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Save Our Ship 2 is updated and back on Steam After two years they've done it, and the changelog is huge. This looks awesome, and is definitely going to be my next run. Some highlights: SOS2 Changelog Excerpts posted:- Starting in space is now much more forgiving, with starting ship research unlocked.
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# ? May 18, 2024 02:05 |
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# ? Jun 8, 2024 13:39 |
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That is a surprisingly quick reaction to 1.5. Did they get the same pre-access as VE?
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# ? May 18, 2024 05:17 |
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CommunityEdition posted:That is a surprisingly quick reaction to 1.5. Did they get the same pre-access as VE? Uncertain, but they've been working behind the scenes on updating SOS2 for basically two years straight, encountering some pretty significant setbacks as DLCs come out and the original team goes off to make their own game. Maybe Anomaly was finally the DLC that didn't push the reset button on their work, and they were able to get ahead of things? No idea, but you're right, it's shockingly fast. And considering the scope of SOS2, it's basically another DLC that just dropped. Kestral fucked around with this message at 06:26 on May 18, 2024 |
# ? May 18, 2024 06:15 |
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Didn't SoS2 spend like, all of 1.4 being worked on?
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# ? May 18, 2024 06:16 |
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Broken Cog posted:Shame, I wanted my nude raider colony to have, like, preferred authority caps or cowboy hats, but I guess I can always just designate them myself. Ram Ranch really rocks! There's also the naked speed gene, you could make a custom nude cowboy xenotype.
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# ? May 18, 2024 06:16 |
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worm girl posted:Ram Ranch really rocks! Naked Speed Heat Tolerant Psychic Bonding Strong Shooting Strong Animals Alcohol Dependency
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# ? May 18, 2024 06:27 |
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death cob for cutie posted:Didn't SoS2 spend like, all of 1.4 being worked on? Yep, but worked on veeeeery slooooowly since the core team was spending most of their efforts on their own as-yet-unreleased game. There was an unstable beta that was mostly playable but had some spicy bugs and mod conflicts. There's a new team on board now, getting occasional contributions from the originals, so it looks like it might be able to keep up with patches! Unrelated, is there a point to giving ghouls more than one power claw, or is it better to shove a venom talon or something into them once you've got the power claw attack running? (Alternatively, if anyone knows of a good guide to melee verbs so I can figure this out myself, I'd love to see it)
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# ? May 18, 2024 06:28 |
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I saw someone advocate giving them one power claw and replacing the other hand with a wooden hand (if you just chop it off it regrows, but a wooden hand prevents this). That way they can't use the scratch attack and are forced to always power claw.
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# ? May 18, 2024 06:30 |
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SniperWoreConverse posted:Can't you make a clothes choice preference with your desired straps and mad max pervowear that just so perfectly matches? Prob a pain in the rear end of you got 83 pawns but once you set it up it's only 83 assign clicks You can click and drag on the assign page and the schedule page. So set it up once, assign to one pawn, then click and drag down the list.
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# ? May 18, 2024 08:31 |
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Kestral posted:Yep, but worked on veeeeery slooooowly since the core team was spending most of their efforts on their own as-yet-unreleased game. There was an unstable beta that was mostly playable but had some spicy bugs and mod conflicts. There's a new team on board now, getting occasional contributions from the originals, so it looks like it might be able to keep up with patches! Double power claws is the optimal ghoul setup for max DPS. If you can't afford double power claws, one power claw and a wooden hand is optimal, because the wooden hand is so lovely that it pushes it off the melee verb table so the ghoul will stick to the power claw.
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# ? May 18, 2024 09:31 |
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new stupidest gimmick xenotype, the gut worms got tired of being tended and are back for REVENGE i gave them sanguophage powers cause I figure parasites are also vampires and maybe the gutworms ate archites or something idk
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# ? May 18, 2024 14:53 |
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Wait, people use ghouls for damage? Mine get a nuclear stomach, ghoul plating and a hearty pat on the back before being told to go stand in the corpse freezer until they're called on to go stand in front of a bullet. I let my chromed out drug hazed murder hobos with persona Zeus hammers and stuff do damage. I have recently started giving my ghoul volunteers custom xenogerms before ghoul-ization. Some really useful genes out there and piling on enough "the ghoul that has 0% speech is also bad at Social" is nice for even more meat reduction. Mostly that only happens because making a gene line is cheap though. I don't invest a lot in them, their job is to die slowly and cheaply. Edit; Also, poo poo yeah, SoS 2. Gonna download that so hard.
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# ? May 18, 2024 14:56 |
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My Captain Planet villain run is going well. My neighbours keep sending people to visit our toxic hellhole and experience our culture, they leave riddled with tumours and a crippling meth addiction, but had a great time.
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# ? May 18, 2024 16:02 |
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the first of the new generation of mega worms has been born, its oddly cute seeing it carried along like that even if it did just burst out of a prisoners chest unfortunately right after this the caveman who came to stay with us decided to betray the greatworm alliance and tried a very literal 'kill it with fire' on the poor baby after i tried so hard to get them to take those loving rocks out of the barracks and everything
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# ? May 18, 2024 18:27 |
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it’s ok and fully legal to kill someone if they set your baby flesh worm on fire, imo
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# ? May 18, 2024 18:35 |
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bird food bathtub posted:Wait, people use ghouls for damage? Mine get a nuclear stomach, ghoul plating and a hearty pat on the back before being told to go stand in the corpse freezer until they're called on to go stand in front of a bullet. I let my chromed out drug hazed murder hobos with persona Zeus hammers and stuff do damage. Ghoul damage is quite good, even without bionics. If it's going to be in combat soaking hits then it may as well be fighting
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# ? May 18, 2024 18:41 |
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bird food bathtub posted:Wait, people use ghouls for damage? Mine get a nuclear stomach, ghoul plating and a hearty pat on the back before being told to go stand in the corpse freezer until they're called on to go stand in front of a bullet. I let my chromed out drug hazed murder hobos with persona Zeus hammers and stuff do damage. Yeah, if you're at the point where you've got multiple chromed out melee gods on go-juice with persona weapons, ghouls are probably not super important. My ghouls are meant primarily for keeping damage off of a colony that is hilariously fragile compared to where we should be by this stage of the game, but damage output is a form of damage mitigation too: dead enemies can't attack, and if you're killing things you can proceed to lock up other things in melee so they can't do any harm to "real" colonists. Movement speed, likewise, very important for my ghouls because they have to be in the right place at the right time to protect a colony with an inordinately high number of valuable pawns who are Incapable of Violence. Current most important ghoul duty though? Babysitter. The highmate kid is rapidly becoming a god-pawn and is insanely valuable to the colony, and since I don't have any mantis shrimps randomly self-taming, bonding to children, and getting equipped with spinal mounted artillery in this run, some fairly specific zoning now causes little Aster to be accompanied on her nature walks by twitching, chattering undead. A Very Normal Childhood.
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# ? May 18, 2024 18:57 |
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Want to rename my ghoul Thrumbo Slayer, I just wish he would wear the hat I made for him
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# ? May 18, 2024 19:04 |
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LonsomeSon posted:it’s ok and fully legal to kill someone if they set your baby flesh worm on fire, imo fortunately the baby was saved and has now been given toys
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# ? May 18, 2024 19:10 |
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George Sex - REAL posted:As far as Ghouls go, they can get extremely powerful just off genetics/ghoul specific implants and I don't think will ever crack 600 pawn value. Start adding prosthetics, like power claws or nuclear stomachs and watch their pawn value skyrocket. Triple or quadruple with just a few. That isn't good for efficiently dealing with encounters. With all the ghoul talking occurring and after having done a few ghoul heavy runs, I feel the need to repeat the basic advice above. In my last game I had ~15 ghouls, none of which had a pawn value of over 300 due to a custom xenogerm I was applying to each ghoul. The strength of the ghoul is that they can be made a strong, fast, tanky melee pawn requiring very little upkeep and maybe most importantly, contributing very little raid points. Thus, they offer a lot of defense for very little trade off. If you want to scale up ghoul contribution, the trick is really quantity. The quality you can build in comes in the form of ghoul specific prosthetics, as for whatever reason they add basically no value and a xenogerm, as not only do they add utility but they also further reduce pawn value if done right.
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# ? May 18, 2024 19:19 |
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George Sex - REAL posted:The strength of the ghoul is that they can be made a strong, fast, tanky melee pawn requiring very little upkeep and maybe most importantly, contributing very little raid points. Thus, they offer a lot of defense for very little trade off. So now there are not one but two DLC minions clowning on Gauranlen.
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# ? May 18, 2024 21:03 |
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bird food bathtub posted:Wait, people use ghouls for damage? Mine get a nuclear stomach, ghoul plating and a hearty pat on the back before being told to go stand in the corpse freezer until they're called on to go stand in front of a bullet. I let my chromed out drug hazed murder hobos with persona Zeus hammers and stuff do damage. Ghouls are most useful for taking hits and blocking melee foes, but with Ghoul Barbs and a Power Claw they easily one-shot lightly-armored foes, fingerspikes, shamblers, and other things that attack in large numbers. You don't even need that much, but the upgrades definitely improve the chance of their first hit being fatal so they can move on to the next.
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# ? May 18, 2024 21:33 |
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Careful if you're gonna have a ghoul army. They actually eat quite a lot of meat, so if you don't have a steady supply you might find yourself running out faster than you'd expect. Nuclear Stomach, and the Fleshmass Nucleus can help, but even that can't keep up when you have multiple.
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# ? May 18, 2024 21:52 |
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Broken Cog posted:Careful if you're gonna have a ghoul army. They actually eat quite a lot of meat, so if you don't have a steady supply you might find yourself running out faster than you'd expect. Do they get cryptosleep sickness? Storing a bunch in an ancient danger would be pretty neat.
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# ? May 18, 2024 21:55 |
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worm girl posted:Do they get cryptosleep sickness? Storing a bunch in an ancient danger would be pretty neat. I'm probably dumb but when I tried to pit a ghoul in one I couldn't figure out how to actually do it. They also have to be "arrested" and dragged along to join a caravan. They kinda seem to do a lot of their own things. Nuclear stomach, maxed metabolic efficiency with "poor social, awful plants" and so on, you can get their dietary needs down really low. Get in to some mods and it gets crazy low. I actually had to set up the corpse trees as overflow after my 8x8 ghoul freezer maxed out on corpses.
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# ? May 18, 2024 22:38 |
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You need someone with passable Melee to make s good ghoul, right? Doesn’t that make it harder to mass them?
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# ? May 18, 2024 22:48 |
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The Lone Badger posted:You need someone with passable Melee to make s good ghoul, right? Doesn’t that make it harder to mass them? Nothing a good gene line can't solve! Plug in great melee, unstoppable, melee damage increase and enough "bad at cooking" to max out their metabolism efficiency then ghoulify away! Free points from a good volunteer does help but isn't mandatory.
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# ? May 18, 2024 22:54 |
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The Lone Badger posted:You need someone with passable Melee to make s good ghoul, right? Doesn’t that make it harder to mass them? If you want them to do damage, sure, but if you just need them to tank it doesn't really matter. Though a ghoul without tough can go down surprisingly fast. Metalblood can rectify that, if you're careful not to let them get set on fire
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# ? May 18, 2024 22:54 |
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Also because they regenerate so fast you can make someone who's not good at melee, passable at it just by getting them into fights with things that can't kill them outright in one blow.
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# ? May 18, 2024 23:30 |
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fun thing i found out re: ghouls today - if anyone's using Allow Tool, your ghouls may not be displaying a melee skill due to a bug in the mod. there is apparently a fix available via workshop searching
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# ? May 18, 2024 23:41 |
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The Lone Badger posted:You need someone with passable Melee to make s good ghoul, right? Doesn’t that make it harder to mass them? Not really. Just make them go melee animals on the map whenever they get hungry. Start with small/weak ones. The first four ranks come really fast and make a huge difference.
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# ? May 19, 2024 00:34 |
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Inexplicable Humblebrag posted:fun thing i found out re: ghouls today - if anyone's using Allow Tool, your ghouls may not be displaying a melee skill due to a bug in the mod. there is apparently a fix available via workshop searching I've been playing without it but I'm still very sad about this. A lot of Allow Tool's functionality has been integrated into vanilla so it's not that necessary anymore, but I still badly miss the Finish Off and Haul Urgently commands.
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# ? May 19, 2024 00:48 |
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My anomaly research start began with realizing that you can have the ghoul go "hunt" animals, either to consume (squirrels, racoons, rats) or for other people to haul back (anything else). It's a good way to make use of a pawn that can't really do anything else, and training melee skill is the cherry on top
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# ? May 19, 2024 06:07 |
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Another thing you can do is stuff prisoners or animals in the free caskets you get from the ancient danger and crack 'em open if your boys get too hungry. It's not hard to find a couple of downed jerks after a raid to put on ice. Skip abduction and animal/fleshbeast summoning is also good.
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# ? May 19, 2024 06:35 |
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Since Ghouls can eat twisted meat you can presumably span Provoke Fleshbeasts and let them feed themselves.
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# ? May 19, 2024 06:53 |
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You can stuff ghouls into cryptosleep caskets, but you have to anesthetize them first and then have another pawn chuck them in, and once you let them out they're still affected by cryptosleep sickness and anesthesia, though they seem to recover from it faster than normal colonists. They're not super great in cases of extreme emergencies, but for cases where you have some time to spare (like a mech cluster or something), it might be worth keeping a few ghouls on ice.
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# ? May 19, 2024 11:20 |
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Is it just me or do ghouls not seem to lose limbs? At least mine always seems to die before actually having any arms or legs destroyed.
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# ? May 19, 2024 11:38 |
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Broken Cog posted:Is it just me or do ghouls not seem to lose limbs? You're probably just not noticing, since they grow back almost immediately.
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# ? May 19, 2024 11:39 |
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The only real issue I've had in terms of keeping ghouls fed is caravans. I have a warehouse full of raider corpses and twisted meat to feed my little horde, but there's only so long you can keep raw meat fresh on the road.
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# ? May 19, 2024 14:56 |
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# ? Jun 8, 2024 13:39 |
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Finally settled on a game setup that grips me. Adjusted the Mechanitor start to add two ghouls, a tunneler and dev mode a medium charger for him. I don't use the big boy to fight, only to excavate the map passively. Adds some constraint to early power and using multiple wood generators as steady or back up power. Has been pretty fun to do the solo mad scientist and the evil lair with humble beginnings. There's a lot to pursue in research for high tech, dark rituals and meching up. Makes each recruit very meaningful too. It is a little cheesy but the tedium of mass mining with a single colonist seemed a good point of compromise, the scientist has high passion for research and... animals. The rest of the skills are hard earned from a starting point of 0-3. And a mere baseliner too! Genetic enhancements will have to be earned and mad science'd in or recruited for! Managing the ghoul hunger is amusing as well as their limits in combat, they're strong but drop dead instantly if you engage poorly. Gets tense when food is low and the only animals on the map are large packs that can aggro together.
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# ? May 20, 2024 12:15 |