YEEEYYYY!!!!! :D
EDIT
Ok, so now we're waiting for Alpha 12! ;D
Out, Alpha 11 is.
yeeeeeeey x2
Alpha 11 Out Is
Ehrrm! Talk like Yoda, only I should.
Awesome stuff!
is there a page with the changes for alpha 11 compared to alpha 10?
I'm hesitant to upgrade just yet given the number of mods I'm using unless 11 offers something especially enticing alpha 10 doesn't
Check out ludeon.com (main page) for details, but IIRC nuclear winter, toxic fallout, sappers, safe zones...
Thanks, looks like a fun buch of changes, will be looking forward to it once some of my favorite mods get updated to work with A11 (fusebox, Enhanced defenses, bulk meals, etc.)
How long can it take for everyone to get an email?
24 to 48 hours I think. Sometimes it just takes a while.
Wow.
Lots of little things that were vaguely bugging me are no longer issues...
Ability designate a strip target (like hunting?) so I no longer having to manually tell colonists to strip corpses.
Ability to copy/paste storage area settings (so much less clicky)
Ability to perform surgery on guests (damn guest with a missing leg is STILL in bed on one of my saves).
Ability to remove floors (so now I can reveal dirt and plant in an area if I don't want floor there anymore).
And of course, it appears the raiders got smarter and more versatile.
YEEEYYYY!!!!! :D
Quote from: Riftmaster on June 10, 2015, 08:58:25 PM
Wow.
Lots of little things that were vaguely bugging me are no longer issues...
Ability designate a strip target (like hunting?) so I no longer having to manually tell colonists to strip corpses.
Ability to copy/paste storage area settings (so much less clicky)
Ability to perform surgery on guests (damn guest with a missing leg is STILL in bed on one of my saves).
Ability to remove floors (so now I can reveal dirt and plant in an area if I don't want floor there anymore).
I was only able to play a few minutes, but I was so happy to see all of these.
How have the raids been affected by the new Alpha? Can anyone share? I might not have time to have a good play session before the weekend and I am really curious.
Quote from: stefanstr on June 11, 2015, 03:23:32 AM
How have the raids been affected by the new Alpha? Can anyone share? I might not have time to have a good play session before the weekend and I am really curious.
The raiders are bright enough now to sometimes learn from their mistakes and won't always wander into the same kill boxes over and over, instead they're savvy enough to tunnel through walls and focus on weak parts of your base defense, meaning they are now capable of exploiting any weaknesses of your base, which should be lots of fun.
(although I admit I am slightly disappointed I can't use my A 10 saves with A 11 since I would love to see how the smarter raiders take on some of my current bases.)
wear clothes has been reduced?
where i can get the update?
More and more hostile events which only affect outdoors. Rimworld is getting closer to the DwarfWorld ideal.
first few raids are no different than alpha 10.... then the changes, and the learning have taken place, and the raids get more interesting, at least on cassandra.... who knows with randy.
Quote from: Lady Wolf on June 11, 2015, 07:06:42 AM
Quote from: stefanstr on June 11, 2015, 03:23:32 AM
How have the raids been affected by the new Alpha? Can anyone share? I might not have time to have a good play session before the weekend and I am really curious.
The raiders are bright enough now to sometimes learn from their mistakes and won't always wander into the same kill boxes over and over, instead they're savvy enough to tunnel through walls and focus on weak parts of your base defense, meaning they are now capable of exploiting any weaknesses of your base, which should be lots of fun.
(although I admit I am slightly disappointed I can't use my A 10 saves with A 11 since I would love to see how the smarter raiders take on some of my current bases.)
To remedy this, make the areas around your killbox equally strong, and make the area near it less strong so they go for that, and "waltz into the killbox".