Fix: Airtruck no longer banned from where it should be able to go
New Missions: Zombie Outbreak, Bewitched Village
New Civilian: Knight Errant
Named dogs Stamina buff: +15 starting / +25 cap
Weapon buffs: Rosarius (both), Monstermano
Minor fixes
Slight tweaks/improvements
To put it in perspective, I had a squad that did vanilla cydonia without even a scratch on the paint of the armor. I've sent the same squad with same loadout to new cydonia and I've squad wiped. All 20 something people aboard dead, game over bad ending.
But at least dio acknowledges that the mission is too hard and some sort of nerfbat is coming.
Ha, good thing I didn't bother trying. Maybe after nerfbat I'll do the same thing and dust off some ancient pre cydonia save. Provided it will work in the first place.
It wasn't dio it was some russian guys wanting to make some super ultra hardcore mission and well they kinda succeeded in their vision. The missions(5 stages) are really hard.
1 year ago
Anonymous
>just want to make it as hard as possible
why are moronic m*dders always like this? any dumbfrick can make a bunch of enemies with OP weapons and frick the player over but that's never actually engaging and fun content. The fricking Doctor X Gravball mission is a better concept than ballbuster-difficulty Cydonia
1 year ago
Anonymous
Didn't Dio made that mission harder just now, lol? I'm far from that stage now so can't comment, but it's in the notes.
Idk about Sneaky but brutal AI tries to end their turns not in your line of sight but also tries to advance every turn they can too. You can fortunately exploit by using the frick out of landmines and stuff like heavy machine guns actually become useful.
Some of the new AI art in xpiratez just looks ugly and soulless. I'm convinced most people who use it must be blind in some way.
Also not really a fan of these "hero" units like x and red mage.
homie', all the art in all tge mods is inconsistent and ugly
we just put up with it because we don't really have anything better
if you think that you can do better, then fricking do it
The shitty human art at least has some charm. You all steal everything anyways so I really don't see the need to use AI that also steals art, but makes it worse.
It’s simpler. Almost nobody outside CS and H+ circles likes AI art, even normies shit on it hard. Dio, being "real punk" is gigacontrarian. Expect piratez to be 100% AI art soon.
I doubt it, he seems to like pic related way too much. I think I have a full rip laying around somewhere, worst comes to worst I'll just spend some time rereading and taking screenshots of shit that's relevant and make a Heavy Metal art submod. >here's your custom shooty gun bro
It's very similar to stuff like 2000 AD/Heavy Metal/Frazetta art in general.
Earth is a hellhole full of adventure and treasure.
Every dude has a six pack, every girl has double Ds, and everyone knows kung fu.
>Heavy Metal (1981 sci-fi animation)
It's been a while since I saw it, and I feel there's a huge number of reference passing over my head here. Or is it just the metal style and attitude?
Have you unlocked the hybrid questline yet?
Canister guns are okay against them.
Alternatively you can try something with armor strip like blops minigun or with pierce like blops auto-sniper rifle with tritanium ammo.
If you have some high-accuracy (near 100 or better) agents then the last option is definitely the best.
I find it's well worth to have a couple clips of tritanium ammo equipped for the 'oh shit' moments.
OpenXCOM consolidates ammo expenditures so if 10 of your guys shoot two rounds each, you'll still get deducted only one clip (that's what's it's called in the mod, frick off /k/).
Jumped back into pirates after skipping a few updates. Trying male touch reject for the 7 heroes. Midway through June and I don't think I'm gonna have enough heroes blessings to make the purple bloom thing. I need to be able to do lokk villages and freelance pogroms and save civvies, which I can't do yet.
Have been trying to use lokks more and they have performed well. Carried my ass hard on a church training camp at night
What's the best way to make use of your bases in Piratez? I have a main base which is basically jack of all trades, a secondary mission base for specific craft, a dedicated manufacturing base with printing services at a minimum, a research base, a farm and the remaining slots for interception/radar coverage.
I find that 4 bases cover pretty much all your needs
-first base which should mostly focus on research and likely be where majority of ground missions are done from
-a production base with as many runts as you can fit there
-secondary research base because research just goes too slowly with only your first base
-a base with like 6 hangars to store all the fricking variety crafts you need for all the missions
Anything else is optional there are plenty of meh/ok ideas like farm bases, training bases with spas, all storage bases, large prison bases full of exotic dancers, more than one production base etc. etc. build these if you want to, aside from your first base the base space is cheap and I always end up with too much than too little. These mandatory 4 could be even shrunk down to 3 so with 8 base slots there's a lot of room to do whatever the frick you feel like.
Every base except my first will start life as a farm. They cost peanuts to set up and generate cash each month, so the sooner the better. Can usually have all the bases online by September/October of year 1. From there, I like to expand one out to a Big Combat Team base, which'll be where I base Convoys and the like for handling Pogroms and similar missions where you wanna bring a shitload of gals. This usually ends up with a Luxury Spa too. After that, a dedicated manufacturing base, which gets all of the 'build fancy bullshit' buildings, and usually pulls double duty for research as well, because a bunch of those have brainer slots.
The farms will all get a hanger eventually for interceptors/shadowtech craft, as necessary. The first base gets shifted increasingly towards research as the run proceeds, but usually still has my menace in it. The second hanger there gets deleted usually soon as I've a decent set of interceptors set up everywhere else. The farms eventually end up either secondary combat bases, where I'll keep a team armoured up and specialized for, e.g. underwater/space/cave missions, vacation bases which I fill with hundreds of prostitutes (and a casino), or as secondary research/manufacturing bases. Eventually there are no more farms, which is sad, but you can make better money with runts, so it is what it is.
Everywhere always gets at least an onsen for training, and their gals/peasants get shuffled around so that they can all get alla the trainings, just so my garrison forces don't get instantly rolled the moment a crackdown happens. Dogs with armed landmines as backup. On which note: Hangers and the elevator always get barracks on any side they don't have a map edge, so invaders don't get time to frick off into the sewers. Aggression, aggression, aggression.
Main base which mostly handles research and houses the elite (in confederacy). One base which is home to the zeppelin fleet and has a casino (in hawaii). One base which is the sweatshop that makes everything (at one of the poles and has a Christmas-themed name like santa's workshop). Other bases are mostly just where interceptors and a skeleton crew of defenders are based out of with funny names except for one base which is the gulag where I toss prisoners that need to be interrogated or processed for this or that (slaves, synth mesh, etc). This base gets rebranded when I have enough stasis pods to build cryo prisons.
>starting base eventually becomes your main research base >main troop base with 2 or 3 hangars >2 or 3 dedicated manufacturing bases for money and equipment that requires a lot of services and runt hours to produce >1 or 2 dedicated interceptor bases >1 or 2 mixed use bases for additional research, casino, plantations if needed, large prisons if you like stacking prostitutes, extra craft/interceptors as needed
I'm stupid and play suboptimal, but what I use is
1 starter base, eventually evolves into research/A-team squad base.
1 moneymaker, filled with farms and the like with prisons for courtesans if I feel like it.
3 troop holds with 3-4 hangers apiece and the rest of the space pumped into barracks, prisons, and training/medbays, so every possible need is covered. one base for each codex, plus starter
1 manufactory to build as much shit as uberly possible and store all the shit I refuse to sell.
1 research base once home starts getting too slow. Maybe pull some interceptor duty with any free space.
1 for interceptors just to use the last slot.
Every base gets a radar at minimum, and enough barracks/vaults to keep a contingent of defenders. Everything is also filled with corridors to cut down on build times once I unlock stuff.
Better than they look if you plan for it to use them as quickly as possible and you get a good firing stat on pilot they can take down a police car and net you a 25mm cannon fast but the problem is the airball does too much damage and will often blow up civilians cars to pieces so you can't loot them.
How does one even get into Piratez? Just reading the wiki and people talking about it makes me feel like I need full on schizophrenia to even comprehend it.
jokes on you I am on my fifth or sixth attempt already and not one bit wiser, rocketattacks are a b***h and any craft weapons I have until then are too slow or weak to touch any enemy craft
Stack overcharged radar until hell battery (or whatever the frick the weird H defense battery is called). Two of those will generally take care of rocket attacks.
Loot and plunder. Sell hostages. If you're on JS, the additional enemy count translates to more booty and stats. It seems like rocket attacks have been toned down a ton, though. You might be able to get away with throwing up an early base with nothing but burrows.
It’s simpler. Almost nobody outside CS and H+ circles likes AI art, even normies shit on it hard. Dio, being "real punk" is gigacontrarian. Expect piratez to be 100% AI art soon.
Just play it.
It's a plus if you have background knowledge of X-Com: UFO Defence, or Heavy Metal (1981 sci-fi animation), but neither is really mandatory.
>Heavy Metal (1981 sci-fi animation)
It's been a while since I saw it, and I feel there's a huge number of reference passing over my head here. Or is it just the metal style and attitude?
It's very similar to stuff like 2000 AD/Heavy Metal/Frazetta art in general.
Earth is a hellhole full of adventure and treasure.
Every dude has a six pack, every girl has double Ds, and everyone knows kung fu.
more the style and attitude. pic related is basically the xpiratez style and theme. the first decent armor is a Road Warrior cosplay, there's music from Fallout 2 and Brigador, and the Super Sawed-Off is very strong against demons and zombies.
Put your first base in California and follow the research it gives you.
You'll get a starting supply of catgirls, unlock Peregrine missions that let you rescue more, and get the ability to recruit them outright if you follow the tech tree.
They're not free, I have to recruit them, which costs me thousands. Why can't I just START as catgirls so I don't have to look at these hideous mutant freaks.
t.moderate humanist
I bet you bang smoothies too You're not going to get far with just catgirls, your gals are your tanks. If you like catgirls so much, you won't like how their death scream sounds like.
I'm actually not going to get anywhere at all with them because I just finished recruiting the first one a month into the game, only to find I need way more fricking booze, blunts, and fish to recruit the rest.
I'm out, enjoy your shitty pixels or whatever.
Put your first base in California and follow the research it gives you.
You'll get a starting supply of catgirls, unlock Peregrine missions that let you rescue more, and get the ability to recruit them outright if you follow the tech tree.
Losing the Old Earth Lab doesn't actually trigger a game over, but it is difficult to recover from. Max bases with a medbay and mess hall in each will bring you back up to speed, but it's gonna cost tens of millions of dolaros.
If you lack the research to build any lab space at all, that's a soft lock.
>Losing the Old Earth Lab doesn't actually trigger a game over, but it is difficult to recover from.
If you don't have a backup computer core it is basically unrecoverable. And if you have computer core and you lost old earth lab somehow I have no idea what you're doing.
I thought you needed mainframe to start school graduation(and that gates computer core) but either I remembered it wrong or it was changed at some point, looks like there is a way to unfrick your run if you lose it but losing old earth lab sucks so much you may as well restart if it happens.
1 year ago
Anonymous
Could be an interesting challenge run. At least there would be a use for the special Dr. X lab.
In Piratez, getting -1000 score (-9999 on v.easy) or $1 million in debt for two consecutive months. In addition to the usual 'somehow get everyone killed and your base destroyed' thing.
Dio, or the sprite guy who sometimes posts in here, if you're reading this, you know what to do.
Also, I love the Masterblaster for my archer gnomes; finally, another use for those ogre convicts.
Dio, or the sprite guy who sometimes posts in here, if you're reading this, you know what to do.
Also, I love the Masterblaster for my archer gnomes; finally, another use for those ogre convicts.
Don't zone stalkers get processed as slave soldiers or are they something else? I never actually used them ever. I have had one hero become the most OP hand on deck, though. Doom 2 armor popped from mad scribblings and it was all downhill from there.
zone stalkers are good in current patch because they come with the green codex augment, heroic, and much better starting firing/health/strength/bravery stats
>where you get them?
random event as far as I can tell, you get them somewhat often in male path at least.
there's also apostates of apocalypse with golden codex transformation but it appears you can only get them if you have a lewd aspect
1 year ago
Anonymous
I didn't pick an archetype and it seemed like I got all of them.
slave soldiers I only use because for some reason femoids cannot ride quad bikes in xpiratez and quad bikes the only 2x2 that can go on "undercover" missions
I think SS are actually most useful on gals, because batglad is actually pretty good night fighting armor and can be used in a lot of covert missions. if it were available on male touch it would be used a lot
>get 3 wild gnomes in a row for no reason in a new green codex run to try out the new stuffs >keep using them until I get the Masterblaster suits >try them on and give those tiny gals some recently-unlocked Iron Rods >can now oneshot tincans like Marsec Bodyguards with a 3-range lunge at that point of the game while everyone else is still using Smartguns and R-Rifles/RPGs >while also chucking out nades at half a screen away from the godlike throwing stat Wild Gnomes have + 100 strength boost from the the Masterblaster.
Special mention goes to how fricking funny they are with raw throwing weapons like throwing stars - I don't even have Laser Stars unlocked yet.
Good update Dio.
>is there no fall damage in this game? >nope
I have put at least 500 hours in and did not know this, on the rare occasion I dropped more than a single story, it was with a god-tier superhuman in advanced cybernetic armor and I assumed that was why their ankles didn't snap on impact.
The early game is also really good but the section between MiB level stuff and proper Xcom feels like a total slog with repetetive missioms a bunch of dead end trees and weapons.
v.N5.1.1
- New Enemy: Buster Zombie
- New Craft System: Chem Fuel Tank
- New Weapon: Homefort Rifle
- New Ammo: Big Pistol Rounds/Slayer
- New Item: Treasure Bag
- New Training: Proud Warrior
- New Feature: Museum
- Shiny Niner accuracy buffs
- Loot added to Jungle Pyramid maps
- More fixes (visible and less so), small improvements
I suspect this exists as a way to quickly arm garrison peasants with something that might actually hit and and harm the intended target without rendering them incapable of carrying anything else.
My favorite example of this was him trying to explain that he's "not a gun guy" during a discussion of the balance of the real-world firearms in the game, then lost his spaghetti when asked why he included a million meme guns if he's not into gunporn.
I think if all of the real world guns were removed and you were limited to just the blackops selection nothing of value would be lost. I guess it kinda makes sense for the enemies to use these guns but not you.
I like the huge number of guns in these mods because it encourages experimenting. You get a cool overpowered gun, but only one mag for it. So you only bring it during the terror mission or the base assault.
That's fun
>Solarius's incoherent babbling when trying to explain why he won't include this
lmao
Bros... It's from 2019, and Solarius did implement the solution he was talking about with transformations.
Now the solution doesn't work all that well, but...
What is the best codex now? I used to mainly use Grey since I liked that Menace best because of how many missions I could bring it on but I used Red in my last playthrough (Version L1 I believe). I did Peasant Revolution and Lazyass captain this run.
gold is still my vote. hawk is the best stc interceptor, shadowbat is the best camper, the gold gives you a boost to your economy when you need it, and the admiral outfit lets you bring a gal where you often couldnt. red would probably be my runner up because the aggressor armor and rayguns help you a lot when you need it. granted, i havent played the new cydonia yet, so it is possible the late game codex stuff actually matters now
>new cydonia
Because of this I'd give edge to the green codex/zombiefication now, you want your cydonia troops to have as much beef as possible if you actually want to win without savescumming.
Otherwise yeah gold is my favorite too.
There's no "best" imo. Even the no codex route is debatably strong because you are given access to Gnomes very early and the Ninja weapons are actually quite decent.
I've never tried Gold so I'll go with it. Best was bad wording on my part. I meant most versatile in terms of craft deployments and facilities.
Being able to recruit destroids is a pretty big push toward red for me. Metallo never stops being useful and can hang around even late game. Lil Ilya also makes punching above your weight a lot easier at that stage.
There's no "best" imo. Even the no codex route is debatably strong because you are given access to Gnomes very early and the Ninja weapons are actually quite decent.
i like grey because the fortuna is based, but i never end up using the spellbook and its spells. the red scorpion and shadowbat are my favourite craft and red really fits my playstyle. gold is also a very strong contender because of the hawk and because it is by far the most stylish and most piratey.
>you WILL buy the expensive council-approved flashlights >you WILL rent the van that only goes up to 40MPH >you WILL NOT drive down to the local sporting goods store and purchase mid-tier DMRs and ammo with your own money
>you WILL buy the expensive council-approved flashlights >you WILL rent the van that only goes up to 40MPH >you WILL NOT drive down to the local sporting goods store and purchase mid-tier DMRs and ammo with your own money
One thing that I never understood is why you can't get armor from the get-go. It's fricking armor, you're not gonna' kill anyone whit it
tbh it would make sense to limit some armors to vehicles rather than missions
like when you rely on public transport instead of extra territorial special crafts youc an't carry armor in them(try to go through airport security in one) but then same should go for weapons >relax mr officer we just carry these illegally obtained MG and Saw offs to fight aliens and shit
I asked Google, and apparently it's legal in all US states except New York, if you're not a convicted felon. Other states just have restrictions on where you're allowed to wear it, or little catches where if you're caught committing a crime while wearing the body armour that can be considered an aggravating circumstance.
Also, unlike with guns, there don't seem to be any special restrictions on selling or buying armour. You can just order some online and have it shipped to your home.
>owning kevlar is illegal in the US
It isn't. You can also own ceramic plates that'll stop .308 WINchester.
https://www.ar500armor.com/c2-body-armor.html
Those will be your best bet, 2nd place being the lesser hybrid missions, which become a smartgun turkeyshoot for even the most scrub of rookies, 3rd maybe being the "dungeon" rather than "cave" type of mid-tier zombie missions, the name escapes me.
Training rookies shouldn't be too big of a problem post-invasion, on my last run well into 2001 it remained trivial between gym time, chain-hopping transformations, and turkeyshoot missions to turn schlubs into supermen in a matter of a month or two.
You can build a casino or make heaps of profit with them if you have a mint, or store these instead of hoarding cash. Ninjas can steal your $ but they can't steal anything that's in your storage.
You can build a casino or make heaps of profit with them if you have a mint, or store these instead of hoarding cash. Ninjas can steal your $ but they can't steal anything that's in your storage.
>says i need to be in a newspaper but i dont get it
research Triggers TRUE The Solar Courier · TRUE Rank: Racketeer · FALSE Rank: Entrepreneur
You need to go to one of the pogroms find and research the solar courier(a newspaper)
In XCF, what the frick even is the "good" build order once you get Asylum Apparitions? I either ignore them, until at some point I get assraped because I can't hurt ghosts, and leaving their missions alone eats up my score until I disband in shame; or I deal with them, and suddenly my agents start sucking nuts and eat shit harder than usual.
Call me a 'tard or a noob, but losing 48 hours or so of game because of this shit doesn't sit well with me.
> hurr use da wiki
It's autism incarnate, and unnavigable. Frick that.
I took all of my elite dudes gave them a taser pistol some reloads throwing stars and electric club as backup and i just kept tazing and throwing shurikens at ghosts until they gave up. No idea if that's the best approach I've only played XCF once but that worked.
In XCF, what the frick even is the "good" build order once you get Asylum Apparitions? I either ignore them, until at some point I get assraped because I can't hurt ghosts, and leaving their missions alone eats up my score until I disband in shame; or I deal with them, and suddenly my agents start sucking nuts and eat shit harder than usual.
Call me a 'tard or a noob, but losing 48 hours or so of game because of this shit doesn't sit well with me.
> hurr use da wiki
It's autism incarnate, and unnavigable. Frick that.
Similar here; taze the piss out of them, and drag their ecto-goop into a centralized pile and keep a couple dudes on guard duty to re-taze the ones that wake up. Also, I forget if this was a thing that actually needed done, a rumor, or dummied content, but bring explosives in order to destroy the summoning circle in the main clinic just in case.
How do you search the tech tree? I want to make sure my game updated correctly and the splash screen just says N5 so I want to see the new entries just in case.
im in the middle of a very very long playthrough of XCF, and im in the invasion with floaters and chasers. am i really supposed to just update my game to the latest to get missions for factions ive already beaten
Brutal AI is interesting, but man it fricking chugs on monster missions.
Mongorns sit there thinking for thirty seconds each, running through thousands of bunk options for routes to your nuggets because they want to find cover and won't take no for an answer.
By the time MiB have started spawning in my game I was already at peak tech with juggernaut suits plasma and mind controlling olympians and I just wiped the floor with them.
none at all. your live captures should always either be given to brainers for research, given to runts for slaving, or sold immediately for money unless you want to rob specific items from certain mobs (ex lingerie, medical supplies, power armor parts)
i was expecting it to suck massive amounts of dick to restart xpiratez and lose hundreds of hours of progress but i'm actually enjoying the early game a lot
What the frick, Red Mage and Gudrun are coded as auxiliary characters? So they just can't get condemnations? And why the hell can't I get them both, come on Dio.
Honestly, I expected more; at least Gudrun's a good meat shield since she should always fully heal, including freshness after battle.
Eh, I know all the tactical basics just fine but I don't have research flowcharts memorized, nor do I know what I'm doing on the strategic map half the time. I spend a long time between major advancements.
Early game is best anyway. Endgame is boredom and busywork.
Eh. It gets to be a bit much, yeah, but I like having flying power armor, nuclear missile launchers, and goblin tank platoons. The fact that there's literally no other video game on earth where you can do this kind of shit other than a big boobie mod for a 30 year old DOS game is a condemnation of humanity.
I like the endgame a lot where you’re hilariously OP, but the mid game is a chore for me. Right when you start getting into voodoo and snake bastards show up to holocaust the planet coupled with more terror attacks and ninja bases make for a tough time when you don’t yet have the stuff for it.
The proper way of doing the eridian pogrom: >land >say nope >immediately take off
Just go find 2k points somewhere else, there's 0 loot on that mission and it's a complete waste of time even if you win without losses.
You get a massive pile of canister launchers that are surprisingly valuable so you can make away with like $500,000 worth of those, but at that stage that amount of money ain't shit anyway, so...
Well, anyhow, the way I do them is just by bringing a tank with the 85mm gun and flattening the entire map with HE shells. The civilians were gonna die anyway so frick 'em. One HE shell can sometimes get several Eridians in one shot. Tanks are pretty much immune to anything EXCEPT chryssalids can still frick them up so you gotta be careful of those, but a good MG burst will deal with them.
Think a guy like that was in Arnie's Conan, but with pants on. Also those possessed/maddened dank warriors from Beastmaster with their clubbing hands in club gauntlets but those were even more clothed up in their evil gimp attire.
I think I figured out the point of this insane mission. You stun and grab the first mandarin/witch you see, then run to the roof, blowing up staircases behind you so the 40+ guys chasing you can't follow.
A fast and fun way to get psionics and Black Lotus Operations in one go.
I cant fathom how many times i cleaned this mission while sweeping all floors, i must have put dozens if not hundreds of hours into X-files without ever reaching end game.
Now in retrospect i must have had some form of autism to enjoy such tedium
>some scrub gets promoted to pirate queen who has next to no kills but was just one of the original crew who got lucky a few times at the start
Mildly irritating.
Now that the dogs are crew I'm literally drowning in promotions. I only have 2 extra bases housing 20 peasants + dogs as crew and my main base troops are promoted left and right. Basically go on a mission and skip 2 ranks. It will get even worse once I max out bases.
>some scrub gets promoted to pirate queen who has next to no kills but was just one of the original crew who got lucky a few times at the start
Mildly irritating.
is this a bug? it's april of the first year and i'm being invaded by the fricking government. i thought the first invasion was always supposed to be ratmen.
>some frick you event if you start in thebes
The EuroSyndicate gets annoyed that you have a base in their archenemy's territory.
And then if you build a base in ES territory you get an infamy penalty event every month because you chose to get involved in complicated Europe politics. Such is the price of 12 Assault Clones.
You also eat 150 infamy per month even if you have a base there and a message saying the government wants you to build a base in europe or trash it. Then if you build a base in Europe also, you still get an infamy hit.
I can't find it in the xpedia but I think there was supposed to be some frick you event if you start in thebes.
>some frick you event if you start in thebes
The EuroSyndicate gets annoyed that you have a base in their archenemy's territory.
And then if you build a base in ES territory you get an infamy penalty event every month because you chose to get involved in complicated Europe politics. Such is the price of 12 Assault Clones.
If you play on jack sparrow there is a new event where you get crackdowns on you if you start in thebes.
Everyone else doesn't need to worry.
I got into XCOM Files recently, and I have to say, it actually make this game worth playing. I usually just play Apocalypse, Xenonauts, or even Long War, since they all play better than vanilla UFO Defence.
i havent played files for a while, but when i did i enjoyed it more than piratez up until i cleared out the cults and all that was left was the aliens, then it became tedious and dull beyond belief.
There are four now. Those two you mentioned, haunted farm and haunted house. There are more ghosts but the missions they're in (and the rest of the storyline) don't generate.
what is the point of these ghost missions. i somehow dont care about reclamation of aether.
there are also quite a lot of aspects im straight up ignoring. almost all of the transformations, i dont touch because they hit sanity. isnt sanity important?
1 year ago
Anonymous
>straight up ignoring. almost all of the transformations
What the frick anon? Transformations are the main way of scaling your agents, without them they have hilariously low caps for all of their stats. All the trainings worth using(bio enhancement, pilot training, neural implant, martial arts and helix knight) will cost 20 sanity so your capped soldier will still have around 100 sanity + medals and there's still nobelon if you need more.
1 year ago
Anonymous
whats sanity for
1 year ago
Anonymous
sanity is there to discourage you from spamming the same agents on every mission
1 year ago
Anonymous
So it's just freshness?
1 year ago
Anonymous
Mechanically it's the exact same thing, called "mana" in OXCE.
1 year ago
Anonymous
check
1 year ago
Anonymous
On most missions with aliens your sanity will get drained every turn, agents with low sanity will start panicking and won't recover their full tu.
oh it's that. yeah okay. just sent the majority of my agents to get transformed.
im wondering about the more ominous-sounding ones. Blood boosting! spooky. Dagonization! yikes!!!!
also are hybrids worth the trouble to try to get
1 year ago
Anonymous
Both blood boosting and dagonization are situational. The really big deal about both is the magical 30 psi strength threshold, anyone with psi strength of 30 or more should NEVER UNDER ANY CIRCUMSTANCE use blood boosting or dagonization.
Blood boosting has a niche for people with 0-25 psi strength, these are the kind of people you send to infiltrations or other kinds of suicide missions and it gives them a decent amount of beef that 10 extra hp is really nice. But that's optional, since people with <30 psi strength are worthless you shouldn't really care if they die but if you want them to have better odds at suicide missions blood boosting is nice.
Dagonization has a niche for people in the 25-29 psi strength range since that can give them the extra +5 to push them into 30+ range, the cost is heavy it's -20 sanity and you should probably never apply this to anyone. But if you have like a super awesome elite agent with million medals that just happened to roll 25-29 psi strength it could be worth it to dagonize him so he can get other more useful transformations. But realistically dagnoization is shit and you should never apply it to anyone, let me repeat one more time since this is really important. Any agent under 30 psi strength is dead meat, they are beyond saving.
About hybrids they're mostly bad but they also have a niche, if you can get a hybrid to helix psion relatively fast they're much better at mind control than non olympian agents. But once you can get olympianism for your standard agents the hybrids are now completely obsolete.
1 year ago
Anonymous
why is 30 psi strength specifically important
1 year ago
Anonymous
30 psi strength is a requirement for martial arts and martial arts are required for helix knight, all of your endgame agents should be helix knights.
Due to the way psi defense works 30 psi strength + bravery bonus + morale bonus means you're mostly safe from psi attacks except for ethereals. But even then it's desirable to be psi vulnerable so you can use them as psi rods drawing mind controls from ethereals, just equip your low psi strength troopers with non lethal weapons or medkits. Aliens will only attempt to mind control you if they have a chance to succeed, if you bring an all elite crew of 100 psi strength that means they will use their TUs on killing you rather than trying to mind control that one moron who can't do anything.
And hey stunning aliens is a risky job so better let the psi weakling take the risk instead of someone better.
1 year ago
Anonymous
You made the right decision. Blood-Boosting and Dagonization are noob traps. They're dogshit. They permanently cripple your nuggets and lock them out of better transformations.
Only apply them on garbage nuggets you're going to use for suicide roles, if at all.
1 year ago
Anonymous
Actually, to make it even easier on you, just look up "Helix Knight" in the tech tree.
All the transformations that lead to it are good. Any transformation that doesn't is a noob trap put into the game because the developer is mean.
1 year ago
Anonymous
On most missions with aliens your sanity will get drained every turn, agents with low sanity will start panicking and won't recover their full tu.
How are the new ghost missions? I'm between playthroughs, and my last run was before anything but the asylum and cruise ship were in. Still memey jank, or is it shaping up into a proper mission chain?
1 year ago
Anonymous
That's one busted hoe. To think she used to be kinda cute.
There are four now. Those two you mentioned, haunted farm and haunted house. There are more ghosts but the missions they're in (and the rest of the storyline) don't generate.
There are a bunch of other one-off missions like the graveyard.
It's actually worse if you haven't researched the unit. Capturing unknown units gives you double the score for killing them.
Known units are always +10 score, so it'll only bite you once.
Yes.
As an added bonus, those high-level enemies usually sell for good money, and take more of your valuable research time. I still research them as soon as I can, because I like research, but the optimal path would be to only do it when you need tech they have.
Basically, every time you kill a government goon you lose points, and there's an entire raid that's filled with Canadian Royal forces. Winter Palace is an absolute shitshow, and the transformation reward is barely worth it.
I see Dio somewhat nerfed x-prison rewards for clearing map. No longer 150+ life supports, but there are several industrial scanners which I don't remember being there before, so not a bad switch.
I still don't get why the conqueror needs SEVENTY TWO space suits which you will never use, you must be beyond madman to go to cydonia in the default outfit.
> Self-supporting interstellar ship everyone can live off of. >Needs spacesuits
??????
1 year ago
Anonymous
Well yeah, one for every person that it could feasibly crew.
1 year ago
Anonymous
Your end goal is to become a space pirate so you'll need a ton of space suits.
1 year ago
Anonymous
The technical reason is because they will default to space suits if they're not wearing space-appropriate gear so the space suits being part of the manufacturing ingredients is just lore justification to stop people from asking "hurr did the space suits come from thin air durr".
1 year ago
Anonymous
Okay sure but why 72? Maximum capacity for conqueror is 36.
1 year ago
Anonymous
So that everyone can bring a change of clothes, dummy.
1 year ago
Anonymous
I just find it's more busywork, the conqueror already requires like ten times too many parts to assemble.
Here's a protip, if you think you have absolutely no way of saving that base you can still ship everything out of there and tear down buildings getting at least some cash back. Losing base sucks but it's not game ending, mercenaries have destroyed my base before they're b***h and a half to beat with a peasant garrison.
Just got my first narlock raid with the post ninja nerf. How long does it take for the ninjas to start fricking my shit up if I interfere? -100 infamy on skip is nothing even this early.
>xcom files >very large ufo beelines my first base >too fast to intercept >43 snakemen 8 chryssalids
what the frick is this, the drassen counterattack? isnt this a bit much? and this is the first base so the layout is terrible if you dont go out of your way to change it. do defenses actually stop this at all
I accidentally killed the only Humanist Mage in a long while in the Dr. X's Residence assault. When do I get another? Blacksun Outposts seem to only have stormtroopers and supersoldiers (along with those spooky warp tanks).
Blacksun HQs?
Park or anchor your craft next to a place that you think has a base near it. Then give it one hour or two, iirc, and it should pop up if you find anything (you don't actually get a pop-up notice; you can just see the base now).
v.N5.1.2
- Cydonia: Chancellor's mind control less OP; chairmen, scientists and engineers no longer have low VPWR.
- New map for Industrial Slum
- Power Plant now also gives Extractor function.
- Smokey armor buffed but requires more research
- Added some more information to Pedia
- Fixes to necroplane tileset
- Other minor fixes, readjustments
I'm thinking about writing a script for updating piratez, backuping old version, moving user dir and cfg and deletting music tracks I hate. Fricking tired of doing it manually.
>I should just push all my tweaks to a proper sub mod.
Starting to feel this myself. I've specifically held off on modifying the game and committing to a save because I know shit's br0ke and the updates are gonna keep rolling. I thought this would be the last one but apparently not.
I think the real bug now is that it's actually called "Power Station" even though absolutely everything else always says "Power Plant". Fine, then rename the building because it's mistakenly called "Power Station".
Is interrogation handled differently now? I researched interrogation techniques, but I can't manufacture interrogations besides mad gnome and skyforge engineers.
You no longer break enemies, now interrogation techniques just unlock additional topic for normal research, on enemy research page scroll down, it will be the one in full caps.
Yes, more tedium, what did you expect.
These are mandatory for everyone who's not shit(30+ psi strength)
Bio-Enhancement · Install TNI · Combat Pilot Training · Martial Arts Training · Helix Knight
>zombie trooper corpse
They only spawn on one of those magma missions. >What about 30+ psi dudes?
30 is minimum to qualify for martial arts training which is why 30 is a really important target to meet, anyone with less than 30 should be either sacked or designated as suicide mission material.
>one of those magma missions.
That mission also has a couple of megazombies, but I went out of my way to capture everyone 'alive' in that one. No trooper corpses.
And that mission, if I recall, only spawns once so I'm fricked fo TNI.
pretty much nobody plays on jack sparrow aside from meme-tier autists. john silver or blackbeard is best difficulty, davy jones if you want things to be a bit unfair. the unique difficulty features in jack sparrow make it a very gamey and unfun experience.
Damn Piratez really changed a lot since I last played. I used to beeline for the Codex and Authorized Dealers for the Jetbike and Pachyderm but the latter seems a lot less viable now. What is the most important research for crafts on the peasant path besides the Harvester? I only use it for Pogroms.
Aren't stick nades kinda shitty against anything with armor?
Think he's talking about this. I don't want to bet my odds on this tbh, especially when they start fielding out Mobile Infantries in Marsec ships(150 front armor with 200 red shield). Just use some of the warp guns/cannons those kind moon aryans give you.
Yes, stick bombs. You get them after stick grenades.
[...]
Think he's talking about this. I don't want to bet my odds on this tbh, especially when they start fielding out Mobile Infantries in Marsec ships(150 front armor with 200 red shield). Just use some of the warp guns/cannons those kind moon aryans give you.
I was talking more early on to deal with Marsec Bodyguards. Two good stick bomb hits will kill, and they can be carried on pretty much everyone and are very very cheap.
Okay I actually got to the stage where these guys show up and I don't really get the hype. One solid burst from an Elite Plasma takes them down no problem. In turn, they can barely even scratch my Harbinger armor guys. What's even the big deal?
Nah, Exoguards are just slightly souped up bodyguards that can sometimes carry things like Blaster Launchers. The real big cheese are these guys. Literally more tanky than vehicles and actual Marsec Gunships (not those Viper Fighters) carry 20-30 of them, each armed with shit like gatling lasers that can shave half of your battletank's health away with a salvo.
These guys weakness is mind damage, shield does nothing against it and they're not too resistant to it. If you're attacking them with plasma they're probably a b***h and a half.
>have a feel to start fresh xpiratez run >wanted to do some memes with newly buffed bugeyes and lokks >be reminded that because of new cydonia any soldier class that can't wear annihilator is a dead end
Maybe I should just pretend cydonia and conqueror don't exist and you just can't leave earth for some arbitrary reason.
Don't Annihilator suits just shit on your freshness, which actually matters a lot because new cyd is a friggin 5-stage raid? I just use Conqueror for Humanist moon bases.
Annihilator does use 4 freshness a turn however in 4 out of 5 cydonia phases your freshness regenerates each turn so average freshness drain is somewhere from around -1 to +1 a turn.
Freshness only really matters in the last phase and you REALLY need annihilator and its shields to survive there, no other armor will do.
>pretend cydonia and conqueror don't exist and you just can't leave earth for some arbitrary reason
this is honestly the best way to play the game. if cydonia isnt fun then skip it lol
This has got to be the most RNG mission in the game, the generated mansion position and terrain spell the difference between a turkeyshoot or an utterly impossible clusterfrick.
I want to get into tactical games, my only reference is Space hulk DOS, chess and maybe rogue spear. Everyone knows X-COM is the game. The main event. So I got it and used openxcom's installer to pull in the data, then applied a 'general patch' from openxcom. So there should be no way the "all difficulties to to easy" bug is still present. But something is not working because I am not "getting" how the tactics or tension of this game is supposed to appear.
I played several 'straight to battle' battles that openxcom has, on high and max difficulty, and started a full game on 'advanced' or something. Each battle is the same thing. Look for aliens and shoot them. Maybe they shoot one or two of your guys if you just stand in the open. It's fricking BORING and tedious to search around, wait for a red square, click weapon, click fire ... It's just automatic. What is the gameplay? Obviously it isn't this. But nothing is inducing me to use 'tactics'.
Am I supposed to not lose a single guy? Is that the piece I'm missing? Does it just get hard when you have bigger ships with like 20 aliens coming out of each and different types of alien? I haven't tried that in the 'straight to battle' options because I can only imagine that being hours wasted of the boring rote 'gameplay' instead of half and hour. What am i doing wrong? I know its something
Why would you play the "straight to battle" mode? That's literally like a fricking debug menu. Play the campaign! The engaging part is not strictly the tactical battles, but the mixture of long term strategic decisions and the way they influence your tactical combat as you develop new weapons and equipment, and in turn, your tactical decisions influence the strategic side as you capture alien tech and operatives. That's the magic of XCOM, not how great the battle mechanics are.
>The engaging part is not strictly the tactical battles
If so then I need have no further interest in the game. But this goes against everything i have ever read, so I won't quite believe this just yet >its all the gradual stuff that makes it
then its not the best tactical game. Its a boring tactical game within a great strategy game. And I don't believe that this can be the case since it's regarded as the great tactical game, though I'm sure the long term stuff is enjoyable
If you want good tactical battles, NuCom might be better for you. There are abilities, the graphics are better, etc. the main complaint about it was a simplified strategic layer. But you do have to understand, you gotta play the whole game to get the whole experience.
You didn't play the same game. Without using smoke, flares, explosives you'll get murdered in campaign. Terror missions and trying to capture aliens is quite different from skirmish too.
Yes, precisely, that's how it works. The very early alien ships are not difficult, but later on they get much tougher.
1 year ago
Anonymous
I should have considered that as progression is obviously the way to design a game. It's just that every time I've looked all the discussion of it has people b***h how unfairly hard it is on their first mission. OK i'll push on
1 year ago
Anonymous
Because they don't bother taking cover so their soldiers stand in the middle of a field and get killed by aliens. It's not that bad if you know what you're doing.
Terror missions are. Obviously losing sodliers, equipment, missions adds to further difficulty. Also final mod pack has bug hunt mode that should reveal last 1-2 aliens after certain number of turns have passed.
I literally have never seen Magical Girls spawn in my two playthroughs. They are on Link Ships right? Is there a trigger or do I just have horrendous luck?
It was wiping half my team and blowing up all my items. I kept save scumming, trying to find a way to get out of this sticky situation.
I finally figured out I could get one of my high TU catgirls to pick up the bomb, run down a ladder to the nukage level (this was a base defense) then run up three levels, everything would be saved.
I did not rike it
>save scumming >still can't solve the riddle
It's already armed in the assassin's inventory, and it doesn't go off until dropped. It's using the old vanilla grenade logic. All you have to do is pick it up.
>get invaded by ninjas >kill one assassin on the first turn >50% of the invaders are instantly killed, the access lift and parts of the hangars are blown wide open
i love assassins
research synthmuscle printing
attack any mercs and megapol
and if you're willing to spend well over a million dollars per suit, buy mercs from saya and rob them
>shiny niner + saber >blackmarch SMG >bayoneted AK >CAWS >smartgun >super self-charger >tommy -> laser tommy -> plasma tommy >LASS >RPG
garrisons usually get storebought weapons and ammo
i actively try to avoid standardized loadouts on any of my main units because it's more fun to use all the unique guns and try stuff out.
First it's some kind of shotgun, it really doesn't matter which one but the first decent one is the domestic shotgun. Then people with decent aim (75-100) get any kind of rifle I like the RCF one and people with 100+ aim get a designated sniper rifle, the standard one goes a long way.
There is no one standard gun for everyone early on, it has to be mixed and matched until you can research the smartrifle which can be used by everyone.
it's a good idea to carry explosive shooters and/or heavy weapons interspersed in any squad loadout. anyone with 40+ strength should carary a heavier gun than a normal rifle. weapons like the blunderbuss, LACC, grenade launcher, and light cannon are all very useful to have handy and are generally cooler than your average bullet.
all troops should carry some sort of sidearm, either for captures or surprise melee or terrain destruction. if you have a heavy weapon or melee main, carry a pistol. if you have a normal shooter, carry a melee weapon or crowbar.
alright can anyone know when and where guild staplers actually frickin drop, only time ive got to workshop tech is when i exclusively interrogated gulid team leaders and engineers its frustrating
i was playing xpiratez like a year n half ago and warehouse wars always gave me a stapler think it was the guild flight attendant or whatever and only now do i run into this
>stranded govt agent >warehouse wars >comm tower (guild)
the only enemy that uses them is Guild Team Leader. listen for the distinctive thwap sound, then you will know not to blow up his corpse.
it really is just a matter of RNG
Learn how to manipulate reaction fires.
Learn how to actually gear your gals instead of just slapping on heavy armor and plasma every single time.
Laser stars are good, use it.
Melee is good, two gals or two Syns can clean up a ship full of mobs if you know how to hide and take cover after a rampage. (Run and cut -> use the remaining TU to hide behind a door -> wait and repeat).
Hold ctrl + click to run (not a lot of new players know this).
Heroes are good if you give them a chance or two.
every mission can be a reaction training mission if you save TUs for snap shot.
use smoke grenades to control line of sight.
be aggressive; each move should either be clearing unsighted terrain, removing an enemy, retreating to safe terrain, or setting up a play on the next turn.
the safest place to be is out of LOS. stay 1 tile back from corners to use them as reaction fire traps.
diversify your weapons, almost everything has a niche. fast snap shots are good for scout units and reaction farming, hitting the 100% accuracy breakpoint with aimed shots means guaranteed damage, and anything with more than 3 autoshots is usually good
academy drones are weak to molotov wienertails. zombies and demons are weak to shotguns.
rush for Pirate Culture -> Violence & Cunning -> Bounty Hunting & X-Grog in the first month's research
Thanks fellas
Where? Vanilla is easy. Just don't blunder out of the ship on turn 1 and throw smoke from time to time.
The big mods have too much autism and noob traps so you'll need to be more specific.
Xpiratez tips. Vanilla is manageable as you say, but this mod, holy...
every mission can be a reaction training mission if you save TUs for snap shot.
use smoke grenades to control line of sight.
be aggressive; each move should either be clearing unsighted terrain, removing an enemy, retreating to safe terrain, or setting up a play on the next turn.
the safest place to be is out of LOS. stay 1 tile back from corners to use them as reaction fire traps.
diversify your weapons, almost everything has a niche. fast snap shots are good for scout units and reaction farming, hitting the 100% accuracy breakpoint with aimed shots means guaranteed damage, and anything with more than 3 autoshots is usually good
academy drones are weak to molotov wienertails. zombies and demons are weak to shotguns.
rush for Pirate Culture -> Violence & Cunning -> Bounty Hunting & X-Grog in the first month's research
Where? Vanilla is easy. Just don't blunder out of the ship on turn 1 and throw smoke from time to time.
The big mods have too much autism and noob traps so you'll need to be more specific.
If you're new then the most complicated thing is how stupid research is.
Open the xpedia and look up the requirements for "Scented Message" and "Captain Log" since those aren't listed in-game anywhere and you NEED them.
Use the tech-tree to jump forward to mainstay techs like Tactical Armor or Advanced Interceptors and work backwards to get to them. That's the best bet if you're new.
So I found another bug in Green Codex's new stuff.
The Zombie Embodiment production (use Undead Brains to spawn Freaks with Zombie Gal + Former Zombie trait) is broken; it's currently only spawning Freaks with Zombie Gal trait, NOT Former Zombie (which is the main reason why you do this in the first place).
To fix this, navigate to STR_ZOMBIE_EMBODIMENT and change STR_FORMER_ZOMBIE to STR_FORMER_ZOMBIE_TRAIT.
The Zombie Freak gals you get from this have absolutely bonkers base stats.
Matrix gays get Dio on this one.
Solar tends to squat on a new revision for awhile before going public, I'd wager he tries to squash any problems internally and tries to only need one or two hotfixes rather than 10.
i'm only 4 years in so i cannot even imagine what this mission looked like. >over 100 bystanders
how long did it take between pressing end turn and getting to play again?
It wasn't that bad since they were waking up gradually, five or so each turn. Slaves in a hideout defence will grab weapons and try to fight. They pretty much die in one hit, but can be surprisingly effective if there's a lot of them.
that's weird, then. i have lots of normal slaves and slave maids and they've never joined defense. i have seen some sleeping people lying around before but i never thought anything of it, so i guess that's them, but they've never woken up during defense, even during really long ones.
That sounds like an explosion waiting to happen. That said, i do wonder now if different slave behave differently, do slave robots come in as bots? Does a Drone Herder bring in a bunch of them?
I haven't seen robots or herders, but gladiatrices fight with a sword and a net.
They're actually pretty good. Their armor or health isn't anything special, but they got high reactions and evasion, and being NPCs, they're completely fearless. They just run at enemies like merc shock troopers or ninja assassins, maybe get a few stabs in, and then force the enemy to waste their TUs trying to hit them.
The more experienced the soldier the more points it'll cost per death, I'm not sure exactly how it scales but the baseline is -20 points but a super veteran may cost like -400 points for just one death.
I suspect there will be more hotfixes, captain's logs and voodoo progression seem fricked. That could be due to needing a million VIPs to get their interrogation research to pop, though. Who knows.
str_unit_whatever bugs causing crashes and other bullshit crashes. If you're pretty late in the game, it doesn't matter that much. Sometimes you can update and nothing happens, sometimes you can't.
i think you mean advancing in rank, not the captains log, and that being slower seems intentional. dio has been gradually slowing down player progression for a while now. both the vip and engineer roulette are clearly intended, but if you do have his ear please try to convince him to stop borrowing files' worst ideas
the requirements for log 2 are: >persuasion >earths satellite network >social hierarchy >pirate traditions >stop targeting civilian traffic >contact smugglers >bikini design >maid outfit >onsen >plotting >have a mess hall and library built
i dont think any of that is hard to get, or do you mean the trigger isnt working correctly?
I had all that and it still didn't pop for two years. It did pop after I updated, so maybe it was some sort of frickup that got sneak-patched. Or it just fricked up anyway, who knows.
What underwater weapons should I be using late game? Doesn't feel like I have access to anything remotely helpful, best I have is Heavy Slugthrower and it's pretty lousy
>get incredibly lucky with small osiron ships with assault weapons and osiron douches in late feb to early march >fill out labs + finish personal study in midmarch >get engies in april and make a new base >10 mil by may >captains log #1 calls me a mediocre moron
Errrm if you get don't captain's log in less than two months and captain's log 2 in less than six then you're a shitter obviously. Nevermind the more useful researches.
Nothing like the game calling you a moron and punishing you for not doing the arbitrary research the mod maker intended. At least it isn't too bad. -75 for the first log and - 500 for 2+ years in the second log, but I feel Dio has a hard on for being super condescending to new players.
Every time i did the mission by throwing molotovs or shooting explosivefirechem cannonballs at him and i don't remember the crate ever blowing up, is this a new thing or is there some kind of a chance to it?
Tierlocking key research to infamy ranks was a mistake imho
What do you think?
While i don't know what to make of the design choice yet, i do like the idea of slowing down the start a bit. We have a lot of stuff that is interchangeable or is a sidegrade or a taste choiceroleplay thing and so on. It gives the player options and acts as a backup in case something goes wrong - you will get something to arm your airforce with and you will get something better than 25mm cannon later on one way or another. Doesn't matter if there is no Highway House mission with a decent enough landing spot, you have options. You will get something better than harpoon guns for underwater missions, you will get different weapons to use against different defences. You get the idea.
But some stuff seems to get outclassed instantly. I don't rush things so i don't know but can you even get a Necroplane or the Little Bird faster than it would be to get a Piranha or some other armed battery-powered vehicle? Muskets are shoddy, sure, and right now i have no idea where do we even get them from at the start, but pretty much anything you can take from the enemy will be better. Tierlocking seems like it would hold you back a little bit from getting stronger too fast.
The game already had lots of problems where missing one thing blocked off huge portions of the tech tree and the infamy ranks only make the problem worse.
I agree. If dioxine wants things to have more requirements, just add more requirements. The ranks are another unnecessary opaque layer piratez does not need.
Unfortunately whether you like the feature or not it is now permanent part of the game, dio will almost never backpedal on a decision and remove anything. In the 10 years of piratez development I think only like two or three things have been ever removed.
i honestly never end up doing Highway House for the 25mm. by the time it spawns i've almost always gotten a different craft weapon from looting something, somewhere. get radar coverage and hit every landed ship you can. raider gunboats and barques will reliably have some sort of craft weapon, guild freighters and milennium falcons are other choice picks but they rarely land. as well, 25mm, 30mm, and 50mm cannon parts can be looted and assembled into the corresponding weapon.
I don't even bother researching it. Beelining Hanna is better in every way, and also it gets you unlimited rpgs, mortars, hi-ex and satchels and all the rest.
>beelining hanna
not really practical anymore now that she is locked behind the 5th captain rank and multiple layers of captive research luck. good luck getting her before october.
Guess I'm lucky since I got her before june. No problem getting her in N4 either. You do need luck with landing ships to get that vip that early though so can see how it can go wrong with shit rng. However there is often a base building mission in first half of the year (at least in my experience) so plenty of opportunities there.
I've skimmed through xpedia looking for changes and wow green codex now offers you so many options of reviving your troops I'm thinking you could just rotate 1 crew forever and just grind a bajillion condemnations in a nucom supersoldier fashion.
first time playing vanilla any reason not to just use grenades for every enemy? seems like i can throw incredibly far and always kill with no real drawback
>destroy the loot and corpses
ah yeah i forgot about that whole aspect. ok. otherwise, every grenade of like 20 i've thrown so far has gone exactly where i threw it, with the starting rookies. but I'll keep investigating
grenades are great, and you'll be pretty reliant on them early on before you have reliable guns. but they take a while to prime and throw. you can of course prime them in advance, but if someone holding a primed grenade gets wounded or killed, they're going to explode. so guns are safer and faster. later in the game they're stronger too, since you can only hit an enemy with one grenade, but you can shoot them as much as you want. late game enemies have good odds of surviving a grenade, and you can't stack them.
yep it took me like two missions to just start using auto every time....when using guns but since yesterday i just tried grenading every alien and i haven't really seen a problem yet. i'm still getting the recovery points for the aliens bodies after grenading the simplest grey starter aliens
Hey Dio, I heard this was the place to reach you, I'm gonna need a way to get more Ogres. Even if I gotta commit to a shitty recruitment branch that denies me Gobbos (my favorite unit) or something.
Dio would have an aneurysm if you insulted him so this isn't the place to reach him. Post on the open xcom forums if you don't want matrix homosexualry.
Your vision - camo = effective vision
As example your vision during night for uber gals is 12, you go to a save the lokks mission during night and you fight ninja gals(camo 5 at night), this means that your uber gal has to get within 12-5=7 tiles to be able to see the ninja gal.
If you have an outfit with SPOT that means it can cancel enemy camo, for example all catgirl outfits come with 2 spot so ninja gal effective camo would be 5-2=3. Using basic catgirl outfit space trawell suit then the effective vision is 16-3=13 tiles to see the ninja gal.
INVIS is like super camo, vision is completely ignored and instead the numbers represent number of tiles within this unit gets spotted, so invis 5 would mean that you need to be within 5 tiles or closer to spot that unit.
how do i set it so that only the items i've specifically allocated to a ship appear when i'm equipping gals at the base, like in vanilla? this used to be the default setting in xpiratez but now it shows all items in the base all the time and i can't find the option to disable this.
>UK (spitfire/hyperjet) >germany (faust) >california (catgirls) >egypt (assault clones) >mongolia (hyena riders) >japan (ninja loot) >malaysia (pirate loot)
in rough order
the airgame bonus from Iron Tribe or Blackmarch is very helpful to a rookie
strong unique units are available from NCR, Theban Hive, and Turan
About to start Xpiratez, what is a good starting region?
Fuso (Japan's) events are 100% positive as far as I can tell. I think it's mostly a reward since you're choosing to have half your radar be over the sea.
avoid thebes. it used to be an overpowered start but now it's a big pain in the ass.
[...]
Fuso (Japan's) events are 100% positive as far as I can tell. I think it's mostly a reward since you're choosing to have half your radar be over the sea.
Thank you for the tips.
[...]
Fuso (Japan's) events are 100% positive as far as I can tell. I think it's mostly a reward since you're choosing to have half your radar be over the sea.
Yes i skimmed through those events on the bootypedia but I am not convinced it's worth the hassle.
Gonna go with the Tribe necroplane for early econ as i struggled with that in my trial run of the mod, I'm hoping it will help with researching some better gear early on as well.
Has Dio added penalty events to counterbalance the assault clones?
I know Turan has that money loss event to balance out the hyena riders, and NCR has the tax things.
Chile for the prepper boxes. gives you a random bunch of guns a cut above what you start with
Italy gives you some additional melee weapons and armor for male soldiers, very helpful if you wanted to use them. also allows for a very easy mission against zombies to spawn which is free money, points, and training
>Want to play without debug >remember missions where one fricker will be hiding in a building because his pathing is fricked
Is it better to be honorable or to not waste twenty turns trying to find a guy?
go to wherever you installed piratez find options.cfg and change debug from false to true, once you change that in game you can use ctrl+d to activate debug mode, ctrl+w to teleport to cursor and ctrl+k to kill everyone on the map
I THINK you need the lunatics for parties and the Doctor X missions...
Need regular Peasants for Isolated Valley.
Other than that, I think the main downside is they don't get a dedicated underwater or space armor early?
Interrogate civilians for nunity, get racketeer rank, get unlock by either doing precinct mision, researching bandit boss or doing socialising for brute/corsair boss. Can be done rather fast if you get good rng.
the Daredevil necrofighter is a Buckaroo equivalent that's locked behind Iron Tribe, so starting there gets you easy access to it as well as some necroplane parts to build one.
like Buckaroo, Daredevil is too slow to catch most airborne craft. however, it's more than sufficient for ground targets like foot patrols or black helicopters
I just installed Openxcom and I'm about to play completely blind for the first time. What's the best difficulty setting for someone who actually plays video games but doesn't want to get steamrolled and quickload every other minute?
If you're playing vanilla and are reasonably familiar with TBS already, then middle difficulty should be good. Be aware that this is not like nucom, and casualties, while regrettable, are not always avoidable. You won't be able to finish the campaign on standard without some of your dudes dying.
Difficulty 2 or 3 are good, 1 is kind of a baby mode a lot of enemy stats are halved and it's not representative of the rest of the game.
Probably one of the middle difficulties. Just go lower if it gets too hard. Don't recommend superhuman as it may become a slog through the sheer number of shit the game can throw at you.
Also check this out.
https://www.ufopaedia.org/index.php/Difficulty_Levels
It's good to keep the airbus for later if you can get the hangar space up since it's good for some of the stealth missions/parties, and can do air races that are nearby.
airbus can be re-purchased for those rare missions
airbus is way too slow to win any aircar races, literally the slowest eligible craft
1 year ago
Anonymous
>too slow
It depends on your geographic location, bruv.
I actually put bases in certain places just to guarantee ground race wins, so sending the airbus to certain bases can ensure wins for those races.
(A secondary benefit of the Fuso start is that one prominent race finish is in Sunrise).
Probably one of the middle difficulties. Just go lower if it gets too hard. Don't recommend superhuman as it may become a slog through the sheer number of shit the game can throw at you.
Also check this out.
https://www.ufopaedia.org/index.php/Difficulty_Levels
If you're playing vanilla and are reasonably familiar with TBS already, then middle difficulty should be good. Be aware that this is not like nucom, and casualties, while regrettable, are not always avoidable. You won't be able to finish the campaign on standard without some of your dudes dying.
Difficulty 2 or 3 are good, 1 is kind of a baby mode a lot of enemy stats are halved and it's not representative of the rest of the game.
Probably one of the middle difficulties. Just go lower if it gets too hard. Don't recommend superhuman as it may become a slog through the sheer number of shit the game can throw at you.
Also check this out.
https://www.ufopaedia.org/index.php/Difficulty_Levels
This was my first move when playing the game. This is going to be fun.
at the start of a mission, all enemies have full TUs to use for reaction fire. that's why it's a good idea to throw a smoke grenade outside in front of the ramp if you have one and end the first turn, then make your first moves on the second turn, after the aliens have expended some of their TUs, and with a smoke screen to cover everyone while they're leaving.
at the start of a mission, all enemies have full TUs to use for reaction fire. that's why it's a good idea to throw a smoke grenade outside in front of the ramp if you have one and end the first turn, then make your first moves on the second turn, after the aliens have expended some of their TUs, and with a smoke screen to cover everyone while they're leaving.
Just to add on to this: Night missions are also a pain in the ass early on, because aliens can see in the dark a lot better than your dudes can. Later on there are various means of spreading illumination around, but at this point, night missions should be avoided if you can manage it.
one of the reasons piratez is more forgiving than the original is because the player's night vision is better than baseline human (ie early enemies) night vision
Even if enemies have better night vision than you it might still be worth it to deliberately pick a fight at night since it's easier to close distance from 12 to 20 tiles compared to 40 of day vision and you're much more dangerous at close range in piratez.
What setting is it to use the mouse wheel to adjust how many people are assigned to things?
I just got the new version (since it uses a new openxcom, apparently) and the option is not enabled.
Since they do choking damage, Smoke Grenades can be used as discount stun grenades against (weaker) humans, right? So long as you either finish fast or don't care about them overstunning?
i've never noticed any damage or stun effects from them and i make a habit of holding pre-primed smoke grenades in the inventory
gas grenades otoh are pretty good for that. units on the edge of gas grenade explosions tend to fall unconscious rather than die outright
The initial explosion of smoke grenade does no stun damage, you have to sit inside the smoke before it does anything. Smoke grenade has no value as a straight up stun weapon but if you have someone already on the ground blowing up a smoke on the unconscious body will keep them down for longer, well as long they're not immune to choking damage.
I suppose the question is, after the smoke forms (immediately after the explosion), do they start taking the stun that turn OR does it only work the next turn?
So it can be used to 'smoke out' some little camping pussy, but if they run out of the smoke, then the only benefit (until end turn) is reducing their regular vision for the purposes of spotting.
>'smoke out' some little camping pussy
you're better off using fire for this. the DoT effect from being on fire, as well as the damage from ending your turn on a tile that is burning are both pretty killy
1 year ago
Anonymous
But for regular humans, fire may frag them.
1 year ago
Anonymous
if they're gonna be a little camping b***h then i'm not going to the trouble of taking them alive
did the x-prison loot get changed? i remember you used to get over a hundred life supports but i got about 20 this time, but also some stasis pods and other good things. or is the prison slightly randomized?
just don't post in it, let it die and make a new one, whoever makes next one be extra careful to make it not look like a general because mod on this board is an butthole
Thoughts on this Piratez armor concept? I'm not sure if it would fit in the game.
>Ned Kelly-esque "GunKnight" armor >Meant for the mid-late part of the early game >Integrated arm-mounted machine gun like megaman or something, uses the long machine gun belts >gets comparable accuracy to a crouched LMG with a bit more mobility >offhand shield can bash, not as well as tower shield >really high ballistic armor to the front, moderate to the side and very poor to the rear >can't crouch >terrible in the heat >requires high strength
More economical than real full plate but much less tactically flexible, almost entirely specialized on turning a gal into a slow walking tank who can deliver tons of lethal semi-accurate anti-personnel fire, good for clearing tight areas or holding longer sightlines
Obviously really basic unrendered sprite just to get the point across.
I have a metric crapload of shit because lmao gambling. I don't want to sell everything, but I want to sell a lot. Is there any way to input an amount on the sell/buy screens besides just sitting there holding up or down?
Oh hey, it's the glowBlack person crackdown again. How unique. You vill take it and vill love it because fricking scented message 2 won't spawn because rng, frick you.
v.N5.2.0
- Newest OXCE Windows build included (as of 02 Jul 2023)
- Fix: Into the Void mission progress bug
- Fix: HK-117 database spawn
- Fix: Peasant battlesprite hair/skin color mismatches
- Fix: Zombie Embodiment should work properly now
- Fix: Big Pistol Rounds /Slay can actually be used now
- Less govt attacks, more bandit attacks
- Rework of Arch-Witches plot for story consistency (esp. when playing as Saint of Chaos)
- Shades allowed to pilot craft now
- Added extra Star Gods activity after reaching rank 10/11
- All 1x1 flying armors: flying down costs 0 TU now (does not include underwater and 0-g environments)
- Cat guerilla armor +Piercing res
- Dullahan update (added gauntlet, added ThV 50%)
- Doubled Biotank HP bonus
- New Gothic and Crusader shields hand sprites (by Osobist)
- Mini Shotgun update (new gfx by Brain)
- Couple weapon sounds added
- Weapon spawn fix for tribal hunters in catacombs (thx to Meridian)
- Spiderdemon spritesheet fix (by Osobist)
- Added random backgrounds for hidden movement screen
- Other background screen updates
- Language updates/fixes
- Maps/Terrains/Tilesets/Unit Spawns fixes and other small fixes
v.N5.0.3
Fix: Airtruck no longer banned from where it should be able to go
New Missions: Zombie Outbreak, Bewitched Village
New Civilian: Knight Errant
Named dogs Stamina buff: +15 starting / +25 cap
Weapon buffs: Rosarius (both), Monstermano
Minor fixes
Slight tweaks/improvements
Probably only 1-2 more hotfix patches left before it stabilizes.
curious how bad the new mars mission is, i havent played it this year
To put it in perspective, I had a squad that did vanilla cydonia without even a scratch on the paint of the armor. I've sent the same squad with same loadout to new cydonia and I've squad wiped. All 20 something people aboard dead, game over bad ending.
But at least dio acknowledges that the mission is too hard and some sort of nerfbat is coming.
Ha, good thing I didn't bother trying. Maybe after nerfbat I'll do the same thing and dust off some ancient pre cydonia save. Provided it will work in the first place.
What the frick did he do to it?
It wasn't dio it was some russian guys wanting to make some super ultra hardcore mission and well they kinda succeeded in their vision. The missions(5 stages) are really hard.
>just want to make it as hard as possible
why are moronic m*dders always like this? any dumbfrick can make a bunch of enemies with OP weapons and frick the player over but that's never actually engaging and fun content. The fricking Doctor X Gravball mission is a better concept than ballbuster-difficulty Cydonia
Didn't Dio made that mission harder just now, lol? I'm far from that stage now so can't comment, but it's in the notes.
> Fixed airtruck banned
Still can't take it on sea missions despite it claiming to be a sub.
Play ROSIGMA + Brutal AI
Can a qualified autist blackpill me on Brutal AI and Sneaky AI?
Idk about Sneaky but brutal AI tries to end their turns not in your line of sight but also tries to advance every turn they can too. You can fortunately exploit by using the frick out of landmines and stuff like heavy machine guns actually become useful.
Some of the new AI art in xpiratez just looks ugly and soulless. I'm convinced most people who use it must be blind in some way.
Also not really a fan of these "hero" units like x and red mage.
homie', all the art in all tge mods is inconsistent and ugly
we just put up with it because we don't really have anything better
if you think that you can do better, then fricking do it
The shitty human art at least has some charm. You all steal everything anyways so I really don't see the need to use AI that also steals art, but makes it worse.
It’s simpler. Almost nobody outside CS and H+ circles likes AI art, even normies shit on it hard. Dio, being "real punk" is gigacontrarian. Expect piratez to be 100% AI art soon.
I doubt it, he seems to like pic related way too much. I think I have a full rip laying around somewhere, worst comes to worst I'll just spend some time rereading and taking screenshots of shit that's relevant and make a Heavy Metal art submod.
>here's your custom shooty gun bro
Which ones are AI art? I just know one of the Doctor X splashes are but it's a headshot so it's not that much
Dr X used to be someone's Fallout character (and still is in some splashes), it's an improvement. The weg-tier splashes need to go.
>entire squad outfitted with laser cannons
Come at me, vampire bastards.
>attacking the vampire's second-strongest resistance
lol
lmao
enjoy taking 20 shots to down it
>they take full damage from Chem
Huh. I need to see what weapon I have (and can build limitlessly) that does Chem damage.
Have you unlocked the hybrid questline yet?
Canister guns are okay against them.
Alternatively you can try something with armor strip like blops minigun or with pierce like blops auto-sniper rifle with tritanium ammo.
If you have some high-accuracy (near 100 or better) agents then the last option is definitely the best.
I have the autosnipers, I don't have easy access to tritanium.
I find it's well worth to have a couple clips of tritanium ammo equipped for the 'oh shit' moments.
OpenXCOM consolidates ammo expenditures so if 10 of your guys shoot two rounds each, you'll still get deducted only one clip (that's what's it's called in the mod, frick off /k/).
MAGMA has chem machine guns.
How do I make Xpiratez look clean and crisp?
My pixels are all dirty and visually confusing
You can't. The 320x200 resolution is what it is.
Jumped back into pirates after skipping a few updates. Trying male touch reject for the 7 heroes. Midway through June and I don't think I'm gonna have enough heroes blessings to make the purple bloom thing. I need to be able to do lokk villages and freelance pogroms and save civvies, which I can't do yet.
Have been trying to use lokks more and they have performed well. Carried my ass hard on a church training camp at night
What's the best way to make use of your bases in Piratez? I have a main base which is basically jack of all trades, a secondary mission base for specific craft, a dedicated manufacturing base with printing services at a minimum, a research base, a farm and the remaining slots for interception/radar coverage.
I find that 4 bases cover pretty much all your needs
-first base which should mostly focus on research and likely be where majority of ground missions are done from
-a production base with as many runts as you can fit there
-secondary research base because research just goes too slowly with only your first base
-a base with like 6 hangars to store all the fricking variety crafts you need for all the missions
Anything else is optional there are plenty of meh/ok ideas like farm bases, training bases with spas, all storage bases, large prison bases full of exotic dancers, more than one production base etc. etc. build these if you want to, aside from your first base the base space is cheap and I always end up with too much than too little. These mandatory 4 could be even shrunk down to 3 so with 8 base slots there's a lot of room to do whatever the frick you feel like.
Every base except my first will start life as a farm. They cost peanuts to set up and generate cash each month, so the sooner the better. Can usually have all the bases online by September/October of year 1. From there, I like to expand one out to a Big Combat Team base, which'll be where I base Convoys and the like for handling Pogroms and similar missions where you wanna bring a shitload of gals. This usually ends up with a Luxury Spa too. After that, a dedicated manufacturing base, which gets all of the 'build fancy bullshit' buildings, and usually pulls double duty for research as well, because a bunch of those have brainer slots.
The farms will all get a hanger eventually for interceptors/shadowtech craft, as necessary. The first base gets shifted increasingly towards research as the run proceeds, but usually still has my menace in it. The second hanger there gets deleted usually soon as I've a decent set of interceptors set up everywhere else. The farms eventually end up either secondary combat bases, where I'll keep a team armoured up and specialized for, e.g. underwater/space/cave missions, vacation bases which I fill with hundreds of prostitutes (and a casino), or as secondary research/manufacturing bases. Eventually there are no more farms, which is sad, but you can make better money with runts, so it is what it is.
Everywhere always gets at least an onsen for training, and their gals/peasants get shuffled around so that they can all get alla the trainings, just so my garrison forces don't get instantly rolled the moment a crackdown happens. Dogs with armed landmines as backup. On which note: Hangers and the elevator always get barracks on any side they don't have a map edge, so invaders don't get time to frick off into the sewers. Aggression, aggression, aggression.
Main base which mostly handles research and houses the elite (in confederacy). One base which is home to the zeppelin fleet and has a casino (in hawaii). One base which is the sweatshop that makes everything (at one of the poles and has a Christmas-themed name like santa's workshop). Other bases are mostly just where interceptors and a skeleton crew of defenders are based out of with funny names except for one base which is the gulag where I toss prisoners that need to be interrogated or processed for this or that (slaves, synth mesh, etc). This base gets rebranded when I have enough stasis pods to build cryo prisons.
>starting base eventually becomes your main research base
>main troop base with 2 or 3 hangars
>2 or 3 dedicated manufacturing bases for money and equipment that requires a lot of services and runt hours to produce
>1 or 2 dedicated interceptor bases
>1 or 2 mixed use bases for additional research, casino, plantations if needed, large prisons if you like stacking prostitutes, extra craft/interceptors as needed
I'm stupid and play suboptimal, but what I use is
1 starter base, eventually evolves into research/A-team squad base.
1 moneymaker, filled with farms and the like with prisons for courtesans if I feel like it.
3 troop holds with 3-4 hangers apiece and the rest of the space pumped into barracks, prisons, and training/medbays, so every possible need is covered. one base for each codex, plus starter
1 manufactory to build as much shit as uberly possible and store all the shit I refuse to sell.
1 research base once home starts getting too slow. Maybe pull some interceptor duty with any free space.
1 for interceptors just to use the last slot.
Every base gets a radar at minimum, and enough barracks/vaults to keep a contingent of defenders. Everything is also filled with corridors to cut down on build times once I unlock stuff.
Airballs...
Thoughts?
Not worth.
I used them to dumpster shitty bandit parties with the harvester but that's it
Better than they look if you plan for it to use them as quickly as possible and you get a good firing stat on pilot they can take down a police car and net you a 25mm cannon fast but the problem is the airball does too much damage and will often blow up civilians cars to pieces so you can't loot them.
love drone bays me
>shoot down small UFO
>hybrid assaults, at least 7
>also normal drones and big drones, 3 of each
Real clown car stuff going on.
>equip mass driver rifles
In which base would you put Revolutionary HQ?
Also, do you keep intel on ships if they leave hyper wave range but are seen by HQ?
Every base you can fit it in
I believe so
Yeah, that's its main benefit. Spotting anything with the Rev HQ is rare, but you get total global tracking.
How does one even get into Piratez? Just reading the wiki and people talking about it makes me feel like I need full on schizophrenia to even comprehend it.
Being lost and confused is part of the experience, it's actually the best way to enjoy the game and you can only get it the first playthrough.
jokes on you I am on my fifth or sixth attempt already and not one bit wiser, rocketattacks are a b***h and any craft weapons I have until then are too slow or weak to touch any enemy craft
Stack overcharged radar until hell battery (or whatever the frick the weird H defense battery is called). Two of those will generally take care of rocket attacks.
how to acquire the money for this?
Loot and plunder. Sell hostages. If you're on JS, the additional enemy count translates to more booty and stats. It seems like rocket attacks have been toned down a ton, though. You might be able to get away with throwing up an early base with nothing but burrows.
I personally don't do Disruptive Transmissions until I unlock luxury barracks to shoot everything down.
what do you mean with transruptive missions? I always try to do every mission I have the girlpower for
are you playing on jack sparrow?
Figuring it out as you go is part of the experience.
Every picture being a doctor x same face variant would be hilarious. Dio already stole a ton of stuff from Fate, may as well steal the saberface too.
oops, meant to reply to
Just play it.
It's a plus if you have background knowledge of X-Com: UFO Defence, or Heavy Metal (1981 sci-fi animation), but neither is really mandatory.
>Heavy Metal (1981 sci-fi animation)
It's been a while since I saw it, and I feel there's a huge number of reference passing over my head here. Or is it just the metal style and attitude?
It's very similar to stuff like 2000 AD/Heavy Metal/Frazetta art in general.
Earth is a hellhole full of adventure and treasure.
Every dude has a six pack, every girl has double Ds, and everyone knows kung fu.
more the style and attitude. pic related is basically the xpiratez style and theme. the first decent armor is a Road Warrior cosplay, there's music from Fallout 2 and Brigador, and the Super Sawed-Off is very strong against demons and zombies.
I felt it was a bit too on the nose to actually have the catgirls pictured here as unique units in game but whatever
It's stuff from Dio's childhood. He is very old.
X-Piratez is literally (figuratively [metaphorically]) Heavy Metal: The Game
how do I make my catgirls look like the op
mine look like fricking trannies
Mine seem pretty cute?
I just imagine that behind the pixelshit the catgirls are all like this.
>Racial Traits: Super Strength, Unstable Mood, No Gag Reflex
okay, I'm a brainlet, it's regular humans that look like trannies, how do I start as catgirls?
>how do I start as catgirls?
Build your first base in california and you get like 8 free catgirls to get you started.
They're not free, I have to recruit them, which costs me thousands. Why can't I just START as catgirls so I don't have to look at these hideous mutant freaks.
t.moderate humanist
I bet you bang smoothies too
You're not going to get far with just catgirls, your gals are your tanks. If you like catgirls so much, you won't like how their death scream sounds like.
I'm actually not going to get anywhere at all with them because I just finished recruiting the first one a month into the game, only to find I need way more fricking booze, blunts, and fish to recruit the rest.
I'm out, enjoy your shitty pixels or whatever.
This guy could've just easily edited a text file to change all his units into catgirls, but was too stupid to do that kek
>I have to recruit them, which costs me thousands.
... That's how it works for every unit. Well, besides slave soldiers and peasants.
Put your first base in California and follow the research it gives you.
You'll get a starting supply of catgirls, unlock Peregrine missions that let you rescue more, and get the ability to recruit them outright if you follow the tech tree.
>he doesn't like Ubers
Pretty gay, anon.
xpiratez really is the mental omega of x-com keeeeeeeeeeeeeeeeeek
Not really?
He's right.
>mental omega
What are the loss conditions for X-Piratez and XCF?
You tank rep two months in a row or you run out of bases
In Piratez, losing the Old Earth Lab or getting negative score twice in a row.
In XCF, getting negative score twice in a row.
Losing the Old Earth Lab doesn't actually trigger a game over, but it is difficult to recover from. Max bases with a medbay and mess hall in each will bring you back up to speed, but it's gonna cost tens of millions of dolaros.
If you lack the research to build any lab space at all, that's a soft lock.
>Losing the Old Earth Lab doesn't actually trigger a game over, but it is difficult to recover from.
If you don't have a backup computer core it is basically unrecoverable. And if you have computer core and you lost old earth lab somehow I have no idea what you're doing.
Do you actually need the computer core for any research required to build a computer core? What's the blocker?
I thought you needed mainframe to start school graduation(and that gates computer core) but either I remembered it wrong or it was changed at some point, looks like there is a way to unfrick your run if you lose it but losing old earth lab sucks so much you may as well restart if it happens.
Could be an interesting challenge run. At least there would be a use for the special Dr. X lab.
In Piratez, getting -1000 score (-9999 on v.easy) or $1 million in debt for two consecutive months. In addition to the usual 'somehow get everyone killed and your base destroyed' thing.
>need lab to get lab
>need computer to get computer
such is life on xeno occupied earth
My drones aren't getting better at shooting. They can't train at gyms, and they're not increasing their stat from missions. What do?
I've never used the drone but I've used tank/minigun for training up all of my AI units, they all ended up with lucky 10 medal.
Consider this...
ROBO-Catgirls
Dio, or the sprite guy who sometimes posts in here, if you're reading this, you know what to do.
Also, I love the Masterblaster for my archer gnomes; finally, another use for those ogre convicts.
Just change the destroid sprite.
Anyone tried the Halo mod? Is it any good or is it still too shallow?
frick precision plasma
Are ogres just better than slave soldiers in every way?
Everyone are better than slave soldiers.
Slave soldier is like the most worthless unit type in this game, even peasant is better.
slave soldiers are extremely disposable and only exist because heroes and zone stalkers (and I guess pureblood recruits) need a base human race
Don't zone stalkers get processed as slave soldiers or are they something else? I never actually used them ever. I have had one hero become the most OP hand on deck, though. Doom 2 armor popped from mad scribblings and it was all downhill from there.
stalkers are SS with better base stats and a couple commendations
zone stalkers are good in current patch because they come with the green codex augment, heroic, and much better starting firing/health/strength/bravery stats
where you get them?
they are not disposable enough and by that eman they have too trashy base stats to be hire and fire type of troops
>where you get them?
random event as far as I can tell, you get them somewhat often in male path at least.
there's also apostates of apocalypse with golden codex transformation but it appears you can only get them if you have a lewd aspect
I didn't pick an archetype and it seemed like I got all of them.
slave soldiers I only use because for some reason femoids cannot ride quad bikes in xpiratez and quad bikes the only 2x2 that can go on "undercover" missions
I think SS are actually most useful on gals, because batglad is actually pretty good night fighting armor and can be used in a lot of covert missions. if it were available on male touch it would be used a lot
>get 3 wild gnomes in a row for no reason in a new green codex run to try out the new stuffs
>keep using them until I get the Masterblaster suits
>try them on and give those tiny gals some recently-unlocked Iron Rods
>can now oneshot tincans like Marsec Bodyguards with a 3-range lunge at that point of the game while everyone else is still using Smartguns and R-Rifles/RPGs
>while also chucking out nades at half a screen away from the godlike throwing stat Wild Gnomes have + 100 strength boost from the the Masterblaster.
Special mention goes to how fricking funny they are with raw throwing weapons like throwing stars - I don't even have Laser Stars unlocked yet.
Good update Dio.
Dio's prime game design philosophy is nerfing campers and adding things for the sake of adding things.
Everything else isn't important.
Honestly that's better than most
>Laser Stars
If anyone has slept on those try them out, they're good on everyone provided your throwing stat is capped.
is there a tool to view/edit geoscape zones like country and region? pic related
enable debug mode in openxcom.cfg and then keep pressing ctrl+d on geoscape and it will show you exact zones and borders
I fumbled my first Comms tower mission...
I thought it would be a cakewalk like the watchtower mission, oh boy I was wrong
What's with researchers tossings themselves from the 10th floor just to dunk an epic headshot on my gals? is there no fall damage in this game?
Nope. You can drop from any height too.
>is there no fall damage in this game?
>nope
I have put at least 500 hours in and did not know this, on the rare occasion I dropped more than a single story, it was with a god-tier superhuman in advanced cybernetic armor and I assumed that was why their ankles didn't snap on impact.
>want to play Xcom Files
>don't want to grind filler missions for 40 hours until I get to the fun part
Woe is me.
What, the invasion? I enjoyed XCF more before that point, personally.
The early game is also really good but the section between MiB level stuff and proper Xcom feels like a total slog with repetetive missioms a bunch of dead end trees and weapons.
He's still going.
v.N5.1.1
- New Enemy: Buster Zombie
- New Craft System: Chem Fuel Tank
- New Weapon: Homefort Rifle
- New Ammo: Big Pistol Rounds/Slayer
- New Item: Treasure Bag
- New Training: Proud Warrior
- New Feature: Museum
- Shiny Niner accuracy buffs
- Loot added to Jungle Pyramid maps
- More fixes (visible and less so), small improvements
Have mercy
>- New Weapon: Homefort Rifle
???
>STR_RIFLE_AK_FUTURE
>accuracyAuto: 41
>accuracySnap: 85
>accuracyAimed: 114
>tuAuto: 32
>tuSnap: 23
>tuAimed: 55
>melee as Bayoneted AK, +5 damage and accuracy
i noticed that as well. new version soon fellow stalkers.
I think he is confused because there is the homeFRONT rifle and now the homeFORT?
>big iron slayer
>shiny niner buffs
based and gunpilled
>big iron slayer
It looks like the ammo is bugged and not compatible with any weapon
just two more weeks bro
Might as well just delete this run, then.
Oh yeah.
It's CBT time.
>brutal
does enemy till get blown by its own grenades in x piratez?
>that heap of new MiB content
>Spartanism
>Infernalism
>check mod site
>2.9
https://github.com/SolariusScorch/XComFiles
It's still not officially released. Not too many bug reports on the forums though, so it should be good to go.
Do you think someone would really do that, just go on the internet and tell lies?
>its another episode of having nothing to kill the armored car in the bandit pogrom besides a hammer
not impresed
>sub 50% autoshot accuracy
If you've got Omega Rifles you wouldn't be using it anyway.
I suspect this exists as a way to quickly arm garrison peasants with something that might actually hit and and harm the intended target without rendering them incapable of carrying anything else.
https://openxcom.org/forum/index.php/topic,7128.0.html
No idea why this isn't included in base XCF.
>Solarius's incoherent babbling when trying to explain why he won't include this
lmao
>Solarius's incoherent babbling when he trying to explain anything
I suspect that he is a prime example of industrous idiot
My favorite example of this was him trying to explain that he's "not a gun guy" during a discussion of the balance of the real-world firearms in the game, then lost his spaghetti when asked why he included a million meme guns if he's not into gunporn.
I think if all of the real world guns were removed and you were limited to just the blackops selection nothing of value would be lost. I guess it kinda makes sense for the enemies to use these guns but not you.
The glut of guns and equipment is crucial for establishing mood pre-invasion. You're ecstatic when you find a two rusty AK-47s and three magazines.
Plus, it's easy as hell to filter and autosell the guns you don't want. You don't even notice them anymore once you research past it.
Actually, I changed my mind. He should at least remove guns that are outclassed by no-brainer options. Or make BLOPSgear require promo3.
i feel like you would get the exact same feeling from finding "Assault Rifle" and three magazines.
I like the huge number of guns in these mods because it encourages experimenting. You get a cool overpowered gun, but only one mag for it. So you only bring it during the terror mission or the base assault.
That's fun
Bros... It's from 2019, and Solarius did implement the solution he was talking about with transformations.
Now the solution doesn't work all that well, but...
the homefort is a gooder homefront so you have a not shit rifle to use that mag ammo
I actually like the Jellyfish
How about that Shadowbat?
Ultimate camping craft
>vN5.0.5
>all vehicles now have windows
>and interior disco ball lighting
What is the best codex now? I used to mainly use Grey since I liked that Menace best because of how many missions I could bring it on but I used Red in my last playthrough (Version L1 I believe). I did Peasant Revolution and Lazyass captain this run.
gold is still my vote. hawk is the best stc interceptor, shadowbat is the best camper, the gold gives you a boost to your economy when you need it, and the admiral outfit lets you bring a gal where you often couldnt. red would probably be my runner up because the aggressor armor and rayguns help you a lot when you need it. granted, i havent played the new cydonia yet, so it is possible the late game codex stuff actually matters now
>new cydonia
Because of this I'd give edge to the green codex/zombiefication now, you want your cydonia troops to have as much beef as possible if you actually want to win without savescumming.
Otherwise yeah gold is my favorite too.
I've never tried Gold so I'll go with it. Best was bad wording on my part. I meant most versatile in terms of craft deployments and facilities.
Gold Lazy is my game
Being able to recruit destroids is a pretty big push toward red for me. Metallo never stops being useful and can hang around even late game. Lil Ilya also makes punching above your weight a lot easier at that stage.
There's no "best" imo. Even the no codex route is debatably strong because you are given access to Gnomes very early and the Ninja weapons are actually quite decent.
no codex is considerably weaker. giving up all stc craft is huge
>gnomes
You get free sci books and heroes on bikes with no codex now.
Those heroes require giving up civilian craft and collecting 69 heroes blessings by the end of November of year 1
i like grey because the fortuna is based, but i never end up using the spellbook and its spells. the red scorpion and shadowbat are my favourite craft and red really fits my playstyle. gold is also a very strong contender because of the hawk and because it is by far the most stylish and most piratey.
Is there something like the XCF Weapons Simulator for Piratez?
I have soo many random guns and the boobpedia is painful to navigate.
I hate this song and it's an instant skip every time it comes on
Protip: find the file in mods/piratez/sound and delete it and you will never hear it again (until next version).
Same but it's rare for it to pop up since I have the additional music mod.
The Warrior for me, it's far too loud and fast compared to all the other tracks.
new version guys
>vessels now explode on end of first turn
I forgot which Codex I am, how do you check?
what special crafts can you make?
what special items you have?>
go to sell screen and search codex
don't actually sell it
Blobbers
I hope these eventually get implemented so I can finally indulge in wojak genocide.
>illegal requisition files still require a promotion
NOT VERY ILLEGAL THEN IS IT SOLAR
>you WILL buy the expensive council-approved flashlights
>you WILL rent the van that only goes up to 40MPH
>you WILL NOT drive down to the local sporting goods store and purchase mid-tier DMRs and ammo with your own money
One thing that I never understood is why you can't get armor from the get-go. It's fricking armor, you're not gonna' kill anyone whit it
tbh it would make sense to limit some armors to vehicles rather than missions
like when you rely on public transport instead of extra territorial special crafts youc an't carry armor in them(try to go through airport security in one) but then same should go for weapons
>relax mr officer we just carry these illegally obtained MG and Saw offs to fight aliens and shit
civilian ownership of kevlar is actually illegal in most countries, even the united states
>civilian ownership of kevlar is actually illegal in most countries
Dunno about "most", but "many", at least.
>even the united states
ahahahahahahaha
Black person if your country is that fricking cucked then leave.
That seems even worse than firearms ban.
I asked Google, and apparently it's legal in all US states except New York, if you're not a convicted felon. Other states just have restrictions on where you're allowed to wear it, or little catches where if you're caught committing a crime while wearing the body armour that can be considered an aggravating circumstance.
Also, unlike with guns, there don't seem to be any special restrictions on selling or buying armour. You can just order some online and have it shipped to your home.
>owning kevlar is illegal in the US
It isn't. You can also own ceramic plates that'll stop .308 WINchester.
https://www.ar500armor.com/c2-body-armor.html
You start off as an investigation unit. You're not the military, you're detectives.
You don't need body armor if your fellow countrymen aren't gun owning Black folk.
Oh key, kyberism is no longer dogshit.
I am simply in love with Xpiratez
Dio's vision is just too splendid, I kneel
Expanding in August 1999 is not the best idea, right? There are no easy missions to train rookies in.
You didn't hand over the monster extermination gas to the U.N, right?
Nope, Strange Life Signs missions still pop up.
Those will be your best bet, 2nd place being the lesser hybrid missions, which become a smartgun turkeyshoot for even the most scrub of rookies, 3rd maybe being the "dungeon" rather than "cave" type of mid-tier zombie missions, the name escapes me.
Training rookies shouldn't be too big of a problem post-invasion, on my last run well into 2001 it remained trivial between gym time, chain-hopping transformations, and turkeyshoot missions to turn schlubs into supermen in a matter of a month or two.
When should you build a new base in XCF?
When you can afford it. Like, as soon as you can. You need the coverage.
>Have Little Bird
>Dumbass Runts don't know how to make ammo
>Dumbass Brainers don't know how to teach runts to make ammo
What the frick do I do now?
Best early source of 14mm ammo is necroplane parts recycling. Or just ditch little bird and go for car thieves/hanna.
I got a car in my 2nd hangar it's just I used the wrong weapon on it and can't shoot anything down with it. Harpoons suck major ass
Beeline hanna then, or pray for rng giving you oscillator.
What is the use for those differently colored chips? Maybe I missed something in the bootypedia but I don't have a clue what they are for.
gambling and secure money storage
Dio needs to introduce ratman chip heists for increased "balance"
Thanks.
Don't sell red ones.
You can build a casino or make heaps of profit with them if you have a mint, or store these instead of hoarding cash. Ninjas can steal your $ but they can't steal anything that's in your storage.
what are the actual rank requirements, i am softlocked behind 3rd one i think it was racketeer
says i need to be in a newspaper but i dont get it
You're not playing N5 I see. It literally says now in the previous rank what point goal is for the next.
i still dont understand how can i get "featured in a regime's newspapers" its been 2 years and ive alarmed all 3 big dogs and angered the guild
Means doing a mutant pogrom and researching the Solar Courier you get.
>says i need to be in a newspaper but i dont get it
research Triggers TRUE The Solar Courier · TRUE Rank: Racketeer · FALSE Rank: Entrepreneur
You need to go to one of the pogroms find and research the solar courier(a newspaper)
nvm thank you
Racketeer is 5k points btw (at least in N5).
Alright, I've had it enough.
In XCF, what the frick even is the "good" build order once you get Asylum Apparitions? I either ignore them, until at some point I get assraped because I can't hurt ghosts, and leaving their missions alone eats up my score until I disband in shame; or I deal with them, and suddenly my agents start sucking nuts and eat shit harder than usual.
Call me a 'tard or a noob, but losing 48 hours or so of game because of this shit doesn't sit well with me.
> hurr use da wiki
It's autism incarnate, and unnavigable. Frick that.
I took all of my elite dudes gave them a taser pistol some reloads throwing stars and electric club as backup and i just kept tazing and throwing shurikens at ghosts until they gave up. No idea if that's the best approach I've only played XCF once but that worked.
Similar here; taze the piss out of them, and drag their ecto-goop into a centralized pile and keep a couple dudes on guard duty to re-taze the ones that wake up. Also, I forget if this was a thing that actually needed done, a rumor, or dummied content, but bring explosives in order to destroy the summoning circle in the main clinic just in case.
I made a ghostubster base.
Team equipped with Night Ops Gear, Taser Cannons, Taser Pistols and like two people with DMRs for the ghost cultists.
How do you search the tech tree? I want to make sure my game updated correctly and the splash screen just says N5 so I want to see the new entries just in case.
Press Q on geoscape.
Thanks
does anybody know what the difference is between the submod chapters in the40k mod and do all work with rosigma?
im in the middle of a very very long playthrough of XCF, and im in the invasion with floaters and chasers. am i really supposed to just update my game to the latest to get missions for factions ive already beaten
Brutal AI is interesting, but man it fricking chugs on monster missions.
Mongorns sit there thinking for thirty seconds each, running through thousands of bunk options for routes to your nuggets because they want to find cover and won't take no for an answer.
>check the mod site
>still 2.9
I'm not ready to restart again. I just got to the point where I'm buying ships and consistently shooting down UFOs.
I can't stop now
>MiB missions didn't spawn properly all these years
lmao
That explains why I've seen Enforcers and Scientists exactly once in almost four years, and not one of the more advanced types.
By the time MiB have started spawning in my game I was already at peak tech with juggernaut suits plasma and mind controlling olympians and I just wiped the floor with them.
Is there any downside to enslaving everyone all the time?
Not really, no. Might be constantly running out of prison space if your runts can't keep up, but it's really just a (almost) straight positive.
none at all. your live captures should always either be given to brainers for research, given to runts for slaving, or sold immediately for money unless you want to rob specific items from certain mobs (ex lingerie, medical supplies, power armor parts)
i was expecting it to suck massive amounts of dick to restart xpiratez and lose hundreds of hours of progress but i'm actually enjoying the early game a lot
earlygame is secretly the best part of piratez
What the frick, Red Mage and Gudrun are coded as auxiliary characters? So they just can't get condemnations? And why the hell can't I get them both, come on Dio.
Honestly, I expected more; at least Gudrun's a good meat shield since she should always fully heal, including freshness after battle.
Want to play piratez again but picking up old out of date saves sucks and starting a 600 hour campaign from scratch again is demoralizing.
>600 hour campaign
400 hour if it's your first time, a veteran player can do it in less than 150 hours
Eh, I know all the tactical basics just fine but I don't have research flowcharts memorized, nor do I know what I'm doing on the strategic map half the time. I spend a long time between major advancements.
Eh. It gets to be a bit much, yeah, but I like having flying power armor, nuclear missile launchers, and goblin tank platoons. The fact that there's literally no other video game on earth where you can do this kind of shit other than a big boobie mod for a 30 year old DOS game is a condemnation of humanity.
Early game is best anyway. Endgame is boredom and busywork.
I like the endgame a lot where you’re hilariously OP, but the mid game is a chore for me. Right when you start getting into voodoo and snake bastards show up to holocaust the planet coupled with more terror attacks and ninja bases make for a tough time when you don’t yet have the stuff for it.
The proper way of doing the eridian pogrom:
>land
>say nope
>immediately take off
Just go find 2k points somewhere else, there's 0 loot on that mission and it's a complete waste of time even if you win without losses.
>0 loot on that mission
Some of the Chieftains carry vibro axes, which turn mercs into hamburger in one hit.
I do that but I also have made excursions to get a vibro-ax or some loot before fricking off.
This is why I always rush battlecannon tanks first. Frick the pogroms, just field two tanks and camp inside your craft until everything's over.
You get a massive pile of canister launchers that are surprisingly valuable so you can make away with like $500,000 worth of those, but at that stage that amount of money ain't shit anyway, so...
Well, anyhow, the way I do them is just by bringing a tank with the 85mm gun and flattening the entire map with HE shells. The civilians were gonna die anyway so frick 'em. One HE shell can sometimes get several Eridians in one shot. Tanks are pretty much immune to anything EXCEPT chryssalids can still frick them up so you gotta be careful of those, but a good MG burst will deal with them.
Met new friend!
how big that dick tho
Think a guy like that was in Arnie's Conan, but with pants on. Also those possessed/maddened dank warriors from Beastmaster with their clubbing hands in club gauntlets but those were even more clothed up in their evil gimp attire.
Looks like a fleshpound.
Can it run across the entire map and one punch something into meat paste?
No idea, didn't give him a chance to hit me. Seems to have similar move range to funky zombie.
Neat!
It was not neat. It was a bloodbath.
>Expect plenty of close quarters combat with Black Lotus.
>it's a 4x4 version of the Exalt HQ
>four dozen ninjas, mandarins, witches, and vietcong
>evac is on the roof
>you start on the first floor
I think I figured out the point of this insane mission. You stun and grab the first mandarin/witch you see, then run to the roof, blowing up staircases behind you so the 40+ guys chasing you can't follow.
A fast and fun way to get psionics and Black Lotus Operations in one go.
I cant fathom how many times i cleaned this mission while sweeping all floors, i must have put dozens if not hundreds of hours into X-files without ever reaching end game.
Now in retrospect i must have had some form of autism to enjoy such tedium
If i choose no codex could I sell hull&drill stuff for good?
Yes
>some scrub gets promoted to pirate queen who has next to no kills but was just one of the original crew who got lucky a few times at the start
Mildly irritating.
Now that the dogs are crew I'm literally drowning in promotions. I only have 2 extra bases housing 20 peasants + dogs as crew and my main base troops are promoted left and right. Basically go on a mission and skip 2 ranks. It will get even worse once I max out bases.
Doesn't OXCE have a manual promotion option?
I don't think you can turn it on in piratez.
It's "Field Promotions" in the advanced options.
There's another that lets you manually promote and demote.
is this a bug? it's april of the first year and i'm being invaded by the fricking government. i thought the first invasion was always supposed to be ratmen.
PAY YOUR TAXES
EAT THE ONIONS
There is a chance anyone can attack you even mercs.
did you start in thebes
does thebes just frick you over for the entire game now because it was too good
I can't find it in the xpedia but I think there was supposed to be some frick you event if you start in thebes.
turned out to be not terrible, but i don't know if -1000 infamy every time i get attacked is worth it for exactly 12 assault clones.
>some frick you event if you start in thebes
The EuroSyndicate gets annoyed that you have a base in their archenemy's territory.
And then if you build a base in ES territory you get an infamy penalty event every month because you chose to get involved in complicated Europe politics. Such is the price of 12 Assault Clones.
You also eat 150 infamy per month even if you have a base there and a message saying the government wants you to build a base in europe or trash it. Then if you build a base in Europe also, you still get an infamy hit.
150 a month is nothing, and the penalty for a Europe base is only 50. I lose more accidentally grenading altar boys.
If you play on jack sparrow there is a new event where you get crackdowns on you if you start in thebes.
Everyone else doesn't need to worry.
>still no update
is it safe?
it creates mustard gas
I got into XCOM Files recently, and I have to say, it actually make this game worth playing. I usually just play Apocalypse, Xenonauts, or even Long War, since they all play better than vanilla UFO Defence.
i havent played files for a while, but when i did i enjoyed it more than piratez up until i cleared out the cults and all that was left was the aliens, then it became tedious and dull beyond belief.
The alien missions at least are varied. The ghost missions, however, are just a chore
From what I can see, 3.0 filled out the mid/endgame with more non-alien content. A lot of MiB stuff it looks like.
I think ghost missions were glitched too, so you couldn't finish up the storyline and stop the missions from generating.
last i played files there were only two ghost missions: hadriexs cruise and frontier psychiatry both sucked
There are four now. Those two you mentioned, haunted farm and haunted house. There are more ghosts but the missions they're in (and the rest of the storyline) don't generate.
what is the point of these ghost missions. i somehow dont care about reclamation of aether.
there are also quite a lot of aspects im straight up ignoring. almost all of the transformations, i dont touch because they hit sanity. isnt sanity important?
>straight up ignoring. almost all of the transformations
What the frick anon? Transformations are the main way of scaling your agents, without them they have hilariously low caps for all of their stats. All the trainings worth using(bio enhancement, pilot training, neural implant, martial arts and helix knight) will cost 20 sanity so your capped soldier will still have around 100 sanity + medals and there's still nobelon if you need more.
whats sanity for
sanity is there to discourage you from spamming the same agents on every mission
So it's just freshness?
Mechanically it's the exact same thing, called "mana" in OXCE.
check
oh it's that. yeah okay. just sent the majority of my agents to get transformed.
im wondering about the more ominous-sounding ones. Blood boosting! spooky. Dagonization! yikes!!!!
also are hybrids worth the trouble to try to get
Both blood boosting and dagonization are situational. The really big deal about both is the magical 30 psi strength threshold, anyone with psi strength of 30 or more should NEVER UNDER ANY CIRCUMSTANCE use blood boosting or dagonization.
Blood boosting has a niche for people with 0-25 psi strength, these are the kind of people you send to infiltrations or other kinds of suicide missions and it gives them a decent amount of beef that 10 extra hp is really nice. But that's optional, since people with <30 psi strength are worthless you shouldn't really care if they die but if you want them to have better odds at suicide missions blood boosting is nice.
Dagonization has a niche for people in the 25-29 psi strength range since that can give them the extra +5 to push them into 30+ range, the cost is heavy it's -20 sanity and you should probably never apply this to anyone. But if you have like a super awesome elite agent with million medals that just happened to roll 25-29 psi strength it could be worth it to dagonize him so he can get other more useful transformations. But realistically dagnoization is shit and you should never apply it to anyone, let me repeat one more time since this is really important. Any agent under 30 psi strength is dead meat, they are beyond saving.
About hybrids they're mostly bad but they also have a niche, if you can get a hybrid to helix psion relatively fast they're much better at mind control than non olympian agents. But once you can get olympianism for your standard agents the hybrids are now completely obsolete.
why is 30 psi strength specifically important
30 psi strength is a requirement for martial arts and martial arts are required for helix knight, all of your endgame agents should be helix knights.
Due to the way psi defense works 30 psi strength + bravery bonus + morale bonus means you're mostly safe from psi attacks except for ethereals. But even then it's desirable to be psi vulnerable so you can use them as psi rods drawing mind controls from ethereals, just equip your low psi strength troopers with non lethal weapons or medkits. Aliens will only attempt to mind control you if they have a chance to succeed, if you bring an all elite crew of 100 psi strength that means they will use their TUs on killing you rather than trying to mind control that one moron who can't do anything.
And hey stunning aliens is a risky job so better let the psi weakling take the risk instead of someone better.
You made the right decision. Blood-Boosting and Dagonization are noob traps. They're dogshit. They permanently cripple your nuggets and lock them out of better transformations.
Only apply them on garbage nuggets you're going to use for suicide roles, if at all.
Actually, to make it even easier on you, just look up "Helix Knight" in the tech tree.
All the transformations that lead to it are good. Any transformation that doesn't is a noob trap put into the game because the developer is mean.
On most missions with aliens your sanity will get drained every turn, agents with low sanity will start panicking and won't recover their full tu.
How are the new ghost missions? I'm between playthroughs, and my last run was before anything but the asylum and cruise ship were in. Still memey jank, or is it shaping up into a proper mission chain?
That's one busted hoe. To think she used to be kinda cute.
There are a bunch of other one-off missions like the graveyard.
I always thought that xcom files pre invasion stuff was the bad part but it's not, when invasion starts that's where the game shits itself.
Daily reminder that California is the best start because you get a litter of catgirls for free
>litter of catgirls
how do you know they're all sisters though?
early catgirls are just bad lokks
MAYBE DON'T COME OVER GODDAMN
what enemy?
Darktroopers and a few government elites. South America base. They go down pretty easy but that score was a b***h to swallow and broke my spiral.
There are now govt crackdowns that can happen randomly after you hit certain rank. You have to research family ties to stop it.
>more random bullshit busy work to frick you over for no raisen
ebin
It should get better once you interrogate attackers for the first time. Maybe preemptively raiding government UFOs is even worth it now.
>maybe if you capture them alive it won't be that ba-
what the frick?
It says somewhere in the 3 trillion lore bits that sometimes it's better to just kill them all.
It's actually worse if you haven't researched the unit. Capturing unknown units gives you double the score for killing them.
Known units are always +10 score, so it'll only bite you once.
So if you want to get as much score as possible you should research captured civvies but leave high-value enemies unresearched?
Yes.
As an added bonus, those high-level enemies usually sell for good money, and take more of your valuable research time. I still research them as soon as I can, because I like research, but the optimal path would be to only do it when you need tech they have.
XCF player here, what the absolute shit Piratebros, my condolences.
Basically, every time you kill a government goon you lose points, and there's an entire raid that's filled with Canadian Royal forces. Winter Palace is an absolute shitshow, and the transformation reward is barely worth it.
1K points lost for a base defense is way less than the amount of points I lose for ignoring shitty time sinks in XCF
I see Dio somewhat nerfed x-prison rewards for clearing map. No longer 150+ life supports, but there are several industrial scanners which I don't remember being there before, so not a bad switch.
Fuuuck but I always used those life supports to build the end-game ship...
Eh, if you can afford building conqueror you can afford simply buying those from the marker. It's not like you need money at that stage.
I still don't get why the conqueror needs SEVENTY TWO space suits which you will never use, you must be beyond madman to go to cydonia in the default outfit.
It's for lore, really. It's supposed to be a self-supporting interstellar ship everyone can live off of.
> Self-supporting interstellar ship everyone can live off of.
>Needs spacesuits
??????
Well yeah, one for every person that it could feasibly crew.
Your end goal is to become a space pirate so you'll need a ton of space suits.
The technical reason is because they will default to space suits if they're not wearing space-appropriate gear so the space suits being part of the manufacturing ingredients is just lore justification to stop people from asking "hurr did the space suits come from thin air durr".
Okay sure but why 72? Maximum capacity for conqueror is 36.
So that everyone can bring a change of clothes, dummy.
I just find it's more busywork, the conqueror already requires like ten times too many parts to assemble.
Where do I get a Homefort Rifle? Spartans? It's blocking my research to my XG Sniper.
Dio fricked the requirements up, it's supposed to be something you can only craft.
What the frick? Then how can I fix this while waiting for the fix? Just save-edit it in?
I also don't know how to do that, the save editing part.
Go here and change "needItem" to false.
For anyone who's still stuck at this stage (Homefort Rifle not showing up, blocking XG Sniper), this solution works. Thanks anon.
welcome to >tfw no update
Underwater mission idea: save a bunch of billionaires in a minisub being attacked by aliums
So. It has come to this.
is your anus ready?
Absolutely not. I'm gonna save and tackle this tomorrow at the earliest. Maybe next week.
Here's a protip, if you think you have absolutely no way of saving that base you can still ship everything out of there and tear down buildings getting at least some cash back. Losing base sucks but it's not game ending, mercenaries have destroyed my base before they're b***h and a half to beat with a peasant garrison.
>tfw its another "four hours in a single battle" episode
Just got my first narlock raid with the post ninja nerf. How long does it take for the ninjas to start fricking my shit up if I interfere? -100 infamy on skip is nothing even this early.
A long time, ninjas are basically non threat until you research "pirates vs ninjas" which has a lot of pre reqs.
I've been playing on JS and early ninjas are more of a pain than early missiles now. It starts immediately and they frick you dry.
>xcom files
>very large ufo beelines my first base
>too fast to intercept
>43 snakemen 8 chryssalids
what the frick is this, the drassen counterattack? isnt this a bit much? and this is the first base so the layout is terrible if you dont go out of your way to change it. do defenses actually stop this at all
you didn't use the custom initial base option?
that said, all defenses suck except the drone bays, which are fricking amazing
I accidentally killed the only Humanist Mage in a long while in the Dr. X's Residence assault. When do I get another? Blacksun Outposts seem to only have stormtroopers and supersoldiers (along with those spooky warp tanks).
Blacksun HQs?
They sometimes spawn in those missions where you have to break in a closed craft on top of a really tall tower
There seems to always always be one in that A level bounty mission in humanist castle. Though it's kinda hard not killing him by reaction fire.
God I love Tank * Bombard
You get this thing and it doesn't really seem significant but holy shit do NOT sleep on it you can win Humanist Villa in 2 turns
You should try it on the Canada palace mission. Doesn't work too well in the indoor segment tho
I use it in raynerd prison mission. Hellerium shells are enough to burn through walls.
How do I search for enemy bases?
Or do they pop randomly?
Park or anchor your craft next to a place that you think has a base near it. Then give it one hour or two, iirc, and it should pop up if you find anything (you don't actually get a pop-up notice; you can just see the base now).
I wish I had a friend I could watch play xpiratez on discord. I think that would be cozy.
There are some streamers that play piratez, that not good enough?
There's one dude who streams in russian for 10hrs a day and 2 viewers.
Link?
https://www.youtube.com/@Evilbl
https://www.twitch.tv/evil_bl
i think the ivan that is always streaming 12+ hours is muru. evil speaks a bit of english though
bunkers a shit anyway. just build more flak cannons
>2 people watching
>"What if we kissed in the X-piratez Schizo's twitch chat?"
>mercenary base in the exact center of europe in 2601
why
suffering = loosh
v.N5.1.2
- Cydonia: Chancellor's mind control less OP; chairmen, scientists and engineers no longer have low VPWR.
- New map for Industrial Slum
- Power Plant now also gives Extractor function.
- Smokey armor buffed but requires more research
- Added some more information to Pedia
- Fixes to necroplane tileset
- Other minor fixes, readjustments
just two more weeks bro
I'm thinking about writing a script for updating piratez, backuping old version, moving user dir and cfg and deletting music tracks I hate. Fricking tired of doing it manually.
About fricking time.
It looks like the big iron slayer ammo is still bugged in 5.1.2
I'm gonna kill that czech motherfricker. N513 fricking when?
At least drag-n-drop is updating my current game with no issues.
FFS DIO
God damn it, I should just push all my tweaks to a proper sub mod. Frick it, I'm going back to dynasty warriors, wake me up in a month.
>I should just push all my tweaks to a proper sub mod.
Starting to feel this myself. I've specifically held off on modifying the game and committing to a save because I know shit's br0ke and the updates are gonna keep rolling. I thought this would be the last one but apparently not.
>Power Plant now also gives Extractor function
Okay thank god Sore-Ass isn't totally fricking gimped by bunkers now
It's the opposite
You can't build powerplants with bunkers now too.
>Power Plant
I think the real bug now is that it's actually called "Power Station" even though absolutely everything else always says "Power Plant". Fine, then rename the building because it's mistakenly called "Power Station".
If there are any matrix gays in the thread also tell dio that avenger(shield) has had bugged shield capacity for like 5 patches now, please fix that.
Is interrogation handled differently now? I researched interrogation techniques, but I can't manufacture interrogations besides mad gnome and skyforge engineers.
You no longer break enemies, now interrogation techniques just unlock additional topic for normal research, on enemy research page scroll down, it will be the one in full caps.
Yes, more tedium, what did you expect.
Oh boy, I sure do love being forced to build multiple large prisons and cryo closets to house all those prisoners for processing.
Is there a mod for OXCE that just lets you save inventory templates indefinitely?
The latest OXCE Brutal has template functions in the inventory menu.
You can toggle the Brutal AI options off, and it works just like vanilla OXCE.
play xcom 2 instead
>cool an openxcom thread
>its brainrot coomershit too
Nevermind
Booba filter working as intended.
So, for transformations, Martial Arts for everyone, right? What else?
These are mandatory for everyone who's not shit(30+ psi strength)
Bio-Enhancement · Install TNI · Combat Pilot Training · Martial Arts Training · Helix Knight
>TNI
Oh frick, I need a zombie trooper corpse for that and they never spawned.
What about 30+ psi dudes? I have a few of those.
>zombie trooper corpse
They only spawn on one of those magma missions.
>What about 30+ psi dudes?
30 is minimum to qualify for martial arts training which is why 30 is a really important target to meet, anyone with less than 30 should be either sacked or designated as suicide mission material.
>one of those magma missions.
That mission also has a couple of megazombies, but I went out of my way to capture everyone 'alive' in that one. No trooper corpses.
And that mission, if I recall, only spawns once so I'm fricked fo TNI.
Wait are you serious, you can actually permanently screw yourself off TNI? That's fricking hilarious.
Not only that, but the implant you get from zombie troopers also leads to power armor.
Holy shit, I never realized that mission is the only source of zombie troopers.
Solarius is truly the greatest of allies.
Just edit a corpse into your savefile, it's all plaintext.
looks like kyberism doesn't suck shit anymore
Do you guys unironically play on jack sparrow?
pretty much nobody plays on jack sparrow aside from meme-tier autists. john silver or blackbeard is best difficulty, davy jones if you want things to be a bit unfair. the unique difficulty features in jack sparrow make it a very gamey and unfun experience.
Damn Piratez really changed a lot since I last played. I used to beeline for the Codex and Authorized Dealers for the Jetbike and Pachyderm but the latter seems a lot less viable now. What is the most important research for crafts on the peasant path besides the Harvester? I only use it for Pogroms.
finally got my offering to purple bloom. 7 heroes here we come
What if I want cringe furshit enemies instead of snowflake recruits, are there any mods that replace Chyssalids with CumSnakes?
Man the game gets easier once you get some Blast Launcher drops and you can reproduce the ammo.
>It's another eliet Marsec ship with exo guards
I hate those Black folk
stick bombs, mein freunde
two good hits will bring down those exonigs without issue
Stick bombs?
Think he's talking about this. I don't want to bet my odds on this tbh, especially when they start fielding out Mobile Infantries in Marsec ships(150 front armor with 200 red shield). Just use some of the warp guns/cannons those kind moon aryans give you.
Aren't stick nades kinda shitty against anything with armor?
Not stick grenades, stick BOMBS, the 1x2 ones.
Yes, stick bombs. You get them after stick grenades.
I was talking more early on to deal with Marsec Bodyguards. Two good stick bomb hits will kill, and they can be carried on pretty much everyone and are very very cheap.
Oh yeah, the not RPG-43s. You can preprime them which is pretty neat.
I keep all of mine constantly primed. No reason not to
Okay I actually got to the stage where these guys show up and I don't really get the hype. One solid burst from an Elite Plasma takes them down no problem. In turn, they can barely even scratch my Harbinger armor guys. What's even the big deal?
Nah, Exoguards are just slightly souped up bodyguards that can sometimes carry things like Blaster Launchers. The real big cheese are these guys. Literally more tanky than vehicles and actual Marsec Gunships (not those Viper Fighters) carry 20-30 of them, each armed with shit like gatling lasers that can shave half of your battletank's health away with a salvo.
Good thing any warp damage absolutely fricks them
These guys weakness is mind damage, shield does nothing against it and they're not too resistant to it. If you're attacking them with plasma they're probably a b***h and a half.
Good old Arcane rounds also cleave through Mercenaries like nothing else. Do bring something for the Hovertank though
>muscle wizard
>meridian's autogun
peak performance tbhwa
>have a feel to start fresh xpiratez run
>wanted to do some memes with newly buffed bugeyes and lokks
>be reminded that because of new cydonia any soldier class that can't wear annihilator is a dead end
Maybe I should just pretend cydonia and conqueror don't exist and you just can't leave earth for some arbitrary reason.
Don't Annihilator suits just shit on your freshness, which actually matters a lot because new cyd is a friggin 5-stage raid?
I just use Conqueror for Humanist moon bases.
Annihilator does use 4 freshness a turn however in 4 out of 5 cydonia phases your freshness regenerates each turn so average freshness drain is somewhere from around -1 to +1 a turn.
Freshness only really matters in the last phase and you REALLY need annihilator and its shields to survive there, no other armor will do.
>pretend cydonia and conqueror don't exist and you just can't leave earth for some arbitrary reason
this is honestly the best way to play the game. if cydonia isnt fun then skip it lol
>you know what the player's need? early game mansion defense
This has got to be the most RNG mission in the game, the generated mansion position and terrain spell the difference between a turkeyshoot or an utterly impossible clusterfrick.
Holy frick so that's where EXALT cars come from. Reached invasion twice and never saw this mission.
sexo
>Blood Hound Hunt
>Bring the Jellyfish
Oh yeah baby, it's cheese time
I'd sell my soul to the devil for some armor or anything that has decent night vision because night/cave missions are torture.
can i interest you in the church of lokk appreciators?
I want to get into tactical games, my only reference is Space hulk DOS, chess and maybe rogue spear. Everyone knows X-COM is the game. The main event. So I got it and used openxcom's installer to pull in the data, then applied a 'general patch' from openxcom. So there should be no way the "all difficulties to to easy" bug is still present. But something is not working because I am not "getting" how the tactics or tension of this game is supposed to appear.
I played several 'straight to battle' battles that openxcom has, on high and max difficulty, and started a full game on 'advanced' or something. Each battle is the same thing. Look for aliens and shoot them. Maybe they shoot one or two of your guys if you just stand in the open. It's fricking BORING and tedious to search around, wait for a red square, click weapon, click fire ... It's just automatic. What is the gameplay? Obviously it isn't this. But nothing is inducing me to use 'tactics'.
Am I supposed to not lose a single guy? Is that the piece I'm missing? Does it just get hard when you have bigger ships with like 20 aliens coming out of each and different types of alien? I haven't tried that in the 'straight to battle' options because I can only imagine that being hours wasted of the boring rote 'gameplay' instead of half and hour. What am i doing wrong? I know its something
Why would you play the "straight to battle" mode? That's literally like a fricking debug menu. Play the campaign! The engaging part is not strictly the tactical battles, but the mixture of long term strategic decisions and the way they influence your tactical combat as you develop new weapons and equipment, and in turn, your tactical decisions influence the strategic side as you capture alien tech and operatives. That's the magic of XCOM, not how great the battle mechanics are.
>The engaging part is not strictly the tactical battles
If so then I need have no further interest in the game. But this goes against everything i have ever read, so I won't quite believe this just yet
>its all the gradual stuff that makes it
then its not the best tactical game. Its a boring tactical game within a great strategy game. And I don't believe that this can be the case since it's regarded as the great tactical game, though I'm sure the long term stuff is enjoyable
If you want good tactical battles, NuCom might be better for you. There are abilities, the graphics are better, etc. the main complaint about it was a simplified strategic layer. But you do have to understand, you gotta play the whole game to get the whole experience.
You didn't play the same game. Without using smoke, flares, explosives you'll get murdered in campaign. Terror missions and trying to capture aliens is quite different from skirmish too.
I said I started a campaign so you're saying it starts easy but gets hard?
Yes, precisely, that's how it works. The very early alien ships are not difficult, but later on they get much tougher.
I should have considered that as progression is obviously the way to design a game. It's just that every time I've looked all the discussion of it has people b***h how unfairly hard it is on their first mission. OK i'll push on
Because they don't bother taking cover so their soldiers stand in the middle of a field and get killed by aliens. It's not that bad if you know what you're doing.
Terror missions are. Obviously losing sodliers, equipment, missions adds to further difficulty. Also final mod pack has bug hunt mode that should reveal last 1-2 aliens after certain number of turns have passed.
I literally have never seen Magical Girls spawn in my two playthroughs. They are on Link Ships right? Is there a trigger or do I just have horrendous luck?
*Pink Ships. I also never got Scented Message 3.
Pink ships are gated behind scented message 3, without it they'll never show up. I think if you go no codex then you will never get scented messages.
You can get them with no codex, you just need to get Dark Star from the wasteland priestess.
Mission for this feeling?
Is that supposed to be Iczer one or I am a schizo?
That's literally a Gnome with her Glitterdust Bikini in a typical Shadowrealm mission.
Caatgirl Outlaw slicing through bullshit some starc**t operative shoved into the other hands' minds with her forceblade.
>Ninja pack of death? Gee, I wonder what that is
Did you rike it?
It was wiping half my team and blowing up all my items. I kept save scumming, trying to find a way to get out of this sticky situation.
I finally figured out I could get one of my high TU catgirls to pick up the bomb, run down a ladder to the nukage level (this was a base defense) then run up three levels, everything would be saved.
I did not rike it
Protip: all you had to do is pick it up when you did that screenshot.
>save scumming
>still can't solve the riddle
It's already armed in the assassin's inventory, and it doesn't go off until dropped. It's using the old vanilla grenade logic. All you have to do is pick it up.
>get invaded by ninjas
>kill one assassin on the first turn
>50% of the invaders are instantly killed, the access lift and parts of the hangars are blown wide open
i love assassins
>JEW
?
Jewelry slot. Can fit bandage, collar, ribbon, safety glasses, israeliteelry, etc.
I need a reliable source of synthmuscles, and pronto. My dudes need power armor!
research synthmuscle printing
attack any mercs and megapol
and if you're willing to spend well over a million dollars per suit, buy mercs from saya and rob them
This is XCF
whoops
Pray for mutons, or Osiron crates.
>0-200% damage chance
Meaning that a plasma cannon has equal chances of annihilating a tank and of not even bothering a rat.
That's X-Com, baby.
Frick 0-200.
i don't understand how the randomness of how much damage you deal is worse than the randomness of whether or not you even hit the target
TOTAL
NINJA
DEATH
What weapons do you guys use as standard equipment throughout the playthrough
>shiny niner + saber
>blackmarch SMG
>bayoneted AK
>CAWS
>smartgun
>super self-charger
>tommy -> laser tommy -> plasma tommy
>LASS
>RPG
garrisons usually get storebought weapons and ammo
i actively try to avoid standardized loadouts on any of my main units because it's more fun to use all the unique guns and try stuff out.
First it's some kind of shotgun, it really doesn't matter which one but the first decent one is the domestic shotgun. Then people with decent aim (75-100) get any kind of rifle I like the RCF one and people with 100+ aim get a designated sniper rifle, the standard one goes a long way.
There is no one standard gun for everyone early on, it has to be mixed and matched until you can research the smartrifle which can be used by everyone.
it's a good idea to carry explosive shooters and/or heavy weapons interspersed in any squad loadout. anyone with 40+ strength should carary a heavier gun than a normal rifle. weapons like the blunderbuss, LACC, grenade launcher, and light cannon are all very useful to have handy and are generally cooler than your average bullet.
all troops should carry some sort of sidearm, either for captures or surprise melee or terrain destruction. if you have a heavy weapon or melee main, carry a pistol. if you have a normal shooter, carry a melee weapon or crowbar.
there is absolutely no good reason for these corridors to exist.
There is. To frick with players. I'm certain this is it.
alright can anyone know when and where guild staplers actually frickin drop, only time ive got to workshop tech is when i exclusively interrogated gulid team leaders and engineers its frustrating
Warehouses.
i only get clips
Guild team leaders are usually equipped with the stapler, maybe you blew up his corpse by accident and that destroyed the stapler?
i was playing xpiratez like a year n half ago and warehouse wars always gave me a stapler think it was the guild flight attendant or whatever and only now do i run into this
Strange things happen when rng says no, that one time I didn't see a single ghoul for like 2 in game years and it cucked my tech tree big time.
other than warehouses and team leaders also ballers (in mission where you rescue govt agents) can sometimes have them.
>stranded govt agent
>warehouse wars
>comm tower (guild)
the only enemy that uses them is Guild Team Leader. listen for the distinctive thwap sound, then you will know not to blow up his corpse.
it really is just a matter of RNG
Tips to git gud??
Learn how to manipulate reaction fires.
Learn how to actually gear your gals instead of just slapping on heavy armor and plasma every single time.
Laser stars are good, use it.
Melee is good, two gals or two Syns can clean up a ship full of mobs if you know how to hide and take cover after a rampage. (Run and cut -> use the remaining TU to hide behind a door -> wait and repeat).
Hold ctrl + click to run (not a lot of new players know this).
Heroes are good if you give them a chance or two.
Thanks fellas
Xpiratez tips. Vanilla is manageable as you say, but this mod, holy...
>Xpiratez tips
There used to be some sort of pastebin but it's probably really outdated by now.
every mission can be a reaction training mission if you save TUs for snap shot.
use smoke grenades to control line of sight.
be aggressive; each move should either be clearing unsighted terrain, removing an enemy, retreating to safe terrain, or setting up a play on the next turn.
the safest place to be is out of LOS. stay 1 tile back from corners to use them as reaction fire traps.
diversify your weapons, almost everything has a niche. fast snap shots are good for scout units and reaction farming, hitting the 100% accuracy breakpoint with aimed shots means guaranteed damage, and anything with more than 3 autoshots is usually good
academy drones are weak to molotov wienertails. zombies and demons are weak to shotguns.
rush for Pirate Culture -> Violence & Cunning -> Bounty Hunting & X-Grog in the first month's research
Where? Vanilla is easy. Just don't blunder out of the ship on turn 1 and throw smoke from time to time.
The big mods have too much autism and noob traps so you'll need to be more specific.
If you're new then the most complicated thing is how stupid research is.
Open the xpedia and look up the requirements for "Scented Message" and "Captain Log" since those aren't listed in-game anywhere and you NEED them.
Use the tech-tree to jump forward to mainstay techs like Tactical Armor or Advanced Interceptors and work backwards to get to them. That's the best bet if you're new.
You really need to beeline scented message 2 now. The glowBlack person crackdowns are super annoying.
So I found another bug in Green Codex's new stuff.
The Zombie Embodiment production (use Undead Brains to spawn Freaks with Zombie Gal + Former Zombie trait) is broken; it's currently only spawning Freaks with Zombie Gal trait, NOT Former Zombie (which is the main reason why you do this in the first place).
To fix this, navigate to STR_ZOMBIE_EMBODIMENT and change STR_FORMER_ZOMBIE to STR_FORMER_ZOMBIE_TRAIT.
The Zombie Freak gals you get from this have absolutely bonkers base stats.
Matrix gays get Dio on this one.
i'll wait the next year to play this mod then
when am i supposed to find an esper? or an engineer, for that matter.
Mansion, ships landed or shot down, pogroms after mutant alliance. Engineers can be found in towers too.
We did it bros
grats
So...you no longer have to terminate a cult to get promotion 3.
You just need to research the macguffin you get.
How much research is it possible to unlock in one playthrough? I'm sitting at 60% and I'm wondering if I've basically got everything already
~90%, assuming you mean piratez
When is XCF 3.0 dropping? The mod site still doesn't have it.
its on github dood
Solar tends to squat on a new revision for awhile before going public, I'd wager he tries to squash any problems internally and tries to only need one or two hotfixes rather than 10.
right-clicking the "scroll right" button on the inventory screen scrolls left
holy frick
i've been going through it the long way the entire time
Well frick, me too. Never would have thought of that. Thanks, I guess.
Every time I think I've finally got this game figured out, I learn a basic thing like this that completely changes everything
I've just used arrow keys, left right is as intuitive as it gets.
Everything by the numbers!
i'm only 4 years in so i cannot even imagine what this mission looked like.
>over 100 bystanders
how long did it take between pressing end turn and getting to play again?
It wasn't that bad since they were waking up gradually, five or so each turn. Slaves in a hideout defence will grab weapons and try to fight. They pretty much die in one hit, but can be surprisingly effective if there's a lot of them.
i've never had slaves join in defense, is this only for certain types of slave?
No? Not him but I mainly use normal Slaves and they wake up and run around non-stop. The alarm sound you hear sometimes is a Slave getting up.
that's weird, then. i have lots of normal slaves and slave maids and they've never joined defense. i have seen some sleeping people lying around before but i never thought anything of it, so i guess that's them, but they've never woken up during defense, even during really long ones.
That sounds like an explosion waiting to happen. That said, i do wonder now if different slave behave differently, do slave robots come in as bots? Does a Drone Herder bring in a bunch of them?
I haven't seen robots or herders, but gladiatrices fight with a sword and a net.
They're actually pretty good. Their armor or health isn't anything special, but they got high reactions and evasion, and being NPCs, they're completely fearless. They just run at enemies like merc shock troopers or ninja assassins, maybe get a few stabs in, and then force the enemy to waste their TUs trying to hit them.
>Enemies killed: 22
>Hands lost: 46
>Total: 768
>Infamy: Impressive
I bet majority of those deaths are dogs.
Does score depend on rank or soldier type? brb, strapping explosives to my dogs.
The more experienced the soldier the more points it'll cost per death, I'm not sure exactly how it scales but the baseline is -20 points but a super veteran may cost like -400 points for just one death.
Dogs are auxiliaries, unless you decide you want to pay them a salary.
Not anymore, with latest patch you can only have named dogs now.
The frick? Do they at least still live in animal storage?
Nope.
Barracks capacity was buffed to compensate, but it's still a bullshit change.
I fricking wish. Even mix of gals, peasants and SS, with a few catgirls there too.
knee deep in the dead
sooooooooo is it safe to play N5.1.2 yet or will there be more hotfixes?
I suspect there will be more hotfixes, captain's logs and voodoo progression seem fricked. That could be due to needing a million VIPs to get their interrogation research to pop, though. Who knows.
guess I'll keep waiting I really don't like applying patches mid run
It's not really as bad as it used to be as far as updating goes, but shit is still busted.
What's the worst thing that can happen from updating? My last playthrough lasted through several updates and it seemed to work fine.
str_unit_whatever bugs causing crashes and other bullshit crashes. If you're pretty late in the game, it doesn't matter that much. Sometimes you can update and nothing happens, sometimes you can't.
is there a list of currently known issues and potential workarounds?
i think you mean advancing in rank, not the captains log, and that being slower seems intentional. dio has been gradually slowing down player progression for a while now. both the vip and engineer roulette are clearly intended, but if you do have his ear please try to convince him to stop borrowing files' worst ideas
No, I was like rank 7 before captain's log 2 popped. It took over two years and I got a nasty message about it and a -500 infamy hit.
the requirements for log 2 are:
>persuasion
>earths satellite network
>social hierarchy
>pirate traditions
>stop targeting civilian traffic
>contact smugglers
>bikini design
>maid outfit
>onsen
>plotting
>have a mess hall and library built
i dont think any of that is hard to get, or do you mean the trigger isnt working correctly?
I had all that and it still didn't pop for two years. It did pop after I updated, so maybe it was some sort of frickup that got sneak-patched. Or it just fricked up anyway, who knows.
>dogs get named
>werewolves don't
furries don't deserve shit
>detect first manor
>Cult-Manor 7
The airtruck is noted as a sub in its description, but can't be used in underwater missions. Is it a bug or is the description incorrect?
What underwater weapons should I be using late game? Doesn't feel like I have access to anything remotely helpful, best I have is Heavy Slugthrower and it's pretty lousy
anything with aqua ammo. if you arent that late, air muskets and harpoon carbines are good enough
If you have the Meridian with mind bullets, use that.
If not, I prefer air muskets with electric rounds or XG with aqua rounds.
>get incredibly lucky with small osiron ships with assault weapons and osiron douches in late feb to early march
>fill out labs + finish personal study in midmarch
>get engies in april and make a new base
>10 mil by may
>captains log #1 calls me a mediocre moron
Errrm if you get don't captain's log in less than two months and captain's log 2 in less than six then you're a shitter obviously. Nevermind the more useful researches.
Captain's log is a shitty misleading research, it has a bunch of useless topics that normally I wouldn't even do in the first year.
That shit's why I bump up the time thresholds by ~3-4 months a tier for both logs. Shit's just nonsense.
Nothing like the game calling you a moron and punishing you for not doing the arbitrary research the mod maker intended. At least it isn't too bad. -75 for the first log and - 500 for 2+ years in the second log, but I feel Dio has a hard on for being super condescending to new players.
The real downside is missing out on the Glamour you could be using to upgrade your bounty badge, but that isn't SO bad either.
>glamour for upgrading bounty badge
deploy Bikes whenever possible because they spawn with extra glamour.
One of these days I will rush the little bird and then send 6 bikini babes on it for extra early game glamour.
>6 bikini babes riding on the side of a helicopter
>6 RPGs, more than enough to kill anything that moves
this is how the game is meant to be played
Is having a dungeon worth the crackdowns?
It's there if you like base defenses and want more of them. That it upgrades a prison is a side bonus.
Just to clarify if you build dungeon in one base it increases crackdowns in ALL of your bases.
How bad does it get if you have eight dungeons?
They don't stack.
I talked with Solar and he add this type of event to deal with gun clutter hope it's helps
>some council nerd is finger-fricking my FN FALs again
REEEEEEEEE
So... When can I start shooting down stuff?
I already unlocked the research topic that spawns highwaymen craft weapons, but, it still hasn't popped up...
Sounds like you gotta wait for the highwaymen to pop up.
You'll also need an aircar.
you mean the highway house with an artillery piece that nukes your ship first turn?
damn
If the artillery is visible from inside your ship in the first turn, Just Fricking Leave. It's not worth it. There will be other Highway Houses.
Throw gas grenades at the guy manning the gun so you don't accidentally the boxes of ammo
Every time i did the mission by throwing molotovs or shooting explosivefirechem cannonballs at him and i don't remember the crate ever blowing up, is this a new thing or is there some kind of a chance to it?
While i don't know what to make of the design choice yet, i do like the idea of slowing down the start a bit. We have a lot of stuff that is interchangeable or is a sidegrade or a taste choiceroleplay thing and so on. It gives the player options and acts as a backup in case something goes wrong - you will get something to arm your airforce with and you will get something better than 25mm cannon later on one way or another. Doesn't matter if there is no Highway House mission with a decent enough landing spot, you have options. You will get something better than harpoon guns for underwater missions, you will get different weapons to use against different defences. You get the idea.
But some stuff seems to get outclassed instantly. I don't rush things so i don't know but can you even get a Necroplane or the Little Bird faster than it would be to get a Piranha or some other armed battery-powered vehicle? Muskets are shoddy, sure, and right now i have no idea where do we even get them from at the start, but pretty much anything you can take from the enemy will be better. Tierlocking seems like it would hold you back a little bit from getting stronger too fast.
I don't know if the boxes make secondary explosions, but I think explosions can destroy the ammo. At least, that's what I've been told
I've never destroyed the ammo even by rpging the field gun, maybe I was just lucky but in my experience it's hard to destroy it.
Tierlocking key research to infamy ranks was a mistake imho
What do you think?
The game already had lots of problems where missing one thing blocked off huge portions of the tech tree and the infamy ranks only make the problem worse.
I agree. If dioxine wants things to have more requirements, just add more requirements. The ranks are another unnecessary opaque layer piratez does not need.
Skill issue.
git gud
Unfortunately whether you like the feature or not it is now permanent part of the game, dio will almost never backpedal on a decision and remove anything. In the 10 years of piratez development I think only like two or three things have been ever removed.
I would agree if they were hard to achieve, but they're not. Also no big deal if you miss a rank for a month or few or even entire year.
i would say it could be worse, but dio would take that as a challenge.
i honestly never end up doing Highway House for the 25mm. by the time it spawns i've almost always gotten a different craft weapon from looting something, somewhere. get radar coverage and hit every landed ship you can. raider gunboats and barques will reliably have some sort of craft weapon, guild freighters and milennium falcons are other choice picks but they rarely land. as well, 25mm, 30mm, and 50mm cannon parts can be looted and assembled into the corresponding weapon.
Likewise, I've always just beelined sea dives for the oscillator parts or gone green codex
I don't even bother researching it. Beelining Hanna is better in every way, and also it gets you unlimited rpgs, mortars, hi-ex and satchels and all the rest.
>beelining hanna
not really practical anymore now that she is locked behind the 5th captain rank and multiple layers of captive research luck. good luck getting her before october.
Guess I'm lucky since I got her before june. No problem getting her in N4 either. You do need luck with landing ships to get that vip that early though so can see how it can go wrong with shit rng. However there is often a base building mission in first half of the year (at least in my experience) so plenty of opportunities there.
hannas rank requires just a leader, not a vip. toppling towers has them and is probably how most people will get it.
I've skimmed through xpedia looking for changes and wow green codex now offers you so many options of reviving your troops I'm thinking you could just rotate 1 crew forever and just grind a bajillion condemnations in a nucom supersoldier fashion.
I need to roll for a whitehaired gal...
You know you can change the paperdoll, right?
No, how...?
I knew you could do it in XCF (done it before) but I can't seem to find the option in Xpiratez
Click on the paper doll itself (I forgot if is right or left click) and it should give you the list to change it
Oh my god, you can change armors too!
Now my catgirl won't freeze to death when I stupidly forget to give her a fur coat on a shambler hunt
Thanks
You can't change armors in the mission equip screen, though. Only at base.
Stock some shawls and fur hats.
Always carry alcohol to keep yourself warm.
I always name my starting girls as Reimu, Marisa, Sakuya, Sanae, Youmu, and Cirno. They all have somewhat matching paper dolls too!
In piratez go to inventory in your craft and click M to change paperdoll face, in case you don't know you can also press A here to change armor.
first time playing vanilla any reason not to just use grenades for every enemy? seems like i can throw incredibly far and always kill with no real drawback
Might destroy the loot and corpses. Also, throws are also ruled by RNG, meaning that they may drop very far away from the target.
>destroy the loot and corpses
ah yeah i forgot about that whole aspect. ok. otherwise, every grenade of like 20 i've thrown so far has gone exactly where i threw it, with the starting rookies. but I'll keep investigating
grenades are great, and you'll be pretty reliant on them early on before you have reliable guns. but they take a while to prime and throw. you can of course prime them in advance, but if someone holding a primed grenade gets wounded or killed, they're going to explode. so guns are safer and faster. later in the game they're stronger too, since you can only hit an enemy with one grenade, but you can shoot them as much as you want. late game enemies have good odds of surviving a grenade, and you can't stack them.
>you can of course prime them in advance
Not in Piratez. Grenades explode even when carried.
Some of them don't like stick bombs or riot grenades
well thank god i was replying to someone who specifically said they are playing vanilla.
Huh, so he did. I should probably have read that post too.
If grenades seem overpowered in close quarter combat against unseen enemies in built up areas, it's because they are. In real life.
Hope you're not using the instant grenades option in openxcom as that is not qol it is straight up cheat.
no, but still to prime and throw takes on par with an aimed shot.
aimed shots are a meme in vanilla. volume of fire always beats accuracy. at normal ranges, at least.
yep it took me like two missions to just start using auto every time....when using guns but since yesterday i just tried grenading every alien and i haven't really seen a problem yet. i'm still getting the recovery points for the aliens bodies after grenading the simplest grey starter aliens
(ok everyone dying from someone dying with a primed one, can be a problem)
Is research speed broken in N5? i just realized I have been researching surgery for almost a month.
How many brainers assigned?
Hey Dio, I heard this was the place to reach you, I'm gonna need a way to get more Ogres. Even if I gotta commit to a shitty recruitment branch that denies me Gobbos (my favorite unit) or something.
I don't think dio reads this thread if you want talk to him directly you have to go to the matrix chat.
This isn't. Hit up the Matrix channel.
Dio would have an aneurysm if you insulted him so this isn't the place to reach him. Post on the open xcom forums if you don't want matrix homosexualry.
dios ego is too fragile to visit place like this
if this is the place to reach dio then he should fix the fricking ol' magnum slayer ammo
>Pogrom
>Step out
>RPG
>half of my gals are dead
I want to cry
When do I get a new (and good) transport ship?
I know in my heart that I shouldn't be using this shitty airbus at this stage of the game
>leaving the craft in turn 1
You had it coming, I fear. If you're using the airbus, have all your girls kneel, then end the turn.
blowfish. the front looks open but enemies have a lot of trouble shooting through it. you should be doing underwater missions anyway
>400 speed
>can be intercepted by shitty bandit airplanes
no thanks
I wanna play piratez again but it's such a fricking undertaking starting again, game is like a full time job aaa
>There's a fricking gnome autogun with underbarrel 30mm airburst launcher AND shotgun.
>No codex only
B-bros? Dare I?
>no codex only
It's on my research screen with red codex.
so is xpiratez playable or should i wait 2 weeks for the patch?
It was always playable. The only question is if you want to bother with upgrading to newest hotfix version or not.
How does camo works?
Can I get a practical example?
Your vision - camo = effective vision
As example your vision during night for uber gals is 12, you go to a save the lokks mission during night and you fight ninja gals(camo 5 at night), this means that your uber gal has to get within 12-5=7 tiles to be able to see the ninja gal.
If you have an outfit with SPOT that means it can cancel enemy camo, for example all catgirl outfits come with 2 spot so ninja gal effective camo would be 5-2=3. Using basic catgirl outfit space trawell suit then the effective vision is 16-3=13 tiles to see the ninja gal.
Unipuma suit has invis
what does that do?
Also, thank you, I needed that explanation
INVIS is like super camo, vision is completely ignored and instead the numbers represent number of tiles within this unit gets spotted, so invis 5 would mean that you need to be within 5 tiles or closer to spot that unit.
INVIS loses to Sense except for the Ninja Assassin/things that don't have souls, right?
Sense # means you can see units within that radius, regardless of other considerations like camo/invis or terrain.
Spot also helps negate invis, right?
how do i set it so that only the items i've specifically allocated to a ship appear when i'm equipping gals at the base, like in vanilla? this used to be the default setting in xpiratez but now it shows all items in the base all the time and i can't find the option to disable this.
Go to options advanced and find "alternate craft equipment management" somewhere near bottom and set it to nay
oh, that's what it is. that's not what it claims to do at all, so i didn't think it was related. thanks.
About to start Xpiratez, what is a good starting region?
>UK (spitfire/hyperjet)
>germany (faust)
>california (catgirls)
>egypt (assault clones)
>mongolia (hyena riders)
>japan (ninja loot)
>malaysia (pirate loot)
in rough order
the airgame bonus from Iron Tribe or Blackmarch is very helpful to a rookie
strong unique units are available from NCR, Theban Hive, and Turan
Fuso (Japan's) events are 100% positive as far as I can tell. I think it's mostly a reward since you're choosing to have half your radar be over the sea.
Thank you for the tips.
Yes i skimmed through those events on the bootypedia but I am not convinced it's worth the hassle.
Gonna go with the Tribe necroplane for early econ as i struggled with that in my trial run of the mod, I'm hoping it will help with researching some better gear early on as well.
They're not great events, I admit, but I do like them since I'm a weeb and I don't want to start in Central Asia and get my pooper pounded.
avoid thebes. it used to be an overpowered start but now it's a big pain in the ass.
Has Dio added penalty events to counterbalance the assault clones?
I know Turan has that money loss event to balance out the hyena riders, and NCR has the tax things.
Monthly, until you build a base in Europe, you get at least one -150 renown.
also, you get government crackdowns from the start of the game until you research contacts: thebes
Mongolia's hella fun.
Chile for the prepper boxes. gives you a random bunch of guns a cut above what you start with
Italy gives you some additional melee weapons and armor for male soldiers, very helpful if you wanted to use them. also allows for a very easy mission against zombies to spawn which is free money, points, and training
>Want to play without debug
>remember missions where one fricker will be hiding in a building because his pathing is fricked
Is it better to be honorable or to not waste twenty turns trying to find a guy?
Anytime last guy is behind a wall I just use debug mode, there's really no excuse for this shit to be happening.
How do I activate debug mode?
I'm currently facing this issue
go to wherever you installed piratez find options.cfg and change debug from false to true, once you change that in game you can use ctrl+d to activate debug mode, ctrl+w to teleport to cursor and ctrl+k to kill everyone on the map
You have to make debug= true in options menu.
Then ctrl+D, Ctrl+J or Ctrl+K whether you want to knock out or kill all enemy units.
He hasn't nerfed Fuso, right? I'm kind of scared that someone said he looked at the events and isn't satisfied that it might have been nerfed.
How far could I get in piratez if I were to only use the gobbos.
I THINK you need the lunatics for parties and the Doctor X missions...
Need regular Peasants for Isolated Valley.
Other than that, I think the main downside is they don't get a dedicated underwater or space armor early?
How can I rush Ogres?
I need to make an army of big lads to carry around my gobbo chicks.
Interrogate civilians for nunity, get racketeer rank, get unlock by either doing precinct mision, researching bandit boss or doing socialising for brute/corsair boss. Can be done rather fast if you get good rng.
All right frickers.
I usually start in Japan or one of the arctic poles.
Pick where I start.
Egypt.
Fuso
Coinflip, tails is fuso.
Got heads. Egypt it is.
I'm more of a Syberia or Europe man myself funnily enough, so i guess this time you go to the warmer place.
Starting in a hot place like africa tends to be better since most of the good early game outfits are good in the hot and bad in the cold.
England is actually really fun way to start since you can immediately start the air game.
Did england get buffed?
Nah Faust has been around for a while.
Faust is Germany
the Daredevil necrofighter is a Buckaroo equivalent that's locked behind Iron Tribe, so starting there gets you easy access to it as well as some necroplane parts to build one.
like Buckaroo, Daredevil is too slow to catch most airborne craft. however, it's more than sufficient for ground targets like foot patrols or black helicopters
is the daredevil actually worth using? I thought it was too slow to catch most things
Nah the Faust is but the Daredevil is okay for killing those shitty ground mobs
>got two varmint rifles on the first drop as well as a shitty self-charger
Nice.
Bruhs, it looks like boobs
I just installed Openxcom and I'm about to play completely blind for the first time. What's the best difficulty setting for someone who actually plays video games but doesn't want to get steamrolled and quickload every other minute?
If you're playing vanilla and are reasonably familiar with TBS already, then middle difficulty should be good. Be aware that this is not like nucom, and casualties, while regrettable, are not always avoidable. You won't be able to finish the campaign on standard without some of your dudes dying.
Middle it is. Thanks.
replace your starter airbus with bikes as soon as you can recruit a dozen mooks to fill the slots
bikes are extra cool so using them gets more score
It's good to keep the airbus for later if you can get the hangar space up since it's good for some of the stealth missions/parties, and can do air races that are nearby.
airbus can be re-purchased for those rare missions
airbus is way too slow to win any aircar races, literally the slowest eligible craft
>too slow
It depends on your geographic location, bruv.
I actually put bases in certain places just to guarantee ground race wins, so sending the airbus to certain bases can ensure wins for those races.
(A secondary benefit of the Fuso start is that one prominent race finish is in Sunrise).
Difficulty 2 or 3 are good, 1 is kind of a baby mode a lot of enemy stats are halved and it's not representative of the rest of the game.
Probably one of the middle difficulties. Just go lower if it gets too hard. Don't recommend superhuman as it may become a slog through the sheer number of shit the game can throw at you.
Also check this out.
https://www.ufopaedia.org/index.php/Difficulty_Levels
This was my first move when playing the game. This is going to be fun.
at the start of a mission, all enemies have full TUs to use for reaction fire. that's why it's a good idea to throw a smoke grenade outside in front of the ramp if you have one and end the first turn, then make your first moves on the second turn, after the aliens have expended some of their TUs, and with a smoke screen to cover everyone while they're leaving.
What are you using to record?
Shadlowplay with desktop recording enabled.
Just to add on to this: Night missions are also a pain in the ass early on, because aliens can see in the dark a lot better than your dudes can. Later on there are various means of spreading illumination around, but at this point, night missions should be avoided if you can manage it.
one of the reasons piratez is more forgiving than the original is because the player's night vision is better than baseline human (ie early enemies) night vision
Even if enemies have better night vision than you it might still be worth it to deliberately pick a fight at night since it's easier to close distance from 12 to 20 tiles compared to 40 of day vision and you're much more dangerous at close range in piratez.
I hate spiderdemons so much.
I am dumb, what is "know yourself and your enemies" for the 2nd promotion in Piratez about?
Research Our Culture and Who is Who
Strange, both are researched already. Is my game bugged or something?
You won't get it immediately, flags for progression for anything are checked at the start of month
What setting is it to use the mouse wheel to adjust how many people are assigned to things?
I just got the new version (since it uses a new openxcom, apparently) and the option is not enabled.
the option should be in advanced "change values with mouse wheel"
Well that was fast. Oldcity_Background.scr not found.
Huh, this time the crash just didn't happen.
I found it. I didn't know it'd be an option to change a number. Thanks bruv.
Since they do choking damage, Smoke Grenades can be used as discount stun grenades against (weaker) humans, right? So long as you either finish fast or don't care about them overstunning?
i've never noticed any damage or stun effects from them and i make a habit of holding pre-primed smoke grenades in the inventory
gas grenades otoh are pretty good for that. units on the edge of gas grenade explosions tend to fall unconscious rather than die outright
The initial explosion of smoke grenade does no stun damage, you have to sit inside the smoke before it does anything. Smoke grenade has no value as a straight up stun weapon but if you have someone already on the ground blowing up a smoke on the unconscious body will keep them down for longer, well as long they're not immune to choking damage.
I suppose the question is, after the smoke forms (immediately after the explosion), do they start taking the stun that turn OR does it only work the next turn?
From what I can tell it's not instant, I think the unit has to end their turn in smoke to receive any stun from it.
So it can be used to 'smoke out' some little camping pussy, but if they run out of the smoke, then the only benefit (until end turn) is reducing their regular vision for the purposes of spotting.
>'smoke out' some little camping pussy
you're better off using fire for this. the DoT effect from being on fire, as well as the damage from ending your turn on a tile that is burning are both pretty killy
But for regular humans, fire may frag them.
if they're gonna be a little camping b***h then i'm not going to the trouble of taking them alive
LIsten, they're good for research and sale alive.
solarius scorch has a tiny wiener
>start up a new piratez run
>get through january
>feel like I don't want to deal with the early game
>quit
guess I still didn't get over my burnout
did the x-prison loot get changed? i remember you used to get over a hundred life supports but i got about 20 this time, but also some stasis pods and other good things. or is the prison slightly randomized?
>did the x-prison loot get changed?
Yes.
New thread when this falls off
no anon never use edition anywhere in this thread or else the janny or mod goes apeshit and deletes the next 5 threads because of "muh generals" rule
Oh, I didn't make the thread myself. Maybe OP should delete it or something then.
just don't post in it, let it die and make a new one, whoever makes next one be extra careful to make it not look like a general because mod on this board is an butthole
Thoughts on this Piratez armor concept? I'm not sure if it would fit in the game.
>Ned Kelly-esque "GunKnight" armor
>Meant for the mid-late part of the early game
>Integrated arm-mounted machine gun like megaman or something, uses the long machine gun belts
>gets comparable accuracy to a crouched LMG with a bit more mobility
>offhand shield can bash, not as well as tower shield
>really high ballistic armor to the front, moderate to the side and very poor to the rear
>can't crouch
>terrible in the heat
>requires high strength
More economical than real full plate but much less tactically flexible, almost entirely specialized on turning a gal into a slow walking tank who can deliver tons of lethal semi-accurate anti-personnel fire, good for clearing tight areas or holding longer sightlines
Obviously really basic unrendered sprite just to get the point across.
Is that Mandaloregaiming?
I guess I can see myself using it if it comes faster than armored car. Could be useful for safely farming heavy weapon promotions in easy missions.
make it an upgrade to Crusader /SS after researching Stormrats and Riot Shields.
give it a built-in Shotgun Shield
How does interrogation work now?
feeling lucky anon?
How do I edit research data?
Just use time machine at midnight
I have a metric crapload of shit because lmao gambling. I don't want to sell everything, but I want to sell a lot. Is there any way to input an amount on the sell/buy screens besides just sitting there holding up or down?
mouse wheel to use increments of 10
right click to select all
I know about right click, mousewheel is also too slow. I have thousands and thousands of units but I also want to keep some of it.
rightclick, then mousewheel down however much you want to keep
Fricking Christ, how disgusting. OXCE needs to add the ability to just type in numbers sooner rather than later.
The Isolated Valley is saved.
Ignore the 75% casualty rate of the locals
Eh who cares about the vault shitters, they'd be dead within a week anyway. Their motherbox thing is the real loot.
Oh hey, it's the glowBlack person crackdown again. How unique. You vill take it and vill love it because fricking scented message 2 won't spawn because rng, frick you.
Oh, looks like Dio heard the cries.
v.N5.2.0
- Newest OXCE Windows build included (as of 02 Jul 2023)
- Fix: Into the Void mission progress bug
- Fix: HK-117 database spawn
- Fix: Peasant battlesprite hair/skin color mismatches
- Fix: Zombie Embodiment should work properly now
- Fix: Big Pistol Rounds /Slay can actually be used now
- Less govt attacks, more bandit attacks
- Rework of Arch-Witches plot for story consistency (esp. when playing as Saint of Chaos)
- Shades allowed to pilot craft now
- Added extra Star Gods activity after reaching rank 10/11
- All 1x1 flying armors: flying down costs 0 TU now (does not include underwater and 0-g environments)
- Cat guerilla armor +Piercing res
- Dullahan update (added gauntlet, added ThV 50%)
- Doubled Biotank HP bonus
- New Gothic and Crusader shields hand sprites (by Osobist)
- Mini Shotgun update (new gfx by Brain)
- Couple weapon sounds added
- Weapon spawn fix for tribal hunters in catacombs (thx to Meridian)
- Spiderdemon spritesheet fix (by Osobist)
- Added random backgrounds for hidden movement screen
- Other background screen updates
- Language updates/fixes
- Maps/Terrains/Tilesets/Unit Spawns fixes and other small fixes