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ARF: 2015-02-13 04:56:46 am
ARF: 2015-02-12 03:10:07 pm
Welcome HELL
Picked this up the other day, interesting game. I reckon speedrunning it might not the most enjoyable way to play it, but I have some sketchy routes for the "most famous explorer" victory condition and the "retire wealthy in a mansion by the zee" victory condition.

For wealthy retirement:
Start out with the street urchin past, sell the tutorial book, read the papers, buy supplies, pick up the strategic information quest if you like. Sail north-northeast (stop by Hunter's Keep for extra supplies, use the recent news from newspaper) until you find Mt. Palmerston or reach the edge of the map (or cross the Funging corp, or Corsair forest with the strategic information quest) sail east if you get to the edge of the map without finding Palmerston, when you do find it, go up the slopes and have tea with the deviless, then search for supplies, you'll get some semi valuable stuff to sell off, hopefully. Wait around until you can go up the mountain again, offer up your soul to the deviless, then wait around some more until you get to deliver stuff back to London, this unlocks the Brass Embassy, where you later can sell stuff for a good profit.

Don't sail back immediately however, travel south and keep using the zee-bat in hopes of finding Pigmote Isle, go do the quest there and steal the false star, your veil stat should be high enough to make it very easy, and give you some useful early cash and fuel. Sail further south until you find the Isle of Cats. Do the quest, if you found some lamentable relics they will come in handy, otherwise give up some fuel and some fragments until you get the vial of red honey to London quest.

Sail back, stop by Quaker's Haven on the way back, reach the shore, if you find a Harlot-Fry, fight it for extra cash, if something else you probably want to pick up fuel or something. Use full power when leaving Quaker's Haven to skip the special port event in london, this ensures that you won't have to pay for your vial of red honey. Unlock the Academy, finish the honey quest, exchange some forlorn artifacts, the lump of scintillack and relics for cash, sell zsoup and parabola linen etc. Buy a flare, and crew (especially if your engines exploded from going full power a lot). Then set out for the Isle of Cats, using the zee-bat when close, you should also find Visage around there. Go there first, use the flare in the ceremony to get a searing enigma, report back to your patron on the Isle of Cats. Get a bunch of supplies as reward, you'll probably overflow, dump the mushroom wine, I guess. Give up one of your crew for even more supplies, go to the Cumaean Canal to fetch an unwilling gift for the pirate lord. You might want to go back to london before to sell the searing enigma and lower terror a bit, but I think keeping the enigma should result in as many trade runs anyway, so idk.

Return to the Isle of Cats with the poor surfacer, sip the red honey, trade for 4 firkins of red honey, go back to london, stop by Quaker's Haven and do the full power thing to skip the london event to secure your illegal cargo. Sell it at the Brass Embassy, sell the captivating treasure as well, do some small things to lower terror if you must, but wait with buying the better lodging until a little later. buy supplies, 20/20 fuel and supplies seem to be a good balance. Travel back to the Isle of Cats, repeat... Ideally you'll afford 8 firkins the next round, then 12, then 20, then 33, them you win with the run after that. Realistically you'll have to buy a better lodging and dump some cash to lower terror before, but it should still be a win in 6 trade runs. To ensure that your fuel and supplies lasts the final run you should do some terror micromanagement with the lights; you only have to turn on the lamp for a fraction of a second before the terror indicator is about to increase to keep it down, you can count slowly to 4 when the indicator is green. You might also want to fight some nearby zee-beasts, or even let them eat some of your crew for the extra supply efficiency. Having 6 crew seems about right for the last trade runs, just be careful with going full power too much.

This should lead to a ~3 hour victory (managed 3:08 with this route just now).

To become the most famous adventurer:
You do almost everything the same to start out, except starting as a poet instead, and definitely stopping by either Gaider's Mourn or Palmerston for the random event where you remember your past early on, this will boost your pages and thus your secrets, you might want to skip stealing the false star on Pigmote, and instead benefit from the free supplies and terror reduction when you need it+ picking up some officers when you can is probably worth it here. Then get trading with Red Honey just as before, just until you have enough for the second best ship, and equip it with the fastest engine and the engine suppressor for permanent and safe FULL POWER and the strongest forward and deck weapons, then go hunt zee-beasts to the east, get trophies whenever you can, stygian ivory is also good, find the Fathomking's Hold for the quick Lorn-Fluke grind (3 secrets per kill+ extra money) grind that stuff. Sell off stygian ivory for tales of terror in Whither (and hunt some Lifebergs when you are there, for outlandish artifacts and more tokens), trade hunter tokens for zee-stories, memories of distant shores and more tales of terror in godfall.

Finally, travel to Irem with ~12000 spare echo(get from Lorn-Fluke's or some extra red honey trading as needed), buy 7 searing enigmas and 7 strange catches, and trade tales of terror to equalize your zee-stories/memories/tot's. On the way back get the last few hunter tokens before passing (go get the Kingeater's Castle and Khan's Heart port report when you're passing by them) godfall (elder angler crab and eastern angler crabs, behemoustaches are pretty good for tokens). Finally get back to London, trade the searing enigmas for a dreaded surmise, buy a live specimen, upgrade your housing, write the Zong of the Zee, retire.

Guesstimate time ~6 hours

I hope the father's bones victory condition is faster and more entertaining, these are pretty grindy :/
Thread title:  
I'm currently playing this myself, certainly an interesting game. How much RNG is there actually ? I know the map stays the same, but what about quests and random encounters ?
Anyway, I am yet to complete a normal playthrough of it.
Edit history:
ARF: 2015-02-14 06:42:10 am
Welcome HELL
The random encounters (the stories when you port) seem to pick randomly from a pool of 4 or more different events depending on which port, I don't think you really *need* many of these, if any, then there's RNG in some choices which are affected by stats, which could cause some problems with really bad luck (usually you can just try again until you succeed, but there is a limit in terror/crew loss/echo loss).

The map changes quite a bit actually, but th general location of islands and related zee-beasts seem to stay the same (always a Lorn-Fluke close to the Fathomking's Hold). Biggest RNG problem is most likely the engine explosions from going full power, or losing crew due to high terror. I wanna see how a father's bones victory would look, gonna research it a bit. Seems like it would be the most varied and interesting quest from a first glance anyhow.

Replayed the Visage quest again, apparently getting a flare is unnecessary for getting a valuable reward, so forget about that.

--

Making a good route for this is going to take some time, doesn't seem to be too much information available on the game yet, and playing it casually to discover stuff is a pretty slow process.

Seems like a few sidequests will have to be completed for this victory, probably the chess quests in Port Cecil (for the officer sacrifice and eldest death?), probably the genial magician (for the serpentine, unless somehow the memento mori is faster, but that seems pretty unlikely, taking the utility of the serpentine into account), and hunting a Mt. Nomad with a starting ship (since that is supposed to be possible).

Well, found some random small helpful things at least
- You can start repairing as you are docking at a port to afterwards launch while still repairing and being able to power your engines (good if repairs and supply dumping is needed at some specific point, I guess)
- Power/unpowering your lamps at certain intervals when near shore will save a bit of fuel while still having the same effect as continuous lighting.
- There seems to be some kind of bug with how zee-beasts spawn at the moment, I got it while grinding Lorn Flukes outside the Fathomking's hold, and restocking supplies south of there at the Carnelian Coast. If you travel back and forth a few times there will be more than one Lorn Fluke at a time, and also instantly respawn when you kill one, or even multiply, after a while there were 8 or so Lorn Flukes around, sometimes they even give loot twice, which is really helpful, but I don't know what causes any of this Sad It happened more than once with the Lorn Flukes and I think something similar happened with Lifebergs outside Wither, so it seems prone to happen when you're repeatedly hunting near a certain place.
I love the game and am interested in what the speedrun would look like. Not sure if the usual speedrunning rule of "play on the fastest patch" really applies to a game that's been in early-access for a long time and has changed so much (or so I assume, just started playing a week ago), but in case it is, I found a useful glitch: if you go into the Hold menu while holding a blue scintillack, the cooldown on it resets. You can get a ridiculously fast fire-rate with all of your guns by using the scintillack, fire, open menu, look at hold, exit menu, and repeat. You still die to Mt. Nomad (and possibly other enemies) without some upgrades, but everything else becomes an easy fight. I also got a glitch were I got double loot from enemies a few times after doing this glitch, not sure why though. Might have to do with pausing when they die.

I'll definitely keep an eye on the game, looks like fun.
Welcome HELL
Quote from FearfulFerret:
I love the game and am interested in what the speedrun would look like. Not sure if the usual speedrunning rule of "play on the fastest patch" really applies to a game that's been in early-access for a long time and has changed so much (or so I assume, just started playing a week ago), but in case it is, I found a useful glitch: if you go into the Hold menu while holding a blue scintillack, the cooldown on it resets. You can get a ridiculously fast fire-rate with all of your guns by using the scintillack, fire, open menu, look at hold, exit menu, and repeat. You still die to Mt. Nomad (and possibly other enemies) without some upgrades, but everything else becomes an easy fight. I also got a glitch were I got double loot from enemies a few times after doing this glitch, not sure why though. Might have to do with pausing when they die.

I'll definitely keep an eye on the game, looks like fun.


Wow, that firing rate glitch is going to be immensely useful. I've read that if you get behind Mt. Nomad you can defeat it without it being able to fire at you since it can't "see" you, and apparently can't turn around (?) Someone reported being able to beat it with the starting equipment anyhow. Maybe it was in early access and it is smarter now.
Edit history:
ARF: 2015-02-18 12:03:11 pm
ARF: 2015-02-18 12:01:43 pm
ARF: 2015-02-16 01:30:23 pm
ARF: 2015-02-16 01:30:00 pm
ARF: 2015-02-16 12:20:04 pm
Welcome HELL
Okay, this blue scintillack trick is pretty broken, by pressing 4,1,G (mouse over hold all the time,) left mouse, G and repeating this while paused like 20 times will instantly shoot 20 shots when you unpause, and if you practice the button presses for a bit you can do this really quickly too, obviously, repeating this any number of times will shoot that amount of shots, so defeating Mt. Nomad in a starting ship is no longer a problem! Gonna try it.

Demo:
(Couldn't find Mt. Nomad right away)

---

Okay, so a viable strat for a fast victory through the retire wealthy might be to start as a veteran for higher damage, get to pigmote immediately, grab the scintillack, sail (presumably) south to the fathomking's hold, hope for a close spawn for the Lorn-Fluke, and kill it, go into the hold and quit to the menu->continue, or just reload the autosave, this should respawn the lorn fluke. One cycle is about as fast as waiting for the bell (probably quite a bit faster with good execution and spawn, maybe twice as fast), and you earn 100 echo more per cycle, however, I don't think you could return to London with more than 35-ish cores or so. Safe bet would be to go with 27 kills x 3 runs. Could probably be sub 2 hours.

I went and tried it for a short bit, everything went according to plan, found Pigmote by going due east within 3 minutes, then went south and got to the Fathomking's hold right away. and I was getting the kills pretty quickly, perhaps one of the best spawns for the Lorn-Fluke (right over the sea trench outside the port), but I got unlucky with full power (before getting to the Fathomking), going below half crew really hurts your speed, so not gonna finish this. Ho hum, I'm not too fond of all the mashing required in this, dunno if I'll actually go for runs later.