New Antipodia III:
Murdercults, dark energies, altar architecture and [REDACTED] with a tint of Dodo.
Day 1
Supplied with enough bricks, sausages and landmines to found a new colony I order the colonists to erect my first workshop, a sawmill.
Well, they changed the construction interface slightly. Modules are now assigned to workshop filters.
While many of the common folk begin mingling and befriend one another, within the confines of their class and station as is right an proper, a most hideous fishperson tries to savage our brave imperial soldiers. He is quickly bested by musket fire.
Day 2
Having deforested the local surroundings along with foraging anything edible in the vicinity, a new farming field has been ploughed.
Another field followed, as well as a kitchen fit of a proper colony. New immigrants arrived allowing my colony to grow strong and prosper.
Day 3
I have a heard a most peculiar sound, chanting mixed with the sounds of construction somewhere in the nearby wilderness. Also the gurgling of fishpeople...
Note the notification in the event log. Vile cultists are constructing an altar! Using my building materials at that!
It seems somebody has been enamoured by new found religious fervour.
Well, they finally fixed altar construction. Or tweaked it.
Day 4
The kitchen and fields are up and running as more immigrants arrive. Soon the entire ministry will envy my settlement! Maybe there even will be photographs of me in the papers!
Between acts of random hostility from fishpeople I have noticed that more and more construction materials are going missing...
Day 5
More construction materials arrive from the Home Counties as well as more colonists! Praise the Holy Cog! Construction of simple housing begins as well.
Day 6
Screams of horror and shock filled the settlement today. Something happened to one of our overseers by the name of Stanley Cogwright. Something wicked this way comes...
Stanley turned into... something... something not quite human I believe.
And that seems to be [REDACTED]. Though granted I didn't catch it attacking anything because it was behind the walls of the kitchen. Also it may have gotten stuck there due to pathfinding issues or something. Here's hoping we see it again and it does some damage.
Day 7
Another fishpeople attack, but this one has shown something new. Soldiers can now pick up and use fishpeople guns. I hope this causes a sanity loss.
All the recent fishpeople harassment has delayed the erection of a ceramics workshop. How droll.
The fishpeople have killed two people during their raid. A most sad tragedy.
Day 8
Our naturalist has become quite fond of the Dodo, a most tasty bird. We will hunt these creatures. After all there is plenty of them, it is not like their numbers will be exhausted and the bird will go extinct.
A new altar type! Oh, and somebody is going on a murderous rampage.
The ruinous powers of Quaggaroth have provided the cultist with an ornate dagger marked with ichtious symbolism. Also looks like one of the writers is dyslexic or uses too many automated spell-checkers.
Day 9
Murderous cultists abound! The brave troops deliver frontier justice swiftly, before these dagger-wielding fiends kill anyone.
Nine fishpeople.
Day 10
Cog save us! The troops are utterly swarmed by the fishpeople raiding party, one soldier falls.
Ammo shortages and sheer enemy numbers make fighting back difficult.
Many die in the madness. I try to rally a new militia, but I fear it may be too late.
Eventually, after many soldiers die, the conscripts fend off most of the fishy menace.
Also there was a supply drop and I went with "GUNS, GUNS, FUCKING GUNS!".
Day 11
However some still roam about, the militia hunts them down.
To be continued...
Well, that's that for now. Expect more possibly over the weekend. This revision is pretty good. No crashes, murdercults fixed, military jobs fixed, fishpeople are pretty tough.