In the previous faction camp posts I talked about wanting to figure out boat construction and explore west of Kazdel.
Good news, I managed to do it! And it wasn't as difficult as I expected.
All I need is to add some hulls, a means of engine power (in this case, hand paddles), and a seat. Adding hulls increases the maximum weight allowed for a floating vehicle, so the float mechanic is not as complicated as I thought.
I haven't figured out how the draft/clearance numbers work yet. The float status is also misleading. I get the impression those stats are only based on the construction of the vehicle itself, ignoring added weight from cargo (and the fat human pilot). A vehicle with floats status can still sink after adding too much cargo and induce a rage savescum.
Vehicle speed on water is much much slower than on land. That water drag is nothing to sneeze at. These are for hand-powered boats. Even after adding a fairly good electric engine, max safe speeds and meh and guzzle power if trying to push the boat beyond that.
The west frontier has yet to be explored
First stop, the riverside dwelling in the middle of the river (the yellow icon below the pink anchors). I planned to upward, make a counterclockwise loop, and get back to Kazdel.
Not much here, riverside dwellings are meant to be barebones areas safe for a pit stop. It does come with a nicer 2-seat canoe which I shamelessly took for personal use.
Continuing northwest, I decided exploring this coast area could wait for another time. No time to deal with mutated coyotes.
Going down the coastline, I find a boat rental. Lots of nice boats, although none of them are improvements. These are all hand powered, and what I really need is an engine powered one. Can't waste stamina on boating when there are monsters to fight.
At this point I'm looping back in the direction to Kazdel to see what's on the southern end of the river and I trigger myself.
The white house icon on the river is the boat rental, and the >-< connectors are overpass bridges you can sail under.
Needless to say, that lumberyard has me malding. (But this also means, making a second faction camp across the river near Eustis would be trivial.)
This minor scout mission has showed that the frontier across the river is very worth further exploration, so I head back to Kazdel to make a fuel-powered boat. On the way, we encounter some interesting coastal wildlife.
A bunch of beavers ambush me on the way back. Also, stay away from geese. They're also evil in game.
Seats have enough storage space to store beaver corpses, so we load them up.
We go under the bridge. I think it's really cool how the map generator can support multi-level terrain (called z-levels in game).
A giant carp attacks me on the way back, and I was eager to get my first fish butchered. The seat storage is already full from beavers so I put away my weapon and hold the carp corpse instead. Not a good idea, as I'm ambushed by beavers again.
I throw off the beaver and continue my way... and I run away really really fast from this 3-way battle I really don't want to be a part of.
I just noticed from the screenshot that there's a blue looking chest piece. That might be a super super rare end game power armor. I should go back sometime and retrieve it... after the hostiles destroy each other.
I pass by the shipwreck (pink anchors) before getting back to Kazdel. Razorclaws are the only things you find infesting shipwrecks, and they are a pain. They can screech and inflict a debilitating stat debuff and stun unless you deafen yourself and can swarm you. Avoid for now. (Easy source of chitin, will eventually harvest a few.)
Too bad most mutated creatures that are not zombies yield mutant meat. The player can't use mutant meat as a long-term food source, since enough toxin buildup can cause seizures and self stun. But now I wonder... faction camp calories storage doesn't care about toxins, so if I donate the mutant meat to camp food supply... 🤔🤔🤔
I return to Kazdel and set about changing my nice scout vehicle into a floatie.
With a juiced up electric motor and solar panels, I can now run around exploring with nary a care.
First stop, scout the lumbermill, clear out any zombies, then check the mainland for any spicy loot locations.
A gasoline zombie. Guess what happens when it dies. Kill it from afar.
SO MANY DOWNED TREES, IT'S AMAZING. It's ridiculous how excited deforestation in Cataclysm makes me.
But you know what's even better? ALL THE WOODEN RAW MATERIAL THAT I DON'T HAVE TO CHOP BY HAND.
I loot what I can, and then turns out my "amphibious" vehicle sinks under all the new weight, despite the vehicle page still saying float. So with the convenient access to wood, I add in a couple more boat hulls and go on my way.
The mainland town center looks huge. The pink house icons are pharmacies/doctor's offices. I plan to raid doctor's offices soon. Would be a huge boon to find a functional autodoc for installing bionics, since those are one of the few things that can't be transported in any way to another location. I currently have to make a day trip to a town across the overmap for my bionic needs.
The red house icons are gun stores. Extremely juicy.
When it comes to raiding huge cities like these, especially most zombies have evolved into their advanced forms, the fastest way is to sneak around at night. Gravy if Infrared Vision bionic is installed.
I manage to raid one doctor's office (no autodoc, sadly) and a gun store. I escape with injuries so it's time to hightail it out.
I take the road leading west of Long Island to go further inland.
And then what do I see?
Gotta check out the ranch. I haven't done the quest line leading to the NPC spawn for the ranch (haven't even found the corresponding refugee center) so NPCs aren't there. But what about animals?
I find a radio tower south of the ranch and I immediately go. Radio towers have multiple floors and the higher I go, the larger my map sight radius. Gotta find the juicy locations.
WHERE WAS THIS LUCK AT THE START OF MY RUN?? TWOOOOOOO DAIRY FARMS AND A HORSE FARM ALL CLOSE TO EACH OTHER.
We have to take a look at all of them. But first, the lab. That's the blue building icon in the western forest area.
And I find some really really interesting experimental creatures, first time I've ever seen these.
The lab is extremely dangerous, tight corridors with lots of military zombies. I'm also out of cargo space so it's time to rest up, check the dairy farms, and get back to Kazdel to plan my next excursion.
I accidentally find myself in a pickle with a power armor zombie coming after me, even following me up the lab elevator. In my severely injured state I couldn't do anything to it – I doubt I could even when in peak form – so I was planning to ditch it in the wilderness somewhere.
I found something debatably better.
Let the army of ants deal with it. Very convenient that an anthill was nearby.
Just casually do Grand Prix maneuvers through ant country.
First dairy farm.
I brought some cattle fodder with me so I tame them all and pen them in one of the buildings.
Second dairy farm.
Rip these cows, sorry, you're on your own. It hurts a little to see all these cow corpses go to waste.
Zombies aggro onto the closest enemy, so these went straight for the normal cows. Even if I could deal with a swarm of zombie cows (I can't), there's no way I could get within aggro range before the cows get slaughtered.
This RNG is to be expected, we take this loss and move on.
Final stop, horse farm. Very lucky, it had horses, unlike the first horse farm I found.
I still wanted to explore a tiiiiiny bit more before returning to Kazdel so I follow the road south of the dairy farms.
Haha one of the special RNG locations that can spawn. These used to not be not labelled so well so some poor survivors randomly ripped out of nowhere.
Annnnd look what I found now.
I see a little farm across the bridge on the west so I take a look.
The dogs did not make it, btw. They lost before I could get over.
I get rid of the zombies on the outside. I take a look inside the stable.
I came into the storage area with the scene already looking like that. Incandescent husks generate EMP shockwaves around them, so it's quite easy for them to clear entire hordes inside enclosed spaces. The husk already got one juggernaut before the other one accidentally killed it. One juggernaut is easy enough though. Easy pulping.
While on the road back Kazdel, I examine the minimap. I didn't think much of the farm area north of the lab at first, but then I notice the field icon looked different from the normal icon. These field icons have double tufts instead of single tufts. Double tufts only show up on human farms, so something is very sus.
And what's this? NPCs?
This is the first Isherwood location spawn I've found, so I'm quite excited to visit before going back.
I run around with a US marshal badge but never wear it because I usually forget. I use this opportunity to see how much of a difference it makes. Time to chat with Claire.
I ignore Claire and proceed to find more of the Isherwood family.
I finish exploring and drive back to Long Island. I loop through a road I skipped and what's this?
I stop by a safe rural house to rest and recharge my vehicle power before making it back to Kazdel. I see bugged terrain generation for the yard.
I make it back to Kazdel, and now I'm busy doing more camp chores and planning my boatmobile for aquatic and land travel and cargo transport.
That's it for this post.