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Author Topic: Re: The X-Com Files - 3.5: Whispers In The Dark  (Read 2453402 times)

Offline amokk_gw

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4905 on: December 21, 2022, 06:31:16 pm »
Okay thanks a lot for your elaborate replys. I'm definitely going to rebalance that in my game. I really don't like this behavior. It feels super "gotcha moment" ish.

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4906 on: December 21, 2022, 07:00:28 pm »
As I wrote before, you can use multiple birds to beat cult MiG's.

MiG-31 doesn't really solve the problem.
It has even less HP than little birds, 20 against 26.
It can use missiles, but the missiles don't outrange cult MiGs.
Technically they do. Stingray is range 30, cultist MiGs are range 25. But hunter-killers don't really care about range.

Multiple birds can work, but they're unreliable, tend to take casualties and are short-range (on the globe). And can't kite the MiGs.

MiG-31 is sort of an upgrade, but not a very good one and next-gen interceptors are just around the corner.

Although do note that you'll be spending a lot of scientist hours on those and their weapons, even if you've got all the requirements covered. Having a few previous-gen craft to tide you over while the eggheads do their stuff is not a bad idea.

Realistically, swarming cult MiGs with helicopter shouldn't be possible, is it?
+1

Suicide little bird into manor guards, wait until guards come inside the manor. They won't spawn again for 2 weeks. Then attack with dragonfly (you should have osprey at this point though).
Here you go, 1000 points.
Ignoring the little matter of killing 60-odd maniacs armed with heavy weapons, local reinforcements, alien servants, no cover, etc, sure. :)

That's not really practical, you'd need at least 3 hangars in every base.
I've seen people build a fourth hangar right off the bat. :) I do have three in all my strike bases (well, I play with half-hangars, so actually 2 hangars and 3-4 craft).

And it's partly player's fault for allowing cult manors to grow in first place anyway.
Umm... You allow the manor to grow to level 3 and claim it's not your fault?
Manors grow in tiers over time and need at least 10 months game time before spawning MiGs.
Not necessarily, although I generally share the sentiment. Tier 3 manors can start appearing already in... September '99, I think? Not really a poor performance if you're still gearing up to take out your first cult HQ then. I think most of the manors that kill games are (well, were) from monthly scripts, not upgrades.

The 10 months are on top of the 10 months before any manors start showing up at all, and the chances of upgrading aren't that great. Again, at least before the recent change that made higher-tier manors spawning right off the bat rarer, my impression was that the hordes of manors were from monthly scripts and not really upgrades.

Until I read about manors here in the forums, I didn't even know they spawned the crafts. I thought they were protecting the mission.
Is that even explained somewhere?
Yeah, the "What, there are manors spawning hunter-killers?!" thing might also need a pedia article or something.

The explanation, not really. You're supposed to connect the dots yourself, especially after monthly spies spot you your first manors and you notice they're located in cities and when you try to approach one, the same 'UFOs' come after you.

I mean this is the first time I hear about growing manors...
I don't think the growing part really matters all that much to a player facing the manorpocalypse. They also passively eat your points over time and generate extra missions themselves but, again, you'll generally be fine if you go by "A lingering mission point is bad and should be taken care of ASAP unless I really know what I'm doing."

Because Promo III should be hard to get. It's part of the general design.
(Honestly, with MiGs at your disposal, you could just sweep most cult activities on the globe.)
Probably in many ways, as the mods was written with this limitation in mind.
I can appreciate the idea, but in practice it doesn't seem to work as neatly as you envision it. Maybe there needs to be a fourth promotion where you get MiGs, Skyraiders, MG and explosive licenses, etc, but not the really heavy stuff like mortars, F-22s, high-end BO products and so on? Not sure implementing that won't be a nightmare, though.

Excuse me, but what the heck am I supposed to do with this? Rename each instance of "UFO" in the mod to something else?
Well, you could write a short pedia article which says that either X-Com itself or the USG or UN of this timeline use 'UFO' in the same sense as Mathel did, anything without an immediate ID. Probably easier and faster than arguing about it, if you don't enjoy that. :D

I'm worried it would make the gap between the MiG and other interceptors even smaller.

I recognise your point, but I think it should be overhauled in a more complex way... somehow. I mean the entire air game. (Which I've already done at least twice...)
Well, X-Com craft are about halfway defined by their weapons loadout, so you could give heavy missiles to Interceptors and maybe both light and heavy to Ravens. That'd make the MiG-31 "baby's first interceptor" and Interceptors a meaningful upgrade.

I've been playing with such changes for a while now and all the craft felt like actual upgrades, and Thunderstorms are still preferable to any of them. And I can't really fight HK UFOs or big bad ones even with those.

Unless you want Interceptors and Ravens to still be rather vulnerable to cultist craft, that seemed okay to me.

You could also start putting more shields, armour, evasion and other crazy stuff on both UFOs and X-Com craft. ;D


Okay thanks a lot for your elaborate replys. I'm definitely going to rebalance that in my game.
Just curious, how? Are you going to just deprive yourself of manor assaults, which are some of the more fun tactical missions (at least the first few times)? Kill the hunter-killers so they won't tank your air game? Nerf them into the ground?

Yes, it's a matter of experience. The game's name is "UFO: Enemy Unknown" after all.
Good point! I mean, I get the frustration, but you're supposed to live and learn.
« Last Edit: December 21, 2022, 07:04:49 pm by Juku121 »

Offline Stone Lake

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4907 on: December 21, 2022, 07:29:24 pm »
Technically they do. Stingray is range 30, cultist MiGs are range 25. But hunter-killers don't really care about range.
Only Mirage and MiG-17 is range 25, Phantom and MiG-29 are 30 range.
But this is somewhat major. Since your MiGs are fast, you can, in theory, juke Mirage by switching attack/escape while staying in 30 range.

By the way, MIG19 mission (also instead supposed to be 17?) uses MiG29, maybe bug?
Code: [Select]
  - type: STR_CULT_GREATEST_MANOR_MIG19_INTERCEPTION
    retaliationOdds: 0
    raceWeights: {}
    operationType: 6
    waves:
      - ufo: STR_MIG29

  - type: STR_CULT_GREATEST_MANOR_MI29_INTERCEPTION
    retaliationOdds: 0
    raceWeights: {}
    operationType: 6
    waves:
      - ufo: STR_MIG29

Multiple birds can work, but they're unreliable, tend to take casualties
And MiGs aren't better in terms of HP or dodge. With good pilots both can be used, but birds are cheap to replace and maintain.

and are short-range (on the globe)
MiGs actually have shorter range than birds. (=
They seem to be trade-off rather than upgrade.

Ignoring the little matter of killing 60-odd maniacs armed with heavy weapons, local reinforcements, alien servants, no cover, etc, sure.
It's a good challenge on ironman, pretty manageable with osprey. But with savescumming? A cakewalk. Manors are essentially emergency free points.

Also there's another way to go around manors - get to sweet, sweet incredible KITSUNE-106. But it's locked behind some RNG and Promo 3.
« Last Edit: December 21, 2022, 07:41:33 pm by Stone Lake »

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4908 on: December 21, 2022, 07:46:03 pm »
Only Mirage is range 25, Phantom and MiG-29 are 30 range.
By the way, MIG19 mission (also instead supposed to be 17?) uses MiG29, maybe bug?
I was actually looking at the MiG-17. :-[ These MiG versions are all over the place.

MiGs actually have shorter range than birds.
And MiGs aren't better in terms of HP or dodge. With good pilots both can be used, but birds are cheap to replace and maintain.
They indeed do. :-[ I'm used to my own Birds and other craft with much shorter ranges than the mod itself uses. Sorry for the confusion.

Though LBs also need double the pilots, so that's an extra cost if you keep losing them. And the ability to safely kite cultist fighter jets is still something the helicopters don't have. Not to mention taking a bit more fire (and every hit is a possible kill here) before getting into range.

They seem to be trade-off rather than upgrade.
Yeah, now that I look more closely at vanilla values you're right. Mine have 50 HP.

Edit:
Also there's another way to go around manors - get to sweet, sweet incredible KITSUNE-106. But it's locked behind some RNG and Promo 3.
True. Did Solarius put in some more roadblocks to getting the Kitsune, I forget?
« Last Edit: December 21, 2022, 07:47:48 pm by Juku121 »

Offline Stone Lake

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4909 on: December 21, 2022, 07:48:42 pm »
Though LBs also need double the pilots, so that's an extra cost if you keep losing them.
You don't lose them if you patrol and don't target UFOs specifically. Or something like that.
I actually consider that a feature of LBs - double bravery train  ;D

True. Did Solarius put in some more roadblocks to getting the Kitsune, I forget?
Seems to be just Promo 3 and Kiryu-Kai history.
« Last Edit: December 21, 2022, 07:50:23 pm by Stone Lake »

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4910 on: December 21, 2022, 07:53:04 pm »
That doesn't really sound like something that's intended.

Although what's the mod's 'pilotsEmergencyEvacuationSurvivalChance', still 100? Then it doesn't really matter. And I'm using 75%, so different experience again.

Edit: And, yeah, the Kitsune research requirements seem unchanged (there's a random 1/3 chance to fail to find the thing as well). Was there actually a plan to make it harder to access or am I misremembering?
« Last Edit: December 21, 2022, 07:55:11 pm by Juku121 »

Offline amokk_gw

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4911 on: December 21, 2022, 08:12:20 pm »
Good point! I mean, I get the frustration, but you're supposed to live and learn.
Don't get me wrong, I'm not opposed to this, but either the problem is that they grow over time, in which case there is no timely feedback of the players mistakes or there is nothing to learn because they spawn out of thin air and just game over you (if you're playing ironman). It would already help tremendously if they weren't invisble.

I've seen people build a fourth hangar right off the bat. :) I do have three in all my strike bases (well, I play with half-hangars, so actually 2 hangars and 3-4 craft).
I don't have the funds for this and I need some hangars for vans because not every mission is accessible with the dragonfly. I know you get a van instantly and could theoretically sell one craft and buy a van if you need it for a certain mission, but I find that tedious.


I can appreciate the idea, but in practice it doesn't seem to work as neatly as you envision it. Maybe there needs to be a fourth promotion where you get MiGs, Skyraiders, MG and explosive licenses, etc, but not the really heavy stuff like mortars, F-22s, high-end BO products and so on? Not sure implementing that won't be a nightmare, though.
I really like the idea of a 4th promotion. I feel like distance between promotion I and II is really well spaced to give a nice feel of progress and promotion III is waaaays off and highly depends on what you're researching and what you encounter. So putting promotion IV in the spot of the current promotion III would be nice and have a step in between.
I personally also would like to see the starting being moved to 1 year earlier, but maybe that removes the tention. The way I approach it is to try and get to the same point I'd be at the start of the FMP at January 1999, but that's just way to optimistic without looking things up.

Well, X-Com craft are about halfway defined by their weapons loadout, so you could give heavy missiles to Interceptors and maybe both light and heavy to Ravens. That'd make the MiG-31 "baby's first interceptor" and Interceptors a meaningful upgrade.
That's a good idea. That way the progress route would be much smoother and I feel there would be both more agency on the player side and more control on the developer side about the strength. In the sense of: Fight earthy stuff with earthy stuff and aliens with the good stuff.

You could also start putting more shields, armour, evasion and other crazy stuff on both UFOs and X-Com craft. ;D
Yeah some pros and cons. You can have specialized crafts for certain encounters and also generalized ones that are decent at everything but don't excell at any particular task.

Just curious, how? Are you going to just deprive yourself of manor assaults, which are some of the more fun tactical missions (at least the first few times)? Kill the hunter-killers so they won't tank your air game? Nerf them into the ground?
Good question, don't fully know yet. But here's the current thought process: I defintely leave the manors in. Currently I'm thinking of rearranging the Arrow and the MiG-31 in the tech tree and adjust their values. Currently their values are too near to each other, so I'm thinking to have one be fast and squishy and the other slower but tankier. I need to do some experimentation with the weapons as I currently only have access to the cannon and no rockets. Since enemy fighters tend to spawn in pairs of 2, I want the tankier one to be able to take out 1 fighter by taking heavy damage and then maybe die to the other and the squishier to be able to kill 1 without taking damage but then either run out of ammo or die.

Pros of the heavy fighter would be: he could take out 2 helicopters without dying but would not survive an Angel Fighter and the fast fighter could take out any 1 fighter but would not have any ammo to deal with a second (even a helicopter). So the fast one is safer, but would have to rearm before approaching the target again, delaying the mission and risking a despawn or night mission.

Maybe even adding a new missile like the Sidewinder air-to-air missile if I see that Stingray is too powerfull against those enemies. But that'd be a lot more effort.
« Last Edit: December 21, 2022, 08:27:37 pm by amokk_gw »

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4912 on: December 21, 2022, 10:45:37 pm »
...either the problem is that they grow over time, in which case there is no timely feedback of the players mistakes or there is nothing to learn because they spawn out of thin air and just game over you (if you're playing ironman). It would already help tremendously if they weren't invisble.
I think the manors are sorta like the nu-Com satellites of XCF. Something you half-ass the first time, suffer, and then learn, adapt and overcome. I mean, I've seen many a streamer both cheese and legitimately counter parts of the mod with their knowledge. Whether that's a good thing, well, opinions vary for either game.


There is some feedback (monthly base discovery, the cultist choppers/jets themselves :) ), but I do think a pedia article or maybe even another 'cult message' that gets all players on the same page wrt manor mechanics would be better than the veteran/code-diver and newbie split we have now. Especially since the forum is really not visible to many, maybe even most XCF players.

The problem isn't actually that they're invisible, or that they spawn invisibly, or that they grow. Alien bases do the same, and are generally fine. It's that they accumulate, early and at a good clip, and you have no real idea that you need to go and start looking for them. Alien bases at least come with a large construction mission and supply runs to point the way.

If they were always visible, it'd deprive you of the fun (is it fun?) of finding them. I don't know why the AWACS got removed, but having an early radar craft might be a more plausible solution. Or perhaps some sort of cultist supply missions? I mean, they do have to restock their tea and golf ball reserves sometime. :)

Currently I'm thinking of rearranging the Arrow and the MiG-31 in the tech tree and adjust their values.
You're aware that you only get one Arrow, right? That means either a lot of base-hopping/transfers or limited utility. Not to mention if it gets shot down, it's gone.

I need to do some experimentation with the weapons as I currently only have access to the cannon and no rockets.
I think you're supposed to get Stingrays ASAP after you get your first fighters. The cannons have staying power, but neither range nor burst damage.

Since enemy fighters tend to spawn in pairs of 2...
Angel fighters should come in triples, actually.

So the fast one is safer, but would have to rearm before approaching the target again, delaying the mission and risking a despawn or night mission.
The jets and especially the helicopters kinda drift off once their immediate targets are gone. Wait a little until they get out of immediate range and they'll be as harmless as kittens. You can also escort your transports if you wish.

But since the big deal with cultist aircraft is that they, well, guard the mansion, rearming doesn't really matter much. Kite them away, shoot down what you can, and assault the defenceless mansion the next day. There's like a week of delay for them to 'recharge'. If you can't take a mansion with a ground assault, now that's another cup of tea.

Offline amokk_gw

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4913 on: December 22, 2022, 12:17:46 am »
If they were always visible, it'd deprive you of the fun (is it fun?) of finding them. I don't know why the AWACS got removed, but having an early radar craft might be a more plausible solution. Or perhaps some sort of cultist supply missions? I mean, they do have to restock their tea and golf ball reserves sometime. :)

I think it could be fun to find them, but in order for that to happen you'd have to know that they exist in the first place. For alien bases in the base game you see regular supply ships going there and just overall traffic. And there isn't really anyhting preventing you from assaulting an alien base if you can take it. In XCF the patrols prevent you from both discovering the base in the first place and then assaulting it. I feel like there are too many player unfriendly mechanics stacked on top of each other.

You're aware that you only get one Arrow, right? That means either a lot of base-hopping/transfers or limited utility. Not to mention if it gets shot down, it's gone.
No I wasn't aware, I thought you can manufacture it or buy it. But that should be an easy change.


The jets and especially the helicopters kinda drift off once their immediate targets are gone.

Not always, I tried baiting them with a little bird and had the dragonfly behind it. They killed the LB and once the dragonfly came in sensor range, they charged that as well.



But since the big deal with cultist aircraft is that they, well, guard the mansion, rearming doesn't really matter much. Kite them away, shoot down what you can, and assault the defenceless mansion the next day.

I'd probably make them stay in the air for longer (for like 2-3 days), so either you deal with them, or the mission is gone and obviously rebalance the enemy fighters as well, cause a lot of them are samey as well. It'd be nice if at least some of them had their strength and weaknesses like different evasion and reload times. Stuff like that is easy to adjust and can add a good amount of depth.

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4914 on: December 22, 2022, 02:41:05 pm »
And there isn't really anyhting preventing you from assaulting an alien base if you can take it. In XCF the patrols prevent you from both discovering the base in the first place and then assaulting it.
I think that might change in the future.

Not always, I tried baiting them with a little bird and had the dragonfly behind it. They killed the LB and once the dragonfly came in sensor range, they charged that as well.
Wait some more, until they drift off to the other end of the continent or so. They can't intercept what's outside their limited detection/interception range.

Offline amokk_gw

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4915 on: December 22, 2022, 09:42:10 pm »
Okay, I feel like I'm making good progress of modding the mod. I rebalanced all the enemy interceptors as well as the MiG-31 and the Arrow.
I looked at the save file and seen that there were almost 20 manors around, so I just went ahead and deleted them all to get a clean slate.

I tried to remove the spawning of higher level manors, but something doesn't work:
Code: [Select]
missionScripts:
  - delete: CultGreatestManorBlackLotus 
  - delete: CultGreatestManorBlackLotus1
  - delete: CultGreatestManorBlackLotus2
  - delete: CultGreatestManorBlackLotus3
  - delete: CultGreatestManorBlackLotus4
  - delete: CultGreatestManorBlackLotus5
  - delete: CultGreatestManorBlackLotus6
  - delete: CultGreatestManorBlackLotus7

But I just had a Black Lotus greatest manor spawn out of nowhere. Any idea of what I'm missing?

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4916 on: December 22, 2022, 09:53:13 pm »
I looked at the save file and seen that there were almost 20 manors around, so I just went ahead and deleted them all to get a clean slate.
What's your timeline? I'd have left a couple in, cult manors lose their teeth relatively quickly if your research is remotely viable. And if it isn't, the aliens will do a repeat soon enough.

I tried to remove the spawning of higher level manors, but something doesn't work:

But I just had a Black Lotus greatest manor spawn out of nowhere. Any idea of what I'm missing?
Did you roll over a new month? AFAIK, new spawns are also written into the save and will still fire even if the script that did the writing is now kaput.

As an aside, I don't really recommend just deleting stuff like that with an ongoing game. You could've just removed the tier 3 spawns from the list, or something like that.
« Last Edit: December 22, 2022, 09:55:33 pm by Juku121 »

Offline amokk_gw

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4917 on: December 22, 2022, 10:08:11 pm »
What's your timeline? I'd have left a couple in, cult manors lose their teeth relatively quickly if your research is remotely viable. And if it isn't, the aliens will do a repeat soon enough.
It's march 1999. I deleted them because they were pretty much all greatest manors, so I have not really many options to get to there. And assaulting a manor will take a lot of time, so I'd rather have like a clean slate.

Did you roll over a new month? AFAIK, new spawns are also written into the save and will still fire even if the script that did the writing is now kaput.
Yes it's a new month since I did the changes.
No I did a search for manor and the only thing that's in there is the new base that spawned and the mission statistics from previous missions, otherwise there is nothing in the save file that should mess with the script.

As an aside, I don't really recommend just deleting stuff like that with an ongoing game. You could've just removed the tier 3 spawns from the list, or something like that.
I'm not sure I can follow. I thought that's how you delete the missions from the list? Also I didn't edit XCF mod, I made a mod that does the overwrites. So in case I mess something up, I can just disable my mod and and it should work.
« Last Edit: December 22, 2022, 10:17:06 pm by amokk_gw »

Offline Juku121

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4918 on: December 22, 2022, 10:25:34 pm »
Yes it's a new month since I did the changes.
Strange. Share the save and the date you were getting the manor, perhaps?

I'm not sure I can follow. I thought that's how you delete the missions from the list? Also I didn't edit XCF mod, I made a mod that does the overwrites. So in case I mess something up, I can just disable my mod and and it should work.
Yes, but outright removing parts of the mod is always a potential danger. E.g. now you've also removed a bunch of regular manors along with the 'greatest' ones. In this case, I suppose it actually isn't a problem, but it's a bad habit to get into.

And, well, while making an addon mod is all fine and recommended, if it messes up your save then merely disabling it might not undo the damage.

Edit:
It's march 1999. I deleted them because they were pretty much all greatest manors...
Wait a moment! How is this even possible?! 'Greatest' manors start spawning in month 20, i.e. August '99, regular ones in month 10 (Oct '98) and need at least 10 months to upgrade to 'greatest', so also August '99 at the earliest.
My mistake, it's '97-'98 and you're now in '99. Still, that's a lot of tier 3 manors for half a year of availability.
« Last Edit: December 22, 2022, 10:32:30 pm by Juku121 »

Offline amokk_gw

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Re: The X-Com Files - 2.7: Spectral Entities
« Reply #4919 on: December 22, 2022, 11:01:32 pm »
Yes, but outright removing parts of the mod is always a potential danger. E.g. now you've also removed a bunch of regular manors along with the 'greatest' ones. In this case, I suppose it actually isn't a problem, but it's a bad habit to get into.
Ohh I do backup of my saves all the time and I never overwrite an old save. So I could easily disable my mod and return the older save file.



So I think I know what happened. I made the changes in early February 1999.
Here are the specs of the new base that popped up:
Code: [Select]
alienBases:
  - lon: 2.1205750411731104
    lat: -0.54541539124822791
    id: 16
    pactCountry: ""
    race: STR_BLACK_LOTUS
    deployment: STR_CULT_GREATEST_MANOR_BLACK_LOTUS_ASSAULT
    startMonth: 27
    minutesSinceLastHuntMissionGeneration: 12200
    genMissionCount: 0

So since the game actually starts in December 1996, I think month 27 is February 1999.

So I checked back the old save files before the changes in early February 1999 and lo and behold, there was a mission underway to create a new base.
Code: [Select]
  - type: STR_CULT_GREATEST_MANOR_BLACK_LOTUS_ASSAULT
    region: STR_SOUTH_EAST_ASIA
    race: STR_BLACK_LOTUS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 39698
    liveUfos: 0
    uniqueID: 537
    missionSiteZone: -1

I assume this has been completed in February and I only found out about it in March. So this should truly be the last greatest manor that spawns. :D