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That said, any chance for an option to disable auto-drafting when entering Silos? :)
Like others the ICBM facility final quest was a bit of a joke simply because of how quick I blitzed it. Almost certainly not how it was intended to be but the outermost walls of the facility were destructible so I bashed my way into the control room and gunned barislov down in roughly a minute. Also not sure if this was a bug or not but barislov was a baseline human (not sure if shambler overload was a xenotype or something). He had his ability still though. Unfortunately he was unwaveringly loyal so he's going to be in my prison for a very long time...
Might do another play just to see how it is if you intentionally fail and do space zombiepocalypse.
For those considering this mod if you haven't tried it before - be well prepared before attempting silos, you WILL get swarmed by shamblers. Stock up on heavy SMGs, armor, and a set of flares.
Genuinely hope this is the direction other VE quest mods go - large dungeons with a lot of valuables in them that make raiding and exploring and construction worthwhile and rewarding.
Cant enter. No stairs spawned inside the silo so my people just stand on the surface looking at the silo, repeat trying to enter even tho they cant...
Due to being above ground, I could have even just bombarded it, since RW will show me exactly where the general is.
Tbh I kinda wish I had failed to get some additional hours out of the mod.
It might be a good idea to move the facility underground, the next time something is done with the mod, or at least give the facility the new ancient walls and an overhead mountain rooftop.
Another suggestion: Add an option to make the deathpall truly permanent.
Addendum for Alpha mods:
If you have alpha mod zombies on, those steel walls will just burn down the moment you meet one of Sarg's chemfuel zombies. Heavily reduces the challenge. On the other hand, you want that on, for the shambler plague. - This is where my suggestion to use the new (or different) walls comes from.
I feel this might not be intended
The mod team doesn't look at the comments at all.
As stated below, "Remember that bugs ought to be submitted using our google form with hugslib logs attached. If something doesn't feel right: report it."
I'm all for story telling, but I'm not at all happy with this potential for a fatal end to the game. Please fix guys. ASAP.
Oh god... I ended up just hellcat rifleing the entire Silo, because I wasn't sure the mobs wouldn't escape from the entrance. - Obviously to very little effect.
This is certainly a mob that will keep me busy for a while. - Well done.