The Ascent Nexus

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Gaylene Merganthaler

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Aug 5, 2024, 12:09:53 PM8/5/24
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TeamInformationTeam AliasLuminous Nexus CoalitionStatusWorkingFather CompanySpectrum CoalitionThreat Ranking XFaction Affiliation Negative Spectrum CoalitionMember InformationKnown Leader(s)PhobosParallaxReserve MembersYellow Mask

Long ago, in the depths of cosmic obscurity, the Luminous Nexus Corps emerged as an answer to the ever-present equilibrium of the universe. For eons, they were an enigmatic coalition, lurking in the shadowy recesses of the realms, observing the intricate balance between light and darkness.


The genesis of the Corps can be traced to a Luminary known as Phobos, whose mastery over fear and dread was unparalleled. Phobos realized that fear, when harnessed and controlled, could be a powerful force to maintain harmony in a universe teetering on the edge of chaos. Guided by this revelation, Phobos began gathering like-minded Luminaries, forging the foundation of the Luminous Nexus Corps.


Through rigorous training, the Corps' members learned to tap into the darkest corners of their own fears, using them as a source of Lumina. It was a treacherous path, for the boundaries between mastery and madness were thin. But they persevered, perfecting their ability to invoke and manipulate fear in others, becoming the keepers of terror's delicate balance.


In the modern era, the Corps stands ready, prepared to utilize their unique Lumina mastery to face the challenges that threaten the universe's harmony. Whether cloaked in shadows or standing boldly in the light, the Luminous Nexus Corps remains an enigmatic force, dedicated to the delicate balance of fear and courage in the cosmos.


The Luminous Nexus Corps is a coalition of Lumina-wielders with an intriguing and unique focus on fear-based Lumina manipulation. Their insignia, a menacing lantern with shadowy tendrils, is emblematic of their mastery over fear and darkness. Within the coalition, Lumina-users harness the primal emotions of terror and dread to maintain equilibrium in the universe.


"In the luminous nexus where shadows unite, We harness the darkness, in balance we'll fight. With courage and fear, our Lumina we blend, Protectors of equilibrium, to shadows we'll tend. Luminous Nexus Coalition, our light shall prevail, In cosmic harmony, our Lumina won't fail!"


The Rigging Hub offers a range of attachment options, it is the place where everybody can store their ascent kit once they arrive at the top of the access, as well as a point one can attach into by switching ones lanyard to the rope bridge on the harness and connecting into the Hub, during hot summer days this is also often where I will park my water bottle.

I actually think it is a matter of courtesy when there are a number of climbers in a tree to store away ones ascent gear in a tidy, compact fashion, as otherwise the last climber up has to fight his or her way through a thicket of gear, making for a more cluttered, less clear situation.


Stoked to make the 2nd ascent Shinichiro Nomura bloc. I tried this line four years ago when it was an old project and couldn't find a vision for it at the time. Since then I've been working on other projects and never came back, but exactly a year ago Nomsin finally finished this one as "Loca". There are two cruxes on this line. One is a savage jump to one finger pocket. And the other is a technical move that makes full use of the foot jam in the middle. In particular, the former is overhanging and the strength of the move is high, and high precision is required because I have to aim at the one-finger pocket of the blind. After adjusting the grip and jump output many times, I was finally able to hit the pocket with a perfect trajectory just before the time limit. The foot jam part after that was steady, but somehow I managed to send it. [1]


This line is an old project completed by Nomsin in March of this year and consists of only 4 moves. Moreover, the actual difficulty is concentrated in the second move (aiming for the next hold while fully locking the body in an unstable state). This day was the third day of trying, and the temperature was cooler than when I tried for two days last year, so the conditions were perfect. Thanks to that, I was able to grab the pinch hold in a hard direction in a stable state, and I continued to make a lot of close tries. After several adjustments to the trajectory of the move, I finally succeeded in the second move and was able to send it. As for the grade, it's difficult to evaluate because it's very short, but I feel it's easier than the V16s I've climbed so far. The low start project joins Gakido after four crimpy moves like V13. The most difficult part was reaching the start position of Gakido, and unfortunately I couldn't do it on this day. Connecting from below will increase the difficulty of Gakido greatly. [2]


Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a wanderer event or refugee chased quest can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.


You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% map coverage will make traveling to the event tile a much less arduous task than a world with 100% coverage.


You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about 55000, which is in addition to the wealth from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the raid points mechanic - tribals stuck with short bows are ill advised to enter the ship's tile.


This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to buy food. In addition, colonists will automatically forage for food, so long as the biome supports it - see Foraged Food Amount for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.


Each baseline colonist requires 32 pemmican / berries or 2 packaged survival meals per day. Ambushes, mental breaks, food poisoning, and the season can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like silver, gold, and drugs, so long as at least 1 friendly faction base is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.


Usual caravan tips apply. Bring bedrolls so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered expectations moodlets, colonists will be somewhat happy. Horses or other ridable pack animals like donkeys are highly recommended to speed up the trip, though they must be fed when unable to graze.


Any passible tile not adjacent to a faction base can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of rice, or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.


Pod launchers and transport pods take a total of 110 steel, 2 components, and 150 chemfuel to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg.

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