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GodspeedSphere
Apr 25, 2008

Voyeur posted:

Can't you just forbid the survival meals? No need to remember to unforbid them when packing for a caravan, pawns will still pick and pack them then, but won't touch them the rest of the time.

This and a survival meal stockpile is what I do. Colonists keep their meal restriction set to lavish.

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Roundboy
Oct 21, 2008
So dedicated meal stockpile and as meals get added you forbid them?

Will they haul them if they are forbidden beforehand?

I set up two restrictions, home and travel, and it is drat annoying adding meals and having :0 days of food' because I didn't switch them over yet

Vengarr
Jun 17, 2010

Smashed before noon
As with most things, there is a mod for that. Don’t remember the name offhand though and I’m not at the computer to check.

Danaru
Jun 5, 2012

何 ??
Smarter food selection! It also stops your animals from prioritizing meals, and instead they prioritize kibble or hay on their own. It says it doesn't work properly due to being discontinued but I have yet to have a problem with it.

Roundboy
Oct 21, 2008
I just laid down an rear end ton of hay, and forbade the animals from inside my walls. The hey is between that and the outset wall, so they wander over and gobble it up

After I fight off infestation, insect meat and hay male an rear end ton of kibble occasionally someone decided to feed a package meal to muffalo 8 because they have a special connection or some poo poo

I might dump this base, all my trading partners (non tribe) hardly have anything I want, and that pirate base way over yonder is also on mountainous terrain. Depends on what this comms console gives me going forward

kiss me Pikachu
Mar 9, 2008
The other mod that might help would be Room Food in combination with a storage solution like RimFridge, that way you can stockpile meals you want to be eaten in your dining room and colonists will preferentially go for meals in rooms with tables while you stockpile your caravan meals in your walk in/storage room.

w0o0o0o
Aug 26, 2007
bloop.
Gosh A Rimworld of Magic is rediculous.

One of my colonists is a blood mage, which I thought would be pretty useless to begin with. Turns out the ability to ignite pools of blood into explosive fireballs is actually incredible for base defence and helped me clear out 3 successive 35-man tribal raids within the space of a day (thanks Randy) by turning my trap maze into literal hell. Giving my Technomancer a duplicated minigun is kind of broken too, since half of his shots turn into various magical explosive death-bolts. I'm sure the melee classes decent as well but I've almost exclusively been using the two I have as coup-de-gras monkeys after the dust settles. Mod is incredibly unbalanced but so much fun!

For people playing SoS2 - Do I need to research and implement much weapons tech into my starting ship (shields, space-turrets, etc) to begin with? I'm not sure how much space violence to expect.

Harvey Baldman
Jan 11, 2011

ATTORNEY AT LAW
Justice is bald, like an eagle, or Lady Liberty's docket.

I want to do a fallout-themed run of the game, and I've found a bunch of mods that add things that'd help that, like vault furniture and securitrons and such. Is there anything I can grab that'd basically edit my start to have a rudimentary vault already on the map? Crash landing and building a vault or whatever seems backwards.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

God mode in the dev tools is a thing right?

OwlFancier
Aug 22, 2013

Yeah if you grab map reroller and turn on dev mode you could roll maps until you get a cool one and then dig yourself a starter base.

Maybe get rimatomics and pawnmorpher too and add a bunch of radioactive/mutagenic/toxic events in the scenario editor.

FairyNuff
Jan 22, 2012

w0o0o0o posted:

Gosh A Rimworld of Magic is rediculous.

One of my colonists is a blood mage, which I thought would be pretty useless to begin with. Turns out the ability to ignite pools of blood into explosive fireballs is actually incredible for base defence and helped me clear out 3 successive 35-man tribal raids within the space of a day (thanks Randy) by turning my trap maze into literal hell. Giving my Technomancer a duplicated minigun is kind of broken too, since half of his shots turn into various magical explosive death-bolts. I'm sure the melee classes decent as well but I've almost exclusively been using the two I have as coup-de-gras monkeys after the dust settles. Mod is incredibly unbalanced but so much fun!

For people playing SoS2 - Do I need to research and implement much weapons tech into my starting ship (shields, space-turrets, etc) to begin with? I'm not sure how much space violence to expect.

Wait til you get raided by factions with mages!

Danaru
Jun 5, 2012

何 ??
I havent gotten to play with SOS2 too much yet but apparently you can land your ship again, so dont dismantle all your engines in orbit like I did :negative:

The change to heating and power is interesting enough for me to use the base SOS2 reactors instead of loving around with a Rimatomics set up. They put an incredible amount of work into this

E: also you can put floors down on ship hull now for all your landing pad/orbiting throne room needs :toot:

Danaru fucked around with this message at 22:06 on May 26, 2020

FuzzySlippers
Feb 6, 2009

Is there a way to prevent your colonists from mutating in Pawnmorpher? They are eating normal food but they keep randomly getting mutations without any seeming cause. I like the random mutants coming by and one of my mutants turned into a weird rear end cat thing that's pretty amusing, but I don't want all my people to mutate.

Lt. Lizard
Apr 28, 2013

w0o0o0o posted:

Gosh A Rimworld of Magic is rediculous.

One of my colonists is a blood mage, which I thought would be pretty useless to begin with. Turns out the ability to ignite pools of blood into explosive fireballs is actually incredible for base defence and helped me clear out 3 successive 35-man tribal raids within the space of a day (thanks Randy) by turning my trap maze into literal hell. Giving my Technomancer a duplicated minigun is kind of broken too, since half of his shots turn into various magical explosive death-bolts. I'm sure the melee classes decent as well but I've almost exclusively been using the two I have as coup-de-gras monkeys after the dust settles. Mod is incredibly unbalanced but so much fun!

The most fun thing about this post is that Blood Mage and Technomancer are genuinely low to mid-level on the "broken" scale in Rimworld of Magic. Just wait until you get Necromancer, Druid, Priest, Summoner or Geomancer and trivialize huge parts of the game with a single spell. :v:

deep dish peat moss
Jul 27, 2006

FuzzySlippers posted:

Is there a way to prevent your colonists from mutating in Pawnmorpher? They are eating normal food but they keep randomly getting mutations without any seeming cause. I like the random mutants coming by and one of my mutants turned into a weird rear end cat thing that's pretty amusing, but I don't want all my people to mutate.

I think you can turn off the events in the Mod Options screen, but you can easily craft or buy Mutaserum Stabilizers (~$350, permanently stop the current mutation and provide 5 days of mutation immunity) or Mutaserum Reverters (I forget the price but I think also ~$350, completely remove all mutation effects and revert pawn to their base state)

deep dish peat moss fucked around with this message at 01:21 on May 27, 2020

Mzbundifund
Nov 5, 2011

I'm afraid so.
That mod really forces you to micro around it. There's like 20 different mutation triggers from mutagenic meteors, mutagenic drop pods, five or six different kinds of mutagenic weapons which are used by raiders, mutating diseases that hit you at random, mutating weather conditions, etc. One of the worst is the several kinds of mutagenic foods that start enabled by default in your food restrictions, and which also count as drugs and need to be manually disabled in both the food AND drug policies before your colonists will leave them alone. Since these count as drugs raiders will sometimes be addicted to them and like all addicted pawns will spawn with 4-5 units of the stuff in their inventories. Once you shoot the raiders they will drop the stuff and since your colonists can easily whisk them away into your stockpiles without you noticing. If any of your pawns have the ascetic (prefer to eat raw food) or chemical interest (ignore drug restrictions) traits they will probably eat these and mutate themselves. I'm not sure if the mutagenic ingredients act like insect meat and keep their effects if your colonists use the things as ingredients to cook with, but if so you'll probably have to throw out entire stacks of cooked meals if they cooked something mutagenic into them.

Someone spent a lot of effort on the mod but it's really needy for player attention and not something you can install unless you really want your playthrough to focus around it.

jokes
Dec 20, 2012

Uh... Kupo?

Lt. Lizard posted:

The most fun thing about this post is that Blood Mage and Technomancer are genuinely low to mid-level on the "broken" scale in Rimworld of Magic. Just wait until you get Necromancer, Druid, Priest, Summoner or Geomancer and trivialize huge parts of the game with a single spell. :v:

Start hacking off limbs because you have a glut of regrowth seeds, that's when you've hit peak Rimworld of Magic. That or when you start building your lich's mansion of horrors.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Harvey Baldman posted:

I want to do a fallout-themed run of the game, and I've found a bunch of mods that add things that'd help that, like vault furniture and securitrons and such. Is there anything I can grab that'd basically edit my start to have a rudimentary vault already on the map? Crash landing and building a vault or whatever seems backwards.

there's a fallout megamod in development right now that im doing some art for, and separately a guy is making a kind of 'toxic wasteland' biome

Mzbundifund posted:

That mod really forces you to micro around it. There's like 20 different mutation triggers from mutagenic meteors, mutagenic drop pods, five or six different kinds of mutagenic weapons which are used by raiders, mutating diseases that hit you at random, mutating weather conditions, etc. One of the worst is the several kinds of mutagenic foods that start enabled by default in your food restrictions, and which also count as drugs and need to be manually disabled in both the food AND drug policies before your colonists will leave them alone. Since these count as drugs raiders will sometimes be addicted to them and like all addicted pawns will spawn with 4-5 units of the stuff in their inventories. Once you shoot the raiders they will drop the stuff and since your colonists can easily whisk them away into your stockpiles without you noticing. If any of your pawns have the ascetic (prefer to eat raw food) or chemical interest (ignore drug restrictions) traits they will probably eat these and mutate themselves. I'm not sure if the mutagenic ingredients act like insect meat and keep their effects if your colonists use the things as ingredients to cook with, but if so you'll probably have to throw out entire stacks of cooked meals if they cooked something mutagenic into them.

Someone spent a lot of effort on the mod but it's really needy for player attention and not something you can install unless you really want your playthrough to focus around it.

the foods are the biggest issue. cowmorph milk and chookmorph eggs. the mutating diseases are pretty rare, and everything else tells you pretty clearly when something 'mutagenic' is going on. i've not had too much trouble with pawnmorpher-enabled runs that aren't themed around pawnmorpher, i don't think raiders get the mutagenic weapons any more, and there's no morph raider faction at the moment.

juggalo baby coffin fucked around with this message at 10:09 on May 27, 2020

Danaru
Jun 5, 2012

何 ??

OwlFancier posted:

What happens if you destroy rimatomics drums of nuclear waste?

Little late but my plutonium finally finished and I had some waste to mess around with, turns out nothing special happens it just disappears like any other item. I had to use dev mode to damage them since for some reason none of my colonists were willing to shoot at the keg of nuclear sludge. cowards :mad:

Anno
May 10, 2017

I'm going to drown! For no reason at all!

New update is out.

Tynan’s review video.

Patch notes:

quote:

This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it's what got major focus on the content side. This update is the add-on we promised back on March 2.

The big theme of this update was opening up new play paths so you can take on the game's world in whatever way to like, and the game will respond in a way that's sensible. This means you can be tribal, outlander, pro-Empire, anti-Empire, neutral Empire, use psycasters or not, use drugs or not, use ranching or not, and so on. See below for the writeup on major changes, and the change log.

Beyond this, there's more stuff in progress, and I'm looking forward to letting you all know about it when the time is right.

Thanks to everyone that helped test and give feedback! Please keep it coming.

-Ty

Psyfocus and meditation
Psyfocus is a new long-term resource on psycasters. Fictionally, it's a sort of mental structuring that a psycaster can build up. Each psycast consumes a bit of it. It also very slowly ticks down over time. Higher levels of psyfocus allow you to use higher level psycasts, but the psyfocus also ticks down a bit faster at higher levels. This means that you can easily maintain your lower-level psycasters at low levels, but high-level psycasts will need a bit more investment to maintain their power.

There's no downside to letting psyfocus exhaust, aside from losing the ability to use psycasts. So if you have a psycaster whose powers you don't want to invest in any more, you can just stop any time and reactivate them later.

Psyfocus is primarily built up by meditation. You can place meditation spots on the ground and assign them to colonists, though if you don't they'll try to find an optimal spot themselves anyway. There's a new entry in the scheduling tab which allows assigning them to meditation time.

The most basic kind of meditation is simply to meditate without any kind of aid at all. Pawns will do this in caravans, in prison, or in hospital, but in normal situations they'll meditate using meditation focus objects to gain psyfocus faster. With a focus object, the psycaster meditates near the object and focuses on it to gain extra psyfocus during meditation.

Where it gets interesting is that not anyone can use any focus object. They can only use an object if it matches one of their focus types. A person's focus types are specific to them, based on their childhood backstory, traits, and titles. Psychic meditation is a personal/cultural activity which is done differently in different traditions, and people do it according to their own tradition and preferences. It means that different people will act differently, which centers their characterization - it's always a goal with RimWorld's design to make characterization matter.

There are currently five focus types:

Dignified: This can be used by psycasters with Empire royal titles. They meditate on meditation thrones, and gain more focus for more grand and dignified thronerooms. This is part of a shift in emphasis for the Empire, somewhat away from the pampered noble image, and more towards the quasi-religious psychic order aspect that they've always had. You'll note that this kind of meditation is a direct replacement for the old 'authority' need that your titled pawns would have. Now, instead of sitting on the throne to boost their own ego, they do it to meditate and regain psyfocus. The throneroom is a social gathering place, but it is also a meditation temple expressing deep traditions of an honor-bound culture.

Natural: This focus type is used by those with tribal childhood backstories - whether you started as a tribal faction, or simply recruited someone with a tribal backstory. Natural meditation foci all need to be in nature - they lose their power if there are artifical structures too close by. The concept here is that they want to go away from people and do a psychic practice by communing with the stillness and eternity of the natural world.

The most important meditation focus for the natural focus is the anima tree. One of these unique trees spawns on every map with a biome where it's at all feasible. The tree glows with bioluminescent micro-organisms and has a connection with the surrounding psychic field. Anima trees are powerful foci for building up psyfocus, but also serve another purpose - they can actually upgrade your psycasters. When meditated to, the anima tree slowly develops anima grass around its base. Once enough is grown, you can send someone to link with the tree through a tribal ritual and gain a new level of psylink. This gives a reason to have lots of people meditate to the tree sometimes - possibly even the whole tribe - to grow the grass faster. Anima trees are not vulnerable to toxic fallout and animal will respect them and not eat them (except the jerk alphabeavers). If it's destroyed, a new one will spawn some time later.

Besides anima trees, you can also build nature shrines or acquire ancient animus stones and place them in nature to meditate to them. These won't give new psylink levels like the tree, but it can be useful if you're on an ice sheet and there is no tree, or you feel you want a meditation focus in a specific spot (though they still lose power if too close to artificial buildings). Raiders won't see or attack the hidden nature shrines and animus stone.

Morbid: This focus type is used by those with certain traits like psychopath, cannibal, or blood lust. They draw psyfocus by meditating on death. To that end, graves and sarcophagi are a meditation focus for them. This kind of meditation is more powerful with a corpse inside the grave, and even more powerful if the corpse is related to the meditator.

Minimal: This focus type is used by ascetics. They want the absolute minimum, so they meditate to blank walls. It's a powerful type of meditation, but only ascetics can use it, and they can't use some other types.

Artistic: This type of meditation is usable by most people. The psycaster will meditate to art. Higher-quality art builds psyfocus faster. This kind of focus object is very accessible, but not quite as powerful as other methods.

The above all means that the Empire no longer needs to have laws against psychic powers - so they don't. If you want to be tribal psychics drawing power from the anima tree, while being friendly with the Empire, you can. The Empire also no longer tries to prevent anyone from using bladelink weapons (renamed to persona weapons), again, simply because it wasn't worth restricting players this way. Such weapons are still very hard to get, so if you get one, use it.

Gaining psylink
The way psycasts become usable has changed slightly. Previously it was from the psychic amplifier. You would collect these little items and stick them on your head. Having more of them unlocked higher levels of psycasts. This was somewhat limiting since it locked the progression of psychic powers to this one specific object.

Now the psychic amplifier is changed to an object called a psylink neuroformer. It upgrades a property on the brain called psylink. Psylink is an organic property of the brain which can be built in other ways too, like the anima tree linking described above.

Psylink neuroformers are still given for new royal titles, but we also did some work tightening how often they'll be seen as quest rewards to ensure that it's possible to develop psycasters consistently even if you're not doing royal title progression. This is connected to the new reward choices (described below).

With different meditation types and different ways of gaining psylink, the overall goal is that players should have distinct but co-equal pathways to develop psycasters depending on which play path they want to go down - whether they want to climb the royal title progression, play as neutral tribals, or fight as outlanders against the empire.

Other changes
The rest of the changes can be expressed more concisely in the below change log.

Quests
- Quests now offer three reward options for the player to choose between. These three reward options are always distinct from each other. They are displayed in a condensed pictorial layout instead of text, making for easy reading and selection. Player can still set reward preferences to prevent rewards like goodwill or royal favor from being offered, if desired.
- We condensed and focused a ton of quest texts for better readability.
- Texts for Empire quests have been adjusted to de-emphasize the pampered aspect somewhat. The nobles should be a lot more straightforward to match the new dignified meditation. They're more honor-bound than pampered.
- All quests have been deeply reviewed and tuned to give good reward and challenge balances at all stages of the game in all situations.

Psychic mechanics
- Psychic entropy was renamed to neural heat. This distinguishes it from psyfocus better, and expresses the context of a short-term measure that quickly dissipates, but can 'burn' you if pushed too high. It doesn't represent physical heat of the brain; it's an expression reflecting the same psychic phenomenon as before.
- Psychic hangover removed. Since we now have psyfocus as a long-term cost for psycasts, there's no need for psychic hangover. (Its original purpose was to remove from the player the micromanagement burden of casting psycasts like Focus over and over on workers, which would have been a good strategy without it).
- Neural heat overload is no longer dangerous and can often be a good strategy. It won't burn anyone's brain, though it may still knock your psycaster into a coma for a few days and in some cases can burn out a psylink level. It's a good strategy in difficult situations. I'd like to see more players pushing the boundaries of neural heat limits. Overall this powers up psycasters by making it much more viable to push out a lot of psycasts at once.

New psycasts
- New psycast - Neural heat dump: Reduces caster neural heat to zero instantly, but puts the allied target into a psychic shock coma for a day. This replaces entropy link.
- New psycast - Waterskip: Drops some water at the target point, extinguishing nearby fires.
- New psycast - Flashstorm: Generates a small flashstorm at the target point, which will drop lighting bolts from time to time.
- New psycast - Bullet shield: Creates a circular skipgate field which will absorb shots in or out around a targeted point, for a short time. Great for retreats or advances.

Hosting quest improvements
- You can now sometimes gain goodwill sometimes by keeping the guests' mood extra high.
- Threats configuration totally redesigned. There are new fewer individual threats, with more variation in their pacing and scale. For example, rather than four normal mech clusters in a row, which gets monotonous, you might get two double cluster or one triple-size cluster, providing challenges outside what normal play offers.
- Lodgers now generally have lodger conditions like being unwilling to work, or requiring mood to be kept up, or a disease. This reduces the cases where the lodger is rewarding you for the chance to work for you. More difficult conditions offer bigger rewards.
- Helpers brought to fight for you now start with an 'on duty' mood bonus thought.
- Added blood rot disease to support hosting quests.
- Added paralytic abasia disease to support hosting quests.

Drugs
- Drugs output a lot more stats on their info card, including high gain per dose, high fall per day, high duration per dose, psyfocus gain per dose, tolerance gain per dose, tolerance fall per day, random overdose chance, minimum tolerance for addiction, addiction chance per dose, addiction recovery time, addict need fill per dose, addict need fall rate, addict need cost per day, addict need dose interval, safe dose interval. This should help make drugs my viable by giving players information to reason about costs and benefits.
- You can now make pawns keep drugs in inventory even if they're not scheduled to take it. Good for combat drugs.
- Drug taking is faster and the pawn won't move when they do it. Good for combat drugs.
- Wake-up and go-juice rebalanced. Now instead of being safe for some interval but then absolutely suicidal to take, the risk and consequences of addiction are lower but the safe dose interval is removed.
- Go-juice instantly gives psyfocus when taken by psycasters.
- Wake-up speeds psyfocus gain from meditation when taken by psycasters.
- Addiction is now rolled before tolerance build-up, making more drugs like yayo more viable and making the drug stats output easier to understand.
- Addicts now take their drug automatically at 10% need instead of 30% (which is too early and wasteful). Chemicals restore 90% to their need instead of 100% for more consistent math.
- Drug tolerances are visible at all severity levels instead of being hidden at low tolerance.

Miscellaneous content
- Added new sound effects for: Mech serums, neurotrainers, psytrainers, condition causers, quest accepted, succeded, failed, concluded, techprint applied, shuttle idle, shuttle board and disembark.
- Added prestige recon armor, prestige marine armor, and prestige cataphract armor. These gold-enhanced power armors enhance psychic abilities and are needed to satisfy noble apparel requirements.
- Psyfocus gear renamed to eltex.
- Cleanly slaughtering your tame animals now gives 50% bonus meat. This powers up the previously-underused ranching.
- When manhunters attack the colony en masse, they now come with the rabies-like scaria disease. Fictionally, this gives a reason why manhunters are attacking, but its design purpose is to flatten out the reward level for manhunter attacks between different difficulty levels. At each difficulty level, a percentage of animals killed with scaria will become unbutcherable on death; this percentage is tuned inversely from the animal count at each difficulty such that higher difficulties now get the same resource reward as lower difficulties. Scaria can also be cured quite easily if you down an animal with it, which makes it possible to make them into pets or meat for slaughter if you are ready to trade medicine for food.
- Smelting slag is much faster to reduce clutter.
- Random decrees for nobles are removed.
- Mech clusters drop less slag and more steel to compensate.
- Mech cluster central problem causer buildings drop some special reward resources when destroyed.
- Filth like blood, dirt, rubble, etc now expires after a long time. This should reduce clutter buildup in long games.
- Added new smoke shells and smoke IED.
- Royal aid can now be targeted on a position instead of just dropping on the caller. So you can tell them to drop on top of a mech cluster, into enemies, etc - anywhere in line of sight of the caller, within a certain radius.
- Monuments can now be rotated while placing.
- Monument generation was reworked to prevent monuments from having big empty spaces inside and increase the value density. This should make monuments more compact and easier to place.
- UI: Follow the master while drafted/hunting now appears on the animal's training tab as well as the main animals tab.
- Renamed bladelink to persona weapons.
- Added colorblind-friendly point labels for history charts, visible on mouseover.
- Updated player-created names.

Small miscellaneous
- Increased eltex staff market value from 1000 to 2000.
- Quest rewards now give more goodwill if the faction is hostile.
- Tuned various trees' harvest work and yield towards a standard of about 30 harvest work per yield.
- Renamed and rewrote difficulty settings (tuning was not changed).
- Mortars now have a visible progress bar while cooling down.
- Removed psychic silencer implant since it no longer has any purpose. The deserter quest now gives an additional psylink neuroformer.
- Cleaned up how pawn hunger rate is fed back through stats. Gourmand trait now directly affects hunger rate. Hunger rate multiplier stat is not used anywhere anymore (but was not removed for compatibility).
- Increase range of manhunter pulse psycast by 10.
- Stripping neutral or allied pawns now causes goodwill loss.
- Now only quest asker lodger can issue decrees.
- Improved melee DPS and armor penetration stat texts.
- Shuttles now avoid landing near mechanoid cluster proximity activators.
- Added various loading tips.
- Reduce call cataphracts royal favor cost if used before cooldown from 12 to 8 favor.
- Psycasts tuning: Painblock entropy cost reduced from 10 to 8. Stun range increased from 20 to 25. Blinding pulse range increased from 20 to 25. Entropy dump range increased from 15 to 25. Vertigo pulse range increased from 20 to 25. Skip range and radius increased from 25 to 28. Wallraise range increased from 20 to 25. Smokepop range increased from 20 to 25. Focus range increased from 25 to 28. Berserk range increased from 15 to 20. Invisibility range increased from 15 to 20. Waterskip range increased from 20 to 25. Bullet shield range increased from 20 to 25.
- Reduce work for cremating a corpse from 5 seconds to 3 seconds.
- Relabel the 'restrict' main tab to 'schedule' since that's its main function.
- Only allow stone floor (tiles and flagstone) in monuments.
- Made sure empire never gives royal favor reward if hostile.
- Change psychic entropy fall rate to be measured per second instead of per 30 seconds.
- Rebalance bandit camp quest to have better rewards and less challenge, and add more name content to it.
- Removed the self-destruct outcome from the journey ship endgame. Quest now only ends if reactor is destroyed or tile is deliberately abandoned.
- High tooltip displays severity percentage in tooltip.
- High label displays hours remaining. Addiction label displays severity percent. Addiction tooltip displays the need it creates.

Technical
- Implemented quest rewards debug output table which helps analyze maximum, minimum, and average quest rewards for quests at different points levels.
- Implemented TKey system. This is a system which will allow us to tag XML text with TKeys, which translators can then use to address the text. This saves translators from having to work with long, overly-complex paths to modify text, and allows us to restructure our XML without breaking translations. We have added TKeys to QuestScriptDefs and TipSetDefs so far.
- Create full debug output for tuning drugs.
- Swapped XML-like format for colored text tags to use different symbols.
- Hospitality quests now fail if asker faction becomes hostile.

Fixes
- Fix: Manhunter animals don't leave properly after 1-2 days.
- Fix: Can't use gender symbols in "FinalStraw" translation.
- Fix: Persona core request text incorrect grammar.
- Fix: Pawn lend quest always uses plural form of 'have', regardless of pawn count.
- Fix: Reduce resistance job report string shows 'attempting to recruit xy' instead of reducing resistance.
- Fix: Ingredient radius slider handle becoming invisible at unlimited radius.
- Fix: Penoxycyline blocks diseases longer than it should.
- Fix: DeepDrill optimization breaks map seeds (regression).
- Fix: When deep resources are exhausted, the message notifying the player states incorrect next base resource.
- Fix: Sometimes when deep resource is exhausted the drill is not properly forbidden.
- Fix: Colonist who is away on a quest formed bond with animal.
- Fix: Mechanoids assembled by a mech assembler have high ages. Pawns created by Spawners now have their age set to minimum age for last life stage, so it works correctly for insects as well.
- Fix: You can teleport pawns onto unwalkable terrain.
- Fix: Wedding guests sometimes don't stay for ceremony after party and don't get "Attended wedding" bonus.
- Fix: Able to remove implants on pawns without repercussions.
- Fix: Monument construction quests from permanent enemies sometimes talk about goodwill change on destruction, even though goodwill can't change.
- Fix: Potential null ref for pawns with no Rest need.
- Fix: Bad grammar on hospitality letter with single lodger.
- Fix: Gray UI color from 'none' label when there are no traits affects first skill items in CharacterCard.
- Fix: Improperly colored time strings in some cases.
- Fix: Translation key CannotGiveToPackAnimal missing 'cannot'.
- Fix: Can build stone doors on bridges.
- Fix: CataphractArmor research project in the base game; should be in Royalty.
- Fix: GetStatValue overload causing patching issues in some mods.
- Fix: Lag when sapping raiders are being hit by bullets.
- Fix: Hosted quest prisoners can be placed in cryptosleep caskets.
- Fix: Error if PatchOperationConditional didn't match and doesn't have nomatch path.
- Fix: Translation files cleaner stripped away (*Name)(/Name) tags on keyed translations.
- Fix: Dormant mech assemblers not reporting next mech they're gonna assemble.
- Fix: PsychicHarmonizer description typo.
- Fix: If the pawn goes from safe to brain roasting entropy in 1 psycast, I think he will skip over the overloaded Message.
- Fix: Wallraise can be cast to invalid positions by queuing cast commands.
- Fix: berserk/berserk pulse abilities can be cast on pawn in mental state to interrupt it.
- Fix: Quests that end before they are accepted because of faction hostility display "This quest was completed"
- Fix: Spelling error in psychic insanity lance sound folder name.
- Fix: Psychic effects on dead bodies don't disappear.
- Fix: Pawns with chemical interest/fascination adhere to drug policy allowForJoy when they should not.
- Fix: Shooting skill disabled by hunting work type.
- Fix: Incapable of violent shows shooting skill.
- Many other smaller fixes and typo fixes.

OwlFancier
Aug 22, 2013

Danaru posted:

Little late but my plutonium finally finished and I had some waste to mess around with, turns out nothing special happens it just disappears like any other item. I had to use dev mode to damage them since for some reason none of my colonists were willing to shoot at the keg of nuclear sludge. cowards :mad:

Huh, ok, weird.

As far as I can tell they're basically chunks, like stone/slag etc. So I guess they don't deteriorate when outdoors.

Otherwise I would absolutely throw all my used nuclear waste into the ocean, being as it is perfectly legal.

Anno posted:

New update is out.

Tynan’s review video.

Patch notes:

And the tribal stuff sounds super cool! Definitely helps make the royalty expansion distinct from mod offerings.

OwlFancier fucked around with this message at 20:46 on May 27, 2020

Submarine Sandpaper
May 27, 2007


maybe makes it worth a purchase now as someone who has not purchased

Pharnakes
Aug 14, 2009

OwlFancier posted:

Huh, ok, weird.

As far as I can tell they're basically chunks, like stone/slag etc. So I guess they don't deteriorate when outdoors.

Otherwise I would absolutely throw all my used nuclear waste into the ocean, being as it is perfectly legal.





I like to send mine to the nearest raider outpost. Wait why isn't there a dirty bomb side mod for rimatomics yet?

Danaru
Jun 5, 2012

何 ??
Psycasts sound actually useful now, I dont think I've ever used a psycast besides the pain blocker one once or twice despite having a count faffing around. A drat good set of changes overall

Mzbundifund
Nov 5, 2011

I'm afraid so.
Man psycasting was always incredibly useful. Berserk and Berserk pulse are wave-enders, blind and vertigo pulse are big force multipliers as well. Skip is incredible for pulling enemy rocketeers directly into a melee line before they can fire, and the smoke call trivializes lots of mech clusters. The tier 1 stuff is whatever but it was always worth it to get a high level noble. My main complaint with it is that the implants were unfindably rare if you weren't progressing down the nobility tree, and it sounds like that's being changed a lot in this new patch.

Gadzuko
Feb 14, 2005
I really like playing tribals and this new tree worship business sounds pretty sweet. Was there an Avatar mod already? If not I'm sure someone is working on it now

OwlFancier
Aug 22, 2013

I had loads of people giving me them as quest rewards.

HelloSailorSign
Jan 27, 2011

Mzbundifund posted:

Man psycasting was always incredibly useful. Berserk and Berserk pulse are wave-enders, blind and vertigo pulse are big force multipliers as well. Skip is incredible for pulling enemy rocketeers directly into a melee line before they can fire, and the smoke call trivializes lots of mech clusters. The tier 1 stuff is whatever but it was always worth it to get a high level noble. My main complaint with it is that the implants were unfindably rare if you weren't progressing down the nobility tree, and it sounds like that's being changed a lot in this new patch.

Blind and vertigo pulse on a hallway of bugs means they die and barely touch power armor wearers.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Pharnakes posted:

I like to send mine to the nearest raider outpost. Wait why isn't there a dirty bomb side mod for rimatomics yet?

Love this idea, and technically speaking probably not impossible to make a drop pod with a waste cost and hook an event to it launching, but what exactly that would do when you’re just shooting a thing at a map you can’t see to poison the land and people there, and if you use it as call-in artillery strikes for a raid map the effects of a dirty bomb don’t really have time to set in.

Off-map mutagenic strikes from that Pawnmorpher mood, though, which cause instant effects? Or mutagenic mortar rounds? Same vein, faster idea. Maybe rimatomics/pawnmorpher crossover to dump some nuclear waste into alt recipes for offensive mutagenic tech.

e: also Skip is absolutely dope for throwing brawlers from hiding into contact, and pulling wounded pawns off the line to collapse of pain in safety

Mzbundifund
Nov 5, 2011

I'm afraid so.

OwlFancier posted:

I had loads of people giving me them as quest rewards.

Wish I had your questgivers. All I get is dozens of elbow blades.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

I’ll probably start a new map with this update, and I haven’t looked at expanding my mod list in awhile. Is there anything people recommend for enhancing the overworld part of the game specifically? I think I have but wasn’t using Go Explore.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Simple Search Bar.

It's a little thing, but adding a search bar to the caravan packing screen is such a timesaver. Never scroll through 500 items trying to find your survival meals or bedrolls again.

OwlFancier
Aug 22, 2013

I like Roads of the Rim for letting you build overworld infrastructure, definitely worth spending some time with a couple of colonists to build at least a dirt road to your nearest road network if you want to go abroad a lot.

There's also Set Up Camp if you want to be able to switch to a small map for foraging and other tasks without leaving permanent ruins everywhere.

HelloSailorSign
Jan 27, 2011

The Witcher Monster Quest Mod.

Making Witchers is a completely separate mod, so you get quests to go hunting nasty beasties now and again. There are a number of different beasties with different nasty things, so you generally got to come well equipped and numbered, with different loadouts for different beasts. Some are hulking tanks, some are dozens of infection causers, some cause massive, lingering mood problems, some summon packs of animals.

Then you can haul the beast corpse back and turn it into an art sculpture that’s about that fight which is neat, you can line your throne room with your nasty beast trophies.

I had More Faction Interaction too.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Thanks, folks. I’ll give those all a try.

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away

Anno posted:

Patch notes:
- Relabel the 'restrict' main tab to 'schedule' since that's its main function.

Best change.

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


Man I'm not sure how these anima trees work. I put a meditation spot within range on it, and I get my guy over there to meditate but anima grass is still at 0% after like 5 meditations. Do you HAVE to be a tribal start. Because I think naked brutality is technically a colonist start.

Complications
Jun 19, 2014

Hihohe posted:

Man I'm not sure how these anima trees work. I put a meditation spot within range on it, and I get my guy over there to meditate but anima grass is still at 0% after like 5 meditations. Do you HAVE to be a tribal start. Because I think naked brutality is technically a colonist start.

The pawn needs to have a tribal backstory or be recruited from a tribal faction. If your colony starts as tribals than all of your starting pawns will qualify for obvious reasons.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Does this mean that playing tribals is now a cultivation sim?

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That Guy Bob
Apr 30, 2009
Yeah that was my first thought too, Tynan has been reading cultivation novels.

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