single turn to install, and has no side effects at all on a successful procedure.
The theoretical power of compact automated surgical equipment and local anesthetics aside, you’d still expect it to maybe take a little longer and have at least some of the logical effects of invasive surgery.
Also, I would love for there to be maintenance costs, damage from combat, etc. Maybe also make like Walter Simons in Deus Ex and give yourself a headache if you constantly top the power levels off all the time. o3o
Consequenzes of invasive surgery(including a cap on how much can be installed obv.), damage from combat etc/maintenance. All that.
I smell much qq about this though should it be implemented like that.
Almost as much Q_Q’ing as mutations can inspire sometimes, I’m sure.
We should make the game autosafe when consuming mutagen or aplying cbms in order to maximise the qqs :))
The LACP laser pistol just feels unfair alongside the UPS bionic, especially on a night raid. It seems pretty much silent - shot at a skeleton for who knows how long and it basically just walked back and forth on two spots while I killed it; and then it seems to fire really fast; if I’m reading it right, one shot only costs 10 movement points, so even at ten or so damage it all adds up. Some targets like the zombie soldier take a much longer time to die, but for most part the pistol itself is enough for the majority of the city dwelling enemies.
It does get damaged quite often, though, leading me to bring a gunsmith repair kit on the wheelbarrow.
The a7 laser rifle has much more pewpew and can go 5 shot burst.With the bionik yeah its amazingly powerfull.
Energystorage is to big(potentially endless) and the energy gain is realy easy.