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RimWorld => General Discussion => Topic started by: Tynan on October 28, 2013, 01:45:20 PM

Title: Internal Version 243
Post by: Tynan on October 28, 2013, 01:45:20 PM
Just keeping people updated on what I've been tooling away on over here. Testers have been banging on version 243, which has these marvelous improvements over the classic YouTuber build, 232.

•   You can now prioritize colonists’ tasks individually.
•   Levels now cap at 20 (as designed).
•   Power connectors report power net status.
•   You can now dump meals in dumping areas.
•   You can now click on names in the overview to center on the colonist.
•   Overview now displays health of wounded colonists.
•   Hid the trait system for now to avoid confusion (since traits do nothing).
•   All weapons now have unique graphics.
•   Rewrote storage square management system to use the generalized work reservation manager.
•   Added map size adjustment in an advanced menu at game start.
•   Fast-forwarding is disabled during combat where you are under attack.
•   Added max selection size and max drag designate size.
•   Added raiders: sniper squad and mercenary squad.
•   Balanced down hydroponics growth rate.
•   Charged batteries now explode while burning.
•   Some electrical devices now short-circuit and cause fires if left out in the rain while running.
•   Split shooting accuracy breakdown into misses due to equipment and misses due to skill.
•   Rebalanced shooting and melee to make skill more important.
•   Drafted colonists no longer interrupt when melee attacked.
•   Traders are now rarer but carry more goods.
•   Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
•   Smoothed out and softened how AI Storytellers handle colony population.
•   Colonists now gain bad thoughts from sleeping outside.
•   Added skills (which do nothing yet): cooking, medicine, artistic, crafting
•   Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
•   Added credits screen.
•   Replaced all noncommercial free sounds and attributed those under attribution licenses.
•   Various bugfixes and balance adjustments. Optimizations and bugfixes.
Title: Re: Internal Version 243
Post by: Blitz on October 28, 2013, 02:37:34 PM
Oh wow, you really have been working hard and taking lots of the good ideas from the community!

I like the changes to the overview menu. These were much needed.

I also read that you changed up sounds and graphics. Are these new artist designed assests that will stay, or more temp ones?
Title: Re: Internal Version 243
Post by: Tynan on October 28, 2013, 02:40:35 PM
Quote from: Blitzkriegsler on October 28, 2013, 02:37:34 PM
Oh wow, you really have been working hard and taking lots of the good ideas from the community!

I like the changes to the overview menu. These were much needed.

I also read that you changed up sounds and graphics. Are these new artist designed assests that will stay, or more temp ones?

The artist is still getting onboard and finishing up another project. It'll be a few months before you see any of that.
Title: Re: Internal Version 243
Post by: GC13 on October 28, 2013, 02:45:46 PM
Quote from: Tynan on October 28, 2013, 02:40:35 PMThe artist is still getting onboard and finishing up another project. It'll be a few months before you see any of that.
But when he gives you concept art you really like and tell him "yeah, gimme stuff kinda like this" you'll share it with us, right? :)
Title: Re: Internal Version 243
Post by: SteveAdamo on October 28, 2013, 02:59:20 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM
•   Fast-forwarding is disabled during combat where you are under attack.

oh, so that's what happened when those squirrels went bat-s* crazy... good to know! :)

Quote from: Tynan on October 28, 2013, 01:45:20 PM
•   Colonists now gain bad thoughts from sleeping outside.

yes... yes they do, the miserable little ingrates...
Title: Re: Internal Version 243
Post by: Haplo on October 28, 2013, 03:22:17 PM
Thanks for the update of your hard work!
It really looks good and I look forward to watch the new batch of videos.
Or hopefully play it for myself next week, which ever happends first ;D
Title: Re: Internal Version 243
Post by: Tony on October 28, 2013, 05:10:01 PM
Even though I cannot play yet, those look to be good changes.
Title: Re: Internal Version 243
Post by: DeltaV on October 28, 2013, 05:53:22 PM
Mother of God... This looks amazing. Four more days :D
Title: Re: Internal Version 243
Post by: Semmy on October 28, 2013, 06:13:40 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM

•   Some electrical devices now short-circuit and cause fires if left out in the rain while running.


this is awfull just awfull.
I think that sunlamp thats next to my crops has already been repaired like 5.000.000 times since it only seems to rain on my planet d-;
Well atleast i now know for sure the firefighting skill works d-;
Title: Re: Internal Version 243
Post by: DeltaV on October 28, 2013, 06:19:34 PM
Quote from: Semmy on October 28, 2013, 06:13:40 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM

•   Some electrical devices now short-circuit and cause fires if left out in the rain while running.



this is awfull just awfull.
I think that sunlamp thats next to my crops has already been repaired like 5.000.000 times since it only seems to rain on my planet d-;
Well atleast i now know for sure the firefighting skill works d-;

Hydroponics, maybe. Why are you using sun lamps outside, anyways, when there's an actual sun?
Title: Re: Internal Version 243
Post by: Semmy on October 28, 2013, 06:20:54 PM
Quote from: DeltaV on October 28, 2013, 06:19:34 PM
Quote from: Semmy on October 28, 2013, 06:13:40 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM

•   Some electrical devices now short-circuit and cause fires if left out in the rain while running.



this is awfull just awfull.
I think that sunlamp thats next to my crops has already been repaired like 5.000.000 times since it only seems to rain on my planet d-;
Well atleast i now know for sure the firefighting skill works d-;

Hydroponics, maybe. Why are you using sun lamps outside, anyways, when there's an actual sun?

because i'm scared in the dark.
And at night there is no sun d-;
Title: Re: Internal Version 243
Post by: Morrigi on October 28, 2013, 06:47:51 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM
•   Added max selection size and max drag designate size.
Is there some kind of benefit regarding this? All I've ever seen it do in other games is to create annoyance.
Title: Re: Internal Version 243
Post by: Produno on October 28, 2013, 07:08:36 PM
Quote from: Morrigi on October 28, 2013, 06:47:51 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM
•   Added max selection size and max drag designate size.
Is there some kind of benefit regarding this? All I've ever seen it do in other games is to create annoyance.

I think to help prevent lag.

Btw, good progress Tynan. Cant wait to play :). Oh and do we also get your prototypes when the pre alpha is released if we backed the 30 CAD tier? Couldnt find any info on that.

Last but not least. Different IP rating cables, junction boxes, sockets, connections etc dictate how impervious it is to water. For instance im an engineer and work in a wet environment factory so the electrical equipment has to be high IP rated to account for all that water everywhere. Will something like this be implemented into the game as an upgrade in the future? :).
Title: Re: Internal Version 243
Post by: Tynan on October 28, 2013, 08:27:19 PM
Quote from: Morrigi on October 28, 2013, 06:47:51 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM
•   Added max selection size and max drag designate size.
Is there some kind of benefit regarding this? All I've ever seen it do in other games is to create annoyance.

This is actually a short-term fix to a performance problem. I know, I'd prefer they weren't there. Hopefully these will go away in a while. The limits are quite high though, so you might never even notice them.

QuoteDifferent IP rating cables, junction boxes, sockets, connections etc dictate how impervious it is to water. For instance im an engineer and work in a wet environment factory so the electrical equipment has to be high IP rated to account for all that water everywhere. Will something like this be implemented into the game as an upgrade in the future?

Not any time soon, just for simplicity purposes. The rain shorting thing is actually a mechanic to encourage people to build actual rooms with roofs instead of minmaxing by just putting everything outside. Fictionally, I'm just saying that these desperate crash survivors aren't great electricians :)
Title: Re: Internal Version 243
Post by: Produno on October 28, 2013, 10:05:26 PM
Quote from: Tynan on October 28, 2013, 08:27:19 PM
Fictionally, I'm just saying that these desperate crash survivors aren't great electricians :)

Purely playing devils advocate here, but... They can manage to build and maintain electrical grids, solar panels and automated sentry guns :p. we could say the harsh environment and climate causes the cable sheath to rot and the chemicals brought down in the rain has an exaggerated effect of this. That would expose the copper cable causing it to short circuit and cause fires :). Proper rcd protection ect is probably something they wont have so dont need to worry about that.

Anyways ill shut up now and stop clogging up your update thread.   :-X

Title: Re: Internal Version 243
Post by: rsdworker on October 29, 2013, 04:23:36 AM
sounds very good i can't wait for it - either i get it or watch it
Title: Re: Internal Version 243
Post by: CustodianV131 on October 29, 2013, 04:53:59 AM
You forgot to sent me the new version... Oh wait :P Nah... I'll wait some more. Not long now :)

•   Hid the trait system for now to avoid confusion (since traits do nothing).

This I don't agree with. LPérs on Youtube did assign them certain behaviors due to the traits.. so they did do something. Only in their minds not in the code :D

Looking forward to see the system implemented. I like the images it paints and the personality it gives the characters.
Title: Re: Internal Version 243
Post by: British on October 29, 2013, 05:47:27 AM
The traits-hiding is a temporary "fix" until the traits system is fully implemented, I'd wager.
Title: Re: Internal Version 243
Post by: CustodianV131 on October 29, 2013, 05:58:34 AM
Quote from: British on October 29, 2013, 05:47:27 AM
The traits-hiding is a temporary "fix" until the traits system is fully implemented, I'd wager.

I know. That's why he says "for now" in the notes. Just found it amazing how much effect a non functioning system can have :D
Title: Re: Internal Version 243
Post by: Blitz on October 29, 2013, 09:29:46 AM
I was thinking that since you are redoing jobs a little bit, is there a way you can easily seperate repairing from constructing? Call the job technician or mechanic or something along those lines?
Title: Re: Internal Version 243
Post by: Kazzier on October 29, 2013, 01:29:53 PM
Quote from: Blitzkriegsler on October 29, 2013, 09:29:46 AM
I was thinking that since you are redoing jobs a little bit, is there a way you can easily seperate repairing from constructing? Call the job technician or mechanic or something along those lines?

Yer I'll agree with this. I watch Blitz's videos as he makes them and one thing that is quite apparent is that repairing objects in dire situations can be very tedious. For example if a raid is happening it may be worth having one "mechanic" undrafted and letting him run around fixing up the turrets, rather than having to manually draft/undraft click repair every 3 seconds.

Besides, the more classes the better.
Title: Re: Internal Version 243
Post by: Ludde on October 29, 2013, 01:30:59 PM
Quote from: Blitzkriegsler on October 29, 2013, 09:29:46 AM
I was thinking that since you are redoing jobs a little bit, is there a way you can easily seperate repairing from constructing? Call the job technician or mechanic or something along those lines?

Great suggestion.
Title: Re: Internal Version 243
Post by: Tynan on October 29, 2013, 02:07:48 PM
Splitting repair out is easy on my end. I worry a bit about micromanagement; it adds another column to the overview screen. However, I think it makes sense.
Title: Re: Internal Version 243
Post by: Kalesin on October 29, 2013, 02:20:02 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM
•   Added skills (which do nothing yet): cooking, medicine, artistic, crafting.

:D
Title: Re: Internal Version 243
Post by: Spike on October 29, 2013, 06:55:07 PM
Quote from: Tynan on October 29, 2013, 02:07:48 PM
Splitting repair out is easy on my end. I worry a bit about micromanagement; it adds another column to the overview screen. However, I think it makes sense.

Depending on what your vision of the "finished" game is (in regards to skill), maybe do a two-tier system for skill organization?  Something like this, for example:
Menial Labor:
   Cleaning, Hauling, Repair
Skilled Labor:
   Mining, Construction, Growing

And on like that.  Then it would be easier to disable (through background or player choice) a broad set.  It might even be possible to do the skill display in a collapsing tree type of interface.
Title: Re: Internal Version 243
Post by: sparda666 on October 29, 2013, 09:33:02 PM
one thing  Imthink would be really cool is on the overview panel to display the level of the relevant skill in the checkboxes so you can more easily delagate tasks without having to swap between the character panel and the overview
Title: Re: Internal Version 243
Post by: Tynan on October 29, 2013, 09:42:16 PM
Quote from: sparda666 on October 29, 2013, 09:33:02 PM
one thing  Imthink would be really cool is on the overview panel to display the level of the relevant skill in the checkboxes so you can more easily delagate tasks without having to swap between the character panel and the overview

It does this :)
Title: Re: Internal Version 243
Post by: Kazzier on October 31, 2013, 09:47:00 AM
Do we have an approximate idea when the Youtubers will get the new build?

I'm looking forward to seeing it in action. Or will the backers get it at the same time.

Many thanks.
Title: Re: Internal Version 243
Post by: British on October 31, 2013, 10:46:21 AM
Quote from: Kazzier on October 31, 2013, 09:47:00 AM
Do we have an approximate idea when the Youtubers will get the new build?
As the subject of the thread implies, it's an internal version, and thus only for testers to bang their heads at.

Consider this thread as a way for Tynan to keep people informed on what he's working on, with more details.

A version is being tested right now (it's not build 243 anymore), and if things go well, it will be the public version (for YouTubers as well as the KS backers at large).
Title: Re: Internal Version 243
Post by: Kazzier on October 31, 2013, 11:11:37 AM
Got ya. Thanks for the information.
Title: Re: Internal Version 243
Post by: Semmy on October 31, 2013, 12:09:24 PM
Quote from: British on October 31, 2013, 10:46:21 AM
Quote from: Kazzier on October 31, 2013, 09:47:00 AM
Do we have an approximate idea when the Youtubers will get the new build?
As the subject of the thread implies, it's an internal version, and thus only for testers to bang their heads at.

Consider this thread as a way for Tynan to keep people informed on what he's working on, with more details.

A version is being tested right now (it's not build 243 anymore), and if things go well, it will be the public version (for YouTubers as well as the KS backers at large).

At the moment Tynan and testers are busy getting out the bugs. It looks really good.