Anyone have an ideal when its due for release, or what it contains.
My guess would be around September 17th, seems Tynan releases large updates monthly
QuoteAlpha 4: June 1
Alpha 5: July 5
Alpha 6: August 13
Alpha 7: ? ? ? ? ? ?
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
Soon (http://www.wowwiki.com/Soon)TM
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
Looking forward to it.
Something I know is gonna be in there are some bugfixes xD and hopefully (I REALLY DO :D) that we can have artifical limbs. Then Finally I can replace my colonists right eye and my other colonists left foot :/ the guy with the missing right eye cant even hit an incapped centepide at 5 meters distance xD
Quote from: Bodog999 on August 27, 2014, 04:07:52 PM
Something I know is gonna be in there are some bugfixes xD and hopefully (I REALLY DO :D) that we can have artifical limbs.
Yup, it's coming, it's mentioned in the changelog too, along with an improved trading system, stuff system, skill boosters, more throughout stat information and so on. x3 An actual to-do list like we got spoiled with back before A3 would be fun to have though, but I guess most of us are hyped beyond the roof anyway as it is, lol. xD
Prosthetics and body parts, neurotrainers, arbitrary item and structure composition, updated trading, cotton plants and clothes making...
(http://i.imgur.com/KWl6pqT.jpg)
All very nice features we (hopefully) get. I like my colonists the way they are but I hate when something really important gets shot off/destroyed/crushed. Eyes, ears and noses dont bother me too much. Got a guy with both eyes missing, has an energy rifle and can get some damn good shots on the enemy. I just want to be able to replace arms and legs and not to forget surgury for replacing the stomach and jaw.
Quote from: Bodog999 on August 30, 2014, 01:30:34 PM
All very nice features we (hopefully) get. I like my colonists the way they are but I hate when something really important gets shot off/destroyed/crushed. Eyes, ears and noses dont bother me too much. Got a guy with both eyes missing, has an energy rifle and can get some damn good shots on the enemy. I just want to be able to replace arms and legs and not to forget surgury for replacing the stomach and jaw.
...He can shoot his enemies without seeing them?
This sounds like a legend in the making.
Quote from: SSS on August 30, 2014, 06:57:32 PM
Quote from: Bodog999 on August 30, 2014, 01:30:34 PM
All very nice features we (hopefully) get. I like my colonists the way they are but I hate when something really important gets shot off/destroyed/crushed. Eyes, ears and noses dont bother me too much. Got a guy with both eyes missing, has an energy rifle and can get some damn good shots on the enemy. I just want to be able to replace arms and legs and not to forget surgury for replacing the stomach and jaw.
...He can shoot his enemies without seeing them?
This sounds like a legend in the making.
Yep he is damn good in an another colony I have a guy which has his right eye missing and he cant even hit a centepide from 3 meters away with a minigun xD
Wouldn't it be better if the body parts that were 'shot' off (or at least thats the game logic) but you can only save them in the nick of advanced medical skills from a colonist and a proper medkit considering that it's the future and using the "it's sci-fi" defense can justify that the medkit has some sort of binding gel that can save the colonist's body part in the nick of time, but only with a very small window of opportunity to quickly attach the body part back before the shot off part has been deemed impossible to attach back?
@bodog999, with a minigun, most colonists can barely hit a target at three meters even with both eyes. They're extremely inaccurate (but great for crowd control).
The loss of an eye doesn't do a whole lot, IMO. My best mortar operator is a one-eyed colonist.
Realistically speaking having two eyes are only really important for depth vision (i.e. ability to estimate distance), so losing one eye wouldn't affect a person too much. In the game it does however cut down the base accuracy down with 50%, but it seems a high shooting skill can compensate for this by a lot.
Quote from: REMworlder on August 27, 2014, 04:58:39 PM
Prosthetics and body parts, neurotrainers, arbitrary item and structure composition, updated trading, cotton plants and clothes making...
Do you know, or does anyone know, if the updated trading just refers to ships or can we actually trade with other factions now? It would also be nice if there was some update, or explanation, to the faction system. Right now it seems you have to throw an unhealthy amount of silver at one faction in order to get them to be friendly with you, in which they might help you if you are attacked, but for some absurd reason that faction reputation always drops back down to the original number and at a pretty quick rate, which makes it completely worthless for the most part.
Quote from: Lokai on September 01, 2014, 04:15:23 AM
Quote from: REMworlder on August 27, 2014, 04:58:39 PM
Prosthetics and body parts, neurotrainers, arbitrary item and structure composition, updated trading, cotton plants and clothes making...
Do you know, or does anyone know, if the updated trading just refers to ships or can we actually trade with other factions now? It would also be nice if there was some update, or explanation, to the faction system. Right now it seems you have to throw an unhealthy amount of silver at one faction in order to get them to be friendly with you, in which they might help you if you are attacked, but for some absurd reason that faction reputation always drops back down to the original number and at a pretty quick rate, which makes it completely worthless for the most part.
From what I have seen in the change log its UI only.
Changelog:
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
QuoteFrom what I have seen in the change log its UI only.
There's also a bit more I think (or maybe you were talking about something different) from the Aug 18th changes:
-Traders can now generate items by category, so they can generate any food, any raw resource, and so on.
-Traders now randomize prices slightly within their assigned categories.
-Traders now deal in and carry apparel, body parts, prosthetics, and AI persona cores.
Regarding what Lokai asked I'm guessing all the changes are only for orbital trade.
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
And its still fast on my shitty 20 dollar laptop! I i hope a7 will still be the same because i love this game
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
Also, don't forget about that two-week vacation you had between...A2 and A3? Or A3 and A4? So it's really roughly 35 days between Alphas.
Quote from: Lokai on September 01, 2014, 04:15:23 AM
Do you know, or does anyone know, if the updated trading just refers to ships or can we actually trade with other factions now? It would also be nice if there was some update, or explanation, to the faction system. Right now it seems you have to throw an unhealthy amount of silver at one faction in order to get them to be friendly with you, in which they might help you if you are attacked, but for some absurd reason that faction reputation always drops back down to the original number and at a pretty quick rate, which makes it completely worthless for the most part.
There is a known bug where faction relationship gets reset (on a game reload, I think). This is part of what you're seeing. Faction relationship should only change when you give them money or attack/capture their people.
Quote from: milon on September 02, 2014, 06:39:23 AM
Quote from: Lokai on September 01, 2014, 04:15:23 AM
Do you know, or does anyone know, if the updated trading just refers to ships or can we actually trade with other factions now? It would also be nice if there was some update, or explanation, to the faction system. Right now it seems you have to throw an unhealthy amount of silver at one faction in order to get them to be friendly with you, in which they might help you if you are attacked, but for some absurd reason that faction reputation always drops back down to the original number and at a pretty quick rate, which makes it completely worthless for the most part.
There is a known bug where faction relationship gets reset (on a game reload, I think). This is part of what you're seeing. Faction relationship should only change when you give them money or attack/capture their people.
Its indeed on game reload the'll reset so spending silver on them to make the relationship better is worthless :/
EDIT: when you generate a world with the same see you have the colony on the factions will reset and you'll get diffrent ones.
Whoa, that sounds like a bug.
The wait for A7 is killing me :/
Every wait for every Alpha is killing everyone. I know the feeling myself.
Alpha 7 is going to be so epic!
Quote from: Bodog999 on August 31, 2014, 04:23:26 AM
Quote from: SSS on August 30, 2014, 06:57:32 PM
Quote from: Bodog999 on August 30, 2014, 01:30:34 PM
All very nice features we (hopefully) get. I like my colonists the way they are but I hate when something really important gets shot off/destroyed/crushed. Eyes, ears and noses dont bother me too much. Got a guy with both eyes missing, has an energy rifle and can get some damn good shots on the enemy. I just want to be able to replace arms and legs and not to forget surgury for replacing the stomach and jaw.
...He can shoot his enemies without seeing them?
This sounds like a legend in the making.
Yep he is damn good in an another colony I have a guy which has his right eye missing and he cant even hit a centepide from 3 meters away with a minigun xD
I have a level 15 assassin with no eyes and 1 arm and he still gets 3/4 of the shots with a m-24
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
Not to jump the gun or anything, but going by the range in time between updates, we are looking at another 9 to 29 days (September 12 to August 2). That is less than a month.
Yes, I know this is only an estimate and Ty said it was going to be a big update so it could be even longer, but it is enough to keep me up at night like a little kid on (a really long) christmas eve.
Based on what Tynan has said will be included in the next update I don't think we'll see anything until at least October. Although I would be very happy to be wrong.
Quote from: EscapeZeppelin on September 03, 2014, 10:22:52 AM
Based on what Tynan has said will be included in the next update I don't think we'll see anything until at least October.
HERESY!
Quote from: StorymasterQ on September 02, 2014, 03:47:47 AM
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
Also, don't forget about that two-week vacation you had between...A2 and A3? Or A3 and A4? So it's really roughly 35 days between Alphas.
Actually he was at a game conference at the end of March I believe (hence the 45 day release time for A3), then he was on vacation in May (hence the 50 day release time for A4). So yeah, in theory, if you take that into account then the average release schedule have been no more than 30-40 days so far.
Quote from: ShadowTani on September 03, 2014, 08:43:54 PM
Quote from: StorymasterQ on September 02, 2014, 03:47:47 AM
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
Also, don't forget about that two-week vacation you had between...A2 and A3? Or A3 and A4? So it's really roughly 35 days between Alphas.
Actually he was at a game conference at the end of March I believe (hence the 45 day release time for A3), then he was on vacation in May (hence the 50 day release time for A4). So yeah, in theory, if you take that into account then the average release schedule have been no more than 30-40 days so far.
Alright, I'm going to foretell the future and say that A7 is (probably) going to come out on between 15 and 22 of September.
Quote from: Bodog999 on August 27, 2014, 04:07:52 PM
Something I know is gonna be in there are some bugfixes xD and hopefully (I REALLY DO :D) that we can have artifical limbs. Then Finally I can replace my colonists right eye and my other colonists left foot :/ the guy with the missing right eye cant even hit an incapped centepide at 5 meters distance xD
I'm not so sure about a right eye but prosthetics will be cool, but they shouldent restore full effectivenessw
I'm quite looking forward to prosthetics, especially cybernetics in particular.
It's gonna be XCOM:EW all over again, all the best members are gonna go straight under the knife for... "Improvements".
I'm hoping that cybernetics is going to be glitterworld tech and be either heavy on resources or unlock time as a result though. Wouldn't want everybody in a 15 man colony being turned into the equivalent of super-soldiers.
Am I the only one here super exited about the expanded resource system?
I want to pave my walkways with bauxite!
Quote from: MoneyFish on September 06, 2014, 10:52:41 AM
Am I the only one here super exited about the expanded resource system?
I want to pave my walkways with bauxite!
a note in the changelog is hinting towards melee weapons, that's what i am looking forward the most :).
Quote from: Xerberus86 on September 06, 2014, 12:45:24 PM
a note in the changelog is hinting towards melee weapons, that's what i am looking forward the most :).
HOW DID I MISS THAT :o
and the next date for alpha 7 is...? 8) :P
i cannot wait!
Any estimate date yet?
I am super excited for the lockable doors... I will finally be able to keep the colonists inside so they don’t run through 100 tribals to get that missing piece of metal.
Although I would be even more excited if Tynan allowed us to choose only select colonists to be able to pass through a given door. E.g., I often get attached to the original three and would like to give them exclusive access to the "executive headquarters."
Lockable door are great thing yes they will increase life expectancy of colonist a lot. There is nothing worst than some idiot colonist thinking that it's good idea to get something from the middle of a enemy army.
I am more exited about changes to raid numbers being based on population rather than wealth. Colony of 10 with bow and arrows has better chances of defending IMO than colony of 3 with miniguns. Maybe sustainable colonies can take place in a game eventually without 200+ raids destroying fps. If it works out how I hope it will maybe living outside will make some sense.
I'm quite eager to see how the supposed Melee weapons will work!
I'm eager to club some of those pesky Squirrels. They have gnawed their last colonist! XD
I notice that the change log indicates that primarily bug fixing has been occurring over the last several workdays. As I look back in the logs I see that the last round of such concentrated bug fixing was on the working days right before, yes, August 13th, when Alpha 6 was released. Could this be a sign that Alpha 7 is close?
Reddit seems to think so but I suspect it may be week or two before we see anything.
Apparently (alpha six was released about a week before I joined the community) Tynan requests testers for the new alpha before it is released publicly. That hasn't happened yet so it could be another week or two. That seems to be the final sign that it is on its way. Unless I missed something.
BTW Tynan if you are reading this and are looking for testers...
(http://helganation.files.wordpress.com/2014/03/http-__n-ovantique-tumblr-com_.gif?w=487)
I have to say, I'm REALLY enjoying RimWorld's development pace! I have a lot of fun building up a big colony or two, then a new version comes out with [insert really awesome feature here] and I start afresh to play with the awesome new features. The updates are perfectly spaced to keep me constantly interested. Before I get even slightly bored with RimWorld - *BAM!* - new update!
I am incredibly excited about alpha 7.
:D
No doubt, muffins, I'd have 'shelved' it by now if it weren't for all the updates. Each one has been significant, too. This next one looks to be the best, and the changelog is making me think 7 is very close.
A new release date theory: The last time we had 11 consecutive entries in the change log for "Bugfixes" we got Alpha 6. We just hit 11 today. :P
Seems like it will be soon. The changelog is showing less new content and more bugfixes and balancing.
Alpha seven? No no, the next update will be 1.0, development will cease, and Tynan will release the source code so the community can keep up development...
Too soon? :P
If you have no idea what I'm talking about: http://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29 (http://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29)
I'm still butthurt about this one, don't say that !
Quote from: Damien Hart on September 19, 2014, 10:05:19 AM
Alpha seven? No no, the next update will be 1.0, development will cease, and Tynan will release the source code so the community can keep up development...
Too soon? :P
If you have no idea what I'm talking about: http://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29 (http://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29)
i think that went belly-up 'coz they didn't listen much to the community? i dunno..
many people were complaining how derelicts and remnants of docked pirate ships can usually end things up in a clutter. (at least from what i recall, i kinda lost interest in that game quite a while ago)
it no longer felt like a "base-building" game. it's more like a "randomly generated dungeon crawler"
'coz of all the labyrinthian mess that gets accumulated in time that takes too much hassle to disassemble..
which is so much different from what people expect it to be..
back on track to the topic....is it possible that instead of asking for testers this time around, he just used the people from last time and it is secretly already happening?
So far, yes.
Quote from: Tynan on September 19, 2014, 11:57:09 AM
So far, yes.
Yeah I thought so as it looked like there were a lot of playtesting bugs resolved on the bugtracker!
Quote from: Geokinesis on September 19, 2014, 12:08:17 PM
Quote from: Tynan on September 19, 2014, 11:57:09 AM
So far, yes.
Yeah I thought so as it looked like there were a lot of playtesting bugs resolved on the bugtracker!
Nice! So I wonder if this might put next week back into the realm of possibility for an A7 release? Well, it happens when it happens, but I can still hope!
Quote from: Tynan on September 19, 2014, 11:57:09 AM
So far, yes.
Tynan you know what the good wholesome sexy thing to do is, tell us the release date estimate
Quote from: userfredle on September 20, 2014, 09:55:27 PM
Quote from: Tynan on September 19, 2014, 11:57:09 AM
So far, yes.
Tynan you know what the good wholesome sexy thing to do is, tell us the release date estimate
I disagree with this, if he gives you the date it will only make it harder for you. Then what if it doesn't make it by the date, now you will be angry and form a small local group with pitchforks and torches and hike to Canada burning down all Canadian looking buildings on the way...
Quote from: ApexPredator on September 20, 2014, 10:19:20 PM
Quote from: userfredle on September 20, 2014, 09:55:27 PM
Quote from: Tynan on September 19, 2014, 11:57:09 AM
So far, yes.
Tynan you know what the good wholesome sexy thing to do is, tell us the release date estimate
I disagree with this, if he gives you the date it will only make it harder for you. Then what if it doesn't make it by the date, now you will be angry and form a small local group with pitchforks and torches and hike to Canada burning down all Canadian looking buildings on the way...
I have to agree with your disagreement.
Much better to not give a date until it is absolute and in this case by then it is just released.
We know it is coming soon because they have started testing, when it is released will depend on how many bugs are found in testing and how quick they can be fixed, something that cant be known yet.
Yes, my general policy is that I don't give out guesses as to when the game might be released (or what it might eventually contain). Because that's all they are - guesses. Why risk the drama and heartbreak? There's just so little upside; I really don't know why so many indies insist on guessing release dates and features.
as long as devs continue to add new features that increases the gameplay's base value, development can remain in alpha almost indefinitely (i don't think people will begrudge them for that)
i think tynan could've stopped development after adding the "escape to space by building a ship" feature.. but instead of calling it quits, he added more and more interesting and enjoyable features, and people lurve him for it.. ;D
honestly, i almost lost interest back in alpha 4 (didn't even play alpha 5).. but alpha 6 brought me back, and after playtesting alpha 7, i'm totally hyped up all over again.. lol.
this game is definitely building up a huge amount of momentum.. can't see the train stopping for anything, anytime soon.
Quote from: Tynan on September 20, 2014, 11:48:10 PM
Yes, my general policy is that I don't give out guesses as to when the game might be released (or what it might eventually contain). Because that's all they are - guesses. Why risk the drama and heartbreak? There's just so little upside; I really don't know why so many indies insist on guessing release dates and features.
Well because that is what is deeply trained into people through regular jobs.
You always have time requirements, deadlines, year goals and so on... its not even healthy, when coding systems to be used on trade fairs I nearly lost my capability to code after 4 years of the madness of unmoveable deadlines.
They just don't realize they don't have to do it - I find your approach much more refreshing and honest :-)
i think as long as the alpha stage is profitable for the developer he can prolong the period as much as he sees fit. beta stage later on is more for focusing on ironing out bugs and adding some more content like more animals, equipment, etc.
Quote from: Matthiasagreen on September 03, 2014, 10:05:03 AM
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13
Actually just writing this down to see what the pattern is!
Looks like the intervals are
~30 days
~45 days
~50 days
~34 days
~39 days
You should note that A7 is pretty ambitious.
Not to jump the gun or anything, but going by the range in time between updates, we are looking at another 9 to 29 days (September 12 to August 2). That is less than a month.
Yes, I know this is only an estimate and Ty said it was going to be a big update so it could be even longer, but it is enough to keep me up at night like a little kid on (a really long) christmas eve.
Although I meant to say October 2nd in the post above, I was pretty spot on.
Quote from: Matthiasagreen on October 01, 2014, 12:45:15 PM
Although I meant to say October 2nd in the post above, I was pretty spot on.
+1 Internets for you Sir!
The daily changelog is actually a good way of displaying progress without having to meet arbitrary deadlines. Once you look at it for a while, you can sniff out major updates about a week or so in advance.