Cogmind > Stories
Apostle of RIF - Building a bothacking powerhouse
(1/1)
Kyzrati:
Serious robot hacking time! (YouTube, and VOD while it lasts)
I actually did do a robot hacking stream right after Beta 7 released last month, considering this is the release's flagship feature, and even though it was an exciting one (and a win) the audio sucked so I've definitely wanted to give it another go.
But 1) I didn't want it to be so much like the other one, 2) there were already a bunch of RIF updates planned for Beta 8, and 3) I did the whole Roguelike Celebration trip which is going to push back Beta 8 and didn't want to keep everyone waiting so long for RIF updates to come along with the other new stuff.
So I suddenly decided to do a quick 7.1 release and put out the RIF stuff now, so that I could use it in the stream right away (and also give it to everyone else!). I guess we can call this... "stream-driven development" :P
Overall the idea was tie RIF closer to alert management and Garrisons, since after all you're sort of a part of Complex 0b10 once you install it.
7.1 is a surprise release I did immediately before streaming it, and we'll get to the changelog/release notes this weekend, but first, the run!
-10 and -9 were pretty uneventful, since I raced through both just grabbing the first parts we needed: storage and a launcher. I plan to use wheels pretty much the entire run to minimize all slot types except utilities in order to maximize capacity for storage, couplers, some infowar, and armor when there's room/necessity.
-8/Materials, however, took for-e-ver because I literally explored the entire floor before finding the lone Garrison. At least Electrolasers made short work of everything in my way, although in this particular situation I did have to pull out the launcher and make a mess of the place :P
Spoiler: Oops, surrounded! (click to show/hide)
The Garrison was so hard to find that I was just about to give up and leave when it popped up via terrain scanning. The stream was going crazy hoping that I'd notice the Garrison tucked away in a nearby tiny room, or at least see them yelling about it, haha.
Just look at this layout--literally the last room I hadn't seen, right there next to the exit I was about the leave from.
Spoiler: That was close... (click to show/hide)
Inside the first Garrison things went smoothly. As predicted my [non-armored] wheels got blown off and I had to switch to legs there for a bit, but before leaving I had plenty of nice wheels taken from unpowered ARCs.
Somewhat less expected was the fact that I'd somehow inadvertently dropped an Imp. Datajack we'd found earlier (somewhere in -8?), so this wouldn't be much of a bothacking run without the ability to actually use my RIF and all these couplers... Then inside the Garrison itself we happened upon a stash of... Remote Datajacks, believe it or not!
Spoiler: Saved! (click to show/hide)
Whew, back in the Factory with RIF, datajack, and couplers... (the garrison brought us up to -7)
Spoiler (click to show/hide)
After about 900 turns of hacking around the floor we came across another Garrison Access, and RIF synergizes with garrisons so well... hey why not go into another one :)
So another Garrison fell and the stockpile of couplers continued to grow. All the new RIF mechanics really helped... Here is an allied Swarmer about to come around the corner to help out the temporarily allied Sentry against some incoming Grunts, and right after this a couple more Grunts came up from the south and it was a big mess of hacking and destruction :D
Spoiler (click to show/hide)
And you know what we did no -7/Factory once we got back to it? Dove into another Garrison xD. Right at the entrance we even got a great stash of super couplers...
Spoiler (click to show/hide)
Made it through that Garrison just fine and got spit out on -6/Factory, where the stream is on pause until next week! Check out that inventory...
Spoiler: All your bots are belong to us (click to show/hide)
Yeah I just have a basic Particle Gun because I'm not really fighting at the moment... The Gauss Cannon was pretty awesome for when I had to shoot things, especially the melee bots I didn't have couplers for since it has knockback.
Here's the route so far:
Spoiler (click to show/hide)
I would've taken the Mines early on, mainly to drop the alert, but didn't find the exits before regular ones so didn't bother. And ever since then sticking to Garrisons has been rather effective :). Alert has been high up around level 3/4-ish a lot, but bringing it down hasn't been too problematic...
We'll see what happens next week!
Kyzrati:
The Apostle of RIF is alive and well. Part 2 is complete, and we spent the entire stream at the same depth!!! Impressive xD (YouTube)
The original plan for this run was to just fool around with RIF and garrisons, which is how Part 1 went, but then MTF came up with this bounty, challenging me to get a GRD to go with this RIF. I've never had a GRD before, because they're not that easy/safe to get (nor would it normally do me any good since I generally play combat), but hey if there's a reward involved, and it'll give the run some higher stakes plus make it even more interesting then why not! Having a Gui. Remote Datajack would make hacks around corners/obstacles a possibility, and that's just cool :)
This does affect strategy, however. We've gotta plan which method to acquire it (there are many options here), and then actually execute that plan... So I've decided my route will take us through two branches: Extension and Armory.
Because the entrance to Extension can appear starting from -6/Factory, we couldn't leave that depth until confirming whether it was there. So that meant a combination of hacking and just searching around.
Some Chute Traps were located early on, but passed up and remembered as a backup plan in case things went wrong. Things did sorta go wrong when we lost our last Remote Datajack (what is a bothacker without a Datajack?!), but a lone Programmer sent out after us was kind enough to replace it for us when I smashed its face in a doorway. We also repaired one of the four Lrg. Storage Units, which are getting kinda beat up. I've never actually repaired anything before, so I got an achievement for that :P
After spending a while exploring the floor to no avail, we decided to bail and see if Waste could provide some gear and/or friends and/or just reset the level to something better.
Spoiler: Time to make the leap (click to show/hide)
But even after heading into the new -6/Factory, so much ground was covered without being able to hack exactly what we needed to know.
Spoiler: Passed up some other exits (click to show/hide)
I did decide to hack a Recycling Unit on the way and was rewarded with the Armory depth right away, which was perfect. It's at -4, info we'll need for later.
Still been sticking to wheels. The lack of Garrison visits for a while now means being left with just basic wheels most of the time, but we did luck into one more Arm. Huge Wheel :D
Spoiler: Found another of my favorite items! :D (click to show/hide)
There we've got two Sentries in tow, some of my favorite allies to have while bothacking. Basically the earlier Garrison trips meant having plenty of couplers to own any Sentries or Hunters on the way, so neither of those have been a problem. We've basically been using those two against the others where possible, or at worst having to pull out the launcher to deal with a troublesome squad.
We were just about to give up on the second -6/Factory when suddenly Terminus pointed out a part of the map that looked suspiciously like a special exit...
Spoiler: So much exploring... (click to show/hide)
And sure enough, on closer look the terrain scanner had earlier revealed a few dots of brighter wall just north of longest corridor of the south central area. And it totally looked like a reasonable layout for the Extension branch entrance.
Spoiler: It was! (click to show/hide)
If he hadn't pointed that out Extension would've been inaccessible and we would've missed the opportunity! (Sure GRD would still be accessible other ways, but this is my preferred safer approach.)
Extension isn't too hard for hackers, so not too much trouble there, although the whole point of coming was to rescue A7, so it's a good thing there was a Greatsword lying around because chopping up the walls with that bad boy was much more reliable than hacking the doors.
Then... we got a little company.
An assault was dispatched and we had a small but deadly army by this point, so this particular assault was kinda nasty.
Spoiler: ! (click to show/hide)
Not only did an Imp open in my face, but this thing had four Demolishers tagging along. Good thing I'd kept that Demolisher coupler all this time! I immediately temp-converted one of the Demolishers, which fired on the group and blasted the Imp out of existence, before the Rogue turned on the Demolisher and slashed it to death, mwuahaha :D
The rest of the group was fairly easy to clean up. I perma-assimilated one of the Demolishers off to the east, and one of the others tried to flank us via the corridor to the left but ran into our two Sentries, which as you might know are resistance to EX, so it was firing at them but didn't last too long ;)
Spoiler: Victorious! (click to show/hide)
Funny enough we met two Rainmakers right after that. They probably fell behind the main assault, so they got cleaned up alone in a corridor, mainly by A7 and a derelict Hunter that really really wanted to help out...
And here we are now, pretty much done with Extension and soon to return to Factory. We found this crazy room that I kinda want to enter (because there's an Armored Leg right there!) but yeah this is not a good room to let allies follow into for... well... obvious reasons :P
Spoiler: Wow though. Four Terminals and two Energy Cyclers... (click to show/hide)
Alert so far has mostly fluctuated between level 1 and 3, kept under control pretty well despite how long we've been hanging out in the same areas/maps.
Part 3 will be at the same time next week, when we'll head over to -5/Factory and have a bit more freedom. We'll almost certainly hit a Garrison or two :) (although I dunno, maybe we should find Mr. Z? Would make Armory easier... though it could very well be W at that depth, no idea.)
Kyzrati:
Well now... Part 3 is complete and we're in the Upper Caves. Everything's going to plan!!! (Sort of, anyway, but we'll get to that in the details.) (YouTube)
This is already by far my longest run ever, combining all the stream talking with this slower meandering play style that is a bit more thoughtful with all this hacking. (Yet more hacking achievements earned today!) Another four hours in and we're up at -5, still not even into the really hard stuff, but at least still well on our way to Armory.
Today there were quite a few hairy incidents, and we've gotten gradually lower on couplers to the point that we're playing a sort of heavily armored wheeled infowar build now, one which sometimes hacks stuff when possible. RIF has still been pretty useful overall, though, especially when we dove into our fourth Garrison to "get out of trouble" :P
Solved the heavily damaged Lrg. Storage Unit problem by repairing two of them here:
Spoiler (click to show/hide)
Then despite having explored a fair bit of -5/Factory, trouble reared its head and I decided to run from it to escape through a Garrison. Good timing, really!
Spoiler (click to show/hide)
For a little while there we were on treads (low armor, wheels got taken out), which made things a bit harder given how slow we were.
But hey, at least we could dive into a Garrison to grab a few more couplers and head back out into a somewhat safer floor, yeah? :). Well first there's the question of the Behemoth in the middle...
Spoiler (click to show/hide)
As you can see we have a ton of infowar abilities (attached and/or in inventory), so playing smart was a must. Terrain scanning has been a boon throughout the run, including here where the best option was clearly to follow tunnels through the walls to the south and cut into the southeast quadrant. Too bad we had no way to reasonably deal with a Behemoth so it ended up being a SE exit after grabbing some more gear over there.
In the new -5/Factory section a helpful Hauler dropped a bunch of Mni. Smartbomb Launchers :D
Spoiler (click to show/hide)
Today one of the hacking themes was telling Workers to dismantled explosive machines, which worked quite well. This Hauler's escort was eliminated using just that strategy (notice all the debris...).
Spoiler (click to show/hide)
The star of the mid-game! A full stash of Imp. Power Armor, pretty much all of which was taken along for the ride...
Spoiler (click to show/hide)
"Set dismantle target: Nuclear Reactor." That worker to the east is about to kill most of these bots ;)
Spoiler (click to show/hide)
(Before it reached its target I also reprogrammed the Angel to protect me instead of its friends :P)
After lots and lots and lots of exploration, a desirable caves exit was finally located, and just in time as alert was getting high and more Programmers were coming.
Spoiler (click to show/hide)
We entered from the southeast, found a regular exit in the southwest, then in the search for a caves exit headed northeast across the entire map to find one in the corner.
Spoiler (click to show/hide)])
This is already by far my longest run ever, combining all the stream talking with this slower meandering play style that is a bit more thoughtful with all this hacking. (Yet more hacking achievements earned today!) Another four hours in and we're up at -5, still not even into the really hard stuff, but at least still well on our way to Armory.
Today there were quite a few hairy incidents, and we've gotten gradually lower on couplers to the point that we're playing a sort of heavily armored wheeled infowar build now, one which sometimes hacks stuff when possible. RIF has still been pretty useful overall, though, especially when we dove into our fourth Garrison to "get out of trouble" :P
Solved the heavily damaged Lrg. Storage Unit problem by repairing two of them here:
Spoiler (click to show/hide)
Then despite having explored a fair bit of -5/Factory, trouble reared its head and I decided to run from it to escape through a Garrison. Good timing, really!
Spoiler (click to show/hide)
For a little while there we were on treads (low armor, wheels got taken out), which made things a bit harder given how slow we were.
But hey, at least we could dive into a Garrison to grab a few more couplers and head back out into a somewhat safer floor, yeah? :). Well first there's the question of the Behemoth in the middle...
Spoiler (click to show/hide)
As you can see we have a ton of infowar abilities (attached and/or in inventory), so playing smart was a must. Terrain scanning has been a boon throughout the run, including here where the best option was clearly to follow tunnels through the walls to the south and cut into the southeast quadrant. Too bad we had no way to reasonably deal with a Behemoth so it ended up being a SE exit after grabbing some more gear over there.
In the new -5/Factory section a helpful Hauler dropped a bunch of Mni. Smartbomb Launchers :D
Spoiler (click to show/hide)
Today one of the hacking themes was telling Workers to dismantled explosive machines, which worked quite well. This Hauler's escort was eliminated using just that strategy (notice all the debris...).
Spoiler (click to show/hide)
The star of the mid-game! A full stash of Imp. Power Armor, pretty much all of which was taken along for the ride...
Spoiler (click to show/hide)
"Set dismantle target: Nuclear Reactor." That worker to the east is about to kill most of these bots ;)
Spoiler (click to show/hide)
(Before it reached its target I also reprogrammed the Angel to protect me instead of its friends :P)
After lots and lots and lots of exploration, a desirable caves exit was finally located, and just in time as alert was getting high and more Programmers were coming.
Spoiler (click to show/hide)
We entered from the southeast, found a regular exit in the southwest, then in the search for a caves exit headed northeast across the entire map to find one in the corner.
Spoiler (click to show/hide)
The stream ended here:
Spoiler (click to show/hide)
But not before exploring a bit of the caves and sheesh was it a rocky start.
Corruption was high so I hung by the secluded entry area and spent numerous turns purging it with the System Backup Module, not paying attention to the fact that matter fusing kept kicking in and suddenly we went from a ton of matter to almost none!
Caught it with about 40 left, which is still salvageable, at least, but then rounded the corner to seek out more and immediately got spotted by a Sentry which woke up its outpost! (Really wish the Transmission Jammer had been on...)
Anyway, dealt with that mess and that's where we are now, ready for some spelunking!
Kyzrati:
The Apostle has fallen! (YouTube)
That went... slightly worse than expected xD. I didn't expect it to go too well considering how challenging the goal was, but I did think we'd at least reach Armory. Instead it ended shortly before the entrance, on -4/Factory.
The Upper Caves were easy enough, having so much infowar that threat avoidance wasn't an issue, although sadly those caves didn't lead where we wanted.
Spoiler: These Swarmers definitely did not like what happened to them next. (click to show/hide)
Then the rest of the time was spent on -4/Factory, where despite tons of intel and alternative safer/better options, the goal was, after all, to visit Armory, so the search was on.
Spoiler: Condition shortly after entering, in the process of using a coupler to force a Swarmer squad to destroy itself. (click to show/hide)
The main issue was the decision to head northwest to look for the Armory entrance, which resulted in a lot of combat (not great for a non-combat build...), as initially it was multiple unavoidable Sentries stationed at junctions, though the biggest problems were Hunters that didn't show up on sensors, and the other patrols passing by that same tight area while battles were raging on.
Eventually after all that attrition, it was decided to retreat from the area and try another way.
Spoiler: Soon after, a terminal revealed the location of Armory! (click to show/hide)(it was on the other side of the map xD)
This is about where things started to go wrong, being a pure non-combat build on wheels, but again passing through some tight areas on the way to the Armory entrance and forced to fight.
Spoiler: Notice the complete lack of armor now :( (click to show/hide)
This would've been fine if we'd had any couplers in ages, but we got behind the curve due to getting low in the first place, and barely hitting any more garrisons.
After that some Hunters and Programmers showed up, and basically all hell broke lose.
Spoiler: The Apostle meets his end, half a screen from the Armory. (click to show/hide)
There was one last smartbomb fired before the true end came ;)
Anyway, this could've been a fine run under normal circumstances, but it was driven into the ground by an intentionally inflexible strategy, and Cogmind is good at breaking inflexible strategies! It was interesting running such a min-maxed build, though--first time I've gone with only two weapon slots in order to maximize utility space.
Still more late-game RIFfing to experiment with!
Spoiler: Score: 20,174 (click to show/hide)
Cogmind - Beta 7.1 @@@ ROGUELIKE MODE
Name: Kyzrati
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (297) 1485
Value Destroyed (13407) 13407
Prototype IDs (7) 140
Alien Tech Used (1) 200
Bonus (1942) 1942
TOTAL SCORE: 20174
Cogmind
---------
Core Integrity 0/1150
Matter 234/300
Energy 90/100
System Corruption 17%
Temperature Cool (0)
Location -4/Factory
Parts
-------
Power (2)
(None)
Propulsion (3)
(None)
Utility (13)
Enhanced Optical Array
Improved Signal Interpreter
Improved Target Analyzer
Advanced Hacking Suite
Weapon (2)
Mini Smartbomb Launcher
Power Sword
Inventory (4)
Micro Fission Core
Antigrav System
Improved Remote Datajack
Peak State
------------
Power
Micro Fission Core
Micro Fission Core
Propulsion
Medium Treads
Compact Wheel
Compact Wheel
Utility
Improved Heat Sink
Large Storage Unit
Large Storage Unit
Large Storage Unit
Enhanced Optical Array
Improved Signal Interpreter
Advanced Terrain Scan Processor
Improved Target Analyzer
Improved Target Analyzer
Improved Medium Armor Plating
Improved Powered Armor
Improved Powered Armor
Advanced Hacking Suite
Weapon
Gauss Rifle
KE Penetrator
Inventory
Micro Fission Core
Carbon-fiber Leg
Flexi-carbon Leg
Compact Wheel
Advanced Sensor Array
Long-range Terrain Scanner
Improved Transmission Jammer
System Backup Module
Mini Drone Bay
Tesla Rifle
KE Penetrator
Railgun
Mini Smartbomb Launcher
Mini Smartbomb Launcher
Improved Remote Datajack
Improved Remote Datajack
Improved Remote Datajack
Chainsword
Power Sword
Power Sword
[Rating: 86]
Favorites
-----------
Power Micro Fission Core
Engine Reinforced Deuterium Engine
Power Core Micro Fission Core
Reactor Heavy Antimatter Reactor
Propulsion Compact Wheel
Treads Armored Medium Treads
Wheel Compact Wheel
Leg Titanium Leg
Hover Unit Antigrav System
Utility Large Storage Unit
Device Advanced Sensor Array
Storage Large Storage Unit
Processor Advanced Terrain Scan Processor
Hackware Relay Coupler [NC]
Protection Improved Powered Armor
Weapon Remote Datajack
Energy Gun Tesla Rifle
Energy Cannon Improved EM Pulse Cannon
Ballistic Gun KE Penetrator
Ballistic Cannon Gauss Cannon
Launcher Mini Smartbomb Launcher
Special Weapon Remote Datajack
Impact Weapon Heavy Flail
Slashing Weapon Power Sword
Piercing Weapon Spear
Stats
-------
Bonus Breakdown 1942
Pacifist 200
High Alert Combat Kills 1836
Follower Combat Kills 2521
Entered Garrisons 800
Used RIF Installer 300
Friendly Fire -3715
Combat Hostiles Destroyed 219
Melee 32
Guns 53
Cannons 57
AOE 65
Classes Destroyed 15
Worker 26
Builder 15
Tunneler 4
Hauler 3
Recycler 21
Mechanic 1
Watcher 4
Swarmer 45
Saboteur 3
Grunt 105
Brawler 5
Duelist 11
Sentry 21
Hunter 11
Programmer 21
Major NPCs Destroyed 1
A7
Best Kill Streak 10
Combat Bots Only 10
Best States 0
Heat Dissipation 71
Energy Generation 38
Energy Capacity 410
Matter Stores 300
Matter Capacity 300
Sight Range 22
Robot Scan Range 20
Terrain Scan Range 24
Terrain Scan Density 210
Jamming Range 12
Armor Coverage 1625
Resistance: TH 10
Resistance: EM 20
Core Shielding 20
Melee Speed Boost 20
Phase Shifting 10
Evasion (%) 50
Targeting Accuracy 12
Target Analysis 6
Recoil Reduction 3
Particle Charging 15
Datajack Penetration 100
Offensive Hacking 28
Defensive Hacking 14
Matter Collected 10592
Remotely 0
Salvage Created 13526
Parts Attached 584
Power 30
Propulsion 78
Utility 244
Weapon 232
Unidentified Prototypes 8
Parts Lost 126
Power 12
Propulsion 38
Utility 47
Weapon 29
Average Slot Usage (%) 95
Naked Turns 2
Spaces Moved 12224
Core 71
Treads 686
Wheels 10730
Legs 734
Hover 3
Flight 0
Fastest Speed (%) 200
Average Speed (%) 84
Slowest Speed (%) 45
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 5
Targets Kicked 0
Targets Crushed 0
Cave-ins Triggered 1
Spaces Dug 995
Melee 148
Projectile 38
AOE 809
Heaviest Build 105
Greatest Support 77
Greatest Overweight (x) 34
Average Overweight (x) 1
Largest Inventory 28
Average Capacity 24
Most Carried 28
Average Carried 23
Final Capacity 4
Final Carried 3
Damage Taken 25720
Core 3072
Absorbed by Shields 665
Missiles Intercepted 0
Average Core Remaining (%) 64
Depth 11 Exit 100
Depth 10 Exit 100
Depth 9 Exit 89
Depth 8 Exit 53
Depth 7 Exit 30
Depth 6 Exit 48
Depth 5 Exit 32
Volleys Fired 818
Largest 2
Hottest 150
Shots Fired 1126
Gun 526
Cannon 333
Launcher 89
Special 178
Kinetic 433
Thermal 103
Explosive 72
Electromagnetic 340
Robot Hit Streak 178
Robot Miss Streak 1
Penetration Max 1
Secondary Targets 7
Max Gunslinging Chain 1
Shots Hit Robots 937
Core Hits 457
Critical Hits 29
Critical Kills 10
Critical Parts Destroyed 17
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 454
Impact 57
Slashing 281
Piercing 116
Sneak Attacks 44
^Combat Hostiles 4
Follow-up Attacks 11
Knockbacks 25
Impact 6
Kinetic 17
Secondary 2
Damage Inflicted 38110
Guns 7682
Cannons 6247
Explosions 12941
Melee 11225
Ramming 15
Kinetic 6933
Thermal 2984
Explosive 10715
Electromagnetic 6238
Impact 1305
Slashing 7042
Piercing 2878
Overflow Damage 272
Projectiles 0
Explosions 162
Melee 110
Self-Inflicted Damage 529
Shots 17
Rammed 5
Highest Temperature 534
Average Temperature 84
Received Heat Transfer 5639
Shutdowns 4
Energy Bleed 3
Interference 8
Matter Decay 1
Short Circuit 1
Highest Corruption 22
Average Corruption 9
Corruption Purged 29
Message Errors 157
Matter Fused 160
Heat Flow Error 82
Energy Discharge 67
Parts Rejected 8
Data loss (database) 107
Misfires 14
Alerts 16
Misdirections 94
Targeting Errors 114
Weapon Failures 16
Depth 8 End 3
Depth 7 End 14
Depth 6 End 12
Depth 5 End 2
Recyclers Shooed 16
Haulers Intercepted 3
Robots Corrupted 16
Combat Hostiles 11
Parts Fried 40
Impact Corruptions 17
Robots Melted 0
Combat Hostiles 0
Parts Melted 3
Heat Transferred 4126
Parts Sabotaged 1
Parts Stolen 0
Parts Stripped 0
Parts Self-Destructed 9
Prevented 0
Power Chain Reactions 13
Communications Jammed 24
Distress Signals 24
Times Spotted 529
Peak Tracking Total 11
Tactical Retreats 62
Parts Field Recycled 0
Retrieved Matter 0
Drone Launches 12
Drone Recoveries 1
Traps Triggered 51
Indirectly 2
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 1
Traps Extracted 0
Installed 0
Triggered 1
Machines Disabled 57
Max in Single Turn 8
Machines Sabotaged 0
Data Cores Recovered 0
Used 0
Machines Hacked 55
Terminals 41
Fabricators 2
Repair Stations 3
Recycling Units 4
Scanalyzers 0
Garrison Access 4
Total Hacks 123
Successful 29
Failed 93
Catastrophic 33
Database Lockouts 0
Manual 70
Unauthorized 42
Terminals 89
Fabricators 4
Repair Stations 12
Recycling Units 9
Scanalyzers 0
Garrison Access 7
Terminal Hacks 6
Open Door 3
Branch Access Points 1
Zone Layout 1
Hacking Detections 49
Full Trace Events 9
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 12
Terminals 12
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Enemy Kills 0
Fabricator Schematic DLs 0
Garrisons Disabled 1
Garrisons Compromised 0
Fab Network Shutdowns 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 3
Part Repair Time 78
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 8
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 10
Relay Couplers Released 56
Ejected 4
Machine Destruction 52
Attached 41
First RIF Depth -8
Robots Hacked 111
Non-combat 26
Combat 85
find_chute 1
deconstruct_machine 3
hold_bot 1
map_walls 1
drop_inventory 1
deconstruct_bot 2
purge_threat 3
map_route 7
disable_shields 1
redirect_shields 2
ignore_targets 4
scatter_targeting 6
mark_system 2
link_complan 1
disrupt_area 2
spike_heat 1
overload_power 18
wipe_record 2
disable_weapons 1
reboot_system 1
overwrite_iff 18
streamctrl_high 5
formatsys_high 28
Allies Hacked 0
Hacks Repelled 0
Total Allies 64
Largest Group 10
Highest-Rated Group 410
Highest-Rated Ally 156
Total Orders 30
STAY 3
GOTO 1
FOLLOW 8
EXPLORE 17
RETURN 1
Terraforming Orders 0
Walls Tunneled 0
Ally Attacks 439
Total Damage 9798
Kills 87
Allies Corrupted 3
Allies Melted 0
Peak Influence 1448
Average Influence 509
Final Influence 365
Maximum Alert Level 4
Low Security (%) 12
Level 1 32
Level 2 32
Level 3 15
Level 4 6
Level 5 0
Triggered High Security 0
Turns 0
Squads Dispatched 63
Investigation 13
Extermination 15
Reinforcement 22
Assault 11
Garrison 2
Intercept 0
First Intercept Depth 0
Derelict Logs Recovered 5
Scrap Searched 3
Exploration Rate (%) 33
Regions Visited 19
Branch Regions 3
Pre-discovered Areas 3
Known Exits Taken 6
Unknown Exits Taken 6
Garrisons Visited 4
Relays Disabled 13
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 19867
Turns Passed 23887
Depth 11 95
Depth 10 166
Depth 9 503
Depth 8 3783
Depth 7 3346
Depth 6 5394
Depth 5 9176
Depth 4 1424
Scrapyard 95
Materials 2296
Factory 10208
Waste 93
Garrison 5088
Upper Caves 5057
Extension 1050
New Achievements 8
Prototype IDs
---------------
Heavy Antimatter Reactor
Antimatter Cannon
Mini Smartbomb Launcher
Fabricated
------------
Nothing
Alien Tech Used
-----------------
Core Expander
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-8/Materials (discovered 5 exits: *Fac x3 / [*Sto] / Gar)
-8/Garrison (discovered 3 exits: *Fac x3)
-7/Factory
-7/Garrison (discovered 3 exits: *Fac x3)
-7/Factory
-7/Garrison (discovered 2 exits: *Fac x2)
-6/Factory
-6/Waste
-6/Factory (discovered 3 exits: *Fac / [*Low] / *Ext)
-6/Extension (discovered 2 exits: *Fac / [*Cet])
-5/Factory
-5/Garrison
-5/Factory (discovered 3 exits: *Fac / [*Upp] / Gar)
-5/Upper Caves
-5/Upper Caves (discovered 2 exits: *Fac / *War)
-4/Factory (discovered 5 exits: *Res x2 / Upp x2 / Arm)
Achievements
--------------
Collateral Damage
No Signal
Part-time Mechanic
Party Time
Prolific Hacker
Pwned
Quantum Hacking
Total Silence
Challenges
------------
None
Game
------
Seed: ColdPortableMallet
Manual?: 0
Play Time: 744 min
Cumulative: 5678 min
Sessions: 7
Easy Mode: 0
Game No.: 37
Easier: 0
Easiest: 0
Win Type: -
Total: 6
Types: 6/0/0/0/0/0/0
Lore%: 19
Gallery%: 61
Achievement%: 48
Options
---------
ASCII: 0
Keyboard: 1
Movement: Numpad
Keybinds: 0
Fullscreen: 2
Font: 20/SmallcapsGlow
Map View: 66x50
Tactical HUD: 1
FOV Handling: Fade In
Map Filters: NONE
Filters: NONE
Steam: 1
Kyzrati:
Since the run came to an end before time was up and I wanted to play some more, we started up a separate stream. Despite intending to do quick-play runs with decisions made more for fun rather than optimization, that stream went on for another couple hours, and its second run even spanned 24 maps! It had some pretty epic moments, so may as well record a few of them here...
(YouTube) (the first run lasted almost no time at all, diving into the Mines immediately without any preparation and wading through Assembled and Demolishers for... a very short time xD)
Spoiler: The Executioner Build, ridding the caves of many a squad (click to show/hide)
Spoiler: We picked up a bit of an army in Zion (click to show/hide)
Spoiler: Completely unnecessary rocket array shots? Check! (click to show/hide)
Also quite a few traps were produced, which was both helpful and fun :D
Also we got ME-RLN! Such a pro, taking everyone out in no time, especially after his weapons were destroyed--he'd literally hack entire squads in 3-4 turns, it was amazing.
Spoiler: ME-RLN literally hacking an entire outpost's worth of 0b10 bots singlehandedly as they filed out of the room to confront us (click to show/hide)
Spoiler: Here we confronted a Behemoth (click to show/hide)
He died a lot sooner than he should have, entirely my fault because I kept unnecessarily firing rockets and hitting him, too :P
Alone again on -3/Research, here you'd think I should be about to die:
Spoiler (click to show/hide)
But nah, just fired a bunch of rockets at them, taking out more than half, then after loosing most parts took off running to the north.
Spoiler: ...and rebuilt into this for -2 (click to show/hide)
Spoiler: And even more powerful later (click to show/hide)
But Research is hard when playing a non-serious combat build, so eventually things kinda broke down and I gathered all these folks around to pump literally 7-8 micronukes into them xD
Spoiler (click to show/hide)
The end came a bit after that.
Was a lot of fun doing a much less "thoughtful" run after finally finishing such a long and ponderous one before that (actually my longest ever!).
Spoiler: Score: 16,729 (click to show/hide)
Cogmind - Beta 7.1 @@@ ROGUELIKE MODE
Name: Kyzrati
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (8) 4000
Robots Destroyed (186) 930
Value Destroyed (8062) 8062
Prototype IDs (24) 480
Alien Tech Used (2) 400
Bonus (2857) 2857
TOTAL SCORE: 16729
Cogmind
---------
Core Integrity 0/1450
Matter 138/300
Energy 100/100
System Corruption 46%
Temperature Cool (0)
Location -2/Research
Parts
-------
Power (1)
(None)
Propulsion (7)
(None)
Utility (8)
(None)
Weapon (7)
(None)
Inventory (4)
Advanced Heat Sink
Peak State
------------
Power
Particle Reactor
Propulsion
Zionite Composite Leg II
Centrium Leg
Centrium Leg
High-density Centrium Leg
Zionite Supercomposite Leg
Improved Antigrav System
Improved Antigrav System
Utility
Advanced Heat Sink
Humpback
Advanced Targeting Computer
Layered Medium Armor Plating
Layered Medium Armor Plating
Powered Armor
Advanced Powered Armor
Weapon
Gamma Rifle
Quantum Rifle
Enhanced Quantum Rifle
Railgun
Compact Linear Accelerator
Force Lance
Force Lance
Inventory
Light Particle Reactor
Quantum Reactor
Biometal Heavy Treads
Zionite Composite Leg II
Improved Antigrav System
Antigrav Array
Advanced Heat Sink
Heavy Armor Plating
Zionite Heavy Carapace
Layered Medium Armor Plating
Layered Medium Armor Plating
Transdimensional Reconstructor
Quantum Rifle
Railgun
Scatter Rocket Array
Micro-nuke Launcher
[Rating: 171]
Favorites
-----------
Power Micro Nuclear Core
Engine Light Deuterium Engine
Power Core Micro Nuclear Core
Reactor Heavy Antimatter Reactor
Propulsion Heavy Treads
Treads Heavy Treads
Wheel Armored Huge Wheel
Leg Centrium Leg
Hover Unit Improved Antigrav System
Flight Unit Improved Q-thruster
Utility Large Storage Unit
Device Advanced Cooling System
Storage Large Storage Unit
Processor Advanced Targeting Computer
Protection Hardened Heavy Armor Plating
Weapon Improved Heavy Machine Gun
Energy Gun Cooled Plasma Rifle
Energy Cannon Proton Cannon
Ballistic Gun Improved Heavy Machine Gun
Ballistic Cannon Flak Cannon
Launcher Long-range Missile Launcher
Impact Weapon Mace
Slashing Weapon Makeshift Sword
Piercing Weapon Force Lance
Stats
-------
Bonus Breakdown 2857
Pacifist 200
High Alert Combat Kills 1135
Follower Combat Kills 2077
Met Imprinter 300
Was Imprinted 300
Met Zhirov 300
Friendly Fire -1455
Combat Hostiles Destroyed 137
Melee 9
Guns 46
Cannons 13
AOE 56
Classes Destroyed 18
Worker 15
Builder 8
Tunneler 1
Hauler 5
Recycler 10
Minesweeper 1
Operator 2
Watcher 3
Swarmer 24
Grunt 70
Brawler 3
Duelist 6
Sentry 9
Hunter 11
Programmer 15
Behemoth 1
Compactor 1
Fireman 1
Major NPCs Destroyed 0
Best Kill Streak 10
Combat Bots Only 7
Best States 0
Heat Dissipation 101
Energy Generation 35
Energy Capacity 350
Matter Stores 600
Matter Capacity 600
Sight Range 16
Terrain Scan Density 10
Armor Coverage 2450
Weapon Shielding 100
Evasion (%) 50
Targeting Accuracy 24
Melee Accuracy 8
Recoil Reduction 5
Kinecelleration 30
Matter Collected 6862
Remotely 849
Salvage Created 8427
Parts Attached 241
Power 19
Propulsion 42
Utility 55
Weapon 125
Unidentified Prototypes 26
Parts Lost 97
Power 7
Propulsion 19
Utility 19
Weapon 52
Average Slot Usage (%) 83
Naked Turns 37
Spaces Moved 7775
Core 352
Treads 1606
Wheels 5493
Legs 150
Hover 154
Flight 20
Fastest Speed (%) 270
Average Speed (%) 89
Slowest Speed (%) 37
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 3
Targets Kicked 0
Targets Crushed 0
Cave-ins Triggered 2
Teleports 1
Spaces Dug 881
Melee 48
Projectile 76
AOE 757
Heaviest Build 134
Greatest Support 167
Greatest Overweight (x) 22
Average Overweight (x) 1
Largest Inventory 22
Average Capacity 15
Most Carried 22
Average Carried 14
Final Capacity 4
Final Carried 1
Damage Taken 22531
Core 2921
Absorbed by Shields 119
Missiles Intercepted 0
Average Core Remaining (%) 81
Depth 11 Exit 100
Depth 10 Exit 100
Depth 9 Exit 74
Depth 8 Exit 84
Depth 7 Exit 70
Depth 6 Exit 97
Depth 5 Exit 98
Depth 4 Exit 86
Depth 3 Exit 27
Volleys Fired 298
Largest 7
Hottest 471
Shots Fired 965
Gun 720
Cannon 183
Launcher 62
Special 0
Kinetic 644
Thermal 141
Explosive 62
Electromagnetic 106
Phasic 12
Robot Hit Streak 142
Robot Miss Streak 4
Penetration Max 1
Secondary Targets 4
Max Gunslinging Chain 1
Shots Hit Robots 614
Core Hits 485
Critical Hits 8
Critical Kills 1
Critical Parts Destroyed 6
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 137
Impact 7
Slashing 28
Piercing 102
Sneak Attacks 14
^Combat Hostiles 5
Follow-up Attacks 5
Knockbacks 15
Impact 1
Kinetic 13
Secondary 1
Damage Inflicted 30340
Guns 8922
Cannons 2002
Explosions 15486
Melee 3907
Ramming 23
Kinetic 6817
Thermal 3025
Explosive 12655
Electromagnetic 3609
Impact 172
Slashing 1546
Piercing 2189
Phasic 304
Overflow Damage 206
Projectiles 111
Explosions 88
Melee 7
Self-Inflicted Damage 1197
Shots 22
Rammed 3
Highest Temperature 530
Average Temperature 106
Received Heat Transfer 2943
Shutdowns 1
Energy Bleed 3
Interference 10
Matter Decay 1
Short Circuit 1
Highest Corruption 46
Average Corruption 10
Corruption Purged 0
Message Errors 38
Matter Fused 42
Heat Flow Error 24
Energy Discharge 18
Parts Rejected 7
Data loss (database) 31
Misfires 5
Alerts 2
Misdirections 38
Targeting Errors 64
Weapon Failures 4
Depth 7 End 1
Depth 5 End 23
Depth 4 End 6
Depth 3 End 4
Recyclers Shooed 9
Haulers Intercepted 4
Robots Corrupted 15
Combat Hostiles 12
Parts Fried 33
Impact Corruptions 2
Robots Melted 1
Combat Hostiles 0
Parts Melted 8
Heat Transferred 4234
Parts Sabotaged 0
Parts Stolen 2
Parts Stripped 0
Parts Self-Destructed 80
Prevented 24
Power Chain Reactions 4
Communications Jammed 0
Distress Signals 0
Times Spotted 285
Peak Tracking Total 12
Tactical Retreats 26
Parts Field Recycled 0
Retrieved Matter 0
Drone Launches 2
Drone Recoveries 0
Fabricated Traps 13
Traps Triggered 11
Indirectly 1
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 12
Traps Extracted 0
Installed 16
Triggered 12
Machines Disabled 15
Max in Single Turn 4
Machines Sabotaged 0
Data Cores Recovered 0
Used 0
Machines Hacked 6
Terminals 1
Fabricators 2
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Total Hacks 15
Successful 8
Failed 5
Catastrophic 1
Database Lockouts 0
Manual 20
Unauthorized 2
Terminals 1
Fabricators 5
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 2
Terminal Hacks 11
Record 6
Hacking Detections 3
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 0
Terminals 0
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 1
Enemy Kills 3
Fabricator Schematic DLs 0
Garrisons Disabled 0
Garrisons Compromised 0
Fab Network Shutdowns 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 2
Total Part Build Rating 10
Part Fabrication Matter 190
Part Fabrication Time 95
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 5
Relay Couplers Released 0
First RIF Depth 0
Robots Hacked 0
Non-combat 0
Combat 0
Allies Hacked 8
Hacks Repelled 0
Decoded 0b10 Intel 2
Traps 2
Total Allies 40
Largest Group 12
Highest-Rated Group 476
Highest-Rated Ally 157
Total Orders 3
DROP 1
EXPLORE 2
Terraforming Orders 0
Walls Tunneled 0
Zionite Dispatches 7
Heavy 1
Light 1
Recon 1
Fire 1
Hacker 1
Hero 1
Zionite Resupply 1
Ally Attacks 452
Total Damage 11642
Kills 70
Allies Corrupted 1
Allies Melted 1
Peak Influence 1096
Average Influence 402
Final Influence 967
Maximum Alert Level 3
Low Security (%) 32
Level 1 24
Level 2 21
Level 3 21
Level 4 0
Level 5 0
Triggered High Security 0
Turns 0
Squads Dispatched 37
Investigation 9
Extermination 8
Reinforcement 12
Assault 2
Garrison 6
Intercept 0
First Intercept Depth 0
Derelict Logs Recovered 3
Scrap Searched 14
Exploration Rate (%) 22
Regions Visited 24
Branch Regions 12
Pre-discovered Areas 7
Known Exits Taken 0
Unknown Exits Taken 21
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 9132
Turns Passed 11387
Depth 11 59
Depth 10 119
Depth 9 445
Depth 8 323
Depth 7 2243
Depth 6 1372
Depth 5 1307
Depth 4 2243
Depth 3 1655
Depth 2 1621
Scrapyard 59
Materials 887
Factory 1887
Research 2291
Waste 226
Lower Caves 1233
Upper Caves 1954
Proximity Caves 1368
Zion 1022
Zhirov 460
New Achievements 5
Prototype IDs
---------------
Heavy Antimatter Reactor
Zionite Composite Leg II
High-density Centrium Leg
Zionite Supercomposite Leg
Zionite Glidesys II
Improved Diametric Drive
Improved Q-thruster
Improved Matter Compressor
Experimental Propulsion Shielding
Experimental Weapon Shielding
Zionite Weapon Casing
Zionite Heavy Carapace
Bomb Factory No. 2
Gamma Rifle
Heavy Particle Gun
Cooled Plasma Rifle
Zionite Laser-M
Advanced Beam Cannon
Improved Heavy Machine Gun
Compact Linear Accelerator
Scatter Rocket Array
Fabricated
------------
2x Arm. Leg (-6/Factory)
Alien Tech Used
-----------------
Integrated Reactor
Transdimensional Reconstructor
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-8/Materials
-7/Factory
-7/Lower Caves
-7/Lower Caves (discovered 2 exits: *Fac / [*Zio])
-7/Zion
-6/Proximity Caves
-6/Factory
-6/Lower Caves
-6/Lower Caves
-5/Factory
-5/Waste
-5/Factory (discovered 2 exits: *Fac / [*Upp])
-5/Upper Caves
-5/Upper Caves
-4/Factory
-4/Upper Caves
-4/Upper Caves (discovered 2 exits: *Res / *Zhi)
-4/Zhirov
-3/Proximity Caves
-3/Research
-2/Research
Achievements
--------------
Help From High Places
Heroic Deeds
Overachiever
Turtlemind
Use The Force
Challenges
------------
None
Game
------
Seed: BurstGhostGreatsword
Manual?: 0
Play Time: 143 min
Cumulative: 5824 min
Sessions: 1
Easy Mode: 0
Game No.: 39
Easier: 0
Easiest: 0
Win Type: -
Total: 6
Types: 6/0/0/0/0/0/0
Lore%: 20
Gallery%: 62
Achievement%: 50
Options
---------
ASCII: 0
Keyboard: 1
Movement: Numpad
Keybinds: 0
Fullscreen: 2
Font: 20/SmallcapsGlow
Map View: 66x50
Tactical HUD: 1
FOV Handling: Fade In
Map Filters: NONE
Filters: NONE
Steam: 1
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