Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

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Kerr

RE Prisoners hard to recruit, I didn't have trouble recruiting earlier in this save but now I am having trouble. Particularly Nielson I'm watching fail over and over.

He has ~60% "Difficulty" and is generally in a good mood - no "Low Mood" popups. My recruiter is healthy with a social skill of 12. Every recruit attempt shows <1% chance. IE Failed 0.64%

Tried to attach the save - too big. I uploaded it to my server here: http://portalkerr.info/files/temp/Greiver's%20Reavers%20(Permadeath).7z

Polder

#3316
Quote from: Tynan on July 20, 2018, 08:07:57 AM
I've just uploaded a new build.

Is it easier to recruit prisoners now? In the version before the one that broke recruitment, I saw recruitment chances between 10% and 40% after their resistance was overcome. Now all I see is 0.5% to 0.6%. And almost everyone has >90% recruitment difficulty.

Tynan

When discussing recruit difficulty, please post:

-Prisoner mood
-Prisoner recruitment difficulty
-Prisoner opinion of warden
-Warden negotiation ability stat

From these 4 numbers I can check any calculations.

Thanks!
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Sirsir

Well RIP my new favorite trap layout.

But hallelujah you fixed the draft movement bug! If it actually took... Traders are still disturbing my sleep and grazing on my crops. Any chance you can just forbid them from idle-walking on crops and into rooms/barracks?

Nynzal

#3319
So far I had a lot of fun playing the 1.0, the naked brutality is a great addition.
After a few quick starts with that mode I decided to make a cannibal colony on the ice sheet.
Colony persists over multiple versions (up until the "trap not adjacent" change).
Game settings are random, extreme and map temperature between -80°C and -10°C.
I started with one pawn - forced cannibal trait, no resources and tribal tech level. To test stuff (like damage and behavior) I decided against permadeath.

The early game had very few incidents, only one raid. Although it made building first defences easier it almost starved the cannibal.
Keeping up with a trap defense system helped against almost all forms of raids.
Over the colony time I killed 18 colonists, joined as wanderers or refugees, simply because they wont last long in a cannibal colony without that trait.
In all those colony years not a single cannibal made it onto the map, dead or alive. I might have forgotten to check some of the dead peeps though. I dislike that they die so quickly - I rather have some colonists with major body impairments than all of them dead. The lonely and exiled cannibal seeks some new cannibal friends!

Keeping only one colonist seems to reduce the threat level to a point where the maximum amount of raiders was like 5 to 10 peeps.
Up until now the colony is 5 years old and reached gun turret tech level.

I only had one sapper raid so far and they completly!! ignored my colonist and just continued to destroy random walls. I would love to see those sappers go for storage areas, grab some valuable stuff and run for it, but this raid was just shooting practice; they even ran right past my storage (maybe a building/furniture was the most valuable?).

All human raids died in a trap system without the need of fireing a gun - what strikes me as weird or unnatural is that they start smacking down walls when they flee instead of taking the free passage (all traps already triggered) and allowed me to get some extra meals by firing from minimum range.

A huge contrast are the mechanoids: triggering very few traps and taking little damage (seems to be intended), all ok but even turrets cant kill them. I like that they pose a huge threat, but with my one tribal colonist counterplay seems difficult.
The scythers are easier to deal with, since I can kite them; the lancers one shot from superior range. I really like the change to the minigun of the centipedes, now you have to pay attention where to stand and they even hit sometimes :O
Gun turrets definitly help but the huge and expensive turret does little to no damage even if it hits.  Same accuracy as the small ones although much more expensive? Also, the information window doesn not provide damage and armor pen info. It makes the turret look pretty week. Havnt tested the sniper turret as comparison yet.
The barrel durability is a great addition, as I would love to see an ammo system for weapons (just a hope, I know it would be a HUGE change).
A lot harder than raids are the crashed ship parts as the mechanoids have to take some major dmg to make them chase my colonist into the base.
It seems like the psychic ship goes to extreme a bit too fast for my taste (5 days until high, 7.5 to extreme), although getting psychic foil helmets might need to be a higher priority for me.

Another QoL improvement would be a stockpile option for tainted apparal, now I have to micro-manage that by creating multiple stockpiles, changing the priority and forbidding tainted parts. Another option would be the reclaim fabric from apparal, even if it is very little and takes considerable time. As of now, the only option is to put them outside and let them rot given that enough other apparal is available.

I know that there were comments about the story tab, but I would also like to see it changed.
If I click on it, 99% of the time it is to check the skills or sometimes the traits of that pawn. I think the tab should be named after the primary use - which is certainly the skills and traits.

All in all great stuff is happening and I like that there is need for change in defense strategy meta, but as already mentioned if it gets nearly unpossible to prepare for all kinds of attacks the frustration level might dramatically increase.
I like to build a beautiful base and permanent colony but I dont wanna miss out on hard challenges and the sense of accomplishment when my colony manages to deal with big threats.

Oh, and another thing, traders now stand in front of my defenses, but only if the base is closed in with walls and only open to a trap/killbox like area.
Also, trained animals behave "random". When drafted they follow but dont attack on close range and if they decide to attack they follow very far. Example: trying to pull mechanoids from a ship part; moving through door so they take the long way around through traps. Husky decides to attack and runs after them (20 to 30 tiles or sth), even when the pawn stays behind the door; follows very far until the mechanoids reevaluate targets, turn and kill the poor husky :(

[attachment deleted due to age]
Winter is coming

Anniebenlen

Started a new game, basebuilder Randy in an arid shrubland with large hills.  I appreciate the increase in steel on the map.  Also, been playing for about 3 hours in real life and haven't had any beavers show up.  I know it's a random thing and I'm not complaining, just reporting.  It actually seems more reasonable than the last time I played arid shrubland before the beaver frequency was lowered.

    I've managed to recruit 3 prisoners, and it didn't seem more difficult to me than it did before.  I'm not sure exactly what the resistance stat adds, but it doesn't really bother me either. 

Tynan

Nynzal - Your guy was a horror villain. I can see on the graph how you recruited people and then immediately murdered them over and over. Wow.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Patv

@Tynan, is there any chance we might get "friendly chat" or some sort of other prisoner interaction back?

mattd

Medium, perma-death.

Balance seemed a bit off? Second raid arrived - one guy with a club defeated all 4 of my colonists who had pistols, a rifle and plasteel knife.  After that mad rats kept on arriving and flooring my remaining colonists, until bloodloss or disease killed them.  Nothing I could do since everyone was unable to walk.  Not fun :(

https://imgur.com/a/mY8Ul78


Dashthechinchilla

I had the Wildman event. It was a good pawn, but I had difficulty taming. The message was poor mood on a tame event. Eventually his 50% chance triggered and he went berserk. I put him down.

cactusmeat

i do find it very odd that pawns that go wild will feed on insect jelly in plain sight of insects and not get attacked. how intelligent are these creatures to know that this human won't attack but others who walk by unarmed get attacked?

the other thing that bothers me about the colonist going wild is you have to tame them, you can't arrest them, beat them down (because 99% of the time they die upon being unconscious like they're suddenly a raider with a cyanide pill)

I like that the event exists, and i do like that the pawn will self tend. I'm wondering how they survive on winter maps however. the first thing my pawn did was strip down in a cave and party with the bugs.

Koek

When I'm rolling members for a tribe I tend to get a lot of the 'indoorsman' trait. Don't know if it's just me experiencing bad rng on that part. Can anyone confirm this?

ChJees

#3327
I find it odd how prisoners who became lovers do not do any lovin' even if i gave them the opportunity to do so :s.

Also the recruiting chances are a lot better now :D.

https://www.dropbox.com/s/zdw2n9m1f7e4bnn/20180720193057_1.jpg?dl=0
https://www.dropbox.com/s/h9z2084bgggpt1p/20180720193110_1.jpg?dl=0

Also it seems that now the recruiting got changed too much in the other direction :P. (Cassandra Classic, Rough, 165 days in, 107k Wealth, 5 colonists)

128% and 132% recruit chance on them.

https://www.dropbox.com/s/7j3ji62sw1vi5di/20180720194920_1.jpg?dl=0

Emulsion

(If this (double-)post is too long for this topic, feel free to move it somewhere else, didn't think that it would get this big but in my opinion it fits here ;D)

Here's my story of the ship starting sequence:
Phoebe hard, Tropical Rainforest, year-round growing, wealth: 520000, Days passed: 526
Mods: 'Show Hair with Hats or hide all Hats 1.0'


My base was built inside a mountain. I've built the ship a little away to the north of my base in an area that got revealed during mining which was closed up against the map border with a wall as you can see on the 1st picture.
I had ~30 Retrievers, a rat and 4 boomalopes.
All but one Pawns were wearing Power armor, mostly excellent (The one exception being Scottie, Crafter/Doc who was incapable of violence so I thought Plasteel Plate plus Shield Belt would be enough to rescue someone or so). Three equipped with charge lances, one charge rifle, one chain shotgun, one with EMP-grenades and five melee fighters with good plasteel spears. Every melee had a shield belt and the shooters had smokepop belts.


It's morning, after breakfast and everybody is happy and I think that I'm prepared for some fights, the last raids never were a real struggle and I've built two auto cannons at my main/only entrance some time ago, that I've never needed before, to support my mini turrets.
I push the start-button and it states I will face a struggle like I never did and asks if I'm sure that my defenses are prepared for that. I think to myself: Shit, am I ready for this?! But I don't want to bother with building a bigger maze or more turrets or anything and the raids I had before were alright with not a lot of damage and Phoebe was nice to me most of the time so I decide it will be alright.
Man, was I wrong!

First drop Pod raid: 31 Scythers, alright, that's a lot more than I faced before but with EMPs and melee fighters supported by shooters, it should work out fine. While I am fighting them (22 left) a second drop pod raid arrives, 6 Centipedes, a few Scythers, and Lancers. I am glad that there's only one inferno cannon on them, all where coming from the edge of the map so they had to get through my main entrance at least. While they are starting their attck, a third dropping occurs, this time two centipedes dropped in my northeast warehouse and 3 or 4 of them plus some smaller mechs right outside in the fields.
I decide to let them do their thing while only my incapable of violence guy, Scottie, is inside (doesnt need my crafting stations anymore anyway).
While they destroy the furniture there my soldiers in the south are having a hard time and due to bad micromanaging on my side and bad pathing decisions from my Pawns, one get downed inside one of the bunker doors so Lancers are getting inside. I try to rescue him and the rescuer get stunlocked from being attacked from all sides and also goes down. Everything is really chaotic, flying EMPs and uncoordinated shots and melee in between, pretty intense!
I manage to get everybody out of doors and kill the 4 Scythers that got inside. So far so good, almost everybody is hurt but thanks to Power Armor only bruises and nothing lethal.
I decide that I can't hold this position and retreat behind my base walls in the west, two Pawns rescuing another one so four fighters are out of battle at least for some time.
Almost all traps are triggered so no help from them so a shootout inside my southern fields occur, Centipedes destroying my turrets, Lancers doing significant damage on Pawns and Scythers doing what they do, scything.

Meanwhile one of the bonded Retrievers goes down inside the warehouse, I forgot to manage their Zones correctly, so I give Scottie some dogs and draft him with 'release' activated, he might be unable to fight but he can lead them the right way at least. They get support from the two melee fighters that rescued the two Pawns beforehand and manage to kill the Centipedes. There are fires in my warehouse and some more dogs get downed but at this point I am really just trying to rescue the bonded one and kill the Centipedes inside at all costs (except Pawn's lives ;-)).

The battle in the south is starting to turn in my favor with only a lot of Scythers left, they got reinforcements sent in, don't remember how much.
I fight them in the little building to the south with a melee in the doorframe supported by one shooter and one EMP-thrower.
My bionic super melee-hero Jennings who really was a transhumanist (Arms, Legs bionic and one Archotech eye) dies to too much bruises in his torso and I get Xander to fetch grenades (only at that point did I realize that could be a good tactic against 20 Scythers in the Hallway instead of fighting them one by one) and it works out. Jennings corpse gets destroyed in the process so no resurrection for him.
After the Scythers are dead I fight off the left few Mechs in my northern fields and tend to the wounds.
I count the bodies of Mechs lying around:
63 Scythers, 12 Centipedes, 11 Lancers.
Two and a half days had passed, I've lost Jennings, got two or three more Yayo-Addictions meanwhile (had two beforehand but at this point I really dindn't care anymore about that) and almost everybody is wounded and resting.
At least some colonists get a good nights sleep, the ones that really need it and aren't on Yayo to work through the night.
(The 3rd picture is from the day after the first waves, some of the Mechs broke into my kitchen as well and I fended them off and rebuilt walls but my memory is not that clear about all the details, I was too overwhelmed by emotions to think clear  ;D)

Not much time after midday, there are coming more drop Pods with mixed Mechs, I have stopped counting at this point.
At least two of them have inferno cannons. My traps aren't really rearmed yet and my turrets still gone, almost everybody still hurt.

I fight against them in the fields to the South again. The Centipedes are starting fires all over the place and my burning Colonists run out of Cover, everybody is shooting and screaming. Everybody tries to rescue someone and everybody gets downed in the process.
One by one.
Lacey watches her husband Alex go down as the second last standing and I nearly start to cry, looking at all my people, lying in the grass helplessly, everything going to hell.

Lacey, thankfully, decides to take a small break and to not let her getting overwhelmed by emotions but to think about the options. Fighting is not one of them. Her (and my) first impulse is to rescue Alex (they both plus Forrix were my favourite colonists) but he is definitely out of reach, she would die trying.
Alright, so she decides to get Scottie inside first and patch him up, he's a doctor at least (Thankfully, she was a Doc too, besides being a good shooter). While Scottie rests in bed Lacey goes out again and drags the next colonist inside, and the next, and the next, always waiting for the Mechs to get distracted enough so she can walk a few steps without it being suicide. She drops the people inside on the doorstep to not waste any time and Scottie gets up again, drags them into the hospital and patches them up. Solveig dies outside and Alex is still out of reach but Lacey manages to get everybody else inside, tough woman! Xander dies on the doorstep due to bloodloss and poor micromanaging on my side, can't blame Lacey or Scottie for it.
I am glad about the rain that set in during the action, otherwise everybody had just been burnt to ashes.
Lacey experiences heavy bleeding as well but patches herself up and keeps on standing and tending together with Scottie, using Glitterworld meds for all the infections.
Everybody is still incapable of walking, except them and a fire starts to burn Alex. Lacey is not going to watch her husband lying there, burning, so she runs out of the frontdoor to get to him and Scottie leaves the base to the south to distract the Mechs. It works out.
All 9 Survivors are inside. Most of the weapons are lost outside and the charge lances except one had burned away. Everybody is really wounded and on the edge of breaking so they decide to send the dogs that are left to haul all the meals and vegetables to a room close to the hospital and some meds and stuff to the space ship in case they have to retreat even further.
Some Mechs break into the northern garden as well now and some dogs get wounded in the process but without proper weapons it'd be suicide to go outside so the Pawns and the bonded animals stay close to the hospital and just wait.
Everybody is still out of order so Lacey and Scottie agree on waiting this shit out and don't care about everything outside getting destroyed, even the freezers and kitchen. They just want to hold the hospital and the rec room (everything west and north from where the mortars were).
Alex has lost one lung so Lacey goes to fetch one of the two, they 'scavenged' before. The death sound that I got so used to (three Pawns plus a lot of dogs) occured and Alex dropped.
Death cause: 'Psychite Withdrawal'. Fuck!
Lacey and Scottie had patched and fed everybody but they didn't think about the withdrawal effects and hadn't
administered drugs in time.
Lacey being Lacey, keeps a cool head and resurrects him with a serum. But all of this is too much, even for her and she starts binging on food. The problem is, there are only raw vegetables left to eat in the base at this time so she ventures outside (I think one human raid occured a little time ago, finally, but they didn't stand a chance against the Mechs roaming around and they probably dropped some meals) and gets shot multiple times and lit by inferno cannons and drops the last charge lance as well. What a sad moment, again, watching this brave hero lying helplessly burning in the middle of the battlefiled, sorrounded by killer robots.
Forrix, the best friend of Lacey is able to walk again, gets herself a shield belt and a Go-Juice injection and runs out to rescue her while Lacey is slowly burning more and more.
Forrix manages to get them both inside safely, with minor wounds on her at least.
Lacey's whole body is burned all over and not one single thread has remained of her devilstrand clothes and Power Armor.
Now they are all bunkered in and I micromanage the administering of drugs for downed, addicted Pawns to prevent this deaths from now on.
Things are looking stable, at least there is beer, Psychite tea and Yayo left en masse. Smokeleaf too but it makes them too lazy so they decide to not smoke it (I forbid it ;-)).
Xie Xue calls one of the outlander factions to send in some help to distract the Mechs and prevent them from breaking through the critical walls.
There come five people dropping at two different sites so no real help from them and Xie Xue calls the two allied tribes too but they don't want to help immediately but agree to send war merchants the next days (again, for distraction, no way they would make it to my base or I'd be able to trade with them).
At this point there are 7 days left I think. A siege with only snipers happens somewhere in between but also gets destroyed by the Mechs, as well as another human raid and of course all the friendly foes get wrecked too. There are dropping more Mechs in from time to time but mostly just 1-3 because my wealth was halved I think, since the beginning and everything iss fucked  up enough for Phoebe to show some pity.
Every human that entered the map gets killed almost immediately.

Everybody still has hope because the Mechs aren't really interested in the walls around the ship and there's enough food (raw, but who cares in such a moment) and the chemfuel reactors Alex constructed next to the hospital will have enough fuel for the whole time and the colonists manage to build some more walls for reinforcements, and, trying to distract Mechanoids from critical walls from time to time, they could be fine until the reactor was ready.

Xie Xue calls some more merchants and military aid in, the distraction seems to work at least and prevents the Mechs from focusing too much on my fortress walls.
One of the Outlanders drops inside my kitchen, destroying a part of the roof, trapping himself in and I get the message: 'Allies are trapped and dig their way out'

They start digging to the north, directly in the direction of the ship. One almost digs through but fortunately he decides otherwise with two doors left in the long straight north-south-corridor and turns around before getting killed like the three other 'helping' 'Allies'.
So some of the Mechs are drawn close to the ship site but, fortunately again, they dig aimlessly and it seems alright.

...

[attachment deleted due to age]

Emulsion

...

4 days left until takeoff.
A merchant appears in the north, just behind the wall I built there. At least they don't start digging through it but wait right outside for my trader that'd never come.
Unfortunately, they attracted some Mechs too and both sides destroyed the single tiled wall. I'm pretty nervous at this point because it's so close to my ship but there isn't anything I could do really.

While I'm watching what's going on there, the Mechs in the south manage to break through a wall inside one of the bedrooms and I only recognize it as I get the message 'Colonist needs treatment'.

Scottie is in his bedroom, sorrounded by Lancers and a few Centipedes slowly coming his way too. He gets downed on his way to the door. Everybody readies themselves for rescuing him and all of them try to run through the door so badly that everybody gets stuck in the doorway. They can't really coordinate who want to stand where and who to attack whom from which side so nothing really happens.

While I try to coordinate them to not stand on their own toes, a Lancer manages to break through the wall that protects the ship and immediately starts destroying one of the engines, Centipedes and Scythers joining him.

Scottie is still downed, Xie Xue and two or three other Colonists too and Lacey decides that everything is fucked already so she gets the triple rocket Launcher and aims at a Centipede right next to the other colonists. She hits a wall and nothing really happens. She had expected something more devastating. But being frustrated as she was, after rescuing everybody she could and getting burned to the bones and seeing her husband die and get to life again and watching the space ship getting blown up, she decides to get the orbital bombardment targeter and aims it in the middle of them all to just blow up everything. This fucking Mechs destroyed everything her friends and she had built and are going to kill everybody she loves and there is no way left to survive this mess so all of them might as well just die by her hand and take some of this heartless machines with them to hell.
What she didn't think of was the mountain on top of them all. There are explosions to hear everywhere but not a single bomb hits through the thick roof.
Damn it, not even this little satisfaction the great GM is granting her!

There is no way for a meaningful suicide left and nothing to fight for anymore and everybody but her and Forrix is downed or dead, so the two friends grab their hands and run.
They try to dig through to the west to get out of this map but they are both pretty bad miners so it takes too long and they decide to take the northern route.
They get the best Power Armors they can out of the stockpile, try to get at least some basic weapons and meds and healing serums (which they couldn't pick up unfortunately, I tried to do it via the caravanning screen but because a lot of ways weren't accessible anymore due to Mechs I had to cancel it in the process because they didn't want to leave to the North despite me picking this Route on the map and they were so on edge that there was no time for a lot of fiddling around).

They have to flee with what is in their hands and on their bodies.

In all this chaos a refugee calls, by the name of Dalya and asks for help. Forrix and Lacey tell her that she could come but probably won't be that much safer here and Dalya decides to risk it.
She manages to run through the Mechanoids and get into the safe zone in the north eastern warehouse where the other two women were preparing for leaving. Dalya puts on some armor too and the three of them run to the north.
They are glad that they had the dogs bring some supplies up here beforehand so there is medicine and some beer and ambrosia, and chocolate and the dead merchants there had dropped some pemmican.
They consume everything that gives a little joy because Forrix and Lacey are really on Edge now. Forrix doesn't stand the pressure and wanders around sadly. Dalya is the best builder of the three and builds steel walls to the south of the ship where the mechanoids got through earlier, fortunately they had left meanwhile.
Then Dalya breaks into a berserk rage and attacks Scruffy, the last dog standing, which is bonded to Lacey, while Lacey is asleep.
Lacey wakes up to Scruffy's screams and now really has enough of all this shit, takes out her charge rifle and without hesitation shoots at her. Dalya survives and Lacey isn't a Psychopath per se so she rescues Scruffy first and then Dalya.
But all of this was too much for Lacey and she goes on a slaughtering spree and kills Scruffy herself. (It would be nice if bonded animals weren't the target of the Pawn that is bonded to them, really breaks the immersion.)

Forrix is still wandering and Lacey again sleeping when Dalya wakes up and breaks again into a berserk rage. This time, Lacey makes sure to shoot her to death.

Forrix gets to her senses again and the two get medicine, Ambrosia, Beer and Pemmican as much as they can carry and leave.
Everything they worked for in the past 9 years and almost everybody they loved and protected for so long, is just gone.
They still have their best friend to venture on at least.
And there is supposed to be an already built ship 80 days walk from here.



That was the story of the total devastation of 'Optimistic Community', maybe I should have chosen an other name in hindsight but I guess its fitting ;D

I don't know how I feel about all this. On one hand I was so frustrated and really really sad in between and more than once tempted to just give up and cry and on the other hand I really like the ending with the two best friends getting away together. (They were also the best shooters of the colony and also good doctors, my favourite Pawns as I mentioned earlier)
This is such a good story!! But I also don't like it ;-)

I'll play with them further and try to reach this ship eventually, despite them both being not good at cooking, building, mining or anything else except shooting and caring and on their first stop the charge rifle melted away so they are left with one chain shotgun, some meds,  a double bedroll and a little pemmican.
Lacey also has a peg leg now and developed an addiction after escaping (which is really ironic because I drugged almost everybody during the last days and they both resisted the addiction contrary to most of the other colonists) because of a drop pod sending Flake, at the location where they stopped after leaving, and her breaking at the wrong time, so maybe this story will get even more tragic.


Conclusion: I really wasn't prepared for all this and I made a lot of mistakes before and during the fights and there really were a lot of Mechanoids. I hoped a lot for human raids but they happened only three times I think, after 10 Mech raids or something like that, when almost all my high-tech weapons were lost and burned. If they came earlier they could have helped me against the machines ;-)
So, I think my microing was bad in a few cases (I'm a pretty bad strategy player I have to admit) but I also had pathing problems which lead to a few downed colonists. When there are more ways available but not all of them safe I'd have had to micromanage every single Pawn to not run into the gunfire and sometimes failed.

But also Pawns blocking the Paths of other Pawns and making everybody unable to fight happened a few times.
Sometimes it also happened that one Colonist could not go to a tile where another colonist was a second ago and this leads to 'rubber banding' (if it is called like that, english is not my mother tongue) and sometimes prevents them from going through doors or getting behind cover which is annoying in critical moments.

And I had at least two times where I told my melee fighters to attack one enemy and all of them started to engage but only one really got close enough to fight, the others just stopped moving, despite the target being still alive and reachable and when there was a lot going on on different locations I didn't always recognise that fast enough. But sometimes two seconds of just standing around and blocking the path of other Pawns is more than enough to get more people downed.

I really can't tell difficulty-wise if it was balanced or not. Looking at the raids I faced earlier it was really OP but for the second hardest difficulty its alright I think.. Next time maybe I switch the difficulty down one point before pushing the button, but I don't like the feel of doing such thing.

I started the playthrough on the old 'hard', then when renaming happened it automatically switched to the new 'hard', former 'very hard' and I decided to keep this difficulty because it felt alright but I was already settled in pretty good at that time (after 4-5 years ingame I think). So maybe I can't make a real statement regarding this topic.

Maybe I just really have to build a proper trap maze and killbox next time but I really enjoyed that I didn't have to, up to this point of course.
And with a bit of luck I could have waited them out.

I didn't mention: the Raid, that followed the Refugee Dalya, destroyed almost all of the Mechanoids ;D Pretty strong raid obviously. I didn't pay that much attention to it, at that time I was microing the three to get at least some useful things together.
But there was nothing left for Forrix and Lacey so I decided not to go back and kill the last ones to get more supplies, which would have been wiser of course.

What shall I say... Thank you for this story!
It was tragic with glimpses of hope, a rollercoaster of feelings, involved a really heroic woman and kind of a 'happy' ending that I'd never have foreseen and that really happened because of the Characters involved.