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RimWorld => General Discussion => Topic started by: Drewski on September 07, 2018, 11:09:29 AM

Title: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Drewski on September 07, 2018, 11:09:29 AM
So I really got to get into b19 over the long weekend, and now I have a colony that I've been tending for about 30 hours. I thought I had better get some thoughts down on the changes. I had a few false starts on Cassandra and Randy rough and settled on Randy medium while I get my feet under me, always as crashlanders, always vanilla.

This is pretty random feedback. If a lot sounds critical, that's only because those are the bits that stick in my mind. I really like the game and most of the changes! I'll try to point out some things I really enjoy but mostly I'll focus on what I don't like.

That said, why not start with some good stuff? The new turret dynamic is great and feels very balanced. The raider AI is tricky enough to get me running around in circles and thwart me on occasion. Bed rest finally works right!

But patient does not. Even with 1 priority, pawns will literally get out of bed while being treated to do something of lower priority, such as treating another patient. This causes a big charlie foxtrot of medicine reservations, better doctors moving on to new tasks, and musical beds. They'll also still break off mid-treatment to change their pants or play horseshoes.

The new animal training stuff is mostly fine, although it has two serious problems in my mind. First off, I believe it is now optimal to always slaughter the starting pet unless you're willing to reroll colonists to get a super-high animal stat. Otherwise the trainer can waste days and just loads and loads of food trying to keep it tame very early, and to make it worse, tamers seem to select the least-efficient food available for training. Forget about actual training for a while, or taming other animals. It's also very possible to start with a pet that you cannot keep tame, which is kind of weird. I had that happen with a warg. The second issue is that animals need to stop moving for training now. I watched a tamer follow a dog around for two days to get the opportunity to get hauling back to 7. When it finally caught up, the dog dropped what it was actually hauling, the tamer failed, then started chasing another one. In older versions you could zone animals for training, and you can still do that for the first round of training but it goes pear-shaped when it starts decaying. I'm not going to constantly monitor every animal's training tab to do that for retraining. I'm not.

The early game feels more pressed for labor, what with the new hauling tasks and the increased importance of cleaning and research. I think this is good, but it plays back to "slaughter the pet to save time". I also feel like electricity is scarce enough to be challenging, even into mid-game. Starting with wind turbines and no batteries seems kind of pointless, like it's only to trigger the "need batteries" alert. The increased output means little to me; what matters is that the wind dies out a lot so you can't count on them for anything until you can put that electricity in a box. Still, the overall power dynamic feels good and challenging. Starting with passive coolers is huge and very nice.

I'm gonna join the chorus of "combat RNG feels goofy". One of my early b19 colonies got wiped out by the second raid - a guy with two shooting and an autopistol, standing in the wide open, killed one guy and downed another through a sandbag-wall-sandbag-wall setup, while my 9 and 2 shooters didn't connect at all. My last colonist was a pacifist who already had a scarred eye from an animal attack, and got downed trying to rescue. The man in black came to the, whoops, no, he got killed with one club hit to the noggin.

Mechanoids are really hard to see in the snow. It can feel like a game of Where's Waldo trying to figure out where they've gotten to. Can they be given a splash of color?

I really like the wild man event. I'm disappointed that there's no mood debuff for "we hunted a man down like he was an animal", only maybe with a most dangerous game reference somewhere. Seems like something that would bother the colonists. It would bother me.

The man in black sounds good in theory but doesn't really play well. Consider giving him a shooting or go frenzy when he appears? Or even a special event-specific frenzy that boosts several abilities for a brief while. My only experience with him was disappointing, and so far I've never heard a story of a successful one.

I feel encouraged to be more selective with starting pawns. It's really unsafe to train up cooking and animals from low scores now, and I think gourmand is worse than any other trait in the early game (although later it's no big deal). Research also feels more critical, but as before it grinds slowly early on and blazes along later too quickly to keep up with.

Mortars are still a mess. No multi-select to extract shells, no hotkey either, no way to select ammo except forbidding, so it's pause the raid, select one at a time, click extract for each, unforbid whatever ammo I wasn't using, and changing ammo types mid-raid is even worse. They seem as useful as ever, but also as annoying as ever. Did colonists always list the activity as "manning turret"?

Traps feel more powerful than in b18. The auto-hit and low cost mean they can really tear into most stuff. Perhaps more significantly, their low cost and the ubiquity of stone make it trivial to train and keep a level 20 builder. Only research feels similar in the ability to get someone to max early and keep them there. I had a level 20 builder in the first year of this colony, and she's never slipped since - a couple years later and I still don't have a cook, crafter, or shooter anywhere close (although the last is probably because of all the traps).

Really like the social interaction stuff. Some similar love for the artwork would be very welcome. Most of my art is about animal taming and traps. Haven't seen a (buried_corpse) art piece, so that's nice!

Love moving workstations around. Being able to move a stonecutter table to the chunks in the early game is very helpful indeed, and helps offset the new hauling tasks. In general reinstalling stations makes it much easier to expand my base instead of feeling like a chump while rebuilding them.

Speaking of new hauling tasks, what are my haulers doing when they run over to touch grave blueprints? Sanctifying them? I really like that hauling animals can bury corpses now, though.

The new biome ranges are very nice but may want a closer look. My current colony is in temperate forest, 30 days growing, and getting mid-summer "slept in the cold" penalties each year with daytime temps over 30C. I went from a late spring heat wave to flipping heaters on a week later. The "need warm clothes" alert is super-obnoxious, too, ringing the bell constantly from late summer through the end of spring. My clothes are fine! Devilstrand button-downs, pants, and hats with wool dusters ought to be enough for a temperate climate, and it seems to work okay but the alarm just keeps a'dinging. I understand that someone might start shivering if I send them to stand outside during a cold snap at night. That's okay! Just stop with the bell!

The new hunting alerts are nice, I guess, but as long as animals get revenge I'm sticking to drafted-squad hunting. Stealth, schmealth, more bullets in the air and changing targets a lot is faster (in game time) and safer. Hunters mince around chasing a deer all day in some kind of cleansing ritual or whatnot, I dunno, but a few guys with pistols and bolt-actions can lay waste to a herd in an afternoon. Even aside from hunting, I wish the group formations were better - the game really, really wants to line up shooters to maximize friendly fire. Send four shooters and it lines up three abreast. Send five and it makes a +. It's all very nice and geometric but feels like a gotcha if you don't pause and rearrange them.

Caravans are much better! I was a bear for trade caravans in b18 and I am now. Trade quests are still charmingly ridiculous. Why do they need human leather specifically? Doesn't anyone urgently need, like, corn? To eat? Sorry, I don't have 33 bolt-action rifles laying around in the first summer. I have one. And I'm using it. I'm still researching batteries, guys. You want a rusty steel knife? I have an extra.

Bandit quests still feel not worth it most of the time. Let me select a reward, heh? I don't want your legendary plasteel dining chair. Let me see what you got and we'll talk. Rescue quests feel even less worth it, but at least they make me feel a little guilty when I dismiss them. It is really nice to see at least a general picture of what I'd be facing, though.

That's probably enough rambling for now. I'm just entering what I think of as the late-game, where I'm researching odds and ends before starting ship research, getting deep drilling started (got spiders once already! Nice event but I hope it's not super-frequent and I was just lucky), and generally trying to upgrade equipment and defenses. Looking forward to the new ship sequence, if I make it that far!
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Shurp on September 07, 2018, 06:15:32 PM
Hmmm, you've managed to cure my desire to upgrade to b19.  Not that I can anyway (I'm not using Steam), but I was concerned I was missing out on something still playing b18... but from what you describe, there's no real advantage to switching and definitely some downsides.

Does b19 address cooking micromanagement at all?  I've given up on kitchens in b18.  Instead my colonists just cook in the freezer and enjoy the 40% cold penalty.  But it beats trying to set up a stockpile in the next room and manage it.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: vzoxz0 on September 07, 2018, 06:25:20 PM
Quote from: Shurp on September 07, 2018, 06:15:32 PM
Hmmm, you've managed to cure my desire to upgrade to b19.  Not that I can anyway (I'm not using Steam), but I was concerned I was missing out on something still playing b18... but from what you describe, there's no real advantage to switching and definitely some downsides.

Does b19 address cooking micromanagement at all?  I've given up on kitchens in b18.  Instead my colonists just cook in the freezer and enjoy the 40% cold penalty.  But it beats trying to set up a stockpile in the next room and manage it.

Your primary mistake is not eating raw human flesh instead.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Drewski on September 07, 2018, 08:49:13 PM
Quote from: Shurp on September 07, 2018, 06:15:32 PM
Not that I can anyway (I'm not using Steam), but I was concerned I was missing out on something still playing b18... but from what you describe, there's no real advantage to switching and definitely some downsides.
. . .
Does b19 address cooking micromanagement at all? 

Oh, no, I love the changes overall. The caravan improvements, the stockpile settings, the social interaction flavor, the simplified quality levels, the turret interplay, the AI, the reworked mechs (except for the snow camouflage), the multidirectional and themed raids, the stack merging and "pre-building", chunks from deep drills. . . there's too much good stuff to even think of in one go. Most of my complaints are just things that, in my opinion, need adjustment, not massive problems that make it unplayable or even unpleasant.

I can't say kitchen micro is a big problem I have, though. I guess I've always been big on cleaning, which helps.  "Cleanliness is next to god mode" is a phrase I've been known to use, and it's even more true now than before. I do feel like trying to train up a poorly-skilled cook early on is a problem.

Otherwise, I just do the regular kitchen stuff. Chair at the stove, shelf of veg next to it, bills set to drop on floor, sterile tile when able, autodoor to the freezer when able. Now I use another shelf of psychoid leaves for tea and have to research tile, but otherwise it's the same. I sure wish there was a better way to rotate stock on shelves, though. In the freezer I can use tiered zone priorities to keep stock rolling toward the front, but without two stoves I can't make them use the far side of the shelf without forbidding the near side - I guess that's kitchen micro, now that I think of it. But fairly trivial micro, and the worst case is a little cuckoo clock telling me that some rice rotted on the shelf.

Overall I do recommend upgrading. I despise Steam myself but I launch it to update then kill it again.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Tynan on September 07, 2018, 09:06:25 PM
Thanks for the feedback Drewski. I will carefully consider it.

I do hear about issues with the medical AI sometimes but it's hard to actually reproduce these cases. There's a lot of rules in the AI and reports tend to be a bit vague about exactly what the circumstances are, besides the fact that something that seemed wrong happened. At least in the simple test situations we can invent in development, it works fine. All this to say it'd be great if you (or anyone else) could post savegame(s) where the doctors/patients are just about to do something that seems wrong. Then we can actually trace the problem.

btw the man in black isn't supposed to be a guaranteed save; just a final chance to add a bit of interest. You already lost the game after all. I have seen various stories of him saving the day.

For mortars, you can filter what kinds of shells the mortar is allowed to use. There's a tab if you select it.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Drewski on September 07, 2018, 10:57:17 PM
Hey, thanks for the reply. I'm a little embarrassed that I never noticed the mortar settings.

And of course I said to myself, "No problem. I can recreate the exact circumstances of doctors breaking off being treated to treat others, save incrementally, and post the save." But, uh, but that didn't work. Or, that is to say, everything worked. So I see your point.

I'm going to keep trying that a bit tomorrow evening, though, and failing that I will try to save periodically when there's about to be significant hospital stuff going on.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Tynan on September 07, 2018, 11:14:53 PM
Now you know my pain :)

That'd be great, if you could ever come up with a savegame from *just before* the problem occurs. I'd really appreciate it.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: mlzovozlm on September 08, 2018, 05:53:48 AM
this happens at least once for me, though it was nothing significant as the injuried-doctor patient got only a small bleeding arm

what concerns me more is the inability to prioritize operation, pawns with doctoring job take over the job every single timeeeeee!!!!!

imagine it like this, i've a pawn that need surgery, i've a pawn with >100% success chance, i prioritize the sure-kill surgeon on the job, while they were moving to the bed, another halfass doctor takes over, now i need to draft that take-over one and re-prioritize the surgeon, then another one try to take over, then another one, etc.

then once the doctor gets to the bed, they go take the med, again another take over, then they go take the body part, another take over :| it's endless :|

unless i micro everything from a to z by put everyone off doctoring, or drafting them the whole process
---
the take-over thing may also be 1 of the causes of the doctor-patient not lying still and wait for treatment but going and do something else instead, like treating other
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: cultist on September 08, 2018, 08:56:39 AM
Pawns don't blindly follow orders when doing jobs - this is nothing new. The problem is that being both a doctor a patient are considered jobs, and pawns prioritize their needs over their jobs. This is why patients get out of bed to play horseshoes at bad times, and why doctors go to bed instead of treating serious wounds. You have to manually force your pawns to preserve their own lives, which makes the AI appear dumb.
Until we have some sort of tool to affect that decision-making process, you're stuck micro-managing every major medical emergency, because it requires fast and co-ordinated effort that the AI is simply not capable of in my opinion.

I do like the changes to disease/infection treatment - it makes the whole thing much less fiddly as long as you have enough medicine.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Drewski on September 08, 2018, 10:51:43 AM
Quote from: cultist on September 08, 2018, 08:56:39 AMThe problem is that being both a doctor a patient are considered jobs, and pawns prioritize their needs over their jobs. This is why patients get out of bed to play horseshoes at bad times, and why doctors go to bed instead of treating serious wounds.

Yeah, but there's a little more going on here, and I suspect it involves the interruption mechanic and job segmentation. Normally needs don't interrupt tasks, and normally higher-priority jobs don't get dropped for lower-priority jobs. I think something's happening where the patient vomits or the doctor gets shoved that causes them to look for their next task instead of continuing "patient", which in turn makes the doctor seek a new task.

It's really hard to pin down though, because it's  hard to reproduce reliably. I think I'll try setting up a bunch of doctors, patients, and cleaners all working in a dirty hospital with some flu victims and bleeding wounded, see if I can get lots of interruptions happening.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Serenity on September 08, 2018, 12:08:43 PM
It's astounding that hauling hysteresis hasn't been included into vanilla yet. That simple setting (being able to set when a stockpile is refilled) would solve a lot of the issues with cooking.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: enterprise12 on September 08, 2018, 06:44:28 PM
Quote from: cultist on September 08, 2018, 08:56:39 AM
Pawns don't blindly follow orders when doing jobs - this is nothing new. The problem is that being both a doctor a patient are considered jobs, and pawns prioritize their needs over their jobs. This is why patients get out of bed to play horseshoes at bad times, and why doctors go to bed instead of treating serious wounds. You have to manually force your pawns to preserve their own lives, which makes the AI appear dumb.
Until we have some sort of tool to affect that decision-making process, you're stuck micro-managing every major medical emergency, because it requires fast and co-ordinated effort that the AI is simply not capable of in my opinion.

I do like the changes to disease/infection treatment - it makes the whole thing much less fiddly as long as you have enough medicine.

Agreed, this does happen almost in every operation, maybe make a way to assign which doctors can do "major operations" ?
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Shurp on September 08, 2018, 08:29:29 PM
Lo and behold, b19 is now available on SendOwl, woohoo!  So I guess I'll give it a try.  I figure Naked Brutality is the right way to try it out, that way I *know* I'm going to get killed and I won't get too upset when it happens :)
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: enterprise12 on September 09, 2018, 12:03:51 AM
New Recommendation:
Specify what MATERIAL clothing colonists can wear...ahem
When you have human leather clothing in your cannibal society but you have a special NON cannibal they dont like wearing human leather clothing :).
So some cannibals take human leather clothing and normal clothing, i want to restrict them to just human leather clothing for mood boost, leave other clothing for normal colonists!
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Yoshida Keiji on September 09, 2018, 04:41:17 AM
Quote from: Drewski on September 07, 2018, 11:09:29 AM
[...]
Caravans are much better! I was a bear for trade caravans in b18 and I am now. Trade quests are still charmingly ridiculous. Why do they need human leather specifically? Doesn't anyone urgently need, like, corn? To eat? Sorry, I don't have 33 bolt-action rifles laying around in the first summer. I have one. And I'm using it. I'm still researching batteries, guys. You want a rusty steel knife? I have an extra.

Bandit quests still feel not worth it most of the time. Let me select a reward, heh? I don't want your legendary plasteel dining chair. Let me see what you got and we'll talk. Rescue quests feel even less worth it, but at least they make me feel a little guilty when I dismiss them. It is really nice to see at least a general picture of what I'd be facing, though.
[...]


I share your frustrations, I got a request for 24 short bows in an Extreme Desert game... which had 1 single cactus at start.

Me: Sure...

(https://i.imgur.com/fgbeI06.png)

The algorithms for these events still need several adjustments based on biomes. Or go ask elsewhere...

And of course, inversely, most of the rewards are ridiculously selected as well.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Shurp on September 09, 2018, 10:05:26 AM
OK, so unsurprisingly I got killed on Naked Brutality.  Question: what is the secret to surviving the initial raid?  You can only get off two shots with a shortbow, and the knife the first raider comes with is more dangerous than a wooden club... Is a slate club a better choice?  Or should I have mined some steel and made a knife of my own?
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Yoshida Keiji on September 09, 2018, 10:42:14 AM
Don't fight and live for another day. Specially if you hit the raider twice with a bow, let the enemy bleed to unconsciousness.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: giltirn on September 09, 2018, 01:23:17 PM
Quote from: Shurp on September 09, 2018, 10:05:26 AM
OK, so unsurprisingly I got killed on Naked Brutality.  Question: what is the secret to surviving the initial raid?  You can only get off two shots with a shortbow, and the knife the first raider comes with is more dangerous than a wooden club... Is a slate club a better choice?  Or should I have mined some steel and made a knife of my own?

I find door micro or traps a good way of surviving the first raid. Of course you are SOL if your guy doesn't have a high enough crafting skill to make a bow or traps (this was the case for my current game); I had to hope and pray with a wooden club - and reload a couple of times! If you don't like savescumming you're probably going to end up repeating the first month several times.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Shurp on September 10, 2018, 06:15:52 AM
From what I hear traps are now extra-deadly, so I'll try that next time I go for naked brutality.  In the meanwhile, I've started a regular Crashlanded game, and I've noticed the raids are much easier now.  Which is good, because I see a looooong research tree before I get anywhere near turrets.  So it's no longer a catastrophe when one of my pawns is hiding in her room and another is a Wimp who gets downed by one bullet.  My other two pawns could still handle the one raider shooting and the other one wandering around uselessly with a knife.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Limdood on September 10, 2018, 11:41:18 AM
Since there is already a thread started, I'll post my observations about B19 as well.

First off, i play using some mods.  Most notably, no skill decay, increased stack sizes, hospitality, and rimfridge.

I'll start with impressions, which may be my experience, or perception, and may not actually be true.  Most notably:

- research feels WAY WAY slower.  I'm aware that cleanliness affects it now, but only with upwards of 4 reasearch stations, and having several pawns working at near max research speed, does current research feel roughly on par with B18 research using 1 skilled pawn.  This is a difference not explained by a 10% difference in speed either way for cleanliness.  If research was slowed down, I missed reading that patch note.  That being said, while it is frustrating to want to get a dozen different research projects done, each taking a long time, its also a cool thing to have to decide.  Certainly I felt often in B18 that i could knock certain projects out in a couple hours, or even larger projects in 1 day of 2-3 researchers going to town...i no longer feel like i can super-speed through a project in B19

- raids feel numerous as heck.  under both Cassandra and Randy, medium and the next harder difficulty, raids seem extremely numerous, and back-to-back raids seem common.  I feel like i'm getting raided FAR more often than in B18.  That being said, this one is also both good and bad...Sometimes i'll feel like i'm in a good spot and a raid will happen (or I'll accept a refugee) and then i'm immediately blasted by another huge raid and my prep feels sorely lacking...its frustrating....but its also pretty cool, and keeps the excitement higher than B18 and earlier's occasional half-a-year-no-raids feel.

And now onto my thoughts on confirmed game mechanics changes:

-speaking of refugees, the refugee raids are noticeably larger than other raids, which is now evident due to the raid composition being listed.  They're significantly more dangerous.  I understand that it is offset by getting a guaranteed pawn AND getting a guaranteed "attack immediately" raid, but its also made worse by not knowing if that pawn will be a triple-addict pyromaniac AND having to scurry to get that pawn safely tucked away, or equipped in time for the raid (that being said, I heartily appreciate the increased time between refugee entry and raid)

-I love the new raid types.  I love that multiple groups have different "flee" triggers.  I dislike that multiple group raids only show one of the groups on the raid notification.

- I like the new traps.  I like that the increased damage and resource efficiency was balanced (somewhat) by reduced space efficiency (no adjacent traps anymore).  They feel more deadly, which a trap should...no more centipedes triggering a dozen steel traps without going down, or a pawn triggering 6 (and then capturing a legless, armless pawn).

- I like the animal skill decay.  It keeps trainers sharp.  I like the boars not being haulers (which i know several people dislike), and cougars are now.  I can see several of the OP's points though.  Without colony manager mod, chasing animals to train, especially in non-arid, non-forest biomes is a nightmare.  It can take in-game HOURS to trek across the map in the snow or rainforest, chasing down Pongo to renew his hauling training.  I also dislike being stuck with a starting bonded pet (though i noticed they are no longer ALWAYS bonded), as its often hard to enclose an early base, and after saving my starting yorkie from a fox and a lynx hunting it twice, the 3rd lynx got it...in 2 hits, despite me having pawns near, armed, and ready to immediately answer the threat and attempting to do so the moment the notification hit.  Also think its ridiculous to start with a high animal skill requirement "pet" that i can't train or keep tamed, that I somehow might also be bonded with?  I disagree with the OP that training an early pet is tough on food (except in no-vegetation biomes).  A few berry/agave plants harvested covers training early, and with only 1 starting pet (or even 3 on tribal), its not a serious imposition.

- speaking of losing pets to preds despite the warning...THANK YOU FOR ADDING HUNTING WARNINGS!

- I love the new hunter stealth mechanic and animal revenge chances.  No longer does it feel like every deer hunting trip risks imminent death for my entire colony from Bambi manhunters - and even when hunting bears or cougars, i can make informed choices to minimize my risk.  Animal skill factoring in is pretty cool too.

- the leather breakdown is awesome.  still not sure exactly how the individual leather's heat and cold insulation values affect each individual item of clothing (on that, and only that, do i wish the old heat/cold insulation percentages still existed), but even if i don't know the exact numbers, I can still make an informed decision on which leather to use for value/protection/insulation, and they're all different enough to MATTER.  I'd love to see meat get some similar love....just in terms of clutter reduction.  There is no longer a difference between gazelle, deer, elk, caribou, or ibex ram leather....but each of them still somehow need their own meat type (that being said, the meat is a minor annoyance at most, while the leather change is a HUGE bonus in my eyes).

- I removed a lot of mods from my list for B19....stack merger is gone, bridge mod is gone, bionics crafting mod is gone, MINIATURIZATION! (uninstallable benches) and a few more that i can't remember...because, you know, i deleted them.  I don't think more needs to be said...i used to use mods for those features.  I liked the features enough to seek out and use mods.  Now i don't have to.  yay!

- Wild man is cool...though i hate that the wild man hunts my colonist for food.  That even alone has ended 3 separate naked brutality attempts on games where my poor naked surgery patient didn't have high animal skill to tame, couldn't risk the huge revenge chance hunting, and apparently also couldn't leave the wild man alone, cuz he'd hunt and kill me.  I finally resorted to leaving my bedroom/stockroom door open so the wild man could eat my meals...

I like the way caravans load and move on roads now.  I played a couple games using only the vanilla caravan mechanic and still used caravans WAY WAY more often than i did in B18.  I also attacked enemy outposts FAR more than i used to, since i could now get a feel for how many enemies I'd face (previously, there's no way in hell i'd send half my colony out for a 4 day round trip to attack a pirate base that MIGHT not even be beatable by the force i sent!).  I eventually grabbed a mod that allows me to further reduce caravan travel speed (i settled on 1.5x speed) and modify the effect of roads by type (I kept dirt roads at 0.5x travel time, and the better roads reduce it on a curve down to 0.25x travel time for asphalt highways)....so yes, I still modded that, but it was far far better than B18 even unmodded.  One caravan complaint: despite the new streamlined packing of caravans, i noticed that BEFORE my pawns start loading everything on the animals that now follow them around (yay!), one guy darts all over my base "tagging" each animal and colonist that will join the caravan.  I understand that it probably adds flavor....a "hey we're going for a trip" interaction, but it uses a LOT of time on big caravans, and every other task in the game is automatically "known" by each pawn, and they get around to doing it all by themselves.  Even animals move to zones without colonist interaction.

- I actually like the new trade requests.  I have had a few i WOULDN'T fulfill, but i have not yet noticed one i COULDN'T fulfill.  Getting faction relationship for them is nice, and knowing the value of the request and compensation is great too.

- with faction relations, i like the new ally standing.  I like the separation into 5 different faction types.  I found that maintaining high relations with everyone isn't particularly hard.  I might be hardER on some extreme biomes, but i think it would still be entirely doable without too much effort overall.  I think the rewards for peace talks are very high, OR there needs to be a "progress" outcome, rather than just success, no change, failure.  I like the peace talks both flavor-wise and for the social experience, but the instant 60+ faction boost feels too much.  I'd prefer less extreme changes and more common peace talks.  That being said, downloading a simple mod to double the number of factions put the whole thing into a preferable balance for me.  With 8 dynamic factions (2 of each type) in addition to the pirates, it was a lot harder to maintain alliances and remove hostilities.

- I noticed my animals WAKE UP and move in the middle of the night when changed their allowed zones because i had a raid that was going to path through their grazing zones.  I hated losing animals in B18 because a raid happened to come at night and my muffalos were sleeping and could not be made to relocate by any means.

-reworked armor allows me to utilize melee.  I can make a couple tank pawns in steel plate armor (or heavy fur dusters and clothes before i get armor) and have a reasonable chance of giving a ranged opponent a really bad day.  almost every armor and clothing has a MUCH higher sharp defense than blunt as well, making blunt weapons less likely to be resisted, on top of the new stun chance.  high base damage on many melee weapons also gives them great armor penetration.  They tend to not get resisted when swung (where the armor pen mechanic makes assault rifles and machine pistols less effective than they were in B18, due to the low individual shot damage (and thus low armor pen) being outright resisted, rather than being the go-to way to pain-down enemies)

General observations not super specific to B19, but i'm noticing particularly much in B19:

- the doormat mod isn't updated yet.  My colonists spend an excessive amount of time cleaning, or hating their environment.  My bases seem completely filthy all the time, even when i don't let animals free roam.

- Scars are atrociously bad.  I notice myself turning pawns away because they have more than one scar, despite good traits and/or skills.  Scars quickly hit the "medium" pain threshold and cause an ironic "when will it end" -10 mood pain debuff.  It seems even more noticeable this patch for some reason.  It might be the minor mood breaks are more likely to cause mood spirals in the base (dazes and hide in room last long enough to malnourish and exhaust, outlasting catharsis and freezing the mood in extreme break range when the pawn immediately goes to sleep after the break.  Insult sprees cause serious, long lasting mood penalties throughout the colony, leading to more mood breaks.  They also lead to fights, which lead to pain or scars (which lead to pain), which leads to low mood and mood breaks again).  Scars causing pain bugs me.  Scars causing pain higher than "little" really gets to me.  Again, its not specific to this patch, but as the mood breaks get harder to damage control (it seems like drafting and running from an insulter no longer works) and more social (insulting sprees vs. dazes), permanent mood penalties really start to hurt.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Drewski on September 11, 2018, 07:46:51 AM
Quote from: Limdood on September 10, 2018, 11:41:18 AMI disagree with the OP that training an early pet is tough on food (except in no-vegetation biomes).  A few berry/agave plants harvested covers training early, and with only 1 starting pet (or even 3 on tribal), its not a serious imposition.

- I actually like the new trade requests.  I have had a few i WOULDN'T fulfill, but i have not yet noticed one i COULDN'T fulfill.  Getting faction relationship for them is nice, and knowing the value of the request and compensation is great too.

I dunno, man, I went back and counted berries to see if maybe I was imagining things. Of course I was just giving my highly-subjective impressions from playing at the time, as are you. I counted a little more than 30 berries every couple of days for training a husky. Made into simple meals, that's about half of your crashlanders' combined food budget! If they use rice, that's what, 15 tiles of rice on normal soil to train a husky? Seems like a lot to me even looking at the actual numbers.

And don't get me wrong - I love the randomness of the trade quests. When I said "charmingly ridiculous" that wasn't by any means negative feedback. Trade quests to me are fairly low-risk, so I love that they may be weird or useless, or may be sudden motivation to craft en masse. I do find it odd that they never seem to ask for pemmican or grain, but it's not something that bothers me, as such.

(I'm also questioning my own impression of needing a good cooking skill. Next time I start with low cooking I'm'a try using pemmican to train it. Never occurred to me before, but I saw a passing comment to that effect.)
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: bbqftw on September 11, 2018, 02:04:05 PM
With respect to scars, the best move is to exile pawns as soon as they get permanent mood altering injuries.

If you would autoreject a pessimist, you should autoreject someone with painscar.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: fecalfrown on September 11, 2018, 03:10:44 PM
Quote from: bbqftw on September 11, 2018, 02:04:05 PM
With respect to scars, the best move is to exile pawns as soon as they get permanent mood altering injuries.

If you would autoreject a pessimist, you should autoreject someone with painscar.

Not really true. A pessimist can only be corrected with a joywire, which is undesirable. A good pawn with a painscar can be fixed by replacing the affected part with a bionic, or luciferum.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: bbqftw on September 11, 2018, 04:56:41 PM
Both of which either directly increase pawn value, or indirctly as you need to dedicate an economy to produce luciferium.


I would replace legs, but legs have high combat utility. Rest not so much.

View it as a temporary loss to avoid a permanent burden. Why accept bad pawns when the game will deliver you good ones? The major mistake most rimworld players make is being impatient.

The game rewards you for never getting rich with good pawns. The game punishes you for getting rich quickly with bad pawns.

This was emphasized even more in b19 rework to raid formula, as per pawn contribution now represents a significant part of raid point total.
Title: Re: Some random b19 feedback now that I've sunk my teeth into it a bit
Post by: Drewski on September 11, 2018, 06:17:54 PM
Quote from: Tynan on September 07, 2018, 11:14:53 PM
Now you know my pain :)

That'd be great, if you could ever come up with a savegame from *just before* the problem occurs. I'd really appreciate it.

Here we go. This isn't -quite- on the nose, but White is on forced-priority to treat Fedosia and on his way. Before he gets to her, a couple patients get into the hospital and she gets up to treat one, letting White go on to other tasks. She's on priority one patient and doctor and currently bleeding, but in no immediate danger. If you use dev mode to cut her until she -is- in immediate danger before this happens, she immediately gets up to harvest devilstrand. :/

http://www.filedropper.com/thearistocratsmedtest