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>What the fuck is this?
XPiratez is a total conversion for X-COM about naked musclegirls, stealing shit, kidnapping people and getting dogs killed. Also liberating the world from the dead hand of the Star Gods, but details.
>What the FUCK is this?
It's effectively a whole new squad tactics game in the OpenXcom engine. Forget (almost) everything you know about X-COM because every mechanic has been upgraded, tweaked or replaced in some way. You're sleazy pirates who know almost nothing about the fucked-up world of XPiratez, so taking enemies alive is much more important, the tech tree is massive and damn near anything can and will show up at some point. Lordfag is frankly insane for doing this but godspeed. Screen sharing is handled with noVNC on a dedicated server and chat is a cytube room, so all you need is a relatively recent browser to get started. Just show up and you'll be assigned a gal/catgirl/peasant and maybe a dog or two to pilot.
Everyone else is also free to do the usual ad-hoc emulator netplay fuckaround threads have been known for.
GAMES USUALLY START AT 5PM UTC ON FRIDAY, SATURDAY AND SUNDAY
TO JOIN VISIT https://cytu.be/r/secritxcomcoop WHILE A GAME IS RUNNING
HOW TO INTO PIRATEZ
>Read this, it's outdated but still gives you the gist of what makes Piratez unique: https://www.ufopaedia.org/index.php?title=Strategy_(Piratez)
>no seriously, read it
>your choices are uber gals, catgirls and peasants
<ubers are the "default", strong, tough and have 80ish TUs at game start and get free night vision, but on catgirl route (what we're doing) every one is precious because casualties are very hard to replace
<catgirls have better TUs, skills (especially Firing and Reactions) and a punch that does lethal when everyone else does stun, but are significantly less beefy than ubers
<peasants are X-COM rookies with everything that implies, but they're cheap and the only thing you can recruit on the catgirl route early game so you'll probably be forced to play them at some point; try to take grenades and a bow since throwing is what they're least bad at
>pirate dogs are disposable scouts and item caddies that run fast and have enough reactions to spot enemies before they get gunned down by reaction fire, but don't underestimate their TU-draining bark and melee bite
>no seriously they're disposable, total dog death is almost a prerequisite to a good mission, that said try not to get them killed too early
>normal X-COM battlescape mechanics apply, so don't run off into reaction fire turn 1, remember your own reaction fire requires TUs, etc
>melee works in this game, but it works a lot better if you attack from behind
>take atombeer or moonshine for energy recovery and vodka for fatal wounds as soon as they become available, energy actually matters here and fatal wounds will dumpster your gals' stats and keep them in the hospital for weeks afterward
>take bandages (or bandage kits if they're available) to treat other units' fatal wounds
>this includes downed enemies with the blood drop icon over them, they're almost always worth more alive (big exception: zombies)
>remember to equip armor (click on the paper doll in the equip phase) before you start the mission; lordfag will usually tell you what to pick but if not pirate and sailor are rarely bad choices
Controls:
>Ctrl-click to run (costs less TU but more energy)
>Middle click for extra info on pretty much anything
>Q to search on most inventory and list screens
>Number keys to center camera on spotted enemies
>Arrow keys or WASD to pan camera
>Holding ALT while hovering over a weapon in the inventory will show the calculated damage for the current unit
>Q/E in battle to use left/right weapon
>I for inventory (also works on screens that usually wouldn't allow it)
>R to reload