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RimWorld => General Discussion => Topic started by: Tynan on March 29, 2020, 06:20:00 PM

Title: Blog post: Update 1.1.2589 adds shuttle pads and more
Post by: Tynan on March 29, 2020, 06:20:00 PM
Official discussion thread for this blog post (https://ludeon.com/blog/2020/03/update-1-1-2587-adds-shuttle-pads-and-more/).

Cheers!
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: Canute on March 30, 2020, 06:10:27 AM
Hi,
don't forget to reset the Sendowl limits. Or the email support angel will get many email soon ! :-)

Edit: The version check of the DRM-free version still show 2575
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: Prologue on March 30, 2020, 08:23:41 AM
"When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle."

Who can use a shuttle to land at your colony? Only Imperial guests or also other guests, traders and perhaps enemies?
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: khun_poo on March 30, 2020, 10:15:57 AM
The corp yield in merciless isn't seem to get the penalty? Mining got it 50% less now though.
(From the look in the colonist info panel)
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: Tynan on March 30, 2020, 12:56:46 PM
Adjusted build is going up!
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: LakeWobegon on March 30, 2020, 08:57:58 PM
I wish stuff that really matters like tripling the health of the defoliator ship was not consistently left out of patch notes. Or the massive nerf that was given to charge lances, turrets and so many other things that are incredibly important from a gameplay perspective that the player has to learn about them the hard way.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: carbon on March 30, 2020, 10:50:11 PM
Quote from: 1.1.2587 notes– Increase health of mech problem causers.

Defoliator ship is a mech problem causer. So that at least was definitely mentioned.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: LakeWobegon on March 30, 2020, 11:31:05 PM
For all I know they could have increased the health of the mortars as those have the same denomination. It would have been nice to know exactly what was done wrt the example I gave. Instead  I learned the hard way after spending 50 shells trying to kill the thing only to give up since the mortars are so incredibly accurate (that is why shells needed their blast radius reduced so that we only hit a target if we are incredibly lucky) . Its absolutely ridiculous that I may have to spend 2500k steel and 1.5k chemfuel to destroy a problem causer. 
Do you want ppl to use moratairs and turrets or do you want to turn them into false choices? False choices are not very good for strategy games that want to be/remain good.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: Prologue on March 31, 2020, 06:00:19 AM
Quote from: LakeWobegon on March 30, 2020, 11:31:05 PM
Instead  I learned the hard way after spending 50 shells trying to kill the thing only to give up since the mortars are so incredibly accurate (that is why shells needed their blast radius reduced so that we only hit a target if we are incredibly lucky) . Its absolutely ridiculous that I may have to spend 2500k steel and 1.5k chemfuel to destroy a problem causer.

https://steamcommunity.com/sharedfiles/filedetails/?id=2034585850&searchtext=mortar

This mod will help balancing mortars.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: RicRider on March 31, 2020, 09:47:10 AM
-- We no longer show mood thought bubbles for unimportant pawn (e.g. spamming them on raiders during battles).

This change here I don't like. It always made me laugh when they chat while attacking and would encourage me to check and see what they're chatting about. Brought a whole other dimension to the raiders instead of being 'unimportant' as you've described in the change.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: Tynan on March 31, 2020, 10:37:45 AM
Quote from: LakeWobegon on March 30, 2020, 08:57:58 PM
I wish stuff that really matters like tripling the health of the defoliator ship was not consistently left out of patch notes. Or the massive nerf that was given to charge lances, turrets and so many other things that are incredibly important from a gameplay perspective that the player has to learn about them the hard way.

Charge lances weren't changed, the turret nerf and defoliator changes were mentioned.

Quote from: LakeWobegon on March 30, 2020, 11:31:05 PM
Its absolutely ridiculous that I may have to spend 2500k steel and 1.5k chemfuel to destroy a problem causer. 
Do you want ppl to use moratairs and turrets or do you want to turn them into false choices? False choices are not very good for strategy games that want to be/remain good.

The normal way to defeat that is to go out and fight it directly using any of a wide variety of tactics that are available. If you want to stay home and do it from the base, the mortars provide that option; it's an option with huge upsides (zero risk, zero skill required) which are matched by its downsides (large economic cost).

Basically this was a strategy that was very OP before, thus wiping away the rest of the game's strategic depth by providing the same dull solution to problems over and over. Now it's not as OP (I hope), which means those other strategies are optimal in many cases. We're still in that transitional phase where people are doing the same old strategy as before and being shocked that the results aren't the same, but as people adjust to the new situation I hope we'll see richer metagame of different strategies appear besides "mortar it to death every time".

If the game is too difficult overall, a good option is simply to lower the difficulty level to whatever level you enjoy, which may not the the level that is specifically and explicitly designed to be unfairly difficult and brutal.

Quote from: RicRider on March 31, 2020, 09:47:10 AM
-- We no longer show mood thought bubbles for unimportant pawn (e.g. spamming them on raiders during battles).

This change here I don't like. It always made me laugh when they chat while attacking and would encourage me to check and see what they're chatting about. Brought a whole other dimension to the raiders instead of being 'unimportant' as you've described in the change.

Chat bubbles and mood bubbles aren't the same thing.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: RicRider on March 31, 2020, 11:13:18 AM
Quote from: Tynan on March 31, 2020, 10:37:45 AM

Chat bubbles and mood bubbles aren't the same thing.

I'm glad that I mixed those up and I'm glad chat bubbles are left alone for raiders but I don't like mood bubbles being removed either even though I'm less annoyed by that than I would have been if you removed chat bubbles from raiders.

Do you get my point though? My point was that if you think something is 'spam', put an option for the 'spam conscious' player instead of changing it. Some people like the immersion!
Title: Re: Blog post: Update 1.1.2589 adds shuttle pads and more
Post by: Tynan on March 31, 2020, 11:26:13 AM
Well they still get the same moods as before; it was just really spammy to see duplicated red mood bubbles on all of them over and over whenever any one died. It's just a little visual change, I hope stories won't be affected.
Title: Re: Blog post: Update 1.1.2589 adds shuttle pads and more
Post by: RicRider on March 31, 2020, 11:59:17 AM
You're right, this is a pretty cosmetic change. I don't care about it as much as I'm making out.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: LakeWobegon on March 31, 2020, 02:17:31 PM
Quote from: Tynan on March 31, 2020, 10:37:45 AM
Charge lances weren't changed, the turret nerf and defoliator changes were mentioned.
Unless I am missing something charge lances range went from 37 to 30 and its long range accuracy dropped by 5%. Generally speaking all turrets damage/penetration were decreased by up 50% and the cost to rearm them was also increased by at least 50% and I saw nothing mentioning this when 1.1 was available. The only thin I saw wrt turrets was "placing turrets now show their min and max range" and a range change for the mini turret a few patches later.
Quote from: Tynan on March 31, 2020, 10:37:45 AM
The normal way to defeat that is to go out and fight it directly using any of a wide variety of tactics that are available. If you want to stay home and do it from the base, the mortars provide that option; it's an option with huge upsides (zero risk, zero skill required) which are matched by its downsides (large economic cost).
No that is the way you want us to play, you are railroading the game into one way of playing either players like it or not. You brought the mortars one step closer to being a false choice, if you persist in that path you will eradicate the only non-tedious way to deal with problem causers. Its like the traps and most turrets they are so bloody devastating from an economic POV that no one in their right mind will use them.
For example already in 1.0 you could remove the uranium slug turret from the game (at merciless difficulty ) that no one competent at the game would bitch about it because they could not use them anyway. With the huge turret nerf the only one that can still be used at merciless is the mini-turret, I am looking forward to the next change that will effectively remove them from the game.
Merciless should be about stronger and smarter raids instead of effectively removing parts of the game and making it as tedious and annoying as possible.
Quote from: Tynan on March 31, 2020, 10:37:45 AM
Basically this was a strategy that was very OP before, thus wiping away the rest of the game's strategic depth by providing the same dull solution to problems over and over. Now it's not as OP (I hope), which means those other strategies are optimal in many cases.
I never used mortars to destroy ships before, I only started using them when 1.1 came out due to ships health reduction that made mortars an economically viable option. I used a brutally effective method (that still works today) but it is also brutally tedious to put in practice.  I loved low health ships because mortars became an option therefore making the game less tedious for me.

Quote from: Tynan on March 31, 2020, 10:37:45 AM
We're still in that transitional phase where people are doing the same old strategy as before and being shocked that the results aren't the same, but as people adjust to the new situation I hope we'll see richer metagame of different strategies appear besides "mortar it to death every time".

Like I said before I never used mortars against ships before so that really does not apply to me.

Quote from: Tynan on March 31, 2020, 10:37:45 AM
If the game is too difficult overall, a good option is simply to lower the difficulty level to whatever level you enjoy, which may not the level that is specifically and explicitly designed to be unfairly difficult and brutal.
My comments are not related with difficulty, they are made from a strategy POV. Put yourself in the shoes of someone who figured out how to survive naked brutality on a map that can reach -76 Celsius. I want extreme challenge but not at the expense of strategic depth that on top of it also makes it more tedious.
Title: Re: Blog post: Update 1.1.2587 adds shuttle pads and more
Post by: carbon on March 31, 2020, 03:45:54 PM
Quote from: LakeWobegon
Unless I am missing something charge lances range went from 37 to 30 and its long range accuracy dropped by 5%.

Charge lance range got nerfed when 1.1 first came out. You've just never noticed the change until now, apparently.

----

Quote from: LakeWobegonNo that is the way you want us to play [mech clusters]

Tynan and company have been pretty transparent from the very beginning that the mech clusters are intended to make the player play more offensively.

Quote from: https://rimworldgame.com/royalty/Mech clusters always appear in an initially dormant state. The player can take the time to decide and execute a plan of attack. This puts the player on the offensive, which contrasts with the defense-oriented fights in the base game.

You won't ever see defense-oriented mech clusters, because the day 1 advertising for them explicitly states they aren't supposed to be defense-oriented. Forcing you to go out and engage them with your troops is the role they play in the game. That's why they exist.

If you really don't like them, you can turn them off in the scenario editor, but it's incredibly unlikely you'll ever see them become defense-friendly.
Title: Re: Blog post: Update 1.1.2589 adds shuttle pads and more
Post by: Canute on March 31, 2020, 04:55:36 PM
And if you don't like that way, there are mod that give you more accurate mortars or other long range weapons i think RimAtomics got some.
Title: Re: Blog post: Update 1.1.2589 adds shuttle pads and more
Post by: harpo99999 on April 01, 2020, 01:24:37 AM
any chance of a sendowl count reset?
Title: Re: Blog post: Update 1.1.2589 adds shuttle pads and more
Post by: Canute on April 01, 2020, 03:19:18 AM
Send an email at the support angel Michael [email protected], so he can reset it.
Title: Re: Blog post: Update 1.1.2589 adds shuttle pads and more
Post by: RicRider on April 01, 2020, 11:49:13 AM
Quote from: Tynan on March 31, 2020, 11:26:13 AM
Well they still get the same moods as before; it was just really spammy to see duplicated red mood bubbles on all of them over and over whenever any one died. It's just a little visual change, I hope stories won't be affected.

I didn't want to come back to this topic but couldn't help but think of it as I was watching a YouTuber clean up a battlefield. In this segment you can see that he notices the raider bleeding out as soon as the red mood bubble appears. I imagine not many players will play RimWorld with that many bodies to clean up so it's still not important but still interesting to me at least.

https://www.youtube.com/watch?v=xL8vptMZA0k&list=PLHqSuWJSw8SCUaprcaXbtw31Am3ZNfsOz&index=91 (https://www.youtube.com/watch?v=xL8vptMZA0k&list=PLHqSuWJSw8SCUaprcaXbtw31Am3ZNfsOz&index=91)