Okay so started the first new campaign in several months, and i thought since the overall game had changed quite abit in that time, i decided i would share the experience and my thoughts as it is played. I also set myself a bit of an extra challenge.
Started on 0.99J4
The challenge: No firearms of any kind including lasers, guass, and plasma; only melee, bows, thrown weapons(including nades) and voodoo permitted. Red codex as we are trying to push the melee focus. If i find i cant make it any farther i will relax the restriction and allow the slaves/loknarrs some stuff.
I will post a summary of events and my thoughts every six months of in game time. Here we go.
Status report 1: Stumbles, bumbles, and handles to the rescue
Had quite a few false starts due to the new gal types. Getting more then one specter in the initial pool is...problematic. 3rd times the charm thou only had one, 3 repentias and 2 gals. Loaded up with handles as our initial weapon, and the usual assortment of bandages, canteens and whatnot. First mission is a landing of Dr. Xs fugitive hunters.
First battle goes pretty well no injuries and all foes captured, Specter, ironically named Armored Lana, proves less then useful in any capacity. We shall see if this ever changes.
But thankfully we get some crackhouses and distress calls so we can bolster our ranks with more of the living. Distress calls arn't so bad for the most part, but the crackhouses involve alot of tense camping and working LOS hard. Specter comes out to the field a few more times to sub for for the injured, but again is very lackluster.
A bit of a captive overload occurs since brainers to keep up with the influx are far to expensive to hire, oh well there will be more. We do eek out a few more Brainers and recruit the saved castaways when Rare earths allow.
In the base we put up a pair of plantation and a mess hall fairly quickly to combat costs, and ease the wounded timers.
Few months pass with a combination of Ratmen rodeos, loknarr villages, and saving more castaways from various perils. We add javelins to our arsenal for some punch and just in time too cause shortly after they are built we need to handle werewolves at blood rituals and distress calls, and a shambler hunt. Not testing our luck with pogroms just yet and also passing on watch towers cause i forgot the tech path to make more bombs for awhile.
Injuries are common but nobody is dead yet. Whats this about a tavern celler? oh fuck that's alot of rats. Everybody lives, barely, ran out of medical items, but the repentias held the passages. Looks like we are taking May off ladies, cause our shortest recovery is 23 days longest is 45. Down to the specter and 2 others.
mmm landed ufo, should i? yah lest go look at least, oh larger sectoid ship, cant crack the mechtoid with current gear, so lets nab a few captives and get out. Had to leave the weapons behind
Oh birthday cake time already? Lets see what we have managed. We have javelins, an assortment of lower tier nades, the repentias have barbarian(S) armor, gals are in rouge. We have eeked out 10 brainers and somehow afforded/researched our way to a blowfish and the gals to fill it with some spares. Still need a wrench and durathread to get the workshop so codex is still waiting. Probably time to start doing the tech for additional missions.
Seeya in the next report.