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OwlFancier
Aug 22, 2013

:siren: :pcgaming: It's out! :pcgaming: :siren:

https://www.youtube.com/watch?v=3tDrxOASUog

Those who have already purchased the game may elect to redeem a steam key here. The DRM free version is still available however.

Those who wish to purchase the game on steam may do so here.

If you're new to the game and finding the storyteller is just trying to kill you, or if you want to play it indefinitely, give this a read.

Hieronymous Alloy has written a pretty comprehensive guide to many aspects of the game here.

If you want to know what mods to use, turn the workshop to "most subscribed" and "most popular in last 3 months" and pick things you like the look of. Nearly everything is cross compatible and it depends entirely on what sort of experience you want to have.



Rimworld is a game I've been playing a fair bit of since the pre-alpha came out, and it's a pretty neat game.

The premise is that your three colonists have had their ship spontaneously explode, catapulting them away in escape pods, leading them to crash-land on an uncharted rim-world. You don't know what you'll find there, but chances are it won't be friendly. Your colonists have to survive, and thrive, on this new world, because you ain't getting back home any time soon.

The Official Trailer

The game plays sort of like a 2d dwarf fortress, but features a real-time combat engine more akin to what you'd expect in an x-com game. Your colonists (and enemies) will lean around corners, hide behind rocks and sandbags, and generally try to avoid getting shot.

Your opposition is twofold, the planet itself is not especially forgiving, you need food, and shelter, if you are to survive. The food situation is somewhat aided by your colonist's access to space-age technology, your primary food source is the nutrient paste dispenser, capable of turning any amount of vegetable matter into barely-edible yet perfectly nutritious goop. This reliance on technology, however, presents its own challenges, as your colony needs a constant supply of power to do much more than look pretty.



The game features a day and night cycle, as well as random events to mix up the environmental challenge, as well as an extremely well-detailed mood system. Your colonists react more to your colony design in this game than in any other I have played. Even things like how tidy an area is, how cramped it is, how dark it is, how much greenery and decoration there is, all have an effect on how happy your colonists are.

The game also pits you against human enemies, pirate raiders will attempt to raid your colony with a wide variety of weapons, the AI's cover-seeking habits and ability to employ some nasty weapons against you, make your choice of base layout surprisingly complicated. Pirates can, however, be a useful thing, as you can capture attackers and attempt to convince them to join your colony. Pirate raids will be your primary source of weapons and new colony members, spare weapons can be sold to passing trade-ships, and the money you make can buy more resources or better quality weapons.



The whole experience is driven by an AI director, of sorts, which controls what enemies spawn an what events happen. You can select several different ones to give the game a different feel, this was recently expanded in alpha 10 with more options to customise the kind of game you will get. The game is currently available from the Ludeon Studios website and Steam. If you like colony-management games and real-time-tactics games, this game is a very promising mix of the two. The game is still early access but has more than enough features, in my opinion, to make it a fun game, and a lot of mods available to expand the gameplay further.



Here are some things that goons have been saying about the game:

Mister Bates posted:

I've never skinned or cannibalized people and I try to recruit every person I capture instead of harvesting their organs, I feel like I'm playing the game wrong.

I do, however, strip the corpses of attacking enemies naked and then leave them to rot and their bones to bleach in the sun. Unless they're in areas my colonists will go regularly, those get cremated. Enemies attacking my otherwise pleasant and idyllic frontier village are greeted by hundreds of human skeletons surrounding it.

Leif. posted:

I used to punch my raging prisoners who went on mental break; now I just step a bit away from them (since they can't keep up, due to being restrained) and shoot them. Most of the time, it works great, and is a ton faster. And if it's an accidental headshot, well, that guy deserved it anyway.

Inacio posted:

The storyteller is getting increasingly pissed at my long-lasting fortress now. Had a loving drone ship crash into my trade stockpile, literally inside my base, then had 30+ pirates attack (only to get absolutely mowed down by my shitton of turrets), and finally had every loving animal on the map get pissed. I honestly think there were more than a hundred. The turrets couldn't keep up with it, the animals broke my door down, entered the mountain, and started flooding the hallways. I managed to kill them (thanks, Dominik, based cyborg), but had to call it a day.

Bhodi posted:

At first I was annoyed that harvesting organs required a medkit since prisoners were a waste of supplies. Then I realized that the kits were being used to keep the ORGANS healthy, not the prisoners, and all was right with the world.

I'm not a monster, it's called being practical.

Drunk in Space posted:

Braindamaged colonists are the saddest thing in this game. I have one puttering around sweeping dirt and still eating her dinner when everyone else is in bed. I thought giving her bionic legs might help make up the difference, but the consiciousness hit still gives a massive speed penalty. I hope you'll have the option to implant robo-brains or whatever in future.

Dunno-Lars posted:

Read the entire thread, and I have been irritating myself over all you ineffective organ harvesters. You can remove the stomach as well, they will just starve to death. If you have the extended surgery mod (you should), you can cut off two arms, two legs, a kidney, a lung, a stomach and then a optional organ. If you have a slave trader ready, you can skip the optional organ and sell the stomachless starving prisoner instead. At 150 per part, you can get 1200 out of a prisoner. And you can make clothes to sell of the skin. Either make food out of the flesh, or put it in a remote stockpile. Not sure if animals will eat it though.

If that sounds like your sort of thing, come join us, won't you?

You may also wish to read the update logs, to get a feel for how the game has developed since this thread was posted, they will probably give you a better feel for the progress than I can, they are located here: 10 9 8 7 6 5 4 3 2 1

Useful Links:

Website

Steam Page

Useful post about selecting a storyteller, I highly advise reading it if you're wanting to play an endless colony simulator instead of a race to build a spaceship.

An in-depth explanation of how the game handles temperature and heat transfer between areas.

Video Spotlight by SA's Illectro

Kickstarter Page 1000% funding :psyduck:

Steam Greenlight Page

Goons scare me, sometimes.


Geokinesis posted:

I think these links should go in the OP with them being all official things:

Rimworld Universe Quick Primer - A short overview on the Rimworld Universe.
Longsleep Revival Briefing - A bit more in-depth fluff.
Bug List - Lists all the confirmed bugs and their status.

https://www.youtube.com/watch?v=HEJ6QymV7-o


OwlFancier fucked around with this message at 21:02 on Nov 24, 2019

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OwlFancier
Aug 22, 2013

WhiskeyJuvenile posted:

Any talk of going to Steam?

Hmm, not sure, let me check.

Edit: Yep: It's been greenlit: http://steamcommunity.com/sharedfiles/filedetails/?id=183032873 I'll add it to the OP.

OwlFancier
Aug 22, 2013

dvorak posted:

I really hope their borrowing the entire art style almost verbatim from Prison Architect is a temporary thing.

It is, it's a placeholder for the proper art. It'll probably look fairly prison architecty still, but it shouldn't look like an exact ripoff forever.

Though that said, I do like the art, it makes it surprisingly clear what's going on, just as it does in prison architect.

OwlFancier
Aug 22, 2013

SpicyMeatSandwich posted:

I have no idea how to play Dwarf Fortress or Gnomoria, but i'll probably still +1 my STEAM account with this at some point.

This is much, much simpler than DF, or even Gnomoria. I only really describe it as dwarf fortress because it hits most of the major notes, but with much more understandable systems than dwarf fortress.

You build stuff with unified 'metal' which comes from a single 'ore' and your colonists eat 'food'. That's the extent of your resource management, but it gives you a similar overall experience. Mine for resources to build stuff, grow food to feed your colonists, just without all the fiddlyness of DF.

OwlFancier
Aug 22, 2013

Moridin920 posted:

I like the combat system in that I can actually give specific orders and they'll be followed, I can have people taking cover and stuff instead of just running into combat wildly like dwarves do.

That's probably the biggest deviation from, and my biggest preference over DF, it's nice to have an actual tactical game where DF has a cat-herding simulator.

OwlFancier
Aug 22, 2013

Alpha 1 has just been released for Rimworld. Changes include a proper stockpiling system, a character art overhaul, a dynamic tutorial system when playing the game, and part of the modding system which seems to have consumed a lot of the time between this and the last update.

http://ludeon.com/blog/2014/01/alpha-1-released/

If you're a developery sort, some dev tools were also released with the mod system, so you can start modding in dong guns that shoot dragon dildos.

According to the comments it will be available to colonist-level backers in a day or two, so those of you who paid for the $20 package should be getting it soon. I would imagine you should get an email with the sendowl links when that is available to you.

OwlFancier fucked around with this message at 01:29 on Jan 28, 2014

OwlFancier
Aug 22, 2013

I generally dig into the mountain for most of the base, because raiders won't try to demolish rock to get at you, they will burn down walls.

Housing I generally don't bother about crampedness, as when the colonist is sleeping they don't care very much about their surroundings, only whether it's indoors and whether it's shared.

Designing the cover around your base is important, and in that respect mountain bases are sometimes better, as you can control the enemy's access and funnel them all together.

Generally I would advise against using sentries, they die very quickly, aren't very accurate, and cost a lot to replace. Also they take out anything nearby when they explode. What you generally want is colonists in good cover, it works a lot better.

The game needs more options for walls and stuff, regular walls are a bit fragile, it'd be neat if we could have reinforced concrete or something that was much tougher/non flammable, maybe without a power conduit in it as a balancer.

OwlFancier fucked around with this message at 18:00 on Feb 1, 2014

OwlFancier
Aug 22, 2013

ninjewtsu posted:

So what exactly is good cover? More than just a single line of sandbags to hide behind, I take it?

In the latest version, if you select a colonist and hover over a target, it'll give you a list of the modifiers. Ideal cover as far as I know is a full height wall to hide behind, and a sandbag or something half-height next to it to cover your lower body when peeking out. Also the enemy should be in a straight line between your dude, the wall, and the enemy.

The angle the enemy is at affects cover effectiveness, the closer they are to flanking your colonist the less effective the cover is, also the light level you're shooting into matters a lot. You can give everyone in a night fight a big buff by switching off the lights near your colonists... Because obviously the enemy can't see your guys if they're in the dark, so they get a big penalty to hit, if the enemy is standing in the light however, your guys can shoot just fine. It's really in-depth and surprisingly sensible, basically if you do most of what you'd do naturally, even if you think it wouldn't actually be modeled in game, it will probably help.

Demiurge4 posted:

Power could use an overhaul though, I'd like to be able to install switches that lets me isolate parts of the grid and maybe have lamps stay off unless there's someone in the room.

This too, a power management system with running presets would be nice because you'll run out a lot trying to run everything at once.

OwlFancier fucked around with this message at 20:31 on Feb 3, 2014

OwlFancier
Aug 22, 2013

All the systems in the game have so much that could be done with them. Different construction options, more lighting options, more in-depth power control mechanics, more happy/afraid options, more stuff buried in the mountain and ways to find stuff. Lots of stuff, really. I'd personally like directed floodlights (and possibly searchlights which track enemies?) as well as walls with lights built in, also mounted weapons to replace turrets, and maybe your wall suggestion as well as concrete bunker fronts which work like wall cover you can shoot over, but not move over, maybe with an ugliness penalty?

The game's got so much you can use to balance things because you have to balance so many different systems to make the colony work, really looking forward to the mods and core game mechanics being expanded.

As it stands yes, there really isn't much reason not to build in a valley, it'd be handy to have more big outdoor things that remain useful later in the game. The solar collectors do a good job of making the outside valuable, but more valuable but optional things you can do with big open spaces would be nice.

Edit: For those of you who don't read the official forums, and are curious about the game's development, Ty, the fella making the game, often posts some quite interesting info on what he thinks would be good ideas for the game.

http://ludeon.com/forums/index.php?action=profile;area=showposts;u=1

OwlFancier fucked around with this message at 02:31 on Feb 4, 2014

OwlFancier
Aug 22, 2013

Pornographic Memory posted:

I'm playing with the Randy Random storyteller and he really likes sending huge rear end human waves of raiders with pistols backed by a couple dudes with sniper rifles and other not-crappy guns at me. Against a bunch of M-16s and M-24s this should be a massacre (and mostly is) but a dozen raiders with pistols put out a pretty huge volume of fire so I lose a couple guys in each raid. I'm about to just give up and go to the peaceful storyteller so I can build a nice settlement that does not have to continuously fight for its life with all hands and have huge a dumping pile with scores and scores of raider corpses in it. Though all the trash weapons I don't need makes a pretty good source of trading silver.

Randy Random is hella unbalanced, it's basically not designed to give any shits about pacing.

Frankly even chill callie classic will eventually turn into a pretty murderous slaughter after a short while, playing with enemies at all is almost more about how long you last, not how good your colony is.

Though that said, try using blasting charges, grenades, fire, and cover mechanics and you should be able to handle a large volume of enemies. It helps to give them some crappy cover to hide behind. If they can't find any and don't feel they can compete in a ranged fight, they'll probably charge you and basically try to beat you up. Giving them a few scraps of cover within easy grenade range will probably make them easier to fight.

Also if you're having trouble with bodies, make a big stockpile or mass grave, and then set it on fire with a molotov. Alternatively shove them all into gibbets and use them to keep your colony 'happy'.

OwlFancier
Aug 22, 2013

ninjewtsu posted:

Yeah this game is a lot of fun but I'm really not liking how after my 100th day with 6 survivors the game just kinda goes "well you've been at this too long I guess it's time for you to lose" and then I just get nonstop waves of raiders, with almost no breaks in between. Getting three raider waves in a row, before my colonists are done nursing their wounds from the last, is just plain frustrating, and ultimately when I get a fourth right after I just quit.

I think it's an issue with the alpha 1 version because I never had that problem in the prerelease version, hopefully they patch it out because it does make playing what is ultimately quite a long term game, a little disheartening.

OwlFancier
Aug 22, 2013

ninjewtsu posted:

Just a single wave, usually, as it turns out! Mostly because I'm making GBS threads potatoes out of my ears from having 1 dedicated farmer work 4 farms, and I'm just selling potatoes and weapons to passing ships every chance I get, but neither of those things actually increases my fighting ability one bit! The only conceivable thing I could do to improve my chances against raiders is build sentry guns and walls, but the raiders come so often that I just don't have time to build anything. I'm fine with the raiders coming in huge waves but they really need to be spaced out more than they already are, I basically just have enough time between waves to harvest the farm and rebuild my cover.

Kinda this. Your fighting ability is primarily based on 1. how many colonists you have, and 2. what guns you have to give them. 3. terrain, also comes into account but once you pick your terrain you're kinda stuck with it.

Colonists need time to recover between waves, one is a challenge, two sequentially is kind of untenable because of how the game works, your colony is almost one big hospital to help your colonists recover between raids.

I think that's why they're adding mortars, to give you different types of challenge, rather than zerging you the raiders will sit outside and bomb you until you come and sort them out.

Drink Cheerwine posted:

In terms of constructing defenses, I think I can best explain with a screenshot. If you look closely, you can see my mines in the kill zone, and leading up to the entrance. Putting rock debris along your walls and leaving an opening draws raiders exactly where you want them, like moths to a flame. (The debris might not be necessary due to the hole, but I'm not sure.) The sandbag/wall defenses I've set up are probably not optimal, both in construction and distance to the entrance.



E: I guess I read about it elsewhere, but there's also a strategy called "the waffle" which involves placing a big block of sandbags at your choke-point to slow the enemies. I tried it, but felt like it provided them with too much cover, so I've just been haphazardly tossing some debris there instead.

One small thing, complete the wall just near the sandbags so that it roofs over that area, then don't put any lights in. Being in the darkness will give your colonists like -20% to being shot.

OwlFancier fucked around with this message at 15:39 on Feb 7, 2014

OwlFancier
Aug 22, 2013

Monthly updates would be pretty boss.

I really wish there was like, tiers of construction quality.

It stands to reason that lovely junk walls and exposed wire hammered out of unrefined ore would be pretty weak and prone to short circuiting, and that you'd be able to build that with minimal skill, resource, and time investment.

But I really hope there's an option in the future to build actual decent walls and conduits and batteries, which don't keep exploding and discharging and consume 50% of the input charge in efficiency costs and constantly need maintenance. Maybe tie it to construction skill, only skilled constructors can build the higher quality stuff. As it stands a good constructor is not so useful at the moment.

Oh also you don't need sun lamps at all. Crops grow fine in regular lamplight, I'm not sure what the point of sun lamps is.

OwlFancier
Aug 22, 2013

Lighting in general could use some looking at. Standing lamps make sense for outdoor use, because there's nothing to mount them on. But the game should perhaps have indoor lights which are a bit cheaper to build/run but perhaps require a roof (for ceiling lights) or short circuit in the rain (for just general indoor freestanding lights)

Also I'd really like radium lights built with radioactives, which use no power and work during solar flares, for emergency lighting and whatnot.

It'd be nice if sun lamps especially were buildable on the ceiling layer or something, apparently we're getting manual ceiling control soon, so perhaps we can get ceiling tiles which provide light?

OwlFancier
Aug 22, 2013

The game is designed for very small numbers of colonists, which may be what causes the room requirements to be so large.

Though it would be nice to be able to make better quality rooms to offset the size requirements. Rooms should probably be purely quality based, with a logarythmic size requirement, absolutely tiny rooms will make people very unhappy, but medium sized ones will be easily offset by some quality materials.

Also yeah, the new food stuff looks pretty great, apparently the crafting system should be moddable to make all sorts of stuff, as it's the basis for most of the production stuff in the game to come.

OwlFancier
Aug 22, 2013


I was looking for the thread for ten minutes to post this, where did you hide it?

Downloading it now because I want to see what else you can build out of the stone blocks.

OwlFancier
Aug 22, 2013

Drink Cheerwine posted:

I auto-favorite threads I've posted in.

From the changelog, regarding stoneworking:

"Added stone economy: stonecutter’s table, crafting worktype, stone cutting workgiver, stone blocks thing, stone tiles floor, low stone wall, high stone wall."

"Finished up stone economy with stone walls."

Weirdly the only things I can find to build are stone tile floors and stone walls. No low walls or furniture.

Still, the premise is nice, I like the option for natural resource utilisation with rewards for doing it. Metal's great for building anything but having specific resources seems like it's going to let you do more specialist things.

OwlFancier
Aug 22, 2013

Jet Jaguar posted:

The stone walls are a lot more durable than the metal walls--they can take at least one exploding turret without collapsing

The revised cooking workflow takes a bit of getting used to. I kept wondering why all the squirrels were just sitting there and then I remembered you needed the prep table, too. Hunting is a bit awkward since it's so manual yet, but that should change.

Think I should try modding in a still so I have something to do with all those potatoes.

I actually had been having some trouble with cooking, while quality meals do provide some happiness boosts, the colonists are a bit stupid and will regularly just try to eat raw meat until they become suicidal, even if other options are available.

At the moment I find that just growing berries is better, because they don't spoil for one thing.

OwlFancier
Aug 22, 2013

Actually sentry turrets are a bit rubbish, I think building them influences the director to send bigger raids which they almost never actively contribute to stopping.

OwlFancier
Aug 22, 2013

Ironically DF is very poor on the real time micromanagement side, all your micromanagement happens months or years in advance, if you screw up in combat, it's because you didn't do something a year ago.

The combat is pretty good when you play out in the field, which is something that's been stated as the point. You're not technically supposed to hunker down in your fort all the time, though it's currently the most effective method most of the time. I still like to send sniper teams out to whittle down enemy groups.

It'd be nice if maybe big raider swarms could come in several small groups to encourage you to take out a couple with small teams before they join up and attack.

OwlFancier
Aug 22, 2013

I do like DF, I just find myself wishing it was less buggy and obtuse. And had an interface. And looked nicer.

DF has loads of neat mechanics but the difficulty of accessing them does detract from the fun a bit, which is probably why I clock more time in DF-alikes than DF itself.

If they're changing hydroponics to be like that, it'd be nice if you could transplant dirt, so hydroponics become rapid growth tools, with more risk, while dirt farming is slow but a bit more reliable.

OwlFancier
Aug 22, 2013

wolfman101 posted:

How does one get mines in this game? I researched everything and didn't find them.

They took them out of Alpha 2 because they're... well frankly they're horribly unbalanced. You would have to re-enable the mod which adds them in, it's part of the official release.

OwlFancier
Aug 22, 2013

Thankyou for updating, I've been wiped out with a chest infection so I didn't get around to it.

I'm also curious what DLL modding will do for the game, also looking forward to trying out the new faction system, could make the raider mechanics a lot more interesting if you don't have to fight everything yourself.

OwlFancier
Aug 22, 2013

I was thinking borderlands, actually, which isn't a bad thing I guess.

OwlFancier
Aug 22, 2013

V for Vegas posted:

How do you move bodies into graves? I have all these dead raiders in my camp depressing everyone, but when I click on them it says 'cannot haul body, forbidden'.

Make sure the body isn't forbidden, they are by default (they have a little cross next to them if so)

I tried a couple of the modpacks just now and they add some pretty neat things, just having a bunch more stuff in the game massively enhances the gameplay by giving you more reason to build big bases, and more stuff to put in them, as well as more research to do.

I really am looking forward to when this gets more filled out.

OwlFancier
Aug 22, 2013

Roadie posted:

The whole "everything is forbidden by default" thing is really annoying. It feels like a weird, clunky way to try and solve the 'my dwarves keep running into a burning room to pick up the stuff of the last dwarf who ran into a burning room and died' problem.

I admit I've never had reason not to immediately untag everything.

A better solution would be some sort of lockdown mode which you can activate to keep non-drafted colonists inside.

OwlFancier
Aug 22, 2013

Roadie posted:

I'd rather see a 'red alert' button that tells your colonists without combat skill to hide somewhere and tells your colonists with combat skills to defend the home area you have marked (rather than any manual drafting/undrafting at all).

I'd like to keep the manual control, the combat is one of the best parts of the game and it benefits from playing like a real time tactics game.

So if you were to have that I'd like it to maybe work a bit like the old XCom games, where you can assign soldiers a set of equipment and when you launch a mission (or hit the red button in this case) they all get into their gear and head to a rally point.

I wouldn't trust the game to pick the right loadout and figure out who you want to fight. Sometimes even skilled soldiers are good enough at other things or injured enough that I don't field them.

A button to quickly put the colony into a preset combat mode would be nice though, so I'd agree with that, so long as I get to control the specifics.

OwlFancier fucked around with this message at 16:45 on Apr 14, 2014

OwlFancier
Aug 22, 2013

USMC_Karl posted:

Just got an email about an update, but I'm at work. Anyone played around with the new version yet? Sounds like a lot might have changed.


I can post the full work log later if people want to see it, this is just what was in the kickstarter update.

Huh, that was fast, Ty's been on holiday for two weeks and only got back a few days ago, wasn't expecting a release that soon after.

I'll give it a download and have a look.

OwlFancier
Aug 22, 2013

Midrena posted:

Maybe it was done before he went on vacation and he didn't want to release it when he wasn't around to deal with people's issues. At least that's what I thought when I, too, realized he'd been off on holiday!

Maybe, actually thinking about it I think that was mentioned before he went.

So far I've seen the new wood economy, it's kinda nice, I guess? I admit it's not... quite what I'd call necessary. Wood stuff isn't a significant change from metal stuff I don't think. Personally I'd change it so that metal walls have, like, 700HP and aren't flammable, but make them cost more metal to produce. Also maybe make metal more scarce, at the moment I'm not really having much reason to use wood as a material.

The menu has more categories and is ordered better, also there are some new graphics in for doors and for the new wood stuff. It's a bit more detailed than the existing stuff so there may be a graphical upgrade in the works?

OwlFancier
Aug 22, 2013

:stare:

You know when you heard 'mechanoids' and thought it was just going to be cylons or something? Basically the same as raiders only made of metal?

Well... It's not like that.

OwlFancier
Aug 22, 2013

I'm not going to give details because it would sort of spoil the effect.

Suffice to say they are most definitely not just normal raiders, and your conventional approach of hiding behind cover and plinking at them will not go well for you.

I've only encountered one so far, I don't know if there are different varieties or different weapons for them to use, but the one I had came at a very lucky time and had a rather funny weakness, but if it had attacked with backup I would have been pretty hosed I think.

They aren't quite DF megabeasts but they're definitely going to require a different approach to deal with them. If I had a single mechanoid weapon, it would completely trivialise all raider encounters for the rest of the game.

OwlFancier fucked around with this message at 03:45 on Jun 2, 2014

OwlFancier
Aug 22, 2013

According to the thread on the forums he posted for feedback on whether to merge planks and logs, he may be returning to it with some sort of material system in the future.

Feel free to register and add your feedback, most of the changes in the alpha 4 subversions were due to feedback on the forums.

Also sieges sound pretty radical, I hope turrets get some balance changes to compensate for the manning requirement. Make them a bit more like emplaced machineguns.

OwlFancier
Aug 22, 2013

I wonder if I set someone on fire they will become incapacitated due to pain?

OwlFancier
Aug 22, 2013

Leif. posted:

Pretty sure it's a bug, as he had no other health issues (other than minor pain), wasn't in shock, but still refused to eat.

I suspect he requires feeding because he's injured, he can feed himself, he just probably won't because he's a patient and patients are fed by carers.

Essentially imagine he's a big baby, a terminally stupid big baby.

OwlFancier
Aug 22, 2013

Modified the OP slightly to reflect the changes in the last few patches.

The new health system has some interesting effects on colonist recruitment, because I don't really want to recruit people who I just shot full of holes. I'm having trouble keeping up with pirate raids, it certainly makes your colonists more valuable.

OwlFancier
Aug 22, 2013

One thing I'm liking with this version compared to A4 (I skipped A5) is that the combat feels a lot better, the wounds make it easier to bring people down without them being absolute bullet sponges, sometimes they take lots of hits but other times they go down quickly, much better than the hitpoints based combat.

Further, it's nice to see the effects different shots can have, hitting people in the legs stops them running away and suchlike, also I'm finding a lot of the enemies will just run in terror once they take some hits/a few of their friends die.

It feels more crunchy having fights populated by people who got one-shot the moment they stepped in, and people running screaming at the carnage.

Of course on the flipside if your guys get shot it sucks because you need to make sure to heal them up quickly before they bleed out. Also, speaking of bleeding out, I'm having some success sending one guy with a lee enfield to poke holes in enemy sieges, then retreating and waiting for half of them to bleed to death.

OwlFancier
Aug 22, 2013

swampcow posted:

This thread caught my eye yesterday, so I tried the game out. Those 4 hours went by pretty fast.

Anyone else have a problem with prisoners not sleeping in their bed? The bed is assigned for prisoner use. I have wood floors and a wooden door. Does that make a difference somehow?

Is it assigned as medical?

OwlFancier
Aug 22, 2013

So uh, I had one of those AI pods drop down and I really don't have the equipment to fight it, I spent about five days trying to shell it and hitting everything bit the mechanoids and the pod, then, well...

These guys showed up:



So I feel pretty emasculated right now.

OwlFancier
Aug 22, 2013

You can also wait for them to fall out of the sky.

In escape pods, they will usually contain an unconscious and lightly injured person who will be fairly easy to convince to join you.

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OwlFancier
Aug 22, 2013

According to Ty he's holding off on steam until it's in a better state, he doesn't want to release it to a wide audience until it's as good as he can get it.

The current distribution method is quite good, you just get a link to a zip with the files in, no DRM or anything so far as I know. You get an email every time it updates, and I would expect you'd get a steam key when it comes out there.

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