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RimWorld - Damned Colonists in Space

Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
What is the current state of mods for Rimworld (for this patch)? I last played it 2 or 3 versions ago, and there was Hardcore SK as a sort of "all relevant mods in one" thing, but it was still missing a lot of cosmetic and other additions or had older versions of them, so I had to spend a lot of time getting dozens of mods to work together instead. Should I just get HC SK now or should I prepare myself for getting everything separately again?

More or less the same. Start with HC and if it's not enough start piling shit on top of it. Beyond the big three mentioned above i'm not using anything else.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Next update will be 1.0. Tynan from Reddit
There's a lot to say about this. The below will ramble a bit, for which I apologize. My purpose below is just to share a piece of my point of view. In this post I'll explain why many of the things you see requested won't be worked on. I don't expect everyone to agree with everything I write, but I hope you at least understand where I'm coming from.

When a suggestion comes up a lot from different sources, I take it really seriously. However these days, the things that people tend to mention in the context of "it has to be in the game or it's not finished" tend to be specific to the player who is suggesting them.

Just look at the responses to this post, for example. There is zero overlap between suggestions. /u/NotScrollsApparently has a list of UI changes that was linked. /u/somuchdirt74 posted a system of on-map icons to express health effects (an idea we explored years ago and doesn't work and which I've actually never seen suggested before). /u/kezza596 says the game "MUST" have a 64-bit implementation. Others are demanding Z-levels. And that's just a handful of people. Now extend that to hundreds of thousands of people.

My job is to serve RimWorld players as a whole. That includes super hardcore players with 200 mods, who know every detail of the UI and want more ultra-power user options to make everything more automated, faster, fewer clicks, more fluent. It also includes the 76-year old grandmas and 10-year-old kids who email me to thank me for making a game they can actually play. It includes the people who talk on forums, and the great silent majority who never say anything online at all.

I have to make changes that help a lot of those people without hurting any of them. Many power user requests, for example, would hurt new players by adding complexity that new players need to learn to avoid. Nobody wants to open a game and see 100 buttons on every menu, even if each one has a power user purpose. It's intimidating.

This significantly limits how hard I push for power user utilities.

The feedback state of the game has actually been mostly the same for years: A large faction of players saying they're happy with it as is being final, and others who each have some specific thing that they believe must go in before it can be finished. And those specific things are usually very different from person to person. Over the years we've implemented many of those specific things, but it doesn't really matter; even if we make the game fun for 80 hours instead of 60, players still reach the same point where they feel something is missing. It's an inherent problem with a play-forever style of game like this.

Games with definitive endings and no replay expectation (e.g. Portal) don't have this issue. But we are on an endless treadmill because the game by its very nature always gets boring for every player. (RW's average playtime on SteamSpy is 92 hours, by the way, which is exceptionally high).

So there's other issues in play here too. One is that many of the ideas that get demanded really aren't actionable. Often they are logically impossible, or incomplete, or push on one side of a tradeoff without accounting for the other side.

I hate to single anyone out here, but I need examples. /u/NotScrollsApparently 's linked post for example is mixed in this respect:

"some stuff (like planting options) are in a practically randomly sorted lists in which it's hard to find a particular item."

This is a good thought IMO and we've taken steps to solve it for the next version already (fewer redundant tree options). Sorting better would be nice too. He picked out this one well.

(That said, if the order of plants in the plant selection menu is a significant part of the "must be changed or the game isn't finished" list of features, I'd say we're doing pretty well. It's a real thing, and a good idea, but it's also a tiny thing. This sort of thing gets polished on finished games all the time(e.g. see how much polish a game like StarCraft 2 had after release. It doesn't mean the game wasn't finished on release.)

"Zone manipulation is all over the place - some things can be done in restrict-manage area, some zones have multiple buttons while others have dropdown lists when you click them. Some have one mode (on or off), others have different options (restrict, ignore, decostruct for roofs). These should be standardized to a single location and to the same controls scheme."

There's a good core idea here, which is to condense the UI and establish patterns which repeat themselves. Unfortunately it doesn't actually cleanly map onto what's being controlled here.

Some of these controls create zones, which can be selected, created infinitely, must be contiguous, etc. E.g. Growing zones, stockpiles zones.

Some of these controls manage areas, which cannot be selected, can be painted and removed everywhere non-contiguously, and so on. E.g. Allowed area, home area

Some areas need to have more than on/off! Like roofs. The player must be able to distinguish between "build a roof here if there isn't one", "ignore whether there are roofs here", and "remove any roof here if there is one". We could put the under a sub-menu, but that doesn't seem like an improvement to me. It just adds clicks; there's enough room to show all the options without requiring more clicks, so we do.

So anyway, these different things are conceptually grouped as zones/areas but they fundamentally serve different purposes so they can't have exactly the same interface. So from my analysis right now, we can never fulfill this suggestion.

Sidebar: This is a common pattern: The suggestion expresses a vague desire for a part of the UI to be easier to use/understand, without a specific idea of how that could be so. Not all UI suggestions are like this, but some are (especially the high-level "fix the UI" suggestions). If I could request one thing of suggesters it is this: Be very, very specific about what exactly the new design should be that you want to see. Stating problems can be useful, but stating problems with solutions together advances the conversation much more!

"Work and Restrict are not clear enough and should probably be merged somehow"

But... how? In fact these were the same menu long ago; but there's not nearly enough space for all the information so they were specifically separated. It's an artificial separation, which is what /u/NotScrollsApparently noticed here, but it's also a necessary and IMO optimal tradeoff.

That's the pattern for a lot of suggestions that we won't follow: Players seeing a tradeoff and suggesting that it be unbalanced to gain one benefit without realizing that it would create a cost on the other end that's even worse. Game design, in my opinion, is often about understanding and optimizing these tradeoffs. I've not done it perfectly... but I've really tried!

CONTINUED IN MY REPLY DUE TO REDDIT LENGTH LIMITS...
I have a lot more intuitions about this as well. Suggestions analysis is a big part of what I do every day. But this post has to wrap up somewhere. Suffice to say there's a lot more thoughts that go into evaluating ideas than I've had space to write here; this isn't intended to be a complete system of thought, and I know it's not a very well-expressed one either.

There are still endless actionable suggestions out there. Many are pretty darn cool! And that's leaving aside all the ideas that come from inside Ludeon, including the brain of yours truly.

This game can expand endlessly. That's it's nature. It's not a closed story like Portal 2. It's an open system endlessly moddable, expandable. You can always play longer, more colonists, more wealth, more colonies, more mods, again and again and again. There's always more to want.

So faced with an endless treadmill of requests, I must draw the line somewhere. But where?

Five years. I figure five years is a decent enough place. Five years are enough for $30. Five years are enough to call a game finished.

(Of course, it's great to suggest new things beyond that, but to demand a developer work more than five years on one game for one sale is not, in my opinion, reasonable. In truth I think any dev who does two years has earned his keep; five years is getting into ridiculous territory. Not that I'm complaining of course; I've always liked working on RimWorld.)

It won't be perfect, of course. Nothing ever is. And I won't even be finished with it. But - it'll be finished.

Next version will be 1.0, by the way. We are furiously refining the hell out of this thing.

What are we doing? The space of possible improvements in RW is so vast that so far we've been doing almost entirely stuff completely separate from every suggestion here!

I've been working with ison to heavily redesign the interface, systems and balance for caravans, since it was pretty broken and obscure.
/u/ZorbaTHut recently implemented a very nice watermill power generator and underwater power cables, so rivers are actually meaningfully playable.
He also made a huge optimization to mod loading; one major mod went from 90 seconds to 40 seconds loading time (!)
He made cooks refuel stoves before cooking if needed instead of waiting for haulers to do it.
We condensed the leather types to a far smaller grouping to mitigate the "10 of every leather type" problem. I also rebalanced the leathers so they're actually meaningfully different in recognizable, coherent ways.
I redesigned the economy for trading animals with traders so traders accept and sell types and amounts of animals that make sense.
I redesigned and rebalanced some animals. Wild boar and pig specifically each have a balanced niche in comparison to the other (boar is a better fighter, pig is better at domestic productivity).
I reworked the doctor AI so they'll prioritize tending people differently and not go to get food while someone's bleeding to death.
I switched the blight to be bright orange so it's easy to see.
That's just some random stuff off the top of my head. We made hundreds of other changes wrought by watching dozens of hours of play videos and reading thousand of suggestions. There are so many things to refine in a game like this; it's almost unbelievable! Still working on it.

Oh yeah, the most critical change of them all: Sheriff backstory is no longer ridiculously awful.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
RimWorld has now sold over a million copies. Platinum status!

This is a remarkably unexpected moment for me. The original Kickstarter only sought 1,000 sales, and that seemed like a lot. This is… crazy.

Many thanks to all the players for buying the game, to Piotr Walczak, Ben Rog-Wilhelm and all others who worked on it, to modders for making a huge variety of mods that are intricate, scary, useful, and amusing. Also to everyone who ever made a video about RimWorld, or streamed it, or just told a friend about it. And to those making comics and art interpretations, to those moderating forums and chat channels, and everyone else bringing life into the community. I can’t thank you enough.

Here’s hoping RimWorld and its community keep going strong for a long time to come.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,205
A Beautifully Desolate Campaign
Well deserved success. Good example of a developer with a healthy attitude towards design and programming, who doesn't bow to SJW masses and a perfect example as to how much more successful your game can be if you have a healthy modding-scene.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Yes, until you get some infestation or poison/psy ship on the other side of map.
Psi ship is actually great, if you incorporate it into your build. If, instead of taking it out, you build a shrine around it and leave it be, every raider that shows up to bother you will go insane quickly and start eating each others faces off.
 

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,871,744
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Guys I...

  • Wild mode option. No rules for sex. All limiting requirements are turned off. You can find it in options > mod settings.
whats-in-the-box.jpg
 

Alienman

Retro-Fascist
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Joined
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Messages
17,046
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Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Made a mod collection for RimWorld on Steam. Lots and lots of mods that actually work together, if someone is interested. It's for 0.18, so who knows how long it will be viable.

Anyway. Some changes or additions are - you will need water to survive now, your colonists will also have to go to the toilet and wash themselves. Colonists can have kids, a lot more factions, tons of weapons, Cthulhu things will hunt you, also monsters, you can ride on animals and so can the enemy. You will be able to equip secondary weapons etc etc.

This is how my mods are listed:

Lk8kN5O.jpg
NCs2eZs.jpg
I75zSmE.jpg
TymmG2r.jpg


D8IgnoB.jpg

Not sure how important it is, but all the mods seem to work perfectly for me. No crashes or anything like that. I do know though that the "core" mods should be at the top.

djO9dIq.jpg


And yeah, if you try it out, I recommend starting with tribal.
 
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kris

Arcane
Joined
Oct 27, 2004
Messages
8,835
Location
Lulea, Sweden
I am waiting for the 1.0 release before replaying at this point. Well, after mods have been updated for it.
 
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Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,539
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
At first, it's yeah, OK so he smokes too much, damages his lungs ... oof, missing a leg and and eye and ... an eye ...
 

Alienman

Retro-Fascist
Patron
Joined
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Messages
17,046
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I think so, I don't remember. Think he was really good at crafting, but I don't stat-shame. Everyone is welcome! (except pyros)
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,063
I remember once having a colony that consisted solely of psycho cannibals (5 people): food was never a problem and I was swimming in monies because of huge organ harvesting plant I had built. Good times :positive:
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Early 1.0 change log:
Rough change list:

New features
-Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, and can burn. Also added "Soaking wet" which leaves a mood debuff for moving through water. Counter this with bridges
-Added new "Messages" section of the History tab. This section shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.
-You can now write job titles for your colonists
-You can now toggle into automatic destroyed building replacement mode. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.
-Added craftable plate armor with research project
-Improved raids:
--New group kinds (e.g. snipers only)
--New arrival modes: Multiple groups attacking at once and enemy pods landing scattered all over the map
--Balanced raid points to ensure smooth progression
--Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)
-Improved caravaning:
--Better AI: Pack animals now follow colonists to speed up the packing process
--Added Caravan tab with caravan loading progress
--Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
--Caravans now automatically forage for food while traveling
--Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
--Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
-Improved faction relations system:
--New faction relation type: Ally
--Maintaining good faction relations is now more important than before
--Offer gifts to improve faction relations (either by using transport pods, sending caravans, or giving gifts to their traders)
--Visitors of allied factions will now occasionally leave gifts before leaving
-New buildings:
--Watermill generator: Generate power from moving water
--Autocannon turret: Heavy long-range turret
--Fabrication bench: Craft advanced components and some advanced tech items.
--Waterproof conduit: Transmit power under water for bases on both sides of a river
--Butcher spot: Butcher without building a bench, at an efficiency penalty
--Double sleeping spot: Sleep with your partner, even in crushing poverty
-New scenario: Naked Brutality - start naked with no items
-New traits:
--Tunneler - Don't mind never seeing the sky
--Great memory - slower skill decay
--Tough - take less damage
--Gourmand - eat a lot, random eating binges, cooking skill bonus
--Sickly - get sick often
--Quick sleeper - take less time to sleep
-New incident: "Wild man wanders in”
-New terrain: Soft sand - doesn't allow building medium or heavy structures
-New items:
--Flak pants
--Prosthetic heart
--Bionic spine
--Bionic heart
--Bionic stomach
--Archotech eye
--Archotech arm
--Archotech leg
--Tornado generator
--Patchleather - poor-quality leather made from any combination of other leather
-New designators: Mass-forbid and unforbid
-New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals
-New type of attack: Kick sand/water in eyes
-You can now smooth natural rough rock walls into high-quality walls
-Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness
-Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning)
-New edge shader for blueprints looks much nicer and more visible than before.
-Workbench bills can now be assigned to specific colonists
-Added "Show what will buy" window which shows all items a trader will buy
-Trees’ color now depends on the current season
-Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
-Added an animal disease incident that mirrors the human disease incident
-Added tainted-apparel thing filter
-Animals can now be renamed
-Added "Save translation report" button for translators. It generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.
-Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
-Workbench bills can now be copied and pasted
-Colonists now opportunistically haul things while working if their current target is roughly in the same direction
-The player can now request AI-core quests from allies
-It's now possible to craft prosthetic and bionic body parts, grenades, and molotovs
-It's now possible to mass-cancel all designations with a designator's right-click menu
-It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
-You can now drag and reorder colonists in the colonist bar
-Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
-Tons of art has been redone and adjusted (especially the spaceship)
-Random variant art added for some plants
-Mods page now has a search bar so you can easily find one mod in your list of hundreds

Adjustments
-Heavily rearranged the research tree for easier reading
-Joy need is renamed to 'recreation'
-Battles in the Combat tab are now named
-Totally reworked how plants grow. Wild plants after several in-game years should now look more or less as good as at the beginning
-Items of the same type in the Items tab are now grouped together
-Items in the Items tab can now be sorted by mass, market value, etc.
-Instead of shooting them, hunters now execute downed creatures with a neck cut (except explosive creatures)
-When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there
-Removed tornado incident
-Blunt weapons now have a chance to stun the target
-Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)
-Changed deep moving water to chest-deep moving water: walkable but slower than shallow water
-Reworked a ton of text generation to create more sensible, interesting results
-Turrets now require "barrel change" after firing a lot. This consumes steel
-Misc interface tweaks: colonists forming a caravan now have a special icon in the colonist bar, hovering over stats in the stat window now shows their details, added copy to clipboard button in the Combat tab
-Doctors can draw medicine from the same stack at the same time
-Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
-Caravan members can now tend to themselves if self-tend is on
-Insects will no longer attack the colony when harmed by raiders
-Hives will no longer spawn close to enemy bases
-Changed "Beds" research to "Complex furniture" which is now required to build things like end tables and dining chairs
-Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
-No more random deaths from meteorites falling on colonists
-Insects will now go into hypothermic slowdown instead of getting hypothermia
-Caravan speed now depends on the carried weight
-Caravan members now slowly gain social recreation when the caravan is not moving
-Ambush maps now retain information about the caravan's exact sub-tile position, which means that caravans will now continue their journey from the same position after being ambushed
-Death letter now contains information about last, relevant events
-When a health condition in the Health tab is clicked we now seek to appropriate combat log entry
-It's no longer possible to build roof over trees
-Hydroponics now default to grow rice
-Growing trees now requires research and you can now only grow trees which grow naturally in the local biome
-Kind and Psychopath traits will no longer appear together
-Alphabeavers incident now only occurs in biomes with sparse plants
-Plant cut/harvest time now depends on the plant's growth
-Removed scyther blade
-Mechanoids now always die on downed
-Nutrient paste dispensers are now orange when they can be used by prisoners
-Doing passionate work now affects mood instead of recreation
-Deep drills now yield stone chunks if no resource is below
-Drills which run out of valuable resources are now automatically forbidden
-Firefoam poppers will now pop whenever there's a fire in a 3-cell radius
-Exotic goods outlander traders will no longer trade furniture
-Some traders will now buy only some types of animals, not all
-Food poisoning now has three stages it moves through over the course of a day
-Adjusted doctors and patients work priorities a bit so they do urgent work first
-Important world objects are now easier to see when the camera is zoomed out
-Improved pathfinding: colonists should now generate better paths
-Removed "Green thumb" trait
-The player now must choose a route for the caravan before sending it
-Caravans will no longer rest just before reaching their destination
-Heavily reworked how caravan movement speed works. Every tile now has an easy-to-understand, well-explained "movement difficulty" stat
-Bedrolls now have quality ratings
-Removed Electric armor
-Most crafting benches are now uninstallable and reinstallable
-Removed shiv since it's basically a low-quality knife
-It's now possible to craft knives at crafting spots
-Inspired colonists now get a special icon in the colonist bar
-Colonists will now take pemmican to inventory (like meals)
-Frag grenades are no longer a valid hunting weapon
-Ores mined by non-colonists (e.g. insects) now spawn forbidden
-Alerts now also look at caravan members where appropriate
-The permadeath savefile is now also renamed when the colony is given a name
-Improved sapper AI somewhat
-"autostart.rws" is now automatically loaded on start in dev mode, for faster testing
-Combined ribs into rib cage
-Animals' melee damage now scales with life stage
-Plants in the plant selection menu are now sorted by category and name
-Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options
-Minerals and ancient dangers will no longer appear on encounter maps
-Graves now show the person's date of death
-"Vest plate" is now called "Flak vest"
-Tribal factions can now do sapper raids
-Added medical care column to the Assign tab
-Removed Shoddy and Superior item qualities
-Adjusted quality impact on various stats to be less extreme and more steady in most cases
-Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration or from quests
-Generalized "Inspired art" inspiration to "Inspired creativity" which now applies to all crafted items
-Removed the distinction between allowed areas and animal areas
-Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
-Inspiration expiration time is now shown on the inspect pane
-"Improvised turret" is now called "Mini-turret"
-Added minimum crafting skill to various weapon and apparel crafting recipes
-Removed the requirement to pay fee to initiate the item stash quest
-Caravans now get name based on their best negotiator
-Colonists can now wear armor vests with tribalwear
-Minor starvation (below 25% severity) no longer causes miscarriages
-Pets and bonded animals no longer disturb sleep
-When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
-Enemies no longer use single use rocket launchers during caravan ambushes
-Some letters now show information about the related faction relations in the bottom right corner
-It's no longer possible to request military aid from factions which can't use transport pods (they can still give aid spontaneously)
-Various floors now require research. Split hospital beds into "Sterile materials" and "Hospital beds" research projects
-Trading with factions now affects goodwill (1 per 500 silver traded)
-Settling very near another faction base will now cause faction relations loss every quadrum because of anger due to territorial encroachment
-Fulfilling trade requests now gives +5 goodwill
-Destroying a faction base of a mutual enemy now gives +15 goodwill
-All traders are now unwilling to buy tainted apparel
-Caravans who are not moving now have a lower chance of being attacked
-Improved animal fleeing behavior
-No humans now spawn with charge rifle. Charge lance is now usable by humans and craftable. Mechanoids now always destroy anything they drop (including minigun, which was previously recoverable)
-Projectile impacts now wake up nearby people and animals
-Explosive weapons now explode when set on fire
-Wood-powered fires and coolers no longer vanish when fuel is exhausted, they wait to be refueled
-Animals now respond quicker to their master drafting/undrafting
-Fixed issues with animals sometimes randomly opening doors in combat and allowing enemies in
-Improved following behavior so animals following their master will now try to stay close to him
-The prostophile thoughts now accept any artificial body parts, not just bionic
-Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)


Fixes
-Combat log tab should no longer cause lags
-World region names will now display all non-English characters correctly
-Swapped machine pistol and SMG graphics to be correct
-The refugee from the "Downed refugee" quest will now automatically join the colony when approached
-Fixed issues with colonists pathing through blueprints and frames which could interrupt the construction process
-Fixed issues where random buildings in enemy bases were sometimes made of super valuable materials
-Colony wealth now correctly takes into account items in containers (e.g. transport pods)
-Tame animals now affect incident points and wealth
-"Open save data folder" and "Open mods folder" buttons on Mac/Linux now show a dialog box with the folder location instead of failing entirely
-Average armor calculations in the gear tab are now more accurate
-No more faction relations impact if a friendly person is caught in crossfire when firing at a mutually hostile target
-Fixed issues with everyone still remembering the resurrected person's death
-Combat music will now play when there's a fight in any map, not just the player home map

-Many other minor fixes

Balance
-Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
-World quest destinations appear 10% closer to the player bases.
-Table search radius 25 -> 32
-The “expectations” thoughts progress more rapidly.
-Doubled initial blight size, increase spread rate by 30%.
-Go frenzy inspiration duration 1 day -> 2 days
-For all cases where a world quest has a time limit, increase the time limit by 50%
-Poison ship part plant-killing circle stops expanding at radius 50.
-Wounds are be 50% less likely to become permanent scars.
-Burying corpses takes 2x longer. Digging graves takes 20% longer.
-Increased delay before auto-undraft by 20%.
-Shallow water movement cost 12 -> 22
-Equalized mood penalties for being too hot and too cold.
-Armor is now entirely done with a chance of deflecting the entire hit, instead of a reduction in damage. This means there are fewer wounds, but they are more significant, and it’s easier to see the effect armor is having on the battlefield. It also means heat armor can actually prevent people getting set aflame.
-Refactored how apparel armor is calculated to be simpler, and rebalanced all apparel and stuff armor stats. Many thing protect from sharp attacks, few protect from blunt attacks, so blunt damage is now clearly specialized in attacking armored enemies.
-Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
-Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
-Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
-Removed shoddy and superior quality levels. Rebalanced other qualities to have a smoother progression up to Excellent; masterwork and rare are really special quality levels with big stat boosts which can usually only be acquired by special means like quests and inspirations.
-Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
-World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
-Rebalanced plant work speed stat so it is 100% at 8 skill.
-Fixed a bug that caused there to be too many wild animals.
-Small adjustments to some biome disease frequencies and animal densities
-Starting meal count 44 -> 50.
-Rebalanced flammability across the whole game.
-Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
-Extensive rebalance of the probabilities of various pawn kinds spawning with various weapons, tech hediffs, and apparel.
-Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
-Increased base infection chances.
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.
-Trade requests will give more time and much richer rewards, especially for poor colonies.
-Rebalanced beauty of items, buildings, floors, filth, and plants game-wide.
-Rebalanced the intensity and duration of many thoughts.
-Tribal start beginning pemmican 300 -> 400.
-Deep drills cost more and mine slower.
-Items
--Drastically reduced apparel crafting work times, especially for basic items.
--Added minimum crafting skill to various weapon and apparel crafting recipes.
--Reworked power armor/charge rifle crafting cost. They take a lot less components, and some advanced components, and less time.
--Shield belt cost (3x component, 60x plasteel, 5x uranium ) -> (2x component, 50x steel, 10x plasteel). Production time to 50% of current.
--Small sculpture mass 5 -> 3. Large sculpture mass 10 -> 7. Grand sculpture mass 50 -> 25.
--Chocolate market value 6->3
--Packaged survival meal mass: 0.4 -> 0.3 (lighter than pemmican per nutrition). Pemmican daysToRotStart: 80 -> 70. Packaged survival meal ingredients count: 0.5 -> 0.3 (still a bit worse than simple meal and pemmican).
--Increased artillery shell cost by 30%. Reduced artillery accuracy slightly.
-Plants
--All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.
--Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
--Sowing any kind of tree now requires 6 growing skill.
--Sowing trees takes 8x longer.
--Trees can only be sown with a research called “Tree Sowing” that costs 500. Tribals start with this research. It has no prerequisites.
--You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.
--Reduced all tree-type plant’s max hit points by to 66% of old values.
--Bomb damage now does 2x damage vs plants.
--Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.
--Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.
--Reduced daylily and rose lifespans.
--Sand fertility 6% -> 10%.
-Research
--Colonies start game with passive cooler research.
--Colonies no longer start game with batteries and solar panels and nutrient paste research.
--Nutrient paste research cost 600 -> 300.
--Recurve bow research cost 200 -> 400.
--Carpet making research cost 1200 -> 600.
--Autodoor research cost 400 -> 600.
--Shield belt research prerequisite Multi-analyzer -> Microelectronics basics
--Shield belt research cost 3000 -> 1400
--Psychoid pekoe research cost 400 -> 800
--Brewing research cost 700 -> 400
--Refining research cost 1200 -> 700
--Ground-penetrating scanner research cost 7000 -> 4500.
--Complex furniture research cost 700 -> 300, more things require this research now.
--Knife no longer requires smithing research
-Buildings
--Reduced all costs to build the ship components by 30%
--Slowed constructing buildings with all stone types by 20%
--Adjusted minimum construction skill on a variety of buildings (generally adding one where there was none)
--Vitals monitor cost 180 steel -> 70 steel and 3 components
--Vitals monitor power consumption 150 -> 80
--Sandbag cost 6 steel -> 5 steel
--Sterile tile cost 15 silver -> 12 silver
--Standing lamp power usage 75W -> 30W
--Turret power usage 350W -> 100W
--Sandbag fill percent 65% -> 60%
--Bed cost 35 -> 45
--Double bed cost 70 -> 80
--Bedroll cost 50 -> 40
--Double bedroll cost 80 -> 70
--Bedrolls rest effectiveness 0.93 -> 0.95
--Bedrolls comfort 0.6 -> 0.68
--Animal bed cost 45 -> 40
--Battery stored energy max 1000 -> 600
--Battery cost 50 steel, 2 components -> 70 steel, 2 components
--Chemfuel generator fuel consumption rate 4.0 -> 4.5
--Chemfuel generator fuel capacity 25 -> 30
--Transport pod launcher cost 80 steel, 3 components -> 70 steel, 1 component
--Transport pod cost 80 steel, 1 component -> 60 steel, 1 component
--Wind turbine width 5 cells -> 7 cells
--Vanometric power cell output 500W -> 1200W
--Hospital beds cost components instead of medicine.
-Animals
--Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
--Adjusted many animal market values and movement speeds.
--Human leather amount 25 -> 50
--Animals leather amount increased 50% across the board
--Animal train chance reduced 25%.
--Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
--Obedience training steps 1 -> 3.
--Warg damage increased by 15%.
--Warg wildness 80% -> 35%
--All insects main attack cooldowns 2.5 -> 2.9
--Alphabeaver body size 0.6 -> 0.45
--Wild boar trainable intelligence Advanced -> Intermediate (pig still has Advanced)
--Wild boar tusk damage 9 -> 8
--Wild boar speed 5 -> 4.2 (pig is still 3.6)
--Wild boar min comfy temperature -20 -> -15
--Pig bite damage 7 -> 6
--Pig market value 280 -> 200
--Boomalope chemfuel production reduced by 40%
--Boomalope hunger rate 1.0 -> 1.3
--Alpaca move speed 3.8 -> 3.2
--Alpaca leg damage 7 -> 6
--Dromedary leg damage 11 -> 8
--Muffalo speed 3.6 -> 3.5
--Muffalo head cooldown 1.65 -> 2.00
--Muffalo wildness 50% -> 60%
--Wolf wildness 75% -> 85%.
--Wolf bite damage 11 -> 12
--Wolf scratch usage commonality 100% -> 50% per side
--Wolf nuzzle interval 120 -> 240 hours
--Husky, lab body sizes reduced slightly
--Lab hunger rate 0.5 -> 0.4
--Thrumbo hunger rate 4.5->3.5
--Nuzzle target search distance 15 -> 40
--Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3
--Yorkshire terrier nuzzle interval 15 -> 24 hours
--Monkey, chinchilla nuzzle interval 72 -> 48 hours
--Hare, snowhare nuzzle interval 120 -> 72
--Muffalo, alpaca, warg no longer nuzzle
--Tortoise armor 50% -> 30%.
-Drugs:
--Psychoid pekoe psychoid tolerance gain 0.02 -> 0.03
--Psychoid pekoe market value 14 -> 10
--Psychoid pekoe restFallFactor 0.9 -> 0.8
--Hop plant min grow skill 7 -> 3
--Beer fermenting time 10 days -> 6 days
--Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity
--Alcohol severity per day -1.0 -> 0.75, so it lasts longer
--Alcohol mood gains all increase +2
--Smokeleaf mood gain 15 -> 13
-Ranged weapons:
--Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
--Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).
--Chain shotgun range 9 -> 12.9, accuracy 40/43/38/32 -> 57/64/55/45
--Minigun forced miss radius 2.4 -> 1.8
--Heavy charge blaster forced miss radius 2.9 -> 1.9
--EMP stun duration is now the same for grenades and shells
--Charge lance is now usable and craftable.
--No human enemies spawn with weapons above industrial tech.
-Melee:
--Removed shiv (since the same role is filled by a low quality knife)
--Debuffed fists very slightly (~5%) in cooldown
--Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS
--Buffed beer bottles, and wood log slightly (~10%) above fists in terms of DPS
--Serious melee weapons (knife on upward) across the board 5%-10% DPS buff
-Various other changes I forgot to include here.
 
Joined
May 19, 2018
Messages
415
I had dismissed this as Derf Fortress Lite a few years ago. I’m gonna take a look at this again. Question, can you be a true, mean sonovabitch in this game? That was my favorite part about DF - the “you’re in my world and now and you’re gonna dance!” Lawnmower Man shit you could do.
 

Arrowgrab

Arbiter
Joined
Jan 20, 2016
Messages
603
I had dismissed this as Derf Fortress Lite a few years ago. I’m gonna take a look at this again. Question, can you be a true, mean sonovabitch in this game? That was my favorite part about DF - the “you’re in my world and now and you’re gonna dance!” Lawnmower Man shit you could do.

I don't know. Would capturing enemy raiders, removing their organs one by one, selling the organs to organ traders, then cooking & eating the remains count as "mean sonovabitch" to you?
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,205
A Beautifully Desolate Campaign
You forgot the high quality leather chairs that class up the meeting hall. Human leather, to be precise.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Tynan introduced several most popular mods to 1.0, like, rebuilding and organs with bionics. That seems to be a clear incline
 

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