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Messages - agnar

#1
Yes it is only a visual bug, because healing works correctly if immunity gain is faster than infection gain.

Problem is that you dont know if this is the case until its maybe to late.
#2
Similar Experiance with Sleeping Sickness.

Had a Colonist Contract Sleeping Sickness, gave them Penoxy afterwards. Immunity Value shown in the Health Window was stuck at 65% even after 2-3 Times Tending (and waititme of course). But removing the Penoxyciline with DEV Mode shows the correct value.

-> If Penoxyciline is administerd an Incorrect Immunity Value is shown which is stuck at 65%. i will go back and check if healing from the disease works correctly (value shown is wrong but if colonist wont die and gets healed eventually then only the display value is wrong)

Just tested it on a save with no Mods enabled. Identical behavior.

Edit: After some Testing, once the Immunity exceeds the 65% the correct Immunity Value is shown in the Health Window.
#3
Bugs / Thrumbo herd
December 05, 2017, 10:03:47 AM
I am unsure they should be still in the game, because i remeber Tynan said in the alpha/beta unstable thread that they were removed.
https://ludeon.com/forums/index.php?topic=36208.msg375324#msg375324

Got them twice today.
https://imgur.com/a/5jkVT

Or is Animal migration =/ herd?
#4
Ideas / Re: Your Cheapest Ideas
November 12, 2017, 02:58:30 PM
Whenever smokeleaf is buring (the growing plants), all Colonists in a small radius should get the Stoned on smokeleaf condition.

https://www.youtube.com/watch?v=4Ph4aBjFAcQ

video related
#5
Ideas / Re: Your Cheapest Ideas
November 09, 2017, 01:35:07 PM
Job at Crematorium - Burn corpse with Apparel
#6
Ideas / Trait rebalance
November 07, 2017, 04:19:26 PM
Some traits are more useful than others, which would be fine.

Many traits already provide a bonus but have a drawback simultaniously. (Beautiful for example +40 opionen from others pawns, people will more likely try to romance you and mooddebuffs)

Others like Chemical Interest/fascination provide only drawbacks which very often leads to the pawn becoming a hat/kibble or dying from the consequences of a binge.
Maybe a rebalancing would be appropriate?
Like Chemical Interest/Fascination could have a chance to create Neutroamine while crafting at the druglab with very low chances (2,5%/5%)?
A very small chance but it should be reasonable.

Or Fast walker/jogger could increase the colonists hunger rate a little? Minor but if you have little/no food it could become a Problem.
An hard worker/industrious colonist could get a mooddebuff if he can't work.

On the other hand a pessimist/ depressive colonist could get no moodloss from a dying colonst because, well he kinda expected it and he is happy not to be the dead one ::)

Certain must pick traits should definitly be adapated to encourage diversity in traits. Certain must not pick traits should also be adapted to become more useful so its not a death sentence.
#7
Ideas / Re: Your Cheapest Ideas
November 07, 2017, 04:00:35 PM
Friendly Faction warning you of an incoming raid/sappers with the option to intercept them. Enemy team will be smaller because not all have gatherd. Should be about 1 day of travel away.

You get 3 Days to complete otherwise you get the raid like normal.
#8
If you generate a world in Alpha 17 the roads, rivers and faction bases got randomed every time. Meaning if you found a nice map you could reroll the world (same seed) and maybe get a road/river/faction base near if you wanted.

If you generate a world in Alpha 18 the roads, rivers and factions bases will always be the same. So there is no longer a need to regenerate a world with the same seed.
Is this intended?
I tired this with several seeds in both Alphas to ensure iam not wrong. It is kinda useful are it removes a lot of randomness for the World generation.


Moderator's edit (Calahan) - Moved here from the A18 feedback thread.
#9
What i noticed with those free range bugs (wild hives which don't mine rock) is that they do not respawn or at least i didn't notice it.

I was playing temperate forest and during Winter most of the Megascarabs died to frostbite. Shortly after all the Hive disappeared and its been a year now and there was no respawn ( because if the megascarab dies the hive is kinda doomed).

If you could find a way to make natural hives respawn ( because they dont mine rocks but are still kinda cool/useful) it would be great.

Another thing which is still very noticeible is that sooner or later you only have grass and bushes at the edge of the map. And it cant spread fast enough to the centre of the map. Maybe you could consider giving trees a little chance to spawn grass, if that is possible? It would help to regenerate the Map after a disaster/fire/raid/hunting boom-animals  ;D