I've been playing a campaign in Phoebe extra hard in 1.01950 and 51 versions (no problem with saved games when it was updated to 51), and I now I am at the first year of campaign, in Aprimay season.
- I like how treatment of injured pawns work now. You have enough time to treat them.
- I like the difficulty progression of raids. I suffered injuries in all of them. I had some interesting and different raids:
- the first against 5 nude melee enemies,
- the second against 6 hard techno pirates with pump shotguns, flag grenades. In this case I lost my 2 dogs that they joined to the colony and were trained previously. When surviving enemies tried to flee, all my pawns except the hunter were hurt. One enemy fled capturing my researcher, but when he was on the border of the map, my hunter shot him from the distante with her bolt-action rifle and killed him (yeeeeeah), rescuing the colony researcher
- the third against 7-8 tribal enemies with long bows and spears. Long bow men were hard to beat because they got cover from far trees I couldn't clear before.
- the fourth against 12 manhunter wolves.
- the fifth against a poison ship with 3 scyters and 1 lancer. (Now I have plasteel enough to continue researching )
- I suffered a cold snap, it was during the current Aprimay season. In all alphas and versions I played, I never have suffered a cold snap in Winter, when it can hurt more.
- It's a bit annoying for pawns that are sleeping or recovering from injuries, when caravan members from another factions enter with their animals into their rooms. Foreign caravans should stay outside the colony perimeter.
- With only 7 pawn in one year, I see difficult and risky to venture outside my colony in order to accomplish missions. No interaction with other factions.
- I suffered 1 bear attack. My miner was in a tunnel and had no escape and miraculously survived with her pump shotgun. When the bear approached slowly (it received two shots) to melee range, my miner hit it and stun it, giving enough time to the tailor to reach the mine and shot the bear from the back and kill it. The miner survived with 2 serious wounds. I like wild animals agressivity vs pawns and domesticated animals.
- I like the necessity of researching solar panels at the beginning of campaign.
- Mind problems work better now than in other alphas: In previous alphas, it was difficult to see a mental break in pawns that were at risk of suffer it. Now, if a pawn's mood is below a threshold, you must be careful. I suffered in this campaign 2 food binges, 3 dazes and and one pawn insulting another jeje.
- I see that my animals don't move to farther areas where an animal died in order to feed. I expand the animal area but they don't move even if they are starving. In previous alphas I remember they move without restrictions.
- In dry thunderstorms, I must expand home area anytime a fire starts and this is boring.
This is a solid version and Rimworld is a great game. Anytime you play is like watching a movie.
- I like how treatment of injured pawns work now. You have enough time to treat them.
- I like the difficulty progression of raids. I suffered injuries in all of them. I had some interesting and different raids:
- the first against 5 nude melee enemies,
- the second against 6 hard techno pirates with pump shotguns, flag grenades. In this case I lost my 2 dogs that they joined to the colony and were trained previously. When surviving enemies tried to flee, all my pawns except the hunter were hurt. One enemy fled capturing my researcher, but when he was on the border of the map, my hunter shot him from the distante with her bolt-action rifle and killed him (yeeeeeah), rescuing the colony researcher
- the third against 7-8 tribal enemies with long bows and spears. Long bow men were hard to beat because they got cover from far trees I couldn't clear before.
- the fourth against 12 manhunter wolves.
- the fifth against a poison ship with 3 scyters and 1 lancer. (Now I have plasteel enough to continue researching )
- I suffered a cold snap, it was during the current Aprimay season. In all alphas and versions I played, I never have suffered a cold snap in Winter, when it can hurt more.
- It's a bit annoying for pawns that are sleeping or recovering from injuries, when caravan members from another factions enter with their animals into their rooms. Foreign caravans should stay outside the colony perimeter.
- With only 7 pawn in one year, I see difficult and risky to venture outside my colony in order to accomplish missions. No interaction with other factions.
- I suffered 1 bear attack. My miner was in a tunnel and had no escape and miraculously survived with her pump shotgun. When the bear approached slowly (it received two shots) to melee range, my miner hit it and stun it, giving enough time to the tailor to reach the mine and shot the bear from the back and kill it. The miner survived with 2 serious wounds. I like wild animals agressivity vs pawns and domesticated animals.
- I like the necessity of researching solar panels at the beginning of campaign.
- Mind problems work better now than in other alphas: In previous alphas, it was difficult to see a mental break in pawns that were at risk of suffer it. Now, if a pawn's mood is below a threshold, you must be careful. I suffered in this campaign 2 food binges, 3 dazes and and one pawn insulting another jeje.
- I see that my animals don't move to farther areas where an animal died in order to feed. I expand the animal area but they don't move even if they are starving. In previous alphas I remember they move without restrictions.
- In dry thunderstorms, I must expand home area anytime a fire starts and this is boring.
This is a solid version and Rimworld is a great game. Anytime you play is like watching a movie.