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Messages - Skinnay

#1
Luciferium need will kill them eventually. Luci is unique in that if a colonist takes it once they are "addicted" to it for the rest of their lives, and if they go too long without it (I think it's once every 5 days?) they will start going berserk and eventually die.

The upside is that while they're "high" on it, all capacities are enhanced and even brain damage will heal itself. It's powerful stuff as long as you can keep enough around to keep the person alive.
#2
Quote from: Wintersdark on May 13, 2017, 04:59:28 PM

You've still got a good doctor and clean area.  In this case, infection should be a literal non-issue.

Infections are a huge issue even with our modern doctors in our modern hospitals. Why should a rag-tag group of people living in the wilderness be somehow immune to this threat?

I started a new colony on Cass extreme yesterday with the latest build. Infections are ridiculously easy to combat. They're a bit more prevalent than A16, but much less deadly. I saved one guy with no meds at all, just tending without meds. On extreme difficulty.
#3
Interesting choice of shapes to test. I'd be curious to see how a plain square does in comparison, and also a tile count next to each design. It almost looks like E is a better design than D because it has more inside space. Hard to tell. Good work though. 
#4
Quote from: Limdood on May 12, 2017, 02:37:13 PM
Quote from: Skinnay on May 12, 2017, 02:17:56 PM
Quote from: Tynan on May 12, 2017, 01:23:47 PM
Okay, I'm going to address the health balance. Thank you everyone for the info.

Don't go overboard on rebalancing. It's pretty good as it is imo. Those who don't know how to manage a hospital just need to play on "base builder" difficulty or stop their whining.

Or you could notice that about 80% of the posts say "too hard/severe" and 20% say "its fine" and NONE say "too easy"

and realize that games tend to need to strike a balance.  A 50/40/10 split would probably fit the genre and intent of the game, where fantastic micromanagers that place medicine stockpiles next to beds, draft doctors to be waiting to treat the instant a disease is about to need treatment, and surgically implants and removes peg legs ad nauseum on the first prisoner will find the diseases "too easy."  Experienced players will find the diseases just right, and casual/newer players will find them a significant challenge.

Those are all absolutely things you should be doing. I see people posting how they only run on extreme difficulty then complain about infections. Infection rates scale with difficulty level. If you're playing on anything above rough, it makes sense that you should have to utilize every tactic and game mechanic to avoid death, and death is probably going to happen one way or another anyway.
#5
Quote from: Tynan on May 12, 2017, 01:23:47 PM
Okay, I'm going to address the health balance. Thank you everyone for the info.

Don't go overboard on rebalancing. It's pretty good as it is imo. Those who don't know how to manage a hospital just need to play on "base builder" difficulty or stop their whining.
#6
On a balance note - thank you for making fingers and toes less likely to be chopped off. For awhile there it was way too common.

Moderator's edit (Calahan) - Edited this to clean it up as I removed a post that part of this post was replying to. So it would look odd if I did one (removed a post) without doing the other (cleaning up related posts).
#7
I haven't been able to play today's release yet, but thanks for the updates Tynan.

I definitely "felt" the balance changes. Even on Cassandra extreme the infection rates seemed lower and much less deadly if handled properly. Faster rain in response to fire felt too easy now. I didn't notice a huge change in shooting accuracy, but I was never one to sit down and create spreadsheets over pawn stats. With a good shooter (8+ skill) they would hit about the same as always, and with horrible shooters they would still miss with a superior shotgun from one tile away. Maybe I'm missing some subtleties here though.

Played for 8 hours last night and didn't have any of the bugs with room temperature control or pawn region freezing, so thanks for that.
#8
Dude, you are working overtime on this one! Thanks for the quick replies and fixes. Can't wait to test it out.
#9
Quote from: Mihsan on May 05, 2017, 02:54:18 PM
Quote from: Darth Fool on May 05, 2017, 02:36:33 PM
Mihsan and others of you dealing with the changed infection model:  Secondary infections happen later and therefore start after some immunity has already built up.  The secondary infections, therefore, rarely are lethal unless they happen right away.  To deal with the principle infection, you really need to have your infected pawn in a bed (not just a sleeping spot).  The 10% immunity gain is critical, and it only works while they are in the bed.  It is often the difference between immunity at 95% infection and death at 95% immunity.  Damage that diminishes blood filtration combined with an infection is often lethal unless you have shiny glitterworld meds or an ace surgeon with very high medical.

To be clear: my patient died at 62% immunity and he was in the bed (not sleeping spot) all the time.

I'm not having any more trouble than usual with keeping infected pawns alive. Like others have said: keep them in bed the entire time, micro your doctor to treat the infection every time it's available, use the best medicine you can (herbal medicine is everywhere now), and keep your hospital clean.

Yes, infection rates are up drastically from A16, but let's be honest, in A16 they were basically nonexistent. High rates of infection are completely reasonable considering the conditions these guys are living in. I think the new tweaks are fine.
#10
I'm having a lot of trouble with today's update (0.17.1527). Started new tribal runs half a dozen times now, and every time at some point on the first day they will all freeze in place. Hunger and rest are still declining, animals still moving, but all pawns frozen. If I try to give them a right-click task it says "no path."
#11
Thanks for the great update Tynan.

Several times on playthroughs last night I was experiencing issues with controlling indoor temperatures. They were rooms that were labeled as "indoors," had full roof coverage, but were entirely unaffected by attempts to heat the room. The indoor area would have exactly the same temperature as outside, despite campfires, heaters, etc, just as if it was missing a wall section. These were room designs I've used for many versions with no issue. I can share savefiles if it helps.