From day 158th, another full season summary:
A Flashstorm lit many spots close to the Northern most wall, best to finish closing in the whole wall so the fire doesn't spread inside.

Volcanic Winter finally wears off, I was starting to worry about food plantations.

A few days later somebody decides to throw a Party... however it is cancelled soon after... and I don't know why. What happened? Not even myself can tell. So far I read no reports of auto-cancel bugs of this nature.

Another few days later, Penoxycyline finally does its magic, Chef, Yakov and Sleep dodge the Plague, this was a great relief.

On the same day, "Black" reaches 44 years old Birthday and "gains" Bad Back. It felt really early in comparison with other games when these type of health conditions trigger at much elder ages... His performance so far was really great. I will miss his "high" days.

Next day, a Wanderer joins, name is "Snake" and has a very nice character sheet. Very versatile and can be placed in four different areas, incapable of nothing, very close to a Jack of all Trades.

I have this habit of checking the surroundings of my base when there's really nothing going on. An early practice I gained within my very first games after losing a few pawns to Predator Attacks. Ever since, I started to look around as any other daily task which benefit me greatly in the long run and never again lost a character to wild animals. I will never understand how so many noobs fail at this. And while I was at it today, I noticed a pet I sold to a trader was still roaming my map...BUG!

Two days later, Plague hits on my Bulls and Cows, I just decide to butcher them as I have way too many animals in my farm, except for two females who happen to be pregnant. I gamble if they give birth before they die. Surprisingly, one of the two gains immunity. It really wasn't worth it to give them all medical treatment as I didn't want to lose manpower over an excessive farm.

At night, Lercha and Rat become lovers, this is particularly great as both characters are within the first five starter pawns, and the colonist with which I begin any game always get the most love as they took on the hardest of all times and were the Pilars of my base.

Next day an Escape Pod crashes, lets see who fell to our land.

Not bad, let's rescue him.
I don't know what other players experiences with v1.0u are getting but so far all...and I really mean ALL my Caravan Request events were really overwhelmingly ranging to impossible levels... I aint gonna travel 10 days! Plus other 10 on the way back...

Okay... trouble knocks the front door. A Poison Ship is about to land on top of my plantations, this one will have to be dealt real fast...

I am quite scared since the last mechanoid experience so I decide to try a more careful approach than usual by setting 4 lines of defenses.
* My typical "Firing Wall"
* Turrets as second line, next to "Gore". Two more power lines were built by the walls were both "Black" and "Chef" are standing but because I get Solar Flare I end up cancelling their construction, but ideally I was gonna set 3 turrets.
* Placed 4 Explosive IEDs to get a head start after the guardians spawn so as to soften their surprise, and while at it, I craft some EMP shells which so far I didn't had any. I billed for 3 but ended up using only 2 out of time pressure.
* And lastly my guys with ranged weapons. Assault Rifles, Bolt action Rifles and Sniper. Ideally, one should be facing mechanoids with more powerful weapons such as the Shotgun and Frag Grenades. But I preferred to go the most defensive and careful as possible.

Funny enough the mechanoids spawn divided by the wall. Six of them inside and four outside. The inner ones are 3 Scythers, 2 Lancers and a Charge Blaster. Outsiders are 2 Scythers, 1 Inferno Cannon and another Charge Blaster.

The IED traps work as I intended by causing a "Chain reaction" in which as long as one triggers all others explode too for massive impact. All inner mechanoids get paralyzed with STUN, so instead of letting my pawns pick random targets of their automatic choice, I aim their fire on the Scythers first so as to eliminate their melee units. Then the Inferno Cannon as I don't want fire inside my base. I would have done different if it were far from my colony. And lastly the Lancers.

Both Scythers and Lancers have weak bodies and get destroyed faster than the Centipedes, so I suggest to any reader to go for their weaker ones first to reduce their numbers.
The remaining 4 that spawned outside all went in different directions and picking them off one by one was easy enough. Calling it a day.
A Flashstorm lit many spots close to the Northern most wall, best to finish closing in the whole wall so the fire doesn't spread inside.

Volcanic Winter finally wears off, I was starting to worry about food plantations.

A few days later somebody decides to throw a Party... however it is cancelled soon after... and I don't know why. What happened? Not even myself can tell. So far I read no reports of auto-cancel bugs of this nature.

Another few days later, Penoxycyline finally does its magic, Chef, Yakov and Sleep dodge the Plague, this was a great relief.

On the same day, "Black" reaches 44 years old Birthday and "gains" Bad Back. It felt really early in comparison with other games when these type of health conditions trigger at much elder ages... His performance so far was really great. I will miss his "high" days.

Next day, a Wanderer joins, name is "Snake" and has a very nice character sheet. Very versatile and can be placed in four different areas, incapable of nothing, very close to a Jack of all Trades.

I have this habit of checking the surroundings of my base when there's really nothing going on. An early practice I gained within my very first games after losing a few pawns to Predator Attacks. Ever since, I started to look around as any other daily task which benefit me greatly in the long run and never again lost a character to wild animals. I will never understand how so many noobs fail at this. And while I was at it today, I noticed a pet I sold to a trader was still roaming my map...BUG!

Two days later, Plague hits on my Bulls and Cows, I just decide to butcher them as I have way too many animals in my farm, except for two females who happen to be pregnant. I gamble if they give birth before they die. Surprisingly, one of the two gains immunity. It really wasn't worth it to give them all medical treatment as I didn't want to lose manpower over an excessive farm.

At night, Lercha and Rat become lovers, this is particularly great as both characters are within the first five starter pawns, and the colonist with which I begin any game always get the most love as they took on the hardest of all times and were the Pilars of my base.

Next day an Escape Pod crashes, lets see who fell to our land.

Not bad, let's rescue him.
I don't know what other players experiences with v1.0u are getting but so far all...and I really mean ALL my Caravan Request events were really overwhelmingly ranging to impossible levels... I aint gonna travel 10 days! Plus other 10 on the way back...

Okay... trouble knocks the front door. A Poison Ship is about to land on top of my plantations, this one will have to be dealt real fast...

I am quite scared since the last mechanoid experience so I decide to try a more careful approach than usual by setting 4 lines of defenses.
* My typical "Firing Wall"
* Turrets as second line, next to "Gore". Two more power lines were built by the walls were both "Black" and "Chef" are standing but because I get Solar Flare I end up cancelling their construction, but ideally I was gonna set 3 turrets.
* Placed 4 Explosive IEDs to get a head start after the guardians spawn so as to soften their surprise, and while at it, I craft some EMP shells which so far I didn't had any. I billed for 3 but ended up using only 2 out of time pressure.
* And lastly my guys with ranged weapons. Assault Rifles, Bolt action Rifles and Sniper. Ideally, one should be facing mechanoids with more powerful weapons such as the Shotgun and Frag Grenades. But I preferred to go the most defensive and careful as possible.

Funny enough the mechanoids spawn divided by the wall. Six of them inside and four outside. The inner ones are 3 Scythers, 2 Lancers and a Charge Blaster. Outsiders are 2 Scythers, 1 Inferno Cannon and another Charge Blaster.

The IED traps work as I intended by causing a "Chain reaction" in which as long as one triggers all others explode too for massive impact. All inner mechanoids get paralyzed with STUN, so instead of letting my pawns pick random targets of their automatic choice, I aim their fire on the Scythers first so as to eliminate their melee units. Then the Inferno Cannon as I don't want fire inside my base. I would have done different if it were far from my colony. And lastly the Lancers.

Both Scythers and Lancers have weak bodies and get destroyed faster than the Centipedes, so I suggest to any reader to go for their weaker ones first to reduce their numbers.
The remaining 4 that spawned outside all went in different directions and picking them off one by one was easy enough. Calling it a day.
























