Saturday, November 28, 2020

Atlas of Worlds Strategy (Path of Exile Heist League 5.12)

 Despite reading the wiki and other good resources, I still found the POE atlas/map dropping to be extremely confusing. I've written a summarized version that might of help to someone!


How do map drops work

  • A map can drop anywhere from T1 to T#(your current map tier). e.g. if you are on a T5 map, monsters can drop T1-T5 maps.
  • Magic/rare monsters can drop an additional one level higher, and bosses can drop two levels higher. e.g. the boss of a T5 map could drop anywhere from T1-T7 maps.
  • Your completion bonus also gives you a chance at increasing the tier of the map, but this does not increase the maximum possible. e.g. if you have a 100% completion bonus (from 100 completed maps) and kill the boss of a T5 map, it can only drop T2-T7 maps (T1 is impossible because there's a guaranteed chance to upgrade the map).
  • The only maps that can drop are ones that you have already completed or adjacent undiscovered maps.
    • There is a 2x weighting for incomplete maps and a 4x weighting for adjacent maps multiplicatively; this means that an adjacent, incomplete map has a 8x chance to drop compared to other maps.
  • Note that none of these rules apply to buying maps from Zana or from her missions, which can give you random maps disconnected from your completed maps.


How do Watchstones work?

  • Watchstones increase the tier of all maps in their region (typically by +3 per stone) and also change the layout slightly, often revealing brand new maps.
  • Maps of lower tiers are totally independent from their higher tier versions; e.g. Park T1 and Park T4 are essentially unrelated. You will not be able to drop incomplete, adjacent T5 maps from Park T1.
  • A map that is not visible on the Atlas due to a Watchstone:
    1.  Is removed from the global, completed random drop pool (you will not have that map drop anymore for any reason)
    2. Is not considered adjacent to any map, and thus can only drop previously completed maps

What should I do with my Watchstone (assuming I want 100% completion of all non-unique maps)?
  • Slot it in a region where you have completed all non-unique maps.
  • If you have multiple regions that qualify, choose the lowest tiered region (e.g. watchstone a T1-T4 region first before a T5-T8 region.
  • If you still have ties, choose randomly.

But what about Conquerors?
  • Getting Watchstones ASAP is critical to advancing the Atlas. As soon as you can comfortably handle beating a Conqueror and higher-tiered maps, you should hunt these out. Ignore the general rules above; go ahead and slot multiple watchstones into a single region so you can do the maps and defeat the Conqueror, then move the Watchstones back to return to regular map completion.

How do I get a specific, incomplete map to drop?
  • You must grind for this on maps adjacent to the incomplete map.
  • Your best bet are maps that are at least the same tier as the map you want (e.g. if you want a T7, you should grind adjacent maps that are at least T7 and not a T6) since any monster can drop the map (not just rares/bosses).

How do I stop all these low-level maps from dropping?
  • Put a Watchstone in that region to prevent maps of those lower tiers from dropping.

What if I don't have enough Watchstones?
  • See: "But what about Conquerors?"

Saturday, September 12, 2020

Wasteland 3 Random Tips Collection

     Tips:

  • Barter is actually useful. You will be short on money for most of the game and being able to upgrade your weapons and armor earlier will help in combat.
  • Be smart about ammo usage; Energy Cells are especially expensive.
  • Major Tomcat is an additional companion that you get at the beginning of the game. It does not take the place of a normal animal companion (just dismiss it, charm the animal you want, then talk to Major Tomcat again to recruit them) and does a surprising amount of damage. He's also quite tanky.
  • For exploration, you definitely want Mechanics, Nerd Stuff and Lockpicking maxed out. It's best to put them on separate characters to make it easier.
  • First Aid comes up fairly often in skill checks, but isn't required to be as high; 5-7 will get you through most of the game.
  • Survival, Weird Shit and Explosives can safely be ignored; there are few situations where anything is truly gated behind either of these.
  • Toaster Repair isn't really necessary. Usually it gives you more money, but you can eventually collect four Tarjan Tokens. It does unlock the best armor in the game, but only requires a Toaster Repair level of 7.
  • When you use medical items in your inventory ("use on self") it uses the highest First Aid skill of your party members. It also gives any additional buffs that that character has (e.g. Overhealing).
  • When you equip a weapon from your inventory and it's not your active weapon it will not be loaded. Remember this before you get into a fight!
  • SMGs do more damage than rifles, but are shorter ranged, have lower penetration and use more ammo.
  • World Encounters are surprisingly dangerous; don't sleep on how difficult they can be. Don't forget that your vehicle is very strong though, and running over enemies is very effective.
    • Every world encounter map also has a chest that you can loot after the battle is done. Some battles even have two chests!
    • World encounters scale with you. Towards end game you will be fighting enemies that have 2000+ health and will deal 2-3 attacks per turn for 200-400 damage per hit. If you are surprised at the start of combat that's often a party wipe.
  • Cyborg chickens can be dropped off at Ranger HQ in the yard by the chicken coop. If you collect them all there's a special follower you can recruit.
  • Tarjan Tokens can be traded in at the Bizarre fortune-telling machine for permanent perks. It's a random chance though, and each perk can only be gotten once.
  • When you level up skills and have equipment that boosts that skill, it will cost you more as though your skill level was actually higher. Or more simply: it's more expensive to upgrade skills that are boosted through equipment. Make sure to take off the equipment first before increasing the skill.
  • Every skill has one book in the world that will upgrade it once. To be most efficient, only level your skills to 9 and then use the book (or wait to find it).
  • Brawling is very underpowered until rank 10, at which point you get a perk that reduces your attacks to 1 AP. Brawling is quite strong at that point, but I wouldn't say it is overpowered. Being forced to close with the enemy means you will often be focus fired and killed. However, it's useful having a melee character in your party who can be built to be tanky and draw fire from your squishier back line.
  • Armor is an important mechanic in the game and something you probably don't pay a ton of attention to early on. Later you can run into situations where enemies will soak 50-75% of your damage. You should either use energy weapons (which ignore armor) or break the armor. All of the precise shots (strike abilities) can be used to drop armor by -75%. Brawling attacks also reduce armor by 1 per combo (for teammates as well!), but this is less useful in the late game when enemies have 30-40 armor.
  • When opening with a sneak attack, consider moving all your characters as close as possible. It's a common rookie mistake to open fire at long range with a sniper, but then the rest of your characters waste most of their AP closing the gap. This effectively allows the enemy to attack you first.
  • Skilling up two different weapons is almost always a waste. You're better off using the two weapon slots for a high damage, low-penetration weapon and a lower damage, high-penetration weapon.
  • Make sure your characters use a broad range of ammo types to avoid running low. It's tempting to create a bunch of riflemen, but that's both boring and suboptimal. In particular, make sure you have at least one Ranger using a shotguns and one using a pistol.
  • You will hit the final mission somewhere between level 26-28, mostly varying based on your Charisma. 

Monday, July 31, 2017

[SR5] Shadowrun Seattle housing prices compared to RL Seattle

Real life Residential listings:

  • Silverdale: $162/sq ft
    • (RL) e.g. $370,000 (2284 sq ft) for 33yo, 3BR 2.25 bath on 0.25 acres
    • (SR) this is in Salish Shidhe territory west of Outremer.
  • Bainbridge: $350/sq ft
    • (RL) e.g. $675,000 (1875 sq ft) for 7yo, 3BR, 2 bath on 0.52 acres
    • (SR) Bainbridge island is one of the Outremer islands
  • Capitol Hill: $528/sq ft
    • (RL) e.g. $700,000 (1320 sq ft) for 6yo, 3BR, 2.5 bath on 1029 sq ft lot
    • (SR) Capitol Hill is in SR Seattle's Downtown
  • Medina/Bellevue: $440-697/sq ft
    • (RL) e.g. $2,820,000 (4043 sf) for 20yo, 4BR, 3.25 bath on 0.37 acres but is waterfront
    • (RL) e.g. $800,000 (1830 sf) for 64yo, 3BR, 1.75 bath on 0.25 acres but is a "fixer"
    • (SR) Medina is in Bellevue
  • Sammamish: $306/sq ft
    • (RL) e.g. $670,000 (2230 sf) for 15yo, 4BR, 2.5 bath on 0.1 acres
    • (SR) Sammamish IRL is in Redmond, which obviously doesn't match the costs in SR. Probably better fit for Renton?
  • Carnation: $263/sq ft
    • (RL) e.g. $650,000 (2460 sf) for 24yo, 4BR, 2.5 bath on 5.0 acres
    • (SR) Carnation is east of Redmond, bordering Salish Shidhe territory. Analogous to more residential parts of Snohomish?
  • Pomeroy, Garfield County ($1300/acre, or $0.03/sq ft)
    • (RL) e.g. $485,000 for 378 acres with fields and rivers. Small cabin included.
    • (SR) This would be a decent analogue for rural, rural Snohomish
    • (SR) This county is in SE Washington, very far from Seattle
  • Walla Walla, Walla Walla County
    • (RL) e.g. $849,000 for vineyard on 5.39 acres. Includes wine-making operation, large home that's used as rental property for $100-150/room
    • (SR) Example of a really nice, built-up rural property

Real Life Commercial Listings:

  • Downtown
    • (RL) $170,000/year ($27/sf): one floor, light-industrial/office/retail with 6,300 sq ft. 165' frontage
    • (SR) A good medium-cost benchmark
    • (RL) $140,000/year ($40/sf): part of fancy 22-story office building and in the heart of downtown with 3500 sq ft
  • Everett
    • (RL) $81,600/year ($24/sf) restaurant with 22' ceiling with 3400 sq ft
    • (SR) This is in not a great neighborhood, and a good example of restaurant costs

SR Seattle Neighborhoods:

  • Downtown (130,000¥ per capita income, 1,165 p/sq km, 89% corp-affiliated)
    • Government/cultural/economic heart of the city
  • Bellevue (110,000¥ per capita income, 864 p/sq km, 89% corp-affiliated)
    • Manicured parks, shopping districts and high-tech industry
  • Tacoma (59,000¥ per capita income, 658 p/sq km, 89% corp-affiliated)
    • Major port, strong aroma from paper mills/metal smelting, historically blue-collar
  • Everett (58,500¥ per capita income, 1,106 p/sq km, 69% corp-affiliated)
    • Hit hard by Crash of '64, many abandoned homes and businesses. Squatters are a problem and is a common smuggling pipeline as well as a center of vice. Known for its casinos (Casino Corner). Home to Naval Station Everett (home to a nuclear supercarrier battlegroup) with 8500 personnel.
  • Renton (90,000¥ per capita income, 840 p/sq km, 68% corp-affiliated)
    • "Seattle's apartment" with condoplexes and housing co-ops. Also has hills, lakes, and numerous restaurants. 35% meta (20% ork!)
  • Auburn (32,000¥ per capita income, 601 p/sq km, 63% corp-affiliated)
    • Working-class, constant hum from factories/plants running 24/7. Production center of the city. Home to sports teams, bars,nightclub, malls
  • Snohomish (34,000¥ per capita income, 530 p/sq km, 71% corp-affiliated)
    • Breadbasket of the city, rolling fields, rural, but minimal tourism
  • Fort Lewis (30,000¥ per capita income, 497 p/sq km, 39% corp-affiliated)
    • Home to Fort Lewis military base and McChord Air Force base. Sparsely populated but many commuters come in from other districts. Has woods and hiking, Zoological Gardens. Mostly caters to soldiers and families in district. UCAS MP handle security, not KE.
  • Redmond (6,600¥ per capita income, 1142 p/sq km, 2% corp-affiliated)
    • Everyone fled after Trojan-Satsop nuclear meltdown. Lawless, "virtual ghost town", many abandoned properties, food aid comes in armored trucks, run by Mafia and Yakuza. "Toxic castles" that are walled-off factories exist (goods shipped in by helicopter). All a static zone except Touristville, which is a Spam zone.
  • Puyallup (6,200¥ per capita income, 502 p/sq km, 18% corp-affiliated)
    • Farmland was buried by Mt. Rainier eruption and business suffered. Frequent haven for refugees (Ghost Dance War, Tir Tairngire, NAN...). Home to major elf enclave (Tarislar). Regularly gets "dirty snow" ash. Central Puyallup neighborhood is still middle-class and attempts to fight "lost cause" attitude but is probably allied with organized crime. 
  • Council Island (65,000¥ per capita income, 120 p/sq km, 2% corp-affiliated)
    • Tribal enclave/embassy. Ceded to NAN. Salish-Shidhe Council removed all modern structures and replaced with green tech (solar panels, wireless...) or natural construction. Most residents are diplomats, staff and families from NAN as well as rangers/caretakers.
  • Outremer (69,000¥ per capita income, 400 p/sq km, 74% corp-affiliated)
    • Five islands, mostly suburban communities

Saturday, July 22, 2017

[SR5] Sioux Nations Screamsheet

Sourced from Shadows in Focus: Sioux Nation. Content relevant as of 2075.


The Sioux Nation

Government

  • Capital: Cheyenne (formerly in Wyoming)
  • Constitution-based tribal council
  • Independence: 25 April 2018
  • Suffrage at 16 years; universal and compulsory
  • Has a single original treaty/pact/"constitution" formed by the five original tribes in the Ghost Dance war. Document is hidden and only the elders can see it.
  • Council of Elders has the ultimate authority but they try to act only as "spiritual mediators and advisers". Almost all Elders are powerful shamans. Chiefs can appoint a new Elder if necessary. 
  • Regular affairs handled by a Council of Chiefs. Each of 20 tribes has one chief elected for a 5 year term. Chiefs can only be elected once but often strongly influence the pick of successor.
  • Each year at "Midsummer" they meet in Cheyenne to make official rulings on legal cases and send suggested new laws to the Council of Elders. Also typically name new heads of government bureaus.
  • Bureaus: Agriculture, Civil Enforcement, Cultural Preservation, Health and Welfare, Native Heritage, High technology, Immigration and Revenue, Justice, National Security, Resource Management

Demographics

  • Population: 6,950,000 (January 2075 estimate)
  • 63% Human, 17% ork, 9% troll, 5% elf, 5% dwarf, 1% ther
  • Languages: English (official), Siouxian dialects, Cherokee, Navajo, numerous tribal dialects
  • 15% SINless
  • 97% literacy
  • Major Urban Areas: Cheyenne (WY) 2.9 million; Billings (MT) 245,000; Rapid City (SD) 225,000; Fargo (ND) 195,000; Casper (WY) 80,000; Butte (MT) 61,000
  • Citizenship requires proof of a connection to one of the tribes. SINs are stored in the NAN SIN Registry outside of Cheyenne

Economy

  • Industries (rank ordering): Agroindustry, software/info services, food processing, machinery, microelectronics, petroleum/natural gas production, mining, lumber and wood processing
    • Cybernetics are very rare due to cultural norms
  • Corporate Affiliation: 35%
  • Currency: nuyen
  • Per Capita GDP: 31,000¥
  • Population below poverty line: 15% (2073 est.)

Misc

  • Notable Local Grids: Eagle City Grid (Cheyenne), SCEnet (cell system for rural communities)
  • Military: Sioux Defense Force (SDF): Sioux Army, Sioux Air Force, Sioux Special Forces (“Wildcats”); Scouts (paramilitary youth organization)
    • The largest and best-equipped military in the NANs, but still vastly outgunned by UCAS
    • Wildcats used as recon, assassination, counter-terrorism and insurgent training operations. Extensive magic users. Not in the same tier as other special forces like Delta Force. Used in 11-man squads with two 5-man combat teams and a squad leader. Each team has at least one magic user. Augmentation is rare.
  • Service obligations: 18 years of age compulsory (all genders) for 12 months; active reserve for 48 months; inactive reserve to age 40

Transportation

  • Requires a travel visa with a SIN from a Sioux embassy
  • Extra-paranoid about security: Aztlan, CAS, UCAS and megacorp citizens may face extra delays
  • Casper has the largest airport and is a full-service aerospace port which is a transportation hub for the northwest. Flies semi-ballistic and suborbital routes to most international cities
  • Cheyenne is undergoing massive expansion at Warren Air Force Base
  • Small air/heliports are common, with 1/4 of citizens having a pilot's license
  • One of the best highway networks in North America (Major Routes 80, 94, 15 and Highway 87)

Tribes and Languages

  • The sourcebook is purposefully vague about which tribes compose the Sioux Nation, though it does say there are exactly twenty.
  • For the purpose of my campaign, this is a good start for the seven largest: Wdewakanton, Sisseton, Teton, Wahpekute, Wahpeton, Yankton, and Yanktonai.
  • Most Sioux are bi- or trilingual, with English as the common language in the nation in addition to their tribal language.
  • The most common third languages are Japanese, Nahuatl and Salish.
  • Or'zet and Sperethiel are rare, while Sasquatch is disproportionately frequently learned.

Notable Locations

  • Devil's Tower (called Bear's Lodge by the Lakota): Unpredictably turns into a mana warp
  • Chief's Mountain (aka Great Chief by the Blackfoot): Important Sun Dance ritual location, spawns powerful magical storms, banned to casual visitors.
  • Yellowstone Wilderness Refuge: visible dragon line, extremely dangerous magma pocket underneath that is growing progressively more unstable. Allegedly closed to tourists due to danger. Gaeatronics operates six geothermal plants here which power at least half of the Sioux Nation and are a major power source for the Salish-Shidhe Council. 
  • Billings (MT): Trade and transportation hub for half of SN. Quiet, clean, safe. Attracts a higher-class of business. Major talislegging hub as well. Has a "Tier 5" hospital that is state-of-the-art and allegedly a quarter of city visitors are medical tourists for unique treatments only available there.
  • Cheyenne (WY): High-density, mini-arcologies, a mix of new modern construction and restored, gentrified old town. University of Cheyenne (U of C) is here with a wide range of courses but specializing in physics, engineering and microtronics
  • Rapid City (SD): Armed camp/trade hub. Largest military base focused on UCAS threat, but also a major Route 90 link and trade stop on the way to UCAS. 200km from the UCAS border.
  • Blackstone Prison, Sydney (MT): Mitsuhama-run prison with a license from the Sioux Bureau of Justice. Holds exceptionally dangerous magic users in a mana warp which makes them depression and near-catatonic. Due to long-term negative effects, guards are almost entirely automated. Allegedly affects technomancers as well.

Notable People

  • Daniel Howling Coyote (The Great Ghost Dance Prophet, born Daniel Coleman): architect of the Great Ghost Dance, won freedom for the NAN. Left public eye in 2037. Set up the government in the spirit of cooperation and peace. Believed Awakening was a gift to the native peoples and the new beings (metatypes).

Corporations

  • Not a signatory to the Business Recognition Accords (e.g. extraterritoriality) but in practice large corps get effectively the same rights through negotiation/corruption. However this has still caused most megacorps to stay out of the country, and the ones that do stick to Cheyenne and Casper.
  • Ares (HQ: Cheyenne): launches satellites for the Sioux government and military and their conventional and anti-bug weapons are commonly used. Seen as a front for UCAS military nonetheless.
  • Doc Wagon (HQ: Billings): De-facto national health care provider. Full national coverage, guaranteed response time of 30m or less anywhere in the country. Leases or owns almost all hospitals in cities. Headquarters in Billing has an amazing SOTA hospital.
  • High Plains Coding (HQ: Cheyenne): Software company that often buys out smaller companies and primarily works in embedded operating systems (e.g. kitchenware, pilot programs).
  • Mesametric (HQ: Laramie): Produces construction, agricultural and military utility vehicles. Famous for Kodiak excavation drone. Large international player in global construction, including anthro work drones, magrail locomotives and electronic warfare thunderbirds & EW artillery.
  • Wind River Corporation (HQ: Laramie): Biggest player in the biggest SN industry of agriculture. Large enough that they'd be classed a multinational if they applied to the Corporate Court. Hydroponics and aeroponics facilities that grow everything year-round.
  • Henequen Enterprises (HQ: Cheyenne): Owned by the feathered serpent Henequen after being kicked out of Denver, is largely a front appearing to be aimed at reclaiming Denver and attacking Aztlan. Minor corporation that specializes in temp staffing Sioux citizens looking to work internationally. Huge player in the shadows.

Crime

  • Sioux National Police (derisively known as the "snipes") wear black uniforms, white body armor and carry SMGs regularly
  • SNP known for being very aggressive, causing civilian casualties, highly corrupt and being generally bad at catching criminals
  • Judges are appointed for life by Bureau of Justice and have a high degree of power in court cases and are not bound by precedent
  • No right to a legal representative, judgments are theoretically final (without political maneuvering), no appeals
  • Armor is legal and common (including armor jackets).
  • Weapon laws are lax but concealed-carry is extremely restricted (vs. open-carry which is very common). Light/heavy pistols are legal and require only an ID check. Semi-auto longarms restricted to hunting areas and home defense, and full auto weapons are illegal outside of corp security and government. Holdout pistols are illegal due to concealment.
  • Cyberdecks are common (especially in Cheyenne and Laramie) and while they technically require a license, will often be waved through by police.

Cultural Norms/Rules

  • Especially tolerant and meta-type "blind"
  • Heavily discriminate against changelings and Anglos
  • Tobacco is banned
  • Constantly paranoid about attack from UCAS (Israeli-like mentality)
  • Long animosity with Aztlan
  • Daniel Howling Coyote is considered a saint in the nation
  • Urban vs. Rural loyalties differ: Loyalty is usually to family first, then Sioux Nation next, then tribes in cities. Rurals still have strong tribal allegiances.
  • "Family" is the extended family, who often live together. 
  • Chrome augmentations are frowned upon and generally prefer either no-augs or "subtle" bioware. Having obvious modifications can make you a target for lectures on damage to your essence.
  • Shamans are very common, while hermetic mages are seen as different and often ostracized.


Monday, April 24, 2017

PLAYERUNKNOWN'S Battleground tips and strategy

Proof that I sorta know what I'm talking about:


I've only played for ~12 hours but I've placed first in solo (out of two tries), first in duo twice, and first in party twice (including once with a three-man squad).

Thoughts in no particular order:


On Goals

  • Decide if your plan is to try to win, or to have "fun". They're not necessarily the same thing. Winning often requires you to play very passive, avoid taking shots, loot away from other players, loot lower-reward areas, etc. A lot of people get impatient and crave action. Those players are not statistically good at winning.


On Winning
  • The biggest keys to winning:
    • Not getting into fights
    • Don't reveal your presence to others
    • Excellent decision-making on movement (when, where)
    • Facing challenges that you're equipped to handle
  • Note what's not in there: good aim. You can place ridiculously high (top 10) without even firing a shot. Obviously at some point you will need to kill someone to finish, but sneaking behind someone and shooting at their open backside while you're totally protected is a victory for most players.
  • I've won games as a duo where I literally fired no bullets all game other than to kill the last person. In solo, I've won only killing people in very one-sided fights (shooting them while they shoot someone else, ambushing someone with a shotgun in a house when they don't know I'm there).

On Winning Strategy
  • Drop in a medium-value loot, low-traffic area where you can safely obtain gear with a minimum of conflict. This should include an assault rifle, backpack, vest, helmet and some medical supplies at a minimum. These areas will often be on the edges of what you can get to from the plane, and often be unnamed.
  • Evade and hide from the enemy players around you whenever possible. Continually keep yourself in a position where options are open to you and you can change your plan if the situation evolves unexpectedly. For example, don't make any plan that involves "and then we book it for full speed to the white circle or else we die". Don't get yourself pinned in a building in the white praying that the next zone is on top of you.
  • Avoid greed when possible, but take smart risks. Had bad luck initially with getting gear? Be more aggressive, search more houses, maybe try to take down a better-equipped squad/player. You're not likely to survive late game anyway. Have decent gear already? Don't get picked off stupidly looting homes for stuff you don't need.
  • When it comes down to the end, continually try to keep your enemies on only one of your flanks. Avoid detection as long as possible, and when you do need to commit to killing someone/a team make sure to put them down quickly.

On Winning Tactics
  • Your default stance should be to never fight unless you have an overwhelming advantage and a reason to do so.. Shooting at people in an open field while you're in a building far away with scopes? A fight you'll likely win, but what do you gain? Now everyone knows you're in that house, and you may get pinned in or naded to death.
  • As soon as you fire a round everyone in your area will know where you are based on the sound. Don't fire if you don't need to, and if you do need to, do the job quickly and then relocate.
  • The overwhelming majority of the time you feel the urge to do something, the right decision is usually to be patient. It takes a lot of practice and self-control to resist impulsive, bad decisions.
  • Clearing the upstairs of a building when they know you're coming is a low percentage situation. Generally, don't bother with this unless you literally have no choice. If you were pinned in a two floor house with an enemy upstairs and other enemies outside, I'd rather camp the first floor and pray than push the second, assuming he knows I'm coming.
  • Conversely, being inside the upper floors of a building is virtual invincibility. Short of a really lucky series of shots at you through the windows when you're standing, you're not going to die to any short of a dedicated barrage of grenades. Use this to your advantage. This is a much stronger advantage in duo and squad play than solo.

On Ammo Conservation
  • In a team, try to split up your rifles into 7.62mm (e,g, AKM, SKS) and 5.56mm (e.g. M16, SCAR) ammunition among teammates. For example, have two people in the squad using 7.62mm and two people using 5.56mm. It reduces the chance that any given person will run out. If you have a ton of ammo (say, 90-120 rounds per person) this becomes irrelevant.
  • Generally speaking, grenades are not that useful. Or rather, it's hard to get into situations where you can use them: one where you know where the enemy is, you can't directly shoot each other, you can safely find time to pull out and throw the grenade, and it's a fight you actually want to be having.
    • That being said, the grenades are EXTREMELY useful at the very end of a game when everyone is clumped together in a small space, and quite frequently it ends in building or near one. Grenades are the only means you have of clearing an upper floor of a building if the game comes down to that.
    • All in all, try to keep grenades if you can but don't be afraid to drop them early if you need the space.
    • Smoke grenades get a special mention for being more versatile than the other nades, being frequently used to help your team exit a bad position or (more rarely) attack into a good one. They're also useful for reviving people and looting corpses/supply drops.

On Vision Magnification Scopes (x2, x4, x8)
  • These are hugely important and completely change the nature of long-distance engagement. With no vision aid you're at the mercy of even lower-powered weapons with better scopes. They also help you scan buildings to see if people are moving around/hiding inside them.

Zeroing Weapons and dealing


Random Tips

  • Held weapon type affects your run speed. Rifles are slower, pistols and SMGs are faster. Unarmed is the fastest (default "X" key to holster your weapon)

Monday, November 14, 2016

[PATHFINDER] Clarification on Pounce+Rake+Grab rules interaction

The interaction of the pouncerake and grab abilities is very confusing. This is especially relevant to Big Cats.

I am very confident that the following is true, and this is the ruling we use at my table.


Use a leopard as an example, with one bite (plus grab) and 2 claw attacks. Its rake applies to the 2 claws.
  • Regarding pounce: if you pounce, you get rake attacks automatically. That means the leopard will get one bite and 4 claw attacks.
  • Whenever the leopard manages to land a bite attack, it can automatically attempt to grapple.
    • If the leopard succeeds at the grapple check, it still does not get to rake, because it did not start its turn grappling.
    • Attempting a grapple does not interfere with the rest of your attacks this turn.
  • On any turn where the leopard is already grappling, it can immediately do its rake attack of 2 claws as well as any other grapple actions it so chooses.


Important note: When a monster lands a grab attack, it has to choose between grappling normally or with only the body part that was part of the attack (mouth/bite in the leopard example).

If the leopard grapples normally, it cannot do a full-round attack next round (but it does not interrupt what happens this round). That is because it requires a standard action next round to maintain the grapple.

If it grapples with only the grabbing body part it takes a -20 penalty to the grapple check but it can still do a full-round attack next round (it does not gain the grappled condition) (the full-round attacks would exclude the grabbing body part, which deals damage as part of the grapple check and not an attack).

On any round where the leopard starts out grappling, it will automatically attempt the rake attacks (2 claws) for free against the target independent of any other events.

After the grapple has started, each successful grapple check will also do its bite damage (the grappling body part) automatically.

Saturday, August 27, 2016

[SR5] Gear Rules Summary

Acquiring Gear

  1. To purchase illegally yourself, make an "Availability Test":
    • Negotiation + Charisma[Social] vs. (item Availability Rating, as number of dice)
      • 1+ hits...
        • you purchase at listed price, available in (Base Delivery Time)/net hits
      • Tie...
        • available at listed price but takes twice as long as (Base Delivery Time)
      • Fail...
        • you get nothing. You can retry after twice the (Base Delivery Time)
      • Each +25% nuyen you put into the cost gives you an extra die to this test up to +400% nuyen spent
  2. Alternatively, use a contact
    • Contact's Negotiation + Contact's Charisma[Social+Connection] vs. (item Availability Rating, as number of dice)
    • Assuming you have a working history with the contact, by default they charge no additional fee
    • (House rules) Specialists get bonus dice for items in their field.
  3. Base Delivery Times per item:
    • 1-100¥ = 6 hours
    • 101-1,000¥ = 1 day
    • 1,001-10,000¥ = 2 days
    • 10,001-100,000¥ = 1 week
    • 100,000+¥ = 1 month
  4. Note that you can do a Teamwork Assist with a Contact as well.
    1. Choose you or the contact to act as the leader (whoever is better)
    2. For the helper, make the Availability Test as normal.
    3. Any hits increase the leader's limit and dice pool by one.
      • The most dice that can be added is equal to the leader's Negotiation rating 
    4. Leader performs their Availability Test with bonus dice and limit, if any.
    5. Glitches prevent any assistance, critical glitches cause the leader to critically glitch as well.


Fencing Gear (SR5 p.418)

  1. You can choose to sell it to a contact for 5% * Loyalty rating.
  2. You can sell it yourself:
    • If it's a "standard good" (legal, common item) you can't sell it for more than a "couple nuyen"
    • Otherwise...
      • Finding a buyer: Extended Etiquette+Charisma[Social] (10) Test
        • Interval:
          • 0-100¥: 6 hours
          • 101-1,000¥: 1 day
          • 1,001-10,000¥: 2 day
          • 10,001-100,000¥: 1 week
          • 100,001¥+: 1 month
        • May use the item's Availability Rating to help you with a Teamwork Test.
        • A glitch or critical glitch on Etiquette results in unwanted attention (authorities?)
      • Selling it: Opposed Negotiation+Charisma[Social] Test
        • Final price is 25% of list price, +/-5% per net hit
        • You can choose to make the deal with that buyer or restart the search process.
        • A glitch or critical glitch while negotiating means you managed to insult the buyer, "the deal might be off... or worse."

[SR5] Inertia Team Table Rules

These apply only to house rules for my Shadowrun 5th Edition sessions.



  1. Advancement (base rules are here)
    • The time to improve skills and attributes can be sped up by using more Karma.
      • Cost to cut training time in half (/2): +25% extra Karma
      • Cost to cut training time in quarter (/4): +75% extra Karma
      • Cost to cut training time in eighth (/8): +150% extra Karma
      • This stacks with instructor bonuses as normal.
      • As in the rest of SR, time should be rounded up to the nearest day and Karma should be rounded up to the nearest point.
      • Example 1
        • Upgrading a skill from rating 6 to 7 normally costs 14 Karma and 7 weeks (49 days).
        • At half speed, it would cost 18 Karma and take 25 days.
        • At quarter speed, it would cost 25 Karma and take 13 days.
        • At eighth speed, it would take 35 Karma and take 7 days.
      • Example 2
        • Upgrading a skill from rating 10 to 11 normally costs 22 Karma and takes 22 weeks (154 days).
          • Note that the extra training time is because at ratings 9+ training time is doubled from ratings 1-8.
        • At half speed, it would cost 28 Karma and take 77 days.
        • At quarter speed, it would cost 39 Karma and take 39 days.
        • At eighth speed, it would take 55 Karma and take 20 days.
      • Why did I put in this rule?
        • For plot reasons, my campaign moves "slower" in calendar than I think other tables. People were getting 4-6 Karma per mission but were unable to spend it fast enough. At one point people had 60+ Karma banked! This ruling was to allow them to actually use their Karma without forcing me to change my in-game timelines.

Tuesday, March 8, 2016

[BUG] Lara Croft Bunker Elevator fatal death glitch

In Lara Croft, at one point you will enter a bunker where you need to remove four gears from an elevator and have it drop onto the lower level.

After you complete this (quite hard) puzzle, you are supposed to drop down onto it and continue forwards.

However, in some games it may instakill you as soon as you touch the broken elevator.

There's no consistent solution to this problem. Things I've tried that have worked:

  • Climb the box on the right (which you used to remove the first gear), then leap down and just barely clear the broken elevator and land on the lower platform.
  • Jump down from the third floor and land against the wall closest to the starting area, then walk normally across the platform.

Wednesday, October 21, 2015

SR5 Character Advancement costs and training times

General

  • You can never skip ratings.
  • Time to improve a skill is reduced by 25 percent (round down) if you can find an instructor
  • You cannot improve an attribute or skill that is on downtime from an associated implant/augmentation.
  • If you are only improving skills, you can learn/improve a number of skills up to Logic/2 (round up) during your downtime.
  • Otherwise, you can only improve one of the following during a single downtime period:
    • One Mental and one Physical attribute
    • One attribute and one skill


Learning/Improving an Attribute

  • costs (New Rating) x 5 Karma
  • You can improve a single attribute's rating by at most 2 during a downtime.
  • takes (New Rating) x 1 week to complete
  • Attributes cannot be improved past your metatype maximum using Karma.

Improving Edge

  • costs (New Rating) x 5 Karma
  • training time is instant


Learning/Improving a skill

  • Karma cost:
    • Active skill = (New Rating) x 2 Karma.
    • Knowlege/Langage skill = (New Rating) x 1
  • Max rating improvement per downtime:
    • Active = 2
    • Knowledge/Language = 3
  • At new ratings 1-4, it takes (New Rating) x 1 day to learn.
  • At new ratings 5-8, it takes (New Rating) x 1 week to learn.
  • At new ratings 9-13, it takes (New Rating) x 2 week to learn. (note that you cannot reach rating 13 without the Aptitude Quality)


Learning/Improving an Active Skill Group

  • It costs (New Rating) x 5 to raise and can only be raised by 1 per downtime.
  • It takes (New Rating) x 2 weeks to learn.
  • No other skills or attributes can be improved while you are improving a skill group.


Learning a new specialization

  • costs 7 Karma
  • takes 1 month
  • No other skills or attributes can be improved while you are learning a specialization.


Misc

  • New complex form costs 4 Karma
  • New spells/rituals/preparations costs 5 Karma
  • New initiate level costs 10 + (Grade x 3) karma
  • You can purchase Positive Qualities (with GM approval) for listed Karma cost x 2.
  • You can remove Negative Qualities (with GM approval) for listed Karma x 2.

Saturday, August 22, 2015

[TIPS] Shadowrun Returns: Hong Kong Guide

Character Build Tips

  • Far and away, the easiest build (like in previous games) is a ranged street samurai. Focus karma into Body, Quickness and Ranged Combat (mostly rifles, but also some shotgun). Opt for having an automatic rifle, sniper rifle and shotgun. That will cover virtually every combat scenario. There's now a "Cyberware Affinity" which you must also level. It's misleading because it looks like it's for melee cyberware only (e.g. spurs/razors) but you need it for the useful upgrades like Dermal Plating and Wired Reflexes.
    • Note that this also allows you to dump excess nuyen into cyberware upgrades.
    • Monofilament Whip requires 4 Cyberware Affinity. Wired Reflexes requires 5 Cyberware Affinity.
    • The best overall gun in the game, the Vindicator Minigun, requires 5 Strength and 5 Ranged Combat.
  • Charisma/Etiquette is not as useful in previous games, and I would not go crazy leveling it unless it's needed for your role.
  • Unlike in previous games, combats do not start with your enemies lighting you up on their turn. Instead, enemies get 1 AP worth of movement to get behind cover. This means that your main character doesn't need to be nearly as tanky as before... but note that you'll typically still start near the front.
  • The "free" storyline NPCs you get are a decker (with a grenade launcher!), a support shaman, a rigger (with a badass pet drone who can also throw grenades) and a jack-of-all-trades samurai (some crowd control, some melee, rifle skill). Additionally you can optionally recruit a melee samurai.
  • Unlike previous games, money is very tight. Even if you complete all optional objectives for nuyen, you still won't be able to buy everything you want in most cases. This is especially true if you went rifles, or went cyberware. (and of course doubly true if you went both).
  • Leading up to the final mission, you will have somewhere between 185-200 Karma depending on how you've played the game.

Character Archetypes

  • Rifleman
    • Assault rifle and Sniper rifle, focus on Quickness/Ranged Combat with enough Body/Cyberware Affinity to outfit yourself with quickness and accuracy mods. Cash should go towards weapons and cyberware.
    • Variant: Go for just a sniper rifle and monofilament whip. Sniper rifle deals death at range, and use the whip when they get up close.
  • Cybersamurai
    • Cyber Spurs or razors. Max out Body / Cyberware Affinity and Strength / Close Combat. Money should go towards the best armor and cyberware upgrades. Consider grenades as well for AOE damage since you already have high strength, and will likely have extra money lying around.
  • Fast-talking Mage
    • Max Charisma and spellcasting. Money should go towards Tailored Pheromones (0 Essence cost) and spells.


Weapons

  • Analysis
    • Pistols are flexible weapons with good value. They're good close up and at medium distance, they have free reloads (Pistols 4), and their abilities cover many situations (high armor pierce, multiple targets, and disarm). They're also far cheaper than the other weapons, but will do less damage in general. A good pick if you're pumping a lot of cash into other areas.
    • SMGs are great against unarmored opponents as short to medium range. They fire more bullets than an assault rifle at lower damage per bullet, leading to significantly more damage against an unarmored opponent but less against an armored one. Their "aimed shot" gives the worst accuracy bonus of all weapons and doesn't penetrate armor. Their "flush" ability is weak, dealing less damage than the rifle's Full Auto which has the same effect. On the other hand, you can hit multiple targets reliably at both longer and shorter ranges than shotguns. SMGs are a good cheap option if you are already very accurate and can strip armor from the enemy.
    • Shotguns are beasts up close and at medium range, but have a very strong falloff at range. Their natural scatter makes it a great group killer when enemies are 6 squares away. They have high per hit damage, minimizing the impact of armor. The Kneecap AP reducer can be a critical ability (preventing enemies from using 2 AP abilities such as AOE spells or grenades) and their final ability Shred Armor is effective against heavy opponents. 
    • Rifles are the most versatile weapons in the game. The basic types are assault rifle (medium-high damage per bullet, full auto) and sniper rifle (very high damage per bullet, low capacity, single-shot only). Automatic rifles can't hit multiple targets (this has been changed from previous games) but can put out accurate hits on enemies behind cover, flush them with Full Auto, or shred them if they're out in the open. Sniper rifles allow you to deal consistently high damage every round at a distance, pretty much auto-winning any long-distance fight. They're not great up close, but once you have the deadeye ability you can even use it in close combat. The biggest drawback to rifles is that you'll want an assault rifle and a sniper rifle, and it's a huge expense. They're already the most expensive weapons and having two of them means you'll usually be 1-2 upgrades behind the best weapon available, and likely will not end the game with the best of both unless you spent no money elsewhere.
    • The monofilament whip is an insanely good weapon. It's great at penetrating armor (with cyberware affinity) and dealing solid constant damage, and the range is much more than you might expect. It also immediately flushes an enemy from cover, allowing you to land a hit with the whip and then full auto with your rifle. It likely won't critical as often as your primary weapon giving it less damage against a flanked target, but it's invaluable against enemies behind cover.
  • Final weapons (all require Ranged Weapons 7)
    • Pistol
      • Ruger Thunderbolt (¥2000, 2750 with smartlink) DMG 14, Range M, CAP 12, has burst fire
      • Remington Roomsweeper (¥1500), DMG 14, Range M, CAP 4, AOE 6, fires as shotgun
      • Ruger Super Warhawk (¥1250,  1500 with smartlink) DMG 16, Range M, CAP 6, cannot Chain Shot or Double Tap
    • SMG
      • HK 227 (¥3000, 3750 with smartlink), DMG 12 / RNG M / CAP 30
    • Shotgun
      • Defiance T-250 (¥3500, 4250 with smartlink) DMG 20, RNG S, CAP 5, AOE 6
      • Enfield AS-7 (¥2500, 3000 with smartlink) DMG 18, RNG S, CAP 10, AOE 6, can burst
    • Rifle
      • Ares Alpha (¥4000, ¥5000 with smartlink) DMG 16, RNG L, CAP 40
      • Vindicator Minigun (¥5000) DMG 20 / RNG L / CAP 42 / AOE 6
      • Ranger Arms SM-3 (¥3000, 3750 with smartlink) DMG 20 / RNG L / CAP 6, pierces 1 armor
    • Other
      • ArmTech MGL-6 (¥1200), DMG 12 / RNG L / CAP 6 / AOE 3, costs 2 AP to reload

Cyberware

  • For the classic ranged street samurai, this is your loadout:
    • Brain
      • Encephalon (2000¥, 1E, +1 int): Unnecessary. Save your essence.
    • Head
      • Datajack (500¥, .5E): Need a datajack somewhere for the accuracy bonus on weapons.
    • Eyes
      • Vision magnification (alpha = 1000¥, 0.5E, +6% to-hit): Probably your default choice.
      • Eye Datajack (1000¥, 0.5E): More expensive than the head version, and you have better options in this slot.
      • Laster Designator (1000¥, 0.5E, Mark Target 0AP / 2CD): Actually gives you a better chance to hit than the Vision magnification, but the cooldown and failure chance make it worse for your primary damage-dealer. Now for a support build...
      • BrightLight System (1500¥, 0.5E, blinds opponents for 2AP / 6 CD): You're wasting two valuable action points just to blind someone??? If you're biuilt correctly, that'll be enough to just kill most enemies outright on full auto.
    • Right Arm / Left Arm
      • Saeder-Krupp Skillwires (1450¥, 0.3E, +1 Quickness, +1 Ranged Combat): Your best option. Improves exactly what you want and has a low Essence cost.
      • Yamatetsu Cyberarm (alpha = 1750¥, 1,0E, +1 STR and +6 HP): Not helpful for a ranged samurai but definitely worth considering for the melee build.
      • Renraku Skillwires (1000¥, 0.3E, +1 Dodge): Weak benefit overall, but not a bad option if you're out of Essence.
      • Transys Neuronet Skillwires (1000¥, 0.3E, +1 Throwing Weapons): ...how often do you throw things?
      • Shiawase Magnet Arm (1000¥, 1.0E, automatically throws back grenades targeted at you): Pretty entertaining and very effective in the right situations, but the fact that you 1. need to be close to your teammates, inviting other AOE attacks like spells and 2. require the grenade to be tossed at YOU and not your teammates, makes this upgrade not worth it. Especially for the essence cost.
      • Auto-Loader Cyber-Arm (1000¥, 1.0E, +1 Quickness and automatically reloads): Worth considering.  Saves you an AP every couple rounds on average, depends on how often you need to reload. However, I find it's mostly obviated by having many weapon slots (e.g. sniper rifle, assault rifle, shotgun). It can be very valuable if you use low capacity weapons like the grenade launcher or sniper rifle.
      • JoltAlert (1000¥, 0E, Stunning brings you to 1AP): Partial immunity to stunning. Too niche to recommend as a primary option, but the essence cost is right.
      • Induction Datajack (1000¥. 0.3E): Lower essence cost, but loses out due to way better options in this slot.
    • R-Arm Cyberweapon

    • Body
      • Wired Reflexes (2950¥, 1.5E, Passive: +1 movement, Active: +1 AP. 0AP cost, 2 round effect, 4 round cooldown): The winner! Good at killing people? This will help you kill them even faster.
      • Suprathyroid (2150¥, 0.5E, +1 to all physical stats): Nifty, but not specific enough for you. More useful on the melee samurai.
      • Reflex Trigger (1850¥, 1.0E, Passive: +1 movement, Active: Dodge first attack every round, 0AP cost, 3 round effect, 4 round cooldown): Much more useful for melee attackers who expect to get shot at a lot, with significant enemy success. Ranged samurai sit behind cover and snipe everyone.
      • Shiawase Bone Lacing (Kevlar = 1200¥, 1.0E, +1 Body/STR): Useful for the melee samurai, but not for the ranged one.
      • Synthacardium (Mk2 = 1750¥, 0.5E, +1 Dodge/Movement/Throwing Weapons): Low Essence Cost but small benefit as well. More useful for melee builds but still not worth it.
    • Skin
      • Dermal Plating (Ares = ¥3250, 1.0E, +2 Armor, +1 Body): Want people to hurt you less? Get this one.
      • Cross Dermal Sheath (¥2250, 1.3E, +1 Body, trigger to regen 6hp/round for three rounds, 1 AP): Marginal value for melee types who get injured frequently. The problem is that combats often do not last three rounds, and losing 1 AP is a huge blow. If in that 1 AP you could prevent 18 damage by killing someone earlier, that's far more valuable than this.
      • Tailored Pheromones (¥2000, 0E, +1 Charisma): This is actually a great pickup if you're flush with cash and like the noncombat approach. The 0 Essence cost means you can get it on spellcasters as well.
      • Orthoskin (¥2500, 0.3E, +1 Armor): The low Essence version of Dermal Plating with corresponding loss in sturdiness.
    • Right Leg / Left Leg
      • Cyberleg (Aztechnology  = 1750¥, 1.0E, +6 HP and +1 Quickness): Excellent option for a ranged samurai. Gives bonuses to health and Quickness as it upgrades.
      • Hydraulic Jack (Mk1 = 2250¥, 1.0E, +3 Movement active. 0 AP / 6 round cooldown): Not useful for a ranged samurai, but worth considering if you want to get up close and melee them. The difference between being one space short and being in range is basically worth one AP (since you can move and melee in the same action)

Quick note before you begin playing (not a spoiler)

  • When you get an email from Strangler Bao saying that he has a "problem", go talk to him IMMEDIATELY. Otherwise if you complete any more missions he'll handle it on his own... and you may not like that.

Mission Tips (Spoilers!)

  • General
    • This should seem obvious by now to people familiar with the franchise or the previous games, but ALWAYS BRING A DECKER ALONG. You will miss out on a lot of alternate solutions, optional paydata, and just great flavor text. If you're on a second run feel free to try without one though for the challenge.
    • After completing missions, check in with Maximum Law. You can often get free nuyen for just telling him about your mission (200¥ each).
  • City of Darkness
    • If you can't talk your way past the Yellow Lotus guards, run southwest and find an alternate path to the lower levels. The burning tire is also in this direction.
    • Killing ANY Yellow Lotus member nullifies the optional "don't kill the crew" objective. The most likely thing that will trip you up is killing the Yellow Lotus member after he beats up the old man, due to failing to fit any of the other dialogue critiera (etiquette: shadowrunner, strength 4, etc.).
    • The code to Strangler Bao's door in the Lotus Den (NOT the door panel in the lower level) is 7881, obtainable from hacking the terminal.
    • You don't need to return to the student after completing the Feng Shui objectives, as there's no benefit other than some short dialogue. Note that you get 1 Karma the moment you complete the objective.
  • Outsider
    • Getting past the Red Spears in the garage is mandatory to collect the armor piece if you want to complete the mission without having to kill the Whampoans and keep Gaichu alive. Once you have it, go back into the boat mall (where the elders are) and see the materials/armor dealer, who can identify it for you if you didn't have the Etiquette required. Note that you also need the silver necklace from the sewers, among other pieces of evidence, to convince Porter Lam.
    • To clarify: you need all of the evidence in order to get Porter Lam to side with you in the final confrontation. Otherwise you are forced to kill them all. This is assuming that you didn't attack Gaichu, obviously.
  • The Dig
    • The best value items are hidden behind the bookshelf in the office. Generally, only smash cases that contain items worth 900¥ or more to avoid tripping the alarm. Feel free to grab 10k before heading downstairs, as there are no nuyen items there. Excess amounts of stealing past 10,000 will not gather any further benefit.
    • The Shipping Terminal in the basement contains a new spell (a buffed version of Aim that also applies to the nearest ally) and a shipping manifest, worth paydata (432¥) and +1 karma.
    • When leaving the dig, you are faced with a "save or kill the mummy" choice. Killing the mummy gives you a great sword: 5 damage, 10 reach (it casts lightning bolt as one of its abilities), armor reduction -2, cooldown 2. For comparison, Gaichu's first sword does 3 damage, has 1 reach, and no AR reduction. The sword is not sellable.
  • Bad Qi
    • You can easily bypass security if you have Etiquette: Security and talk to the employee in the north room.
    • The lobby matrix jackpoint is not just used as a way to get past the guards. It also contains "Wuxing Delivery Data" paydata (150¥), though it takes quite a bit of hacking to get there.
    • A prototype pistol is available if you have Pistol: 4 or Intelligence: 5.
    • The wall safe in the north room on the upper floor contains 150¥. You can open it with the correct code, Etiquette: Security or Quickness: 5.
    • Once you past 25 Qi disruption, spirits will spawn and attack you. Their damage is no joke and they have great range, so I'd suggest hiding in a room and forcing them to come to you. Gobbet's Rat Totem steal/destroying spirit ability works on them.
    • 50% is the most disruption you can do on the upper floor, before you go to the temple. They'll tell you in game when it's complete.
  • Exit, Stage Left
    • The jackpoint by the restaurant will give you Neville Ma's apartment code (1635), a party invitation and hotel expansion plans (paydata worth 350¥). It also allows you to punch in a maintenance code, which you will find later after you explore the apartment. It'll tell you that Neville, Penelope and Victor Wang have keys.
    • Getting into the party (an optional objective) gives you 1 Karma.
    • Like most such decisions, you get 1 Karma for the non-violent option with Ku Feng.
    • It's possibly to turn Neville's female companion into a future ally.
  • Uninvited Guests
    • Killing the Talon (optional) gives you 2 karma.
    • The matrix jackpoint by the getaway car also contains matrix paydata (250¥).
  • Retribution (1500¥, 8 Karma, +1 optional)
    • There's no way to sneak this mission, so make sure you're "packing heat" and also take advantage of the new combat initiation feature (click the holstered pistol icon on the top right to surprise your enemy)
    • As usual, the matrix jackpoint has paydata (540¥) available as well. It also allows you to unlock the elevator door, which leads to a lower area with medical supplies (and +1 Karma for exploring it). Nothing actually happens down there, despite the explosive barrels. It's not entirely clear what the purpose is.
    • It's a bit confusing what the "front door" is. The front door is where you came in (the southwest exit). One member of their team will be instantly killed by going through the locked off, northwest quarantine area. The final member will come in from the southeast exit (the separate, narrow room). I'd personally suggest you instakill the heavy gunner, since snipers and mages are very squishy and die quickly.
  • Misdirection (2000¥, 8 Karma)
    • Bring Racter on this mission, of course.
    • (Matrix jackpoint: ground floor) Before you start jacking, some of the blocker codes are available from a computer terminal west of the jackpoint.
    • The matrix jackpoint you run into will likely have the hardest matrix host you've faced so far. After passing through the first room, you'll reach a fourway interaction. The other exits are northwest, northeast and a southwest portal. The northwest leads to gas valve control, but there's nothing you can do there yet (you'll need those later). Go to the northeast portal instead. It leads to elevator control, and some paydata (792¥).
    • Taylor's door code: 98144
    • Hardingham's door code: 23847
    • Once the gas is launched, immediately run back to the camera server room to jack in, to disable the gas.
    • When you get down to the abandoned metro station, you can use the console to disable alternate entry points (requires Intelligence: 5, Racter can do it) which also gives you 1 Karma.
    • There is a super dumb interface issue down here. When you grab the advanced medkit, you may be full on space and it'll ask you whether you want to move it to stash. However, you can't see the button to do so if you have the other team with you in your party. You need to click the center of the screen and drag down to reveal it.
    • The first Ares squad you see (the ones talking about how you were spotted upstairs) is completely skippable for no loss. In fact, fighting them will trigger guard dogs to spawn in the elevators behind you.
  • Whistleblower (1600¥, 8 Karma)
    • Sneaking past the guards is not particularly hard, especially since you've been doing the same thing all game in the matrix. Only the patrolling guard in each area is a problem. Just follow behind him and stay out of his line of sight. The stationary guards won't do a thing unless you get in front of them.
    • Getting to the lower level without the alarm going off gives you 1 Karma.
    • Avoiding combat on the lower deck is much harder. Many of the rooms are "open and get screwed immediately". The key is to head north from the start and enter rooms on the outside ring going clockwise. Use the alarm console to draw some guards away, and then patch into the camera feed (intelligence: 5 or Isobel/Racter).
    • As a rare exception, the jackpoint in Ho Chung has no paydata! It only has the video feed tipping you off as to the ambush.
    • If you end up going for the hilarious but dangerous "kill 'em all" approach, it's critical that you hack into the utility grid next to you and short out both wires. It does 20 damage and -1 AP to anyone standing in the water. You get 1 Karma if you manage to pull off this option.
  • Deckcon 2056 (8 Karma)
    • This mission is only available after you talk to Is0bel enough.
    • I'd strongly suggest you bring Gaichu along, as the interaction between him and other convention goers is hilarious.
    • If you have Decking: 5 or bring another decker along (besides Is0bel), that can make this mission significantly easier. A drone can also bypass some social interaction to get the uniform.
    • The man in the men's restroom (across from Is0bel) sells Hyper Ex, a drug that gives +5% to attack and +2 movement for 5 rounds. He's the only vendor of such in the game.
    • There's a lot of fluff dialog with people around the convention that you can do as much or as little as you want while you wait for Is0bel.
      • Gamege, at the north side of the room, is a shadowrunner. You can start a conversation with him if you have Etiqutte: Shadowrunner.
      • At the northwest corner, you can get the guard out of the way with high Body or Decking and pickpocket the convention members for about 200¥ total.
      • There's a fun reference to the Allegiance Alpha in some of the dialog, a throwback to the starting crappy cyberdeck from Shadowrun on the Sega Genesis.
  • The Extraction
    • Don't let Xiaozhi get away! From the very beginning she will try to run out of the combat. Don't let her get out of sight. Killing her gives you the broker's code (00006) for the locked northern door.
      • You get 2 karma for opening the door. Also there is a Cram, 266¥, and an Advanced Medkit.
  • Prosperity Tower
    • Getting the Wuxing shipping data from earlier gives you an alternate approach.
    • Keeping Bull and his runners alive previously ("Misdirection") gives you the location of security nodes in the Matrix.
    • The code for the lockers with the uniforms is 2627. You get +1 Karma for suiting up.
    • Fixing the turbine gives you nothing. Breaking the turbine gives you access to the security room, and the jackpoint in there.
      • Floor B3: Secure Datastore
        • Gives you access to the locker code (2626, unsure if this is a typo)
        • Give you the first aid station code (4990)
      • Security Network Node: B3
        • Allows you to weaken the building security (part of your optional objectives)
    • The First Aid room (4990 code) contains a Docwagon Platinum kit, and a Premium Medkit.
    • You ultimately need to end up in Lab Twelve. The codes are 44526 and 25301 if you want to skip the other levels.
    • Sales and Acquisitions Floor:
      • You'll need either Etiquette: Shadowrunner, or Charisma 5 to get past the front desk without a fight.
      • There are two jackpoints on this level. One is to the west (careful, the door entrance is hard to see) and the other is in the Tsang VP's northeast office.
      • The west jackpoint has the other Lab Twelve access code (25301) and the security network node for this floor, which is part of the optional objective to weaken security.
      • Once you step into the Tsang VP's office he forces you to jack in for him. Whether you choose to go in loud or with his blessing is up to you.
        • This jackpoint has the optional blackmail info on Josephine Tsang, the foreign account records, and ¥2,124.
      • Note that the VP will insist on the embezzlement data and the money when you jack out. He will not let you leave the room without giving it to him.
      • There are nine enemies total on this floor. Four inside the VP's office (including the VP, a mage) and five in the hallway (including a grenadier and a summoning mage). It's very difficult to kill all of them within three rounds to prevent the alarm going off unless you initiate combat. Due to the fact that the alarm almost assuredly will go off, if you're inside the VP's office you may as well hunker down in there and jack in to disarm the alarm immediately when you get the chance.
      • When the alarm is on, two guards will spawn every round for three rounds.
    • Thaumaturgical Research Floor
      • Need Charisma 7 to get past the guards.
      • The security jackpoint has the equipment room code (8974) and a security node to disable in the optional quest.
      • The equipment room (right off the security jackpoint room, 8974 to enter) has 1x DocWagon Gold Trauma Kit, 3x Advanced Medkits, a Remington 990 Smartlink Shotgun, a special Steyr Aug-CSL (unique rifle, 15 damage, higher chance to hit on successive shots), 2x Renraku Flashbang Grenades, 1x HE Phosphorus Grenade
      • The magic labs has a Spell Focus: Life Siphon 2, a Strip Armor 3 (removes 5 armor)
      • The "Core System Access" terminal has two datastores.
        • Passcodes:
          • Special Operations Blocker: Scion
          • Device Operations Blocker: Prodigal
        • It also gives you the Blocker IC passcodes for the ASIST interface.
      • The containment lab door code is 1915. Releasing the monster gives you 1 Karma.
    • Lab Twelve
      • Your System Trace score resets before you do anything on this floor in the Matrix, which is very important.
  • City of Death (Final Mission)
    • Outer Ring
      • The Street Shaman being harassed by the Yellow Lotus can be saved with either Body 7 or combat. Once you save him, you can either turn him in for the bounty or coerce him into giving you a free item. He also sells medkits and trauma kits. You don't get any Karma for playing the nice route.
      • Ku Feng the vampire queen shows up at near the start of this mission, and you can get her to be in your party or cover the area for you. Bringing her into your party allows you to exceed the normal four-person limit, and you get the "Monster Squad" achievement if you have her and Gaichu together. You will lose her before the final fight, so feel free to let her health get low.
    • Mid Ring
      • Killing the Ranged Servitor in the southern room gives you 1 Karma.
      • Rescuing the citizens from the guards by detonating the explosives (this is before leaving the area) is a losing endeavor. The citizens are already possessed/zombified and will attack after you cross over, and you're forced to kill them all.
    • The Fortune Engine, final fight
      • AOE spells (like Gobbet's Toxic Fog) are extremely effective against Qian Yu, since her 2x2 size results in multiple hits.



Hacking

  • Hacking in the new Shadowrun is quite different than before. First, you have the stealth portion, where you need to avoid tracer programs moving on a set path. To bypass locks you need to enter several multi-digit combinations on a keypad. This unlocks the next section: picking a multiple choice pattern from among many patterns. The key here is to wait, as it will briefly reveal random parts of the correct combination.
  • Each numpad combination successfully completed on the left side increases your total hacking time by 10 seconds, giving you both more time to examine the correct symbols and also a buffer for incorrect guesses.
    • The pattern matching section on the right is actually fairly easy. You can usually solve it with plenty of time remaining even if you only do a few solves on the numpad portion.
    • Note that failing a pattern resets the pattern.
  • Somewhat of an exploit: you can jack out from anywhere by spamming AOE spells on yourself in combat until you get dump shock. Note that logging back in maintains your trace status.

Character Backstories (Spoilers!)

  • Ten-Armed Ambrose used to be a shadowrunner in UCAS, who got terribly crippled on a run. His teammate Karen saved his life, and then convinced him not to kill himself when he was upset at his permanent, nearly-paralyzed condition. He eventually recovered and became a great doctor, but his Karen never got over their team dying and ended up killing herself (ironic). Finishing his Karen backstory gives you 1 Karma.
    • Ambrose has a complicated additional history that you can't access without very high stats. You'll need either Intelligence 6, Drone Control 7, Biotech 6 or Astral Perception to get more hints.
  • Racter is a former Russian drone researcher interested in a future where metahumans can shed their mortal bodies and move into machines. His drone self-repair research was stolen by two colleagues and sold to megacorps (this is an optional mission you can do). He was severed in half as a child in an accident and is missing his body below the hips, and also self-diagnoses himself as a psychopath. He believes he suffers no Essence loss from augmentation due to his psychopathy.
  • Gaichu is a former Renraku Red Samurai, who was bitten by a ghoul on a mission and turned into a ghoul. His squad expected him to commit suicide at this point due to his impurity, and he refused and ran, killing two of them in the process. You later work him to ambush and kill the rest. He regularly struggles with embracing his primal, ghoulish side or exercising human, samurai restraint. In his climactic encounter with his old team lead, you can guide him to either intentionally infect his pinned leader or to merely kill him. Completing his storyline gives you an achievement.
  • Is0bel is formerly from Somalia. Her parents were upper-class Somalians and fled from there, looking for a better life for their family. They ended up in the Mansion District of the Walled City, a complete hellhole. She watched her own brother die of a heroin overdose. She eventually fled the district with Gobbet's help, who met her while exploring. Is0bel intentionally left her parents behind when she fled because she knew she wanted her traumatic childhood memories removed, and couldn't have done that if her parents had been around her. After she gets her memories back, she feels guilt over their eventual death after she left.
  • Gobbet is a Rat Shaman who grew up in Hong Kong, but outside of the Walled City. She started running from a very early age, and two of her former teams have had their members killed. For a while she lived on the "Sinking Ship", a floating mass of shipping containers in the bay, along with other Rat Shamans. She was tricked by a fellow team member into stealing a powerful and evil magical that unleashes demon spirits into the world, who brought it back to the Sinking Ship and killed many of the people aboard. She helped her friends kill her former teammate, but left the Sinking Ship after that.
  • Duncan Wu
    • There's a bunch of annoying repetition and daddy issues in his backstory, but the short summary is that Raymond took in both of you off the streets of the Barrens. You used to run together in a gang, but Raymond forbid you to see them after you came under his care to prevent criminal relapsing. One day an old gangmate, Lockjaw, came asking for your help, and you went with him to save your other gangmate. A local group of ghouls had moved into where your friends had been squatting and eaten/killed some of them. Lockjaw died, but you managed to rescue your other friend.
  • Reliable Matthew is a drone dealer on the southern side of Heoi. He doesn't own any of the drones that he sells, and is pushed hard by his supplier to make sales. His cheeriness is just an act: he slots BTLs (better-than-life chips) to keep up his happy attitude. You get a miniquest to pick up his BTLs from Ambrose and can confront him on his habit, but you end up needing to give it to him no matter what. He lives a depressing, sad life and only BTLs help him get through the day. You get 1 Karma for finishing his story.
  • Ka Feis
    • Callum Ka Fei is the intellectual son, always hoping to move away from his family's business and work in a corporate structure. He chafes against his parents' restrictions and constantly seeks a more interesting life. You eventually find out that his mother had an affair, and that Callum is not Henry's son.
    • Frederick Ka Fei is the burly bouncer son who can bench press 700kg. He also chafes against his parents' authority, confident that he'll be happier if he can leave. He wrpmg;y believes his father was a bigtime pirate instead of just a smuggler, and tries to join a pirate crew until found out and thoroughly rebuked by his father.
    • Ermine Ka Fei is the gun running, brains-of-the-operation mother.  She used to work for the corporation Baihu.
    • Henry Ka Fei is the reluctant father, who loves his family but misses his younger days as a smuggler and fisherman at sea. He ends up with a serious crisis that you help him resolve, as to whether he should leave his family and go back to sea, or to stay with them.

Saturday, June 20, 2015

SD card write speed comparison

Gear

SD Cards
    1. SanDisk Extreme Pro 32GB 95 MB/s
    2. SanDisk Ultra 64GB 40 MB/s
    3. Transcend 32GB 30 MB/s
    4. #1 but with duplication on (writes to both cards simultaneously)
    5. #2 but with duplication on
    6. #3 but with duplication on

Camera

    • Nikon D7000


Test

  • Number of shots in 30 seconds when shutter is held depressed in high-speed mode
  • All testing done with newly formatted cards


Result

  1. 47 shots
  2. 46 shots
  3. 24 shots
  4. 35 shots
  5. 27 shots
  6. 18 shots

The 40 MB/s card is likely writing to disk fast enough that it isn't filling the camera buffer, which makes it look identical to the 95 MB/s over 30 seconds without duplication. A longer test would likely reveal a difference.

Friday, May 29, 2015

The Long Dark Long-Term Survival Strategy

Always start in Mystery Lake.


Mystery Lake


  • Your first priority is warm clothing. At first wear anything that's warmer than what you got, then worry about efficient weight-to-warmth ratios once you can comfortably explore through most temperatures.
  • Your second priority is setting up a home base from which you can store your goods, craft and cook. The best candidate by far is the Camp Office on the edge of the lake, as it has a relatively central location, is on the main transit route through the map (the railroad) and it has a bed, indoor fireplace, workbench and containers.
  • Your explorations should focus on visiting each area of the map, collecting all of the loot and storing it all in your base like a pack rat. Ideal locations to hit first (besides the Camp Office) is the Forestry Outlook (possible weapon spawns), Trapper's Homestead and Logging Cabins. Additionally, one loop around Mystery Lake and a browse through the cabins will likely net you significantly better clothing (often you find a Down Ski Jacket or Mariner's Peacoat).
    • You should make sure you hold onto a hatchet and a knife. Hatchets are great for foraging wood (which you will do a lot of) and knives dramatically improve your ability to fight off wolves (this will also happen a lot).
  • Hopefully you will find a rifle and storm lantern by now and are ready to tackle the Carter Hydro Dam. You can still do it without a rifle, but it's a bit more dangerous (you should definitely have a knife). Head to the dam and take off your clothes upon entering (in case you struggle with Fluffy) and kill Fluffy if he's in the dam. Once he's dead, loot the Dam freely but do not leave the dam through the lower door. Accumulate the gear by the doorway or the fire barrel on the turbine floor. Cook, eat, rest, and get ready to start lugging the gear in one or two trips back to the Camp Office.

Coastal Highway

  • Eventually, either due to boredom or running out of resources (especially bandages, clothing or ammunition) you will want to explore more. Your next goal is the Coastal Highway, but before you begin you will want to prep accordingly.
    • Set up a mini-base in the entrance of the Carter Hydro Dam. I suggest plopping down a bedroll, half a gallon of water, 1500 calories of durable food and medication to treat every possible condition. This base is to rest at before you proceed forward (the Coastal Highway entrance is right next to the Carter Hydro Dam).
  • The Coastal Highway map is quite dangerous due to the wolf density, close corners and uneven ground. It's difficult to navigate and there's no good location for a base, so our plan is to loot the map and lug everything back in stages to Mystery Lake.
  • When you're ready, go through the Ravine next to the Carter Hydro Dam. Make sure you have a decent amount of food (though you can find food easily), plenty of water (it's much more time-consuming and dangerous to make water), medication for struggles, prybar, can opener, and your rifle/hatchet/knife as usual.
  • Your general plan is to loot each location, collect the items in the Log Sort, and repeat until you've cleared the map. After the map is cleaned out, move the gear from the Log Sort back to Mystery Lake. If you ever get in over your head, just go back through the Ravine and you can recuperate at the Dam (see why we built that mini-base?). If something really bad has happened (e.g. out of ammo, depleted all your food and water) you can use the resources at the Dam to rest a night and make it back to the Camp Office the next day to rebuild your reserves.
  • Remember: you are not here for food. Food is far easier and safer to obtain in Mystery Lake. Always prioritize taking useful items (e.g. scrap, cloth, tools) over food. Only carry enough food to keep you alive with some emergency leftover. If you have to shoot a wolf, I'd generally discourage you from even bothering to harvest it. Taking the meat means you need to spend more time gathering wood and cooking it, and then more time to boil water since you're staying longer... and there's no safe, good place to do any of this.
  • Use flares to fend off wolves. Don't even hesitate- that's what they're there for. Since you have no intention of harvesting them, it's pointless to kill the wolves. Then again, shoot the wolf if there's any doubt about whether you can get away safely, or if it's blocking a key loot location. Don't forget you can also drop food (default is the "4" key) to distract them. The raw meat you find in fridges and freezers are excellent decoys.
  • This is probably obvious, but don't mess with the bears.

Wednesday, May 27, 2015

The Long Dark: Clothing Stats

All stats are given in (warmth / wind chill bonus, weight, [total warmth to weight ratio]), always in Fahrenheit and at 100% condition.

Head

  • Toque (+1.8 / +1.8, 0.6 pounds, 6°/lb)
  • Basic Wool Hat (+1.8 / +0.0, 0.6 pounds, 3°/lb)

Neck

  • Basic Wool Scarf (~+1.8 / +1.8, 0.6 pounds, 6°/lb)

Outer Body / Coat

  • Wolfskin Coat (+12.6 / +9.0, 6.6 pounds, 3.27°/lb)
    • 1x Cured Wolf Pelt, 1x Cured Gut, 4h = 30% repair
  • Basic Winter Coat (6.6 pounds)
  • Premium Winter Coat (+7.2 / +7.2, 4.4 pounds, 3.27°/lb)
  • Down Ski Jacket (+3.4 / +1.8, 1.1 pounds, 4.72°/lb)
  • Insulated Vest (+1.8 / +0.0, 1.1 pounds, 1.64°/lb)

Inner Body / Sweater Layer

  • Heavy Wool Sweater (+2.6 / +1.8, 1.1 pounds, 4°/lb)
  • Thin Wool Sweater (1.1 pounds)

Outer Legs

  • Deerskin Pants (+5.4 / +5.4, )

Inner Legs

  • Cotton Long Underwear (+1.8 / +0.0, 1.1 pounds, 1.64°/lb)
  • Wool Long Underwear (+2.6 / +1.8, 1.1 pounds, 4°/lb)
  • Jeans (+1.8 / +0.0, 1.1 pounds, 1.64°/lb)

Hands

  • Rabbitskin Gloves (+7.2 / +3.6, 0.9 pounds, 12°/lb)
  • Mittens (+3.4 / +1.8, 0.6 pounds, 8.67°/lb)
  • Basic Gloves (+1.8 / +1.8, 0.6 pounds, 6°/lb)

Socks

  • Wool Socks (+1.8 / +0.0, 0.6 pounds, 3°/lb)
  • Cotton Socks (+0.9 / +0.0, 0.2 pounds, 4.5°/lb)
    • 1x cloth, 20m = 75% repair

Feet

  • Deerskin Boots (+7.2 / +5.4, 3.3 pounds, 3.8°/lb)
    • 1x Cured Deer Hide, 1x Cured Gut, 2h24m = 30% repair
  • Insulated Boots (+5.4 / +3.4, 4.4 pounds, 2°/lb)
  • Basic Boots (+1.8 / +0.0, 2.2 pounds, 0.82°/lb)
  • Shoes (+0.9 / +0.0, 1.1 pounds, 0.82°/lb)




Tuesday, May 26, 2015

The Long Dark: Plants

Saplings are useful for making bows, but not that easy to find. A key thing is that their spawns are not random- they are only available in certain groves on every map.

Here is what Maple saplings look like:


Note that they weigh .66 pounds.

Green Birch Saplings look very similar:


Note that plants spawns are random and locations may differ game to game. Additionally, they do respawn but it may take a very long time.

Mystery Lake

  • Green Maple Saplings
    • By the Carter Hydro Dam. Approach from the rail, and it will be below you in the valley on your left (under the main entrance).
    • Near the Frozen Creek
  • Green Birch Saplings
    • "Behind" the Trapper's Homestead.
    • Along the river leading away from Mystery Lake
  • Old Man's Beard Lichen
    • "Behind" the Trapper's Homestead, towards the edge of the map.
    • Near the Deadfall Area
    • Unnamed Pond
    • River (Northern Access)
  • Reishi Mushrooms
    • Deadfall Area
    • Unnamed Pond
  • Frozen Creek
    • Rose Hips
  • Bears
    • South of the Fishing Cabin (between the Clearcut and the Unnamed Pond), on the frozen lake
    • Clearcut (at the base of the Forestry Outlook)

Ravine (transition area between Mystery Lake and Coastal Highway)

  • Near the ML entrance (before you cross the chasm on the log, off trail next to a cave on your right as you come from ML)
    • Old Man's Beard Lichen
    • Green Birch Saplings
  • Near the chasm-spanning log
    • Rose Hips
    • Old Beard Lichen
  • Near the ML side of the train track tunnels
    • Reishi Mushroom

Coastal Highway

  • Rose Hips
    • Jackrabbit Island
  • Old Beard Lichen
    • Misanthrope's Homestead
  • Reishi Mushrooms
    • Waterfront Cottages
  • Bears
    • Wandering near Misanthrope's Homestead, on the ice
    • Coastal Townsite




Thursday, May 7, 2015

[DOTA] Always display hero icons on the minimap

Everyone should always have these enabled. There's literally no reason not to. It might take an adjustment time to learn the icons, but it's still better than just having colors.


Saturday, March 28, 2015

Pillars of Eternity puzzle solutions

Mechanics questions

  • All "Styles" (Two-handed, Two-weapon, etc.) Talents only apply to melee weapons. You do not get the bonuses when using ranged weapons.


Temple of Eothas Bell Puzzle
  • Right, middle, left, right

Defiance Bay
  • Copperlane
    • Dalton is located on the western section of the district, on the west side of the two close bridges.
  • Ondra's Gift
    • Supply and Demand quest: your objective is the "Ramshackle House" east of the lighthouse.

Monday, March 16, 2015

Pathfinder Bestiary stat blocks and Racial Skill Modifiers

Q. Are Racial Modifiers included in skills as listed for a monster?

A. Yes.

The citation link is here.

Example:

If the monster has this skill block:

Skills: Perception +8;
Racial Modifiers: Perception +4


You can just use the +8 Perception. The "Racial Modifiers" is just telling you where some of the bonus is coming from.


Saturday, February 21, 2015

List of games beaten

Total War: Warhammer 2 A
  • [March 26 2023] Long Campaign Victory (Mortal Empires): Lizardmen, Gor-Rok, VH/VH, 241 Turns, Chaos Invasion On
    • [March 20 2023] Short Campaign Victory 110 Turns
  • [January 7 2022] Short Campaign Victory (Mortal Empires): Orks, Wurzzag, VH/VH, 175 Turns, Chaos Invasion On
  • [December 27 2021] Ultimate Campaign Victory (Mortal Empires): Bretonnia, Louen Leoncouer, VH/VH, 123 Turns, Chaos Invasion On
  • [October 27 2021] Long Campaign Victory (Mortal Empires): High Elves, Alith Anar, VH/VH, 227 Turns, Chaos Invasion On
  • [October 1 2021] Long Campaign Victory (Mortal Empires): Tomb Kings, Arkhan, VH/VH, 192 Turns, Chaos Invasion On
  • [September 16 2021] Short Campaign Victory (Mortal Empires): Empire, Karl Franz, VH/VH, 198 Turns, Chaos Invasion On
  • [September 2 2020] Short Campaign Victory (Mortal Empires): Dwarves, Thorgrim Grudgebearer, VH/VH, 223 Turns, Chaos Invasion On
  • [August 23 2020] Short Campaign Victory (Mortal Empires): Vampire Counts, Heinrich Kimmler, VH/VH, 154 Turns, Chaos Invasion On
  • [August 10 2020] Short Campaign Victory (Mortal Empires): Chaos, Archaeon, Very Hard/Very Hard, 263 Turns, Chaos Invasion On
  • [August 1 2018] Vortex Campaign: Dark Elves, Malekith, Hard/Hard, 198 Turns, Chaos Invasion On

[February 9 2023] Red Read Redemption A (85.2% completion)

Rimworld A+
  • [February 2 2022] Escaped via Stellarch Shuttle: Royalty core, Crashlanded, Cassandra Classic, "Strive to Survive", Commitment mode, temperate biome
  • [July 15 2020] Built ship and escape: vanilla core, Crashlanded, Cassandra Classic, "Strive to Survive", Commitment mode, temperate biome

[December 29 2021] Black Mesa A- (Hard difficulty)

[December 4 2021] Rise of the Tomb Raider B+
  • Campaign beaten on Survivor (85% Completion)
  • Blood Ties DLC (completed)

Age of Empires 4 A-
  • [November 6 2021] All Campaigns Beaten (Hard)



[August 13 2021] Shadow Tactics: Blades of the Shogun B+
  • Campaign completed on Hardcore

[August 2 2021] Project Highrise B+
  • All scenarios completed with all medals   

[July 14 2021] Regions of Ruin B+
  • Goblin King beaten (Troll difficulty)

[July 4 2021] Wolfenstein: The New Colossus B+
  • Campaign completed on Death Incarnate
  • Completed Killboard

[March 9 2021] Titanfall 2 A-
  • Campaign completed on Hard

[March 9 2021] Tropico 6 A-
  • All missions completed on Hard
[January ? 2021] Path of Exile A
  • 3.12 (Heist League): Trickster Essence Drain/Contagion
    • Level 96
    • Awakening Level 8
    • Atlas Bonuses: ?/?
    • Defeated:
      • Elder, Shaper, Sirus (flawless), Catarina, The Pale Council
      • (uber atziri)
      • (breach bosses, beastmaster bosses)

[September 15 2020] Northgard B+
  • Story completed (Hard)

[September 15 2020] Wasteland 3 A- 
  • Overthrow Patriarch Ending, Ranger Difficulty

Frostpunk B+
  • [September 3 2020] A New Home (default settings): 1887, 496 citizens
  • [September 4 2020] The Arks (default settings): No one died, saved New Manchester
  • [September 4 2020] The Refugees (default settings): Saved all Lords
  • [September 6 2020] The Fall of Winterhome (default settings): Saved 91 citizens


The Long Dark
  • [July 20 2020] Badge: "Winter's Embrace" (Winter in July: -10 celsius inside/outside)
  • [July 12 2020] Episode 3: A-
  • [2019] Episode 2 Redux
  • [2019] Episode 1 Redux


[April 29 2020] XCOM: Chimera Squad, A-
  • Expert Ironman difficulty, 81 campaign days, 9 scars, 8 max ranged agents


[April 21 2020] Star Wars: Fallen Order (Jedi Master) B+

[Jan 7 2019] Total War: Warhammer 1
  • Greenskins (Grimgor) Long Campaign Victory, Very Hard
    • 51 regions owned, 15 provinces owned, turn 282


[Dec 28 2019] They Are Billions B+
  • 100% Campaign (Normal, 14630 score, 389862 infected killed) B-


[June 1 2019] Elder Scrolls Online
  • Completed main quest, cp440


[2019] Factorio A+
  • [May 6 2020] 0.17 release, default settings, random seed
    • solo, rocket (no satellite): 16:02:56
    • Lazy Bastard, Logistic Network Embargo
  • [Oct 27 2019] 0.17 release, Industrial Revolution mod, random seed
    • solo, rocket with satellite: 71:54:41
  • [May 5 2019] 0.17 experimental, default settings, random seed
    • solo, rocket with satellite: 31:22:18
    • 3P, rocket with fish 28:24:27


[Feb 3 2019] Dragon Age: 2 A-
  • Hard mode, Blood Mage Hawke/Merrill/Varric/Aveline


[2018] Tropico 5 (aka Mustache Mania aka Similization)
  • [Dec 26 2018] Medium/Medium/Occasional Campaign completed
  • [Dec 27 2018] Very Hard/Very Hard/Occasional Sandbox
    • 2000 pop
    • 84% approval
    • $1.5MM+

[2018] Warhammer: Vermintide 2 A-

  • Bardin: Item level 300


[Dec 20 2018] Battlefield V A+
  • Level 50
  • War stories: Under No Flag, Nordlys, Tirailleur, The Last Tiger (all on hardcore difficulty)


Kingdom: New Lands B
  • [Dec 15 2018] 5th island beaten (no skull island)


Dungeons 3 B+
  • [Nov 29 2018]: Normal difficulty


Hearts of Iron 4 A-
  • China (no DLC), Recruit, Ironman
    • Chinese United Front with warlords + Communists
    • Sep 6 1938 fully removed Japan from China
    • Sep 20 1938 Japanese are back, rolling war
    • ??? white peace with Japam
    • ??? Conquered Korea
    • Mar 9 1942 Won surprise war by Communist China + warlords


DOOM (2016) A
  • [September 17 2018] Hurt Me Plenty





[May 6 2018] BATTLETECH (Harebrained Schemes 2018) A-

[Apr 3 2018] Deus Ex: Mankind Divided A-
  • "Give Me Deus Ex" difficulty. Pacifist other than the mercs at the very beginning (didn't realize the trick to shoot your operative with a tranq dart so you don't need to rush). Completed both endings (bomb + Orchid) and saved Miller.
  • Jensen's Stories:
    • Desperate Measures: "Give Me Deus Ex" difficulty. Pacifist, no alarms. Kept Whittaker's name out of it.
    • System Rift: "Give Me Deus Ex" difficulty. Pacifist. Gave the data to the widower.



[Oct 15 2017] Crusader Kings 2: The Game of Thrones 1.4 B+
  • Started as Joffrey, put down all rebellions and "won" the war against the northern walkers (game crashes when they're forced to accept peace at 100%). Normal difficulty.


[July 30 2017] Undertale A-
  • 7/30/17 Neutral Route, no EXP gained, spared Flowey

[July 10 2017] Galactic Civilizations III B+
  • Tight galaxy, Medium size, 8 civs, Normal difficulty, Domination, Yor
  • Tight galaxy, Medium size, 8 civs, Gifted difficulty, Influence, Iridium, Score 60
  • Spiral galaxy, Medium size, 8 civs, Genius difficulty, Research, Iconian, Score 46


[April 16 2017] Transmissions: Element 120 (Hard) A-
[March 2017] Hotline Miami 2

[Jan 14 2017] Deadbolt (Medium and Hard)
[Dec 2016] Witcher 3 (base game)
  • Hardest difficulty, all named quests completed excluding collecting all Gwent Cards
  • 90 hours (Steam stats)


[Oct 2016] Tropico 4 Campaign

[Sep 2016] Fallout 4: Hard (L75, Railroad ending)

[Apr 2016] Shadowrun Returns: Shadows of Hong Kong (Bonus missions, Hard)
[Mar 2016] Firewatch
[Mar 2016] Tomb Raider (2013, 74%)

[Dec 2015] Sleeping Dogs (incl. Nightmare at North Point and Year of the Snake)
[Dec 2015] Gunpoint


[Feb 2015] Assassin's Creed IV: Black Flag
[Feb 2015] Shadowrun Dragonfall: Director's Cut (Hard)
[Feb 2015] Batman: Arkham Origins (Hard, 50%, all Riddler items collected)
[Sep 7 2015] Shadowrun Returns: Hong Kong (Hard), 90/100
[Sep 26 2015] Shadows of Mordor 98%

Shadowrun Returns: Dragonfall

Portal 2
Half-Life 2: Episode Two
Portal 1
Half-Life 2: Episode One
Half-Life 2

Medieval 2: Total War
Medieval 2: Total War Kingdoms


Star Fox
Super Smash Bros

Pokemon Red
Shadowrun (Genesis version)
Super Mario Bros

Atlas of Worlds Strategy (Path of Exile Heist League 5.12)

 Despite reading the wiki and other good resources, I still found the POE atlas/map dropping to be extremely confusing. I've written a s...