Make notes about how those ships are generated, what rooms they have (or don't), and keep a list of where you find different kinds of parts.Ģ) Bringing up the map pauses the game. Do a few dry runs through new vessel types if you want to familiarize yourself with potential layouts. There are a few things to remember for the Hardest Difficulty Ironman run.ġ) The game doesn't save until you exit a vessel. This effectively allows you to skip going to depth 5 entirely which is the most difficult due to enemies and the lowest oxygen supply. You can craft the final action item, the reg certificate, for 480 bio, 320 data, 480 plaz, 320 slag, and 320 bolt which sounds like a lot but can be gotten with a bit of grinding and saving materials (I effectively didn't craft anything with materials all run just so I could do this and was well over in all categories except one or two). Use security shutdowns to destroy turrets so you have a path to as many rooms as possible. They're probably the biggest obstacle that can actually prevent you from going to certain paths/rooms on ships as everything else can be lured and juked. I'd say turrets are probably the most dangerous enemy. Different depths will give you different items but their locations should all still make sense. Knowing this can save you time if all you care about is the crafting part and can even help you guess what part you'll get from spending credits on locked containers. Item parts are always in specific rooms unless a ship has the "salvage locations randomized" perk and they're generally in rooms that make sense for them to be in so you can probably guess. If you can make it to Tier 3 those ships can carry you the rest of the way. The tier 3 ships with file rooms that let you order deliveries are OP for grinding credits, ammo, fuel, and food. When you think about it locked doors counter all enemies at all stages of the game making them incredibly valuable especially early on when you have low ammo. Your 3rd perk can be whatever but I'd recommend faster door locking/unlocking. Silent running and seeing enemies on the map are top tier perks. Definitely grind some tier 1 ships for additional upgrades and look for rehab ships to grind good perks. Don’t worry though, as any crafting progress you’ve made is retained from one to another.It's been a while since I completed it but I can give you some tips that I can recall: When one dies, another steps forward to carry on the fight. Void Bastards features a 12-15 hour campaign that you can complete with an endless supply of prisoners, each with their own unique traits. All the while you must keep scavenging for the food, fuel, and other resources that keep you alive. Flee from void whales and pirates, and politely avoid the hungry hermits. Navigate your tiny escape pod through the vast nebula. Use your hard won supplies to improvise tools and weapons, from the distracting robo-kitty to the horribly unstable clusterflak. React to what you find - will you detour to the generator to bring the power back online or will you fight your way into the security module to disable the ship’s defenses? Choose carefully when to fight, when to run and when just to be a bastard. Move carefully through the dangerous ships, searching for supplies and manipulating control systems. On board derelict spaceships you’ll plan your mission, taking note of the ship layout, what hazards and enemies you might encounter and what terminals and other ship systems you can use to your advantage. And then you must carry out that strategy in the face of strange and terrible enemies. You make the decisions: where to go, what to do and who to fight. Your task is to lead the rag-tag Void Bastards out of the Sargasso Nebula. Forget everything you know about first-person shooters: Void Bastards asks you to take charge, not just point your gun and fire.
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