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Fighting manually (on Impossible) is 90% of my fun.
Also, making every decision myself scales up to Impossible.
I don't think you can get there by relying on the game to think for you.
If it were brilliant, the AIs would be equally brilliant, right?
Combat Medic healer belongs in #3 or #4, to not get wrecked by enemy Blades.
Enemy front-row melee guys can hit #1 and #2. (So can yours, so it's fair both ways.)
Combat Medic has essentially no Parry, so any Blades will auto-hit you.
Xeno melee can even hit #3.
Xeno melee in #a can hit your #4, and pull him forward 1. But that's rare.
Briefly: blades, blades, healer, rifle.
Xeno are almost always 3 blades 1 ranged. Your #1 game plan is 2 blades to Parry them.
Healer sometimes swaps into #4 (before combat), letting the rifle start in #3.
Position #3 is a bit more vulnerable. (It isn't completely safe, but it's safer than #2.)
Use attack-and-advance (or attack-and-retreat) talents to swap on the fly.
You don't need to generate a custom galaxy just to cheese 1 achievement.
You can finish Master Adventurer on v.2 Default map.
Then we can actually help you with the map.
If you roll your own map, you're on your own. All we could do is collectively shrug.
The simplest way to "easily" finish Master Adventurer is Macabre Harvest.
- Start with a Xeno Hunter as your rifle
- Hire 1-3 more 1-job Xeno Hunter bridge crew solely for their talents
- Everybody take T1 Blooded Lure and T5 Macabre Harvest
- Spam Blooded Lure to generate more (+6) Xeno! reward cards

- After every fight vs. xeno, everybody click click click on Macabre Harvest
Then you need only about 4-8 xeno fights total to reach 30 txas.(they shall never crew-fight, so they don't need 3 jobs, nor high stats)
So you suggest I use two swordsmen in Slots 1 and 2, Doctor in slot 3 or 4, and my Xeno Hunter Captain in slot 3/4. Do you think I should wait for Weapons Locker A6, or would A5 work? I was trying to use the A5 locker when I kept dying using autobattle with my last few quick attempts.
Master Adventurer basically is about crew combat against xenos and farm artifacts.
Farming artefacts is done via using Macabre Harvest. Yes, every artefact counts.
So all you need to know is how to win crew combat against xenos, which requires a deeper understand on how crew combat and xenos are working.
There is topic stuffed with tipps. Basically, it is like Gilmoy said, but there are variants.
https://steamcommunity.com/app/335620/discussions/0/1638676181987623250/
You can't treat it as a 2-year sprint badge.
Its 10-year deadline exceeds your 5-year xeno ship grace period.
Starting in your Captain's Year 5, Week 0, xeno ships are unlocked.
So you must also answer random xeno ships in space.
The simplest solution is to (somehow) get T11 Skip Off the Void by Year 4.9.
Other threads cover how we do that.
But every game that wants to go 10 years must answer this question, or a xeno says gg.
~~~~
Macabre Harvest on any random 1-job Xeno Hunter, from L8 to L18 or so,
generates 4 txas per click, once per crew victory over xenos. Not 3, not 5, always 4.
That counts as +4 toward your 30 for Master Adventurer.
Stack 3 Xeno Hunters (total), and you can earn +12 total per victory toward the badge.
You don't need to bring all 3 to the fight. 1 suffices, leave the 2 junior XHs on the ship.
Bridge-only 1-job Xeno Hunters (and Scientists, etc.) can still use their post-victory talents
after any crew combat victory on the ground (Explore, missions), Salvage,
or ship combat via boarding iff you're still at Range 1 at the end of ship combat.
Weapons Locker A5 suffices. A6 is very good, but very expensive.
Heck, A6 probably costs more by itself than your brand-new ship hull did.
Finally, the strongest crew combat team is Captain + 3 officers.
Every officer stacks 3 jobs + born skill into 1 weapon.
So your Blades guy is something like Swordsman/Blade Assassin/Wing Commando.
Your Rifle guy is something like Xeno Hunter/Bounty Hunter/Soldier.
Your healer stacks Doctor/Command Medic/+1. Some favor a pistol job, I like Scientist.
Then you get the most total job ranks for your levels, which means the most dice.
And all of your dice stack in 1 weapon, because you chose the 3 jobs that way.
Recruit stud candidates to be Officers-Elect, upgrade your ship for more cabins, promote.
Everything is connected to everything else