October 28th, 2024
I almost forgot that I should write this thing before midnight (or at least try to).
Not much today. The wifi was out at work again but this will hopefully be the last time it happens. Gave me a lot of time to work on playing through Episode 12 in Arknights, I'm not done with it yet but I've cleared through 12-13, close to the home stretch. Still really enjoy the Episode so far. From 12-8 onwards there are these "Roadside Emergency Reserves" (supply drops) that you can bust open to raise your DP cap by 5 (civvies only raise it by 2). In a few stages it kinda cheapens it but the fun thing about them is that they function as roadblocks, meaning that they block enemy paths. They get fun with it too, 12-9 and both versions of 12-13 (the layout changes in challenge mode) have supply drops in places where destroying them gives the enemy a direct path to the blue box. In 12-9 it's more of a trade-off regarding which ones you break (there are some that just shorten the path enemies take, and in the standard mode there's some off to the side that block off nothing), while in 12-13, at least in the challenge mode, you have enemies who just ignore the supply drops in their pathing and charge right into them, trying to bust them open, which is honestly something that surprised me when I played the stage. There are some stages where the supply drops are basically just free to open, but they also usually don't have any friendly civvies. I really like the story too, but I would not be able to talk about it without rambling for even longer to give people the context they need for it.