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RimWorld - Damned Colonists in Space

Stavrophore

Most trustworthy slavic man
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Strap Yourselves In
I've tried to play this. Finished tutorial and I can't drag myself to just waste my time in this game. It feels sort of like a Cultures game with some extra steps. I don't understand what can be exciting about this.

LARPing. The end game raids are huge, and eventually you will get destroyed. Some people play to brag how many days they survived.
 

whydoibother

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Codex Year of the Donut
Announcing update 1.3 and the Ideology expansion

Looks like the religion customization from Crusader Kings 3 ported to Rimworld. Should make it easier to play, for example, as a monastery, or to fit into some Cthulhu cult mod. Also a big step towards making the game more like a grand strategy, with politics, war and territorial expansion, and vassals, etc. I remember there being an effort earlier.
Still, I really, REALLY wish that the next thing they work on is native multiplayer capability. Having multiplayer be a fan mod, which sits on top of the game engine with the other mods, make for many compatibility issues, and desyncs. All of these could be avoided if the multiplayer functions were baked into the game, and mods were on top of them.
 

Hace El Oso

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So you can have all your colonists wear beards as an ‘ideology’, go on the explicitly defined Indiana Jones quests in old structures (as opposed to simply doing it on your own initiative), and there are dryads. What a bizarre mish-mash of stuff. I don’t see how any of it other than the animal ranching is really built on world mechanics at all.
 
Last edited:

Space Satan

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Space Hell
This picture brings joy
fac1d265e555e44e1a8bf3a3fe006da5a316b330.jpg
 

Space Satan

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Okay, important things are:
  • Barbed wire
  • cage for prisoners\corpses
  • slave collars
  • Biosculpting machine
  • looks like some underground power source
  • Arena for fights
  • Big growable mushrooms
  • Trash bins
  • Berries could be brewable it seems
 

Hellraiser

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Apr 22, 2007
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Danzig, Potato-Hitman Commonwealth
Okay, important things are:
  • Barbed wire
  • cage for prisoners\corpses
  • slave collars
  • Biosculpting machine
  • looks like some underground power source
  • Arena for fights
  • Big growable mushrooms
  • Trash bins
  • Berries could be brewable it seems

You missed the car wreck in the top left edge. Seems like we're going to get vehicles for Road Warrior action? Fucking incline right there if I am correct!

fac1d265e555e44e1a8bf3a3fe006da5a316b330.jpg


Also bioscultping a colony of ubermensch (or drooling retards), sounds like incline as well!

d90.png


:d1p:
 

Alpharius

Scholar
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Mar 1, 2018
Messages
598
Making slaves fight each other to death in the arena for mood boost sounds incline.
The winner gets to donate all his remaining organs for the good of the colony.
 

whydoibother

Arcane
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bulgaristan
Codex Year of the Donut
So I am playing the beta, and I don't know if this is new, but I had a colonist breakdown result in a "slaughter" mood, where he want and killed my sheep to relief his tension. Which caused my animal tender to have a mental breakdown when his pets were put down, and beat the shit out of my doctor. Which caused him to soon after have a breakdown, from the pain and being unable to go eat. And this whole thing happened during a heatwave.
And I am only imagining how this all would go down if we had "Holy animal: Sheep" as our religion.

Anyways, the animal fences and the pen sign makes it very easy and simple to have a dedicated sleeping space for animals, and a dedicated roaming range for them, so they can forage. And its easy to separate your farm from it too. Big improvement in terms of convenience, even if you could do it all before by specifying a few areas, restrictions, and switching them around.
 

Konjad

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
I played this game for a while now.

It's alright. Had some fun building, taking care of characters and some stuff happening, but...

...it just doesn't really tick with me. I feel there's so little stuff to it, all is without depth. Everything is clearly made with "what the player would like" and not "what would cause it" mindset. Even the hardships. Not saying it's not fun at all, but it doesn't feel believable. It's *just* a game. It's not a simulation. I don't even mean DF, that's too obvious, but why those stupid motherfuckers can't even attempt to shoot through walls with guns? Even wooden? Are they fucking retarded to need to walk through the door so the enemy sees them?

I rate it meh.

You said there are mods to everything, but I'm one of those weird people who don't play TES even if - as people tell me - you can mod it to be amazing best game ever, because vanilla is just not good enough to bother.
 

Space Satan

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Space Hell
Welcome back! I’m Tia, and I’m here to bring you more Ideology preview info while we wait for the big release day.

Today, I’m talking about Ideology’s new social roles and rituals. I’m also including another UI shot since everyone loved Spacer Manporkism so much in the reveal announcement. You can wish list Ideology on its store page here!

Social roles

We’ve all had that one favourite colonist. The soldier who made it through hell and back, the medic capable of defying death, the one guy who refuses to do anything useful and spends most of the day binging on insect meat due to lack of tables…

Now you can make use of your colonists’ special strengths by assigning them formal social roles. Each belief system in Ideology defines a roles that believers can take on.

There are three categories of roles:

The
leader
role can only be assigned to one colonist. Leaders give inspirational speeches, buff combat allies around them, encourage harder work, and play a special role in some rituals. They can even accuse prisoners or colonists of crimes. If they successfully prosecute the defendant in a trial you can punish the accused without social consequence. (Whether the accusations are true or false is up to you.)



The
moral guide
role can be assigned once for each belief system which is represented by at least three colonists. Moral guides support the mental well-being and spiritual strength of your people, and lead many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure believers that they are correct, and convert non-believers to their own belief system.

Finally, the
specialist
roles can be assigned to any number of believers. There are a variety of specialist role types - one for each skill. Specialists are better at their primary skill, and also gain a unique ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. Different belief systems each have a specialist type related to their core beliefs. For example, a colony of darkness-worshipping tunnelers will probably have a specialist role focused on mining.

Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.

Rituals

Celebrate your colony’s unique belief system by holding rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out, and really contribute to the story of your colony.

You can hold somber funerals for fallen soldiers, quell rebellious behaviour with public executions, pit slaves and prisoners against one another in vicious gladiator duels, host parties in dance halls or drum circles or around Christmas trees, set hated effigies on fire to watch them burn, or breathe in smokeleaf fumes from a giant bong. There are also scrumptious feasts of human meat, ceremonial blindings and scarifications, skylantern festivals on moonlit nights, and majestic trees with creatures inside of them.



How a ritual plays out depends on the circumstances - who is there (and what roles they hold), the quality of the room it takes place in, the equipment and buildings available, and so on. For example, colonists can have fun at a dance party with just a few people outdoors by clapping and stamping feet. But if you build them a giant nightclub with speakers, a lightball and a richly-decorated room they’ll have more fun and get better outcomes. Early-game rituals are less demanding than those in the late game, so you’ll get benefits at every stage.

Participants that have a good time will leave with mood boosts, and if the ritual was truly spectacular, there may be additional bonuses. We’re talking unlocked psychic powers, new recruits, improved goodwill with your neighbours, and locations of treasure-filled ancient complexes. At the same time, certain rituals may upset spectators and cause a mood deficit - it depends on their personal beliefs.

More on the way



That’s it for now! I hope you’ve enjoyed this post and have gotten a chance to try the 1.3 beta. Remember to wish list Ideology on the Steam store page. You can also read the original 1.3 update and Ideology announcement here.

And we'd love if you joined the discussion on Reddit!

Bye bye!

Tia
 

Grunker

RPG Codex Ghost
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I don't understand how you people get time for all those side-systems. Whenever I've built my base up enough to start doing non-essential things, mortar teams start coming to blow me up :D
 

Space Satan

Arcane
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Space Hell
Several decent melee chars with shields and armore can hold shitload of enemies. I had 2 shielded guys with three people with chain shotguns standing behind them slaughter hundreds of insects and raiders. Eventually you will still need melee when raiders begin placing mobile shields. And two snipers can wipe almost nany siege. Just kill two or three siegers.
 

0wca

Learned
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Jan 27, 2021
Messages
546
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Not here
NICE a new Rimworld expansion. Royalty was a bit lacking but this looks fucking cool, especially if the cars are drivable.

Definitely see a Mad Max mod coming from this expansion.
 

DDZ

Red blood, white skin, blue collar
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Man I am so excited for this, one of my most fun times playing Rimworld was with the Lovecraft mods and having my colony worship all kind of shit.

Every expansion for Rimworld is just mod functionality rolled into the game, which is 100% fine to me, saves me a lot of performance and compatibility issues.
 

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