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Messages - Uruk Ragnarsson

#1
Quote from: fritzgryphon on July 17, 2018, 04:29:18 PM
Wow, the adjustment to difficulty in .1967.  The fun points in my save increased by 40% in a week.

Figured I would accept the next chased refugee.  Turned out to be 18 enemies (vs my 10) with good guns, 2 Doomsdays and 1 Triple RL (Cass Medium). With some insanity lances, bionic leg kiting and shield belt dancing I beat it.  Even if most of my guys, and the refugee, died.  My pawns had decent armor and assault rifles, save for 2 who had a bionic eye, arm and leg each, and charge lances.

It was a fun challenge, but it seemed odd to meet a force stronger than your own on medium.  I only fought the raid as an experiment; there's no way this would be worth the risk in serious play. 





edit:  And next day, no kidding, a raid of 8 guys with bolt rifles and machine pistols shows up.  I have 2 pawns that aren't dead or incap.  Fun points is 45 and adaptation is -30.

e.  Made them chase me in circles through my base waiting for incap to get up.  Repelled the raid and captured one.  Yay!

Cue Benny Hill :-)
#2
Quote from: Tynan on July 17, 2018, 03:30:55 AM
New build! Nothing too crazy, mostly balancing. Ison is working on some localization system improvements so he's off the main game development atm.

A lot of bugs and other changes are being held off just because I want to get the balance in place first so there's time to test it.

Raw changelog is below. As always, the changelog is here for reference, but posts in this thread should please revolve around play experiences and ideally state the storyteller/difficulty and include screenshots of the "debug" history graphs.

Thank you to all those who gave feedback! I can't reply to each case but I'm certainly reading them all carefully.

---

Spine can now get permanent injuries.
Adjusted tundra and arid shrubland plant and tree density up. Slightly reduce saguaro cactus wood amount. Made tree sand cactus lifespan much longer. Increased all plants' lifespan.
Prisoners now have expectations the same way colonists do.
Increase "wild man wanders in" incident chance. Textile stuffs now have HP modifiers. For faster plasteel mining, changed mineable from 10,000HP to 8,000HP. Put watermills behind research. Removed waterproofing research. Allow making simple helmet at smithy. Remove friendly chat prisoner interaction mode since it's purposeless and confusing.
Storyteller refinements: -Adjust points per pawn based on wealth. -Adjust adaptation. -Adjust Randy pacing. -Adjust popultion intent curve. -Adjust animal contribution to threat points.
Misc text changes: -Fix typo: "repeated use will produce and addiction" -Fix typo: "Make sure that they get the best medical possible" -Fix spelling: "Commitment mode" -Reload anytime mode tooltip adjustment. -Relabel button: "Choose storyteller" to "Storyteller settings". -Fix: Resistance broken message reverses prisoner and warden. -Wanderer joins letter notes that you can banish sell or kill the joiner if you don't want him, but your people will be disturbed.
TranslationFilesCleaner now handles def injections.
Cleaned up keyed strings formatting.
Refactored MissingInjections() so its def-injections traversal can be reused. Added TranslationFilesCleaner (wip).

Ha - love the Luke reference on the Commitment mode tooltip!
#3
Quote from: Tynan on July 13, 2018, 07:53:43 AM
Wow. That is not the problem I saw. I hope that was fixed too.

It may have been throwing exceptions in the dying code, which would make sense. So the poor thing was unable to die.

Evening.

Firstly, thanks Tynan, I absolutely love the game (my favourite storytelling sandbox) and you've inspired me greatly. My human leather cowboy hat is eternally tipped.

Secondly, I've found a new little bug - Boomalope ran over a deadfall trap, causing it to explode (I had set it up in a chokepoint for any old animal or raider to stumble upon), but when I went to put out the fire it wouldn't let me. Just made a "glitched" sound. My girl can definitely fight fires. Playing a non-modded 1963 build, naked brutality start. Didn't have devmode on originally, but figured I should look at the log to see what was going on.

Know this should probably sit in the bugs section, but seeing as you're playing hot potato with these unstable builds I thought to bring it to your attention here.

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