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QuarkJets
Sep 8, 2008

Donkringel posted:

So on the one hand I am always excited for a new expansion, but on the other hand I am unsure how much you are forced to interact with the new content.

Will all the games go spooky horror? Is it toggleable outside of the game versus diagetically inside the game? What are the limits to the horror?

All this stuff is super cool, but it seems like it could railroad runs into spooky-town every time if not carefully managed, or take too much away from player control.

One of the events in the early alpha days was an event that a recruited prisoner suddenly turned into a traitor. No player mitigation, just gently caress you. It was removed because of lack of player control. A lot of this horror stuff seems the same because lack of control is a good horror mechanic.

The team always knocks it out of the park with expansions so I am sure there are good answers to my questions and I just need to wait, this is all just my initial feelings.

The blog post says that the horror stuff is kicked off by an inciting incident, I take that to mean that it's optional content that you kick off whenever you want, just like most other DLC content. There's also the option of turning off that DLC if you're really concerned about it in a particular run, it seems like 100% of the DLC revolves around the new horror content whereas they pushed all of the nice QOL and vanilla features into the core 1.5 patch

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DarkLich
Feb 19, 2004

Lt. Lizard posted:

Really hate this one, because large bodies of water limiting possible approaches was one of the few terrain features that could rival mountain bases for safety. This eliminates that and pigeonholes you even harder into mountain bases being the one optimal way to play.

That was probably the design intent, if I had to guess. Mountain bases are vulnerable to infestations. Now shoreline bases are vulnerable to aqua-bots.

Whether there is parity in the difficulty is open to debate though. There are a lot of ways to control infestations, both in architecture and with colonist tactics. Shorelines don't have the same breadth of options, save maybe an ugly coastal barrier.

All that being said, we also don't know how the new threats will work either. Maybe mountains will get new hazards that put it on par with submerged foes.

Leal
Oct 2, 2009

babydonthurtme
Apr 21, 2005
It's my first time...
Grimey Drawer
Definitely having royalty feels about the expansion, but all the 1.5 stuff has me genuinely excited. I didn't use QOL mods like Wall Light because apathy and wanting to keep my mod list as small as possible, but that didn't mean I didn't want wall lights. And books! God I love new furniture so much

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Kestral posted:

Okay, so who had their money for "Which major mod will Rimworld turn into DLC" as "VOID, Zombieland, and Rim of Madness," because I sure as gently caress didn't. Honestly not thrilled about it, not because I think the content will be bad, but because they're using a very VOID-esque art style that I find grotesque and unpleasant to look at, and rather jarring compared to everything else in the game. Which, to be fair, I'm sure is the point, but I can't see myself ever enabling those flesh monsters or doing SCP stuff.

That said, patch 1.5 sounds loving great and also like the modpocalypse. Multithreading pawns is absolutely the correct call, but also, holy poo poo so many mods are going to burst into flames. The SOS people are drinking at noon today.

I figured almost immediately that it would be Jecrell's stuff, and his last profile update on Ludeon forums from 2022 is "Someday, I could work for RimWorld full time!" I think he got hired and probably contributed heavily to this DLC.

Geomancing posted:

From what it said, it sounds like you make a conscious choice to wake up the 'mad superintelligence' which causes all the horror stuff to kick off. I assume that if you don't make that decision, most of the stuff doesn't occur, same as you can ignore the Imperials and never get involved with a lot of the Royalty stuff.

yeah this is going to be investigate the obelisk/find the necronomicomputer, like in the Cults mod

Lt. Lizard
Apr 28, 2013

DarkLich posted:

That was probably the design intent, if I had to guess. Mountain bases are vulnerable to infestations. Now shoreline bases are vulnerable to aqua-bots.

Whether there is parity in the difficulty is open to debate though. There are a lot of ways to control infestations, both in architecture and with colonist tactics. Shorelines don't have the same breadth of options, save maybe an ugly coastal barrier.

All that being said, we also don't know how the new threats will work either. Maybe mountains will get new hazards that put it on par with submerged foes.

Shoreline bases were already balanced by not having overhead mountain and thus being vulnerable to things like drop pod raids, sieges and far more affected by toxic fallout and volcanic winter, which are all easily dealt with/ignored for mountain bases. I don't really think there was any need to add an unique threat for shoreline bases, especially considering that mechanoids are significantly harder to deal with than bugs.

That being said, I don't doubt that new threats will mix things up somewhat, and I particularly like the look of that one anomaly that seems to transform mountains into fleshy hives full of mutants. :getin:

Mzbundifund
Nov 5, 2011

I'm afraid so.

:discourse:

A jargogle
Feb 22, 2011
Lobotomy world.

Mr Luxury Yacht
Apr 16, 2012


Kestral posted:

Okay, so who had their money for "Which major mod will Rimworld turn into DLC" as "VOID, Zombieland, and Rim of Madness," because I sure as gently caress didn't. Honestly not thrilled about it, not because I think the content will be bad, but because they're using a very VOID-esque art style that I find grotesque and unpleasant to look at, and rather jarring compared to everything else in the game. Which, to be fair, I'm sure is the point, but I can't see myself ever enabling those flesh monsters or doing SCP stuff.

That said, patch 1.5 sounds loving great and also like the modpocalypse. Multithreading pawns is absolutely the correct call, but also, holy poo poo so many mods are going to burst into flames. The SOS people are drinking at noon today.

It sounds like only the pawn rendering and not all the other stuff related to pawns is on a separate thread so I'm just hoping the facial animation mods manage to figure out how to work in the update in the next month or I may be playing 1.4 for a bit.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Lt. Lizard posted:

Shoreline bases were already balanced by not having overhead mountain and thus being vulnerable to things like drop pod raids, sieges and far more affected by toxic fallout and volcanic winter, which are all easily dealt with/ignored for mountain bases. I don't really think there was any need to add an unique threat for shoreline bases, especially considering that mechanoids are significantly harder to deal with than bugs.

That being said, I don't doubt that new threats will mix things up somewhat, and I particularly like the look of that one anomaly that seems to transform mountains into fleshy hives full of mutants. :getin:

All of those vulnerabilities also apply to flat land bases that have none of the defensive benefits of shorelines, to be fair.

jokes
Dec 20, 2012

Uh... Kupo?

I am excited to play the psychological horror eager

Amoral scientists conducting research behind an unassailable wall of defenses is the real psychological horror. Plucking innocent flesh beasts and undead and placing them inside of horrific research stations is a trip.

Ghostbusters, but the containment unit is an iron maiden

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Oh yeah there's gonna be a whole new spectrum of war crimes :pervert:

Kestral
Nov 24, 2000

Forum Veteran

Mr Luxury Yacht posted:

It sounds like only the pawn rendering and not all the other stuff related to pawns is on a separate thread so I'm just hoping the facial animation mods manage to figure out how to work in the update in the next month or I may be playing 1.4 for a bit.

That would be disappointing, I can’t imagine there’s that much performance benefit to it the way you describe. Maybe the porn mod makers will rejoice? :shrug:

ZeeCee
Jan 6, 2023

Pawn rendering is one of the major bottlenecks on performance in large colonies and with large raids, it probably won't make a bit of difference for small colonies and early in game, but it should be noticeable once you get 25+ pawns on screen.

Danaru
Jun 5, 2012

何 ??
Raiding an imperial caravan and I decide to move my sniper up a bit to take advantage of the Shoot Command AOE, and she immediately catches a stray that pulps her brain :cripes: I need to track down more resurrector serum

ElTacoGato
Oct 11, 2012
Not really a fan of horror/cthulu stuff (I was sort of hoping for an expansion focused on diplomacy or something), but I'll probably pick it up anyway. I've gotten so many hours of enjoyment out of this game, I'm happy to toss money at them for continued development.

The patch content all sounds interesting, though!

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
People are likely to do crazy poo poo mod wise the new systems so even if you dont love the eldritch poo poo it will likely be worth picking up just to get the mods.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Secure, Contain, Protect. You are not alone.

Mr Luxury Yacht
Apr 16, 2012


Telsa Cola posted:

People are likely to do crazy poo poo mod wise the new systems so even if you dont love the eldritch poo poo it will likely be worth picking up just to get the mods.

Yeah it sounds like a much beefier quest and event system which I can't wait to see how modders manage to blow wide open.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
and ritual system

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
If you are finding that raids are not something you want to deal with, or that you only deal with by creating gimmicky killboxes or whatever, you can always turn them off.

Or you can have them on until you get bored of them and turn them off.

Mr Luxury Yacht
Apr 16, 2012


Telsa Cola posted:

If you are finding that raids are not something you want to deal with, or that you only deal with by creating gimmicky killboxes or whatever, you can always turn them off.

Or you can have them on until you get bored of them and turn them off.

Or if you don't want to deal with just mechanoids coming out of the water then you can just disable mechanoids. Bugs as well.

QuarkJets
Sep 8, 2008

My theory is that it took them 12 months of major refactoring to make double doors possible

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
I'm kinda eager to see the various double door mods take advantage of the new system. 3x2 gates are perfect main entrances into your base.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:

quote:

Your colonists become obsessed with a beautiful golden cube, one by one. They build statues of the cube. They worship the cube. They love the cube.

Danaru
Jun 5, 2012

何 ??

QuarkJets
Sep 8, 2008

Did somebody say cube???

Asimo
Sep 23, 2007


QuarkJets posted:

My theory is that it took them 12 months of major refactoring to make double doors possible
Yeah that is what gets me. Like every architecture mod seems to add double doors with trivial effort? It suggests to me there's some big changes to pathfinding or something under the hood here.

That or tynan was being tongue in cheek. I give equal odds.

ZeeCee
Jan 6, 2023

Disabling Mechanoids and Neanderthals is my go to faction configuration for RW these days, I just find fighting either in long-run tribal to spacer games extremely tedious and not fun.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
Pulling a ton of character code out into a separate thread probably took a ton of effort, but it's funnier to pretend the double doors were the big ticket item.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

They're simply too wide to be handled all on one thread

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
That's why the patch adds semaphores.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
I don't mind the raids so much, they can usually be pretty fun.

But I hate cleaning up afterwards. Especially when there is an, erm, misunderstanding, regarding toxic wastepack aerial delivery to a few bases and I get like 4 huge raids of tribals in a week.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I'm glad that hidden conduits, wall lights, and double doors are becoming vanilla features.

A new expansion is probably a good opportunity to cull my unwieldy list of mods when it drops.

Eiba
Jul 26, 2007


1.5 looks fantastic!

The Anomaly expansion looks like garbage!

I mean, good for the folks who are interested in that kind of experience out of their game. I am not. And unlike other expansions that have a bunch of different stuff to entice you if you're not into one aspect, this seems like it's pure fiddly annoying 'horror' in a context that will never be scary. There's a reason management games don't do horror. That's not an experience a manager can feel. If there's an unknowable threat lurking in your colony that's not spooky, that's annoying.

But I have seen people interested in games like this get really interested in spooky cultist stuff so it's a good day for those folks, even though I've never understood the appeal myself.

ZeeCee posted:

Disabling Mechanoids and Neanderthals is my go to faction configuration for RW these days, I just find fighting either in long-run tribal to spacer games extremely tedious and not fun.
Neanderthals you can at least befriend. It's a nice little narrative to have a terrifying enemy who you reach common ground with. Of course, if that's not satisfying or interesting to you keep 'em off. It's really easy to turn on the human semi-hostile tribal faction if you want that role filled by people who aren't 100% tough.

Mechanoids are annoying to deal with, but the game feels lacking without them. If you just have human enemies you have a lot of more 100% reliable ways of defending. Like fire. I don't mind defense being a solved problem, but it feels a bit too easy to solve if all my enemies are flesh.

Eiba fucked around with this message at 22:52 on Mar 13, 2024

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
If defense is a 100% a solved problem then why even have raids on.

Eiba
Jul 26, 2007


Telsa Cola posted:

If defense is a 100% a solved problem then why even have raids on.
Because getting to that point is an interesting challenge. And things could interact in ways that still mess up your theoretical perfect defenses. Food production is a pretty easily solvable problem, but it's still worth having in the game as another thing you need to maintain.

And anyway, the vanilla game is pretty good about making sure defense is never a 100% solved problem. But if you want to mod or change things so it can be solved, freeing you up to make a lovely little town, it still feels better knowing that your lovely little town is strong enough to survive anything the outside world can throw at it.

Haifisch
Nov 13, 2010

Objection! I object! That was... objectionable!



Taco Defender
I'm into it but I'm not expecting it to actually be trying to be legit scary, just spooky-themed events and quest chains. On the flip side everything about the Empire in Royalty sounds like pure fiddly annoying bullshit I don't care about, so I simply didn't buy Royalty. Not buying a DLC you're not into is both legal and encouraged.


Telsa Cola posted:

If defense is a 100% a solved problem then why even have raids on.
Probably because the game doesn't quite have enough going on with no combat happening at all other than the odd mad animal(I do recommend everyone try a peaceful mode colony at least once tbh), even though raids as implemented have their own slew of issues(many of which come from knock-on effects like the absolutely bizarre "oh, you lost an ear in combat so you're disfigured now and I hate you" penalty(although then this gets into how bizarre the social system is in Rimworld in general and etc)).

Inexplicable Humblebrag
Sep 20, 2003

looking forward to cube, and for the expansion to be half stuff that's day-to-day cool additions and half stuff i never interact with unless really really trying

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ZeeCee
Jan 6, 2023

I just build little towns and occasionally sandbags, my defenses even against tiny baseliner raids are always tooth and nail street shootouts.

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