Did it change? because at the moment both my current games have been a real miserable slog, or have I just having bad luck? Its almost like the work speed for mining and building have been slowed down massively.
It looks like I'm about to loose a colony though. Getting hit by Cold snap, Psychic drone and Toxic fallout just as winter arrives, and all I've managed to do is get a few bedrooms and utility room done. My Population is decreasing, and now there's two colonists who will collapse if they step outside, and no food or anywhere to grow it, and the third one isn't far behind.
Edit:
Oh my life...
Just got raided and my last mobile colonists rushes out to fight, promptly gets a whack round the chops with a club and is kidnapped.
In my opinion it has become more difficult. The most obvious change are the sappers, and I think the raider AI in general is better at finding a good shooting spot (for example centipedes now start shooting earlier than in a10).
Also now there are events that can last for weeks for the first time. Only positive point I guess is that now the storyteller is much more friendly when it comes to giving you new colonists.
I was surprised when the wargs attacked my turrets. I was shocked when a mad tortoise took out a turrets. Seems those have been effectively nerfed. Now with toxic months, greenhouses are a MUST. Seems like you need about one bulb per 4 colonist if your growing anything beside potatoes (I typically do about 75% food, 25% fiber/drugs/hops).
Quote from: Skissor on June 18, 2015, 11:30:19 AM
In my opinion it has become more difficult. The most obvious change are the sappers, and I think the raider AI in general is better at finding a good shooting spot (for example centipedes now start shooting earlier than in a10).
Also now there are events that can last for weeks for the first time. Only positive point I guess is that now the storyteller is much more friendly when it comes to giving you new colonists.
I've yet actually to be in a position to face those. But Combat has felt more brutal than before though. I've had to euthanaise a colonist, which is a first for me. Oddly my colonists got a "prisoner Executed" negative modifier.
Update on the colony: The inevitable happened. A Evil ship part... On the plus side the months of Toxic fog have meant there's no animals to go mad.
Then one colonist collapsed outside in the Toxic fog. the other instead of going and picking them up decided to go play horsehoes, and then collapsed in the middle of a game.
Darwin at its best.
Just waiting until the toxic fog ends then I'll use the Dev console to chuck down 4-6 more colonists as a wandering group and carry on.
yes the pacing, as well as the AI have improved, and the game is harder...
the colonists now change to their primary job quicker, so managing jobs takes some changes also. Mining does take longer.
Quote from: Listy on June 18, 2015, 11:50:56 AM
I've had to euthanize a colonist... ...Oddly my colonists got a "prisoner Executed" negative modifier.
That sounds like a bug. Care to elaborate this in a new bug thread?
I think it definitely would be harder; to match A10 you might want to reduce difficulty a notch.
Quote from: Skissor on June 18, 2015, 12:14:47 PM
Quote from: Listy on June 18, 2015, 11:50:56 AM
I've had to euthanize a colonist... ...Oddly my colonists got a "prisoner Executed" negative modifier.
That sounds like a bug. Care to elaborate this in a new bug thread?
Can't prove it apart from that description. But Sure I'll run up a very short Bug report on Saturday, when I'm on the machine it happened on and can try to replicate it.
Quote from: Tynan on June 18, 2015, 12:22:33 PM
I think it definitely would be harder; to match A10 you might want to reduce difficulty a notch.
I was on Basebuilder mode. I tend to use Basebuilder to get a functioning colony, then when I feel I'm ready for it, I whack it up to a Rough Randy.
One issue I've had is all the raids have been by Tribals, so I've got a massive stock of bad primitive weapons, but only 4 modern weapons (four Rifles varying quality and repair state, and a pistol. One of those weapons came from an ancient temple) and no armour.
a tribal is always angry with you at the start of the game, by design.
The issue was that ONLY the tribe was attacking, not the pirates, so no guns or plasteel weapons were dropping.
I still find the bows much better than nothing and would recommend that all engagements be made at range in the early game.
(Keeping in mind I jumped from A9 to A11:) It is more challenging, but the new difficulty descriptors makes it more clear what you're in for now. Also, I feel like the form of difficulty is more varied now. Before it was only raids. It feels like food takes longer to grow now, which made food a concern for the early game. Mood seems a lot more relevant now too, especially with the "good day or bad day" feelings, however, I have more ways to combat that too with things like joy and comfort. I can stop a colonist from working completely if I feel like they might break soon.
The longer events are nice as well. I haven't encountered a toxic fallout or volcanic winter yet, but the warg attacks make for a very nice change of pace and require me to huddle up and whittle them down from the confines of my base very very slowly: Taking them head-on would be nearly suicidal. It also makes for interesting scenarios when you have other visitors or raiders.
Combat actually feels better to me even though it can be challenging. You just need a proper strategy: For example, a tribe's numbers are too great to take on at range, but unlike wargs their melee isn't as devastating. You can't just hide in your base long-term either (like with wargs) because they'll burn it down, so I handle them by hiding in the base just long enough for them to spread out to start destroying stuff, then I rush them one by one with all of my colonists in melee. This is even more effective if you go after the ones with ranged weapons since they can only punch back, and said ranged weapons aren't nearly as dangerous when there isn't a numbers advantage. I've taken out over double my colony's numbers in this manner, which so far has been enough to make them flee. My colonists are very beaten up and exhausted afterwards, but it beats losing everyone or having you base burnt to the ground.
What works with one type of raid won't work with another, which is key point here. You can survive if you're open to more than one method of dealing with things, which is a massive improvement over the previous killbox-solves-everything scenario, and the difficulty isn't limited to combat either.
This is probably the biggest leap in gameplay experience for me so far.
I think crop growth rates were slowed a bit in general. The easier difficulty settings do give you bonus yield at harvest though.
Quote from: Listy on June 18, 2015, 11:50:56 AM
Then one colonist collapsed outside in the Toxic fog. the other instead of going and picking them up decided to go play horsehoes, and then collapsed in the middle of a game.
Darwin at its best.
That sounds like an unintentional bug... You'd think the colonists would definitely be smarter and not venture out to play horseshoes in the middle of a toxic fog...
Quote from: Euzio on June 18, 2015, 11:02:48 PM
Quote from: Listy on June 18, 2015, 11:50:56 AM
Then one colonist collapsed outside in the Toxic fog. the other instead of going and picking them up decided to go play horsehoes, and then collapsed in the middle of a game.
Darwin at its best.
That sounds like an unintentional bug... You'd think the colonists would definitely be smarter and not venture out to play horseshoes in the middle of a toxic fog...
no bug, you have the ability to prevent them from going outside to play horseshoes.
Ah ok.
Admittedly, I have yet to try A11 myself since I'm actually awaiting for some mods to be updated. Hopefully I can try it soon :)
My impression is that A11 is more challenging, at least on Cassandra Classic Challenging. More breaks, more times of low food, more deaths and injuries during battles of equal size raids. The counterbalance seems to be slightly more generosity with pawns joining the colony. Overall I'm quite happy with that.
Ok its happening again... endless human wave attacks from the Hostile tribals. And they're harder for an undefended colony to survive, as they just rush you, and Pilums hit bloody hard.
Equally you can't get any useful loot from them, and the prisoners are impossible (Ok Vastly harder) to convert for the most part.
I'm currently on day 118. Since day 41 I've had ten raid events. Eight have been from tribals. One of the pirate raids happened when my colony population dropped to zero after the toxic fog wipe out and then a wanderer joined.
Challenging or Overkill ?
(http://i.imgur.com/5pruGvm.jpg)
10 raids (sapper) at the same time is a bit too much.
Quote from: shenzya on June 19, 2015, 08:14:18 AM
Challenging or Overkill ?
http://i.imgur.com/5pruGvm.jpg
10 raids (sapper) at the same time is a bit too much.
Dev tool doesn't count. ^^
i didn't use dev tool...
the game go crazy with sapper after 2years.
Ok, it just seems like a bug when you get multiple raids at once. Interesting, might be an issue a colony gets after a certain time.
i checked the log :
(http://i.imgur.com/TuXf027.png)
if that can help
Cool! Could you post a save file? Just your current colony (if you don't have the save file from the screenshot anymore)
Quote from: shenzya on June 19, 2015, 08:14:18 AM
Challenging or Overkill ?
(http://i.imgur.com/5pruGvm.jpg)
10 raids (sapper) at the same time is a bit too much.
modded game also.
I was actually wondering if it was easier, but maybe I just got lucky it seems (playing on Tough).
I managed to escape in a spaceship for the first time ever. Took every person with me (9).
I had quite a nice defense all around my colony in preparation for sappers - all dealt with nicely.
It was funny, because I had the whole psaceship built except the AI core.
I thought, hm I need to get me the AI Persona core, and within 30 secs one dropped from the sky next to my colony :D
It was much easier to deal with being next to me, as I was very quickly able to build a bunch of turrets and walls around it before the psychotic energy ramped up - the mechanoids stood no chance.
Suggestion for Tynan - Maybe it shouldn't drop so close to my base on harder difficulties?
Nutz. Everything was going fine, then a manhunter pack hoves into view and I loose the entire colony.
That's two colony wipes in less than 8 hours.
Aaaand another six poor saps randomly generated.
Quote from: shenzya on June 19, 2015, 08:46:06 AM
i checked the log :
(http://i.imgur.com/TuXf027.png)
if that can help
Sounds like a serious bug.
Could you by change post the output_log from the RimWorld843Win_Data folder and your savegame? You could just zip and email them to me. It'd really help me.
Ah, wait, were you running a mod? That would be the only cause I can see here, but I'll safe the core code so it doesn't crash on innocuous mods from here on.
Quote from: Tynan on June 19, 2015, 01:07:46 PM
Ah, wait, were you running a mod? That would be the only cause I can see here, but I'll safe the core code so it doesn't crash on innocuous mods from here on.
yes i used Rimsenal and EDB interface for that colony .
Sadly i dont have the save anymore , i will try a new one (no mods) and see if it happen again.
Quote from: shenzya on June 19, 2015, 02:20:07 PM
Quote from: Tynan on June 19, 2015, 01:07:46 PM
Ah, wait, were you running a mod? That would be the only cause I can see here, but I'll safe the core code so it doesn't crash on innocuous mods from here on.
yes i used Rimsenal and EDB interface for that colony .
Sadly i dont have the save anymore , i will try a new one (no mods) and see if it happen again.
No need for the save, I already fixed the bug. Will be in hotfix.
Tynan identified and solved a bug just with a slim screenshot. Impressive.
Quote from: Skissor on June 19, 2015, 06:42:10 PM
Tynan identified and solved a bug just with a slim screenshot. Impressive.
Well, it was a screenshot of the exact error message with the exact error and method indicated.
Quote from: Tynan on June 19, 2015, 06:51:21 PM
Quote from: Skissor on June 19, 2015, 06:42:10 PM
Tynan identified and solved a bug just with a slim screenshot. Impressive.
Well, it was a screenshot of the exact error message with the exact error and method indicated.
It's like giving a contract assassin your target's entire daily schedule.
*BOOM* Headshot.
Tynan "Programmer" Sylvester
Developer Lvl 20 (1.5 passion)
Bugtracking success rate: 99.73%
This release feels much harder than previous, which is a good thing. I've been playing on Cassandra Challenge and it is indeed pretty challenging, especially on ice sheet embarks. Very gratifying, earlier releases were a bit too easy really.