Week 11 began with an overabundance of waiting. We spent part of Monday raiding in an effort to get more promotions but found it to be futile. The only interesting thing was when a cloud of stun gas caused Sniperjoe to walk under a falling building and get crushed to within an inch of his life (about 3 health).
Bored of that, we waited until Wednesday night for this.
IF I am thinking of the right mission, I remember this one being fun. If not it doesn’t really matter, this is 2 of 10 and our men can’t wait to destroy it.
Either way, a handful of Annihilators and our 22 B12ers are sent to the alien dimension to knock the building out.
The aliens didn’t have a chance to build much, only fighting back with a Bomber and Escort. I hate going against this crafts in MegaPrimus so Nathan and friends decide to shoot them all down, clearing a safe path for our agents.
I don’t think this was the mission I was thinking of…
This mission kind of sucks. If I remember correctly all the little green tentacles food things catch fire and tentacle fire ruins your frame rate as bad as Dwarven kittens. I also always wondered how the hell the mutant alliance knew anything about the aliens. I would think that X-Com would be really secret about when and where we are sending our agents, especially when half of Megaprimus would love to catch us with our pants down. Oh well, into the breach.
Isn’t our army beautiful!?
Also note this building is slightly less ugly than the last one.
The first half of the mission is spent punishing aliens and pushing towards the main food source. One squad each guards the spawn points to avoid a surprise attack from behind (and to inflate our stats!).
It doesn’t take long to clear most of the building and make our way to growing chamber.
I think I know how I am going to take all these stupid things out, but first we have to kill all the aliens. The only potential risk so far has been the stupid psimorphs. Were they able to take over one of our units and order him to drop his shield, he could be in serious trouble, but they don’t seem to be smart enough to try such a tactic.
It takes a bit but the first half of the mission is finally complete; the majority of the aliens are dead and we can work on clearing the growing chamber. While it has gotten a bad rap, I feel like the chain reaction is one of the most interesting and entertaining features in X-Com Apoc. It is our choice to get the job done in the most dwarven way possible.
As I said, I’d like to clear everything out at once to minimize the time spent playing at 0.1 FPS. I am hoping this chain reaction will do the trick. Every little purple dot in the red circle is a Vortex mine.
And it all starts here.
So far so good…
Haha, our rocket man caught on fire… oops!
The bombs turn the corner… come on baby, go for the gold!
South side primary target….
Explodes in a ball of FIRE!
North side gets away…. Hmm.
Or so it thinks!
Turns out there were more than just three of those glow bulbs. I remember it took Young Fikes a really long time to find the others, since he did (and still does) fail to look up in video games. But I have the amazing power to learn from previous foolishness and locate the last of the offenders in no time.
And with that, we get the message we’ve been waiting for.
We make it out and another alien building falls before us.
Back at base we get some good news.
As promised the once hostile Mutant Alliance is now our bestest brosefs! Hurray! Hybrids are actually important for a game I want to play a little later… hehehe. (Side note: A couple updates ago I said “There used to be a building here… this is that building, slowly being rebuilt)
Later in the day we research the Psimorph and get a surprise.
The real alien threat… if I don’t miss my mark this could mean some very good things for us… oh well, we will have to wait and see.
A couple of days later, research is finished and we get this flavor text. It basically says that the Micronoids are the real threat and that they hope to take us over mainly through the use of brain suckers. The important part is that last bit. “Specific Toxin”. That would be Toxin C.
I thought you could only get this if you killed the very last MegaPrimus alien type, but it looks like I was wrong. Interesting!
Late on Saturday X-Com Armaments is the target of a raid. It is worth noting that all week this base would cause a crash if I tried to look in on it. Going into tactical combat here shows me why.
Units can’t move into it or path through it. Clearly whatever facility was in that spot is bugged, so it is mostly ignored while the raiding force is beaten to death. All in a day’s work!
To end Saturday Biochemists give us their second to last gift, BioToxin C.
I have gotten to the end game of Apoc probably a half dozen times but have never been able to equip a squad with this ammo. To be fair it hasn’t ever been necessary, but it will be nice none the less.
We spend much of Sunday morning raiding, but end with little to show for it.
By mid-day Sunday we research the next alien building. You kind of get the feeling that the developers just “phoned it in” for this one. If you couldn’t think of 10 interesting ideas for buildings, why did you make 10 buildings?
But I digress. All the raiding has our troops in a bit of disarray, so the remainder of Sunday is spent organizing and preparing our troops for building 3 of 10. By Sunday night preparations are done and our army is sent into the breach once more.
The sun sets and the week ends. Our score is high (close to 10,000) but we get some interesting news.
There has been a lot of text flying around that I haven’t paid much attention to. Factions have been raiding each other ten times a day. This was unexpected. I have seen it happen once before, when the aliens actually managed to trash the entire city, but I wasn’t really expecting it now. I guess our mutual enemies finally did enough damage to shut down the government.
Frankly our severance package sucks. I guess we have to sell the gold plated staplers now.