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  1. Thumblesteen
    Thumblesteen
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    THIS IS A WORK IN PROGRESS, STUFF WILL BE ADDED OVERTIME

    Overview: 

    The game is to basically figure out what you want to do, and have fun doing it.

    It is recommended for new players to start at Bunker Hill. There you will find a Central Command Interface. You can use this to get equipment, weapons, ammo and resources. How? By turning in strategically important stuff like enemy intel, weapon blueprints, secret prototypes, biochemical samples and even tactical nuclear warheads. You find these items in dungeons, and sometimes on the persons of enemy officers.

    From there you get credits to use for resources, including shipments. So you can start building and expanding your base of operations. Bunker Hill is also now unlocked at the start, so you can begin there and move forward. Later on you can also build your own Central Command workbenches and expand to other areas.

    The mod is meant to be brutal, and unforgiving. Part of the fun is to recover from destruction. The enemy will attack frequently and bring ruin to your bases. You will lose people in everything from ambushes to full blown air assaults and carpet bombings. There are of course defensive measures against this, but they are not always enough, and they're not supposed to be enough. This is a story about war, and war doesn't have happy endings.

    Incendiary Grenades:
    I get the feeling some people will find the incendiary grenades to be frustrating, not only is the damage intense, but it lasts for a long time. In order to survive one, you need to drain most healing items in your inventory, and you need to do it gradually so that you don't reach full health too quickly and waste the healing potential. All in all, it's a little bit anxiety-inducing.

    And that's intentional. White Phosphorous is probably the worst weapon ever invented. Treating WP injuries is an extremely taxing process, and chances of long term survival are very slim. So I decided this is how you translate it into meaningful gameplay. It's the worst weapon ever, and it should feel like the worst weapon ever. Just slowly use healing items to offset the overtime damage, and hope you'll have enough to make it. 

    Detection:
    Detection has been changed to be more incidental. When you break line of sight with an enemy, they don't know where you are. They will fire at your last known location and try to find you again. This means flanking, ambushing and stealth is a lot more powerful. No more psychic enemies chasing you down all the time.

    Orbital Nukes:
    Next update has orbital nukes. Surviving them is straightforward: Hide. Get below some form of ceiling or similar cover and wait. Anything that is exposed to the explosion (IE: The sky) will be killed instantly.

    Equipment:
    You can use the central command workbench to get most stuff you need. There's one you can use at Bunker Hill, and later on your can also make your own. 

    Superweapons:
    The enemy has a series of superweapons, such as airstrikes, mortar shelling, orbital weapons and a bunch of other stuff that I won't spoil here. Which is also why I'm not going to tell you how to survive them. They all have ways to be avoided, but you'll have to figure that out for yourself. 

    Troop types:
    There's different kinds of enemy units, from low ranking shocktroopers to officers and elite commandos. They all have varied equipment, abilities and tactics. Learn to identify their uniforms and behaviours in order to know what to do and when. 

    Sandstorms:
    Sometimes you will experience sandstorms. Visibility is extremely low, and you're lucky to be able to make out the shapes of things around 25-30m in front of you. BUT, this cuts both ways. The enemy will have an extremely hard time detecting you. It's the perfect time to do some bushwacking, or to travel undisturbed. 
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