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RimWorld => General Discussion => Topic started by: Tynan on October 24, 2017, 01:45:47 AM

Title: Alpha 18 unstable test build is released
Post by: Tynan on October 24, 2017, 01:45:47 AM
RimWorld Alpha 18 unstable version is now available on the 'unstable' branch in Steam.

This version is unstable. There will be bugs, imbalances, and other annoyances. It won't be as good as the final build. Your game may get ruined by something really dumb. The game will update with no warning and anything can break or change. Please only test if you're willing to put up with that!

To use the build: In Steam, click RimWorld -> Properties - > Betas tab -> select 'unstable' branch. Restart Steam if necessary.

To report feedback: I love to hear play stories, balance feedback, and so on. Please feel free to post feedback in this thread, or make another thread. I can't reply to everything but I do read everything and take notes. The most useful feedback reports what happened in the game, and is based on longer experiences. Suggestions are cool, but stories and bug reports are really the best!

Please only post feedback specific to things that are new in A18; long-standing issues, suggestions and discussions should not be posted here please.

To report bugs: A bug is when the game isn't working as designed. If you find a bug, please report it in the Bugs forum (https://ludeon.com/forums/index.php?board=11.0), following the instructions in the How To Report A Bug (https://ludeon.com/forums/index.php?topic=513.0) thread. Much appreciated - public bug reports are essential!

Compatibility: Saved games from vanilla Alpha 17 should still be loadable, though some things may change. It'd be great if players could report any bugs with loading A17 maps. Complex mods won't be usable. Very simple mods may still load.

Announcement: I'm not trying to spread the news wide because the game is still unstable; I'd rather get some dedicated test time from the dedicated players here first! So of course it's fine to talk about it, but I won't be spamming all the PR channels with this. I will be spamming them when the alpha is actually done.

Video makers: I won't stop anyone from making videos of Alpha 18 in its unstable form, though I'd prefer you didn't. The experience may not be up to the standards of the public builds, because it hasn't had that level of testing, and I don't want people getting the wrong impression.

-----

Rough features list:

-New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
----Tropical swamp
----Temperate swamp
----Cold bog

-New incidents:
----Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
----Aurora. A beautiful aurora lights up the night sky, improving mood.
----Tornado
----Peace talks quest
----World refugee quest
----Prisoner rescue quest

-Storyful combat:
----A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.

-Various research has been split up
----Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
----Melee weapon research is now broken into several stages

-New furniture
----Bedroll: Portable bed
----Dresser: Passively improves room
----Endtable: Passive improves room
----Various new table sizes

-New quest reward special items:
----Psychic emanator
----Vanometric power cell
----Infinite chemreactor
----Techprof subpersona core
----Healer mechanite superdose
----Resurrector mechanite superdose
----Orbital bombardment targeter
----Orbital power beam targeter

-Tribal content upgrade:
----Ikwa melee weapon
----War mask
----Tribal headdress
----Recurve bow
----Tribal hunter
----Tribal heavy archer
----Tribal berserker

-New world site components (used in various situations):
----Sleeping mechanoids
----Animal ambush
----Enemy ambush

-New mental breaks:
----Insulting spree. Randomly go around and insult people.
----Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
----Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
----Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
----Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
----Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
----Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
----Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a "catatonic breakdown" hediff.
----Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special "spark jailbreak" action with them, induces an immediate prison break in that prisoner.
----Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.

-New mental inspirations. Basically reverse mental breaks - these give temporary bonuses to colonists in high moods.
----Work frenzy (1 day): Global work speed 2.5x
----Go frenzy (1 day): Walk speed 1.5x
----Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
----Inspired trade
----Inspired recruitment
----Inspired surgery
----Inspired art

-World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
-Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
-Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
-Crop blights now appear and spread over time instead of instantly destroying crops
-Spaceship is now bigger and has one more component, the sensor cluster
-Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
-Space ship construction now requires advanced components, which have their own tech tree and production method
-Split pistol into revolver and autopistol
-Boomalopes can be milked for chemfuel
-Added chemfuel generator, which generates electricity from chemfuel
-Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
-Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
-Redesigned alert letter types and sounds to be more specific.
-Pawns can now be banished. This is analogous to abandoning pawns in caravans.
-Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
-Many many tunings, bugfixes, and redesigns.
Title: Re: Alpha 18 unstable test build is released
Post by: anotherrimworld on October 24, 2017, 02:26:23 AM
Thank you!
Title: Re: Alpha 18 unstable test build is released
Post by: lighthoof on October 24, 2017, 02:59:42 AM
Daaaamn!
Anti-breakes, blight rework an combat log sound fun AF )
Title: Re: Alpha 18 unstable test build is released
Post by: {insert_name_here} on October 24, 2017, 03:10:59 AM
HYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPE

Hooray for swamp biomes! Definitely going to try that out soon.
These new events look cool! Meteroite impacts and tornadoes sound interesting.
A combat log! Awesome!
These new quest reward items sound damn OP and super fun.
Nice to see new tribal stuff too!
Hooray! New ways for my colonists to go insane!
Mental inspirations? Interesting...

I specifically like the new mental breaks, blight improvements, changes to the ship world quest, named world features, swamp biomes, season changes...

So I basically like everything about this update. Thanks for so much awesome content!

I'd better binge-play Rimworld now until my A17 colony dies so I can get stuck straight into trying out all the awesome new features in Alpha 18!
Title: Re: Alpha 18 unstable test build is released
Post by: Hessra on October 24, 2017, 03:20:19 AM
Oh shit, it's happening. Thanks for all the hard-work dudes !
Title: Re: Alpha 18 unstable test build is released
Post by: {insert_name_here} on October 24, 2017, 03:33:12 AM
Oh by the way:

Quote from: Tynan on October 24, 2017, 01:45:47 AM
Announcement: I'm not trying to spread the news wide because the game is still unstable; I'd rather get some dedicated test time from the dedicated players here first! So of course it's fine to talk about it, but I won't be spamming all the PR channels with this. I will be spamming them when the alpha is actually done.

Sorry but I just sent messages out to two steam discussions and the announcement you made on the "Backstory in game" and "Pirate King" DLCs. Then I read this. Sorry, I'll try to not help the news spread like wildfire anymore.
Title: Re: Alpha 18 unstable test build is released
Post by: ShadowTani on October 24, 2017, 03:38:21 AM
Only problem I noticed with A17 saves so far is that any workbench projects will be frozen (pawn will be working on it infinitely without making progress), and that the geography and town locations will be significantly different (a caravan I sent to a nearby town about 5 days away prior to A18 is now on their way to a town somewhere else entirely, 17 days away, lol). All issues is easily fixed by canceling and/or restarting these tasks however.

I'll be starting a fresh A18 game once I get the time tomorrow though. As always, thank you for your work. :3

Edit1: Oh dear, the caravans location is also way off, they are days away from the main base, going to be hard to keep that starvation train afloat, lol.

Edit2: Figured out there's an option while in dev. mode to instantly transfer a caravan to a location, so for those not aware that's an option to resolve any caravan issues from A17 saves. It's not cheating when you're resolving a compatibility issue. ;3

BTW, I'm just reporting this to make people aware what to expect if they try to continue from an old save, obviously not expecting any fix, that's unnecessary.
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 24, 2017, 03:41:09 AM
Quote----Resurrector mechanite superdose

Is that... does that... that sounds like... a way to resurrect a dead pawn? Probably under some rather strict conditions (Or just super duper rare?)

Im really excited to see those new quests myself. More reasons to leave the base are always good.
Title: Re: Alpha 18 unstable test build is released
Post by: notfood on October 24, 2017, 04:25:04 AM
One thing I noticed from the get go. Mouse scroll zooming is way too slow compared to A17. It's really annoying.

Edit: It may be Linux only issue.

More details: Affects the overworld as well.
Title: Re: Alpha 18 unstable test build is released
Post by: G7300 on October 24, 2017, 05:05:59 AM
If "Shrek's Swamp" isn't a possible name, I am going to be annoyed...
Title: Re: Alpha 18 unstable test build is released
Post by: Wanderer_joins on October 24, 2017, 05:37:24 AM
Tribal run, here i am :-) I love the new tribal items/ weapons/ apparels

A first thing i noticed is untrained colony animals are much more aggressive vs enemy animals (manhunter), and i guess enemies. Combined with the melee combat overhaul, my 3 cats crushed a manhunter packs of does (revenge), with a bit of help and healing in between.

And the names of some regions... https://imgur.com/a/HajP9
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 24, 2017, 05:51:11 AM
If I'm picking your brain right, I think you want players to experience stories. Correct? Then as a Lost Tribe exclusive player, I would like to get a "Virgin" planet. Maybe not entirely but,... all region names are already given. I think it would be more awesome if names are given by the factions "after" encountering said regions and naming them accordingly based on their colony experiences.

Personally, I would love to start at a Virgin region and as I send out caravans to either trade or expand into 5 outposts total, be able to "name" them based on "my" story.
Title: Re: Alpha 18 unstable test build is released
Post by: fluxfaraday on October 24, 2017, 06:00:44 AM
Quote-Storyful combat:
... Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat.

This is super cool.  One time I was playing Dwarf Fortress.  I had half my (low level) town building a bridge when a Minotaur wandered onto the island they were on.  I couldn't save them, so I left them to be killed, and they were.  Except for one dwarf.  That fight went on and on and on.  Finally something seemed absurd, the dwarf should have died ages ago, so I pulled up the combat log and discovered that the Minotaur had picked up and equipped a sock and was beating the dwarf with it.  A sock!  Socks don't do much more than bruise, even when wielded by a Minotaur.  I can't remember if I managed to save the dwarf, but the sock wielding Minotaur will be remembered.
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 24, 2017, 06:27:56 AM
Quote from: Wanderer_joins on October 24, 2017, 05:37:24 AM
And the names of some regions... https://imgur.com/a/HajP9

Oooh nice screenshot. Is it just me or do those rivers look a hell of a lot better too?
Title: Re: Alpha 18 unstable test build is released
Post by: Agamidae on October 24, 2017, 06:33:09 AM
I have a lake called Small Ocean. Is it a bug or a feature?
https://imgur.com/7yewuu2
Title: Re: Alpha 18 unstable test build is released
Post by: A Friend on October 24, 2017, 06:35:46 AM
Quoterevolvers

+1
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 24, 2017, 06:41:04 AM
Thats quite a List of now obsolete Mods  ;D ;D ;D

and it sounds so awesome, that I'll be willing to launch steam this evening ..



Quote from: fluxfaraday on October 24, 2017, 06:00:44 AM
I pulled up the combat log and discovered that the Minotaur had picked up and equipped a sock

Holy Shit .. thats how he massacred your whole fortress !!
You should read up on the offensive power of Fluffy Wamblers.

Title: Re: Alpha 18 unstable test build is released
Post by: XeoNovaDan on October 24, 2017, 07:18:02 AM
So... we did it!
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on October 24, 2017, 07:27:16 AM
Remember to back up your screenshots, guys!
Title: Re: Alpha 18 unstable test build is released
Post by: lighthoof on October 24, 2017, 08:01:42 AM
Quote from: Daimonin on October 24, 2017, 03:41:09 AM
Quote----Resurrector mechanite superdose

Is that... does that... that sounds like... a way to resurrect a dead pawn? Probably under some rather strict conditions (Or just super duper rare?)

Im really excited to see those new quests myself. More reasons to leave the base are always good.
Most likely, it will infect the pawn with luciferium. That's the least adequate price I can think of
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 24, 2017, 08:02:23 AM
Quote from: XeoNovaDan on October 24, 2017, 07:18:02 AM
So... we did it!

Right .. now I have to recollect 400+ mods ..  :o
Title: Re: Alpha 18 unstable test build is released
Post by: Crow_T on October 24, 2017, 08:29:08 AM
AWESOME! I look forward to more pain and suffering, destruction and rebuilding.  ;D

It looks like EMP mortars no longer exist, do the antigrain ones replace them in some way?
Title: Re: Alpha 18 unstable test build is released
Post by: Princetondog on October 24, 2017, 08:37:28 AM
Great update but you went overboard on cave generation
Title: Re: Alpha 18 unstable test build is released
Post by: rjord2018 on October 24, 2017, 09:14:48 AM
I love the caves..... started in an area with no harvestable food in the forest and had to head into the caves to harvest fungi which will keep my colonists going until first crops are grown.
Title: Re: Alpha 18 unstable test build is released
Post by: Endoric on October 24, 2017, 09:20:13 AM
i will miss my mods... yet endure the long wait for their updates.

buts its good to play vanilla again
Title: Re: Alpha 18 unstable test build is released
Post by: saulysw on October 24, 2017, 09:20:38 AM
Played for a few hours - no issues to report. Having a wonderful time, as usual. Great game, great game.
Title: Re: Alpha 18 unstable test build is released
Post by: yannisk on October 24, 2017, 09:20:58 AM
Infestation will need tweaking. I like playing in mountainous regions (though never build inside mountains) and I strive to keep the 30 tile rule. With so many caves around, this is now impossible.

Maybe add as a prerequisite to be "inside".
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on October 24, 2017, 09:49:48 AM
@ yannisk - Please read or re-read the OP, in particular the following extract (my underlining and bolding for emphasis).

Quote from: Tynan on October 24, 2017, 01:45:47 AM
Please only post feedback specific to things that are new in A18; long-standing issues, suggestions and discussions should not be posted here please.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 24, 2017, 10:20:40 AM
I certainly have reservations about the agency with tornadoes and some of the mental breaks.  We'll see how it works in practice though.
Title: Re: Alpha 18 unstable test build is released
Post by: Grishnerf on October 24, 2017, 10:39:19 AM
all hail tynan lannister.  :P


seems to be the first update that includes "fluff" stuff.

i like.
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 24, 2017, 10:50:39 AM
Quote from: Grishnerf on October 24, 2017, 10:39:19 AM
all hail tynan lannister.  :P

Hear him Post.

==== EDIT ====

.. damn .. not only stupid comments .. something about the game ..

:o :o :o
local installation without steam runs great

I love the mapped out planet with area names,
I like the new Pawn-UI so far ..
What are the "left behinds" about ? ..

and so many small amazeballs changes .. weapon melee bulk ..
the new plantlife looks great .. and I just landed and totally love the new version ..

now as my favorite half-elf Alchemist says " ONWARD ! TO ! GLORY ! "
Title: Re: Alpha 18 unstable test build is released
Post by: Albion on October 24, 2017, 11:27:32 AM
I just downloaded the unstable A18 version to get a jump start on adapting my mod and check out the new feature.

While playing around in God mode I came across an antigrain IED and figured "I should call in a raid and test that thing".
Let's just say: I was not prepared for this kind of... effect...

I'm also immensly loving the new furniture and joy buildings, as well as the new world and flora features.

My only issue is: The description in Psychoid brewing features the line "[...] psychoid leaves can be boiled in water[...]". So after researching the Psychoid brewing I clicked on the campfire: no new recipe. So I checked out the brewing table: no new recipe. Now I got confused and clicked the stove: no new recipe.
Then I remembered that smokeleaf joints are produced at the crafting spot and there it was.
Long story short: Maybe move the 'make psychoid pekoe' recipe to the campfire/stove or at least have a copy of that recipe available there too?
I get why it's at the crafting spot but at least from the description I would have guessed the recipe might be somewhere else.

Edit: I also love the left behind feature. Now I don't have to reroll my colonist but can pick the best ones and let the rest/unworthy die in that (space)shipcrash.
Title: Re: Alpha 18 unstable test build is released
Post by: drunetovich on October 24, 2017, 11:31:45 AM
1) Team skills window not updating properly after you "Randomize" pawns on the team.
2) Caves are too numerous and have too much arms, so look somewhat unnatural.
Title: Re: Alpha 18 unstable test build is released
Post by: Devon_v on October 24, 2017, 11:33:29 AM
Quote from: Crow_T on October 24, 2017, 08:29:08 AM
AWESOME! I look forward to more pain and suffering, destruction and rebuilding.  ;D

It looks like EMP mortars no longer exist, do the antigrain ones replace them in some way?
Re-read the OP. Vanilla mortars work like CR/CE mortars now, which makes far more sense. It's the shell that does the stuff, not the tube. :)
Title: Re: Alpha 18 unstable test build is released
Post by: Awe on October 24, 2017, 12:32:00 PM
Quote----Slaughterer. Slaughter random colony animal(s) periodically.

Seems too rough. Pls, dont make animal handling even more useless than before.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on October 24, 2017, 12:49:20 PM
Just in time. Randy just wiped out my current colony with a three doomsday rocket raid and a fox manhunter pack.
Title: Re: Alpha 18 unstable test build is released
Post by: Alistaire on October 24, 2017, 01:01:38 PM
Very simple combat log suggestion: end every sentence in an exclamation mark.

Also, if the same action happens twice, add "x2" behind the action (and the same for any other multiple of the same action happening).
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on October 24, 2017, 01:21:28 PM
You have to make an A18 section for mods in the steam workshop.
Title: Re: Alpha 18 unstable test build is released
Post by: XeoNovaDan on October 24, 2017, 01:24:15 PM
Quote from: Alenerel on October 24, 2017, 01:21:28 PM
You have to make an A18 section for mods in the steam workshop.

This isn't official release; just public testing to refine the base game.
Title: Re: Alpha 18 unstable test build is released
Post by: MCreeper on October 24, 2017, 01:24:49 PM
Everyting about quests and half of mental breaks including anti-breaks  - WHERE TO DELETE THIS GIBBERISH!?!?!  >:( >:(  >:(
All other - awesome, just as usual. ;D
Ok, not actually, and i didn't even seen all it.
Quest rewards -  don't know what the first 4 ones is.  :(
Mechanites - resurrector looks strange.
Targeters - he-he-he.

Mental breaks.
Tantrums - meh.
Sadistic rage - i approve   ;D
Slaughterer - No.
Murderous rage - like berserk, but far worse when pops up on really wrong time. Uh.
Run wild - just a bit over the board for me.  It shouldn't be THAT hardcore sickness.
Work frenzy, shoot frenzy, and probably go frenzy - Hell No. Especially shoot frenzy, bonus is just way too huge.

Eh. Now when i wrigthen all this, i should check the actual update. :P
Title: Re: Alpha 18 unstable test build is released
Post by: kaptain_kavern on October 24, 2017, 01:29:47 PM
Hey, tropical Rainforest that looks like a Tropical Rainforest ...   YaY!

Another mod byte the dust ... :-c
Title: Re: Alpha 18 unstable test build is released
Post by: Serenity on October 24, 2017, 01:30:57 PM
Quote from: Tynan on October 24, 2017, 01:45:47 AM
-New furniture
----Bedroll: Portable bed
----Dresser: Passively improves room
----Endtable: Passive improves room
----Various new table sizes
Fantastic. That was an area where vanilla furniture was really lacking :)

Quote
Crop blights now appear and spread over time instead of instantly destroying crops
Yes! Makes that event much better

Quote
Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect.
Yay :)
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on October 24, 2017, 01:49:23 PM
Quote from: XeoNovaDan on October 24, 2017, 01:24:15 PM
Quote from: Alenerel on October 24, 2017, 01:21:28 PM
You have to make an A18 section for mods in the steam workshop.

This isn't official release; just public testing to refine the base game.

Last time he created the category when released the testing. Reason is to have the modders have their mods already updated for the release.
Title: Re: Alpha 18 unstable test build is released
Post by: corestandeven on October 24, 2017, 01:53:58 PM
Good list for A18 and thanks for all the hard work. I look forward to playing the stable release. Three questions/comments from me:

1. Whilst the list of new mood breaks sound interesting i do have a concern as to how often these will occur, how long they last, and what actions (if any) players can take to prevent or stop them whilst in progress? At the moment (in A17) they are punishing and I would say not fun for players to manage.

As i mentioned on several of my posts mental breaks happen way too often imo, mostly when pawns have travelled. You arrive at a mission/mining location/enemy base and your pawns break - some for frankly absurd, unbelievable and frustrating reasons. Apart from arresting pawns players have no other action but to ride it out, and some mental breaks last days. If pawns are injured or have infections (common after a battle) you cant treat them unless they collapse.

During travel you cant stop to have fun, eat at a table, sleep indoors etc (unless you use the camping mod) so in vanilla there is little players can do to increase mood whilst on the road. I have pawns often breaking during travel as well.

Could you explain more about what (if any) changes have been made to mitigate this? Adding more mental breaks, especially violent ones, when there isnt much players can do to prevent or deal with them, when traveling, is a major turn off to exploring the map.

2) As reported by several players on other posts, what changes (if any) are being made to the frequency of limbs flying off? Seems every battle in A17 results in arms, legs, fingers, noses etc falling off. Given players have little options available to remedy this after a battle it means after a small number of raids you have a colony of crippled pawns who cant do much.

There are mods that mean you can create bionic parts later in game, but i do not think it addresses the real issue of overly frequent limb loss. Im sure in real life firearms do mame people often, but is Rimworld a real life simulator or a videogame?

3. How do bedrolls work? Are they for travelling or use in the colony only?
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on October 24, 2017, 01:55:08 PM
Playing in a swamp biome now. It seems weird there's no harvestable plants naturally growing here.
Title: Re: Alpha 18 unstable test build is released
Post by: Crow_T on October 24, 2017, 02:24:08 PM
Quote from: Devon_v on October 24, 2017, 11:33:29 AM
Quote from: Crow_T on October 24, 2017, 08:29:08 AM
AWESOME! I look forward to more pain and suffering, destruction and rebuilding.  ;D

It looks like EMP mortars no longer exist, do the antigrain ones replace them in some way?
Re-read the OP. Vanilla mortars work like CR/CE mortars now, which makes far more sense. It's the shell that does the stuff, not the tube. :)
as per the OP:
Quote-Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
No mention of EMP shells, hence my question about what the antigrain shells are.
Title: Re: Alpha 18 unstable test build is released
Post by: Dr. Z on October 24, 2017, 02:29:30 PM
Me going through the patchnotes being like: "yep...swamp biomes...nice...orbital bombardment targeter...insulting spree...seems like...WAIT A SECOND!"

But seriously, some amazing changes and new modding possibility just like we are used to. Looks like I'll be sinking into RimWorld again for some time.
Title: Re: Alpha 18 unstable test build is released
Post by: Bakar on October 24, 2017, 02:43:23 PM
YYYESSS FINALLLY!!!!

Title: Re: Alpha 18 unstable test build is released
Post by: Trblz42 on October 24, 2017, 02:52:02 PM
Quote from: Crow_T on October 24, 2017, 02:24:08 PM
Quote from: Devon_v on October 24, 2017, 11:33:29 AM
Quote from: Crow_T on October 24, 2017, 08:29:08 AM
AWESOME! I look forward to more pain and suffering, destruction and rebuilding.  ;D

It looks like EMP mortars no longer exist, do the antigrain ones replace them in some way?
Re-read the OP. Vanilla mortars work like CR/CE mortars now, which makes far more sense. It's the shell that does the stuff, not the tube. :)
as per the OP:
Quote-Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
No mention of EMP shells, hence my question about what the antigrain shells are.

Check https://www.youtube.com/watch?v=6Ak5jMleBK4 on what these antigrain shells are. And yes, EMP shells are still part of this beta
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 24, 2017, 03:10:18 PM
Just got a 41 Thrumbo Animal Migration and only half a dozen, half dead pawns ...  :o

The new message sounds are quite nice.

Oh also some weird error in the combat log .. which I attached.
I have the same bug for three different dead attackers.

[attachment deleted by admin: too old]
Title: Re: Alpha 18 unstable test build is released
Post by: BetaSpectre on October 24, 2017, 03:28:38 PM
I think murderous rage should be more selective against the colonist/prisoner with the lowest social rankings. Like going postal would have an employee attack his ex-boss. Just not a fan of random when it comes to having a colonist trying to murder another. Like how the old event caused a defector to be randomly chosen in the colony.

An overhaul of the inventory system would be great like allowing colonists to function as they do in bandit camp raids the same as they function on the normal map allowing them to hold onto items with the pick up option displayed. Having a med kit on the frontline makes a difference compared to dragging a colonist back home, then hauling a kit from the stockpiles.

In the case of mental break issues, being better able to select which meals and where to eat them would get rid of some table eating issues, and allow for just over all better control. It's not like it can't be done either.
Title: Re: Alpha 18 unstable test build is released
Post by: wobarch on October 24, 2017, 04:47:34 PM
I really like the new things for the rooms and the poker table.
Tornados are looking great and dangerous! (Are there any solid blocks that can resist a tornado? [There should, or at least give a chance to resists - to make a panic tornado room.]
Also cool with the sleeping bags, was missing that before and had to use a mod for it. Interesting solution, that tribe people have no beds, but the sleeping bags, while normal colonys got no sleeping bags from beginning, is good for me.
The animals still seem to be feed with meals, what was my biggest concern and problem for longetime farming/chickens), https://ludeon.com/forums/index.php?action=profile;area=showposts;u=78771

But besides that, looking like a great update! Also the new plants are making a huge difference! (even if swamps looking a bit crowded)

Thank you again!
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 24, 2017, 04:55:19 PM
Quote from: wobarch on October 24, 2017, 04:47:34 PM
I really like the new things for the rooms and the poker table.
Tornados are looking great and dangerous! (Are there any solid blocks that can resist a tornado? [There should, or at least give a chance to resists - to make a panic tornado room.]
Also cool with the sleeping bags, was missing that before and had to use a mod for it. Interesting solution, that tribe people have no beds, but the sleeping bags, while normal colonys got no sleeping bags from beginning, is good for me.
The animals still seem to be feed with meals, what was my biggest concern and problem for longetime farming/chickens), https://ludeon.com/forums/index.php?action=profile;area=showposts;u=78771

But besides that, looking like a great update! Also the new plants are making a huge difference! (even if swamps looking a bit crowded)

Thank you again!

If tornadoes do not have viable counterplay they are a net detriment to the game.  Maybe we'll find they have some.  Are they biome/terrain constrained?
Title: Re: Alpha 18 unstable test build is released
Post by: Albion on October 24, 2017, 05:16:53 PM
Not sure if working as intended or an oversight but there is no way to buy advanced components from any trader.
No trader will generate it in his stock. I hoped there would be at least a chance to buy some overpriced ones from the exotic goods trader or possibly the bulk goods trader. It'll take forever to craft them all on my own. Apart from possible world events giving me adv. components it therefore will take quite a while or quite a few component assemblies to craft all the advanced components required to fully build a spaceship.

EDIT: Also I just noticed that the psychic emanator ship part does not spawn any AI persona core anymore. Is this correct too?
Kind of sad since I had a mod that changed that AI persona core to a malicious AI persona core which had to be reprogrammed first to turn it into a normal persona core.
It was also a great way to get a persona core without having to buy it.

EDIT2: I think this is definitly a bug/oversight: The charge rifle is missing the "weapon bulk" stat. All guns seem to have it except for the poor charge rifle.
Title: Re: Alpha 18 unstable test build is released
Post by: wyoian on October 24, 2017, 05:48:45 PM
Haven't tested this by running it for a few years yet, but because of the "temperate zone" and even without that zone, on cold cold worlds the caravan travel times have been increased during "summer" dramatically. Before a flat tile that hit 45 F during summer wouldn't take 19H to traverse. Is this intended?
Title: Re: Alpha 18 unstable test build is released
Post by: Malpractice on October 24, 2017, 05:51:47 PM
I love the new colonist creation interface.  Team skills is a great way to reduce mental math, especially with bigger starts like Tribal. Two notes:

1) It is not correctly updating information on team skills.  When I loaded my first team, it was incorrect, and my team as a whole only had one fire and very low scores.  Randomizing individual members also seems to mess it up.  A member seems to have his data added correctly when you swap them in or out.

2) It would be very nice if we could reduce our team size down to a value below the maximum number (temporarily).  For instance, in the Tribal Scenario I'd love to boot 4 guys off the selected team and then gradually assemble it one at a time.  Or on a later stage I might want to take a guy off and say, "where am I without Sparkles?" without having to fill it in immediately.  Doing so would let the "team values" be genuine to what I know I'm keeping.  This would massively increase the utility of this new interface for me.
Title: Re: Alpha 18 unstable test build is released
Post by: wyoian on October 24, 2017, 06:09:29 PM
With tribal start, we no longer start with bed tech. But we don't spawn with cloth to make bedrolls. Should the tribal start be updated to start with some cloth or hide? or I guess we can use any hide so we just must butcher before we can have beds. Feels weird but sort of makes sense. Changes day 1 priorities.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 24, 2017, 06:28:25 PM
I don't give a shit about the Team stats. I play with the first ones that appear on screen without randomizing to "cheesy" formations, makes more challenge. The only reason I would randomize colonists is if I'm theming my game, for example, making a nordic colony in the poles and making all characters pale skinned, although this isn't really true in real life, or making all my colonists dark skinned for extreme hot biomes.

I would love to see the "Tile Selection" when choosing where to land in the world, have the option to search for random locations with a Biome preference. I was choosing random spot and rolled like hundreds of times and could not hit any of the "new" biomes and had to manually search for them. So if I want Tropical swamp biome, have the option to set that as a landing spot preference setting, so that every time I press on select random location, it will only show me map spots of that particular biome.

The swampy biomes are really fantastic idea to break those perfectly squared shaped based as you no longer can just blueprint a straight wall anymore, pushes players to other tactics as funneling with a sort of killbox entrance, not really my style. I hate the killbox concept.

The new sleeping bags are awesome but needs some work, because your tribals can already build wooden walls and doors, so its kinda odd that they can't make beds, so the first structures shouldn't be of wood either, need more rudimentary set ups, the tech tree is definitely not properly sorted chronologically.

Allow us to dig foxholes as a defense structure, make basic stick fences, feather tents...and then go for wooden walls.
Title: Re: Alpha 18 unstable test build is released
Post by: Albion on October 24, 2017, 07:16:36 PM
Unstable A18: The gift that keeps on giving.

After playing around with the antigrain IED I tried out the orbital targeted power beam. My reaction: "Holy **** this is awesome!"
In my opinion there still is no way a satilite network stays completly operational while the civilization below crumbles to dust but who am I to complain? Low orbit energy cannons are cool.

Also, dormant insect hives: Great feature. It doesn't really add much to the game except atmosphere when entering a new map but I love it.

I would like to see mushrooms growable in hydroponics or plantable in growing zones. A lot of mountain colonies would appreciate this but I guess there will be at least one mod allowing this on day 1 of final A18 release.

Mod/tech talk:
I also love the new damageWorkers since I always wanted to create a new kind of melee weapon capable of invoking a custom HeDiff but with certain conditions etc. Now I can freely play around with this by creating my own custom damageWorker. I love it.
The way melee works now is an improvement in general I think. It's interesting to see these kind of updates from a programmer/modder/developer perspective since I started modding 3 months ago. Before I only saw the consumer/player side.

I still have a long way to go though in regards to patching my mod to A18. I crunshed though quite a bit in the last 2 hours but the error list is still quite long. Will have to finish it after halloween though. I'm excited for the final release of a stable A18 version though. There are a lot of new possibilities to mod and I will enjoy playing a new colony with all the new features.
Title: Re: Alpha 18 unstable test build is released
Post by: Rafe009 on October 24, 2017, 11:17:24 PM
I noticed that tornadoes cut through natural rock walls like they are butter. I understand the need for Tornadoes to be a structural threat to brick and other unnatural walls but it seems a little strange that a few tornadoes might essentially take apart a mountain in the period of a few years - thousands of years sure.
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 25, 2017, 12:03:36 AM
So.... My world has a named place: "Alloum Taiga"

..

Its a Tropical Rainforest/Swamp....
That doesn't sound right?

"Taiga is the Russian word for forest and is the largest biome in the world. It stretches over Eurasia and North America. The taiga is located near the top of the world, just below the tundra biome. The winters in the taiga are very cold with only snowfall. The summers are warm, rainy, and humid. A lot of coniferous trees grow in the taiga. The taiga is also known as the boreal forest."

I could see the Cold Bog biome using the Taiga feature name, im guessing Tropical swamp is pulling from the same list?
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on October 25, 2017, 01:03:32 AM
I like the new blight mechanic! Though I gotta say it needs a bit more work.

Certain plants of a crop will get blighted, and the player needs to order a pawn to cut it. I realise there's the new ability to queue work now, but it would be better if it you could AOE effect cut it like you do cleaning.

As others have mentioned, bedrolls require cloth which is not something tribals would have access to. It'd be great if the default scenario have more of it or you can build it out of other textiles.

I think pscyhoid tea needs 4000 points to research? Machining takes like 3000. I'd put that number in the hundreds honestly.

Ran into a glitch where my caravan of my best social talker can't move despite within carrying weight and have plenty of food. Not sure what causes it so I insta-teleported for the talks.

Only had a few hours in, be back later to report some more.
Title: Re: Alpha 18 unstable test build is released
Post by: blightmoon on October 25, 2017, 01:36:36 AM
Rifles, cowboy hats, dusters, poker tables, revolvers... what's left? horses you can mount. Horses in A19, please?
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on October 25, 2017, 02:01:26 AM
Thanks for the feedback everyone! It's useful and we are continuing to make improvements. Got lots of notes.

Bug reports are also useful (if put in the Bugs forum).

Please don't ask for information here, this is really a feedback thread not an AMA. Thanks.
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 25, 2017, 02:31:06 AM
Quote from: Ser Kitteh on October 25, 2017, 01:03:32 AM
As others have mentioned, bedrolls require cloth which is not something tribals would have access to. It'd be great if the default scenario have more of it or you can build it out of other textiles.

I had no problem making bedrolls out of animal hides.
Title: Re: Alpha 18 unstable test build is released
Post by: general2231 on October 25, 2017, 02:37:40 AM
Sounds amazing Tynan, I'm looking forward to building in the caves that can form in mountains, thanks for the once again outstanding update :)
Title: Re: Alpha 18 unstable test build is released
Post by: Bolgfred on October 25, 2017, 03:00:53 AM
Quote from: Rafe009 on October 24, 2017, 11:17:24 PM
I noticed that tornadoes cut through natural rock walls like they are butter. I understand the need for Tornadoes to be a structural threat to brick and other unnatural walls but it seems a little strange that a few tornadoes might essentially take apart a mountain in the period of a few years - thousands of years sure.
Agreed. Natural stone should be completely ignored by tornados.

Beyond that, the effect radius should be doubled or more, as I barely noticed the "path of destruction", cause it was way too small.
Dunno if I want the pathing be more predictable. Maybe split intoa big and a small tornado, whilst the big one spawns at the map end and heads one way +/-15° through the entire map.


Swamp biome doesn't feel slow enough for me. There should be a basic ground tile which replaced standard earth as buildable/farmable land, but higher pathin cost.
When I am in a swamp, I want to be forced to place some roads, for movement.

Instead of this huge amount of trees, there could maybe more grass or bushes, with slow or cover-effects.
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on October 25, 2017, 03:38:02 AM
@ All - I've moved a bunch of posts to the bugs forum (where they belong). So if some of you are wondering "huh, where'd my post go?", then this is the answer.

I know it's tempting (and very convenient!) to post about the bugs you've encountered here. But doing so risks them slipping through the net and not being addressed because ison (one of the devs) isn't going to be methodically going through this thread checking for bug reports (like he does with report threads in the bugs forum). Plus Tynan has already asked (twice now) for them to be posted in the bugs forum where they belong.

Quote from: Tynan on October 25, 2017, 02:01:26 AM
Bug reports are also useful (if put in the Bugs forum).
Title: Re: Alpha 18 unstable test build is released
Post by: Entityofsin on October 25, 2017, 04:02:01 AM
Definitely looking forward to this. The cave system part with cave plants really excites me.
Title: Re: Alpha 18 unstable test build is released
Post by: MCreeper on October 25, 2017, 04:29:19 AM
Feedback  :)
1. Should psychite tea have some side effects except usual psychite addiction and tolerance? My colonist drinked 40+ in a row and didn't get anything except addictio and large tolerance.
2. +  Forests look more like forests now.
    -   Trees seem to give the same amount of wood per tree. DF trouble - if you have any trees on the map, you will get far more then you will ever able to use.  :P
3. 3 level shooter shooting at sleeping turkey in a bushes with 7% chance to hit. In reports, turkey not only "jerked out of the way", but also "threw himself on the ground"  ;D

Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 25, 2017, 04:43:51 AM
Quote from: MCreeper on October 25, 2017, 04:29:19 AM
    -   Trees seem to give the same amount of wood per tree. DF trouble - if you have any trees on the map, you will get far more then you will ever able to use.  :P
Amen to that, Trying the tropical swamp, just clearing the space to build some buildings and I have no idea what to do with the wood. Crafting a million statues I guess.
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 25, 2017, 05:17:57 AM
Quote from: Daimonin on October 25, 2017, 04:43:51 AM
Quote from: MCreeper on October 25, 2017, 04:29:19 AM
    -   Trees seem to give the same amount of wood per tree. DF trouble - if you have any trees on the map, you will get far more then you will ever able to use.  :P
Amen to that, Trying the tropical swamp, just clearing the space to build some buildings and I have no idea what to do with the wood. Crafting a million statues I guess.

Really ? .. Tropical Forest Biome is the one where I have the most ressuply problems with wood ..
I admit I use a lot of wood in the beginning ( walls, furniture, workbenches, floors .. )

The densitiy of the forest is lower than in other Biomes and the yield per tree is also less.
I would love if there would be some more giant trees in the jungles. ( like wooden mountains )
Title: Re: Alpha 18 unstable test build is released
Post by: Albion on October 25, 2017, 05:20:13 AM
I actually prefer the increase in vegetation. Now it actually feels like a forest/swamp/jungle and you have to cut away (or burn free) some space before being able to build stuff.

And because I usually build rather large colonies with lots of pawns and statue producting I love the increase in wood supply. Before that I had to go through most of the map and cut down all harvestable trees on the entire map to get alle the wood I wanted and even then I occasionally ran low or had to resort to building stone statues.

Quote from: SpaceDorf on October 25, 2017, 05:17:57 AM
I would love if there would be some more giant trees in the jungles. ( like wooden mountains )
+1 I like the idea of giant trees which won't regrow.
Title: Re: Alpha 18 unstable test build is released
Post by: Bakar on October 25, 2017, 05:41:29 AM
Is it just me but i feel like the reolver is a bit too weak?
Title: Re: Alpha 18 unstable test build is released
Post by: MCreeper on October 25, 2017, 06:56:36 AM
Ok, embarked on all swamps and temperate forest. Forest is the same as usual. Cold bog is more or less tame with "ohgod trees, they are in my eyes!", but tropical swamp seems to have 1 full tree per 1.5 tiles on average. Also:
1. Any reason to exist for warning "this colonist have very low skill"  when you enable work that pawn have 0-2 skill in? You are always already know that he have no skill, so that's just annoying red border on square.
2. Is semi-glitch with "you can make blueprint of door on blueprint of wall, but not other way around" fixable? Probably asked for many times already.  :D
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 25, 2017, 07:03:34 AM
Quote from: Bakar on October 25, 2017, 05:41:29 AM
Is it just me but i feel like the reolver is a bit too weak?

compared to ?
I have not played very long now, but I could handle all situations so far with the basic 3 Weapons.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 25, 2017, 08:20:14 AM
The combat log could have an improved "readability", I know you said it is unfinished. But I would prefer a color distinction between actions from the character by himself/herself and those actions that come from the other. Green is you, red is the opponent. Possibly better if hit/miss/friendly fired are separated by columns instead of all aligned to the left, so if I see my pawn with lots of icons in the middle column, I know instantly that he/she has been missing the target a lot (sight deficiency, whatever), instead of making us read line by line. I prefer a fast look by icon symbolization over a wall of text.
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 25, 2017, 08:53:55 AM
Quote from: Yoshida Keiji on October 25, 2017, 08:20:14 AM

The combat log could have an improved "readability"

- I would prefer a color distinction between actions from the character by himself/herself and those actions that come from the other. Green is you, red is the opponent.
- Possibly better if hit/miss/friendly fired are separated by columns instead of all aligned to the left, so if I see my pawn with lots of icons in the middle column,
- I prefer a fast look by icon symbolization over a wall of text.

Yes to all of it .. but a little different.

I would prefer the colors to define how much damage was dealt
( red - severe or bleeding wound; yellow normal hit; green or white miss; purple Kill )
and the combatants divided by alignment ( like most messengers do it at the moment )

Enemy Left Aligned, Pawn Self Right alligned.
Title: Re: Alpha 18 unstable test build is released
Post by: Jarwy on October 25, 2017, 08:55:06 AM
Having a condition called Sadistic Rage in game now pretty much ensures there will be no official "children" in game due a possibily of them being the target of this partical mental break. ::) 

Anyway, pretty interesting new mental conditions. I like them all. Especially the audacious ones. Rimworld has always been shameless in a way it deals with the pawns' mental health.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on October 25, 2017, 10:20:24 AM
Guys, please stay on topic. For official threads like this, mods aren't at about removing of topic posts. Thanks.
Title: Re: Alpha 18 unstable test build is released
Post by: LouisTBR on October 25, 2017, 10:21:33 AM
I love that I can now get my colonists addicted to tea, as it really has no downside to a Brit. However, 4000 RP to research brewing of tea? That's more than some aspects of shipbuilding. I'm not sure if this is a bug and it is meant to be 400, but if this is not the case, I think it's a bit high. On the plus side, having Rich Explorers start with Machining technology (And making it simpler to research) is a lot more sensible and a very good addition.

The research processes in order to make more advanced weaponry are much better, and bedrolls are another very nice addition.
Title: Re: Alpha 18 unstable test build is released
Post by: Mehni on October 25, 2017, 10:22:22 AM
The "cloth" bedrolls need a better description, because it's not at all obvious (or intuitive) that they're stuffed. Their description explicitly states they're cloth bedrolls which in this game means cotton. This is misleading, since they can be made out of any textile.

Some people still think the crematorium can only be made out of granite too, even though that thing is stuffed as well.
Title: Re: Alpha 18 unstable test build is released
Post by: Jimyoda on October 25, 2017, 10:31:06 AM
By 'stuffed' I first thought you meant filled. Ok, so bedrolls are filled - nice and comfy then. After reading through realized you must mean it can be made out of stuff (i.e. materials).
(Either that or crematoriums are comfy to sleep on too. :D)

I actually thought I needed cloth for a bedroll until reading this. So I second your point.
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on October 25, 2017, 10:34:47 AM
Quote from: Tynan on October 25, 2017, 10:20:24 AM
Guys, please stay on topic. For official threads like this, mods aren't at about removing of topic posts. Thanks.
@ All - Once again I've had to move a bunch of posts to their proper place on the forum. I've also deleted several OT posts as well.

I haven't got time (and dwindling patience) to keep doing this every few hours so from now on I'm going to be deleting off-topic posts on sight, as well as anything else that doesn't belong here such as general suggestions not specific to A18's new features. (If you have a general suggestion, then have a wild guess where you should post it. Hint, there's an entire forum called "Suggestions").
Title: Re: Alpha 18 unstable test build is released
Post by: LouisTBR on October 25, 2017, 10:37:27 AM
I'd go with:
"A portable bed made using any textile. Can be uninstalled and carried anywhere, making it a good choice for camping outside and provides a comfortable rest space for long haul journeys. More versatile than a bed, but less comfortable." or something of that gist.
Also, I just found out about the queuing jobs feature. It's currently up there with butchering helpless prisoners on my "Best Rimworld Features" list.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 25, 2017, 11:18:08 AM
Having played it 6 hours yesterday, I have some initial thoughts:

- I don't mind the bedroll idea, but it's silly to need to research beds.

- As a tribe, I'm seeing raiders with assault rifles rifles + sniper rifles at normal or better quality and full health by early 5501.  These weapons are comparatively deeper in the tech tree in A18.  I have also fought off two raids with 5 of triple/doomsday rocket launchers between the two of them.  I also have a minigun, dropped from a raider rather than a mech.  With the game's raids scaling like this, the tech tree for researching this stuff loses a lot of its meaning.  You can't possibly research in time to defend with the same weaponry, and if you defend without said weaponry you have the weaponry.  Sappers aren't very scary when you triple rocket the sapping raider + others and then one of the others in that raid kindly provides another triple rocket.

- Tornadoes are not plausible and are indeed detrimental to core design right now.  Maybe they're magic rimnadoes, but they might as well be spellcasters from offscreen with this implementation.  I'm getting them in "large hills", and they're destroying stuff that even F5 tornadoes couldn't bring down in reality.  Blaming the player for a tornado killing caravans is **particularly** punitive since it can wipe them into instant hostility with absolutely no agency.  These are not presently offering meaningful decisions to the game, just an arbitrary penalty that doesn't behave plausibly to what it's abstracting.

- I'm not a fan of requiring machining for microelectronics basics.  This was a tough choice on what to prioritize on earlier patches, whether it's worth to dive for trades/better tech rate or go for shoring up defenses faster.  Now your hand is forced.  Considering early game caravan cost burden I don't see an issue with a fast comm console you may or may not be able to use well.  Otherwise, the new tech tree seems to be an improvement.

- Refugee quest is a little underwhelming, unless sometimes the pawn isn't legless?  Regardless, better bring some meds so you can slap peg legs on the poor sucker.  It makes it hard to justify these early game though, since 60% move rate pawn needs fantastic stats to be worth the trip and these pawns seem to have the usual RNG.

- Slaughterer is disproportionately costly compared to most other mental breaks, old and new, and gives very little reaction time.  Murderous rage is arguably even worse.  Extended mental breaks are already very bad, I'm not sure we needed to nerf pessimest/depressive type pawns more and this kind of thing reeks of 100% RNG death when you kill a family member defending a raid --> pawn goes nuts and any option you choose has the potential to kill pawn w/o counterplay.

I am fundamentally opposed to having pawns die without reasonable counterplay.  Most of this game's design is squarely on player agency and their choices mattering, so why introduce mechanics where their choices don't matter/can't reasonably influence the outcome?  This is a game first, why make gameplay then counteract it?  The blight change is an example of a change for the better, stuff like suppressing murderous rage killing the pawn is going in the opposite direction from that.
Title: Re: Alpha 18 unstable test build is released
Post by: DestroyX on October 25, 2017, 11:21:21 AM
"A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story"

Oh my god, i cant even describe how much i love you for that!
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on October 25, 2017, 11:38:20 AM
I really like the combat log, it adds to the story. I find myself conflicted though. I like reading that the miss on the hare I am hunting is because it threw itself on the ground, but I want to see the action too. Can you make the window transparent?
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 25, 2017, 02:58:08 PM
Quote from: Dashthechinchilla on October 25, 2017, 11:38:20 AM
I really like the combat log, it adds to the story. I find myself conflicted though. I like reading that the miss on the hare I am hunting is because it threw itself on the ground, but I want to see the action too. Can you make the window transparent?
Even better then transparent, put a transparency slider into the options menu.

On new tree density: Oh I don't MIND being swamped by wood, I'd definitely prefer swamped by wood but really feel like im in a dense Forrest, rather then the sparse trees we had before. It's not like making a million wooden statues is bad. Or building everything out of wood. Just try not to have a pyro if doing that.

My current colony feels great with that jungle village feel (well tropical swamp).
Title: Re: Alpha 18 unstable test build is released
Post by: Rasec on October 25, 2017, 03:17:19 PM
I really like that mental breaks are getting more diverse, but as many people said before, they are way too often, and it's hard to take control over them, would be interesting to see a scaling system where someone that had high mood for most of the time wouldn't just break after one bad day...
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 25, 2017, 06:02:52 PM
Quote from: LouisTBR on October 25, 2017, 10:37:27 AM
I'd go with:
"A portable bed made using any textile. Can be uninstalled and carried anywhere, making it a good choice for camping outside and provides a comfortable rest space for long haul journeys. More versatile than a bed, but less comfortable." or something of that gist.
Also, I just found out about the queuing jobs feature. It's currently up there with butchering helpless prisoners on my "Best Rimworld Features" list.

"A sleeping bag of varied materials, designed for outdoors."

Don't need to make over extended texts the will fill the whole computer screen, keep it short and simple.
Title: Re: Alpha 18 unstable test build is released
Post by: NagashUD on October 25, 2017, 06:15:19 PM
----Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

3rd day, my colonist broke my 47 components, a bit rude imo !
Title: Re: Alpha 18 unstable test build is released
Post by: Jstank on October 25, 2017, 06:22:03 PM
With the new event sound  notifications I feel as though eclipse and solar flare notification sounds no longer convey how really un-serious those events are.

I want that "alarm bell" sound effect to be reserved for something more important like "predator is hunting my colonist and now he is in grave danger! Please pay attention to this because someone is going to die like right now!"

I would say that solar eclipse and solar flare should be downgraded to orange notifications.
Title: Re: Alpha 18 unstable test build is released
Post by: Rafe009 on October 25, 2017, 09:15:55 PM
Quote from: NagashUD on October 25, 2017, 06:15:19 PM
3rd day, my colonist broke my 47 components, a bit rude imo !

47 components vaporized on day 3? Tynnan if this is true i'm going to wall up all my components behind wood then research stone cutting so i can wall them all up behind a stone wall. As if a pyro going into my armory and setting fire to my pristine new assault riffle or armor vest isn't enough
Title: Re: Alpha 18 unstable test build is released
Post by: Lightzy on October 25, 2017, 10:00:27 PM
On one hand all the additions and changes seem very very good, on the other hand, totally underwhelming :/
I guess it's no big deal by Tynan did mention in his latest blog that rimworld is approaching the end of its development (different wording but that's what's implied when saying "content lock")
Title: Re: Alpha 18 unstable test build is released
Post by: East on October 25, 2017, 10:46:45 PM
-tornado-
A tornado was created in the house and I could not do anything.

https://www.twitch.tv/videos/185150856

The power of Mother Nature is good, but this is a crazy thing to forget about the this is game.

The game must have a means to respond. About the level of attack that can destroy all bases.

I was destroyed in stock. There was a lot of resources in stock that we had gathered to escape.

If you add a tornado, at least give it a way to stop it. I'm playing a game, not a movie!

-uranium-
Is the resource easy to collect? Is not. Especially uranium is terrible. I'm deep mining all 2 maps, but none of the uranium came out. I counted uranium to escape and I found that 7 people needed 1440 uranium to escape. It's good to make it harder, but is it better than going through the difficulties to go 4-5 maps and get deep mining on the map? The situation that I can not escape without luck like me. This is clearly wrong.

It has a long and long second half without the latter content. I am a skilled rimworld gamer who has 2000 hours of rimworld play and has experienced numerous escapes. However, it was 157 days and I could not gather any resources of space ship. Tornadoes were also destroyed by a small collection. I understand that if I'm just an extreme difficulty, but not getting the uranium is irrelevant to the difficulty.

Developers have made uranium a rarity resource, and have increased their usage dramatically in a18.
This is really wrong. Get rid of "jade" like garbage and put uranium instead.
If you do not like it, put in other cool means to get uranium.

-World map quest-
I had 11 social skills with a character to perform the task of the world map quest conference was difficult. Surprisingly, our friendship has risen to nothing. I went hard but there is no compensation. Moving the world map is harder than you think. We need to get out of base and prepare food and fight on the plain without any preparation.

If I am not lucky, do I have to go through the mountains to get the AI core? In order to give a quest, you have to make it fun to move the world map properly. Meet annoyed.

The quest is also very strange.
They ask for 150 medicines and give them two plas tables.Most of these nonsense quests.
Developers do not understand that sending a pawn to the world map is a significant risk. It is not even fun. But the quest reward is really terrible. If the randomness does not work properly, make it a fixed quest. Until it is finished enough to function normally.

-mental inspiration-
New mental inspirations How cool! But when you do it, you realize that there is really no utility. Surgery odds trash! trade garbage! Shooting garbage! Art trash! There are very few situations that use that ability in a limited amount of time. It is cool, fun and cool to put all the skills together if you satisfy the conditions hardly. In particular, fighting inspirations conditions should be changed in such a way as to kill the enemy.

dresser and End Table
end table & dressor Is not something giving the wrong bonus?
The comofort is a really futile option in bed. This is because the mood figures are fixed. +10 It does not apply while sleeping even if it is luxuriously comfortable. The discomfort problem is only in the low bed class at the beginning. Do not you have to give rest efectiveness a bonus instead of comfort?
Title: Re: Alpha 18 unstable test build is released
Post by: ReZpawner on October 25, 2017, 11:07:57 PM
Got to agree on that. The tornado is complete garbage. It doesn't add anything to the game gameplay wise at all. Just an annoyance.
Title: Re: Alpha 18 unstable test build is released
Post by: O Negative on October 26, 2017, 01:46:10 AM
I love the tornado, personally. It's beautifully destructive and unstoppable. It adds a lot to the story telling aspect of the game, if you ask me! You can always disable it in the scenario editor if you don't like it, anyways.

It's an extreme natural disaster that causes a massive amount of damage. And, NO, you can't just stop it. That's the whole point of natural disasters. They aren't raids that you can just shoot at until they go away... Lol

That being said, I think tornadoes could use some tuning, still. Given the sudden nature of the event, and how devastating the damage it causes is, I'd say the best route is to make sure it can't start right on top of player-built structures.

Either that, or a way to signal a player as to where the tornado is going to touch down. Have the game decide on a location, set a delay on spawning the tornado (similar to the refugee chased event), and signal the player as to where it's going to happen (maybe with that little arrow thing used to guide you to pawns and such). That would allow players to evacuate any valuables/people, but the tornado would still come in and do its work.
Title: Re: Alpha 18 unstable test build is released
Post by: Andy_Dandy on October 26, 2017, 03:09:49 AM
Quote from: wyoian on October 24, 2017, 06:09:29 PM
With tribal start, we no longer start with bed tech. But we don't spawn with cloth to make bedrolls. Should the tribal start be updated to start with some cloth or hide? or I guess we can use any hide so we just must butcher before we can have beds. Feels weird but sort of makes sense. Changes day 1 priorities.

It's more fun/challenging to have to provide that cloth/hide yourself. I also like how I as a tribe need to rely on bedrolls until beds are researched (especially since I like to prioritise alot of other stuff first it makes for some interesting hard choices and a satisfying feeling of progression when I get it).
Title: Re: Alpha 18 unstable test build is released
Post by: drunetovich on October 26, 2017, 03:57:27 AM
Tribal start has access to sterile tile right away, this tech has to be hidden behind some research.
Title: Re: Alpha 18 unstable test build is released
Post by: SURU on October 26, 2017, 04:20:52 AM
Recently i started new colony fully moded with A17, after a short break. Now i see A18 starting with built-in some mods - dreams coming true. Thank you! Love this game.
Title: Re: Alpha 18 unstable test build is released
Post by: NagashUD on October 26, 2017, 04:25:17 AM
Quote from: Rafe009 on October 25, 2017, 09:15:55 PM
Quote from: NagashUD on October 25, 2017, 06:15:19 PM
3rd day, my colonist broke my 47 components, a bit rude imo !

47 components vaporized on day 3? Tynnan if this is true i'm going to wall up all my components behind wood then research stone cutting so i can wall them all up behind a stone wall. As if a pyro going into my armory and setting fire to my pristine new assault riffle or armor vest isn't enough

Yeah that's a bit too much annoyance, maybe just some few and not all should be better balanced ?
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on October 26, 2017, 05:17:32 AM
Well, there is the new 'Exile' option if you want to give a colonist the punishment you feel they deserve for going on a wrecking spree.

Personally, never had it happen, because I take good care of my guys.
Title: Re: Alpha 18 unstable test build is released
Post by: Pope on October 26, 2017, 05:22:05 AM
Story Teller : Phoebe Chillax
Difficulty : Base Builder
Biome : Temperate Forest / Large Hills.
6 Hours playtime - Ingame Days: 78
Scenario : Classic / Crashlanded 3

I am a mostly really a Base builder, who just eco's and builds an Colony which is nice to visit.
Furthermore i have to admit, i am addicted to this game. Sofar i got almost 2,4k hours and it is on top of my steam games:
https://twitter.com/FM_Pope/media  (https://twitter.com/FM_Pope/media)
I dont wanna know how much time i spend on this game pre-steam...

I will start by doing a diary for first ingame months, but then focus later on important events.
Quests are not mentioned in this diary. Diary is a little for entertainment purpose ( DAMN YOU PYRO !!!! ).

Pawn Selection / Creation:
First View reaction is like : Ohh.. Do i get those additional pawns later on in the game ?
Nice Team Skill overview, but it doesnt update when i perform a random pawn of the first 3 .
Drag and drop works and updates the Team Skill overview. Let's start!

Day 1:
Lucky i was got a map where my first base space could be seperated by 2 Additional walls from the wildness.
Only 1 Steam Gysir but this is enough. Starting resources got me a nice starting room of 13x13. Found Berries.

Day 2-4:
I started to get more wood, more berries and begun to create all the needed production for food.
Cleared space for a 10x10 Field. None had skill of 5, so let's go potatoes !

Day 5:
Visitors... + 1 Mad Muffalo started to bang on my walls. With a little micro i killed it, but one visitor died.
Faction got mad at me. Down to 2 good will Factions. Pawn #3 got Plague.

Day 7:
Pawn 3 almost immune. Survived the Plague. Shaman Trader arrived. Could not sell anything.
Pawn 2 goes on a Insulting Spree on Pawn 3, while he was still waiting to end his "next treatment timer", even if he was immune.
Trigger for Spree "Ugly envoirement". He was standing need the sick pawn to clean it up, but the sick one started to vomitt more.
Reasonable...
-> Maybe Pawns could go back from Bed Duty to Regular Duty prior ending of this timer someday ?

Day 8-9:
Blight event. Cutting the affected 15% of Potatoes is far better than loosing more than 50% in A 17.
Picked up some Healroots from the wild.

Day 10:
Wanderer Joins. Pyromaniac.

Day 11-15:
Potatoes Crop ready ! Created small Frezzer room 5x5, started to stock up on Meals. Next Crop: Corn
Small Research started. Started on Stoneblock Production.
Circuit overload event. Wait what !? I don't have Batteries. Just a Fueled Generator. So they happen now even without stored Power? Hmm.

Day 16:
Small Raid. 2 Tribe People ( The Irony: One is from the Muffalo Incident ).
Result: Captured 1 Pawn. But needed to create quickly a prison cell.
Prisoner got an infection meanwhile. And Yes it was the Muffalo Incident one even...

Day 17:
Prisoner 72%/67% immunity. Decided to give him now good meds, since he had good traits (Hardworking, Kind).
Wanderer Joins. Snob, good in growing and medic ( 9 & 7 ). Visitors.

Day 18:
Prisoner 95%/96% immunity - No Issues.

Day 19-25:
Trying to get Prisoner to join our little Colony w/o success. Well none got more than 4 Social Skill. This takes a while then...
Pyro goes on a Spree. Tamed 1 Alpaca and 2 Muffalos ( Both Female ). Mined some space. Cloth Industry started.

Day 26:
Cargo Pods drop - on my 2 Muffalos - Both dead. Contents of Drops : 17 Components total.

Day 29-35:
Heat Wave. Prisoner joins as Pawn 6. Pawn 4 (Pyro) and Pawn 1 started to be lovers and broke up the next day.
Pyro goes on a Slaugther Spree; Kills My alpaca and my Dog.  Mined some space.
Metorite Event: Granite. Heat Wave duration : 5 Days.

Day 36:
Decided to banisch the Pyro Pawn. Created a Caravan with him only and gone to world view once it was created.
Can't abandon the caravan or banisch him when he is alone in the caravan. Well, then off to the enemy faction you go.
Suicide Mission. Did i notice he is incapable of voilence ?

Day 37-41:
Started with Stoneblock Bed Industry. Good & up in stockpile, Normal & lower deconstruct, superior & up for colonists.
2x Mad Animal Event : Boomalope & Squirel, both ignored. Visitors.

Day 42:
Pyro Suicide Mission successful. He got captured even. I did not care, so enjoy your new friends.

Day 43-51:
Malaria Pawn 2. 3 Days Duration on Meds.
Bulk Good Trader arrived. Made some money with the Beds, bought Meds + 20 gold for later use. Starting to stock up on resources.

Day 52:
Meteorite event - Silver Ore. Dropped on Bulk Trader, which was about to leave.
Got some Stuff back from the Bulk Trader this way...

Day 53-60:
Wanderer joins. Visitors.
Hi-research table build, Geothermal reasearch done. Gun Turrets research done.
Healroot crops started.

Day 61-64:
Raid - Guess who... The Pyro and 3 of his new Friends. Turret shot one Raider down, injured the second with my pawns.
Pyro escaped with the other raider. Prisoner died due to blood loss ( He had only 2 hours left to live when downed ) in Cell.

Day 65:
Base consists of 6 13x13 Rooms, i am well stocked on Food. Slaver Caravan arrived, but nothing/none good to sale.
Geothermal Reactor up ! Cold Snap.

Day 66-70:
Wanderer joins. Found Ancient room during minig. Prepared to breach those walls.

Day 71:
Visitors + Mad Animal ( Megasloth ). Result: Faction does not like me that much anymore. Build Beacons + Coms.
Spent around 3k Silver to be liked by 3 factions again ( 20+ Value ).

Day 72:
Breached Ancient Room. Some luciferum, psycho lance & psycho animal. 3 Sleeping Pawns...
The one which was rudely awoken started to attack and got killed, while the others went directly to prison without complains.

Day 73-77:
Sold both Pawns to a Pirate Ship.
Cold Snap ends. Starting to Snowball with this Colony.

Day 78:
Done with my Gamin session for today.

Results of my Gameplay:
General:
- I noticed that the day time is running slower
- ... while sickness-duration takes less time. I assume up to 25% less time than A17.
- Cleaning-speed seems to have been upped again a little or it got some skill linked to it
- Even with 2xlower skilled Cooks, i had luck that only 2x i had poisoned meals in sofar.
- Until now i have not been asked what to name the faction and the Colony ( bug ?). Occured in A17 sometimes too. Could not identify if this was caused by mods. But this appears in Vanilla A18 unstable too.
- This unstable version runs quite well. Sofar i had only 1x a 2 sec Freeze on this game.

Worldmap:
- Nice work with the names! Gives me the feeling that this is a World / Planet.
- New traveling times calculations on Biomes are good. I think Tropical went down from 9.7 to something of 5.7?
- Permanent Weather is nice based on the location of the Colony. I like it !

Combat & Guns:
- Do you feel lucky, Punk ? Most times that's what i ask the pawn wielding it. The revolver feels more like a .38 cal than something of .357 or .44.
- New recurve Bow is worth the research & building. Doesnt need long to be build.
- SMGs are still deadly. Good.
- Haven't tried shotguns, Assault, Sniper or Charge Rifles yet in A18.
- I avoided Meele Combat sofar. Will test it later on.
TBH: I miss Combat Extended Mod...

Quests / Missions / Events.
- Resource Caravan request are reasonable and can be keept as they are. Appeared at day 45 & 61.
- A quest for a Antigrain warhead at day 69 for destroying a Base seems to be a lot, but i get 27 Days to finish it. So... OK balanced somehow.
- Peace Talks. YES. A big YES. I was lucky. From -87 Hostile to -27 Hostile. This Mission is worth to be taken. Might be needed if a faction stopped to like you then during later events.
- Rescue Missions. If those Pawns are the ones from the starting Character generation Screen, then i had to roll those too. By the way: Having meds are a must in this one.
- Meteorite Drop / Cargo Drops can be dealy. Well, this happens. No Complains :)
- I like the new Message colors. Need to get used to those. ( But I miss the Auto Notification closure mod here )
- Visitors are still only a dump items for silver option. ( I miss Orion's Hospitality Mod )
- New mental breaks can be annyoing and a reason to hate a pawn for his behavior. Slaughter Spree is far more deadly, affected Pawn needs to be imprisoned.
- Inspirations: If pawns marry, they get inspirations the whole time while in the honeymoon.
  Could we get an "Arrow up" Icon in their Portrait ? Where the + is when affected by Sickness. Something like a Gun + Arrow up icon when on shooting inspiration or Shoe+Arrow when on "Go"? I can't identify which pawn got which inspiration ( Buff ). No other information than the letter message.

Items:
- Haven't tried the new Orbital Items yet. A'int that far.
- Bedrolls might be usefull later on ( Set Up Camp Mod ? ), currently i dont have use for those, since Beds and new items added like ....
- ... Endtable. Endtable need to be at the head tile of the bed to be active (1 tile range). Fine with me.
- ... Dresser can Link to Beds thru walls ( 5 tile range ). Maybe lower it to 3 tiles ?
- Tablesize 1x2 is very welcome ( same like Rimkea+ Mod ).
- Tablesize 3x3 maybe usefull if i put a Lamp or Plants in the center.
- The new Wood Floors texture looks like a long Log and fits the design.

Economy:
- Let's talk Money. Silver as currency is fine, but maybe not as end-game for basebuilders. Silver tiled room for Research / Hospital is still a priority.
- Wood is cheap, even high quality Weapons / Furniture ain't that rewarding. Thats ok.
- Stoneblock Furniture is rewaring at Good and Better quality. Thats Ok, because once all Blocks are used, you can't get new ones easy or without paying.
- Statues made of high quality Materials ( Gold, silver, plasteel ) can rarely or never be sold to a trader. They don't have the Items & Silver for those.

Summary:
I can't wait for some of my old time used mods to be available again for A18. But sofar the A18 Unstable is very playable and enjoyable.
Keep up the work, because i need my RimFix on a daylie basis...

/Pope
Sorry for bad grammar. Tired a little from this late night gaming session and writting :(
Title: Re: Alpha 18 unstable test build is released
Post by: Omega_K2 on October 26, 2017, 05:48:23 AM
Not far into my game yet, so this is just something that has bothered me with the generation of some of the new features:

Swamps should be able to spawn in mountain and large hills. I feel like the terrain shouldn't restrict the biome, not a fan of being restricted that way (I like being able to mix and match what I like playing). It's also realistically possible, think of swamps at the bottom of mountain valleys. It also creates those really odd looking maps like this https://steamuserimages-a.akamaihd.net/ugc/867366889705726022/33E27688B46AFCCB988A0D8E12578484B83C19CF/
Title: Re: Alpha 18 unstable test build is released
Post by: b4d on October 26, 2017, 08:12:41 AM
Cassandra Classic, extreme

day 11: squid got killed by cargo pods while sleeping in his room

i think i saw the cargo pods land and explode like a grenade. is this intended?

[attachment deleted by admin: too old]
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on October 26, 2017, 08:37:33 AM
Quote from: b4d on October 26, 2017, 08:12:41 AMday 11: squid got killed by cargo pods while sleeping in his room

i think i saw the cargo pods land and explode like a grenade. is this intended?
WAD (Working as Designed). Here's an earlier comment by one of the devs (from a post in the bugs forum).

Quote from: ison on October 26, 2017, 06:33:41 AM
All cargo pods now explode. Though the explosion is very small so it's sometimes easy to miss.
Title: Re: Alpha 18 unstable test build is released
Post by: CannibarRechter on October 26, 2017, 09:38:48 AM
> That's the whole point of natural disasters.

Even the earliest settlers to Tornado alley knew how to deal with Tornadoes: they built underground. I'm not playing A18 yet, but it would be weird if Tornados could do any damage to people who are dug in. Also, if the game had Z (which obviously it doesn't), the lower levels would be immune.
Title: Re: Alpha 18 unstable test build is released
Post by: Aerial on October 26, 2017, 10:16:43 AM
Quote from: CannibarRechter on October 26, 2017, 09:38:48 AM
> That's the whole point of natural disasters.

Even the earliest settlers to Tornado alley knew how to deal with Tornadoes: they built underground. I'm not playing A18 yet, but it would be weird if Tornados could do any damage to people who are dug in. Also, if the game had Z (which obviously it doesn't), the lower levels would be immune.

It's an opportunity to introduce an advanced building material - could be reinforced concrete or even some kind of futuristic plascrete made from plasteel and other ingredients - that can withstand tornado winds. 

The truth is that quality mortared stone is actually pretty good in tornados because much of the damage and loss of life is due to debris flying at high speed (which thick stone is pretty good at rejecting).  So theoretically our stone block walls ought to withstand a tornado pretty well.  What they're not good for is earthquakes.  That's when you really need your construction to be steel-reinforced and built on a foundation designed for earth movement.

As much as I like the tornado as an added game event, it shouldn't affect natural stone (hills and mountains) and should cause limited damage to stone structures and the things inside them.  Wood structures, of course, would get shredded.  To balance, perhaps Tynan could also add earthquakes (which wood is generally better for since it has a lot of flexibility) but stone is not, and maybe flooding, which would destroy interiors more than structure.
Title: Re: Alpha 18 unstable test build is released
Post by: fatm3l on October 26, 2017, 10:31:12 AM
This is getting more and more exciting. So many changes and improvements.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 26, 2017, 10:34:17 AM
Quote from: Calahan on October 26, 2017, 08:37:33 AM
Quote from: b4d on October 26, 2017, 08:12:41 AMday 11: squid got killed by cargo pods while sleeping in his room

i think i saw the cargo pods land and explode like a grenade. is this intended?
WAD (Working as Designed). Here's an earlier comment by one of the devs (from a post in the bugs forum).

Quote from: ison on October 26, 2017, 06:33:41 AM
All cargo pods now explode. Though the explosion is very small so it's sometimes easy to miss.

Randomly kililng pawns with 0 counterplay is anti-gameplay design.  It is also anti-Rimworld design.  Removing agency in a game all about player choices and preparations is literally undermining the game's own core experience.

Tornadoes also fall in this category at present, when they appear on you and when they shred visiting caravans.  They break real-life tornado rules, consistently act like the most powerful tornadoes on Earth (you can have an F0 or F1 tornado pass right on you IRL and live, though you might die to debris...in the game you just get shredded so these are always top-end tornadoes).  What does this add to player strategy?  Absolutely nothing, you just take damage then keep your same priority list as before with fewer resources.  What does it add to skill influencing outcomes?  A negative value, it's a skill equalizing mechanic without counterplay.

These things are bad for the game for the same reason pawn defection was bad for the game.  If the player screws up, sure punish the player.  In a fantasy scenario designed around the player's choices mattering, making them matter a little less with no compensating factors is using dev work to make the game worse outright :(.

This isn't justifiable from a design standpoint any more than making any attack no matter how big or small have a chance to kill instantly on any game entity, or having an event that spontaneously engulfs your highest skill-total pawn in flames, killing them instantly.  It's a less extreme implementation than those examples, but the logic behind it and in-game functionality is identical :/.
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on October 26, 2017, 10:39:29 AM
The "Healer mech serum" is only for self-injection... so I can't save my preciousests (downed) pawns with few seconds of life, after raids or other important incidents? :'(

The tornado and the laser beam are pretty cooool!
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on October 26, 2017, 11:51:07 AM
Thoughts on the new dresser and end table:

I like it, and I like the art. However, I think the whole "should be placed adjacent to the head" thing should be removed.

The reason being is that every bedroom is gonna look the same and it's kinda gonna get boring. Players will find the most efficient way of doing things even if it's boring or stale. Water will find cracks. I think how More Furniture does it with the dresser/end table acting as a tool cabinet is much more efficient, and allows the dresser to be put anyway in the bedroom. A quick look at Aavak's current LP shows how varied the bedrooms are, and NEEDING it to be placed adjacent to the head is a silly requirement that limits creativity for bedroom designs (which all look boring because the lack of variety in the floor options).

So that's my 2 silver, and if it isn't much, and end table with a light would be welcome as well. Idk if Tynan is worried of taking ideas too literally but honestly, that might be for the best. Just throwing a giant ass grand sculpture in the room works for the pawn, but not for the player (at least me, personally).

Hope this post doesn't get deleted!
Title: Re: Alpha 18 unstable test build is released
Post by: LouisTBR on October 26, 2017, 12:05:53 PM
Tornados sound like the worst thing that can happen, but realistically, I have found them to be docile, and a sort of 'Oh thank god it wasn't a Zzzt' thought comes up. They tend to stay away from my base, and often dissipate or leave the map very quickly, making the damage limited to cracked stone and a few dead critters.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 26, 2017, 12:27:11 PM
Quote from: LouisTBR on October 26, 2017, 12:05:53 PM
Tornados sound like the worst thing that can happen, but realistically, I have found them to be docile, and a sort of 'Oh thank god it wasn't a Zzzt' thought comes up. They tend to stay away from my base, and often dissipate or leave the map very quickly, making the damage limited to cracked stone and a few dead critters.

Yes, they often wind up doing nothing, but can instantly kill someone without counterplay depending where they form.  This is not a good event.  It could be a reasonable one with some tweaks (stone walls/doors ignore damage, roof protects but only below a certain size while larger roof areas get stripped, damages materials stored outdoors or unroofed but not materials that remain indoors + roofed, grace radius to prevent spawning right on top of entities and instantly killing them).

If you do do the suggestions about, you get a mechanic that:

- Does not instantly kill people without agency
- Makes the player evaluate which resources are important enough to wall in vs just cover
- Makes the player consider a tradeoff between small vs large rooms (this has real life basis in tornado safety too, in Florida where basements are not an option you pick the smallest, most centralized room in the structure).

Zzzzt is 100% preventable by either avoiding batteries or avoiding conduits.  The latter is plenty possible for non-mountain bases with planning.  As such, the player has real tradeoffs regarding design of base and what power to research vs alternatives.  This is quite different from tornadoes or cargo pod telefrags.
Title: Re: Alpha 18 unstable test build is released
Post by: LouisTBR on October 26, 2017, 12:37:41 PM
Quote from: TheMeInTeam on October 26, 2017, 12:27:11 PM
Quote from: LouisTBR on October 26, 2017, 12:05:53 PM
Tornados sound like the worst thing that can happen, but realistically, I have found them to be docile, and a sort of 'Oh thank god it wasn't a Zzzt' thought comes up. They tend to stay away from my base, and often dissipate or leave the map very quickly, making the damage limited to cracked stone and a few dead critters.

Yes, they often wind up doing nothing, but can instantly kill someone without counterplay depending where they form.  This is not a good event.  It could be a reasonable one with some tweaks (stone walls/doors ignore damage, roof protects but only below a certain size while larger roof areas get stripped, damages materials stored outdoors or unroofed but not materials that remain indoors + roofed, grace radius to prevent spawning right on top of entities and instantly killing them).

If you do do the suggestions about, you get a mechanic that:

- Does not instantly kill people without agency
- Makes the player evaluate which resources are important enough to wall in vs just cover
- Makes the player consider a tradeoff between small vs large rooms (this has real life basis in tornado safety too, in Florida where basements are not an option you pick the smallest, most centralized room in the structure).

Zzzzt is 100% preventable by either avoiding batteries or avoiding conduits.  The latter is plenty possible for non-mountain bases with planning.  As such, the player has real tradeoffs regarding design of base and what power to research vs alternatives.  This is quite different from tornadoes or cargo pod telefrags.
I'm aware of that, but avoiding batteries and conduits is worse than preventing zzzt. I don't want to build new power plants every 7 or so tiles because nothing can directly reach them. My point was that, at the moment in my game, Zzzts have done more damage than tornadoes. Therefore, "I have found them to be docile" and "They dissipate or leave the map quickly, making the damage limited to cracked stone and dead critters" is a perfectly accurate statement of my experiences.
Title: Re: Alpha 18 unstable test build is released
Post by: Rimrue on October 26, 2017, 01:28:48 PM
So a couple days into my game (playing Lost Tribe, Randy Random on Some Challenge), I get my first quest to rescue Wilfred. He's injured and needs saving. So I pack up some food and meds and grab my best fighters (equipped with bows and wooden war masks) to go save him. He's guarded by 4 turrets and a guy in power armour with an LMG. And he's got no legs. Yeah, like I'm gonna risk losing all my pawns for a guy who can't even walk? So I noped out of there and left poor Wilfred to his fate.

Like A17, I have found the early quests just not worth risking. Which is yet again disappointing. At least this time I have plenty of food. And the traders seem to want it. And I'm actually getting traders. Lol

Psychoid pekoe seems overly addictive, though. Had a pawn use it once (for illness) and become instantly addicted. Not sure if that was just bad RNG, but I'm less likely to use it now whereas the mod I used it all the time for pain and disease.

Love that you included a few of my mods! Bedrolls are awesome. Poker is too. Thanks! :)

Title: Re: Alpha 18 unstable test build is released
Post by: Wanderer_joins on October 26, 2017, 01:33:06 PM
Storyteller: Cassandra
Difficulty: Rough
Tribal random start -> landed ship

https://imgur.com/a/DUDOz

New mental breaks, it introduces more diversity. It's funny to see a colonist go dig out a corpse to throuw it on the dining table, or to try to arrest one trying to murder a guy.

Inspirations: force you to change your prios, think of your work tab and create opportunities

Blight: with the new mechanics it's no longer the punishment it was, but maybe nerfed a bit too much

Hit trap for a colonist has been nerfed? nice :)

The new rewards for quests are a real incentive, but ~ 1 bandit camp opportunity per year is still limited compared to trade opportunities with faction bases. Over the three years i havent seen a new "special" item ("only" bionic legs, but nice)

The down refugee quest is a good idea, but two legs off is maybe too much, and 2 out of 3 offers were not reachable by a caravan given the location/ season.

The combat log adds to the storytelling, but i couldn't find an art description using a raid or combat (they looked A17 like, and i made a dozen of sculptures)

The concept of stealthiness for a caravan is interesting, it makes small and light caravan a really safe option for trade

The tech tree gives more importance to gun research, but with the raiders, i didn't really have to research it to get normal/ good weapons
Title: Re: Alpha 18 unstable test build is released
Post by: Rimrue on October 26, 2017, 01:56:00 PM
I just noticed on Steam some others reporting their downed refugee quests have no legs either. Bug? Certainly hope this isn't WAD! I was expecting a guy with similar injuries to escape pod pawns.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 26, 2017, 01:59:43 PM
QuoteI'm aware of that, but avoiding batteries and conduits is worse than preventing zzzt. I don't want to build new power plants every 7 or so tiles because nothing can directly reach them. My point was that, at the moment in my game, Zzzts have done more damage than tornadoes. Therefore, "I have found them to be docile" and "They dissipate or leave the map quickly, making the damage limited to cracked stone and dead critters" is a perfectly accurate statement of my experiences.

Even in the context of your own experience, you're comparing preventable damage to unpreventable damage, and since in your anecdotal experience you didn't lose a pawn with nothing you can do about it it (impossible for zzzzt) you're underselling that factor.

Mostly centralizing power w/o conduits is not that difficult for base designs unless they are in mountains.

If tornadoes had counterplay similar to what I highlighted about I wouldn't have a problem with them.  They don't though, at least not yet.

QuoteBlight: with the new mechanics it's no longer the punishment it was, but maybe nerfed a bit too much
The old model for it was comparatively awkward, losing 1000's of yield in an instant on short growing seasons was pretty rough at first, then non-factor later.  This at least creates a situation where you can do something.
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on October 26, 2017, 02:14:50 PM
@ Rimrue + Wanderer_Joins - I've used quotes from your posts as a basis of a bug report regarding the refugees having no legs. If you have any extra info that you think might be pertinent then please post it on the bug thread https://ludeon.com/forums/index.php?topic=36393.0

+@ Rimrue - I've linked and quoted that report on Steam as well, so thanks for the heads-up on that one.
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on October 26, 2017, 02:59:47 PM
Banished and died colonists have the same Mood Effect (-3) and Expiration (6 days) ... I think if someone dies, isn't the same as someone who goes away :D

...and if a pawn is banished, the RIVALS PAWNS are sad like the others (although if a rival dies, the pawn are happy) ;D

The game needs a thing like this:
"My rival NAME banished 10"

EDIT:
And while the veils have all different colors, the masks are all the same (very boring :/ )
(https://i.imgur.com/rGlbVzS.png)

P.S. Why isn't possible craft them with the Crafting spot?
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 26, 2017, 04:08:08 PM
QuoteP.S. Why isn't possible craft them with the Crafting spot?

I can craft both veil and mask and headdress at crafting spot no problem....?

Just had a toxic fallout in a temperate swamp. All the trees dying made me sad, mostly because I liked having the clear dense forest to expand. The fallout doing it for me... well it made expanding easier, but I wish the rate of tree destruction during fallout was reduced so forests remain forests.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 26, 2017, 05:09:20 PM
Don't forget you can gun down boom animals in swamps too, achieving a similar clearing effect.  Maybe those shouldn't be there?  The fire can be threatening too I guess.
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 26, 2017, 08:03:40 PM
Eh I don't mind fire so much, it's a danger, and only clears out the areas on fire. AKA you could potentially use a fire on purpose to clear land for growing/building. But the toxic fallout pretty much clears out the trees, while not being a major threat in it's own right. Quite frankly, an early game toxic fallout seems like a boon more then anything because its rather safely removes most of the foliage.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on October 26, 2017, 10:47:44 PM
So cargo pods are now basically grenades bearing gifts?
Title: Re: Alpha 18 unstable test build is released
Post by: eadras on October 26, 2017, 11:19:08 PM
Quote from: Dashthechinchilla on October 26, 2017, 10:47:44 PM
So cargo pods are now basically grenades bearing gifts?
Seems that way.  I saw a cargo pod land on a boomrat, which exploded and started a fire, which grew into a raging inferno that consumed all of the "gifts" and then some.   :D

Other than that, I'm enjoying the new tribal flavor, and looking forward to the first tornado of doom. 
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on October 27, 2017, 12:48:47 AM
Just had a tornado rip diagonally across my village. Started at the hospital, then walked through my workshop and storeroom.

...

Two injured, now with infections because the hospital is in ruins, a bunch of my carefully hoarded resources that I can't use yet but was saving for when I can gone... This feels like a rather literal version of "Rocks fall; Everybody dies."

I guess it does add to the story, of a tornado ripping across the town and all but.... it also feels weird the tornado is so localized and rather short lived. Maybe if the tornados only formed at the edge of the map, and travelled in a more or less straight line to a spot on another edge?

That way it's less "Magic tornado over village" and more "Tornado passed through region"? Also gives a chance to DO something about it like move valuables.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on October 27, 2017, 03:14:58 AM
Updating now to build 0.18.1704.

This build addresses various reported and unreported problems including cave size, tornadoes destroying mountains, massive thrumbo herds, and much more technical stuff.

Some things are still to be addressed. Big things still to work on: Tornado strength balance, refugees lacking legs all the time.
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on October 27, 2017, 04:30:59 AM
QuoteI can craft both veil and mask and headdress at crafting spot no problem....?
You are right. Veils and masks are available only with the tribe scenario.

Ok, here my feedbacks for the new features (English isn't my native language, sorry!):

-I was wrong, the Healer Mech Serum (HMS) is administrable to downed paws, but as an operation. It will be more easy if it can be administred in the same way as the Resurrect Mech Serum (RMS).

-Before using the HMS, peg leg, jaw denture or other prosthetics shall be removed to regrows the lacking part. I have found it in the hardest way. Need more instruction in "View more information about this object."

-When a RMS is used, the Mood Effects "My friend/lover/fiance/husband NAME died" and "Witnessed ally's death" are still on for quadrums, even if the sad pawn "Get Some Lovin'" from the dead lover: CREEEEEPY!!!! (Is necrophilia a new feature of Rimworld? XD)

-New cargo pods explosion? For me is ok. Cargo pods are the last resource of a sinking spaceship. They simply do a very bad emergency landing. The refugee from the pods now have a very good reason to be badly injured.

OVERPOWERED ITEMS:
The RMS and the new orbital weapons are too OP.

-RMS isn't fair, it take completely off the drama from Rimworld. Try to read this:

"The dwarf was dead, his family and his friends were crying.
But dropping in, unannounced, the Mage said <I know a very rare spell that can resurrect him, but I can use it only one time in a lifetime.>
The spell worked properly, the dwarf resurrected, and they lived happily ever after.
The End"

This is a trash ending (a Deus Ex-Machina ending...) XD
To stick better with the storytelling and with the Hard Sci-Fi world of Rimword, the RMS need more side effects; you can literally resurrect a skeleton with only a brain scar and blindness? This is magic, not science (neither Wolverine have such power, and he is a comic super hero!!). The brain cells irreversibly die in few minutes after death, so her my 2cents.
You can resurrect a pawn BUT, because of the brain damage:
--It loses some experience from the Skills;
--It forgets some of its social relationships (friendship, loving etc.);
--The other pawns have a durable negative Mood Effect like "My friend NAME is changed" or "My lover doesn't recognize me".
I think this suggestions add more things to the storytelling of a colony.

-The orbital weapons are less OP if they can be used only in a certain period of the day. The satellites complete their travel around the word in few hours, so it will be more interesting, and realistic, if their weapons aren't always available. Yes, there are the geostationary satellites, but you are very lucky if this happen on your base.

BONUS SUGGESTION
The Storyteller should send meteorites in you area more often in a non-mountain area and in the late game phase when the ores are ended.

This post was so long that while i was writing it, a new build was released. All my suggestion are for the 0.18.1700!

THX Tynan for your work :)
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on October 27, 2017, 04:41:50 AM
About resurrection serum, it should automatically regrow parts over things like wooden legs or prosthetic without you having to remove them, but not the bionics.

How much time can pass before you administer it? Before rotting? Can it be stored in a freezer the corpse so you can save it forever? Or in crypto chamber?
Title: Re: Alpha 18 unstable test build is released
Post by: ReZpawner on October 27, 2017, 05:06:17 AM
So, concerning the masks... They look like paper bags, shouldn't they remove the "ugly" trait? That would make them actually useful - and hillarious.
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on October 27, 2017, 06:01:45 AM
Quote from: Alenerel on October 27, 2017, 04:41:50 AM
How much time can pass before you administer it? Before rotting? Can it be stored in a freezer the corpse so you can save it forever? Or in crypto chamber?

Every corpse can be administer with the resurrector in every state of preservation (even if it is just a skeleton). The rotting influences only the side effects after the reanimation (brain scar or blindness).
The freezer prevents indefinitely the rooting, so after the administration, your colonist will be good as new.
The cryptosleep doesn't allow you to put in a corpse; only non-downed and non-dead pawns can enter into it.
Title: Re: Alpha 18 unstable test build is released
Post by: BlueTressym on October 27, 2017, 06:12:04 AM
Quote from: Yoshida Keiji on October 24, 2017, 05:51:11 AM
If I'm picking your brain right, I think you want players to experience stories. Correct? Then as a Lost Tribe exclusive player, I would like to get a "Virgin" planet. Maybe not entirely but,... all region names are already given. I think it would be more awesome if names are given by the factions "after" encountering said regions and naming them accordingly based on their colony experiences.

Personally, I would love to start at a Virgin region and as I send out caravans to either trade or expand into 5 outposts total, be able to "name" them based on "my" story.
This!

I do have some serious concerns about the new mental breaks.  As has been mentioned, from my point of view it will make travelling feel even less appealing.  Caravanning is incredibly bad for mood as it stands, so having more mental breaks, with no real chance to prevent them because the resources you might use if 'at home' aren't available, sounds terrible. 

I got the impression that putting in extra stuff to do by travelling - quests etc - was meant to encourage us to travel but I feel that travelling is simply too ruinous to colonists to be worthwhile unless changes for A18 include ways to stop travel from always wrecking mood.  There is simply no way I'd contemplate sending a caravan in A18 with the risk that mental breaks could now cause even more horrific effects that I have no way to prevent and no way to stop or mitigate. 

Nope, staying home, thanks. 
Title: Re: Alpha 18 unstable test build is released
Post by: lighthoof on October 27, 2017, 06:19:10 AM
IMO, both resurection serum and healing one should be based on luciferium mechanites and infect a pawn with them. Seems logical to me that those are advanced versions of luciferium
Title: Re: Alpha 18 unstable test build is released
Post by: XeoNovaDan on October 27, 2017, 06:27:53 AM
So... just had a tornado spawn in my base - in the freezer. I'm actually just going to let the screenshots talk here:

[attachment deleted by admin: too old]
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 27, 2017, 06:51:31 AM
Bedrolls should be "crafted", not "constructed". Tailoring.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on October 27, 2017, 07:18:12 AM
So you would rather create an entire tailoring machine just to sew a bunch of bedrolls? Construction is fine.
Title: Re: Alpha 18 unstable test build is released
Post by: stretch611 on October 27, 2017, 07:42:57 AM
Quote from: Ser Kitteh on October 27, 2017, 07:18:12 AM
So you would rather create an entire tailoring machine just to sew a bunch of bedrolls? Construction is fine.
I agree that bed rolls are better to be tailored as well. Maybe allow them to be built at a crafting spot as well as a tailoring bench.
Title: Re: Alpha 18 unstable test build is released
Post by: LouisTBR on October 27, 2017, 08:00:38 AM
Aha, I just noticed 'Average Disease Frequency' in the World Terrain Info. That's a useful addition if ever I've seen one ;)
Title: Re: Alpha 18 unstable test build is released
Post by: Mehni on October 27, 2017, 09:52:05 AM
Couple of conceptions I've seen in this thread that no longer apply:

- Zzztt can now happen even without batteries. It doesn't destroy conduits anymore, so it's overall a less annoying event.
- Colonists now get a Low Expectations buff while on an incident map. Caravaning is much more feasible.

Diseases themselves seem quite nerfed. Even on a tropical swamp, plague and such isn't overly frequent. It also doesn't effect nearly as many people as it did before.

My favourite feature is the queuing system, but the health refinements and not losing limbs left and right make A18 far more enjoyable/less frustrating than A17 was. I also like the world stuff. There's more of a reason to go out.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 27, 2017, 10:26:14 AM
Ikwa:

The Fueled Smithy doesn't have description in the info, I had to actually craft one to get a description. Funny enough, I Googled it first with images, and I got a town in Congo, and images of their people. Also an organization of International Kurdish Woman Affairs...but no weapon images.
Title: Re: Alpha 18 unstable test build is released
Post by: PatrykSzczescie on October 27, 2017, 01:04:50 PM
Quote from: Mehni on October 27, 2017, 09:52:05 AM
- Colonists now get a Low Expectations buff while on an incident map. Caravaning is much more feasible.

The buff also existed in A17, you seem to start caravaning in this season.
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on October 27, 2017, 05:30:04 PM
The raid horn is so bad... Please, no.
Title: Re: Alpha 18 unstable test build is released
Post by: Jibbles on October 27, 2017, 06:02:18 PM
I know it's unstable build, so should I expect some errors to pop up or should I report those?
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on October 27, 2017, 06:24:31 PM
Quote from: Jibbles on October 27, 2017, 06:02:18 PM
I know it's unstable build, so should I expect some errors to pop up or should I report those?
Yes, errors are very likely with these unstable builds, and yes please do report any errors you encounter or get logged.

Although please don't report them here as bug reports should be posted in the bugs forum. And whenever possible please try and provide a save(s) and log file with bug reports (they aren't always needed but quiet often they are essential and the bug can't be fixed without them, especially when it comes to a save file that reproduces the bug).
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on October 28, 2017, 12:23:02 AM
Im playing and... The old raid sound now its used to some very low level alerts and the new raid sound is awful. Please revert the message sounds and leave them like they were before, all of them.
Title: Re: A18 General feedback
Post by: Laos on October 28, 2017, 02:24:46 AM
Uranium and plasteel were quite hard for me to discover until I got to the super late game (drills) -- could have been bad luck

The annoying things are disease prevalence with simultaneously low neutroamine availability. I'd suggest either keep the disease rate and give a late-game way to make neutroamine, or reduce disease rate -- this was a standard forest, not a jungle map, and 2-3 times a year 3-4 people all got plague, malaria, etc. at once.

I also wonder about brain damage's impact on all activity, including movement. Makes someone with a missing leg/arm almost useless, constantly falling and getting hurt, etc.
Title: Re: Alpha 18 unstable test build is released
Post by: SpaceDorf on October 28, 2017, 10:18:19 AM
For Performance Reasons ( yes my pc's beard is as long and white as mine )
I would love the option to turn of the water effects similiar to the plant sway.
Title: Re: Alpha 18 unstable test build is released
Post by: erdrik on October 28, 2017, 11:13:13 AM
Just had an Aurora, the description of which claimed it would make the night brighter.
I saw the flashy colorful lights, but light levels on the map was reported at 0% and my solar panels got no power.
Light only returned at dawn.

The Aurora occurred fairly close to dawn, so it might be it was just conflicting with how dawn is handled?
Title: Re: Alpha 18 unstable test build is released
Post by: maoz on October 28, 2017, 01:42:31 PM
I like the new and varied envelope sounds overall. They needed to be diversified.

Some people are saying they don't like the raid horn, but I enjoy knowing what is going down via the sound. If you do change the sounds, keep the different events distinct sounds please!

All in all a very cool patch, I am enjoying my tribal start in a tropical swamp!
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on October 28, 2017, 01:47:15 PM
@erdrik:  Um...  You realize aurorae are not nearly bright enough (by several orders of magnitude) for plants to grow or to get useful amounts of energy from solar panels IRL, right?  For an aurora to be THAT bright, your atmosphere would have to be pelted with enough charged particles to imply a massively lethal solar flare or similar event, or even a nearby supernova's initial particle wavefront.  Either way, when your face of the planet turns towards the source you'll die rather quickly ???.

Tl;dr:  No, you DON'T want to live on a planet that has aurorae bright enough to grow with or generate energy with solar panels.  Trust me on this.
Title: Re: Alpha 18 unstable test build is released
Post by: faltonico on October 28, 2017, 02:46:49 PM
I am sorry but the naming of the locations of the world, though neat, makes no sense to me, to the point of being immersion breaking.
Aren't Rimworld's supposed to be wild planets? why do they have their own versions of Royal Geographical Society? Who names those places?.

Naming should be AFTER you have visited to those places, via caravaning or flying above them with drop pods.
Title: Re: Alpha 18 unstable test build is released
Post by: erdrik on October 28, 2017, 02:53:29 PM
Quote from: Bozobub on October 28, 2017, 01:47:15 PM
@erdrik:  Um...  You realize aurorae are not nearly bright enough (by several orders of magnitude) for plants to grow or to get useful amounts of energy from solar panels IRL, right?  For an aurora to be THAT bright, your atmosphere would have to be pelted with enough charged particles to imply a massively lethal solar flare or similar event, or even a nearby supernova's initial particle wavefront.  Either way, when your face of the planet turns towards the source you'll die rather quickly ???.

Tl;dr:  No, you DON'T want to live on a planet that has aurorae bright enough to grow with or generate energy with solar panels.  Trust me on this.

I was posting based on 2 primary concerns:
1. The description implies there will be light.
2. There is no light applied to the map.

Its fine if solar panels don't get enough energy to work.
Its fine if plants don't grow.
(Tho I can debate you on both these points, I don't think this is the thread for it)

But when I hover over an outside and uncovered tile, and the text at the bottom left corner of the screen says there is 0% light then it probably shouldn't have a description that implies there will be light.
Title: Re: Alpha 18 unstable test build is released
Post by: O Negative on October 28, 2017, 03:51:00 PM
Quote from: faltonico on October 28, 2017, 02:46:49 PM
Why do they [RimWorlds] have their own versions of Royal Geographical Society? Who names those places?.
I have a feeling it's the same people who built the pre-generated roads and the buildings which are now ancient ruins. Each update has made the world(s) feel less abandoned, but they still have that feeling of being forgotten and chaotic. I wasn't a fan of the pre-built roads at first, and it was for the same reason you're discontent with the pre-named regions. But, it grew on me over time; kinda started to make more sense the more I thought about it.

Not to sound like a bratty player, but I'm a little sad that we don't have more interactive options with these kinds of things. The ability to rename regions or build/demolish roads would be pretty neat, in my opinion. Maybe a future build?
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on October 28, 2017, 06:42:56 PM
Quote from: faltonico on October 28, 2017, 02:46:49 PM
I am sorry but the naming of the locations of the world, though neat, makes no sense to me, to the point of being immersion breaking.
Aren't Rimworld's supposed to be wild planets? why do they have their own versions of Royal Geographical Society? Who names those places?.

Naming should be AFTER you have visited to those places, via caravaning or flying above them with drop pods.
locals will have names for places, even if they aren't on a map, or even universally agreed upon. We just have the advantage of floating above the world looking at it.
Title: Re: Alpha 18 unstable test build is released
Post by: Rimrue on October 28, 2017, 11:43:03 PM
I too am not a fan of the new sounds. Could you please swap them so actual raids and other red letter events get the original alarm sound and solar flares and other yellow/orange events get the new sound?

I would reeeeallly like to be able to set up camp while caravaning with a 24 hour limit like the temporary maps that generate for events. I'm attempting to travel to the ship for the first time and it is just too hard to get there without having to settle every so often due to running out of food or somesuch. Settling wastes days getting setup for even a short stay. Especially if your pawns are starving or having mental breaks. So frustrating!  Plus pawns lose all joy while caravaning, so they just want to run off and  stargaze instead of hauling your stuff that's been dumped on the ground to a safe spot. Like I said, frustrating! Whereas the temp maps I can forage enough for another day or two within 24 hours then get on the road again. If you feel it would make the game too easy then set up a time limit so you can only set up camp every 24 hours or something. But honestly, the fact you lose a day and there's no guarantee what the map will generate (sometimes those 24 hour maps have little to no food!) it balances it out.

Also pawns still lose all joy while caravaning which also contributes to the delay in getting going again.

And lastly, I'm not sure I like that bedrolls have no quality. Seems weird that you need to put a bedside table next to them to improve their comfort.

Trading seems better balanced again. But maybe that's just my imagination. Lol Though I do find it strange that both tribal and outlander towns will pay exactly the same for the same item.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 29, 2017, 01:14:16 AM
Incapacitated refugee world quest incident needs better locations, assuming its RNG designed.

In my current game the character in need of rescue has 6.0 days of life, but the distance for me to that person takes 6.4 days (dies before I can get there), then forming a quick rescue team will probably take half a day, and not to mention if I have to fight my way to the refugee within the mini-map and then even patch up that person...

You should drop refugee somewhere closer so that the days of life is the travel time minus two days or something like that. Mind you I haven't gone caravanning yet in my Lost Tribe scenario, so I don't know if the caravanning has been improved somehow.

(https://i.imgur.com/EzW5KaM.png)
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 29, 2017, 03:20:53 AM
In Tropical Swamp, there are many tiles in which we cannot build upon.

So when I want to build rooms, I find myself dragging the structure wall blueprints in adjacent lines until I form a nice square. But making lines after lines is kinda slow. I would prefer to be able to make 14x14 square blueprints of walls, to figure out where is suitable to build rooms.
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on October 29, 2017, 05:50:14 AM
Pause the game, use the growing zone tool (you cannot grow on mud or swamp either) and drag it out. Then you can use the planning tool to decide where your buildings should be, then you can get rid of the growing zone(s).
Title: Re: Alpha 18 unstable test build is released
Post by: Ragnarok on October 29, 2017, 05:55:21 AM
Quote from: Yoshida Keiji on October 29, 2017, 03:20:53 AM
In Tropical Swamp, there are many tiles in which we cannot build upon.

So when I want to build rooms, I find myself dragging the structure wall blueprints in adjacent lines until I form a nice square. But making lines after lines is kinda slow. I would prefer to be able to make 14x14 square blueprints of walls, to figure out where is suitable to build rooms.

Can't you use the planning tool to see which tiles are buildable?
Title: Re: Alpha 18 unstable test build is released
Post by: Crow_T on October 29, 2017, 09:20:19 AM
Some graphics feedback:
The new wood floor tiles are a bit dull/muddy compared to the previous ones. The original tiles are warmer and have a bit more contrast.

The pink trees, not a fan at all. They change the entire feel of the environment, and not in a good way. I think maples could be a dark green and/or have some contrasting greens.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 29, 2017, 10:55:15 AM
Quote from: Yoshida Keiji on October 29, 2017, 03:20:53 AM
In Tropical Swamp, there are many tiles in which we cannot build upon.

So when I want to build rooms, I find myself dragging the structure wall blueprints in adjacent lines until I form a nice square. But making lines after lines is kinda slow. I would prefer to be able to make 14x14 square blueprints of walls, to figure out where is suitable to build rooms.

I think best for this would be a subtle contrast of where you can place whatever you've selected to build in the game vs places you can't place it.  Could be faint green vs red (or whatever else would contrast well to colorblind also).  The in-game solutions right now still make it visually difficult in a few cases.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on October 29, 2017, 01:47:41 PM
Quote from: Ragnarok on October 29, 2017, 05:55:21 AM
Quote from: Yoshida Keiji on October 29, 2017, 03:20:53 AM
In Tropical Swamp, there are many tiles in which we cannot build upon.

So when I want to build rooms, I find myself dragging the structure wall blueprints in adjacent lines until I form a nice square. But making lines after lines is kinda slow. I would prefer to be able to make 14x14 square blueprints of walls, to figure out where is suitable to build rooms.

Can't you use the planning tool to see which tiles are buildable?
IIrc, the planning tool will draw over tiles even if you can't build there. Mud and undiscovered rock, for example.
Title: Re: Alpha 18 unstable test build is released
Post by: faltonico on October 29, 2017, 02:00:28 PM
Quote from: Dashthechinchilla on October 28, 2017, 06:42:56 PM
Quote from: faltonico on October 28, 2017, 02:46:49 PM
I am sorry but the naming of the locations of the world, though neat, makes no sense to me, to the point of being immersion breaking.
Aren't Rimworld's supposed to be wild planets? why do they have their own versions of Royal Geographical Society? Who names those places?.

Naming should be AFTER you have visited to those places, via caravaning or flying above them with drop pods.
locals will have names for places, even if they aren't on a map, or even universally agreed upon. We just have the advantage of floating above the world looking at it.
And how did you know from them how did they named that? If it is true, every encampment should have its naming for all the landscape in the world, meaning multiple names for every thing on the map.
I would rather have a discovery mechanics in which you have to move to a place to name it.

BTW Making stuff up to explain situations is something humanity does pretty well.
Title: Re: Alpha 18 unstable test build is released
Post by: Julia on October 29, 2017, 02:32:24 PM
Quote-Tornado
-Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
-Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
-Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

I really dislike features that cannot be prevented in some way, they make the game annoying.

It's a type of feature that can be summarized as 'Kill random thing for no reason' - digital suffering? Strongly against.

These features are contenders for the <axing>, I know Tynan has never removed anything people were against on the forums. These features will annoy, game is about fun.

There's no point being on the edge, guarding your own stuff, in a game that is supposed to be fun.
Title: Re: Alpha 18 unstable test build is released
Post by: Berownie on October 29, 2017, 04:21:04 PM
different types of ammo for artillery? how about a seed bomb to replant grass and trees?
Title: Re: Alpha 18 unstable test build is released
Post by: CthulhuPakabol on October 29, 2017, 05:32:37 PM
Quote from: Julia on October 29, 2017, 02:32:24 PM
Quote-Tornado
-Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
-Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
-Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

I really dislike features that cannot be prevented in some way, they make the game annoying.

It's a type of feature that can be summarized as 'Kill random thing for no reason' - digital suffering? Strongly against.

These features are contenders for the <axing>, I know Tynan has never removed anything people were against on the forums. These features will annoy, game is about fun.

There's no point being on the edge, guarding your own stuff, in a game that is supposed to be fun.

The most fun thing about this game is dealing with often unfair adversity and being on edge about defending what's yours. If anything, I'm glad he's introducing features that increase difficulty and unpredictability.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on October 29, 2017, 07:31:12 PM
Quote from: faltonico on October 29, 2017, 02:00:28 PM
Quote from: Dashthechinchilla on October 28, 2017, 06:42:56 PM
Quote from: faltonico on October 28, 2017, 02:46:49 PM
I am sorry but the naming of the locations of the world, though neat, makes no sense to me, to the point of being immersion breaking.
Aren't Rimworld's supposed to be wild planets? why do they have their own versions of Royal Geographical Society? Who names those places?.

Naming should be AFTER you have visited to those places, via caravaning or flying above them with drop pods.
locals will have names for places, even if they aren't on a map, or even universally agreed upon. We just have the advantage of floating above the world looking at it.
And how did you know from them how did they named that? If it is true, every encampment should have its naming for all the landscape in the world, meaning multiple names for every thing on the map.
I would rather have a discovery mechanics in which you have to move to a place to name it.

BTW Making stuff up to explain situations is something humanity does pretty well.
The same way you know the name of the factions or the cities. The same way that you know major details of the terrain when you select a site. The same way you know a shoddy revolver at 80% has a certain damage and accuracy when you click on it. The same way that your pawns do what you tell them to do instead of what they want.
Title: Re: Alpha 18 unstable test build is released
Post by: stretch611 on October 29, 2017, 07:32:20 PM
Quote from: Julia on October 29, 2017, 02:32:24 PM
Quote-Tornado
-Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
-Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
-Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

I really dislike features that cannot be prevented in some way, they make the game annoying.

It's a type of feature that can be summarized as 'Kill random thing for no reason' - digital suffering? Strongly against.

These features are contenders for the <axing>, I know Tynan has never removed anything people were against on the forums. These features will annoy, game is about fun.

There's no point being on the edge, guarding your own stuff, in a game that is supposed to be fun.

I agree, I personally don't care for random killing for no reason. I can deal with tantrums and/or "running wild."

Maybe having murderous rages and slaughtering should be a new personality trait or only something done by psychopaths. It would be a real downside for psychopaths. Right now the psychopath trait is a huge positive for not caring about death and dead bodies; the current penalties are negligible.
Title: Re: Alpha 18 unstable test build is released
Post by: freemapa on October 29, 2017, 07:42:54 PM
Quote from: Dashthechinchilla on October 29, 2017, 07:31:12 PM
The same way you know the name of the factions or the cities. The same way that you know major details of the terrain when you select a site. The same way you know a shoddy revolver at 80% has a certain damage and accuracy when you click on it. The same way that your pawns do what you tell them to do instead of what they want.

The same way all your colonists can be sleeping and a pirate can appear on the edge of the map and you are instantly aware that he has a Green Thumb and was a Bone Collector as a child.
Title: Re: Alpha 18 unstable test build is released
Post by: Lori1979 on October 29, 2017, 07:43:19 PM
few feedback points (I saw someone else mention it as well): I don't like the new "wood floor" look, the old one was much better. The new sounds are IMO horrible, the old sounds were just fine. Speaking of sound: the sound of the Revolver is way too loud, the gun either needs to be removed altogether (why do we even need another weapon? We had so many already), or the sound has to be cut down in volume bigtime
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on October 29, 2017, 08:57:02 PM
WRT alerts I would say keep the GQ siren for instant (red) response; demote the horn to 'needs action soon' (yellow) response as it dooesn't 'sound' that immediate, just a warning (presumably like the foghorn it's intended to emulate?)

Balancing.. I'm not sure. Raids & manhunter /packs/ require instant response (as does fire) & merit the GQ siren. Psychic ship over poison ship yes, but the urgency will depend upon the biome & how well-equipped/prepared the pawns are.. The horn has it's place as an alert, but its not currently placed well IMO. If (eg) an 'animal hunting colonist' alert was added, that would be a useful horn warning IMO

Further details should be left for DEV balancing ofc
Title: Re: Alpha 18 unstable test build is released
Post by: ShadowTani on October 30, 2017, 05:44:52 AM
Quote from: Julia on October 29, 2017, 02:32:24 PM
Quote-Tornado
-Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
-Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
-Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

I really dislike features that cannot be prevented in some way, they make the game annoying.

It's a type of feature that can be summarized as 'Kill random thing for no reason' - digital suffering? Strongly against.

These features are contenders for the <axing>, I know Tynan has never removed anything people were against on the forums. These features will annoy, game is about fun.

There's no point being on the edge, guarding your own stuff, in a game that is supposed to be fun.

I would agree to this in regards to targeted tantrum, murderous rage, and slaughterer; those are just too harsh at times. It's basically a rush to arrest the fuckers when it happens, which I wouldn't have minded if we actually had more forewarning (like a few seconds delay of "Pawn has broken down into a murderous rage and is looking for someone to target..." kinda thing) and non-lethal means of dealing with rebellious colonists. Either way, if you don't succeed in catching up to them before they hit their target.. definitively more frustrating than fun. *sigh* At the moment there really isn't too much that separate them and the instant traitor event that got axed many alpha's ago. I was then, and now, not entirely on-board with axing this altogether as I prefer that things are built on and improved rather than removed, but I also think it's better to not have them than keep them in their current state.

The randomized tantrum is reasonable enough though, just send someone after them to repair and you usually avoid stuff breaking, easy with the new queuing feature. It essentially makes you chose between risking stuff getting destroyed or take a second pawn (or more) off their schedule. A bit of micro in an otherwise heavily macro environment isn't too bad when it happens rarely.

The run wild situation can be harsh if it happens in the earlier game, but it's actually a really funny and clever one; unlike the killer ones you don't lose anything permanently, it just takes a bit more effort getting things back on track than usual.

The tornado I got a hate-love relationship with so far. In one way it's a potentially interesting event, but at the same time it doesn't feel fleshed out enough at the moment, like how basically nothing happens if it goes through fire (it would be more satisfying if flames could as an example in close proximity around it get "pulled" (ake ignite) towards the tiles next to it, while tiles it crosses would get extinguished, but also have the potential to throw sparks around that could ignite flameable things it landed on). Also, even if I'm happy that it no longer can tear apart mountains (and I say that as someone who mainly colonize flatland, lol) there are still things that seems weird when they get shredded by it, like stone chunks and similar sturdy things (some things may perhaps take damage, but shouldn't get destroyed - i.e. left with 1 HP). Stone and metal deadfall traps is another example that would be better off getting triggered instead of destroyed altogether - resetting a bunch of deadfall traps are a lot of work in itself really, but not nearly as infuriating as having an entire row going poff. So yeah, I basically would like to see the tornado improved and have better interaction with the world, other than that it's not a bad event.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 30, 2017, 06:14:57 AM
Quote from: MarvinKosh on October 29, 2017, 05:50:14 AM
Pause the game, use the growing zone tool (you cannot grow on mud or swamp either) and drag it out. Then you can use the planning tool to decide where your buildings should be, then you can get rid of the growing zone(s).

Have you tried this yourself?

Because the Growing zone tool will select "Marshy soil" as acceptable, but you cannot build anything on them. My problem is that it is not easily distinguishable to see marshy soil with all the shrubs or grass on them.

I think what I need is an extra "Toggle" option that shows all "buildable areas".
Title: Re: Alpha 18 unstable test build is released
Post by: Klitri on October 30, 2017, 07:04:48 AM
The internet is so frickin annoying do you read what you type people ... ?

I particularly enjoyed the Alpha 18 release, I thought it was exactly the direction Rimworld should have taken and I have no doubt that it will hype the community here for awhile.

I'm going to go enjoy playing it now while the community mumbles and cries with useless questions and meandering concerns about things that were added such as slaughtering mental breaks and other very good yet hardly appreciated features.
Title: Re: Alpha 18 unstable test build is released
Post by: Daguest on October 30, 2017, 07:05:24 AM
About the banishing colonist feature. I like that sending him/her butt naked will yield more negative thought than sending him/her away with clothing. But so far, it's -3for sending him away with clothes (more clothing and weapons doesn't change that), and -5 for sending him/her to die (essentially). So, basically, the colonists care more about banishing someone than letting someone else die.

Maybe swap the penalty, or make it higher for sending them to die ?

Also, can we have a "humane" way to deal with useless sheriff colonists, like the ability to send them to another colony ?

Also, something else, I had tons of caravan requests and whatnot right at the start of the game. Like literally day 2. Now that I'm established, and my food is more than the initial survival meal, I barely have any caravan requests, if at all.
Essentially, I had request I couldn't hope to accomplish when I struggled to do anything, but now that I start to get bored because my colonist are idle, and everything is done in the colony, I don't have them.
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on October 30, 2017, 07:21:41 AM
-A loaded Mortar can't be loaded with another type of shell; you have to fire the loaded shell before load another type (what a waste of shells).
-Explosive, incendiary, EMP and Firefoam shells are still useless (too imprecise aim and 30 seconds of reloading are too much!!).
-Antigrain shells are great but too expensive.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 30, 2017, 10:45:31 AM
Quote from: CthulhuPakabol on October 29, 2017, 05:32:37 PM

The most fun thing about this game is dealing with often unfair adversity and being on edge about defending what's yours. If anything, I'm glad he's introducing features that increase difficulty and unpredictability.

Let's set aside that most of these awful breaks actually do have agency and are thus not examples of pure RNG punishment (you can usually just arrest the really bad breaks, beating them down with fists if they berserk when you attempt it).

Taken to its logical conclusion, your position is incoherent.  For mechanics that *actually* lack agency, they are a net detriment to the game, straight up.  This game is about being prepared and responding correctly.  All but a few instances it dishes out have counterplay.  Because that counterplay exists, the player's choices matter.

Let me say that one more time, because it's really important and even Tynan loses track of it sometimes.  Because that counterplay exists, the player's choices matter.

Mechanics that damage the player without counterplay (or kill outright, though there are not many recent examples) mimic the effects of a player making a mistake without the player actually making a mistake.  That's bullcrap, it adds nothing to the decision process of the game, and it equalizes outcome variance from skill.  Mechanics that do this are not respectable mechanics, they are mechanics in need of a rework. 

Deleting pawns at random or suddenly turning factions hostile at random is a direct counter-design to bothering to have a good doctor + medicine, micromanaging to defend well, or creating a fire-resistant base. 

Quote from: Klitri on October 30, 2017, 07:04:48 AM
The internet is so frickin annoying do you read what you type people ... ?

I particularly enjoyed the Alpha 18 release, I thought it was exactly the direction Rimworld should have taken and I have no doubt that it will hype the community here for awhile.

I'm going to go enjoy playing it now while the community mumbles and cries with useless questions and meandering concerns about things that were added such as slaughtering mental breaks and other very good yet hardly appreciated features.

Talking down on arguments while offering absolutely no discussion or attempts to address the points made is intellectually rude.  If you feel other people are mistaken, it should be possible to come up with self-consistent reasoning for why they are mistaken.

"I'm right and you guys are annoying with useless questions and meandering concerns so you're wrong" doesn't even qualify as reasoning.
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on October 30, 2017, 11:05:05 AM
Quote from: Yoshida Keiji on October 30, 2017, 06:14:57 AM
Quote from: MarvinKosh on October 29, 2017, 05:50:14 AM
Pause the game, use the growing zone tool (you cannot grow on mud or swamp either) and drag it out. Then you can use the planning tool to decide where your buildings should be, then you can get rid of the growing zone(s).

Have you tried this yourself?

Because the Growing zone tool will select "Marshy soil" as acceptable, but you cannot build anything on them. My problem is that it is not easily distinguishable to see marshy soil with all the shrubs or grass on them.

I think what I need is an extra "Toggle" option that shows all "buildable areas".

Marshy soil only has the 'Light' and 'GrowSoil' affordances, however you can add the ability to build walls on it ('Heavy' affordance) by laying concrete first. So, by using the concrete floor tool, I guess you can ultimately find out what you can and can't put walls on.
Title: Re: Alpha 18 unstable test build is released
Post by: BlueWinds on October 30, 2017, 11:11:30 AM
Quote from: TheMeInTeam on October 30, 2017, 10:45:31 AM
Taken to its logical conclusion, your position is incoherent.  For mechanics that *actually* lack agency, they are a net detriment to the game, straight up.  This game is about being prepared and responding correctly.  All but a few instances it dishes out have counterplay.  Because that counterplay exists, the player's choices matter.

Mental breaks do have "counterplay." Keep your pawns happy! The really bad breaks aren't "an enemy raid", they're "the enemy has broken through my defenses" - the mental break occurring is the failure state, not the challenge.

With that said, I haven't actually played A18 yet (unstable release is steam-only :(). Have you actually been bitten by these new breaks, or is it just a theoretical concern? I'd rather hear stories about people's games than griping about "counterplay."
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 30, 2017, 11:51:58 AM
Quote from: BlueWinds on October 30, 2017, 11:11:30 AM
Quote from: TheMeInTeam on October 30, 2017, 10:45:31 AM
Taken to its logical conclusion, your position is incoherent.  For mechanics that *actually* lack agency, they are a net detriment to the game, straight up.  This game is about being prepared and responding correctly.  All but a few instances it dishes out have counterplay.  Because that counterplay exists, the player's choices matter.

Mental breaks do have "counterplay." Keep your pawns happy! The really bad breaks aren't "an enemy raid", they're "the enemy has broken through my defenses" - the mental break occurring is the failure state, not the challenge.

With that said, I haven't actually played A18 yet (steam-only :(). Have you actually been bitten by these new breaks, or is it just a theoretical concern? I'd rather hear stories about people's games than griping about "counterplay."

Please read my post more carefully.  I already said that these do not qualify as lacking agency (much earlier in this thread, I was under the mistaken impression that using fists to down your pawn caused a flat kill chance, but that isn't so, and certainly wasn't in the post you quoted.)

The non-agency bullcrap is stuff like "cargo pod falls on your pawn and kills him", "tornado spawns on top of your pawn and kills him instantly", or "tornado wipes out all vistors of a faction in one go, turning it hostile". 

There *are* some game event sequences that induce your alleged "failure state" without agency though, so having agency in handling said "failure state" is important.  Raiders breaching a wall is not comparable to that, because you can always block that.  You can *not* always block major mental breaks.  Too many relatives in enemy raids or pain from sensory mechanites etc for that.  The ability to arrest pawns (and down them if they berserk) is thus crucial to this mechanic having consistent agency.

QuoteIt's strange to have tornadoes occurring during Clear weather. It should be at least Cloudy, preferably Dry/Rainy Thunderstorm.
They're strange in general, you can get them in locations/climates where they're borderline impossible in reality, they all act like F4/F5 tornadoes despite that the conditions to allow those are pretty rare, and they can do the IRL-impossible act of traversing "overhead mountains".

In game terms their only main issue is the possibility of them screwing you over really badly/killing people without the ability to react or prepare.  While this is rare, when it does happen it is literally no different from a rare "pawn spontaneously combusts" type event.
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on October 30, 2017, 11:57:23 AM
It's strange to see the tornado form during Clear weather; it should at least be Cloudy, preferably Dry/Rainy Thunderstorm.

Also, does the tornado have a delay between forming and touching down? That would give colonists a bit of time to get out of the way without nerfing the tornado too much.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 30, 2017, 12:18:02 PM
By the way, I'm strongly suspecting the base rate at which "intellectual" translates to actual research progress is different in A18 compared to A17.

The reason is different outcomes on benchmarks.  Advanced bench + analyzer on tribe was getting me deep drilling in 5502 and most/all ship techs by late 5503 in A17 (day/night shift, 1 bench), but even after building extra benches and having 4 people set to research I finished these 2 years later (excluding extra tech for comparison).

It's not a bad change per se', but worth noting in final patch notes if it's the case.

Unfortunately so long as uranium is so devastatingly bottlenecked this kind of slower research is nearly irrelevant; it's not like you'll actually get the resources fast enough for the slower research to matter unless you're very lucky.
Title: Re: Alpha 18 unstable test build is released
Post by: BlueWinds on October 30, 2017, 12:20:29 PM
Quote from: TheMeInTeam on October 30, 2017, 11:51:58 AM
Please read my post more carefully.  I already said that these do not qualify as lacking agency (much earlier in this thread, I was under the mistaken impression that using fists to down your pawn caused a flat kill chance, but that isn't so, and certainly wasn't in the post you quoted.)

Please don't assume that because I disagree with you, I didn't understand you. It's rather condescending.

Do you have stories of A18 where these things occurred, and were unfun? I'd enjoy reading those.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on October 30, 2017, 01:07:16 PM
I wanted to make a suggestion for the incapacitated world refugee event. Can you make it so they have an "incapacitated refugee " ailment that needs to be treated instead of an actual medical issue?  We don't need more maimed colonists, and the value of the refugees is random since they are from the same pool as chased by refugees.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 30, 2017, 01:28:39 PM
Quote from: BlueWinds on October 30, 2017, 12:20:29 PM
Quote from: TheMeInTeam on October 30, 2017, 11:51:58 AM
Please read my post more carefully.  I already said that these do not qualify as lacking agency (much earlier in this thread, I was under the mistaken impression that using fists to down your pawn caused a flat kill chance, but that isn't so, and certainly wasn't in the post you quoted.)

Please don't assume that because I disagree with you, I didn't understand you. It's rather condescending.

Do you have stories of A18 where these things occurred, and were unfun? I'd enjoy reading those.

But the reason I said you're mistaken is that we actually agree that the mental breaks have counterplay :p. 

Since you didn't address the outcomes I claimed actually don't have agency at all it's not clear where you're in disagreement with my position.

QuoteI wanted to make a suggestion for the incapacitated world refugee event. Can you make it so they have an "incapacitated refugee " ailment that needs to be treated instead of an actual medical issue?  We don't need more maimed colonists, and the value of the refugees is random since they are from the same pool as chased by refugees.

At minimum it would be nice if these events were at least consistently doable without drop pods.  It's bad enough that they don't have any legs lol, better bring medicine and hope you don't fail the surgery to give them some pegs.

It's kind of silly that the bigger attraction for these events isn't the target of the events, but rather that you might get resources you care to mine (unless you enable multiple colonies).
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on October 30, 2017, 01:51:08 PM
This is Fabien:
(https://i.imgur.com/03sC1J2.png)

He died because he tried to kill a deer.
He tried to kill a deer because he went berserk.
He went berserk because he slept on ground.
He slept on ground because he lacked of any construction capacity.

tl;dr
Every pawn needs to know how to unroll a bedroll, without any construction capacity :) This is such a simple task that every human being can do it!
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 30, 2017, 02:01:05 PM
Not Fabien, he can't even stand up.  The incapables are admittedly a bit frustrating though :p.
Title: Re: Alpha 18 unstable test build is released
Post by: Karnayna on October 30, 2017, 03:38:07 PM
QuoteBecause the Growing zone tool will select "Marshy soil" as acceptable, but you cannot build anything on them. My problem is that it is not easily distinguishable to see marshy soil with all the shrubs or grass on them.

You can build on Marshy Soil, you just (at the moment anyway) have to build a floor on top of it first, Then you can place walls on top of that.
Title: Re: Alpha 18 unstable test build is released
Post by: East on October 30, 2017, 04:51:26 PM
Once I escaped at Alpha 18.
There is a lot of talk about tornadoes, but there is no mention of late-stage resource balances during this feedback. So I want to talk more about that part.

Resources required for 10 people to escape.
185 advanced component
125 component
105 gold
4950 Steel
650 uranium
1550 plasteel

The first thing is that the late game is really long. it is considered that a time of about three times as much as that of a17 is required. But are there any events that only happen in late games? In areas where defenses have been completed, there is boredom. If tynan want to take a late game long, he should add a corresponding late game event. I just quietly put up the speed, release the keyboard waited for advanced component to complete.World map events have been added, but when you think about the risk, the only thing to do is the AI core.

This situation becomes worse when there is no uranium in the map. I did deep mining on two maps and could not find it. Eventually, it took us a tremendous amount of time (Waiting for uranium goods to arrive at the store) to buy uranium statue from the nearby village, which is 2 blocks away, for about 8,000 silver. At Alpha 17 , the amount uranium was small, but now we need a terrible amount. The figure above is called 650 Uranium, but it actually requires 1575 Uranium, including 5 Uranium in advanced components. If there was not even a village nearby, I would have taken 2-3 times longer to get the uranium.

Long range mineral radar has been added, but once every 30 days, you have to build a caravan and it's terrible if you arrive at jade or gold. And there are 11 x 35 = 385 resources, too little to compare to the risks. In other words, long range radar is not good.

I mean, if you want to lengthen the late game, add a late game event. Make the World Map Quest more interesting. Make it more necessary. Put more selection and management elements in the caravan. Extremely reduce travel time. Especially winter.

Now A18 late game is too boring!
Title: Re: Alpha 18 unstable test build is released
Post by: Ncates1234 on October 30, 2017, 05:12:23 PM
The new tornado event is rather a fun addition but damn is it full of lags.

That Purple/Pink flora doesn't quite fit in with the rest.

This Hi-Tech shell is a little bit too deadly from seeing one shell killing a whole pirate raid if you're lucky enough to hit it just right. I'd still prefer a shell type that is either: 3x as large as normal but significantly less damage; A more accurate shell, but can be weaker/smaller explosion radius.

Other than that I think some of the mental breaks are... Weird? The corpse on the table should probably be locked behind a psychopath trait. Don't see anyone digging a rotten corpse and bringing it to the table, even at the most rough of the times.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 30, 2017, 07:21:14 PM
I agree that the uranium crunch remains awful since you have little you can do about it that's consistently useful.  Even with the nerfs to research and tens of thousands of work into advanced components that you can't buy, uranium is still the typical bottleneck.

Edit: the sound tells are quite good.  I'm not partial to which represents which, A18 is an improvement over A17 because you get more distinction.
Title: Re: Alpha 18 unstable test build is released
Post by: dodo2 on October 30, 2017, 07:27:17 PM
Redesigned alert letter types and sounds to be more specific.

This is so nice of you, thank you! I run rimworld a lot in the background on normal or +1 speed, and its super nice to know if i can finish that youtube video or read that thread before i switch, or if i have to "oh my, oh my, oooh my, my precious colonists are under attack, time to help them out"-scramble to the battlefield.

thank you!
Title: Re: Alpha 18 unstable test build is released
Post by: YokoZar on October 30, 2017, 11:21:25 PM
Quote from: East on October 30, 2017, 04:51:26 PM
I mean, if you want to lengthen the late game, add a late game event. Make the World Map Quest more interesting. Make it more necessary. Put more selection and management elements in the caravan. Extremely reduce travel time. Especially winter.
I wanted to try the swamp biome, but the travel time is prohibitive since it's even worse than jungle.  Caravaning just isn't economical unless you're on arid shrubland.

One reason is probably the roads don't help as much as you'd think they do.  A road through the swamp/jungle still takes 5 times as long as a road through arid shrubland, which doesn't seem right.
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on October 31, 2017, 03:10:53 AM
Roads should have the same travel rate anywhere, with some variation for random events (simulated fully or not), weather, and simple luck, as well as some permanent variance that represents the overall quality of that particular stretch of road.

Think of it this way:  Barring inclement weather (rain and snow, mainly), how much difference do you honestly think there is when traveling any section of road IRL, whether paved, gravel, or dirt?  SOME, yes, but a dirt road in good condition will work just fine for a pack train, thank you very much, as long as weather hasn't made in impassable; there will be hardly any difference between plodding down an ancient "super-asphalt" highway to a decently passable track in the woods to a muffalo ::).
Title: Re: Alpha 18 unstable test build is released
Post by: ReZpawner on October 31, 2017, 04:45:57 AM
Having played a few days now:
Cons:


Meh:
Pros:
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 31, 2017, 05:17:06 AM
It seems I can't do any of these "Incapacitated refugees" in Tropical Swamp, they are all farther than their remaining life time...and Caravan forming is always a whole odyssey itself.

(https://i.imgur.com/HR5i97X.png)
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on October 31, 2017, 05:18:02 AM
Quote from: ReZpawner on October 31, 2017, 04:45:57 AM
  • It seems that surgery\general treatment is still a bit too easy - perhaps an adjustment is needed here? I got mechanites a couple of times over 10 years, but that was it.

What difficulty? Im playing on rough and its pretty rough in this aspect. Ofc, you have an hospital with medical beds, all treatments go accordingly, but you try and treat in the field when you assault something, or before you have the hospital and medical beds set up, shit can go very wrong, I have had a couple of people die, with immunity at 98-99%.

It seems that wounds heal slower if there are many. In A17 after a fight, a guy full of wounds would get healed next day but in A18 I have had a pawn full of wounds but none lethal stay unable to move for days, and no, he wasnt frail or anything, it was just bruises.

It might seem cheap that once you get medical beds and hospital wounds are no longer a problem, but at same time it wouldnt make sense that you invest all of those resources and time to then make no difference. Also even if you have that shiny hospital, when you are assaulting somewhere else wounds can be lethal too.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 31, 2017, 06:19:28 AM
Quote from: MarvinKosh on October 30, 2017, 11:05:05 AM
Quote from: Yoshida Keiji on October 30, 2017, 06:14:57 AM
Quote from: MarvinKosh on October 29, 2017, 05:50:14 AM
Pause the game, use the growing zone tool (you cannot grow on mud or swamp either) and drag it out. Then you can use the planning tool to decide where your buildings should be, then you can get rid of the growing zone(s).

Have you tried this yourself?

Because the Growing zone tool will select "Marshy soil" as acceptable, but you cannot build anything on them. My problem is that it is not easily distinguishable to see marshy soil with all the shrubs or grass on them.

I think what I need is an extra "Toggle" option that shows all "buildable areas".

Marshy soil only has the 'Light' and 'GrowSoil' affordances, however you can add the ability to build walls on it ('Heavy' affordance) by laying concrete first. So, by using the concrete floor tool, I guess you can ultimately find out what you can and can't put walls on.

Thanks for this, so far I have never used concrete or paved tile. The ability to build on them is exclusive to A18 or has been possible since earlier Alphas?
Title: Re: Alpha 18 unstable test build is released
Post by: PatrykSzczescie on October 31, 2017, 07:42:33 AM
Quote from: Yoshida Keiji on October 31, 2017, 05:17:06 AM
It seems I can't do any of these "Incapacitated refugees" in Tropical Swamp, they are all farther than their remaining life time...and Caravan forming is always a whole odyssey itself.

(https://i.imgur.com/HR5i97X.png)

I always find pod launching as the easiest way of moving on the map.
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on October 31, 2017, 11:19:39 AM
Quote from: Yoshida Keiji on October 31, 2017, 06:19:28 AM
Quote from: MarvinKosh on October 30, 2017, 11:05:05 AM
Marshy soil only has the 'Light' and 'GrowSoil' affordances, however you can add the ability to build walls on it ('Heavy' affordance) by laying concrete first. So, by using the concrete floor tool, I guess you can ultimately find out what you can and can't put walls on.

Thanks for this, so far I have never used concrete or paved tile. The ability to build on them is exclusive to A18 or has been possible since earlier Alphas?

Marshy soil would have supported walls in A17.
Title: Re: Alpha 18 unstable test build is released
Post by: kanukki on October 31, 2017, 12:09:27 PM
Some feedback on my blight experience... due to #reasons (heat wave, raid, starvation...) my fields got overrun with blight. Although I then gave orders to cut all plants, they still insisted on prioritizing planting new crops - which promptly got infected with blight - before removing the old blighted ones.

Even if I can set Plant Cut higher than Grow in priorities, I feel there would be a less micro-managing solution if I could give explicit order to remove only blighted crops, rather than having to click each one. Especially once you have 20 or 30+ blighted.

At least with the last event, once it happened it was over and you could just start re-planting.
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on October 31, 2017, 12:14:50 PM
Quote from: kanukki on October 31, 2017, 12:09:27 PM
Some feedback on my blight experience... due to #reasons (heat wave, raid, starvation...) my fields got overrun with blight. Although I then gave orders to cut all plants, they still insisted on prioritizing planting new crops - which promptly got infected with blight - before removing the old blighted ones.

Even if I can set Plant Cut higher than Grow in priorities, I feel there would be a less micro-managing solution if I could give explicit order to remove only blighted crops, rather than having to click each one. Especially once you have 20 or 30+ blighted.

At least with the last event, once it happened it was over and you could just start re-planting.

Click select any growing zone in the vicinity and block sowing.  Unblock when blight is cut out.
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on October 31, 2017, 12:26:39 PM
This story start with a cave and end with another cave.

Jay, Camel and Wolfy (I called him Wolfy because he survived 3 wolf's attacks with only his spear) were happily foraging a tundra map. With curiosity, Jay entered in a cave, and saw at his end an "ancient danger" chamber. Hoping in a secure environment, she opened it... NOPE! The room was full of hives!!

Days passed and the little tribe built a wood hut and two bedroll for a confort sleep, far away from the crawling monsters.

But while the bugs where destroying the chamber's walls, a collapsing roof crushed a megascarab. This triggered the hive and 12 megascarab plus 4 Megaspider, went for my colonist. The pawns were trapped in seconds within the hut, so Wolfy scarified himself for Jay and Camel: he draws mega-bugs' attention away from his two female friends.

Killing with his spear one megascarab, Wolfy was eventually horribly teared apart (first an eye, then an arm, and lastly a leg), but Jay and Camel survived unhurt. The lovers, still guilty for the fate of their friend, organized a caravan for a more safe map immediately after the burying. They were without food and with few woods to build a fire camp and a door, but eventually they founded another cave!

With mushrooms in abundance and a roof on their heads, they survived in a desperate situation. Without that cave, now they could be frozen and/or starved to death under a thick layer of snow.
(https://i.imgur.com/ZE2nyIx.png)
...and yes, that's the legendary Wolfy's spear, recovered after the bugs returned in their damned mountain!

The caves are a very cool new engine for new stories!
Title: Re: Alpha 18 unstable test build is released
Post by: NemesisN on October 31, 2017, 01:09:43 PM
This is probably the first Rimworld Alpha I really don't like....it introduces way overpowered things something you should expect to be a mod for those who want it

I expected for Dev to fix some main issues about the game that make gameplay experience annoying that people complain a lot not just keep adding new things and ignore the problems
Title: Re: Alpha 18 unstable test build is released
Post by: ShadowTani on October 31, 2017, 01:21:40 PM
Quote from: NemesisN on October 31, 2017, 01:09:43 PM
This is probably the first Rimworld Alpha I really don't like....it introduces way overpowered things something you should expect to be a mod for those who want it

Those "OP" things are very rare quest rewards though, the chance to get them don't come around often, and you will have to go out of your way during a limited time period to grab them. Considering that they feel just right in my opinion. And so far in my game I've only gotten a Psychic Emanator of all the new stuff, and that one can hardly be called OP.
Title: Re: Alpha 18 unstable test build is released
Post by: East on October 31, 2017, 02:59:59 PM
SpaceShip I'm feeling awkward as the image grows up, will it solve it?
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on October 31, 2017, 04:46:19 PM
Quote from: NemesisN on October 31, 2017, 01:09:43 PM
This is probably the first Rimworld Alpha I really don't like....it introduces way overpowered things something you should expect to be a mod for those who want it

I expected for Dev to fix some main issues about the game that make gameplay experience annoying that people complain a lot not just keep adding new things and ignore the problems
This.  Endless feature creep without bugfixes = not interested.  If A18 becomes the actual main, vanilla version, I won't be updating and time soon.
Title: Re: Alpha 18 unstable test build is released
Post by: Goldenpotatoes on October 31, 2017, 05:07:09 PM
Feature creep doesn't really apply when all they did was apply some more unique rewards to make world events more appealing. Not to mention the fact A17 was primarily a bug fixing build that only got additional content because people wanted it.

You can start complaining about these issues once beta stage hits and it doesn't appear to be getting fixed.
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on October 31, 2017, 05:32:15 PM
a) Pink trees and still-broken mechanics put the lie to your claim.

b) A17 broke about as much as it fixed.  For example, medicine quality does *nothing* in A17, except during surgery.  Not a small bug, there are *many* other relatively bad bugs that have been present for *many* Alphas, and of coursenew ones in A18; legless rescuees, anyone?  Read the bug subforum much?

c) The game's balance in A18 is, simply put, not great.

c) I can complain exactly when I like, thank you very much.  What, you though Alphas and Betas are put out only to garner compliments..?

I don't expect all bugs to be fixed before the next Alpha iteration.  I DO, however, expect far more attention to be paid to some rather glaring issues, especially long-lived ones, some of which are discussed here.  I won't be touching A18 with someone else's 11-foot pole, until that happens.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on October 31, 2017, 05:59:16 PM
Quote from: PhantomFav on October 31, 2017, 12:26:39 PM
This story start with a cave and end with another cave.

Jay, Camel and Wolfy (I called him Wolfy because he survived 3 wolf's attacks with only his spear) were happily foraging a tundra map. With curiosity, Jay entered in a cave, and saw at his end an "ancient danger" chamber. Hoping in a secure environment, she opened it... NOPE! The room was full of hives!!

Days passed and the little tribe built a wood hut and two bedroll for a confort sleep, far away from the crawling monsters.

But while the bugs where destroying the chamber's walls, a collapsing roof crushed a megascarab. This triggered the hive and 12 megascarab plus 4 Megaspider, went for my colonist. The pawns were trapped in seconds within the hut, so Wolfy scarified himself for Jay and Camel: he draws mega-bugs' attention away from his two female friends.

Killing with his spear one megascarab, Wolfy was eventually horribly teared apart (first an eye, then an arm, and lastly a leg), but Jay and Camel survived unhurt. The lovers, still guilty for the fate of their friend, organized a caravan for a more safe map immediately after the burying. They were without food and with few woods to build a fire camp and a door, but eventually they founded another cave!

With mushrooms in abundance and a roof on their heads, they survived in a desperate situation. Without that cave, now they could be frozen and/or starved to death under a thick layer of snow.

...and yes, that's the legendary Wolfy's spear, recovered after the bugs returned in their damned mountain!

The caves are a very cool new engine for new stories!

The Insectoids behavior is awkward too, but has been happening from before. No matter what harms them, the insectoids will blame the player. It doesn't make sense that any damage to them is avenged agains the player. They can go wild if harmed, but seeking the players is unfair. Insectoids can run like 100 tiles whenever they hit an old deadfall trap or like in your case, a collapsing roof. They won't really seek for colonists, but will attack if any is at their range. Their 100 tile range can sometimes, be in other directions where your base may not be. But still, it looks un-natural to see them hunting with no direct attack to them.
Title: Re: Alpha 18 unstable test build is released
Post by: ShadowTani on October 31, 2017, 06:41:57 PM
Another thing I dislike with the newer behavior of the bugs is that they will all aggro even if you attack a bug on the other side of the map from the rest. It would feel more reasonable I think if the aggro was based on a specific radius around the bug. I've been avoiding them like the plague in recent alphas as a result, they are more trouble than they are worth atm.

Quote from: Bozobub on October 31, 2017, 05:32:15 PM
I don't expect all bugs to be fixed before the next Alpha iteration.  I DO, however, expect far more attention to be paid to some rather glaring issues, especially long-lived ones, some of which are discussed here.  I won't be touching A18 with someone else's 11-foot pole, until that happens.

I get what you're saying and agree bug squashing is important, but you're more complaining for the sake of complaining here - aside from mentioning the medical quality, you're not really specifying anything. I also find some of this criticism somewhat unfair considering better and more worthwhile quest rewards was something that were requested by many. More furniture have been requested over several alphas already. A18 have little, if any, new game mechanics compared to other alphas. It's a polish update that primarily expands on existing mechanics and features. Several bugs have been fixed too, just apparently not the ones that was of any importance to you.

If you haven't already I would suggest you either address the issues you're having in the bug forum, or if it's issues already reported, give them a bump with the statement that they are still an issue in A18. Additional information always helps too.
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on October 31, 2017, 08:44:53 PM
Quote from: MarvinKosh on October 31, 2017, 11:19:39 AM
Quote from: Yoshida Keiji on October 31, 2017, 06:19:28 AM
Quote from: MarvinKosh on October 30, 2017, 11:05:05 AM
Marshy soil only has the 'Light' and 'GrowSoil' affordances, however you can add the ability to build walls on it ('Heavy' affordance) by laying concrete first. So, by using the concrete floor tool, I guess you can ultimately find out what you can and can't put walls on.
Thanks for this, so far I have never used concrete or paved tile. The ability to build on them is exclusive to A18 or has been possible since earlier Alphas?
Marshy soil would have supported walls in A17.
A17 certainly allowed the building of concrete/flagstone/tiled floors, with accompanying beauty+speed boost. No idea about building on marshy soil.. which reminds me:

Mud (near a /freshwater/ source) should degenerate to fertile soil if a moisture pump is nearby; saltwater should degenerate to marshy soil (then to normal soil/gravel). Moisture pump should be able to clear pools of shallow standing water (not if they're fed from river/sea obv) eventually, otherwise what's the point in building them?

DF 'channel' or pipe construct/craft may be useful here to irrigate desert, without dealing with Z-levels as such..
Title: Re: Alpha 18 unstable test build is released
Post by: The Nickman on October 31, 2017, 08:57:29 PM
Shift-clicking on tasks to add them to a queue in itself makes this Alpha fantastic IMO.  Haven't played around too much or encountered any of the other new features, except:

- bedrolls are a great addition for tribals
- I had the chief of my tribe suffer smokeleaf withdrawl and execute one of the tribe's dogs, which was bonded to another.  That really hurt, and I didn't expect the execution to be instant, more a trying to beat the animal to death-type thing.  I need to be on my toes a LOT better next time!
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on October 31, 2017, 09:28:25 PM
Quote from: ShadowTani on October 31, 2017, 06:41:57 PMI get what you're saying and agree bug squashing is important, but you're more complaining for the sake of complaining here - aside from mentioning the medical quality, you're not really specifying anything. I also find some of this criticism somewhat unfair considering better and more worthwhile quest rewards was something that were requested by many. More furniture have been requested over several alphas already. A18 have little, if any, new game mechanics compared to other alphas. It's a polish update that primarily expands on existing mechanics and features. Several bugs have been fixed too, just apparently not the ones that was of any importance to you.

If you haven't already I would suggest you either address the issues you're having in the bug forum, or if it's issues already reported, give them a bump with the statement that they are still an issue in A18. Additional information always helps too.
You are mistaken; I only posted one example, simply because I don't care to type them all.I don't NEED to report these bugs; they've been up there for a long time.  That, in fact, is the point.
Title: Re: A18 General feedback
Post by: Iwillbenicetou on October 31, 2017, 09:32:35 PM
I was thinking about more balance to tornadoes. There is no way to counter them, and if they spawn on top of a base, they can kill pawns and destroy walls. There needs to be some way to counter it.
Title: Re: Re: A18 General feedback
Post by: Goldenpotatoes on October 31, 2017, 10:05:58 PM
Quote from: Iwillbenicetou on October 31, 2017, 09:32:35 PM
I was thinking about more balance to tornadoes. There is no way to counter them, and if they spawn on top of a base, they can kill pawns and destroy walls. There needs to be some way to counter it.

Tornadoes ignore roofing and go through mountains as if its carving a path through fast enough to make a planet-class miner sweat. At the bar minimum, you should be able to hide in the mountains to be 100% safe from the death spiral.

Also they should have tiers of destruction instead of always being death in wind form.
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on October 31, 2017, 10:44:39 PM
Quote from: Yoshida Keiji on October 31, 2017, 05:17:06 AM
It seems I can't do any of these "Incapacitated refugees" in Tropical Swamp, they are all farther than their remaining life time...and Caravan forming is always a whole odyssey itself.

Well, technically you could launch Droppods to them to reach them in time.
Title: Re: Alpha 18 unstable test build is released
Post by: Goldenpotatoes on November 01, 2017, 02:08:46 AM
I had a nice discussion with ZorbaTHut in the discord about the gameplay balance concerns of the almighty tornado. Although I'm personally not too fond of the concept of a base-damaging event with not that much in the way of counter-play as with most events, I can see the need for having something that can disrupt a player reliably if they happen to be unlucky enough to cross paths with it.

I can live with it being guaranteed damage if it gets within distance of my base, but some things should be adjusted.


Bearing all that, i'm sure it'll come in as an interesting story element for the eventual stories of how a tornado ruins a wedding or decides to take a stroll through a siege camp's mortar site.
Title: Re: Alpha 18 unstable test build is released
Post by: kanukki on November 01, 2017, 03:55:39 AM
Quote from: TheMeInTeam on October 31, 2017, 12:14:50 PM
Quote from: kanukki on October 31, 2017, 12:09:27 PM
Some feedback on my blight experience... due to #reasons (heat wave, raid, starvation...) my fields got overrun with blight. Although I then gave orders to cut all plants, they still insisted on prioritizing planting new crops - which promptly got infected with blight - before removing the old blighted ones.

Even if I can set Plant Cut higher than Grow in priorities, I feel there would be a less micro-managing solution if I could give explicit order to remove only blighted crops, rather than having to click each one. Especially once you have 20 or 30+ blighted.

At least with the last event, once it happened it was over and you could just start re-planting.

Click select any growing zone in the vicinity and block sowing.  Unblock when blight is cut out.

Good tip, thanks. Should have thought of that. Would maybe be nice to be able to double-click blighted crops to select only the blighted ones, but I can live without that quality of life improvement, I guess.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 01, 2017, 05:56:39 AM
I hope anyone who until A15 complained about the "Repairs" work tab as unnecessary regrets that now with "Tantrums".

I currently have a poison ship, so I was building a fire wall (3 stone walls, 1 sandbag, 3 stone walls), and now a Psychic drone event triggers (like if I had both ship parts at once) and my Psychically hypersensitive character goes on a tantrum... and starts hitting at random staff all around my base...while I only have 1 single constructor. This means that my Fire Wall constructing was put on HOLD to repair the damage caused by the tantrummer...and I still have the poison ship sitting there...

I really want that Repair work tab...since I started in A16, I can't say want it back, but I know it used to be there.

Tantrum is a good reason to bring that feature back again, so I can assign my constructor to finish that fire-wall while low skilled constructors go repair around.

/facepalm to all those who complained about repair tab as unnecessary.
Title: Re: Alpha 18 unstable test build is released
Post by: XeoNovaDan on November 01, 2017, 06:23:12 AM
Quote from: Yoshida Keiji on November 01, 2017, 05:56:39 AM
...

Actually yeah, the repair work type would be nice to have back. Tantrums as you said, but also tornadoes; it's quite tedious to micromanage constructors to replace destroyed structures, rather than repair walls which are really a lower priority - although the queueing feature slightly alleviates this.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 01, 2017, 07:50:06 AM
Quote from: The Nickman on October 31, 2017, 08:57:29 PM
Shift-clicking on tasks to add them to a queue in itself makes this Alpha fantastic IMO.  Haven't played around too much or encountered any of the other new features, except:

- bedrolls are a great addition for tribals
- I had the chief of my tribe suffer smokeleaf withdrawl and execute one of the tribe's dogs, which was bonded to another.  That really hurt, and I didn't expect the execution to be instant, more a trying to beat the animal to death-type thing.  I need to be on my toes a LOT better next time!
Shift clicking to build a queue might be the most awesome new feature, why a I just now hearing about it! ?
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 01, 2017, 09:01:13 AM
I just had the "new blight" and I didn't like it. It feels like it was reduced to a "manhunting turtle" level threat, just cut out a few plants and you are safe.

The "old Blight" enriched the game. If you had zero food stored and you get Blighted, then you deserve to succumb. But even then, you can sort to berries, hunting and even a rice plantation in rich soil can prevent your colony to die from malnutrition. And those are the easy options, any player could just go caravan 1 tile away from the colony or just turn into cannibalism...or even go the closest friendly faction to buy food. Or a lucky caravan visit, they almost always have pemmican.

This "new Blight" seems to go against your own direction, you want players to go out and explore the World, Blight was a good excuse for that, and settle other peripheral outposts. Without it, the "new Blight" is almost nothing, and now nobody has to "leave" the map and can stay there. While with the "old Blight" player ingeniousness was key to survival. And all this assuming the worst case scenario of a player without any food stored. Because if you had some, a normal rice plantation can release you from taking any hard measures.

Rollback to the "old Blight".
Title: Re: Alpha 18 unstable test build is released
Post by: TheMeInTeam on November 01, 2017, 09:35:10 AM
Quote from: Yoshida Keiji on November 01, 2017, 09:01:13 AM
I just had the "new blight" and I didn't like it. It feels like it was reduced to a "manhunting turtle" level threat, just cut out a few plants and you are safe.

The "old Blight" enriched the game. If you had zero food stored and you get Blighted, then you deserve to succumb. But even then, you can sort to berries, hunting and even a rice plantation in rich soil can prevent your colony to die from malnutrition. And those are the easy options, any player could just go caravan 1 tile away from the colony or just turn into cannibalism...or even go the closest friendly faction to buy food. Or a lucky caravan visit, they almost always have pemmican.

This "new Blight" seems to go against your own direction, you want players to go out and explore the World, Blight was a good excuse for that, and settle other peripheral outposts. Without it, the "new Blight" is almost nothing, and now nobody has to "leave" the map and can stay there. While with the "old Blight" player ingeniousness was key to survival. And all this assuming the worst case scenario of a player without any food stored. Because if you had some, a normal rice plantation can release you from taking any hard measures.

Rollback to the "old Blight".

No thanks.  Overgrowing protected you with "old blight", except it had no grace period so it could decide to screw you early without real counterplay.  That is not a legit problem with "new blight".  New blight could be made to spread a little faster but insta-resource loss with no counterplay sucks.  I've said this many times in this thread already but the core gameplay of Rimworld is to punish the unprepared + control mistakes.

When you prepare to the max ability the game allows and still get screwed over, Rimworld is subverting it's own design.  It'd be like having a raid type where no matter what you do, when the raid decides to run away some of your stuff disappears no matter where it is.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 01, 2017, 09:40:44 AM
Did a "go to outpost for goodies" mission yesterday. It was a joywire. I think that is a fantastic idea rather than just a simple "masterwork 1x2 table" (and yeah I got that one too). I like the new death lasers added, but if you really want to encourage people to travel, why not a couple of bionic limbs or the like? Idk if that's in the game as of A18, but more than one bionic limb is a serious reward and one I would very much send my raid team to acquire.

Also agree to have Repair back. And maybe Deconstruct as well? Deconstruct is the LAST thing builders do despite the fact it's probably the more important things a player does (say deconstructing steel walls or stone walls for building). Either put it as the number one thing builders do or separate it to a new task.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 01, 2017, 10:18:04 AM
Quote from: TheMeInTeam on November 01, 2017, 09:35:10 AM
Quote from: Yoshida Keiji on November 01, 2017, 09:01:13 AM
I just had the "new blight" and I didn't like it. It feels like it was reduced to a "manhunting turtle" level threat, just cut out a few plants and you are safe.

The "old Blight" enriched the game. If you had zero food stored and you get Blighted, then you deserve to succumb. But even then, you can sort to berries, hunting and even a rice plantation in rich soil can prevent your colony to die from malnutrition. And those are the easy options, any player could just go caravan 1 tile away from the colony or just turn into cannibalism...or even go the closest friendly faction to buy food. Or a lucky caravan visit, they almost always have pemmican.

This "new Blight" seems to go against your own direction, you want players to go out and explore the World, Blight was a good excuse for that, and settle other peripheral outposts. Without it, the "new Blight" is almost nothing, and now nobody has to "leave" the map and can stay there. While with the "old Blight" player ingeniousness was key to survival. And all this assuming the worst case scenario of a player without any food stored. Because if you had some, a normal rice plantation can release you from taking any hard measures.

Rollback to the "old Blight".

No thanks.  Overgrowing protected you with "old blight", except it had no grace period so it could decide to screw you early without real counterplay.  That is not a legit problem with "new blight".  New blight could be made to spread a little faster but insta-resource loss with no counterplay sucks.  I've said this many times in this thread already but the core gameplay of Rimworld is to punish the unprepared + control mistakes.

When you prepare to the max ability the game allows and still get screwed over, Rimworld is subverting it's own design.  It'd be like having a raid type where no matter what you do, when the raid decides to run away some of your stuff disappears no matter where it is.
I prefer the new blight, as a real life gardner. It feels realistic. I think it could be easily amped up with a few things:

Spread to and from wild flora.
Spread by contact. Many plant diseases are spread this way, like powdery mildew. In the same way walking through sand will spread it around your clean floors, so can blight be spread.
Have a hidden initial period to spread as above the same way ailments like flu and pluage have.
Title: Re: Alpha 18 unstable test build is released
Post by: kiesu on November 01, 2017, 01:50:42 PM
Quote from: Tynan on October 24, 2017, 01:45:47 AM
-New mental breaks:
----Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
----Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
----Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a "catatonic breakdown" hediff.
----Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.

...A-are you ok Tynan?

Holy crap this game is turning more mature than most hyperrealistic "adult" games. I love it.
Title: Re: Alpha 18 unstable test build is released
Post by: nemostein on November 01, 2017, 01:59:42 PM
Quote from: Dashthechinchilla on November 01, 2017, 10:18:04 AM
I prefer the new blight, as a real life gardner. It feels realistic. I think it could be easily amped up with a few things:

Spread to and from wild flora.
Spread by contact. Many plant diseases are spread this way, like powdery mildew. In the same way walking through sand will spread it around your clean floors, so can blight be spread.
Have a hidden initial period to spread as above the same way ailments like flu and pluage have.

This makes a whole lotta sense to me!
I'd say the same for tornadoes. Having a grace time, a preparation phase and a way to counter it is what I value most.
Title: Re: Alpha 18 unstable test build is released
Post by: pktongrimworld on November 01, 2017, 02:44:12 PM
yay combat log! :D Gnomoria all over again :D
Title: Re: Alpha 18 unstable test build is released
Post by: BlackSmokeDMax on November 01, 2017, 04:08:39 PM
Quote from: pktongrimworld on November 01, 2017, 02:44:12 PM
yay combat log! :D Gnomoria all over again :D

Gnomoria Dwarf Fortress all over again

Fixed that for you! ;)
Title: Re: Alpha 18 unstable test build is released
Post by: East on November 01, 2017, 05:30:20 PM
The part about escaping to the mountains about the tornado is a little ambiguous.

What if the starting terrain does not have a mountain roof? I am exhausted by the quest and the world map forcing the dry shrubbery. (Long travel time of other terrain) Choosing to restrict starting terrain is not fun. So do not say that the mountain is the answer.

I think it is a good idea to build a high-cost basement. It is a space where you can escape to natural disasters and store valuable living items. And tornadoes should be created somewhere outside the residence or pawn. You have to give time to evacuate.

If you build a basement, you'll have to 'worry' about additional research timing, costs, and space allocation. 'It is fun to worry.' You will make it before you create an advanced assemble.

It is a game that should form a countermeasure in this way.
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on November 01, 2017, 07:18:40 PM
It's quicker and easier to note that tornadoes need user agency for a countermeasure.
Title: Re: Alpha 18 unstable test build is released
Post by: iota_x on November 02, 2017, 06:26:46 AM
Feedback on the new raid notification sound. I love that there is differentiation between event types, but the raid horn is too quiet/subdued.

I'm not a fan of savescummimg, but I've found myself having to reload an autosave on a couple of occasions due to simply missing the raid notification.

I like to play with the volume reduced while listening to podcasts, and in the past I never had a problem with having my attention grabbed when a raid was coming.

And I must be dumb, because I can't seem to find the combat log...
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 02, 2017, 06:50:20 AM
Quote from: SpaceDorf on October 25, 2017, 05:17:57 AM
Quote from: Daimonin on October 25, 2017, 04:43:51 AM
Quote from: MCreeper on October 25, 2017, 04:29:19 AM
    -   Trees seem to give the same amount of wood per tree. DF trouble - if you have any trees on the map, you will get far more then you will ever able to use.  :P
Amen to that, Trying the tropical swamp, just clearing the space to build some buildings and I have no idea what to do with the wood. Crafting a million statues I guess.

Really ? .. Tropical Forest Biome is the one where I have the most ressuply problems with wood ..
I admit I use a lot of wood in the beginning ( walls, furniture, workbenches, floors .. )

The densitiy of the forest is lower than in other Biomes and the yield per tree is also less.
I would love if there would be some more giant trees in the jungles. ( like wooden mountains )

I'm fed up with trees, impossible to run out of wood in Tropical Swamp.
Title: Re: Alpha 18 unstable test build is released
Post by: erdrik on November 02, 2017, 07:59:42 AM
Quote from: Yoshida Keiji on November 01, 2017, 09:01:13 AM
...
Rollback to the "old Blight".

I like the new blight.
But I do think its a bit more tame, and was able to cut it out of my crops swiftly with no ill effects.
(outside losing the cut crops)
Ive noticed this run Ive had way more harvested crops stored up than I normally have, so maybe it needs to be made harsher, like spreading a bit faster, or having the initial event impact more crops.
That said Ive only experienced it once.
Still I like the new blight's concept and would like it to stay.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 02, 2017, 09:28:16 AM
I don't get why people dislike the new blight. Set some people to 1 in Plant Cutting, turn off sowing and boom, you're good.

I had my first "rescue colonist" mission half an hour ago. Some poor legless sap was downed near a bunch of sleeping mechanoids. I know Tynan mentioned on reddit it's a bug but seeing it for the first time is lol.

I sent my best combat medic and drop pod right onto him. Turns out he's 80 and has shit skills. Like if chased colonists gives you info (age, job) then just apply it to downed pawns! Imagine if I sent a caravan, wouldn't that have been a pain.

Downed colonists are a much bigger investment than chased refugees. Apply the same info as chased refugees. OR have that pawn give more detailed info (passion, best skill) OR if it was a pawn from a friendly faction, give faction rep boost and maybe a gift from them as well (like medicine or components).
Title: Re: Alpha 18 unstable test build is released
Post by: erdrik on November 02, 2017, 12:16:22 PM
Quote from: Ser Kitteh on November 02, 2017, 09:28:16 AM
...
I sent my best combat medic and drop pod right onto him. Turns out he's 80 and has shit skills. Like if chased colonists gives you info (age, job) then just apply it to downed pawns! Imagine if I sent a caravan, wouldn't that have been a pain.

Downed colonists are a much bigger investment than chased refugees. Apply the same info as chased refugees. OR have that pawn give more detailed info (passion, best skill) OR if it was a pawn from a friendly faction, give faction rep boost and maybe a gift from them as well (like medicine or components).

I actually would like to see both events support a reward system that isn't "the rescuee/refugee joins the colony".

Ive taken to offering safety to chased refugees, only to banish them immediately if they don't have the traits or stats I want/need or would be a strain on the colony. I'd be more inclined to actually let them in the walls if there was a chance or options for:
"Thanks for saving me, Im going to go back to my family at X non pirate faction now. Here is a reward!"
-gain X amount of resource
-gain X amount of relations with faction refugee is apart of

Same could be done for "rescue colonist" missions.
(provided they actual have the means to move on their own after rescue)
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on November 02, 2017, 12:20:38 PM
Quote from: Ser Kitteh on November 02, 2017, 09:28:16 AM
I sent my best combat medic and drop pod right onto him. Turns out he's 80 and has shit skills. Like if chased colonists gives you info (age, job) then just apply it to downed pawns! Imagine if I sent a caravan, wouldn't that have been a pain.

I think this should also be reward based, like everything else. I mean, for cache mission you invest something big and get something bigger. In rescue missions you invest something big and you have a 95% chance that what you receive is worthless (either a regular pawn or a bad one, never a good or even outstanding one).

They are not worth it, better wait until you down the right raider or someone falls randomly from the sky. You invest much less to get the same.
Title: Re: Alpha 18 unstable test build is released
Post by: corestandeven on November 02, 2017, 01:39:01 PM
Quote from: East on October 30, 2017, 04:51:26 PM
Once I escaped at Alpha 18.
There is a lot of talk about tornadoes, but there is no mention of late-stage resource balances during this feedback. So I want to talk more about that part.

Resources required for 10 people to escape.
185 advanced component
125 component
105 gold
4950 Steel
650 uranium
1550 plasteel

The first thing is that the late game is really long. it is considered that a time of about three times as much as that of a17 is required. But are there any events that only happen in late games? In areas where defenses have been completed, there is boredom. If tynan want to take a late game long, he should add a corresponding late game event. I just quietly put up the speed, release the keyboard waited for advanced component to complete.World map events have been added, but when you think about the risk, the only thing to do is the AI core.

This situation becomes worse when there is no uranium in the map. I did deep mining on two maps and could not find it. Eventually, it took us a tremendous amount of time (Waiting for uranium goods to arrive at the store) to buy uranium statue from the nearby village, which is 2 blocks away, for about 8,000 silver. At Alpha 17 , the amount uranium was small, but now we need a terrible amount. The figure above is called 650 Uranium, but it actually requires 1575 Uranium, including 5 Uranium in advanced components. If there was not even a village nearby, I would have taken 2-3 times longer to get the uranium.

Long range mineral radar has been added, but once every 30 days, you have to build a caravan and it's terrible if you arrive at jade or gold. And there are 11 x 35 = 385 resources, too little to compare to the risks. In other words, long range radar is not good.

I mean, if you want to lengthen the late game, add a late game event. Make the World Map Quest more interesting. Make it more necessary. Put more selection and management elements in the caravan. Extremely reduce travel time. Especially winter.

Now A18 late game is too boring!

I find this a depressing and concerning read as these are my criticisms of A17 now. Rimworld is one of those games which, like many other strategy and survival games to be fair, hasn't cracked the problem of a rather boring anti-climax late game. Collecting vast amount of a certain rare resource, and having little to no high tech technologies or events to make it gathering those resources easier, just drags out the late game.

Randomly digging rock formations, or building countless deep drilling sites, in the hope of stumbling upon some uranium (which is not easy to see compared with other resources) is not fun or an exciting way to end. At least have a high tech research item where the player can either scan into rock formations to see uranium, have the ability to identify if there is uranium down below rather than the random way you find out now, or have the long range scanner specifically set for finding uranium and 'lumps of resource' missions that have the resource. After all players have the high tech needed to build a space ship, but havent got the technology to scan rock formations or under the surface? Doesnt seem likely in the sci fi setting the game is based in.

Solving the late game curse is something few games get right, so i appreciate it is a tough nut to crack. However having some new threat or event late game would be more interesting that just waiting to gather enough resources, especially when the game makes it difficult to obtain the quantities needed, so it is bit disappointing to hear A18 (so far at least) doesnt address this.
Title: Re: Alpha 18 unstable test build is released
Post by: mcgnarman on November 03, 2017, 12:02:11 AM
I'm digging A18 so far. I haven't noticed any bugs and the way the new events work into the system is pretty nice. Since some of them are harmless, it's nice instead of every time an event happens you go "oh shit". I really like the new caravan quests but haven't completed them all yet.

Also the new tech tree is soooo much slower, but I kind of like that too....
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on November 03, 2017, 03:39:35 AM
Hey Tynan I had the problem with the tantrum too. A key protection wall wasn't built in time because my builder pawn were too busy repairing furnitures with 290/300 hit points...

But I have a solution without the repristination of the repair button! You can simply change the priority in the building task. Now the pawns, between building a new wall and repair an old one, chose the repairing task, but it will be more functional if the priority were changed.
This because we have the button "Forbid" on building walls, but not on the damaged one. So, if there are walls in construction, and a repair is needed, we can forbid the construction, and the builder pawns can go on their repair task without hesitation.

What do you think about this?
Title: Re: Alpha 18 unstable test build is released
Post by: Awe on November 03, 2017, 04:06:41 AM
Just finished a18 playthru. Rich Explorer, Randy/Extreme. Round-year winter, but not extreme, only -10 -20 C. Leave planet by building ship for 23 colonists at 5505(~300 days). Dig uranium and gold only at starting map(400x400).

Imho, construction cost of adv. components is too high, both in resources and time. Small colonies what cant support 3-5 miners and 3-5 decent crafters will suffer.

About new mental states - all is manageable, except murderous one - game doesnt allow you to arrest murderer. -_-

Sadly, didnt get quests for new serums and orbital weaponry. Just some with bionic parts, legendary/mastercrafts and of course a lot of useless legless pawns 10 days away from my base(where they successfully died).
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 03, 2017, 07:57:24 AM
Quote from: Yoshida Keiji on October 31, 2017, 06:19:28 AM
Quote from: MarvinKosh on October 30, 2017, 11:05:05 AM
Quote from: Yoshida Keiji on October 30, 2017, 06:14:57 AM
Quote from: MarvinKosh on October 29, 2017, 05:50:14 AM
Pause the game, use the growing zone tool (you cannot grow on mud or swamp either) and drag it out. Then you can use the planning tool to decide where your buildings should be, then you can get rid of the growing zone(s).

Have you tried this yourself?

Because the Growing zone tool will select "Marshy soil" as acceptable, but you cannot build anything on them. My problem is that it is not easily distinguishable to see marshy soil with all the shrubs or grass on them.

I think what I need is an extra "Toggle" option that shows all "buildable areas".

Marshy soil only has the 'Light' and 'GrowSoil' affordances, however you can add the ability to build walls on it ('Heavy' affordance) by laying concrete first. So, by using the concrete floor tool, I guess you can ultimately find out what you can and can't put walls on.

Thanks for this, so far I have never used concrete or paved tile. The ability to build on them is exclusive to A18 or has been possible since earlier Alphas?

I just found out that wood works too as foundations of walls, cheaper than concrete in Tropical Swamp.
Title: Re: Alpha 18 unstable test build is released
Post by: East on November 03, 2017, 08:52:32 AM
I really like mortars.
The mortar update seems to be very good.

But one thing is that it is not easy to change the shell. The pawn uses the loaded shell and then put in new shells.

For example, you may want to fire an EMP shell when a mechanoid forces come into play. However, after wasting a loaded explosive shell, I have to wait for 30 seconds and I will shoot an emp shell. Do you want to turn off fire? Once you have wasted a loaded explosive shell, you have to wait 30 seconds. I think this is something wrong design.

The mortar needs a way to extract the loaded shell.
Title: Re: Alpha 18 unstable test build is released
Post by: Quazimojojojo on November 03, 2017, 09:17:52 AM
Quote from: PhantomFav on November 03, 2017, 03:39:35 AM
Hey Tynan I had the problem with the tantrum too. A key protection wall wasn't built in time because my builder pawn were too busy repairing furnitures with 290/300 hit points...

But I have a solution without the repristination of the repair button! You can simply change the priority in the building task. Now the pawns, between building a new wall and repair an old one, chose the repairing task, but it will be more functional if the priority were changed.
This because we have the button "Forbid" on building walls, but not on the damaged one. So, if there are walls in construction, and a repair is needed, we can forbid the construction, and the builder pawns can go on their repair task without hesitation.

What do you think about this?

I just want to second this. As much as I want the repair button back, this is the next best thing. Either that or allowing a way to forbid repair jobs without forbidding all use of an object (which I can only imagine is a much more complex coding task than re-arranging a priority list).
Having my builders break off from what I want them to build to go fix that one bit of wall someone accidentally shot while hunting, or repairing damaged walls before patching holes, is at best annoying. At worst it gets colonies killed by manhunter packs because you didn't force the pawn to work on every individual tile of new wall.

Mods that change that specific aspect of the game are one of the few I ever use, because every single change you've made since I joined has improved the game, except for this. Please, PLEASE, change the priority list, or put the repair job back.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 03, 2017, 12:08:38 PM
Quote from: TheMeInTeam on November 01, 2017, 09:35:10 AM
Quote from: Yoshida Keiji on November 01, 2017, 09:01:13 AM
I just had the "new blight" and I didn't like it. It feels like it was reduced to a "manhunting turtle" level threat, just cut out a few plants and you are safe.

The "old Blight" enriched the game. If you had zero food stored and you get Blighted, then you deserve to succumb. But even then, you can sort to berries, hunting and even a rice plantation in rich soil can prevent your colony to die from malnutrition. And those are the easy options, any player could just go caravan 1 tile away from the colony or just turn into cannibalism...or even go the closest friendly faction to buy food. Or a lucky caravan visit, they almost always have pemmican.

This "new Blight" seems to go against your own direction, you want players to go out and explore the World, Blight was a good excuse for that, and settle other peripheral outposts. Without it, the "new Blight" is almost nothing, and now nobody has to "leave" the map and can stay there. While with the "old Blight" player ingeniousness was key to survival. And all this assuming the worst case scenario of a player without any food stored. Because if you had some, a normal rice plantation can release you from taking any hard measures.

Rollback to the "old Blight".

No thanks.  Overgrowing protected you with "old blight", except it had no grace period so it could decide to screw you early without real counterplay.  That is not a legit problem with "new blight".  New blight could be made to spread a little faster but insta-resource loss with no counterplay sucks.  I've said this many times in this thread already but the core gameplay of Rimworld is to punish the unprepared + control mistakes.

When you prepare to the max ability the game allows and still get screwed over, Rimworld is subverting it's own design.  It'd be like having a raid type where no matter what you do, when the raid decides to run away some of your stuff disappears no matter where it is.

You know, I took the time to re-read all the entire thread to specifically read each post and pay close attention to your comments but none of yours convince me at all. Your angle is: Every challenge must have a counter. And I don't see why that has to be so. You also make references to real life scenarios, and this is what makes your opinion even weaker. In real life, we have lots of Natural Disasters and while we have agencies to send emergency warnings...there's no real effective way to completely save ourselves and everything we care of completely.

No matter how good weather forecasts post-Tetsuya Fujita technologies we may currently have, Natural Disasters WILL cause devastating effects, and we just can't completely "fix" them as problems.

At least in Japan I think it was a year or two ago that we first saw tornados, where-areas such disasters were only heard from America mostly. We had a Tsunami in Fukushima which regardless of Tsunami-Walls long built ago (to a low deficient height to the point they were useless) on a city that had same disasters in the past could not prevent the next one. If a meteor strikes from orbit, I think only in movies we see a nation launching a missile to destroy it into small pieces for a reduced impact/damage. I can agree that Tornados do signal their forming so giving players a heads-up is acceptable. Volcanic eruptions may not always be 100% predictable. This was experienced three years ago here.
https://en.wikipedia.org/wiki/2014_Mount_Ontake_eruption

We can't play a game that often hints to real life scenarios (despite being hardcore sci-fi) and expect an "Avengers" team come up and patch everything back to normal, safe and sound.

Tornados may take some casualties, just like in real life without people having much chances to escape. Only in game you can wake up a sleeping dude to run away, while in RL the dreamer may just go to "heaven" on a "windy climb".

I have seen most of your initial responses relate to tornados and the latest ones addressing Blight. And I still don't see why the "old" one was so terrifying to you, it's not that we would lose all the plantation like a Cold Snap hitting before growing season is about to expire, by dropping to -10C on the same day.

You just can't prevent natural disasters 100%.
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on November 03, 2017, 12:37:59 PM
Thing is, real-world tornadoes don't eat their way through EVERYTHING, including mountains!  You certainly can prepare in some way for just about *any* real-life natural disaster, beyond dinosaur-killer asteroids and similar mega-disasters, but these tornadoes?  Nope!  Literally NO preparation is possible or effective, period, and that simply does not reflect reality or common sense.  It also completely negates all user agency.

Before you argue, remember that in tornado-prone areas, there are LOTS of measures taken to mitigate the risk:  storm cellars, warning networks, and so on.  Asserting that there's nothing you can do is complete bullshit.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 03, 2017, 01:16:51 PM
It has already been suggested to create basement shelters, z-levels and I didn't oppose such ideas.
Title: Re: Alpha 18 unstable test build is released
Post by: Klitri on November 03, 2017, 03:55:42 PM
You don't have to add in a whole Z-Level system to simulate storm cellars... You could just create an object (Like a crpytopod) that acts as a storm cellar and shows a list of people inside the shelter. Maybe even add a way to store supplies in this "basement." It doesn't HAVE to be Z-Levels.
Title: Re: Alpha 18 unstable test build is released
Post by: MoronicCinamun on November 03, 2017, 04:05:54 PM
So maybe this isn't "helpful" feedback but I am loving all the new tribal content: if anything is done right, it's giving them some love. (still rough with having to research beds and do more for your guns and stuff, but oh well it's more entertaining).

Something I really need an answer for though that so far no one anywhere (in all 5 threads across the internet) has seemed to answer correctly: what is this "weapon melee bulk" stat? Some have speculated it has to do with attack speed like the description seems to hint, but that seems to be a lie as a bow with 100% has a melee cooldown of 1.6 seconds, while a wooden club at 50% "bulk" is also still 1.6 seconds. Also seems weird that mentions firing but still appears on melee weapons.
Also, it's pretty cool how melee weapons have different attacks (reminds me of my runescape-filled childhood), but I'm just curious, do every one of these attacks happen "at once" when the pawn attacks, or does it cycle through them or pick randomly or what?

Title: Re: Alpha 18 unstable test build is released
Post by: SBP on November 03, 2017, 04:15:27 PM
The tornado as currently implemented seems a bit cartoony (no, I'm not just salty because one sucked up all my hay and my fuel boomalopes starved to death and exploded). I'd rather have high winds as a weather type effecting the whole map, which can damage plants / wooden walls / roofs. Tornado could then be an extreme version of that, which also damages stone walls and other exposed buildings. Maybe take mountains and wind direction into account so some areas are shielded.

I really like the idea of a future update adding a single 'underground' level as a half-way compromise to full-on Dwarf Fortress style z-levels. Infestations would be a constant threat and cave-ins would happen if you don't build supports, which would also destroy things on the surface. The reward would be more storage space and hurricane shelters. I guess it could get tricky in terms of combat and the implementation of the 'stairs' or 'ladder' buildings for pawns to go up and down.
Title: Re: Alpha 18 unstable test build is released
Post by: Crow_T on November 03, 2017, 05:40:29 PM
As mentioned already having overhead mountain block or deflect tornadoes makes a lot of sense. To balance mountain bases once again having a rock chunk (say 2x3 or 2x2, or random sizes) fall somewhere, most likely on a non-colonist item but rarely on a colonist, could be fair (and the code to do this already exists in some form). Or even have a tremor event that shakes multiple rocks loose. Am I a masochist? Maybe, but it seems better to have hard events that players can disable than being too easy.
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on November 03, 2017, 06:13:53 PM
@ All - I've just had to move/delete another loads of posts for being off-topic or posted here rather than in the correct subforum. Namely bugs and suggestions. So if you posted in this thread and can no longer see your post then it's due to one of the former.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 03, 2017, 09:06:58 PM
Just updated to 0.18.1712!

I figure I'll just post the raw git changelog since the last update so y'all can see a bit how the sausage is made.

------------------------

Fix: Pawn column shift click doesn't work on Linux.
Fix: It's possible to create a starting pawn with blank name.
Fix: If you resurrect a pawn, his luciferium addiction is gone but the buffs stay forever.
Changed cold bog texture a bit because it was too similar to tundra.
Cleaned up PawnsFinder.
Fix: Errors during saving if you kill a pawn and then remove his outfit from the outfits database.
Fix: Scrolling is slow and reversed on Linux.
Fix: JobDriver_TakeToBed can cause 10jobs10ticks errors if the other pawn is also trying to find a bed at the same time.
Fix: It's not possible to deliver resources to 2 blueprints in the same cell in one go.
Fix: Pawns can wear multiple clothes of the same type after changing the game language.
Added "Remove hediff" debug action.
Fix: Downed pawns can't watch TV in their bed without falling out from it.
Blight now spreads 50% faster.
Fix: Min construction skill requirement applies to install blueprints.
Optimized Dialog_DebugLogMenu so it doesn't lag.
Add Battle Royale combat-power tester.
Disable Steam flag in Unity in order to prevent Unity from automatically connecting to Steam.
Fix: Some ground tiles get silently converted into inconsistent water tiles when generating a map.
Fix: Mineable items could show up as both the request and the reward.
Add a few more log categories.
Categorize debug logs more easily.
Make psychite pekoe a little less immediately dangerous to use.
Add patch operation to test for mod existence.
Fix: Birch has leaflessGraphicPath defined twice.
Fix: It's not possible to reinstall infinite chemreactor.
Fix: Uninstalled CompSpawners can sometimes cause errors.
Fix: Cave plants can spawn in hydroponics basins.
Fix: Now that frames are passable it's possible to construct walls on top of pawns and items. Refactored how blocking things are handled. Cleaned up GenConstruct.
Reduced the probability of tornadoes by 50%.
We no longer send the area-revealed letter if the revealed area is on-screen and it is less than 600 cells.
Added forced trait to Xia 'Xue' Xue: Beautiful.
Fix 3099: Too many iterations. - error during all melee raid.
Fix: StartErrorRecoverJob() can sometimes cause errors.
Added debug command: "Spread blight".
Removed copyrighted name.
Balanced tornado damage.
Tornadoes now deal less damage to downed pawns.
Refugees from downed refugee quests no longer spawn without legs.
Support clicking transition logs to select pawns.
Tweak downed/dead/damaged icons in battle log.
Fix: Many combat log messages make no sense for mechanoids.
Simplify usages of GrammarUtility.RulesForPawn().
Fix 3093: Mace and Club lack tool labels for main attack
Fix 3145: Inspect string for uninstalled firefoam popper contains empty lines.
Fix: Combat log can show up with a small font size.
Ensure that non-pawn death messages show up properly.
Properly record turret ranged attacks.
Fix 3109: Tutorial, dragging character from Left Behind to Selected resets Randomising Characters tutorial
Fix 3101: Melee fighters don't always use their melee weapon as excepted
Fix: butcherProducts prevents butchers from hauling meat to stockpile
Fix: Command+key system-wide hotkeys are caught by KeyBindingDefs.
Removed unused PawnKindDef XML node: MechanoidBase.
Fix: Released prisoners stay in bed longer than necessary, and are still in restraints.
Tweak world features a little further to generate more applicable forest names.
Fix: GameEnder.gameEnding is never reset, even if new colonists join the colony.
Fix 3055: Attempting to get melee damage for a non-melee verb VerbProperties(LMG) when clicking Info icon on colonist
Fix 049: Tried to add health diff to missing part BodyPartRecord(LeftFootSecondToe parts.Count=0)
Fix 3014: Fog does not render correctly on all ores
Add specialized rainforest namer.
Fix: Charge rifle missing weapon bulk stat.
Modify bedroll description to make it clear that cloth isn't necessary.
Fix: RectTriggers send incorrect signals after save/load
Reverted minor tornado visuals change.
Fix: Colonists can join parties outside their allowed area.
Fix 3113: Psychoid pekoe research cost is way too high.
Animal migration incident can no longer use thrumbos.
Caves are no longer so big all the time.
Tornadoes no longer damage natural walls.
Reduced the amount of wood per tree.
PlayerItemAccessibilityUtility now takes into account items you can craft.
Fix: The form caravan command appears in the landing site screen and overlaps other buttons.
Fix: Colony name dialog never shows.
Fix: Per-maneuver flavor text isn't properly connected.
Tweak a few messages on the Shredded maneuver type.
Add tornado combat event log messages.
Fix: Flavorful combat tests don't work in a subtle way on non-weapon-based damage types.
Improve debug instrumentation for failed grammar resolutions.
maneuver_->damaged_
Split smash/scratch damage into its own rulepack for tornado use.
Fix: Flavorful combat tests don't work on non-weapon-based damage types.
Flesh out Bite maneuver text.
Add combat log entries for the power beam.
destroyed -> destroyed_past, damaging -> damaged_present, destroying -> destroyed_present
Display proper combat text for orbital bombardment.
Fix 3000: Team skills don't always show the correct values
Add rulepacks for the remaining mortar type damages.
Rebalance new tale interest.
Allow miniguns to target empty ground.
Caravan request incidents now ask for only those resources which the player has or can get soon.
Title: Re: Alpha 18 unstable test build is released
Post by: notfood on November 03, 2017, 09:27:47 PM
Nice, Linux fixes much appreciated
Title: Re: Alpha 18 unstable test build is released
Post by: PatrykSzczescie on November 03, 2017, 09:37:54 PM
Thank you, Tytan, for the update. Also, one thing:

Quote from: Tynan on November 03, 2017, 09:06:58 PM

We no longer send the area-revealed letter if the revealed area is on-screen and it is less than 600 cells.


Does it include the ones with mechanoids that pause the game?
Title: Re: Alpha 18 unstable test build is released
Post by: kaptain_kavern on November 03, 2017, 10:19:19 PM
Thx Tynan.

Can we have more information on this, pretty please:

QuoteAdd patch operation to test for mod existence.
Title: Re: Alpha 18 unstable test build is released
Post by: LastXsile on November 03, 2017, 11:28:16 PM
So far A18 has been real smooth, only a few minor issues which seem resolved for the most part. Adding some of the new items as a rare drops from psychic and ships. Like the new Psychic emanator for the psychic ship or even the Vanometric power cell maybe, just a thought as over my playtesting so far not one quest for these items has occurred.
Some ideas that have been pooled between some of my friends.
-Animal zone options (setting zones to tag animals for slaughter a certain population set), perhaps other features that could be thought of later

Ship Part changes - With the new ship parts and increase in costs perhaps give ship parts a function outside ending the game, akin to reactor providing power(although really low amount for powering a starship). Perhaps the new scanner for the ship could tell you what ores are for deep mining. Thrusters could ignite for making fire 4-5 tiles behind the thrusters (defense or maybe for crematory uses). Structural parts for making damage resistant walls. Ship Cryostasis  already works well as the inhabitants can wake themselves up. These are just ideas and could be easily changed for the purpose of balance. Just giving them functions aside from ending the game would make them more fun and desired.

As far as a18 i don't expect these idea to make it into them but if they did or at least a few it would be a nice suprise. So far its been a pleasant experience i love the new vanilla chemfuel generators and boomalopes providing chemfuel now. Great changes if anything that is implemented i would say quest items should be added into the game in others ways. Like as stated Pyschic and poisons ships, Raiding npc bases would have a change of having something like infinite an chemreactor as an example. Just ideas.

Thanks for great updates, hope this feedback is heard and considered.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 03, 2017, 11:35:54 PM
All feedback is read and very much appreciated, thanks. I'm only sorry that I don't have time to respond in detail to most things. But it all does get integrated into the process.
Title: Re: Alpha 18 unstable test build is released
Post by: Rimrue on November 04, 2017, 12:26:52 AM
Thanks for the update! :)
Title: Re: Alpha 18 unstable test build is released
Post by: Ragnarok on November 04, 2017, 02:17:51 AM
I haven't played A18 yet since I'm waiting for the proper release but it looks amazing from what I've seen others play so far. There was one thing I noticed in someones play through that could really use a minor mechanic to help out. A18 already has all the current features implemented so this idea might have to go into A19 but it's something small so who knows. Sorry if this is the wrong place to post this.

So basically this guy was doing a Youtube play through and an animal went mad. He could mouse-over the little warning icon in the lower left and it showed an arrow pointing to the event/animal (that part is really useful) so he could easily find it. The problem is that when you close the warning you can't mouse-over to get that arrow so you basically have to hunt around yourself and hope you find this moving whatever.

So here's the idea: Basically a means to 'highlight' or 'select' an NPC/mad animal/whatever and that would provide that locator arrow pointing to whatever you selected (until it dies). So like a longer more stable mechanic of the warning and locator arrow. The mechanics are basically all there already, it'd just be a matter of setting up a button to 'highlight' something manually and to then point it out (maybe not point to it all the time but only on mouse-over of that button like mousing-over the warning).
Title: Re: Alpha 18 unstable test build is released
Post by: Wintersdark on November 04, 2017, 02:40:05 AM
Some thoughts after A18 play:

Tornados: Fun; an interesting mix of extremely destructive or completely harmless.  What's interesting is that due to spread, the larger your colony the more likely a tornado is to actually do damage.... and that damage can be very considerable.  Good way to 'automatically' scale tornado threat.

Game seems quite stable.  I've had no significant bugs or crashes that I've noticed.  A couple popup errors, but none that impeded gameplay.  Sadly, I've developed an automatic reflex to close them after using a couple very buggy mods, so I'm not sure exactly what they were.

The Combat log is awesome, both mechanically (it's great for figuring out what the heck happened if things go sideways off screen) and in terms of storytelling.  I really enjoy this feature a lot, though it can use some polish.

Caves: I really enjoy caves.  They make mountain maps much more interesting, and help make building a mountain base both more difficult (delving deep into a mountain can pop hidden bugs!) and more interesting (look at this great cave complex I can build into!)

I want more mushrooms!

I've run three games in A18, and in every case, I've ended up failing for the same reason.  In each case, I start the game with my three crashlanded pawns (base scenario), and the next ~three pawns I get are all non-violent or have 0 combat skills.  This is then followed by loss to larger raids where my 3 combatants are effectively doomed. 

This could well just be weirdly bad luck.  Each of the three games have been fairly early-to-mid game, often before any real research of note is done, and definitely before I've got decent equipment or researched far enough to get turrets/etc. 

It's a small sample size, and likely just weird luck, but it's becoming really frustrating to have my colonies grow, but see it coming from a good distance, that I'm going to get larger raids, but be unable to defend against them. 

Ah well, onto my next game to try again.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 04, 2017, 03:33:23 AM
I actually did a bunch of specific work on how pawns are generated to try to balance out the "incapable of" chances to something reasonable. Wintersdark, it really sounds like you got unlucky. Though also bear in mind:

-You don't have to recruit everyone
-Even non-violent colonists can be useful as bullet sponges or distractions in a fight :)

Thanks for the ongoing feedback!
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on November 04, 2017, 03:59:10 AM
Quote from: Wintersdark on November 04, 2017, 02:40:05 AM
I've run three games in A18, and in every case, I've ended up failing for the same reason.  In each case, I start the game with my three crashlanded pawns (base scenario), and the next ~three pawns I get are all non-violent or have 0 combat skills.  This is then followed by loss to larger raids where my 3 combatants are effectively doomed.

Even if new recruits have zero skill at shooting or melee, give them a weapon anyway. A shortbow or a club may not seem on par with guns, but they're fairly quick to make and every able body with a weapon evens the odds a bit.

But you can look at maybe banishing colonists if you think they're going to be a liability.
Title: Re: Alpha 18 unstable test build is released
Post by: ZorbaTHut on November 04, 2017, 04:00:19 AM
Quote from: kaptain_kavern on November 03, 2017, 10:19:19 PM
Can we have more information on this, pretty please:

QuoteAdd patch operation to test for mod existence.

Prototype simple example:


<?xml version="1.0" encoding="utf-8" ?>
<Patch>
  <Operation Class="PatchOperationFindMod">
    <mods>
      <li>ModWithCompatibilityProblems</li>
    </mods>
    <match Class="PatchOperationRemove">
      <xpath>//Defs/ThingDef[defName="IncompatibleThing"]</xpath>
    </match>
  </Operation>
</Patch>


You can specify as many mod names as you want, it'll follow "match" if any of them match. "match" and "nomatch" work similarly to PatchOperationConditional.
Title: Re: Alpha 18 unstable test build is released
Post by: East on November 04, 2017, 05:49:05 AM
0.18.1712
Today's play
Cassandra EXTREME Difficulty is in 4 days repeat RAID.
no turret,no trap Limited game.
4x Speed + Ignore Combat Speed Limit. Mod only.

Ten people gathered all the spaceship escape material and left only AI CORE.
All defenses are complete and armor and weapons are also complete.
All studies were completed yesterday.
I played 6 hours in real time today while solving all the local quests.(42 hours to realistic play time after settlement.)
It is 291 days after settlement.

I have never seen a tornado in this game.
I have never seen an aI CORE event.

I am exhausted but still waiting for AI CORE. Is there a way to get aI CORE in any way other than a quest?

I had a rescue event. I wanted to take him out after the rescue, but he did not show up on the world map move list, and he eventually froze to death.
(4:12:16 video time)
It was not too far away and it was on the road, but it took six days to return because it was winter.

I found an amazing fact. The turret on the enemy base is made of random mineral. If you are lucky, you will find a uranium turret. It was another way to get uranium.

If you need video data for today, please see below.
https://www.twitch.tv/videos/187482084
Title: Re: Alpha 18 unstable test build is released
Post by: agnar on November 04, 2017, 05:55:48 AM
What i noticed with those free range bugs (wild hives which don't mine rock) is that they do not respawn or at least i didn't notice it.

I was playing temperate forest and during Winter most of the Megascarabs died to frostbite. Shortly after all the Hive disappeared and its been a year now and there was no respawn ( because if the megascarab dies the hive is kinda doomed).

If you could find a way to make natural hives respawn ( because they dont mine rocks but are still kinda cool/useful) it would be great.

Another thing which is still very noticeible is that sooner or later you only have grass and bushes at the edge of the map. And it cant spread fast enough to the centre of the map. Maybe you could consider giving trees a little chance to spawn grass, if that is possible? It would help to regenerate the Map after a disaster/fire/raid/hunting boom-animals  ;D
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 04, 2017, 06:41:35 AM
Someone asked me for 158 components in exchange for one plasteel helmet (legendary). Thanks for fixing that lol. Also glad that the psychoid tea is reduced greatly, probably a mistake with that extra zero.

I like the idea of using spaceships thrusters as weapons or a crematorium. Now if only I could designate dead men's apparel in one single zone so I can burn it or stuff.
Title: Re: Alpha 18 unstable test build is released
Post by: Wanderer_joins on November 04, 2017, 07:22:47 AM
0.18.1704
Crashlanded scenario
Cassandra Extreme
Cold bog, 20 days growing period
Standard map size
400 days in

Tornados: I had 5 so far, the first 4 didn't make any significant damage. The Last one destroyed my ship under construction... It was pretty bad RNG. But overall diminishing the frequency of tornodos will make them really rare. Maybe a larger area of effect with less damage per tile? Because my plasteel/ uranium ship structural beams and reactor were destroyed while my granite walls were just fine. And i don't know how this event scales up on larger maps (if it does).

Quests:  I got an AI core early which i declined, the second one in jugust 5506 (if you want to rush the ship, don't decline an AI core!). The quest in itself was slightly strange, with iguanas appearing out of the blue (what about pod?).
Mech serums are balanced, they are rare and you have 101 ways to be crippled/ killed in rimworld.
As of today, my colonists have 2 orbital power beam targeter and 1 antigrain mortar shell, ready for the end game.

Ship requirements: I finished the research with one bench in 5506 and got the tech core subpersona core quest in decembrary 5505. So it was a good timing, i don't know if it was RNG or triggered based on your research.
The bottleneck for my 13 men colony was the manpower to craft the advanced components which is rather an underwhelming task. So i sent two guys on a year round trip to salvage components from the landed ship, they came back before my crafters had made it on the components.
I heard about rare uranium, but i got plenty of it in quests, trade offers, one meteorite with uranium, and as said East, uranium turrets.

End game: The Landed ship is engaging and makes this end game feels complete. Following the same idea building the ship could be more spicy. We have the new special items which can help us fight larger raids in the end game. Maybe something similar to the energy signature could trigger an end game sequence when you decide to build the ship.
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on November 04, 2017, 08:40:06 AM
THIS is what I wantedL  Sweet, sweet, QoL and bogfixes...
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 04, 2017, 09:06:36 AM
Quote from: Tynan on November 04, 2017, 03:33:23 AM
I actually did a bunch of specific work on how pawns are generated to try to balance out the "incapable of" chances to something reasonable. Wintersdark, it really sounds like you got unlucky. Though also bear in mind:

-You don't have to recruit everyone
-Even non-violent colonists can be useful as bullet sponges or distractions in a fight :)

Thanks for the ongoing feedback!

... I don't believe you... My first Incapacitated refugee event got me...: A character who is already addicted to Luciferium, is Incapable of Violence, has Chemical interest and is also Abrasive. Normally I would leave him to die, but because of testing A18 unstable, I'm taking him with me back home.

I also don't understand the logic/mechanics here. His combat log is empty and lore wise we don't get to know why he is incapacitated: He tried to milk a cow and the bull saw his red pants and charged him? And how exactly did he managed to contact me via comms?

(https://i.imgur.com/aNGTRoG.png)
(https://i.imgur.com/VINWRJO.png)
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 04, 2017, 09:51:10 AM
Okay so, there's an old bug that's still in the game.

When another settlement asks for "X amount of Y", you can't drop pod it to them. Choco just ask for 6 armor vest, I load them up in the drop pod and I send the pod flying, but because of the lack of colonists, the deal was not made. Mind, Choco was a quadrum journey away and their reward was a legendary plasteel simple helmet.

I bet a lot of players would get really annoyed at that, just finding out that they NEED to send a colonist with the stuff inside to "fulfill trade offer". What's wrong just drop podding it to the settlement and have it fulfilled then? Imagine if it was permadeath. That's what NPC colonies do.

Yeah so, that needs fixing: fulfilling trade offers without the need to send in a colonist because "the contents get lost" despite the fact you send the stuff right into the middle of their settlement.
Title: Re: Alpha 18 unstable test build is released
Post by: MoronicCinamun on November 04, 2017, 11:13:27 AM
aaaaand how do you expect the reward to get to you without a colonist to bring it back?
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 04, 2017, 11:53:05 AM
Quote from: MoronicCinamun on November 04, 2017, 11:13:27 AM
aaaaand how do you expect the reward to get to you without a colonist to bring it back?

They drop pod the reward onto the base. Friendly colonies do that everytime you "destroy X outpost". Not sure about tribals.

Like, have you ever even done these types of quests?
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 04, 2017, 12:23:58 PM
Quote from: Ser Kitteh on November 04, 2017, 11:53:05 AM
Quote from: MoronicCinamun on November 04, 2017, 11:13:27 AM
aaaaand how do you expect the reward to get to you without a colonist to bring it back?

They drop pod the reward onto the base. Friendly colonies do that everytime you "destroy X outpost". Not sure about tribals.

Like, have you ever even done these types of quests?
That might be ok for advanced factions, but that wouldn't have worked for my quest to deliver 9 parkas for a uranium turret to tribals (which I didn't realize would be that heavy).
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 04, 2017, 12:41:27 PM
Fair enough. In that case, the tribals can send back the reward like maybe X days later? I think that's an alright workaround but I can ignore their sudden use of drop pods if that was the case.

It's not a matter of rewards mind. It's a matter of "I literally rain down 1000 corn into your village how the hell are your contents 'lost' anyway?!"

It's a programming issue and one I hope gets fixed soon.
Title: Re: Alpha 18 unstable test build is released
Post by: East on November 04, 2017, 06:05:48 PM
Quote from: Ser Kitteh on November 04, 2017, 09:51:10 AM
Yeah so, that needs fixing: fulfilling trade offers without the need to send in a colonist because "the contents get lost" despite the fact you send the stuff right into the middle of their settlement.
I think the intention of the developer is 'go to the world map'. 'Go out and suffer.' I expect there will be no change. However, I think that it is only a problem that the world map movement is not interesting because there is no interaction especially with the movement.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 04, 2017, 08:28:34 PM
The big problem with these "send 1000 corn to Whateverstan" is the fact that MUFFALOS AND COLONISTS EAT THE CORN.

You can't choose what they eat. It doesn't even matter if you send them with 30 Fine Meals on them, the journey takes 10 days to and fro. The pack animals eats what is most "nutritious" which means all that hay you've been carrying goes utterly unused. And here are quests that tell players to send a product that the Colonists themselves eat.

Smarter Food Selection has been brought up a lot in the community, and it's a fine mod, but stuff like this should very much be vanilla. I don't understand why pack animals need food either when they can just graze.
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on November 04, 2017, 09:32:10 PM
Quote from: Ser Kitteh on November 04, 2017, 08:28:34 PM
The big problem with these "send 1000 corn to Whateverstan" is the fact that MUFFALOS AND COLONISTS EAT THE CORN.

You can't choose what they eat. It doesn't even matter if you send them with 30 Fine Meals on them, the journey takes 10 days to and fro. The pack animals eats what is most "nutritious" which means all that hay you've been carrying goes utterly unused. And here are quests that tell players to send a product that the Colonists themselves eat.

Smarter Food Selection has been brought up a lot in the community, and it's a fine mod, but stuff like this should very much be vanilla. I don't understand why pack animals need food either when they can just graze.
I actually agree with your main point here but making pack animals forage for the bulk of their nutrition slows down any caravan.  You'd be lucky to see 1/3-2/3 normal speed, IRL.  What you do is feed them very nutritious fodder during the travel day, then let them graze for bulk fiber (also very important for ruminants, or they get colicky) during the evenings, while hobbled or staked out in an area.  If they had to graze for all of their nutrition, you'd be lucky to achieve a 4-hour travel day.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 05, 2017, 12:57:14 AM
Quote from: Bozobub on November 04, 2017, 09:32:10 PM
Quote from: Ser Kitteh on November 04, 2017, 08:28:34 PM
The big problem with these "send 1000 corn to Whateverstan" is the fact that MUFFALOS AND COLONISTS EAT THE CORN.

You can't choose what they eat. It doesn't even matter if you send them with 30 Fine Meals on them, the journey takes 10 days to and fro. The pack animals eats what is most "nutritious" which means all that hay you've been carrying goes utterly unused. And here are quests that tell players to send a product that the Colonists themselves eat.

Smarter Food Selection has been brought up a lot in the community, and it's a fine mod, but stuff like this should very much be vanilla. I don't understand why pack animals need food either when they can just graze.
I actually agree with your main point here but making pack animals forage for the bulk of their nutrition slows down any caravan.  You'd be lucky to see 1/3-2/3 normal speed, IRL.  What you do is feed them very nutritious fodder during the travel day, then let them graze for bulk fiber (also very important for ruminants, or they get colicky) during the evenings, while hobbled or staked out in an area.  If they had to graze for all of their nutrition, you'd be lucky to achieve a 4-hour travel day.

Or they could just graze when colonists stop to rest. No neee to make it super complex.

Btw, how does stealthiness work? Is high stealthy better than low stealthy?
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 05, 2017, 01:21:57 AM
My last caravan had stealthiness of 0.9. I prematurely assumed the range being from 0.0 to 1.0 and my caravan being bad at it since it was composed of 3 colonists, 3 wild boars and... 3 elephants (they are pack animals now and can carry 140kg). Elephants are big and noisy. I don't know if it was a bug or not but on the return from an incapacitated refugee, I got one caravan encounter, 1 manhunter ambush and 3 raid ambushes,...all ambushes happened exactly on the same world tile...with exactly the same map layout. All hostiles seemed difficulty adjusted accordingly to my caravan overall strength,...but the ambushes themselves kept pushing back my caravan to that same time which delayed the return to base. But it was still good to get some extra pemmican (although I was carrying enough for 3 - 4 more journeys) and some jade that I mined from the mini-map.

But "officially", we don't have the range value to determine if we are efficiently stealthy of not.
Title: Re: Alpha 18 unstable test build is released
Post by: East on November 05, 2017, 03:35:20 AM
The planning mode of the world map tells only the travel time between two points and does not give a straight line distance. I think it is necessary to tell straight distance in order to predict the amount of fuel needed when using transporter.
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on November 05, 2017, 04:43:00 AM
@ All - Once again I've had to move a load of posts to their correct place on the forum. Can anyone who thinks about posting in this thread please take a moment to read the OP first, and then respect Tynan's request to post bugs and suggestions in their respective forums and NOT here. Both Tynan and myself have emphasised this repeatedly in this thread now and yet it continues to happen. It's getting very tiring.

Quote from: Tynan on October 24, 2017, 01:45:47 AMPlease only post feedback specific to things that are new in A18; long-standing issues, suggestions and discussions should not be posted here please.

To report bugs: A bug is when the game isn't working as designed. If you find a bug, please report it in the Bugs forum (https://ludeon.com/forums/index.php?board=11.0), following the instructions in the How To Report A Bug (https://ludeon.com/forums/index.php?topic=513.0) thread. Much appreciated - public bug reports are essential!

And in specific relation to bug reports, if you want them to be addressed then they need to be posted in the bugs forum. NOT here. Not only because the bug forum is the correct place for them, but also because the bug forum is methodically checked to (hopefully) ensure no bug reports slip through the net and go unchecked or unnoticed. Which is not the case for anywhere else on the forums, including this thread. So if you post a bug anywhere other than the bug forum then you instantly reduce or even remove the chance of the devs seeing it.

Which is why I will once again request people to please post bugs in the bugs forum, and not here.
Title: Re: Alpha 18 unstable test build is released
Post by: mebe on November 05, 2017, 05:26:25 AM
The ability to queue jobs is nice but it's annoying that it requires the keyboard - can we get it on the right click context menu?
Title: Re: Alpha 18 unstable test build is released
Post by: MoronicCinamun on November 05, 2017, 08:37:28 AM
Quote from: Yoshida Keiji on November 05, 2017, 01:21:57 AM
My last caravan had stealthiness of 0.9. I prematurely assumed the range being from 0.0 to 1.0 and my caravan being bad at it since it was composed of 3 colonists, 3 wild boars and... 3 elephants (they are pack animals now and can carry 140kg). Elephants are big and noisy. I don't know if it was a bug or not but on the return from an incapacitated refugee, I got one caravan encounter, 1 manhunter ambush and 3 raid ambushes,...all ambushes happened exactly on the same world tile...with exactly the same map layout. All hostiles seemed difficulty adjusted accordingly to my caravan overall strength,...but the ambushes themselves kept pushing back my caravan to that same time which delayed the return to base. But it was still good to get some extra pemmican (although I was carrying enough for 3 - 4 more journeys) and some jade that I mined from the mini-map.

But "officially", we don't have the range value to determine if we are efficiently stealthy of not.

I can't speak for the whole, but I think higher stealthiness is better, and it certainly does go above 1.

I found 4 people and 3 alpacas had a value of 1.0, 2 people + 3 alpacas had 1.2
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on November 05, 2017, 11:37:27 AM
Tornadoes are great! They devastate your colony if they go on your huts, meanwhile if you have built the colony under a mountain roof, the tornadoes are totally ineffective!
Finally in A18 there is a very good reason to build your colonies (or at least your bank vault with all your precious things and the anti-tornado-refuge/last-resource-hospital) under a solid rock roof, balancing the danger of the mega-bugs. GREAT! Now even the random caves are a good last resource for unlucky pawns near a tornado spawn point.

P.S. It's a bit silly that your walls, furnitures and pawns are torn to pieces during the tornado, meanwhile the roof is practically invulnerable. I think that during that type of incident, the built roof is the first thing to literally disappear XD
Title: Nerf the ‘Resurrector mech serum’ added in Alpha 18
Post by: Third_Of_Five on November 05, 2017, 02:38:33 PM
So recently in alpha 18 there was this new feature added called the "resurrector mech serum", and I would like to offer some constructive criticism. I know that Rimworld is a very harsh and unforgiving game, and I know that resurrecting colonists with this new feature does try to balance itself out by leaving the colonist permanently disabled and such, but it still is OP in my opinion. Not saying that you should remove it, in fact I think it's a great idea, but I find it a bit unrealistic that you can resurrect a colonist even when their body is so decomposed that they are literally a skeleton.
If you want to resurrect a colonist, I think you should have to keep their body frozen and prevent it from rotting. Once the body starts to decay, they should be pretty much be gone for good. I mean, if you can't harvest organs or bionic parts from colonists after death, then you certainly shouldn't be able to resurrect them once they are decomposing. Let alone when their body is nothing but a pile of bones.


Moderator's edit (Calahan) - I merged this suggestion thread with this feedback thread because it is commenting on a new A18 feature, the mech serum, and providing feedback/opinion on it being OP in its current form.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 05, 2017, 04:04:51 PM
Some gameplay stories for A18 feedback. Randy rough.

I got pelted by three cargo pods in a row in the heart of my base. The first hit my mortar bunker. The detonation of the pods and stored shells (in granite shelves) blew out the walls of my hospital, kitchen, and destroyed the launch tubes. Also killed Matilda, but I had just gotten a rez serum. A short time later, more pods dropped on my geo generator. Just animals hurt that time. Shortly after that, more pods dropped on my wall.

I sent a sniper team to an incapacitated world event. The incapacitated and one of the pirates was the name I had submitted to the game and selected to appear more often. I killed both pirates and was working on the turrets. It was slow going because I had arrived late in the evening. Both were tired and hungry. Unfortunately for the downed guy, eventually one of the turrets turned its attention on him and gunned him down. I deconstructed everything and left the bodies.

I got raided just before a sniper team showed up to an AI core event. I couldn't figure out how to halt in place with 0.3 days left to destination of a 3 day trip,  so I told them to travel to the same hez they were in. It set them back to 0.9 days. Another team was traveling back from a trade mission. They were 0.1 days from home and were running out of food. Halted by manhunter, but when they resumed they were back to 0.5 days.

I have noticed that in A18 my selected name appears very frequently. I didn't limit how it could appear(male, female, ect) so for example on my last raide two pirates were given the name.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 05, 2017, 07:22:53 PM
I agree the rez serum is OP. I mainly have a problem with it due to how, well, in a galaxy with planet large AIs controlling everything, resurrecting skeletons is kinda out there.

If anything, dead bodies should be able to encase in cryptosleep to preserve it rather than just throwing it in your freezer.
Title: Re: Nerf the ‘Resurrector mech serum’ added in Alpha 18
Post by: East on November 05, 2017, 08:30:54 PM
Quote from: Third_Of_Five on November 05, 2017, 02:38:33 PM
but I find it a bit unrealistic that you can resurrect a colonist even when their body is so decomposed that they are literally a skeleton.
I saw the movie scene while watching the item.
movie The Fifth Element an example of future 3D Bio Printing. https://youtu.be/h9OBbsLYGOE

I cleared a18 twice but I can not get the item (so rare). I do not know the balance.

Title: Re: Alpha 18 unstable test build is released
Post by: Wintersdark on November 05, 2017, 09:16:23 PM
Yeah, the res serum is awesome but should be limited to (sufficiently) intact, non-rotten corpses.  Or... Not limited, but resurrecting someone whose corpse was rotting should happen with horrible, disfiguring medical consequences. 

Glad to see tornados reduced.  I do enjoy them, but in my earlier games, I saw them very frequently and the randomness of them (often irrelevant but sometimes crushing) while being essentially impossible to defend against has the potential to make them very frustrating.  My current game, around ~5 years in (I've been playing pretty much all weekend) has seen two: A good number, IMHO. 

Loving milking Boomalopes for Chemfuel.  I've grown my colony into mountains (after all, infestations end up everywhere so I may as well) and as I maintain a Boomalope herd anyways as combat support I can use the Chemfuel as a trade good and generator fuel.  Nice to have a good midgame power source that can run indoors.  I'm assuming this is a new feature, but it's one I've always wanted to see.  Boomalope farming is exciting and dangerous, nice to see it rewarding too!

Caves - Further Thoughts:

My current (and pretty well established) game is on a Caves map.  Whenever there's an infestation, it is spread across the entire map - but always in "infestable" regions.  Is this intended?  Once any one of the new hives is engaged, ALL the (newly spawned) bugs on the map become aggressive and attack.  This can be very troublesome, as it's easy to miss a hive/bugs during a map-wide infestation.  Overall size remains appropriate for your colony, but yeah - just not sure if this is intended behavior or not.  I would assume that an infestation should be relatively constrained geographically, rather than simultaneously spawning in several completely unconnecting mountains.

I also enjoy how initial bug spawns are dormant.  Keeps them a fun hazard but not a huge pressing issue as that's the role Infestation events fill.

Still, I really, REALLY love caves.  Special map features are fantastic, and caves do a great job of spicing up mountain maps. 
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 06, 2017, 04:38:52 AM
Quote0.18.1712

* Reduced the probability of tornadoes by 50%.
* Balanced tornado damage.
* Tornadoes now deal less damage to downed pawns.
* Reverted minor tornado visuals change.
* Tornadoes no longer damage natural walls.
* Add tornado combat event log messages.

Gay-nado:

(https://i.imgur.com/C9hrxwO.gif)

I had to wait 207 days to get my very first Tornado event, and I must say it looked gay.
Real life Tornados don't change course based in buildings on land.

Roll back to first version of Tornado. Just create 1x2 "Bunkers" like a sleeping spot that neutralizes Tornado damage if it passes over it.

What I really didn't like of this Tornado version 3.0 was that animals didn't wake up. I think they should naturally run just like "Fleeing" in random directions unless commanded by the player to specific zones. I know in real life you would need a shepard but just don't let them just sleeping as if nothing is happening.
Title: Re: Alpha 18 unstable test build is released
Post by: giannikampa on November 06, 2017, 06:39:14 AM
In my few hours of 18.1712 i'm seeing better stats on enemy recruits and crash refugee. I find it nice especially for those players from many alphas, when you refused like 99 percent of them because they were usless addiction to the colony.
Title: Re: Alpha 18 unstable test build is released
Post by: wakko151 on November 06, 2017, 08:07:47 AM
I can't wait to fail in the most hilarious and realistic ways possible. I still remember my favorite colony.

We slowly hit the highest tech level and i got bored so I made 4 guys into full cyborgs and then put them into cryostasis and only woke them up when we got attacked. What I didin't take into account was that one of the super soldiers was married. While her husband slept for several years she had moved on. When we got raided he woke up, killed the infidels, and found his wife cheating on him. Well he was not happy. He immiediatly killed the new guy, killed her, and then got very depressed. About a day later I went to put them back in cryosleep and he flipped out, refused to get back in the tube. About an hour later in game he started murdering everyone. I had about 3 ugly people living on the outskirts of my colony by themselves. They were the only ones he did not murder. What surprised me the most was that this crazy man could kill all these people solo, including the other 3 super soldiers. About a month later he married one of the younger ugly girls and we rebuilt the colony. A couple years after he passed away a space ship crashed right into my food stores and spewed forth rampant AI which killed half my population. The resulting fire fight and fire destroyed most of our supplies. The remaining people killed each other over the food and then went crazy and either left or killed each other.

I will never forget that story. Every detail of that campaign will forever reside in my brain.
Title: Re: Alpha 18 unstable test build is released
Post by: ison on November 06, 2017, 08:29:12 AM
Quote from: PatrykSzczescie on November 03, 2017, 09:37:54 PM
Thank you, Tytan, for the update. Also, one thing:

Quote from: Tynan on November 03, 2017, 09:06:58 PM

We no longer send the area-revealed letter if the revealed area is on-screen and it is less than 600 cells.


Does it include the ones with mechanoids that pause the game?

If the revelead area contains mechanoids then the letter is always sent.
Title: Re: Alpha 18 unstable test build is released
Post by: PatrykSzczescie on November 06, 2017, 02:50:13 PM
Quote from: wakko151 on November 06, 2017, 08:07:47 AM
We slowly hit the highest tech level and i got bored so I made 4 guys into full cyborgs and then put them into cryostasis and only woke them up when we got attacked. What I didin't take into account was that one of the super soldiers was married. While her husband slept for several years she had moved on. When we got raided he woke up, killed the infidels, and found his wife cheating on him. Well he was not happy. He immiediatly killed the new guy, killed her, and then got very depressed. About a day later I went to put them back in cryosleep and he flipped out, refused to get back in the tube. About an hour later in game he started murdering everyone. I had about 3 ugly people living on the outskirts of my colony by themselves. They were the only ones he did not murder. What surprised me the most was that this crazy man could kill all these people solo, including the other 3 super soldiers. About a month later he married one of the younger ugly girls and we rebuilt the colony. A couple years after he passed away a space ship crashed right into my food stores and spewed forth rampant AI which killed half my population. The resulting fire fight and fire destroyed most of our supplies. The remaining people killed each other over the food and then went crazy and either left or killed each other.

Is it all possible on vanilla RimWorld?
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on November 06, 2017, 06:08:03 PM
Inspiration mechanic: Why give brawlers the possibility of having a shoot frenzy? (prolly other odd mechanics too..)
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 06, 2017, 07:41:50 PM
Quote from: Snafu_RW on November 06, 2017, 06:08:03 PM
Inspiration mechanic: Why give brawlers the possibility of having a shoot frenzy? (prolly other odd mechanics too..)

Man, I've got brawlers who don't have a passion in melee but a passion for shooting! What's up with that?

Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 06, 2017, 09:05:05 PM
Quote from: Snafu_RW on November 06, 2017, 06:08:03 PM
Inspiration mechanic: Why give brawlers the possibility of having a shoot frenzy? (prolly other odd mechanics too..)
I can't decide which is funnier. My brawler with a shooting frenzy or my lazy no skilled laborer with a work frenzy.
Title: Re: Alpha 18 unstable test build is released
Post by: PhantomFav on November 07, 2017, 05:56:59 AM
Precisely, what are the mental inspirations' causes? In 15 hours of games I had 13 mental breaks (2 tantrums) and 0 inspirations. I think the game needs more balance...
Title: Re: Alpha 18 unstable test build is released
Post by: Wanderer_joins on November 07, 2017, 06:06:07 AM
Quote from: PhantomFav on November 07, 2017, 05:56:59 AM
Precisely, what are the mental inspirations' causes?

Good mood. I had a bunch of them after a wedding. They are the counterparts of mental breaks as far as i've seen.
Title: Re: Alpha 18 unstable test build is released
Post by: MoronicCinamun on November 07, 2017, 07:49:12 AM
I've thus far had 3 inspirations and all were on the same person  ;D
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 07, 2017, 09:55:42 AM
Translation:
german translation is missing some things in the new combat log.
also discovered serveral grammatical mistakes.
the trait coward shows the text from fast learner in german. something is odd there.

feedback:
-new endtable only works if placed directly left or right of the pillow. why not above?
-new positive breaks and new incidents are awesome!
-its not clear which shell a colonist chooses when loading a mortar
-new caves and mushrooms are great. but some more use for the mushrooms would be nice. like poisons or fuel, etc
-the fact that the emergency sound plays now with any incident is kinda strange.. maybe need to get used to that
-great that relationships now dont end automatically when they have a little twist
-many quests are just not worth the risk when they are too far away. maybe need new balancing
-why do scarabs have skelletons?
-what are hidden sicknesses? or is this a translation mistake?
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 07, 2017, 12:27:34 PM
Quote from: TheMeInTeam on October 25, 2017, 11:18:08 AM

[...]

- As a tribe, I'm seeing raiders with assault rifles rifles + sniper rifles at normal or better quality and full health by early 5501.  These weapons are comparatively deeper in the tech tree in A18.  I have also fought off two raids with 5 of triple/doomsday rocket launchers between the two of them.  I also have a minigun, dropped from a raider rather than a mech.  With the game's raids scaling like this, the tech tree for researching this stuff loses a lot of its meaning.  You can't possibly research in time to defend with the same weaponry, and if you defend without said weaponry you have the weaponry.  Sappers aren't very scary when you triple rocket the sapping raider + others and then one of the others in that raid kindly provides another triple rocket.

[...]


I agree with this 100%, pirate raids dropped sniper rifles and assault rifles by the time I was researching Smithing LOLS. It is currently day 231 in my first A18 game in Tropical Swamp and I just started researching "Gas operation", so that means I'm still 10.000 points before I can start smithing assault rifles. My last raid of pirates coming in drop pods had 3 snipers, 1 had personal shield, other 2 had survival rifles. I think I would have had a "fair" fight if it wasn't because of lack of fire power from my side. So the summary is that you can salvage middle game weaponry from early pirate raids and stay over-powered at the start but then as you progress you will be unable to catch-up with threat scaling by the time raids come SWAT level.

There's definitely need of improvement in trade RNGs to get limbs replacements, bionics mostly, and I already visited an outlanders outpost twice and had two of their caravans come to my base. I bought a Bionic Leg at the first home visit because I'm already aware of bad RNG settings to the point that you can see some when you still don't have the sell amount at early stages and then barely see them again in offers. In my first visit to them, I bought a Prosthetic Arm while completing a Caravan request.

This is my Research progress by day 231:

(https://i.imgur.com/ZHxiaVn.png)

Mind you, due to playing in Tropical Swamp, I took off many days off from research as the same colonist who is Intellectual is also the same guy good at Crafting. The other intellectual is the Cook. And due to the tree spawn every 1.5 tile as somebody else commented, I dedicated a good portion of my time fireproofing my colony. Maybe if I were playing in another biome, I wouldn't have "paused" by research development.


The tech-tree values need to be reduced for weaponry.

But of course, I feel there's a portion on all this that "IS" of course player's fault, mostly because it's the first time in Tropical Swamp in A18 unstable and I wasn't aware of Marshy soil negating building unless floored first with wood or stones, so my base design isn't optimal within my personal criteria, and this is officially the first time I find myself with a base that doesn't have a complete wall, unlike all my other games. I have a river crossing diagonally which just for fun I used as border for my colony's East side, big mistake. Now I'm gonna make sure that I wall off any side with a river and forget about romanticist design of having a river to wash clothes and gather water to cook, and fishing; none of which currently exists in-game.

My defensive structures building took a lot of time, mostly because I need to do a LOT of flooring or my pawns delay too much to get into defensive positions across the base, even when my designs are minimalistic. I think I need some sort of herbicide to delay plants growth.

Anyways back to research tree values, it is taking too long as a Lost Tribe to manufacture long range weaponry.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 07, 2017, 01:00:51 PM
Quote from: lauri7x3 on November 07, 2017, 09:55:42 AM
-its not clear which shell a colonist chooses when loading a mortar
-many quests are just not worth the risk when they are too far away. maybe need new balancing
You can designate the shells to load by selecting the mortar and modifying the work tab. I built specific mortars for specific shells since you can't unload the current shell.
I like the current risk, but I only go 2 or 3 days away from the colony. I might go further once I understand the stealth system for convoys.
Title: Re: Alpha 18 unstable test build is released
Post by: Garry on November 07, 2017, 02:13:57 PM
I play on Randy Extreme Crashlanded 0.18.1704-0.18.1712 and campaign go nicely except  tornado  destroy half of my base and kill 3 colonist, so after 5 year in game time i have breakdown event every day 90% of the time its AC unit 10% its something else is this normal for A18? or its just Randy?also have thrumbo self-tamed.herd migration is super cool for harsh biomes like extreme desert where i settle so i don`t have any food problem,also i notice that raid of tribes people are smaller then in A17 even after 150-200 thousand colony wealth i have raid of 10-14 pirates or tribes in the other hand crashed ship part are quite strong last i have contains around 14 scythers and 8 centipedes.antigrain warhead item stash with sleeping mechanoids is too easy i just walk past them grab warhead and leave i expect they waking up when i get closer but they don`t so yeah this event needs to be a lot harder because of amount of damage this thing can do and healer mech serum item stash with two pirates and couple turrets defending feelsgoodman so i get into conclusion that difficulties of this events calculated with how much pawns you send on mission because i always send 3 pawns or less on that tipe of event, is thats right or what?don`t like nerfing in damage of shotgun
now it feels like meh weapon but yeah so far i like A18 and also like game perfomance increase on my shitty notebook in compared for A17

[attachment deleted by admin: too old]
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on November 07, 2017, 03:28:31 PM
Quote from: Garry on November 07, 2017, 02:13:57 PM...Word salad...
Garry, it looks like you make make some interesting observations, but it's REALLY hard to tell; your post is almost unreadable.
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on November 07, 2017, 05:08:58 PM
People keep complaining about looting weapons way before they research them, but I don't see that as a problem in general. Sure you loot tons of weapons. Most of them are crap though, either crappy make or old and worn out. Even if lukcy and get a superior 100% sniper rifle on a tribal start, so what?

It adds the story element, the powerful relic of war salvaged from the raiders and used by the tribes best warrior, passed on upon his death to the next and so on.

Once you unlock manufacturing, you can reliably create good guns of any combination you want to properly equip colonists, rather then relying on the luck of the drop and hoping for a superior shotgun, because the one you looted earlier is at only 19%.

TL;DR: I see no problem with looted weapons coming before research. Think of it as a story opportunity.

Edit: That said, I'd argue that at best looting a weapon that's in good shape (over 90%? normal or better quality?), and beyond current manufacturing abilities, ought to be a story that can show up in art. But that's about it.
Title: Re: Alpha 18 unstable test build is released
Post by: RazorHed on November 07, 2017, 06:39:28 PM
So you can only get this through Steam yes no?
Title: Re: Alpha 18 unstable test build is released
Post by: Garry on November 07, 2017, 06:55:18 PM
Quote from: Bozobub on November 07, 2017, 03:28:31 PM
Quote from: Garry on November 07, 2017, 02:13:57 PM...Word salad...
Garry, it looks like you make make some interesting observations, but it's REALLY hard to tell; your post is almost unreadable.
sorry for that,english is not my mother tongue  just starting to learn
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on November 07, 2017, 10:42:25 PM
Quote from: RazorHed on November 07, 2017, 06:39:28 PM
So you can only get this through Steam yes no?
No; you can get it directly from Ludeon.  In fact, this is probably the best way for you, and *definitely* the best for Ludeon (they don't have to share the profits with Steam).  You also don't have the issues of Steam deciding to update when you don't want it to, and there's no DRM.

I have the Steam version myself (it was a gift) and it's not crap, but the Ludeon-specific version is way better, imo.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 08, 2017, 12:26:13 AM
You can only get the A18 unstable test build through Steam.
Title: Re: Alpha 18 unstable test build is released
Post by: Bozobub on November 08, 2017, 12:44:05 AM
Oh, pardon me!  I was thinking of RimWorld in general.  I also didn't know the open test build was Steam-only, so *thbphthp* one Bronx cheer for me ;D !

Thanks, Tynan.
Title: Re: Alpha 18 unstable test build is released
Post by: gillsminnow on November 08, 2017, 07:31:22 AM
Quote from: Garry on November 07, 2017, 02:13:57 PMso after 5 year in game time i have breakdown event every day 90% of the time its AC unit 10% its something else is this normal for A18? or its just Randy?

Also on Randy and also seem to have an unusual amount of breakdowns.
Title: Re: Alpha 18 unstable test build is released
Post by: nemostein on November 08, 2017, 08:06:06 AM
Quote from: gillsminnow on November 08, 2017, 07:31:22 AM
Quote from: Garry on November 07, 2017, 02:13:57 PMso after 5 year in game time i have breakdown event every day 90% of the time its AC unit 10% its something else is this normal for A18? or its just Randy?

Also on Randy and also seem to have an unusual amount of breakdowns.

For some finicky reason Randy (intense) likes to break one of my wind turbines (the same every time) over and over again... I'm yet on A17, so, I don't think that it's a A18 specific problem, its more like an AI storyteller problem.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 08, 2017, 08:17:44 AM
Quote from: Daimonin on November 07, 2017, 05:08:58 PM
People keep complaining about looting weapons way before they research them, but I don't see that as a problem in general. Sure you loot tons of weapons. Most of them are crap though, either crappy make or old and worn out. Even if lukcy and get a superior 100% sniper rifle on a tribal start, so what?

It adds the story element, the powerful relic of war salvaged from the raiders and used by the tribes best warrior, passed on upon his death to the next and so on.

Once you unlock manufacturing, you can reliably create good guns of any combination you want to properly equip colonists, rather then relying on the luck of the drop and hoping for a superior shotgun, because the one you looted earlier is at only 19%.

TL;DR: I see no problem with looted weapons coming before research. Think of it as a story opportunity.

Edit: That said, I'd argue that at best looting a weapon that's in good shape (over 90%? normal or better quality?), and beyond current manufacturing abilities, ought to be a story that can show up in art. But that's about it.

Are you commenting in response to my post? If yes, both TheMeInTeam and myself are not complaining about looting. We are pointing out that the research tree length takes too long in comparison with raids RNG to the point that catching up with enemies fire power had turned too hard. Because the Research tree was modified so that long range weaponry takes excessively long to complete.
Title: Re: Alpha 18 unstable test build is released
Post by: Anvil_Pants on November 08, 2017, 10:49:31 AM
Quote from: Yoshida Keiji on November 08, 2017, 08:17:44 AMWe are pointing out that the research tree length takes too long in comparison with raids RNG to the point that catching up with enemies fire power had turned too hard. Because the Research tree was modified so that long range weaponry takes excessively long to complete.

Longer in comparison to A17 isn't necessarily too long. Seems to me that Daimonin is reading your opinion as a complaint because they disagree with the reasoning that got you there. It looks like you've decided that disruption of a familiar metagame strategy (a specific research tree route, played at a specific game configuration) is reason enough to invalidate a more recent game design choice.

If that's how we got here, then the above reasoning is neither true or false. It lacks detail.

Do note that implicit in RimWorld starting conditions is the fact that the player begins at a disadvantage relative to peer AI factions. We know that because the other factions are already established on the map, complete with buildings and inventory, when we crash land.

Therefore, it's reasonable to say that expecting our research to reliably get us a technology before we are forced to play against its product (so long as we choose the research sequence correctly; e.g., metagame) is the same as expecting our research to complete faster than the AI opponents can do. We would need to catch up from being behind.

Some will see that as complaining.

PS: Raid strength scale is one of the things Marvin publishes mods to. It's in Combat Readiness Check and Sometimes Raids Go Wrong. Raid-to-research balance is not an A18 feature problem. It's also not a research points balance problem; it's a raider and raider gear selection problem.
Title: Re: Alpha 18 unstable test build is released
Post by: Limdood on November 08, 2017, 11:10:27 AM
Quote from: Yoshida Keiji on November 08, 2017, 08:17:44 AM
Are you commenting in response to my post? If yes, both TheMeInTeam and myself are not complaining about looting. We are pointing out that the research tree length takes too long in comparison with raids RNG to the point that catching up with enemies fire power had turned too hard. Because the Research tree was modified so that long range weaponry takes excessively long to complete.

but you're playing a tribal start, which basically assumes you'll be out-teched.  Furthermore, you have access to looting, overland trading, and comms console (likely far sooner than making your own advanced weaponry).

Weren't you just telling people in another thread to stop whining for things to be easier and get good?
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 08, 2017, 12:07:59 PM
Yes, I agree that my post itself can be seen as lacking detail. This is a forum problem in the sense that I am already backing up most of my statements on comments that I have already written before. There are two options that come to mind fast. I could be re-re-retyping everything I said before to complete my new statements, however that will overload later posts with excessive explanations. Which in a way is necessary so that those users who are reading me for the first time can get a better idea of what I am saying. The other alternative (what I do) is to spot users whose writing clearly denote they know what they are saying and then go to their profiles and back track their previous posts to "get" the persons views better.

This is something that happens to me too so I don't just judge people straight away from the first post I see of X user and say something with more weight after I think I know who I'm talking to.

We just need to familiarize more with each other. I have been talking with the Lost Tribe angle for so long now that other users had already pointed me to mods that only create tribal factions removing outlanders for a more neolithic experience. I know we are different factions with different timings. My previous posts include comments on how much I wish we could "live" more the stick and stones life, long before we modernize. Which is of course part of my latest post as getting fire arms loot from the very first raid, breaks the experience. And yes, I know we can choose not to equip them. But as the latest post goes, I did receive good quality sniper riffle and bolt action riffles as loot, which of course did not fit in the expected low quality or low HP that should be defaulted too. So TheMeInTeam and myself we are both suspicious that the unstable version missed to patch something up.

Nobody is complaining here, just reporting our experience as requested by Tynan. If you guys can roll to the first posts within this same thread, you should be able to read that I already stated that there is awkwardness with the new bedrolls, as tribals can already build wooden walls and doors...so it is strange that they can't make wooden beds. A bed is basically a wall laid horizontally. And others have also commented that the technology tree needs re-arrangements. I see that at least the tea research value was reduced already. Others gave opinions about the link between Machinery and Microelectronics basics.

And in another thread, I'm also suggesting that bedrolls should be crafted by tailors instead of constructed.

Like I said I know I can't assume people will know me like since childhood, I'm just trying not to sound like a broken record.

So the motion in these lasts posts is about a strange feel on research tree progress. Please share your opinions on that so that we keep ourselves "on topic".
Title: Re: Alpha 18 unstable test build is released
Post by: Ebolakush on November 08, 2017, 12:12:51 PM
I feel like this problem is solved by choosing rich explorer and a combat engineer but than i feel like thats lame i would rather have it more balanced but at the end of the day all u need to do is have a good defense setup. Im testing
alpha 18 right now

Started with a grower/crafter and just had a nerd join my colony
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on November 08, 2017, 01:47:36 PM
I find that early raids tend not to outclass the massed firepower that player tribals can bring to the table. Having archers loosing arrows from the cover of sandbags is pretty devastating. In the first year or so you can have some decent steel melee weapons for when the enemy turns to flee.

However I'm usually testing the low end of the difficulty scale. When your enemy starts coming at you with better weapons, you need to be at a higher level of readiness than just having recurve bows or greatbows and sandbags for cover.

Getting the first gunsmithing tech will help you out a lot, as the bolt-action rifle's accuracy at long range means that you'll be dropping enemies at distance. So, it makes sense that if you're playing as tribals, you'll want to place down more research benches.

I agree that it's a bit odd that at some point, pirates are basically throwing advanced weapons at you. It's like the old days of the original XCOM when the aliens send in their weakest units but with heavy plasma rifles. Sure, it's really bad for you if they manage to gun down your guys with it, but if you capture and research those weapons you basically never have to manufacture them.

That's why in one of my OpenXCOM mods, I altered the weapons progression so that (heavy) plasma introduction is slower.

Now, in RimWorld, weapons have durability and quality, so what you loot from pirates or buy from traders may not be as good as you can make yourself, but they're still serviceable. You can still do an XCOM and gun down the raiders with their own weapons.

By the way, something that A18 changed with regards to 'raid points' is that injured colonists count less, down to about a third of the default value.
Title: Re: Alpha 18 unstable test build is released
Post by: eugeneb on November 08, 2017, 06:01:50 PM
Haven't had a long run on A18 yet but wanted to add my $0.02 about the weapons. My experience is basically similar: my weapon needs are 95% satisfied by looting raiders and I end up crafting weapons as the very last thing after I've run out of other things to do. Sure, if I have a good crafter, I can may be craft a slightly better weapon or the exact weapon layout I need but I get plenty of 100% good or superior guns in the long run for crafting to be a very low priority.

This was also my experience with clothing before D modifier was added which I think is great and now I actually have to manufacture or buy clothing!

The gun problem is trickier though - you can't just give raiders low quality and low % weapons because this will make raiders much less dangerous. Not sure what a good solution for this would be. Perhaps an expanded line of high tech weapons that are programmed to be usable by certain pawn or to self destruct after pawn death. Or maybe make  them degrade with usage or even when just carried around (similar to cloth).

Other than that, huge thanks for this game! This is easily the best early access game I've ever had by a huge margin and among most played games in my steam library overall.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 08, 2017, 09:18:17 PM
Given the increase in component and steel cost of the ship, I don't mind getting most of my weapons from raiders. I have noticed that I tend to get a lot more sniper rifles than assault rifles in A18 than A17.
Title: Re: Alpha 18 unstable test build is released
Post by: Daimonin on November 09, 2017, 02:46:35 AM
Quote from: Yoshida Keiji on November 08, 2017, 08:17:44 AM
Are you commenting in response to my post? If yes, both TheMeInTeam and myself are not complaining about looting. We are pointing out that the research tree length takes too long in comparison with raids RNG to the point that catching up with enemies fire power had turned too hard. Because the Research tree was modified so that long range weaponry takes excessively long to complete.

Nah, it was more in general, I saw a few posts bring it up in various ways. Some with more info, other's less. Most seemed to be against the current progression, so I gave some feedback from the other PoV.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 09, 2017, 04:19:02 AM
Updated to 0.18.1717! This is now a non-dev build, so performance should be a lot better.

Please keep all feedback coming!

Raw changelog:

Player content update.
Language data update.
Made ship much easier to build.
Remove badly-written death messages for non-pawn targets.
Fix: Combat log resolution errors when animals use bite attacks against non-pawns.
Add grammar resolver debug output for custom rules.
Fix: Scythers tend to use melee weapon tools instead of blades.
Use appropriate utility function to determine awakeness.
Fix: Sleeping targets are considered mobile by the combat system.
Fix: Greedy buff and debuff activated at the same time
Reduced all gun production research project research costs by 30%.
Fix 3162: AI Ship can spawn on tiles that normally can't be built on
Add map generator debug run.
Increased research speed by 10%.
Move research costs into the ship reactor.
Fix: Healer mech serum prioritizes missing rib over brain injury.
Fix: Token names that were never renamed properly.
Fix 3159: Possible naming error in RulePackDef_Transitions
Fix 3158: Megasloth1258011 started 10 jobs in one tick. newJob=WaitDowned (Job_5242720)
Added forced traits to Kena 'Kena' Réveil.
Fix: Doctors don't tend to wild men.
Fix: When a single battle log entry fails to generate it causes a continuous error spam.
Fix 3155: Chemical interest may start full-on psychite binges
Removed logging hack from GrammarResolver.
Tuned resurrection serum.
Fix: CompAnimalInsanityPulser can send a message about enraged animals even if there are none.
Fix: Simple helmts automatically build themselves out of uranium and silver and other inappropriate materials.
Fix: You can build floors on marshy soil.
Fix: RunWild mental break doesn't send any letter.
Changed IEDs research description.
Fixed some power bugs.
Made sure fire can't attach to things without CompAttachBase.
Swamps are now auto-choosable.
Fix: -quicktest can sometimes cause errors.
Added more info to patch operation failed errors so it's easier to see which one failed.
Changed double bedroll description to make it clear that cloth isn't necessary and to match the single bedroll description.
Fix: PrisonCell thought typo.
Fix: ThoughtDef.Label doesn't handle stage labels properly.
Fix: Spread blight debug command is visible even if dev mode is off.
Fix: Entering the escape ship with all your pawns and with enemies on the map will result in the ship being torn down.
Small changes to PatchOperationFindMod behavior.
Add command for mortars to remove their current shell.
Fix: Several creature types are significantly overvalued in terms of combat power.
Reduce cost of advanced components.
Title: Re: Alpha 18 unstable test build is released
Post by: Pope on November 09, 2017, 04:34:26 AM
Thx for the update!
Title: Re: Alpha 18 unstable test build is released
Post by: Alenerel on November 09, 2017, 05:42:37 AM
Non dev build means official release? If not, what does it mean?

Shouldnt you create already the A18 category in steam workshop?
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 09, 2017, 05:53:44 AM
i got a colonist who refuses to fight but with ambition in both melee and range combat ... ??

Update: ok.. somehow the patch fucked with that colonists traits... he wasnt refusing combat before and he still is armed with a gun...
Title: Re: Alpha 18 unstable test build is released
Post by: XeoNovaDan on November 09, 2017, 05:58:44 AM
Quote from: Alenerel on November 09, 2017, 05:42:37 AM
Non dev build means official release? If not, what does it mean?

Non-dev builds are release candidate builds, meaning that unstable could be ending very soon. In the case of Alpha 17, the first non-dev build (1546) became A17a a couple of days later.
Title: Re: Alpha 18 unstable test build is released
Post by: NagashUD on November 09, 2017, 06:02:46 AM
Made ship much easier to build.

Thank you !!!
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 09, 2017, 06:20:50 AM
still dont understand why a smoothened stone floor gives +2 but like any other handmade floor is 0...

also a way to get rid of the "weared by dead" sign would be great. the washingmachine mod is a great example
Title: Re: Alpha 18 unstable test build is released
Post by: PatrykSzczescie on November 09, 2017, 07:13:50 AM
Quote from: lauri7x3 on November 09, 2017, 06:20:50 AM
still dont understand why a smoothened stone floor gives +2 but like any other handmade floor is 0...

It's been giving +3, iirc. Either way, I agree it's way too OP.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 09, 2017, 07:14:07 AM
Oh oh oh... don't leave the Tornado as it currently is yet. Instead of bouncing off once it hits a stone wall, I think it's best if you give the tornado a strength value...let's say for example 200 pts. Each time it destroys a stone wall it loses 20 pts and each tile it passes on loses only 2 pts until it reaches zero points and it disappears. As it currently is, the tornado is a replica of manhunter event with another animation.

The tornado should be a more aggressive version of a Sapper raid as it penetrates your walls without being shot down by the player. A tornado that doesn't destroy buildings is NOT a tornado. Sure, it can destroy wooden structures... but ALL players switch from wood to stone after researching stonecutting with 600 research points. So arguments saying that it is okay because it destroys wooden walls fall pointless.

The tornado in its version 3.0 looks too cartoonish. Also I would really love to see it spreading debris in its centrifugal directions...players! go fetch back your stocks around! LOL
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 09, 2017, 08:05:48 AM
i do not agree. i think the tornado is pretty cool. and it looks nice as well, and not cartoonish. and i also like the randomness.

the only thing id change about the tornado is that i would let colonists flee automatically from them, because anything else would be unlogic
Title: Re: Alpha 18 unstable test build is released
Post by: Modo44 on November 09, 2017, 08:06:34 AM
Quote from: lauri7x3 on November 09, 2017, 06:20:50 AM
still dont understand why a smoothened stone floor gives +2 but like any other handmade floor is 0...
Granite floors are the shit. Wooden panels have nothing on it. If there was a slow to build, proper hardwood floor, that would be a different story.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 09, 2017, 08:34:25 AM
Quote from: Yoshida Keiji on November 04, 2017, 09:06:36 AM
Quote from: Tynan on November 04, 2017, 03:33:23 AM
I actually did a bunch of specific work on how pawns are generated to try to balance out the "incapable of" chances to something reasonable. Wintersdark, it really sounds like you got unlucky. Though also bear in mind:

-You don't have to recruit everyone
-Even non-violent colonists can be useful as bullet sponges or distractions in a fight :)

Thanks for the ongoing feedback!

... I don't believe you... My first Incapacitated refugee event got me...: A character who is already addicted to Luciferium, is Incapable of Violence, has Chemical interest and is also Abrasive. Normally I would leave him to die, but because of testing A18 unstable, I'm taking him with me back home.

I also don't understand the logic/mechanics here. His combat log is empty and lore wise we don't get to know why he is incapacitated: He tried to milk a cow and the bull saw his red pants and charged him? And how exactly did he managed to contact me via comms?

(https://i.imgur.com/aNGTRoG.png)
(https://i.imgur.com/VINWRJO.png)



... and I still not believe you... are all incapacitated refugees going to be already addicted to Luciferium and Incapable of Violence?

(https://i.imgur.com/76r3zfk.png)
(https://i.imgur.com/4WrapUv.png)
Title: Re: Alpha 18 unstable test build is released
Post by: Limdood on November 09, 2017, 08:38:52 AM
Quote from: Alenerel on November 09, 2017, 05:42:37 AM
Non dev build means official release? If not, what does it mean?

Shouldnt you create already the A18 category in steam workshop?
It's still a test build...non-dev means more bugs fixed, more stable for testers.  Tynan is still changing things and it is still not the stable A18 release yet.
Title: Re: Alpha 18 unstable test build is released
Post by: Andy_Dandy on November 09, 2017, 10:53:36 AM
Increased research speed  is the last my games need, but luckily that can easely be adjusted in scenario settings.
Title: Re: Alpha 18 unstable test build is released
Post by: ChJees on November 09, 2017, 11:38:02 AM
Mods issue
The Patching system code must had been reverted. We can no longer use comments and have more than one patch in a Patch file.

I am pretty sure ZorbaTHut fixed this in A17.
Title: Re: Alpha 18 unstable test build is released
Post by: Serenity on November 09, 2017, 12:10:33 PM
QuoteFix: You can build floors on marshy soil.
This might actually be a good idea. Like a stilt house. You can't build benches and furniture there, but if you put in a floor, you could then build on the floor.
Title: Re: Alpha 18 unstable test build is released
Post by: VeeCee on November 09, 2017, 12:37:30 PM
Quote from: ChJees on November 09, 2017, 11:38:02 AM
Mods issue
The Patching system code must had been reverted. We can no longer use comments and have more than one patch in a Patch file.

Much obliged, this helped me fix a mod I'd been using.
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on November 09, 2017, 02:20:45 PM
To Tynan:

I'd file this under Bugs, except I'm not sure whether it's Working As Intended or not.

Did you want Tropical Rainforests/Swamps to have no harvestable wild plants?

It feels really strange for the most biodiverse region on the planet to have nothing edible growing when even Tundra regions have some berries & healroots.
Title: Re: Alpha 18 unstable test build is released
Post by: FrozenSnowFox on November 09, 2017, 04:42:01 PM
Quote from: ChJees on November 09, 2017, 11:38:02 AM
Mods issue
The Patching system code must had been reverted. We can no longer use comments and have more than one patch in a Patch file.

I am pretty sure ZorbaTHut fixed this in A17.

That explains why all of my simple patch mods cause the game to throw the incompatible error and disable all mods.
Title: Re: Alpha 18 unstable test build is released
Post by: Pipotin on November 09, 2017, 05:29:00 PM
"Fix: You can build floors on marshy soil."

Thank you. I wondered if this was a bug or not. In my colony it was way to easy to build a large base. That souldn't be possible in swamps before moist pump technology. Here is a picture of my colony, settings : tropical swamp, tribe, rough difficulty + permadeath, cassandra, no mods, year 5504.

btw, i noticed something weird : I tamed some alphabeavers two years ago, as they are extremeley useful in swamps, but my females never got pregnant. This is annoying, beavers slowly die killed by predators and there's no way to get baby alphas. I tried everything, killing all predators and constantly looking for wild panthers, killing or taming them (i have more than 50 panthers), but alphas are still killed by new wild panthers and the only way to get new ones is to wait for an alphabeavers event. Is it a bug, or is it intended because beavers are OP ?
(https://i.imgur.com/JSKIGIw.jpg)
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 09, 2017, 05:33:34 PM
Alpha beavers also appear in the heard migration event, if that helps.
Title: Re: Alpha 18 unstable test build is released
Post by: ZorbaTHut on November 09, 2017, 05:40:05 PM
Quote from: ChJees on November 09, 2017, 11:38:02 AM
Mods issue
The Patching system code must had been reverted. We can no longer use comments and have more than one patch in a Patch file.

I am pretty sure ZorbaTHut fixed this in A17.

Yep, it's broken right now (although it's a different bug than the A17 one) - fix is checked in, just waiting for Tynan to do another push.
Title: Re: Alpha 18 unstable test build is released
Post by: XeoNovaDan on November 09, 2017, 05:46:45 PM
Quote from: Pipotin on November 09, 2017, 05:29:00 PM
...

I'm not sure if pre-visible pregnancy miscarriage is a thing, but if it is, that's why. The reason being is because alphabeavers have an extremely high hunger rate, and therefore typically starve overnight, so their offspring will die while inside them.
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 09, 2017, 08:02:53 PM
pod landing in middle and on the edge seems kinda broken or maybe reversed??
Title: Re: Alpha 18 unstable test build is released
Post by: sunscreen777 on November 09, 2017, 08:57:08 PM
I don't know if this is supposed to go under the bug report section, but there is a small grammatical error in the vidtube child backstory. It currently reads: He gained a over a million followers
Title: Re: Alpha 18 unstable test build is released
Post by: poma on November 10, 2017, 12:21:11 AM
Is there a planned release date for alpha versions?
Title: Re: Alpha 18 unstable test build is released
Post by: BlackSmokeDMax on November 10, 2017, 03:30:38 AM
Quote from: poma on November 10, 2017, 12:21:11 AM
Is there a planned release date for alpha versions?

No, there are never any planned dates.
Title: Re: Alpha 18 unstable test build is released
Post by: XeoNovaDan on November 10, 2017, 04:43:13 AM
Quote from: Tynan on November 09, 2017, 04:19:02 AM
Fix: Several creature types are significantly overvalued in terms of combat power.

Hmm, honestly not entirely sure what I think about that one. Looking into XML, the only creatures that I can find which had their combat power ratings reduced were elephant, megasloth, and thrumbo. However, in the case of the megasloth, it actually now has a lower combat power rating than bears, despite having superior damage output and health. I'm taking it that this is meant to factor in other things like the ability to kite them?

This could cause balance issues in multiple ways:
Of course, I'll need to see how this holds up in actual gameplay, but it's a terrible outlook on paper.
Title: Re: Alpha 18 unstable test build is released
Post by: Matkingos on November 10, 2017, 05:40:52 AM
Using the Resurrector Mech Serum does not heal brain damage. It heals everything else, seems a bit off it wouldn't heal brains.
Title: Re: Alpha 18 unstable test build is released
Post by: ChJees on November 10, 2017, 06:53:43 AM
Seems very off that the Resurrection Serum can revive a body which rot to the point of being a skeleton and still got any kind of personality and knowledge to try salvage.
But that is just my opinion.
Title: Re: Alpha 18 unstable test build is released
Post by: Kalre on November 10, 2017, 07:36:06 AM
Here are some suggestions :p

- Researching for beds as tribal but still being able to make end tables and dressers makes no sense, maybe add Furniture as a research option ? and later on an Electric Furniture one ?

- Scars can drive people crazy but missing arms or legs seem to not have penalty (aside from the manipulation and such )

- Give us ways to treat Scars, and other diseases injuries, not to the point of just getting rid of them but making them more beareable.

- Trade caravans and ships are now more rare than ever, maybe its just me.
Title: Re: Alpha 18 unstable test build is released
Post by: CannibarRechter on November 10, 2017, 09:01:23 AM
> - Give us ways to treat Scars, and other diseases injuries, not to the point of just getting rid of them but making them more beareable.

Several medical mods allow you to cure scars with glitterworld medicine.
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 10, 2017, 09:15:19 AM
and serveral mods allow u to play furries.. but mods should not be the benchmark in development here.

if there are mods they can adapt the mechanics of those mods, but thats on a different kind of history
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on November 10, 2017, 10:15:34 AM
Quote from: Kalre on November 10, 2017, 07:36:06 AM
- Give us ways to treat Scars, and other diseases injuries, not to the point of just getting rid of them but making them more beareable.
Lucy for a chance to cure & painstopper otherwise not enough for you?
Title: Re: Alpha 18 unstable test build is released
Post by: rkade8583 on November 10, 2017, 10:31:23 AM
Is it just me or does it seem stupid that we have to research beds but we can, out of the box, build stoves and butcheries and sculpting stations, oh my?

Maybe offer less-effective butchery spots ala crafting spots and gate sculpting behind an "art" tech?

Also, I hereby request a way to start with zero tech. I play civ. I wanna mold some luddites.
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 10, 2017, 10:50:00 AM
Quote from: Snafu_RW on November 10, 2017, 10:15:34 AM
Quote from: Kalre on November 10, 2017, 07:36:06 AM
- Give us ways to treat Scars, and other diseases injuries, not to the point of just getting rid of them but making them more beareable.
Lucy for a chance to cure & painstopper otherwise not enough for you?

u can transplant bionic limbs and got spacetravel but can cure scares only with drugs??
Title: Re: Alpha 18 unstable test build is released
Post by: CannibarRechter on November 10, 2017, 10:55:40 AM
>> Several medical mods allow you to cure scars with glitterworld medicine.
> and serveral mods allow u to play furries.. but mods should not be the benchmark in development here.

The medical mods that allow you to do this are more than two years old, some of them. Tynan is aware of them. I'll speculate that that he thinks the scars give the pawns character, and add to the story. If you want the capability, you can have it now. Sarcasm isn't a helpful or productive way to address someone who is attempting to offer you help.
Title: Re: Alpha 18 unstable test build is released
Post by: RazorHed on November 10, 2017, 11:05:44 AM
Is it only possible then to try UA18 through steam?
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on November 10, 2017, 11:15:06 AM
Quote from: RazorHed on November 10, 2017, 11:05:44 AM
Is it only possible then to try UA18 through steam?


Only Steam.
Title: Re: Alpha 18 unstable test build is released
Post by: grrizo on November 10, 2017, 12:14:09 PM
Quote from: rkade8583 on November 10, 2017, 10:31:23 AM
Is it just me or does it seem stupid that we have to research beds but we can, out of the box, build stoves and butcheries and sculpting stations, oh my?

Maybe offer less-effective butchery spots ala crafting spots and gate sculpting behind an "art" tech?

Also, I hereby request a way to start with zero tech. I play civ. I wanna mold some luddites.
Definetely.
Title: Re: Alpha 18 unstable test build is released
Post by: Third_Of_Five on November 10, 2017, 12:22:46 PM
Quote from: rkade8583 on November 10, 2017, 10:31:23 AM
Is it just me or does it seem stupid that we have to research beds but we can, out of the box, build stoves and butcheries and sculpting stations, oh my?

Maybe offer less-effective butchery spots ala crafting spots and gate sculpting behind an "art" tech?

Also, I hereby request a way to start with zero tech. I play civ. I wanna mold some luddites.

This. Make butchering spots, and relegate other tasks to campfires or crafting spots.
Title: Re: Alpha 18 unstable test build is released
Post by: Anvil_Pants on November 10, 2017, 02:40:39 PM
Zero-technology is technically impossible since you'd need ways to research and eat from the start. The mod Rue's Tribal Essentials (https://ludeon.com/forums/index.php?topic=32473.0) shows the most plausible way to do butchering spots, research spots, etc.

A Luddite playthrough could be done with something like Pawns Are Capable (https://ludeon.com/forums/index.php?topic=33693.0), from the same author, where pawns are made to dislike tasks rather than refuse to do them. As Luddites, you'd need pawns to hate or refuse to research, so at minimum you'd need Prepare Carefully to force your starting pawn(s) into having that limitation.

From there it'd be up to you to follow your own rules, as in Fire & Ice (https://www.youtube.com/playlist?list=PLQzS5LkBoOIjJvQcRRWxHbVovhnO2AwRL).
Title: Re: Alpha 18 unstable test build is released
Post by: protobeard on November 10, 2017, 02:48:47 PM
Just wrapped up a couple of a18 colonies (1704 - 1717). Impressions:

- Brain injury chance has been increased too much in my opinion -- I saw more colonists get brain injuries in one colony than I have in my ~700 previous hours of play (4 in my first colony, 1 almost immediately in my second). I'm fine with seeing this occur sometimes, but it seems tuned too high in a18.

- Limb loss seems well balanced with vanilla bionics now -- I was able to purchase replacement eyes/limbs for just about everything I lost in my large a18 colony (played about 4 years) in a very reasonable length of time. I may play without EPOE now :)

- Swamp biomes are great, though I was sad that no swamp specific animals were introduced. Very fun new biome, and I like that it presents different early game challenges than other biomes

- Tornados -- there's been a fair amount of discussion in this thread, so I don't want to beat a dead horse here. But it does seem like they happen too frequently, and (though this is probably just RNG), too frequently in the early game where they can really hurt.

- Cave bugs -- several early raids in my colony with caves were completely defeated by the bugs in a cave far away from my bases (and not on any path to get to my base). That is, several raiders spawned in, then ran directly away from my base to fight the bugs in a far away cave.

- Job queueing is amazing

- The new mental breaks generally seem fine, but may need some tweaking. I had one pawn throw a tantrum and completely destroy an excellent shield belt in three hits which I had just purchased (way before even a nearby pawn was able to get close). That was pretty painful and not fun.  When the tantrum selects an object to destroy that is more than a few spaces away it's more fun -- I might actually be able to arrest/beat down the pawn before something gets destroyed.

- The new inspirations/frenzies generally seem fine, but some tweaking might be nice. I had several recruit/surgery inspirations that I was unable to make use of, even with the large grace period. Perhaps pawns shouldn't get recruiting inspirations when there are no prisoners in the colony?

- Caravans -- I still think the risk/pain of caravans is not worth it. Yes, some of the rewards are now great, but I still found myself dismissing the caravan opportunities pretty much every time. The mechanics of caravan creation/management and uncertainty about things like "will my pawns actually treat each other during caravanning this time?" outweigh the rewards for me. In theory, I love caravans. In practice, I never use them, and the a18 rewards did not change that.

Title: Re: Alpha 18 unstable test build is released
Post by: FrodoOf9Fingers on November 10, 2017, 04:27:38 PM
Do we know when Tynan likes to push new builds? The last build broke many mods...

Is there a way to go back to a different A18 build (not a17)?
Title: Re: Alpha 18 unstable test build is released
Post by: Crow_T on November 10, 2017, 04:52:54 PM
I would love to have an option to do a clean slate start in terms of research (and everything else). In A17 I hacked the factiondefs file to make a new faction type with no research, and I could add what I wanted in the game setup.

A pirate start would be cool too, no debuffs for evil things.

Anyhow, thanks for the Linux fixes and the big release notes :)

Title: Re: Alpha 18 unstable test build is released
Post by: wyoian on November 10, 2017, 06:19:01 PM
Quote from: FrodoOf9Fingers on November 10, 2017, 04:27:38 PM
Do we know when Tynan likes to push new builds? The last build broke many mods...

Is there a way to go back to a different A18 build (not a17)?
Same I can't continue my game but I also cannot tell which mods are breaking it without turning each one on and off and it turns them ALL off every time it fails. :/
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on November 10, 2017, 06:49:58 PM
Any mod which uses patching may not work with the current build.

My advice would be to just wait for the next build if you're playing with mods.
Title: Re: Alpha 18 unstable test build is released
Post by: ProjectXa3 on November 10, 2017, 08:12:48 PM
Looks great, Ty! Can't wait for the stable release!
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 11, 2017, 01:19:58 AM
I just pushed a quick update (1719) which fixes the mod patching bug. No content or balance changes.

Thanks for the ongoing feedback everyone.
Title: Re: Alpha 18 unstable test build is released
Post by: Wintersdark on November 11, 2017, 02:20:58 AM
Quote from: protobeard on November 10, 2017, 02:48:47 PM
- Caravans -- I still think the risk/pain of caravans is not worth it. Yes, some of the rewards are now great, but I still found myself dismissing the caravan opportunities pretty much every time. The mechanics of caravan creation/management and uncertainty about things like "will my pawns actually treat each other during caravanning this time?" outweigh the rewards for me. In theory, I love caravans. In practice, I never use them, and the a18 rewards did not change that.

I'm kind of here too.  The rewards often look really great, but the fiddly bits of caravanning make it so risky, and the inability to gauge the difficulty from the message makes the whole process so intimidating.

Sending a caravan is incredibly dangerous - a small cut on the road can kill a pawn due to infection.  Once they get where they're going, you find out if you took too many people (yay, it's easy!  Except now your main colony is going to get raided and die), or not enough people (holy crap, my four pawns have no chance whatsoever against this legion, what a waste of time and risk). 

I know I see a lot of Caravan quest options and I just don't bother, not because I don't think I could handle it, or because it doesn't look interesting, but simply because I have no idea of how much force I should bring along. 

I want to use caravans.  It's so much fun.  And I do take the occasional trading run to nearby towns, but I never do the combat based quests, and only rarely the deliveries - when I just happen to have the right stuff AND it's close.
Title: Re: Alpha 18 unstable test build is released
Post by: Garry on November 11, 2017, 06:41:11 AM
Quote from: protobeard on November 10, 2017, 02:48:47 PM

- Caravans -- I still think the risk/pain of caravans is not worth it. Yes, some of the rewards are now great, but I still found myself dismissing the caravan opportunities pretty much every time. The mechanics of caravan creation/management and uncertainty about things like "will my pawns actually treat each other during caravanning this time?" outweigh the rewards for me. In theory, I love caravans. In practice, I never use them, and the a18 rewards did not change that.
about caravan:I started a new game and go into caravan. Cassandra,Extreme,Crashlanded.
-in first settlement(overall I have had three )I Don`t use electricity and other pricey things because I wanted colony wealth to be as low as possible. Research I've done- Pemmican,Bedroll,Passive Cooler,gather some supplies and go
-So overall  travel time is almost 40 days and I`ve been raided only once(four pirates).In A17 I have had a lot of raids and manhunters,some times two raid on the same world tile.Conclusion-caravan in A18 is easy and safe :)
-Arrived at destination I set up walls,killbox(killcorridor) wait 14 days and launch ship into space

[attachment deleted by admin: too old]
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 11, 2017, 08:22:57 AM
there should be a notation for inspired people in ther mood or so. i keep forgetting who is inspired for how long after i clicked the message.

also i think there should be an indicator for aurora mood. it is only "feeling good" for now i guess?
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on November 11, 2017, 08:43:52 AM
Quote from: lauri7x3 on November 11, 2017, 08:22:57 AM
there should be a notation for inspired people in ther mood or so.
It's in the pawn's general info box, viewable from the main screen with the pawn selected
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on November 11, 2017, 02:35:18 PM
8 days into a colony, my brawler got shivved in the brain for 4 points of damage by a 62-yr old raider with 0 Melee and a Steel Shiv. Hopefully this is not a harbinger of things to come.
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on November 11, 2017, 03:57:43 PM
So, what happens to the 5 people you don't choose at the start? Are they just trashed? Or are they likely to pop up in escape pods/etc later in the scenario?
Title: Re: Alpha 18 unstable test build is released
Post by: SBP on November 11, 2017, 04:56:14 PM
Spotted a possible glitch on the prisoner rescue quest last night. My colonists won the fight and rescued the prisoner to a mini field hospital, then started treating the prisoner and each other. As soon as the prisoner was able to walk, she joined the colony and got out of bed - at this point, one of my other colonists who was nearby (and set to retaliate if attacked) started shooting at the new recruit. Maybe she was wrongly perceived as an escaping prisoner?
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on November 11, 2017, 08:09:14 PM
Glitches and bugs in the unstable go in the Bugs (https://ludeon.com/forums/index.php?board=11.0) forum.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 11, 2017, 10:33:23 PM
Moderator's edit (Calahan) - Removed the quote of a picture ladened post with a link instead to help keep the thread tidy: https://ludeon.com/forums/index.php?topic=36208.msg376431#msg376431


Remember "that" Lambert? Well, I banished him for being worthless. But now I get the "Prisoner rescue opportunity"... of Lambert! He was never captured while a member of my colony because I banished him once his stash of Luciferium run out. Sure the game's character pool just lies at the map edges so he didn't have to travel across the world much to be kept as "alive" but...the event shouldn't pick banished people....and...why is it that we still keep getting tons of Incapable of Violence pawns?

(https://i.imgur.com/d7Px9zr.png)
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on November 12, 2017, 12:44:37 AM
You may want to link to your previous post instead of quoting it in its full length. Just something to consider.
Title: Re: Alpha 18 unstable test build is released
Post by: gipothegip on November 12, 2017, 01:20:42 AM
@Yoshida Keiji I've had a similar issue in my game as well. I think I banished this person, but I repeatedly get the quest for the same person. I've only banished one or two people, I think it checks for people previously in your colony only (regardless of whether they were banished, kidnapped, or abandoned).

I think it's designed mainly as a way to get people who were kidnapped or banished back, but I'm not sure. It would be neat if we could get new people from it.

Also, the "you may never see them again" seems to be unimplemented / overlooked, this same person has been contacting me from several camps for a couple years now. They must have terrible security, they get the radio at a new camp every couple seasons, lol.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 12, 2017, 06:07:41 AM
How do you banish a pawn anyway?
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 12, 2017, 07:15:37 AM
Quote from: Snafu_RW on November 11, 2017, 08:43:52 AM
Quote from: lauri7x3 on November 11, 2017, 08:22:57 AM
there should be a notation for inspired people in ther mood or so.
It's in the pawn's general info box, viewable from the main screen with the pawn selected

its useless to check the info box if u wanna know who is inspired and for how long. i guess no one knows the standart values from each pawn.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 12, 2017, 10:19:56 AM
To Banish unwanted colonists, open the Character tab, at the top, you have the name, then the "rename" button, then "banish" and finally the X to close the window.

Kidnapped was until now, rescued by paying through the Comms Console. But in A18 Unstable, you can literally go for the rescue in World Map without spending any silver.

In previous games, you could tell that kidnapped Colonists are still alive by looking at the Social tab of your Colonists, any relative would be listed as "kidnapped" and the moment that label disappeared it meant that he/she joined the kidnappers or died. It used to be hard to get them back if turned as there was a fair chance to kill them when they raided you.

Abandoned colonists would simply come to raid. Basically the game would put any pawn that leaves your map in a box right next to your map edges and put them back in play.

This "Prisoner rescue opportunity" seems to drop those Banished from the same pool as kidnapped in previous Alphas, causing inconsistency, as no player would want them back. So this event needs a fix by creating an additional pool to store characters.
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on November 12, 2017, 10:23:13 AM
Certainly the info box doesn't say for how long they're inspired, but it does list /whether/ they're inspired, & what with

Bottom left corner of screen once the pawn's selected, about 3rd line down
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 12, 2017, 12:15:35 PM
Caravans are totally worth it in A18. From caravans I have obtained an orbital bombardment device, Orbital power beam device, 2 rez serums, an infinite chemfuel reactor, and at least one colonist. Plus enough brick and such from deconstruction and stealing chunks that I haven't had to turn my map into a barren wasteland to pave over the dirt. I also positioned myself about a day away from a modern colony. That means I can drag my extra junk over there, sell it, and make enough scratch to summon the trade caravans I need to buy what I need to complete stuff.
Title: Re: Alpha 18 unstable test build is released
Post by: Daguest on November 12, 2017, 12:51:36 PM
Quote from: Dashthechinchilla on November 12, 2017, 12:15:35 PM
Caravans are totally worth it in A18. From caravans I have obtained an orbital bombardment device, Orbital power beam device, 2 rez serums, an infinite chemfuel reactor, and at least one colonist. Plus enough brick and such from deconstruction and stealing chunks that I haven't had to turn my map into a barren wasteland to pave over the dirt. I also positioned myself about a day away from a modern colony. That means I can drag my extra junk over there, sell it, and make enough scratch to summon the trade caravans I need to buy what I need to complete stuff.
That's entirely random. It was valuable FOR YOU. Not for me for example.
From my caravan, I had a 500energy infinite generator, which is poor, especially when I had 3-4 geothermal stuff already. And a thingie that produce chemfuel on its own. Which value is disputable, but since I play on a boreal forest (read wood), that's not helpful at all, unless I want to turn my base in a chemfuel based bomb.


And that's it. Note that my colony is completely self sufficient, it's been year, and I'm at the part when there is nothing to do.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 12, 2017, 03:08:04 PM
If you don't caravan, there won't be much for you to do. The last two updates were about leaving your base to explore the world. Not caravaning means that you are basically not play half the content of the last two updates.

Caravans are pretty low risk once you know a few tricks. If you are at the point of nothing to do in your base, you should be able to stomp a pirate outpost.
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 12, 2017, 03:40:22 PM
how are caravans low risk? its like the riskiest thing in game
and for a rly low reward
Title: Re: Alpha 18 unstable test build is released
Post by: etoon on November 12, 2017, 04:53:40 PM
Speaking of caravans, I only seem to get orbital targeters and the new power supply thingy. I haven't seen any of the others. The healing serum would be really nice to see more often because my colonists are collecting plenty of scratched eyes and shattered bones (in various places). The eye gouging probably needs some tweaking as well. I can understand the bigger predators but rabbits and such seem to jump straight for the eyes instead of nibbling at the ankles. This has me on a constant lookout for bionic eyes.
Title: Re: Alpha 18 unstable test build is released
Post by: ObscureDragom on November 12, 2017, 05:51:22 PM
Quote from: lauri7x3 on November 12, 2017, 03:40:22 PM
how are caravans low risk? its like the riskiest thing in game
and for a rly low reward

On Tribal starts I always try to get a shipment of clothes and animals out to the nearest neighbor as soon as I can.  Always happy to trade turkeys and poor clothes for bionics.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 12, 2017, 08:32:24 PM
Quote from: lauri7x3 on November 12, 2017, 03:40:22 PM
how are caravans low risk? its like the riskiest thing in game
and for a rly low reward
On randy rough tribal, the only time I have lost a colonist was in my base. I have had raiders and mech at the same time or back to back (and sometimes toback again ). By contrast my two man sniper teams with animal guards (usually muffalo so they can haul too) have defeated several encounter with the only injury to a colonist being a sprint to a cave. So in my experience, as long as they have food, caravans are comparatively safer than my base.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 12, 2017, 10:36:43 PM
I caravan quite a lot, but loading everything in is absolutely an unreliable process. Doesn't matter where you put the packing spot, sometimes it's really random and now my muffalos are eating my devilstrand. I'd rather everything be automatically teleported into the pack animals/colonists rather than 1 person hauling 500 things to half a dozen muffalo.

It's almost like the game dislikes the idea of two people and a lot of muffalos making caravan trips. Colonists (from what I see) no longer collapse in exhaustion and actually take their meals, but it's a very cumbersome process. It'd be nice if other colonists help with the packing too.
Title: Re: Alpha 18 unstable test build is released
Post by: Mst on November 13, 2017, 06:10:18 AM
Quote from: Yoshida Keiji on November 12, 2017, 10:19:56 AM
Kidnapped was until now, rescued by paying through the Comms Console. But in A18 Unstable, you can literally go for the rescue in World Map without spending any silver.

That sounds so cool! Can't wait to conduct my first rescue operation (it certainly would need an awesome codename and hope it will get immortalized by some artist in my colony). Sorry if I'm missing smth as last time I played was a16.

That kind of events gives huge cense of purpose for sending people out in the wild. Not much benefit of raiding and almost unpredictable trade opportunities made all those expeditions seem more of a fun luxury than a necessity. But with this kind of direction it changes everything. I really hope that we'll get more of these events. I even ready to banish him again and again after rescuing just to get more of those missions.

Anyway it's a great idea which enriches narrative. Hope this type of events will expand and we'll get to rescue not only our colonists but anyone willing to join or help fellow neighbors for the sake of reputation or just in good will with no reward, it's fine by me. Bigger tougher enemy bases would also be appreciated to make these missions as well as raiding in free roam a real challenge.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 13, 2017, 11:20:03 AM
Quote from: Ser Kitteh on November 12, 2017, 10:36:43 PM
I caravan quite a lot, but loading everything in is absolutely an unreliable process. Doesn't matter where you put the packing spot, sometimes it's really random and now my muffalos are eating my devilstrand. I'd rather everything be automatically teleported into the pack animals/colonists rather than 1 person hauling 500 things to half a dozen muffalo.

It's almost like the game dislikes the idea of two people and a lot of muffalos making caravan trips. Colonists (from what I see) no longer collapse in exhaustion and actually take their meals, but it's a very cumbersome process. It'd be nice if other colonists help with the packing too.
I haven't figured out the mechanics, but they don't always pack alone in A18. Once all the colonists and animals are at the packing point, they begin to load. However, I have seen some colonists assist with one or two things. It seems to be part of the haul order, but even my researcher who should spend all day researching sometimes jumps in. His bench is right near my packing point.
Title: Re: Alpha 18 unstable test build is released
Post by: Pepelnica1488 on November 13, 2017, 11:28:14 AM
Can you release your fucking shit much faster? 6 months and NOTHING, some table and furniture? you are idiot? fucking bastard dev

wow, arent we a little angry. Enjoy your holiday.
Title: Re: Alpha 18 unstable test build is released
Post by: Ramsis on November 13, 2017, 11:42:00 AM
Quote from: Pepelnica1488 on November 13, 2017, 11:28:14 AM
Can you release your fucking shit much faster? 6 months and NOTHING, some table and furniture? you are idiot? fucking bastard dev

wow, arent we a little angry. Enjoy not being here anymore.

Yeah dev team you lazy bastards! Only spending 18 hours a day on the game and not 19? The hell did half the price of a triple A title with not even half the content go? I ain't paying for vacations!
Title: Re: Alpha 18 unstable test build is released
Post by: mistomaxo on November 13, 2017, 11:47:09 AM
let dressers serve as storage containers for clothing items.

let dressers function as storage containers for clothing items.

a shirt shouldnt take up the same amount of room in the big inventory room as a stack of stone blocks
Title: Re: Alpha 18 unstable test build is released
Post by: SpookCrow on November 13, 2017, 12:05:49 PM
Quote from: Pepelnica1488 on November 13, 2017, 11:28:14 AM
Can you release your fucking shit much faster? 6 months and NOTHING, some table and furniture? you are idiot? fucking bastard dev

wow, arent we a little angry. Enjoy your holiday.
It's a shame that people like you want to rush perfection and have the(excuse my language) fucking nerve to curse out the entire dev team that worked hard to bring a good quality update and make sure that the update has majority of the problematic bugs eliminated. Scum like you need to shut the hell up, there's more to this update then just tables and furniture.

Did you look at the change log? No the hell you didn't, now take your nasty emo looking ass off this thread and treat the dev team with more respect. They work extremely hard to keep us happy.

Title: Re: Alpha 18 unstable test build is released
Post by: Kalre on November 13, 2017, 03:11:28 PM
Quote from: Pepelnica1488 on November 13, 2017, 11:28:14 AM
Can you release your fucking shit much faster? 6 months and NOTHING, some table and furniture? you are idiot? fucking bastard dev

wow, arent we a little angry. Enjoy your holiday.

i sorry you for bad englando
Title: Re: Alpha 18 unstable test build is released
Post by: RemingtonRyder on November 13, 2017, 04:51:26 PM
It is disappointing that, with Alpha 18 currently available as an unstable opt-in, the individual currently holidaying in Banland didn't try it and realise that there was more to it than just adding new furniture.

For example, you can now:

Title: Re: Alpha 18 unstable test build is released
Post by: East on November 13, 2017, 05:08:16 PM
New mental inspirations have been updated and I would like to talk about them.

Condition 1. Once you receive a mood bonus, you need a high mood.
Condition 2. You need a situation where the corresponding mood can be used in a time limit.
Condition 3. The die roll must succeed. It is because the mental disorder occurs with a certain probability.

In other words, it is possible in the later game. It is difficult to satisfy the condition that all three are passed.

----Work frenzy (1 day): Global work speed 2.5x
Always good!

----Go frenzy (1 day): Walk speed 1.5x
Always good!

----Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
Enemy raids must occur within these three days. This probability is very low by overlapping with three activation conditions. Especially when you see the message that the invasion is over as soon as the enemy raid comes, you will lose energy.

----Inspired trade
trade Rise Mental bonus will occur at a low probability of caravan NPC arriving or sending caravan. And there must be goods or silver that can be sold. The problem is that the actual impact on the deal is smaller than you think, although the conditions are more often than you think. In the later game, 300-400 does not have much meaning in this game.

----Inspired recruitment
There must be a prisoner and it should happen to a social character. Very low probability.

----Inspired surgery
There should be a patient to be operated on and a doctor should be available. More importantly, the probability of surgery in later games is easily over 100%. It is useless.

----Inspired art
Artists are not as good as artists themselves.

so ..
I do not want something OP. However, it is not funny to be completely useless or to disappear with time over when an event occurs.

This inspiration is seen in late games that can satisfy the mood. So once you do, I think it's a good idea to give something that is actually useful even with a small gain. Work efficiency and movement speed affecting all parts.
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on November 13, 2017, 05:31:24 PM
Quote from: MarvinKosh on November 13, 2017, 04:51:26 PMbe squished by a meteorite falling from the sky

Has anyone confirmed the meteorites can kill people?
Title: Re: Alpha 18 unstable test build is released
Post by: skullywag on November 13, 2017, 05:36:55 PM
Can confirm.

Source: Am ded.
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on November 13, 2017, 06:01:55 PM
Quote from: East on November 13, 2017, 05:08:16 PM
New mental inspirations have been updated and I would like to talk about them.

Condition 1. Once you receive a mood bonus, you need a high mood.
QuoteYou've reversed these two I believe: your pawns need a high mood to receive the bonus
Condition 2. You need a situation where the corresponding mood can be used in a time limit.
Condition 3. The die roll must succeed. It is because the mental disorder occurs with a certain probability.

In other words, it is possible in the later game. It is difficult to satisfy the condition that all three are passed.

----Inspired trade
trade Rise Mental bonus will occur at a low probability of caravan NPC arriving or sending caravan. And there must be goods or silver that can be sold. The problem is that the actual impact on the deal is smaller than you think, although the conditions are more often than you think. In the later game, 300-400 does not have much meaning in this game.

----Inspired recruitment
There must be a prisoner and it should happen to a social character. Very low probability.

----Inspired surgery
There should be a patient to be operated on and a doctor should be available. More importantly, the probability of surgery in later games is easily over 100%. It is useless.
IME the trade bonus works well when /buying/ from NPCs (if you're lucky/planned colony placement you can get bionics for half price!) Less so with /selling/ to NPCs, as the default -70% price debuff kicks in :( However, with careful colony placing you /can/ use that trade boost to good effect pre drop-pods (I've done it)

Recruitment: I don't think it matters which pawn gets the buff; I believe the 100% chance to recruit happens no mattter how good they are at Social (altho I've no idea if it effects 'incapable of social' pawns or not; likewise is there a Social XP boost to success using this ability?)

Surgery: I can see it helping with overwhelmed medics after a raid, especially early game, but as you say it's a bit 'meh' ATM.. unless there's an XP boost as above..
Title: Re: Alpha 18 unstable test build is released
Post by: MikeLemmer on November 13, 2017, 07:29:06 PM
Quote from: skullywag on November 13, 2017, 05:36:55 PM
Can confirm.

Source: Am ded.

I find it hard to believe people are complaining about the tornado having a lack of player agency but not the meteor that randomly squishes part of the map.
Title: Re: Alpha 18 unstable test build is released
Post by: Mst on November 13, 2017, 07:38:45 PM
Quote from: MikeLemmer on November 13, 2017, 07:29:06 PM
I find it hard to believe people are complaining about the tornado having a lack of player agency but not the meteor that randomly squishes part of the map.

By the way, how large is the meteor area of destruction? Is it total obliteration or some objects may survive?
Title: Re: Alpha 18 unstable test build is released
Post by: Viewer on November 13, 2017, 08:40:53 PM
Adding to the meteor questions...

Once one has hit, is there a chance of finding minerals or chunks in the impact site?
How much of a warning does your colony get? I would think a colony with a working comms console could have a random chance of receiving a warning about the meteor and an estimated time (days) before impact.
On that note, what about an option of paying a large amount of silver (10k+) to have the caller destroy the meteor before it hits the planet?

There are also a number of mods introducing missile-based weapons into things - it would be interesting if the colony could try and destroy the meteor themselves, using Intellectual-based activities like calculating trajectory, estimating fragment dispersal, and so on.
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 13, 2017, 09:05:50 PM
The meteor drops 9 to 12 squares of a mineral on the map. Can be anything from rock to uranium and silver. All one mineral. If it drops rock, it leaves stone you can smooth. Haven't seen it kill anything, but it doesn't explode on impact.
Title: Re: Alpha 18 unstable test build is released
Post by: Viewer on November 13, 2017, 09:39:00 PM
Huh. I thought it would have more of an impact (pun intended) than that. Thanks for the reply.
Title: Re: Alpha 18 unstable test build is released
Post by: mistomaxo on November 13, 2017, 10:46:57 PM
the meteor event thing sounds cool, but uh if like 6meters square of uranium hits a planet from orbit shouldnt like... a big ass area around it be reduced to a crater?
Title: Re: Alpha 18 unstable test build is released
Post by: Dashthechinchilla on November 13, 2017, 10:56:11 PM
Quote from: mistomaxo on November 13, 2017, 10:46:57 PM
the meteor event thing sounds cool, but uh if like 6meters square of uranium hits a planet from orbit shouldnt like... a big ass area around it be reduced to a crater?
I still want to know how a giant block of sandstone not only managed to survive being put in space,  but also reentry.
Title: Re: Alpha 18 unstable test build is released
Post by: mistomaxo on November 13, 2017, 11:01:57 PM
Quote from: Dashthechinchilla on November 13, 2017, 10:56:11 PM
Quote from: mistomaxo on November 13, 2017, 10:46:57 PM
the meteor event thing sounds cool, but uh if like 6meters square of uranium hits a planet from orbit shouldnt like... a big ass area around it be reduced to a crater?
I still want to know how a giant block of sandstone not only managed to survive being put in space,  but also reentry.


well, a little thinking and we can come up with something. another planet far away got hit by something even bigger, huge chunks of sandstone are flung away into space, a huge chunk approached your planet centuries later, but becomes a significantly smaller chunk by the time it meets the surface

but that still leaves the question of why everything within a kilometer isn't a crater

maybe it could be specified that the actual impact site of the main mass was elsewhere on the planet, and thus what lands in the player's map would be a fragment (of native stone or meteor fragment) which was flung free from the initial impact site at much lower velocities, skipping across the countryside until finally coming to rest on the player's colony map

heck, this is almost even better. then the actual impact crater can be added somewhere on the world map and you could send ppl there to look for more chunks of useful ore
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 14, 2017, 04:05:14 AM
(https://i.imgur.com/r5Vu19S.png)


The meteorite looks like a ball in flames, you will be notified on the landing spot and there will be a big shadow that gets smaller as it approaches. If you are in speed x1 when it happens, there's enough time to move out, but if are at x3 when it triggers... I have had many meteorites fall in my map, one is a 11 tiles uranium. Got a 14 tiles silver meteorite which crashed two deadfall traps of steel. Steel meteorites that fall on shallow water leaves no trace, but stone meteorites change the ground, which was awesome for a tropical swamp map. I probably wouldn't like the same meteorite if it falls on the few farmable tiles in ice sheet though.

Threre's really no need for more warning than that unless you are one of those who run RW in the background while watching youtube videos.

I believe there should be a lot of roof collapse in mountain bases for balance reasons but not sure what happens, I'm playing in small hills map with a river.

So far no meteorite hit my base.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 14, 2017, 05:14:35 AM
Quote from: Pipotin on November 09, 2017, 05:29:00 PM
"Fix: You can build floors on marshy soil."

Thank you. I wondered if this was a bug or not. In my colony it was way to easy to build a large base. That souldn't be possible in swamps before moist pump technology. Here is a picture of my colony, settings : tropical swamp, tribe, rough difficulty + permadeath, cassandra, no mods, year 5504.

(https://i.imgur.com/JSKIGIw.jpg)


I'm in the same scenario settings like you, except that I have a "huge size river" running diagonal from top right corner to bottom left corner. I will never choose huge river for tropical swamp again... For me building straight walls was impossible and while I like the idea of getting Moisture Pumps, which so far in nearly 3000 game hours, I was complexly ignoring them... they are very far/deep in the tech-tree. I just unlocked moisture pump in day 355, mostly because I read your comment, otherwise I wouldn't have even bothered to research that one as I always ignore. I think even rushing for MP is too much to ask a player, we should have earlier access to similar effect but sooner. I've been watching "Swamp" documentaries on youtube about Louisiana, US, and I think it would be cool to have some method to build over marshy soil/shallow water, but at a higher expense. For me tropical forest/swamp life always recreated in my mind with convenient source of water, but game wise speaking...I will be avoiding rivers for these biomes.

(https://i.imgur.com/vriU900.png)

Note that my base was designed long before the "fix".
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 14, 2017, 06:46:18 AM
I've just uploaded build 1722.

We're not doing any more content changes, it's essential bug fixes only. Thanks for the test data everyone!
Title: Re: Alpha 18 unstable test build is released
Post by: KalterEntzug on November 14, 2017, 04:20:57 PM
Can you please add statistics how much a Boomalope gave chem fuel and how often?
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 14, 2017, 05:44:53 PM
i think survival meals and pemmikan dont count towards food per days for caravans anymore, can sombeody confirm?
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on November 14, 2017, 06:19:41 PM
Don't forget that food for caravans includes by default the food for animals; subtract that if your animals are capable of grazing/hunting in that biome

Unfortunately there still doesn't seem to be a way of prioritising food while travelling; your animals will eat fine meals (as opposed to grazing/hunting while your pawns will not eat the food that is likely to spoil quickest :(

On a related note, why will tame non-grazing animals (dogs, wolves etc) not hunt the local vermin?
Title: Re: Alpha 18 unstable test build is released
Post by: Rulin on November 14, 2017, 09:09:47 PM
Quote from: Snafu_RW on November 14, 2017, 06:19:41 PM
Don't forget that food for caravans includes by default the food for animals; subtract that if your animals are capable of grazing/hunting in that biome

Unfortunately there still doesn't seem to be a way of prioritising food while travelling; your animals will eat fine meals (as opposed to grazing/hunting while your pawns will not eat the food that is likely to spoil quickest :(

Oh that is a bit disappointing. I was hoping for some improvements on that front.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 15, 2017, 07:52:38 AM
It's a real shame that the whole pack animals eating human food thing isn't fixed. Caravaning has a lot of problems currently mechanically, but pack animals eating food is the biggest. And considering A18 adds all these incentives, then some people still may not find it worth enough to go out and get those goodies.

Sure the workaround is basically sending people instead, but you can only do so much when you're out there hauling dead man's clothes to sell in bulk.
Title: Re: Alpha 18 unstable test build is released
Post by: Calahan on November 15, 2017, 09:22:11 AM
Quote from: Snafu_RW on November 14, 2017, 06:19:41 PMUnfortunately there still doesn't seem to be a way of prioritising food while travelling; your animals will eat fine meals (as opposed to grazing/hunting while your pawns will not eat the food that is likely to spoil quickest :(

On a related note, why will tame non-grazing animals (dogs, wolves etc) not hunt the local vermin?
I've made a bug report about this using the above quote: https://ludeon.com/forums/index.php?topic=36859.0 . If anyone has any information to add about this bug, and/or regarding caravan animals about eating food in an undesirable order, then please post that info in the above linked bug thread.


And @ All - A reminder for the nth time, please can you post bugs in the bug forum where they belong, and not here. Even if you are not sure if what you are reporting is a bug or not, then still post it in the bug forum. And even if you are asking more of a question than reporting a bug, eg. "Is such and such a bug or not?", then still post it in the bugs forum, and not here.

As not only do these type of posts not belong in this thread, but if they are actually bugs then there's no guarantee they will be addressed or even known about by the devs unless you post them in the bugs forum. (as it's a lot easier to accidentally overlook a post here than it is to overlook an entire thread in the bug forum).

And any reports about missing translations should be posted in the corresponding thread for that language in the translations forum: https://ludeon.com/forums/index.php?board=17.0 , and again not here.
Title: Re: Alpha 18 unstable test build is released
Post by: Snafu_RW on November 15, 2017, 02:52:58 PM
Tks Calahan (& apologies for posting in the wrong place); I'll keep a careful eye on that thread
Title: Re: Alpha 18 unstable test build is released
Post by: YokoZar on November 16, 2017, 04:31:30 AM
Quote from: Calahan on November 15, 2017, 09:22:11 AM
And @ All - A reminder for the nth time, please can you post bugs in the bug forum where they belong, and not here. Even if you are not sure if what you are reporting is a bug or not, then still post it in the bug forum. And even if you are asking more of a question than reporting a bug, eg. "Is such and such a bug or not?", then still post it in the bugs forum, and not here.

As not only do these type of posts not belong in this thread, but if they are actually bugs then there's no guarantee they will be addressed or even known about by the devs unless you post them in the bugs forum. (as it's a lot easier to accidentally overlook a post here than it is to overlook an entire thread in the bug forum).
I've been through two iterations of this thread now, and I think the reason this is a recurrent problem is I still don't really understand what "feedback but not a bug or suggestion" means unless it's positive.  "This particular thing was weird" is a kind of feedback, but in practice often means a bug.

I very much appreciate you moving posts into the bug forum, though -- the developers do in fact notice them there, and when they reply "fixed, thanks" or even "acknowledged, maybe later" it's extremely satisfying.
Title: Re: Alpha 18 unstable test build is released
Post by: Yoshida Keiji on November 16, 2017, 05:23:43 AM
I don't like how the "AI persona core" finding changed from "Independent" to "Dependent". Until now, it was about destroying a Psychic ship that crashlanded on your map, but now in A18, you must wait for another faction to tell you where to find it. So if it's not because of "others"... you won't be able to launch?

I think conceptual-wise it's best if the World Event is triggered by the long-range radar from local base rather the typical incoming message from outside, unless it's the AI persona core emitting some sort of distress signal by itself.

I think you need to improve the way the message reaches us, game mechanically-wise doesn't change much.
Title: Re: Alpha 18 unstable test build is released
Post by: Ser Kitteh on November 16, 2017, 08:51:03 AM
AI Persona Cores quests could also be activated after like, year 1 or something. Make it constant instead of random.
Title: Re: Alpha 18 unstable test build is released
Post by: lauri7x3 on November 16, 2017, 09:17:57 AM
u cannot rly claim the tile with the lost spaceship, like u claim a normal tile. this causes the map to stay in the temporary state, all with missing warning messages and insta leaving borders. and it is also kinda small. but at least u arent forced to leave the map after a specific time
Title: Re: Alpha 18 unstable test build is released
Post by: gipothegip on November 16, 2017, 06:18:43 PM
@YokoZar I agree to some degree. Certain feedback isn't known whether it's working as designed (and as such may be an accidental bug report), and it's hard not to pitch an idea (changes one would like to see) when giving constructive negative feedback.

I'm hoping Calahan mostly means the posts that are blatantly just one or the other without anything to do with actual feedback. ie posts that belong in their own thread in the dedicated subforum.


@Yoshida Keiji I agree, obtaining an AI persona core has become a waiting game in A 18. I understand they want getting a functional ship to be harder (at least that's my impression), but it'd be more fun and feel less grindy / a waste of time if there were the capability for some player interaction in the process.
Title: Re: Alpha 18 unstable test build is released
Post by: Tynan on November 18, 2017, 01:33:06 AM
Beta 18 has been released, so this thread is locked!

Thanks for all the feedback everyone; everything was read and considered and much of it was very useful.