Innards Raid
NOTICE
CRITICAL BUG: As of update 0.2 there appear to be multiple instances of bugs that will trigger a stash wipe outside of its intended conditions.
This may or may not be connected to the water bots added in 0.2 and their raid trigger.
In any case, players are strongly recommended to back up their save file, located in
"user"(your PC username) > AppData > Local > ForeverWinter by creating a copy in a separate folder.
Description
The Innards raids require the player to defend their home (and loot) against hostile invaders. Victory can be extremely rewarding, while at the same time, defeat spells great misery. All vendors have cleared out of their stations and moved their inventory, and the civilians have gone into hiding. The Innards are instead now swarming with enemies.
Behavior
Raid Triggers
Raids will not occur randomly. For them to trigger, certain conditions must apply.
Three such triggers currently exist in the game.
Water Death
When the Innards Water tank runs out of its remaining reserve of water and reaches 0, a Water Thief raid is guaranteed to spawn.
Water Delivery Bots
Every time Water bots return from their two-day trip, there is a small chance a Water Thief raid will spawn.
Angering the Water Thieves
Taking aggressive actions against the Water Thieves Clan, such as killing large numbers of Water Thieves on Frozen Swamp, may result in a raid when logging back into the game. However, this is not necessary as simply traversing Frozen Swamp without killing any Water Thieves can still result in a raid.
Offline
- Raids will not auto-resolve while the player is offline or raiding.
- In case a raid triggers during these times, the player will have to defend their Innards on their next return.
In-raid
After returning or logging back in, players will be warned of the raiders with a short message and the Innards hub becomes unavailable. Instead, players are brought to a limited "escape menu" where they only have access to their stash, characters, and Bunco to stock up on ammo and consumables(UI image needed).
- Other players can not join a raid in progress, nor can the ready room be accessed to select recruits.
After choosing a loadout, the only option is to deploy a counterattack in the now hostile infested Innards.
- Players will spawn where they normally find themselves in the hub version of the Innards and are automatically assigned the quest
Liberate the Innards.- In order to complete Liberate the Innards and unlock the Extract from the Innards quest, players must eliminate all Water Thieves in the area.
- The number of Thieves that spawn depends on how many previous raids the player has survived. The more raids the player triggers, the more Water Thieves that spawn, which can range from 3 to 15 Thieves.
- Completing Liberate the Innards does not conclude the raid, players need to successfully exit through the now unlocked extract to fully retake the Innards and prevent a wipe.
- The interior layout is mostly the same, including every upgrade the player had unlocked, with a low wall added for cover by the mission terminal.
- As in any raid, enemies are unaware of the player at first but will shoot on sight once detected. This can be used to reposition before engaging.
- Any Defensive Turrets the player unlocked will immediately engage any enemies.
Raid completion
Success
If the player manages to fend off the invaders and extract, they'll return to the Innards, keeping all of their upgrades and belongings. Players will also keep any items they looted during the raid.
Your entire stash & inventory is safe, as are the upgrades to the Innards you acquired. Your scav faction rating is now maxed for your efforts.
The thieves did manage to steal quite a bit of water however, so make sure to resupply as soon as you can.Successfully fending off your first Water Thieves raid will result in a one-time gift:
Additionally, defeating the Water Thieves will also allow Old Man to randomly wear a Water Thief mask.
3 days of water will be added to the reserve after this event, preventing Water Death to trigger another raid for a good amount of time.
Failure
If the player dies during the raid, then the Innards will fall and be ransacked. The player will return to the Innards after it has been looted. When this happens:
- [+] All weapon XP, character XP, and prestige will be kept.
- [+] Every quest and quest-giver will still be available.
- [+] As the in-game description states, items and credits located inside your secret vault will be safe.
- [-] All Innards Upgrades will be lost.
- [-] The stash will be reset, leaving players only with the equipment that was available after the tutorial; some basic weapons & ammo, small first aids, a TacCam, and the Standard Rig.
- [-] Credits will be reduced to 25,000.
- [-] As all but 3 days of water will be stolen, all advanced vendors and many Innards Upgrades consequently become unavailable for purchase.
- [-] All reputation will be lost.
The scavs have abandoned the area to try to find a new place to live. A small amount of your credits and your experience remains.
Everything else has been lost.Despite the raiders succeeding their heist, there will be 3 days worth of water in the reserve.
Preparation
The raid may be challenging for the ill-prepared. The stakes are high and you will be alone--no help from other players or even recruits. Prepare carefully, and prepare for the worst.
To guarantee the highest possible chance of success, it is indispensable to fully upgrade the Innards Defensive Turrets.
Loadout
- The Pack Mule Rig is the obvious choice, allowing the player to carry massive amounts of medical supplies and ammo into the raid with a LIB to comfortably fit a TacCam.
- For more confident scavs, the Medium Equipment Gunrunner Rig seems to be a good choice. With decent storage, an additional LIB and, most importantly, an LWB allowing the player to salvage rare guns dropped by raiders, such as the VEPR-12.
Weapons The Innards is a small area, and the fight can be chaotic.
- (Auto) Shotguns and Automatics with high power or high capacity are generally recommended.
- Painless and the grenade launchers, if you can wield them, can be extremely effective - enough to make up for the lack of defensive positions. Be aware that the splash damage from a 40mm HE grenade can easily take you out as well.
- Bring plenty of Advanced First Aid Kits, and keep them selected on your hotbar. Use them whenever they're available and you're expecting to take damage.
- Using lesser consumables will prevent you from activating the advanced medkit until their effect expires, which is risky. Only do so if you're confident that you can stay in cover for the full duration.
- 20mm Turrets can be decently effective at drawing fire from the thieves, but they will not last long.
- A TacCam can be extremely useful to scout, and track, enemy positions before and during combat.
If you fail, then you will lose all your equipment, including what you didn't bring. So don't skimp on supplies. Be safe, and bring more ammo and healing than you think is necessary.
Characters
- Even while crouching, Bag Man is too tall to fully hide behind the newly added cover in front of the mission terminal at spawn, which puts him in a very vulnerable position.
- With other characters, however, if you crouch close enough to this cover, you will be safe until the Thieves come around it.
- As the scav with the lowest max HP and no redeeming combat abilities, Scav Girl should be avoided.
- Shaman's SHG and SMG skills make him a serious threat in CQC with both automatic shotguns and high-damage SMGs, such as the Spectre M4 or Vector.
- Old Man's "Medical Expert" skill makes the already very strong Advanced First Aid Kits even stronger, allowing him to come back faster from critical HP levels after taking a burst of damage or even straight up out-heal lesser damage.
The Innards
The Innards have forking paths which enemies will use to flank and attack from multiple directions. There are very limited options for cover and escape routes.
You may want to exploit the distraction caused by any Defensive Turrets at the start of the raid by aggressively pushing preoccupied enemys.
- Do not forget to retreat behind cover once the turrets have been disabled.
It's best to hold out in cover with your back to a wall, where you can see every angle of approach at the same time.
- It's recommended to hide behind the newly added cover in front of the mission terminal at spawn.
- This lets you engage units as they come into view, either by approaching the edge of the cover, or letting them push into you, limiting your exposure to a single unit at a time.
- Alternatively, you could make a dash to the Morgue (the room with hanging blood bags and Aramaki's vendor terminal), and hide in the room behind it.
- All characters including Bag Man can find decent cover here.
- It is not recommended to fight in the Morgue itself, as it is a potential spawn for the Thieves. There will likely be some in there already, so be prepared to push through them.
- You may be unable to reach this area undetected, so move in quickly before you are swarmed.
In any case, the cover you find will not be ideal, with little or no fallback options. Make the most of it as you fight back.
Faction Raids
The Water Thieves
See Water Thieves page for additional, more detailed information on the units.
Fully upgraded Defensive Turrets have a good chance to clear the water thieves on their own.
- HP: 750 - 1,000
- Most Thieves wield the RPD, with some carrying a PP-19 Vityaz or the VEPR-12 shotgun, which is capable of staggering the player. Stay in cover as much as possible; being exposed to multiple units will make you suffer high bursts of damage.
- Some Thieves also have flashlights on their guns that can blind you. Pinging one of the Thieves can at least give you a general sense of where to fire.
Overall, the difficulty of a Water Thief Raid is sub-tutorial level. Not even Training, the literal basic tutorial, is as easy, as it features respawning enemies and a much higher enemy count.
- Neither the Water Thief Sniper nor any mechanical Water Thief units will partake in the raid.
Trivia
Water Death 1.0 [September 24, 2024]: Water Death would occur as soon as water reserves ran out.
Water Death 1.2 [October 30, 2024]: Water Raid was added as a last-chance mechanic to prevent Water Death from occurring.
- During the raid, carts for harvesting water from people appear in the room where Lordoss usually is. This suggests that water thieves not only steal water in barrels but even siphon it from any Innards residents they can capture. These carts can also be found at the water thief base in Frozen Swamp.