What's Happening in YOUR Randomly-generated Apocalypse?

[quote=“Random_dragon, post:6220, topic:47”]Rawr yourself. o3o

Also, NPCs can’t go up stairs. I am disappoint.[/quote]

Push them into a dissector to punish them! Steal their stuff!

[quote=“Random_dragon, post:6220, topic:47”]Rawr yourself. o3o

Also, NPCs can’t go up stairs. I am disappoint.[/quote]
They can’t go down either but it allows for a neat cheap escape.

This means I can’t bring my ally with me. ;A;

Anyway, gotta plan my epic escape. Sidetracked by a “pokemon randomizer” thing though.

[quote=“Random_dragon, post:6223, topic:47”]This means I can’t bring my ally with me. ;A;

Anyway, gotta plan my epic escape. Sidetracked by a “pokemon randomizer” thing though.[/quote]
Oh yeah I’m messing around with those too. Still for some reason the universal randomizer doesn’t work on the ds games which makes me think either it can’t or if its because the one I have right now isn’t a rom. If it is because it isn’t a rom could you please give me a link to one if possible?
P.s. Sorry terribly off track.
(And now back to your regularly scheduled cataclysm of DOOM)
Trying to get out of a lab by breaking down either the door, card reader or the concrete wall and I am not making progress. Any ideas?

I’m using the one that spits out a version of Red with, depending on the parameters entered, pokemon and/or moves from later generations, with gen-1-styled sprites. Still a bit rudimentary, pokedex entries are unaffected.

And now back to the normal lunacy. If you can craft a homewrecker, that apparently has good smashing power.

[quote=“Random_dragon, post:6225, topic:47”]I’m using the one that spits out a version of Red with, depending on the parameters entered, pokemon and/or moves from later generations, with gen-1-styled sprites. Still a bit rudimentary, pokedex entries are unaffected.

And now back to the normal lunacy. If you can craft a homewrecker, that apparently has good smashing power.[/quote]
I’ve used that randomizer, the pictures lie. Anyways I have a homewrecker and for me it may be good for wrecking homes but not bunkers. I am having no luck busting down walls or other road blocks with it.

Hmm, odd. I had a barbarian that could hack through bunker walls with his battle axe, but it took MANY tries.

Well I only have 12 strength which may be why it isn’t working.

Could’ve sworn I gave him 12 strength though. I usually only go up to 10 unless I’m min-maxing enough.

It is a relatively new feature (requested on github):
Lab upstairs are now made of concrete like the areas deeper in, so you can’t just bash your way out with no effort.

Well lets hope I can disarm a teleporter and port on out.

Ah, that explains it.

Also, telepad apparently has a difficulty of 20. Eek.

[quote=“Coolthulhu, post:6230, topic:47”]It is a relatively new feature (requested on github):
Lab upstairs are now made of concrete like the areas deeper in, so you can’t just bash your way out with no effort.[/quote]
SO other than the impromptu teleport any other suggestions on breaking out of a lab. Preferably one that does not involve trying to attract a hulk to the lab.

[quote=“Random_dragon, post:6232, topic:47”]Ah, that explains it.

Also, telepad apparently has a difficulty of 20. Eek.[/quote]
That is for having an average chance I think I think regardless of skill you have a chance both to disarm it or screw it up.

Explosives should work if you get a powerful one. Wiki has a deranged, hard-to-understand strategy involving fire abuse.

I’m assuming bullet burning? But actually I think one time I actually caused the roof inside the generator room to collapse with a fire som maybe that could work. Just need to clear out before shit happens.

[quote=“Coolthulhu, post:6230, topic:47”]It is a relatively new feature (requested on github):
Lab upstairs are now made of concrete like the areas deeper in, so you can’t just bash your way out with no effort.[/quote]

OK, that suddenly makes lab escape nigh-impossible, except for the teleporter route. Wow.

Going to have to burn a lot of time disarming blobs rooms to get traps up to reasonably disarm teleporters… yeah, ouchie.

I got the teleporter traps on my first try with 0 trapping skills, I think my ungodly 21 dexterity may have helped me there.

Tooling about in latest experimental. Enjoying the new features and additions. After some non starts my failed cyborg is holed up in a mansion with a swimming pool on the outskirts between a forest and urban area with the shelter not far off. With NPC spawn dialled down so survivors are a novelty rather than a spamfest like before/ an easy way to get gear. Sorting through the mansions library for useful books to read. Got half a moose of meat to cook up to last me a few days at least. As well as a sewing kit I lucked out on finding in the nearby town. Now that acidic and electrical discharges from the failed bionics wake you up it definitely makes failed cyborg no longer a cheap extra points scenario. Sleep gets broken up a lot and my character tires a lot more easily from it. First priority is going to be grab some medical books and attempt to remove these safely.

Till then I have water and food, a knifespear and books. Not in an ideal locale. But I’ve definitely had worse!

As opposed to a cakewalk.
You know, there’s a “challenge” in front of the “lab” in the name. Now it kinda fits there rather than just standing around, being all awkward.

You can also escape with a science id, lucky EMP blast, acetylene torch, strong explosives, probability travel CBM, mapgen oddity (nearby sewer, ant hill or subway), teleglow triggering in the right moment, pickaxe/jackhammer and probably few other creative ways.