We know right off the bat we have 3 battles to fight today. The first place we head is the government warehouse pictured in the screen shot above.
Warehouses are one of my favorite places to do missions. They are generally wide open and don’t have a ton of places for aliens to hide. It is also hard to cause a ton of damage to these buildings.
Right off the bat we run into a new enemy.
Meet: The Spitter.
I like these little purple guys. They don’t cause a lot of damage and die really fast. Their sound effects just make them all the more fun to kill. They are an extremely low threat, but do represent the first time the aliens have been able to damage us, rather than just brain suck us outright.
In that small area we gunned down 5 without much issue. One unit was injured, but the injury was nothing to worry about, unlike the ones this son of a bitch can cause.
Meet: The Mutliworm.
I hate these guys so much. They can ruin your day so so fast. They can take a ton of damage and dish out a fair amount too. And to add insult to injury… when you kill them, they shit out 4 fast moving, high damage low health little bastards.
Meet: The Hyper Worm(s)
Incase you were wondering, the little dots above each trooper’s head represents how many aliens he sees. We are in the thick of combat as we never have been before.
But we come through it okay. You can see the Antropod at the bottom of the screen is panicing. We are close to victory!
All around a good mission, but 3 out of 6 had to report to the sick bay.
Next we went to the second infection point, a set of offices, and ran into a new alien type.
Meet: The Multiworm Egg
In most missions there be a few of these hiding out. We managed to catch sight of this one. They have a very short range, very high damage attack, but you don’t have to kill them for the mission to end. When it is possible to kill them from a distance, I generally do. If they are in a small, enclosed area, I leave them alone.
The mission proceeded like normal, killing a group of spitters, brain suckers and an antropod, when disaster struck.
Our first causality, BunnyBob. RIP my friend.
The reanimated body of our comrade managed to do enough damage to put a rookie in sick bay for a week before getting taken out. Bad news double whammy.
The one causality and many injuries aside, the mission was successful, and the interceptor returned to base to gear up for its third tactical mission in as many hours, but after checking several buildings (and pissing off Megapol) we couldn’t find the last place aliens were dropped and called it a day.
At the end of every day, you are greeted with this screen. It tells you what your sore for the day was and how you are doing for the week. The points lost for Alien Incidents seems to only go up when you get the alarm screen. If you take the points I lost for X-Com craft shot down, and damage to city, you can see that I only got about 70 points for the air combat. Meanwhile, each tactical mission is netting me somewhere around 120 points.
At the beginning of each day, the pool for recruits is changed and your units are healed. We hired a new cyborg (Welcome to the team, IT-NET) and a couple of researchers. Our pool of currently healthy troopers is at exactly 6.
Before the end of the day, both groups of egg heads complete their research. Quantam Physics gives us information on demision gates (boring) and Biochemistry gives us information on the device that will save humanity.
Meet: The Bio-Transport Module!
This component is a big deal. It is most awesome tech number 1 of 4. It will allow us to bring aliens, both dead and live, back to base. Doesn’t sound exciting? Just you wait you silly sally.
By the time the sun sets on day 2, our engineers have built one and our mechanics have fitted it to our interceptor. Now we simply expectantly wait for the next tactical mission.
Day three was uneventful, but the UFO’s returned on day 4. And we took a decidedly different tact. Instead of trying to shoot everything down, we focused all of our guns on one of the probes (the ufo type we haven’t researched yet) and when it crash landed we sent everyone home.
The reason for that is pretty simple. If you are out still shooting at UFOs, things go from this
To this…
Fast!
And that isn’t even a bad one. Sometimes buildings just end up as rubble!
Anyways, the scouts were free to drop their aliens in 3 buildings. With our biotransport modules in action 3 tactical missions should bring in enough aliens keep our biochemists busy for the rest of the week. On top of that, it should give us a nice score boost. Assuming the missions go well…
The first mission takes us to slums owned by Diablo for a solid round of alien ass kicking. There were some heavy injuries (no deaths) and, as promised, a wealth of alien corpses to research.
All the possibilities! We start researching the mutliworm autopsy straight away.
Next up on the tactical tour is the same government warehouse that we went to a couple of days ago. With exactly 6 healthy troopers we load up the interceptor and go into battle, returning a couple of hours later with high scores, promotions, and four more heavily injured men.
With only 2 healthy troops and one mission left to go, we have to call on our already-injured to fill the gap. We make our picks and head back out into the breach.
This last mission takes us, too of all places, our own recyclotorium. I don’t even really know what that is, let alone why we own one. It must be one of those half-implemented features I mentioned before. We can’t build anything here, we don’t get anything from it, yet it belongs to us. On top of that, they are a crappy place to fight. There are tight corners and nooks for aliens to POP (you know what I am talking about, you who’ve played before) out at you. Not only that, but I have to assume it smells terrible.
But none of that makes a difference to our battle harden veterans. The Aliens are dispatched quickly and professionally and our squads return home for some much needed RnR.
While our troopers heal their cuts and bruises, our researchers are hard at work on some very important technology. Immediately after researching the mutliworm they start in on the second of four of their most important technologies, the advanced Biochemistry lab.
Researching and building this facility allows us to double the research output on the biochemistry side as well as research some more advanced techs. In the days since we started, I have been hiring any biochemist above 80 skill. Right now we are up to 8, two more and building will be fully staffed the second it is constructed.
By Sunday morning the aliens were back climbin in our windows and snatchin our people up, this time, however, no X-Com craft were scrambled (Megapol responded and shot down one of the probes! Thanks for the free points brah!). We watched and documented where they dropped their assault force and responded with our own. We only caught two deposits, so we may end up with a surprise mission. Either way, our first stop is an apartment building… and we get a surprise. The aliens have reached ground combat tech level 1.
Meet: The Disruptor gun.
And from that point forth, the Med-Bay overflowith.
These guns are pretty neat. They don’t take ammo and recharge over time. They are not super accurate, but I think they fall under the “one handed” category so in theory you could use two at once without much penalty. Either way, right now they are bad news and represent a change in ground combat.
Up until this point only the multi worm and hyperworms really could do damage to us. Now we have added the Antropod into the mix.
That being said, before the end of the mission two multi worms manage to nearly kill both Nirur and Biag. Our interceptor drops them of at base, finds healthy replacements, and heads over to the slums for what we hope is the last tactical mission of the week.
The mission is completed swiftly and with few injuries.
Before the sun sets on Sunday afternoon, research on the advanced bio lab is completed and work begins on the new facility.