r26061 - add Site Alpha Primary Lab and massive goo construct by @Ve

I think the massive goo construct scales - perhaps to 10, initially, incremented and decremented by the unknown choice.
It has a cap of ... something; all my characters exceed the cap. I'll experiment

We should support that choice adventure (track the scale factor in a property).
choice 1461/1 = "Turn the knob to the right" (increases scale and tells new "diff"?)
choice 1461/2 = "Turn the knob to the left" (decreases scale and tells new "diff"?)
choice 1461/4 = "Leave the console alone"
choice 1461/5 = "Grab the Cheer Core!"
 
Huh. With a pirate realm eyepatch (Mus = 33 Mys = 35 Mox = 25), Manuael says this about the "10-ton grey goo titan" I am fighting:

HP: 112, Atk: 234, Def: 225

With nothing to reduce my stats, the "10-ton grey goo leviathan" is:

HP: 101, Atk: 210, Def: 208
 
"You turn the knob one click to the right. The sounds of the grey goo thrashing around elsewhere in the lab become noticeably more intense."
It no longer says "diff = 3" or whatever that debugging info it showed last night.
I did notice it started at 10 and went up and down by one when you turned to the right or left.
 
I think the massive goo construct scales - perhaps to 10, initially, incremented and decremented by the unknown choice.
It has a cap of ... something; all my characters exceed the cap. I'll experiment

We should support that choice adventure (track the scale factor in a property).
choice 1461/1 = "Turn the knob to the right" (increases scale and tells new "diff"?)
choice 1461/2 = "Turn the knob to the left" (decreases scale and tells new "diff"?)
choice 1461/4 = "Leave the console alone"
choice 1461/5 = "Grab the Cheer Core!"

There is also a choice about inserting a grey goo ring if one is available. Didn't try it, forgot to grab HTML and character is done for the day :-(
 
I assume it is option 3. You lose the ring, in exchange for a bunch of gooified stuff, right?
I think I'd rather keep the ring. :)
 
From my session log:

4940 (first turn in primary lab)
4950 -> right
4961 -> left
4972 -> left
4983 -> left
4994 -> left
5005 -> left
5014 -> collected semirare
5017 -> left
5028 -> left
5039 -> left
5050 -> left
5061 -> Grab the Cheer Core!
5072 -> right

Although turning the knob right or left increases or decreases goo activity, supposedly.
The choice adventure shows up after 10 turns and then every 11 turns, regardless of activity.
You can grab the cheer core on the 11th occurrence of the choice.
 
If you have an "ert grey goo ring" equipped (it is no longer "inert"), you get one extra goo per monster.
If you have one in inventory, you can choose option 3 to trade it in.
That option does not show if you only have it equipped.
I did not test it.
 
Ah. According to G_D, the intensity knob increases the number of tons for the goo constructs - and they get a LOT tougher. You cannot decrease them below 10 tons, although if you want them above 10 tons, having done that, you have to undo it.

I'm not going to bother trying to spade the attributes of the monsters based on intensity - although I will track it in a property.
 
OK, new PR open to support that choice adventure - and today's advent calendar item, even though it has no Enchantments, yet.
 
I accidentally turned a few to the left manually. But after telling mafia to turn to the right in the choice adventure and automating, I got up to 19 ton goo mass. Starting at 18 tons, they got to where my typical seal clubber skills weren't doing much damage. The trio of 19 ton ones I fought before the cold resistance requirement was too high for me, it took 7 rounds in automation. I had flaming face familiar in buddy bjorn, and had used murderbot live wire, baggie of gross foreign snacks, and crazy hobo notebook when first coming into the primary lab. Also had spiky shell, and left-hand man wielding a Canadian lantern (cold resistance, +items). So, yeah... They get much harder to beat once they've got enough extra weight.
 
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