4. Long Month
Time to start shaving away some of the prisoners I've got and redeeming items for Bounty Tokens.
We sustain a suicide attack for some reason. Whether or not this is connected to the assassination attempts is unknown.
Researching Weirdness also gives us some info on our precious Old Earth Lab.
I get wasted and start singing Land of Confusion at one point, which seems to raise spirits around the base. Even though I forgot half the lyrics.
We complete research on our nemesis, the Ninja Gals, who are more or less effective mirrors of our Pirate Gals. Before anyone asks, we cannot recruit from their ranks at all, at least not directly and as far as I know. Our captive chooses to enlighten us on another deity in the Narlock Pantheon.
Eventually another rescue mission comes up. Here's the basic inventory loadout for the Gals who can actually carry a fair amount of weight right now. Most of the heavy weapons still have shit accuracy at this point so I find its just easier to continue abusing the Heavy Shotgun until our technology improves.
Worst part of these missions is just trying to figure out which building has the gang hiding in it.
The fuck? There's certainly no drugs in the air on this mission.
Whatever Figger Naggot's problem is, it doesn't stop her from cleaning house.
I'm dropping the loot tables from missions we've already seen, dunno why I felt the need to keep it up for so long.
Looks like the Brainers are threatening to unionize now too. Their new leader doesn't really tell us anything we don't already know; at least she doesn't talk like a dipshit. I also researched the Old Boot, which I highly suspect is an item specifically designed to fuck with people like me who's first instinct is to hold on to them thinking they have some arcane purpose later.
Risking a Medium craft assault at this time is probably not the best idea, but we could use some better loot.
Whatever the Hell that is, its big and I decide to take no chances and set it on fire before it can do anything.
Sectoids again. I pull out all the stops this time and have the Gals hose them with everything we've got; they go down easily but they have better weapons and outnumber us by quite a bit. The technology on that craft is likely worth more to us than taking any prisoners would be.
Niggermancer takes a direct laser hit and gets set on fire, but its Figger Naggot that panics for some reason.
Niggermancer doesn't let a little thing like being set on fire slow her down and proceeds to take point storming the UFO. Figger Naggot gets over whatever episode she's having and takes an alternate route into the UFO via its cargo winch.
Christ almighty now its Moths who's losing her shit. There's one more enemy left, some kind of leader in a brown cloak with a personnel shield.
I tried to catch the glimmering effect the shields produce, but I just got this one frame of it flashing purple for a split second.
I have Pocket Dragoon snipe the leader unit from afar, and one direct hit is apparently all it takes to overload the shield and leave him vulnerable. Figger Naggot is close enough, so I have her go in for melee.
The loot is a bit underwhelming for all the trouble we went through to get it. Three of our Gals are wounded again.
Since I only have one fucking Gal uninjured again, its time for some new recruits. The name generator is just being godawful in this playthrough for some reason; it even names one of my new recruits after Keemstar!
@The Valeyard,
@Sea Urchin
For those keeping track, The Valeyard was rescued from being sacrificed by mystery cultists and Sea Urchin we just picked up from that whorehouse.
The month ends and in general the nations keep increasing my funding. I could've sworn I was having more trouble with them at this point last time I played.
I've dropped my small research team into a simple pattern for now: One Brainer on weapons, one on items, one on interrogations and one on general/storyline stuff. I probably still have too few of them, but I'm determined to keep minimizing for as long as possible.
Time to go save (half) a village of Lokk'Naars again.
...are those Ratmen riding Reapers? Wearing cowboy hats?
I didn't catch any shots of them shooting since regular gunfire doesn't look like much in this game, but they're each armed with two six shooters and are capable of fanning them to get off six rounds per turn.
Our weaponry is conventional enough that Reapers are now an actual threat, nevermind the fact that we have a damned midget shooting at us from the backs of them.
I'm not sure why I failed to capture any decent screenshots of it, but Witty and Figger Naggot have both been panicking like every other turn. I manage to get Witty to successfully firebomb one of these bastards, but she fumbles the throw when I try to have her follow it up with a grenade. She escapes injury by ducking in the van at least.
Eventually the one in the field goes down. The one by the saloon is the last to get taken out.
This mission went horribly. Witty and Figger spent the majority of it freaking out or running low on Time Units while The Valeyard and Sea Urchin could do very little on account of being rookies. What the Hell is going on here?
The answer is, of course, the Freshness stat. Note that my playthrough of these first few missions predated
@A_Callow_Youth's explanation by a day or two. The only thing his overview of Freshness is missing though is that there is apparently a critical stage Freshness can reach where, if your Gal returns home with zero Freshness or close enough, it will put her in an exhausted state that the game tracks and requires a set number of days to recuperate from.
Its definitely separate from just regular Freshness attrition, as I watched both Witty and Figger go from about 60% Freshness in the last battle to zero in like one turn, far faster than its regular decay. So at some point you just need to rotate your Gals out of the battle altogether and give them some vacation time. If you go back and read the Freshness research entry the game
sort of explains this, though in my opinion its not super clear about the exhausted state. Either that or maybe I'm just not paying attention.
I feel like the ease at which your Gals are wounded is balance enough to keep them out of the fight for extended periods of time, but I suppose this secondary layer of attrition is there to trip up extra cautious players who prioritize avoiding all wounds over a speedy mission.
Whatever, where was I?
The game is certainly generous with Castaway Gals this time around. By this point last game the majority of my recruits were Young Ubers, but I suppose the Mutant Pogroms just aren't forgiving. The Save A Sister whorehouse mission definitely didn't exist when I last did the early game, so that's probably where the extras are coming from.
Sea Urchin's carry weight sucks but at least the mare's leg is lightweight and still fairly lethal for its size.
Behold, the only enemy on the map.
At least Sea Urchin got some training out of it.
Given this whole Freshness issue, we could use any new recruits we find almost straight away. I'm going to keep recruiting in pairs at least.
Valeyard plugs their lookout.
Sea Urchin breaks in her new Heavy Shotgun by just fucking massacring the entire household. By the time the dust settles she has five new kills to her credit.
The Valeyard takes out a hooker on the other side of the building. Sea Urchin gets her sixth kill this mission on the last enemy.
Sea Urchin utterly dominates the Condemnations list. Not bad for a rookie on her third mission.
Feels kind of weird researching this weapon just now even though we've been using it for months at this point.
God damnit.
I'm pretty confident in our chances this time. The enemy even allows us to get a pretty fair number of troops right on top of them before they do much.
There's certainly way less of them than last time. Most of them are massacred by reaction fire in the Access Lift.
Next time this happens I'll try to get screenshots of what all of the different facilities look like on the ground.
I feel witchcraft upon me.
I probably shouldn't have left the interrogation up to Witty. She seems to be spooked by what this naked nutcase had to say to her, but then again this is the same woman who thinks I'm a dark warlock because I can read Tarot cards.
This is the junk she stiffed us with, plus some random research.
Our two newest recruits are ready.
@SalmonForSale,
@Peasant
SalmonForSale was single-handedly rescued by Sea Urchin from that extremely threatening giant beetle earlier, while Peasant was picked up at the whorehouse that Sea Urchin took the time to obliterate the inhabitants of. Definitely an inspiration to the newbies.
A full on Crackhouse might be a bit much for two new recruits, but at least they have Sea Urchin for backup.
Yeah yeah I plugged the VIP again.
We'll see if my recklessness gets me a bloody nose later. For now I'm more interested in the grind; live captures can be saved for when I start manufacturing stun grenades. SalmonForSale and Peasant both turn out to be kind of wonky recruits. Salmon has the better accuracy but Peasant is clearly built for melee and struggles to hit the broadside of a barn.
The only remotely threatening enemy on the Crackhouse maps is usually the Sharp Guy who's armed with a decent weapon, which is why I don't really mind blowing him away at the first opportunity.
To my surprise, Figger Naggot makes Boss Gal.
This research entry explains to us what we already know about Mutant Pogroms, with the exception that some of them can't be stopped by shooting down Terror Ships like last time. Meaning this type of mission is unavoidable even into the late game.
Anyway, the newbies carry on the pillaging.
Peasant really needs the experience so I reluctantly have her take point, even though I already lost somebody pulling this exact same bullshit.
Peasant fails to knock out any of the Researchers, but at least she doesn't get shot.
Sea Urchin's nautical name must make the Pirate Gods smile upon her as she once again single-handedly takes an enemy camp without breaking a sweat.
It's really no surprise to anyone that she gains the Idol Condemnation.
Thing slow down enough for me to complete a bunch of research in the mean time, including the new Warehouse Wars mission type that has a high loot yield.
The game decides to give me an explicit warning that I'm playing too conservatively. I'm inclined to believe this number is directed at players on higher difficulties (I picked a lower difficulty not just because I suck, but because it would make me less likely to blow the LP which I consider the more important priority), but it would be just my luck for me to ignore this and get plowed over later on. Nevertheless, I still can't sustain a full complement of Brainers on our meager income. In the mean time I purchase two more. The plan is to rush Workshop research so we can begin manufacturing something that sells for more than X-Grog and then rush armor research to get to something that will keep our small teams safer against what I think the game is planning on throwing at me next.
We'll just have to see if my luck holds out, I guess.
The Ninjas gave us a lot of trouble this time given we spawned at range again with minimal cover. Salmon and Peasant still have terrible accuracy.
Callow also plugged one of the Lokk'Naars and this time the computer finally caught on to it.
Next time: Hopefully something more lively.