Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

RimWorld - Damned Colonists in Space

Forkrul

Novice
Joined
Aug 28, 2014
Messages
39
Great. Time to wait for some of the more important mods to update and get back in there.

Money well spent on a product that for once doesn't get abandoned after the first wave of early-access money made the dev rich.
What are the important mods?
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,234
A Beautifully Desolate Campaign
What are the important mods?

Off the top of my hat:
Numbers!
Hunting Alert
New Zone Tools
Animals/Medical/Wildlife/Work Tabs
Shutdown All
Vein Miner
Storage Search
Pandora Dark Storyteller

Most of them are QoL fixing mods, some of them have become a little redundant with A17 since Tynan reworked some of the tabs. Storyteller is for increased difficulty of raids, since they appear daily, have better equipment and increased raid-size.

I also tried out the Call of Cthulhu Mod for quite some time and very much enjoyed it, not sure when that one is gonna get upgraded though since it's quite extensive and I don't know how much time it's gonna take to fix everything that broke with A17. Most of them can be found on the steam workshop, the rest can be found here: https://ludeon.com/forums/index.php?topic=17094.0
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Hand me that Brick - allows all haulers to haul materials to building. Now only builders haul materials.
I can fix it - when something got destroyed on your base it automatically replaces it for building. No more manually rebuilding shit.
Stack merger - pawns will rearrange stockpile to get max stacks, like in dwarf fortress
Trading spot - caravans and traders will stop there
Mine it all - will strip mine veins
Selling prisoners with no guilt - because I bought slaves and have a colony of cannibals
Prisoner harvesting - same
More trade ships - now they are a rare occasion.
EnB prepare crefully - I am playing sandbox as I want to.
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
Allow tool

Outside of essential UI improvements mentioned by others the rest is up to you. There are plenty of mods out there ranging from new creatures and races to random item enhancements, new mechanics (dub's Hygiene and such), new scenarios and new threats/events etc.
 
Joined
Mar 3, 2010
Messages
8,875
Location
Italy
i got burned by the godawful horrible terribad dwarf fortress interface, i don't know if i feel like spending two days worth of wage on something i could be disgusted by :/
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
i got burned by the godawful horrible terribad dwarf fortress interface, i don't know if i feel like spending two days worth of wage on something i could be disgusted by :/

Demo it first then, but UI is probably the only reason I prefer this to DF right now. Though Rimworld is a pretty good game on its own (which gets even better with numerous mods), it's still nowhere near DF as far as mechanics and simulation goes.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,234
A Beautifully Desolate Campaign
Pirate the game, buy it later if you like it. That's what I did.

Having a good UI is the main-reason I only play RimWorld nowadays. Can't get back to DF with that godawful abomination of an "interface".
 
Joined
Mar 3, 2010
Messages
8,875
Location
Italy
that's what i do 99% of the time too :V but here looks like mods play an important part. like with stellaris, i doubt i'd have enjoyed it without a shitload of mods. same for civ5 and mount & blade.
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
that's what i do 99% of the time too :V but here looks like mods play an important part. like with stellaris, i doubt i'd have enjoyed it without a shitload of mods. same for civ5 and mount & blade.

You can mod it regardless of owning it legally or not, in fact steam workshop is a less prefered method and lacks about a third of all (good) mods, which can be found on the mod forums at ludeon.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,234
A Beautifully Desolate Campaign
that's what i do 99% of the time too :V but here looks like mods play an important part. like with stellaris, i doubt i'd have enjoyed it without a shitload of mods. same for civ5 and mount & blade.
The game is very enjoyable even without mods. I haven't used any until I had spent well over 100 hours already. Most of the issues people like me seek to fix with mods won't even be noticed by new player during their first 20+ hours because there's a lot to get your head around already. You won't really care much about being able to sort all your colonists by shooting accuracy during your first couple of colonies. You also won't care whether the game actually pauses when a manhunter-animal gets thrown onto the map instead of just notifying you. It's part of the experience for a new player. So is mining out ore-veins themselves instead of having it done automatically thanks to a mod.

It's only when you get further in, have some experience with the game and seek out some quality of life fixes, new/more content or a higher difficulty that mods are "required" for the game because the aforementioned things become nuisances. You will barely be able to keep your first colony going, most mods are there to help people who have more advanced goals with their colony who do not struggle with the day to day stuff the game throws at you. Playing stuff like the Call of Cthulhu mod for example is for when you get a little bored with the vanilla-game, but that probably won't happen for a while. If you do get bored after a couple of hours already and seek mods to fix that I would argue that the core-game is just not engaging enough for you and mods aren't going to fix that.
 

Forkrul

Novice
Joined
Aug 28, 2014
Messages
39
I play without any mods and it's an excellent game. Haven't noticed any problems.
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,705
Location
Republic of Kongou
Alpha 17 released
Alpha 17 – On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design.

I’m afraid that this build is not compatible with saved games from previous versions, or mods from previous versions. However, you can continue to use the old version until you’re ready to update. If you’re on Steam, to continue using the old version, go to your Steam Library, right-click on RimWorld, click Properties. Open the Betas tab and use the drop-down menu to select the alpha16 version. Restart Steam to force an update.

If you downloaded the game DRM-free, you can update whenever you like by re-downloading from your existing download link. Your link is always the same and always gives the latest version.

In the old builds, balance problems meant that some exploit-y strategies did work and obviated some of the challenges in the game. Since those problems are now fixed, you may find the game a little bit more difficult. It wouldn’t hurt to play at one notch lower difficulty to start with in Alpha 17. You can always increase the difficulty later, even during the game, through the options menu.

I invite discussion on this post at this forum thread!

A summary of the changes in this alpha follows:

Roads and rivers

  • World now generates with roads and rivers
  • There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway
  • Some roads generate with things alongside, like concrete barriers or ancient lampposts
  • There are four sizes of river: huge river, large river, river, and creek
  • Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate
  • Rivers and roads generate on local maps as expected.
  • Stone roads generate using local stone and a new flagstone terrain type.
  • Visitors, caravans, traders, and raiders tend to arrive and leave on the roads.
  • World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, often).
World quests

  • New “site parts” world site generation system. It allows assembling together a world destination from several ‘parts’. Mixing and matching will allow us to create a huge number of combinations.
  • New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.
  • New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so.
  • New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.
  • New ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended.
  • New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.
Other new stuff

  • Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
  • Characters can now tend their own wounds (with a penalty to effectiveness).
  • Added bowler hat.
  • Corpses now leak black corpse bile while rotting.
  • Vents can be opened and closed with a flick action.
  • Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
  • Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
  • You can now create your own packaged survival meals (with appropriate research and ingredients).
  • All pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts.
  • Added a “caravan packing spot” so you can tell your caravans where to assemble.
  • When trees burn, the leave behind burned tree stumps.
  • When structures and plants burn, they leave behind ash.
  • Carpets and wooden floors can now burn.
  • New training lessons for explaining shield belts, and how door opening speed is affected by material type.
  • Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
  • New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain.
  • New chain shotgun weapon
Modding

  • Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).
  • Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0
  • Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
  • GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
Increasing skill relevance

  • Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
  • Trade price spread made much wider, but social skill also has a much greater effect on it.
  • Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.
  • Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
  • Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
  • Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.
  • Work tab boxes are easier to identify skill level for visually.
  • Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.
AI

  • AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn’t shoot at chickens as much.
  • Raider with mega-weapons will now avoid friendly fire
  • Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.
  • Sapper groups will now continue digging even while defending from attack.
  • Animals flee when harmed.
  • Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.
  • Raiders will no longer compulsively attack doors.
  • Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).
  • Doctors now tend heavy bleeding injuries and diseases near lethal severity first.
Misc

  • Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.
  • Buy/sell price spread for trading is much wider (150%/50%).
  • Drugs are now slower to produce, slower to grow, and heavier.
  • Cannibalism is harder on mood.
  • Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.
  • Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.
  • New graphics for some floor types and things (stone floors, stone chunks, etc).
  • Made crop growing cycles significantly longer, especially for long-cycle plants like corn.
  • Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).
  • Added global sell price factor for apparel (70%) and furniture (70%).
  • Rebalanced drug economy so it’s viable to buy neutroamine, make drugs with it, and sell them.
  • Because it was way OP, chemfuel can no longer be made from haygrass.
  • Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.
  • Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
  • Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
  • Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
  • Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
  • Sun lamps now turn themselves off when plants are resting
  • Equipment rack is now a general shelf which can hold pretty much anything.
  • Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.
  • Jade is not small any more.
  • Other bases regenerate their trade stock less often.
  • Changed flammability for fur and leather to 100%, and for meat to 50%.
  • Manhunter pack incident can now use any kind of animal.
  • Rebalanced all trader stock generation.
  • Traders will generate with fewer extreme quality items.
  • Pawns missing heads will have visually missing heads.
  • It’s no longer possible to create a settlement directly adjacent to an existing settlement.
  • Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.
  • Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.
  • Gear tab now displays item stack masses.
  • Caravans now generate a lot tougher.
  • All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good.
  • Catharsis thought is more powerful but shorter in duration.
  • Redesigned stats so that in almost all cases, high numbers are better.
  • Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
  • Ship part crash incident now scatters rubble and chunks around the crash site.
  • Healroot grows wild now, in some biomes
  • Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.
  • There is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed).
  • Date system reworked. Seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet.
  • Fixed various memory leaks.
  • Many exploits mitigated or prevented by various design tweaks.
  • Many, many, many other bugfixes, tunings, and redesigns.
I invite discussion on this post at this forum thread!



From what I can see;
Minor Changes
Increased incentive to travel (but probably not enough to actually bother with it since travel takes forever)
stuff already seen in mods



Amount of content is still pathetic, so people who say vanilla is fine are dirty liars.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Do you see it as a positive or negative if a developer incorporates mod content into the main game for projects like this?
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
Alpha 17 released
Alpha 17 – On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design.

I’m afraid that this build is not compatible with saved games from previous versions, or mods from previous versions. However, you can continue to use the old version until you’re ready to update. If you’re on Steam, to continue using the old version, go to your Steam Library, right-click on RimWorld, click Properties. Open the Betas tab and use the drop-down menu to select the alpha16 version. Restart Steam to force an update.

If you downloaded the game DRM-free, you can update whenever you like by re-downloading from your existing download link. Your link is always the same and always gives the latest version.

In the old builds, balance problems meant that some exploit-y strategies did work and obviated some of the challenges in the game. Since those problems are now fixed, you may find the game a little bit more difficult. It wouldn’t hurt to play at one notch lower difficulty to start with in Alpha 17. You can always increase the difficulty later, even during the game, through the options menu.

I invite discussion on this post at this forum thread!

A summary of the changes in this alpha follows:

Roads and rivers

  • World now generates with roads and rivers
  • There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway
  • Some roads generate with things alongside, like concrete barriers or ancient lampposts
  • There are four sizes of river: huge river, large river, river, and creek
  • Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate
  • Rivers and roads generate on local maps as expected.
  • Stone roads generate using local stone and a new flagstone terrain type.
  • Visitors, caravans, traders, and raiders tend to arrive and leave on the roads.
  • World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, often).
World quests

  • New “site parts” world site generation system. It allows assembling together a world destination from several ‘parts’. Mixing and matching will allow us to create a huge number of combinations.
  • New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.
  • New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so.
  • New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.
  • New ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended.
  • New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.
Other new stuff

  • Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
  • Characters can now tend their own wounds (with a penalty to effectiveness).
  • Added bowler hat.
  • Corpses now leak black corpse bile while rotting.
  • Vents can be opened and closed with a flick action.
  • Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
  • Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
  • You can now create your own packaged survival meals (with appropriate research and ingredients).
  • All pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts.
  • Added a “caravan packing spot” so you can tell your caravans where to assemble.
  • When trees burn, the leave behind burned tree stumps.
  • When structures and plants burn, they leave behind ash.
  • Carpets and wooden floors can now burn.
  • New training lessons for explaining shield belts, and how door opening speed is affected by material type.
  • Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
  • New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain.
  • New chain shotgun weapon
Modding

  • Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).
  • Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0
  • Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
  • GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
Increasing skill relevance

  • Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
  • Trade price spread made much wider, but social skill also has a much greater effect on it.
  • Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.
  • Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
  • Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
  • Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.
  • Work tab boxes are easier to identify skill level for visually.
  • Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.
AI

  • AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn’t shoot at chickens as much.
  • Raider with mega-weapons will now avoid friendly fire
  • Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.
  • Sapper groups will now continue digging even while defending from attack.
  • Animals flee when harmed.
  • Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.
  • Raiders will no longer compulsively attack doors.
  • Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).
  • Doctors now tend heavy bleeding injuries and diseases near lethal severity first.
Misc

  • Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.
  • Buy/sell price spread for trading is much wider (150%/50%).
  • Drugs are now slower to produce, slower to grow, and heavier.
  • Cannibalism is harder on mood.
  • Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.
  • Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.
  • New graphics for some floor types and things (stone floors, stone chunks, etc).
  • Made crop growing cycles significantly longer, especially for long-cycle plants like corn.
  • Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).
  • Added global sell price factor for apparel (70%) and furniture (70%).
  • Rebalanced drug economy so it’s viable to buy neutroamine, make drugs with it, and sell them.
  • Because it was way OP, chemfuel can no longer be made from haygrass.
  • Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.
  • Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
  • Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
  • Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
  • Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
  • Sun lamps now turn themselves off when plants are resting
  • Equipment rack is now a general shelf which can hold pretty much anything.
  • Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.
  • Jade is not small any more.
  • Other bases regenerate their trade stock less often.
  • Changed flammability for fur and leather to 100%, and for meat to 50%.
  • Manhunter pack incident can now use any kind of animal.
  • Rebalanced all trader stock generation.
  • Traders will generate with fewer extreme quality items.
  • Pawns missing heads will have visually missing heads.
  • It’s no longer possible to create a settlement directly adjacent to an existing settlement.
  • Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.
  • Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.
  • Gear tab now displays item stack masses.
  • Caravans now generate a lot tougher.
  • All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good.
  • Catharsis thought is more powerful but shorter in duration.
  • Redesigned stats so that in almost all cases, high numbers are better.
  • Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
  • Ship part crash incident now scatters rubble and chunks around the crash site.
  • Healroot grows wild now, in some biomes
  • Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.
  • There is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed).
  • Date system reworked. Seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet.
  • Fixed various memory leaks.
  • Many exploits mitigated or prevented by various design tweaks.
  • Many, many, many other bugfixes, tunings, and redesigns.
I invite discussion on this post at this forum thread!



From what I can see;
Minor Changes
Increased incentive to travel (but probably not enough to actually bother with it since travel takes forever)
stuff already seen in mods



Amount of content is still pathetic, so people who say vanilla is fine are dirty liars.

i spent like 40 hours if not more without getting burned at all. but yes it wouldnt hurt ton or two more content
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Unstable A18 patch
RimWorld Alpha 18 unstable version is now available on the 'unstable' branch in Steam. Current build is 0.18.1700.

This version is unstable. There will be bugs, imbalances, and other annoyances. It won't be as good as the final build. Your game may get ruined by something really dumb. The game will update with no warning and anything can break or change. Please only test if you're willing to put up with that!

To use the build: In Steam, click RimWorld -> Properties - > Betas tab -> select 'unstable' branch. Restart Steam if necessary.

To report feedback: I love to hear play stories, balance feedback, and so on. Please feel free to post feedback in this thread, or make another thread. I can't reply to everything but I do read everything and take notes. The most useful feedback reports what happened in the game, and is based on longer experiences. Suggestions are cool, but stories and bug reports are really the best!

Please only post feedback specific to things that are new in A18; long-standing issues, suggestions and discussions should not be posted here please.

To report bugs: A bug is when the game isn't working as designed. If you find a bug, please report it in the Bugs forum, following the instructions in the How To Report A Bug thread. Much appreciated - public bug reports are essential!

Compatibility: Saved games from vanilla Alpha 17 should still be loadable, though some things may change. It'd be great if players could report any bugs with loading A17 maps. Complex mods won't be usable. Very simple mods may still load.

Announcement: I'm not trying to spread the news wide because the game is still unstable; I'd rather get some dedicated test time from the dedicated players here first! So of course it's fine to talk about it, but I won't be spamming all the PR channels with this. I will be spamming them when the alpha is actually done.

Video makers: I won't stop anyone from making videos of Alpha 18 in its unstable form, though I'd prefer you didn't. The experience may not be up to the standards of the public builds, because it hasn't had that level of testing, and I don't want people getting the wrong impression.

-----

Rough features list:

-New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
----Tropical swamp
----Temperate swamp
----Cold bog

-New incidents:
----Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
----Aurora. A beautiful aurora lights up the night sky, improving mood.
----Tornado
----Peace talks quest
----World refugee quest
----Prisoner rescue quest

-Storyful combat:
----A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.

-Various research has been split up
----Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
----Melee weapon research is now broken into several stages

-New furniture
----Bedroll: Portable bed
----Dresser: Passively improves room
----Endtable: Passive improves room
----Various new table sizes

-New quest reward special items:
----Psychic emanator
----Vanometric power cell
----Infinite chemreactor
----Techprof subpersona core
----Healer mechanite superdose
----Resurrector mechanite superdose
----Orbital bombardment targeter
----Orbital power beam targeter

-Tribal content upgrade:
----Ikwa melee weapon
----War mask
----Tribal headdress
----Recurve bow
----Tribal hunter
----Tribal heavy archer
----Tribal berserker

-New world site components (used in various situations):
----Sleeping mechanoids
----Animal ambush
----Enemy ambush

-New mental breaks:
----Insulting spree. Randomly go around and insult people.
----Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
----Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
----Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
----Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
----Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
----Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
----Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.
----Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.
----Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.

-New mental inspirations. Basically reverse mental breaks - these give temporary bonuses to colonists in high moods.
----Work frenzy (1 day): Global work speed 2.5x
----Go frenzy (1 day): Walk speed 1.5x
----Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
----Inspired trade
----Inspired recruitment
----Inspired surgery
----Inspired art

-World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
-Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
-Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
-Crop blights now appear and spread over time instead of instantly destroying crops
-Spaceship is now bigger and has one more component, the sensor cluster
-Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
-Space ship construction now requires advanced components, which have their own tech tree and production method
-Split pistol into revolver and autopistol
-Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
-Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
-Redesigned alert letter types and sounds to be more specific.
-Pawns can now be banished. This is analogous to abandoning pawns in caravans.
-Many many tunings, bugfixes, and redesigns.
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
Unless they have multiple people working on different things, d be nice if they focused more on in-depth mechanics and on stuff that's hardcoded. Everything else is very likely to be taken care of by modders anyway. Patch's looking alright tho.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,018
That's pretty much a given; at least for an art/sound/programming split. At best they can take someone and use them for help testing shit, but it's probably easier to have people test their own shit.

Some cool changes in there, I especially like the change to blight and seasons.
 

SymbolicFrank

Magister
Joined
Mar 24, 2010
Messages
1,668
I retried a month ago, but I'm not sadistic and masochistic enough for this game.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom