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strilmus

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Everything posted by strilmus

  1. story missions seem to be available only after specific moments; the whaler gave access to the second story mission the moment i entered the hook region, and didn't have it before that point, as in, it just showed up suddenly even though it wasn't rollover yet i'm gambling on the fact that the generator likes to screw me over with older missions to supply the remaining stuff i need to upgrade the buildings as for the ridiculously minor attraction bonuses, i theorized that with the accidental tier 4 captain my clan member got, that the bonuses actually refer to getting crew picks that's got better stats than normal in other words, the buildings aren't really all that helpful unless you've got the coin to pay for advanced units with higher costs
  2. yeah, it feels like they somehow just implemented trait missions and didn't say anything about not having them ready until now but that couldn't possibly be it btw hedgey your program seems to be favoring one type of stat over the other or misunderstanding how the system works, because i managed to optimize an all stat type mission higher than it did when i ran it through the simulator, and i double checked my figures to make sure i was using the thing correctly this time
  3. weren't kidding about tier 3 costs got this from a clannie
  4. as in, if the missions are there, they'll stay there until you reroll or launch (rerolls are not cumulative) same with crew captains refresh every day regardless of hiring adventurers i'm not clear on, some people think they don't leave until you run a mission for them
  5. later on, with the impossibility of completing every mission, it'd be better to actually reroll for the favorable outcome, depending on how much risk you want to take on also, it may or may not be to your benefit to lowball and pick shorter missions to train your crew when you need to hit something ridiculously high
  6. yeah, especially since later on you're supposed to be able to go on triple adventurer voyages.... i assume that's why they let you put up three different figures ofc i haven't seen the botanist again since the first mission
  7. since golems already cover the morale/combat angle, it's not a bad thing to have a different type
  8. possible background: "is constantly dropping the bass"
  9. I don't quite understand how it works....does active mean that they're on a voyage, or not? Does the save data button actually do anything? EDIT: okay, discovered that active means that they're NOT on a voyage. also, figured out that zeroes are required to fill blank fields, instead of being assumed. eastern overseer bonus calculation is bugged. fix eastern overseer (and possibly first mate) calcs, make all empty fields default to zero (even when they're not filled with any number) and set default status of crew to active (because the majority of crew when planning a mission will not be on a mission, by virtue of the fact that you're planning a mission to send your crew on)
  10. i'd say it's based on the rolls, because i lost a crew member earlier in an 80% mission good thing i had spares the chances of screwing up more increase with the risk perhaps
  11. I don't even understand what is going on there is only around 500 people in world 1 now and it's not doing anything best use of high capacity server ever amirite
  12. Sounds like the cremembers description and has no benefit in the voyages. I don't think you can see any traits before you buy them? whoa slow down there bucko if you hover over their individual stat types, it'll give a breakdown of what composes that stat the amount listed under "personal bonus" is what they get from having that background (as opposed to the trait bonus which is an actual SEPARATE bonus from the personal bonus) this isn't shown when you're hiring them though, the bonus is only applied AFTER you hire them kind of dumb that it works that way but it's the only way to know! well, at least until somebody is crazy enough to actually record each and every background into a guide
  13. also, doing the biologist mission will not remove the assassin mission the rule is one mission for a person per day that means joint missions count as the mission for that day for both characters subsequently, the rewards are much higher for those, but also, the challenge too
  14. can we just add in flat values for every crew member? maybe put in a feature factoring in bonus items?
  15. yeah, probs a good idea to stay in the arc if you're not on top of the arc yet but it shouldn't take more than a week with the worst luck in existence
  16. make special note of where the next navigator's upgrade materials are. you won't be getting a third ship for a while, and by then, the captains are so kickass at that point that having older captains will not really help you that much. as for staying at the arc region...a losing strategy. crew bought with gunpowder are so much better than bamboo that any trips for bamboo are just an utter waste once you've bought a full crew and upgrades with bamboo. leveled tier 1 crew can't even compare to a tier 2 crew member, much less a tier 2 crew with just one additional level. which can be accomplished within two days. tier 2 will likely be slower as it takes time to get all the upgrades that gunpowder can buy, but you will probably be well prepared for tier 3 at that point. or at least, prepared to find out that the requirements are even more staggering than tier 2, lol. edit: okay look at this how can you tell me this isn't worth 90 gunpowder
  17. i'm getting at least 80% with all the crews upgraded....i think the skull region will be very relaxing btw, the backstory underneath the traits adds personal stats depending on which one it is. some of them are useless. others are pretty awesome.
  18. The wiki page lists the stats for all of the ship parts, so the most work you'd be doing is on the crew combos :P
  19. guys i need to replace start at 150 stat, which means i'm getting around 200 in improvements per man, minus whatever the old guys had in minimal boosts from leveling, which the longer i put off getting the new guys, the less experience i have for them when i get them. this means that instead of waiting to save up for one big bonus and then buying it all at once (while going on missions that have 50% or less chance because i'm stuck with the old guys), i get three guys in increments so they can help get more gunpowder, they gain levels and stats while doing so, and by the time you've saved up for the rigging, i've exceeded the 500 flat bonus that you waited to get even before i've gained any experience to begin with. AND i have 30 gunpowder left over. having the bonus to all ships is nice but i usually wait for the optimal loadouts anyway because there's more than enough time at the moment to do so, which means improvements to one type of stat on all boats are useless to me when i need the full load of the best crew to succeed on the numerous high difficulty missions that keep coming in. the only time i use that kind of thing is when i'm launching multitype missions and at that point i still need the best crew in all types plus an overseer to pull his full weight on the crew to get sufficient mass. all of the other boat upgrades for their respective stats are still not worth as much as the increasing returns from monocolor crew of the same tier.
  20. sirens are expensive. i'm referring to the stock monocolored shmucks that give 350 to their associated stat (80 gunpowder, 250 chimes), which are far more affordable than the first second tier rigging.
  21. my issue with attempting to upgrade the ship over the crew is that the second tier upgrades cost much more than the crew in gunpowder, which quickly outweighs whatever benefit you would have gotten at that point as opposed to each new second tier crew member having a clear up to 200 point advantage over their arc counterparts, each one essential to succeeding at the horribly stacked missions that you have to go on to get gunpowder the third tier is probably going to get a bit crazy
  22. random has a chance to appear after any completed voyage, don't forget to check after your ships are debriefed you can increase chances of randoms by building certain totems
  23. i've introduced a "no leonardo dicaprio" policy on my ships anyway so we're safe for now
  24. oh come on i wouldn't even need a crew for that mission, all they have to do is tie me to the bow well, at least i recruited the sirens Crew dies if fail, don't know how many, shit damaged if fail but you can pay the black market guy to fix it instead of waiting. You can lose a captain. based on anecdotes i've collected, here's the stack, based on how close your luck was: - if you failed by a tiny margin, your crew survives and it gets exp. the mission will say it was partly completed. no loot, though. - if you fail by a bit of a larger margin, your crew survives, but has nothing to show for it. - if you fail by a pretty big margin, your ship gets damaged, and you might lose a crew member. - if you fail massively, you'll lose more than one crew member, and possibly your captain. the ship will need extensive repairs. I'm assuming this, but if one of your crew members has the ability to sacrifice themselves to save somebody, they'll favor the captain over the other crewmembers. The lifeboat item guarantees the survival of your crew, but it's a oneshot item like the others.
  25. my cyclops and bamboo golems came preloaded with traits, which is mostly good except that one of them has the ability to sacrifice themselves to save any crewmember who will die, which isn't the most favorable ability when they're the most valuable crewmember to begin with

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