Year 18 started, it was uneventful, with the founding colonists forming a caravan and leaving on a trading tour around the other settlements
Those left behind faced some minor inconveniences...
... while the caravan paid a visit to the weather controller machine and finally ended the fog...
At the start of the year 17, the Ediots were doing dirty work for the Empire
while they were away, th Yttakin landed in their back yard, and were met by the remaining colonists
They were defeated after a short firefight, and thrown into the prison. To stop the fire from destroying the...
The thrumbo strategy didn't work, so the turrets were taken with snipers, and Demonic destroyed the weather controller
Year 15 ended with a yttakin raid not really worth mentioning
And year 16 started with mortar hammering a 91 strong imp raid to fucking bits
and also with a failure of...
At the end of the year 14. a new mechanoid showed up in a raid
at this exact time another deep drill infestation happened
Lurk was sent with an insanity lance to inflict berserk on the centipedes, and make them fight each other
while Demonic dealt with the bugs
After killing 3 of...
Nah, the game ain't as realistic as that. Awareness is tied to eyes alone, ears and mouth tied to social interaction to the point that if the colonist is deaf/mute it pretty much spells alienation, divorce, etc. Retarded.
oh and an equipment update, 1/3 of the colonists are now wearing full sets of power armor, and can probably shrug off a shot from a rocket launcher, not that I'm willing to test it
Here is what vanilla armors look
but I wanted a samurai aesthetic, so I used a reformation point to change...
Year 13 ended with no important events except a high psychic drone that especially affected the vamps, the psychicly most sensitive colonists. Heidi snapped and took it out on the prisoners, beating them savagely
and a meteor crashing onto the colony, killing one of the horses
Year 14...