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Complications posted:There are different messages depending on how big the discharge is, and that message is actually vanilla. Here are all of them. Cup Runneth Over posted:hahahahaha holy gently caress Either way that's an absolutely brilliant addition.
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# ? Feb 23, 2020 23:14 |
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# ? May 22, 2024 04:33 |
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Complications posted:There are different messages depending on how big the discharge is, and that message is actually vanilla. Here are all of them. That's really making me think about force triggering a zzt event to see this colony off for 1.1...
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# ? Feb 24, 2020 00:02 |
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Randy tried to put an end to my settlement by offering up a raid where the father of one of my weebles was being pursued by five people, three with guns. I had two guns, and four weak melee peeps. I put the guns up front behind rocks and held my melee in reserve to the rear behind my cooler. The gun people both got downed, but as the raiders filtered through my buildings I was able to send my melee team as a group to stomp them as they came. Even the gunners went down quickly when swarmed. In the end none of my weebles died, and now we have more guns and the incentive to keep working on defenses.
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# ? Feb 24, 2020 03:27 |
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Dick Trauma posted:Randy tried to put an end to my settlement by offering up a raid where the father of one of my weebles was being pursued by five people, three with guns. I had two guns, and four weak melee peeps. I put the guns up front behind rocks and held my melee in reserve to the rear behind my cooler. The gun people both got downed, but as the raiders filtered through my buildings I was able to send my melee team as a group to stomp them as they came. Even the gunners went down quickly when swarmed. Protip: build a line of stone wall sections (Granite if you have it, Granite wall sections have 50 extra hp)with 1-2 empty spaces between them as a very basic early-game defensive line. Chunks give like 25% cover, trees I think 50-55%, and walls or mineable stone tiles give 75%. When you have a little extra in the way of time and resources, provide a two-tile buffer around the tile where the pawns will stand in cover to shoot with some kind of non-flammable flooring, or zone roof for those areas and use Cut Plants to get non-flammable dirt which will never have enough sunlight for a plant to grow. You're looking to graduate to more elaborate defensive works eventually, but knocking out raids is your primary source of weapons in the early game, as well as your primary source of recruits for the entire game. You want to be able to do that as rapidly and painlessly as possible, in terms of your team anyway. Good use of your melee component, by the way; ambush with superior numbers and drygulch as rapidly as possible is pretty much your ideal defensive use case for subsistence-geared fighters who are deployed as melee for lack of other weapons.
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# ? Feb 24, 2020 04:20 |
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Two of my colonists got married in a field near base. That's my third colonist violently puking through the entire ceremony.
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# ? Feb 24, 2020 07:21 |
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One time a marriage got interrupted by a ZZT fire in a nearby wooden room, and I drafted half of the people to put out the fire but the fire made the whole building get superheated and everyone got burns and poo poo. They didn’t stop the ceremony I never thought about putting the marriage zones outside, it’s way cuter having them get married on like a nicely decorated bridge or something.
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# ? Feb 24, 2020 07:23 |
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Just went to look at something on steam, and Royalty just got released. I've really wanted to play the last couple of days, but I'm stuck in the spot where my modlist is huge, and I don't want to play without any of it. I don't even know how I'll begin to check for compatability, beyond just going to the workshop page of every single mod I'm subscribed to.
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# ? Feb 24, 2020 10:52 |
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https://www.youtube.com/watch?v=ex5_XpQ-uJk Some cool additions. Not sure I'm a big fan of the psychic stuff, but I'll live. • Royal Titles Colonists can gain royal titles bestowed by the Empire. A Knight or Count can call upon the Empire's elite troops in times of need, bond with unique bladelink weapons, and wield psychic abilities. Those who hold titles become haughty and demanding. They'll need luxurious bedrooms and grand throne rooms. They'll issue wild decrees that must be carried out. They'll make inspiring or demoralizing speeches from the throne. They'll play piano, harp, and harpsichord. They'll demand royal clothes and crowns. •Psychic Powers Titles give the right to an Imperial psychic amplifier. Those who hold one can use their mind to manipulate and defeat their foes. Psycasters can blind enemies or mind-control them, block sensations of pain or confer deadly focus on an ally. Advanced psycasts induce mass vomiting in crowds of foes, teleport objects or people, drive enemies insane en masse, or render allies temporarily invisible for stealth attacks. For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well. •Quests Earning royal titles means completing quests. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedurally generates unique quests with every new game. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges. Quests will reward you with new allies, unique implants, archotechnological artifacts, gear, royal titles, faction goodwill, and more. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable. The purpose of quests is to generate dramatic stories that couldn't happen otherwise. Quest challenges are grander and more exotic than day-to-day defense, but the only happen if you accept them. Hospitality quests ask the player to host a group of dangerous prisoners, haughty royals, derpy pets, hunted refugees, or other guests. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. They may be hunted by mercenaries, pirates, mechanoids, or more. You might need to get the guests to an escape shuttle under fire. Construction quests ask the player to build something special, and sometimes, to protect it from attacks. Assistance quests ask you to send some of your colonists to help an ally for a time. Site quests open nearby sites that present opportunities, threats, and mysteries. Threat quests present special combinations of mechanoid clusters, raids, animal attacks, atmospheric effects, weather, and more, in exchange for rewards. The final quest comes after you have climbed the ranks of Imperial nobility. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to leave the rimworld as an honored royal guest. • Mech Clusters Mechanoids can now create mechanoid clusters - groups of new mechanoid buildings which work together to present a unique tactical challenge. Mech clusters always appear in an initially dormant state. The player can take the time to decide and execute a plan of attack. This puts the player on the offensive, which contrasts with the defense-oriented fights in the base game. Mech cluster elements include: World condition makers that poison the air, darken the sky, or create some other world condition. Shields to block bullets or mortar fire Factories to assemble new mechanoids over time. Beacons to call reinforcements. Turrets, mortars, and surrounding walls. Unstable power units which you can attack to create explosions, or steal. Alarm systems of various types. Mechanoid defenders including the new Pikeman sniper mech. Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Some of them will require a frontal assault. Others may be susceptible to mortar bombardment. You may be able to plant explosives inside the cluster before waking it up. A few can be defeated with a key sniper shot to a critical structure. There are many other tactics. Mech clusters can even be used to your advantage if you can lure foes or undesired allies into them. • Imperial Tech Imperial technology mixes ancient weapons and ultratechnology. They wield plasma swords, electrical zeushammers, and hypersharp monoswords. Some of their weapons can speak directly to the wielder through a psychic link. These bladelink weapons are frighteningly effective, but bonding to one is a lifelong commitment. Imperials also have a rich tradition of body implants - neurocalculators, drill arms, gastro-analyzers, skin hardening glands, under-skin weapons, poison attacks, aesthetic enhancements, nuclear stomachs, and love enhancers. You can acquire their techprints and craft all of these. •New Music This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack. (Since RimWorld translations are fan-made, non-English languages won't be available for the expansion immediately upon release.) EFB TSBX fucked around with this message at 11:45 on Feb 24, 2020 |
# ? Feb 24, 2020 11:00 |
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Peachy Poo posted:Just went to look at something on steam, and Royalty just got released. Looks like some pretty cool stuff, although I'm going to wait for at least Hygiene, SRTS, and Rimatomics to confirm they're 1.1 ready before getting it
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# ? Feb 24, 2020 11:03 |
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Peachy Poo posted:I've really wanted to play the last couple of days, but I'm stuck in the spot where my modlist is huge, and I don't want to play without any of it. I don't even know how I'll begin to check for compatability, beyond just going to the workshop page of every single mod I'm subscribed to. Good news! If you check your modding list they'll start to turn white as they become compatible so you don't need to keep refreshing the steam pages.
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# ? Feb 24, 2020 11:04 |
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AceClown posted:Good news! That's cool, thanks for the tip! I think for now I've decided to stick with 1.0 for another campaign, I made local copies of all my mods beforehand. Hopefully by the time I'm done, everything will have gotten updated.
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# ? Feb 24, 2020 11:09 |
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did we really need nobles from DF to be a thing in rimworld e: yeah aside from quests this DLC honestly sounds kinda awful, and gently caress me that's 2/3 of the price of the base game for what appears to not be nearly as much value WeedlordGoku69 fucked around with this message at 11:12 on Feb 24, 2020 |
# ? Feb 24, 2020 11:09 |
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Is that a vehicle in one of the screenshots?
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# ? Feb 24, 2020 11:10 |
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Am I the only one who doesn't ever do caravans? Something about it just puts me right off and I like to stay on my tile.
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# ? Feb 24, 2020 11:16 |
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I think that's a shuttlecraft. There seems like a lot of good functionality added to the base game.
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# ? Feb 24, 2020 11:18 |
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LORD OF BOOTY posted:did we really need nobles from DF to be a thing in rimworld I had totally the opposite reaction, new stuff, new events, the quests, new and very significant faction with a new win condition, new stuff like furniture and implants and weapons, the psychic stuff, it sounds like an eminently fair price to me
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# ? Feb 24, 2020 11:41 |
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Oh and it looks like the vanilla expanded guy did a lot of the art, if it looks familiar.
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# ? Feb 24, 2020 11:53 |
It sounds like Tynan worked on this with several prominent modders, so they are unlikely to be upset that their stuff is rolled into a DLC. Maybe even getting a cut or a kickback from sales. It also would directly have influenced the mod friendliness of 1.1.
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# ? Feb 24, 2020 11:59 |
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The DLC is kind of sad because it's almost inevitable that a huge swathe of major mods are going to start requiring it for functionality - and if there's further DLC that will continue being the case. That said: Tynan from the Steam Forums posted:
They did hire the Vanilla Expanded guy to work on this. Kanos fucked around with this message at 12:50 on Feb 24, 2020 |
# ? Feb 24, 2020 12:46 |
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EDB Prepare Carefully has been updated!
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# ? Feb 24, 2020 13:49 |
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Oh god everything is broken where have all my QOL mods gone.
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# ? Feb 24, 2020 13:56 |
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The sad fact of Rimworld updates is that unless you're willing to rawdog it with a vanilla run you're going to be waiting at least a couple days until mods get updated, depending on the size of your modlist and obscurity of the mods you're using.
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# ? Feb 24, 2020 13:58 |
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Alright, it sounds like there are enough things ported over that I can make some wild poo poo happen regardless. The new psychic stuff is intriguing. I am uh, bemused at the price of the DLC given that it's less of an overhaul than some mods but the creator has to eat and at least he's not obsessing about people not doing the ship escape now. I've triggered a short circuit event with 127k power stored on my current colony, time to blow this joint and start fresh.
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# ? Feb 24, 2020 14:08 |
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TSBX posted:
slaps
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# ? Feb 24, 2020 14:40 |
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Hoo boy time to lose another 200 hours of my life.
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# ? Feb 24, 2020 14:52 |
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Kanos posted:The DLC is kind of sad because it's almost inevitable that a huge swathe of major mods are going to start requiring it for functionality - and if there's further DLC that will continue being the case. I mean, doesn't that depend on how much of the actual basic functionality is in the base game? Like stuff such as the quest structure and psychic code will be baseline surely, with the actual content being in the xpac?
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# ? Feb 24, 2020 15:07 |
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OwlFancier posted:I mean, doesn't that depend on how much of the actual basic functionality is in the base game? Like stuff such as the quest structure and psychic code will be baseline surely, with the actual content being in the xpac? I'm not entirely sure how much of the framework for stuff like royalty will be in the base game. If it's all there under the hood sans-DLC, wouldn't that make it relatively easy to effectively activate the DLC with a mod? The quest stuff is in the base game, but I don't know about the bullet point features of the DLC.
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# ? Feb 24, 2020 15:12 |
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OwlFancier posted:I think that's a shuttlecraft. There seems like a lot of good functionality added to the base game. Also for what it's worth I don't think there's much in the Xpac that couldn't be recreated with mods, but the music, art and overall implementation is A+ just in my 1-hour take so far. All the stuff for quest generation, Hediff levels(like titles) and demotions/promotions, psychic-links to items, etc are already in the code in the vanilla libraries, so honestly it seems about the best way to formally implement some mod stuff without limiting modders.
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# ? Feb 24, 2020 15:16 |
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Well you would presumably not include any of the art or actual descriptive poo poo, but the framework would be there. So, yes you would be able to write a mod that does all the DLC poo poo if you rewrote all the content and art but that would be the kind of thing that would get shut down. The alternative is that you can't use any of the framework changes you develop for the expansion pack to develop any other expansion packs because it would create dependency issues, which seems odd?
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# ? Feb 24, 2020 15:17 |
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Epsilon Plus posted:Had a raid going badly for me, radioed up my allies... who arrived via drop pod in the one roof gap in my mountain settlement, in the middle of my research lab/medbay. Immediately I get the messages "Raiders from (ally name) have decided to take what they can and leave", as they pack up my multi-analyzer, my high-tech bench, my radio, a hospital bed and the medicine that they didn't crush with falling rock and immediately depart. Were your allies the Red Army?
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# ? Feb 24, 2020 15:22 |
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This DLC cover quite a lot of things I thought basic Rimworld lacked and where I used mods to compensate, so I couldn't be happier. My only worry is how deep and the new mechanics are, especially compared to already established and expansive mods like Rimworld of Magic, Rimsenal, etc. that do roughly same thing as some aspects of the DLC (pawn powers, exotic weapons, etc...) and if I can just drop them for DLC, or if I have to wait until someone makes new mods that will expand the DLC mechanics in same way, or until someone integrate those mods for DLC systems.
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# ? Feb 24, 2020 15:31 |
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"love enhancers", huh
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# ? Feb 24, 2020 15:34 |
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Finally the mod that added tiers of prosthetic penises is obsolete.
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# ? Feb 24, 2020 15:36 |
Im already digging the new music.
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# ? Feb 24, 2020 16:29 |
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Will buying the dlc invalidate my vanilla 1.0 --> 1.1 save?
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# ? Feb 24, 2020 17:01 |
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LonsomeSon posted:When you have a little extra in the way of time and resources, provide a two-tile buffer around the tile where the pawns will stand in cover to shoot with some kind of non-flammable flooring, or zone roof for those areas and use Cut Plants to get non-flammable dirt which will never have enough sunlight for a plant to grow. Not sure what this is about. So the defenders can't get set on fire? There's a narrow lake to the east and I put some sandbags and traps along the southern side which is right up against a mountain. Still have to work on the northern side. To my north is a narrow mountain pass and I walled it completely off. The south is fairly narrow, but the west is wide open. I need to get the basics in place. I also realized my best shooter lost a lung from the last fight. Makes me feel better about letting the lone surviving raider bleed out on our doorstep. EDIT: Dick Trauma fucked around with this message at 17:42 on Feb 24, 2020 |
# ? Feb 24, 2020 17:17 |
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Dick Trauma posted:I also realized my best shooter lost a lung from the last fight. Makes me feel better about letting the lone surviving raider bleed out on our doorstep. You should feel worse, that was a perfectly good replacement lung.
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# ? Feb 24, 2020 17:21 |
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Keeshhound posted:You should feel worse, that was a perfectly good replacement lung. and kidney!
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# ? Feb 24, 2020 17:48 |
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If I load this up tonight and buy the DLC is the rerolling for good colonists still just as tedious? Have they done anything about that, and if not is there a good resource for what to look for? I haven't played in probably 2 or 3 years.
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# ? Feb 24, 2020 18:13 |
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# ? May 22, 2024 04:33 |
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Zotix posted:If I load this up tonight and buy the DLC is the rerolling for good colonists still just as tedious? Have they done anything about that, and if not is there a good resource for what to look for? I haven't played in probably 2 or 3 years. The Prepare Carefully mod is what you want. Already updated. It gives you total control over all aspects of your starting colonists and equipment. You can make your start as weak or as powerful as you please.
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# ? Feb 24, 2020 18:15 |