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Messages - Panzer

#61
General Discussion / Re: Randy is bit broken?
June 13, 2017, 03:45:00 PM
Yeah if you want more steadiness with added challenge, try the scenario editor, I play with randy intense and a raid every 6 days. You can get utterly annihilated but it makes for interesting games, out of 6 games in extreme desert 2 were successful.
After 2 years the storyteller usually slows down and it gets a bit boring, still wondering if thats a bug or feature, like you re meant to start exploring the map at that point.

What I dont like about randy though is his ability to fire day 1 events, I got day 1 gut worms, and a day 2 heatwave, thats a bit much sometimes.
#62
Well, if you have leather or devilstrand, you obviously dont need cotton. Thats just in case you dont have access to either one. Muffalo are pretty beast by the way, 10 blunt damage is pretty good and they can tank a lot.
#63
Try to get some jade and make clubs out of it. A superior jade club deals 22 dmg, thats pretty brutal. Mechs seem to be more susceptible to blunt damage. I also like plasteel gladii more than the longswords, they deal less damage but at greater speed, and cost half of what a longsword costs.
#64
Check the "i" of your pawns, everything is listed there. Mechanoid operation success chance is based on the crafting skill now, a lvl 10 crafter has around 96% chance to be successful.
#65
So, I have been playing quite a bit to give some more feedback. I played 3 colonies with randy random on intense difficulty, 2 short lived ones and one very successful one, about 3 years.

Concerning the storyteller, after 2 years playtime it seems like you dont get as many events as in the first 2 years and thats a bit boring, I added a raid every 6 days for that reason. Randy also seems to be able to fire events at day 1, which I am not a fan of, I got day 1 gut worms as well as a day 2 heat wave that caught me by surprise and ended a run.

The roads and rivers are a really nice addition, roads are super useful and rivers are nice to look at, they dont serve any other purpose right now ;D The water graphics are more subtle now and less distracting.

I like the changes to the skills, low skilled and high skilled work is very noticeable now, as well with shooting, high skilled pawns are very accurate.
I feel like the melee skill dodge chance could be increased a bit more, it is barely noticeable and once your pawn gets hit in the leg it is over with dodging anyways. Melee skill gain could also be increased more, before personal shields melee is tricky to use and I rarely use it, maybe an ambush style to bind enemy shooters. After personal shields melee becomes more viable, but it is still very hard to level someone past lvl 12-13 or keep a high lvl melee fighter at his level.

The changes to the health system are nice, the impact of conciousness on everything and vice versa is pretty cool, also the information listing is better and more clear. Infections are very manageable except for liver or kidney infection, those are a death sentence and require amputation or a new part.
Due to the increased accuracy and increased body part coverage for certain parts, my pawns lose way more extremities, but it doesnt seem to impact their performance as much as before, which is nice.

Economy is way slower now, I cant amass huge piles of silver before year 3 anymore, Bionics/replacement body parts are rare and highly sought after. The Caravan requests, stashes etc... are a really awesome addition, those quests give you a goal to work towards and make gameplay less stale once you re established. They re also my main income source ^^

As others have noticed before, crafting stuff is confusing, blocks award construction xp, drugs give intellectual xp, what levels crafting now apart from tailoring/smithing? New players may get even more confused. The renaming of helmets was a very good idea by the way, very straight forward now. The new chain shotgun looks scary at first but is outperformed by the heavy smg in my opinion, the accuracy is way too low even for 3 shots.

Next up is fighting, tribals arent as scary anymore, but raiders became more scary. Surviving against the raids in the beginning is a real task now, raids are the scariest around the end of year 1 for me, when I have around 7 people and start to get some wealth going but am not very well equipped. Is there a limit to raider addictions by the way or is it completely rng? I had a 11 raiders vs 7 colonists fight, 5 of the raiders were addicts, 3 to go juice and one each to yayo and flake. Needless to say the raiders wiped the floor with me and ended my colony, they just didnt want to die and were too well equipped. Late game raids are kind of trivial though, once the launcher raiders are out of the way the fights are almost too easy, I could do with a bit more raiders. Sapper AI is still a bit stupid compared to the other raid types, I was able to pick them off one by one without getting hurt while they were mining, it would be cool if one quarter stays with the miner and the rest assaults your colonists in such cases.
The new mortars are a bit too accurate for my tastes, 2-3 mortars are enough to soften or destroy waiting raids and annihilate sieges completely, they may be part of the reason why late game raids are so trivial. The shells are more difficult to make but are still pretty cheap if you buy them, traders should charge more or carry less in my opinion. Concerning sieges, they are kind of trivial if you have mortars or super deadly if you dont and are not holed up in a mountain.

Insects are scary now and require a bit of planning before taking them on, I like them the way they are now ;D

Mech centipedes could use some love, they get downed way too easily, probably due to the new health system. Ship parts can be cheesed with 2 pawns, one shoots the ship and when the mechs give chase, a 2nd hidden pawn approaches the ship and keeps knocking on the hull, resulting in the mechs giving endless chase and assaulting your colony.

All in all A17 is a great update though, the bug fixes are super appreciated, stuff like worker override and the bill pause are really useful features, and I always appreciate the little details like the exact birth dates, ashes and burnt trees after a fire, or corpse bile, ew! ;D
Keep up the great work, devs!
#66
Quote from: dershamc903 on June 06, 2017, 06:24:39 PM
Does anyone know if you kill all the bases for a Faction if Faction raids from that Faction stop happening?

If you destroy all the faction bases, you wipe that faction off the map, see the attached screenshot. It is also noted in the faction tab in the world map.

[attachment deleted by admin due to age]
#67
What kind of letter do you get when your tailor bench explodes? A yellow "zzzzt" one or a red one?

Yellow means battery discharge and thats just bad luck, the red one means it isnt protected from rain. In the bottom right corner, below the pause button there is another button that looks like a little house, click it to make roofs visible. If the area over your bench is green it means it is covered by roof.
#68
Yeah I had the same experience, its a bit of an all or nothing gun, deal high damage or none at all. I found heavy smgs and charge rifles to be more reliable, even in close range combat. Will give it another try though, lets see what happens if I have a lot of people using it.
#69
General Discussion / Re: Ambrosia
June 02, 2017, 04:09:34 AM
Hehe, nice ;D I really like Ambrosia, kind of a super drug for me. Takes half a year to spoil, +5 mood and 50% joy, really good for pissed off caravans.
Addiction isnt really a problem, you dont get punished even with massive tolerance, and the -10 mood of withdrawal is absolutely manageable.
#70
There is, you can amputate extremities and more or less redundant organs (lungs, kidneys). Kidney infection e.g. is something a colonist usually doesnt survive and therefore should be amputated.

Some body parts cant be amputated though, head and torso being some of them, for obvious reasons ;D
#71
Infection is split into 4 stages, minor, major at 33%, extreme at 78% and extreme past 87%. Each stage has a set list of debuffs that get applied to the infected body part.
From what I can gather medical tends only slow the infection progress down, immunity speed progress is the same regardless of tend quality or a tend happening, it is only modified by the bed type you re using, colonist age, liver and kidney state and whether you re fed or not.
#72
Yep, damage dealt to a body part reduces efficiency, and efficiency is a representation of body part hp. An adult torso has 40hp, but since it was a 15 yo child the torso only has 36hp. 25/36hp means the torso had only 69,44% efficiency, then the infection went extreme and applied -70% efficiency, killing your colonist :P

Should ve used some of that medicine instead of treating without ;)

EDIT: Yeah without harsh rounding the torso would have 25,22hp left, which means 70,06% efficiency. Math killed the colonist ;D
#73
General Discussion / Re: Mortars are awesome now
May 30, 2017, 04:46:37 PM
Definitely scary. In the old days I needed like 6 mortars to reliably soften raids, now I can do the same with 2. Sieges usually lose too much men before they can set up their mortars, waiting raids lose around 1/4 of their force and attack with quite a few injured people, so yeah, having mortars pays off.
#74
General Discussion / Re: A17 Caravans and Joy
May 30, 2017, 02:33:03 PM
Not significant? Both provide 80% joy, it doesnt get any better, on top of a +15/+35 mood bonus. The only drawback with yayo is the 10% addictiveness.
The slowdown with smokeweed is true though, a healthy pawn with 100% movement will move 60% after smoking. The best would probably be beer, you get 17% joy and a +8 mood bonus, with the -5 from joy deprived you get +3 mood, only 1% addictive, feel 10% less pain and get a slight manipulation malus of 2%. Beer though weighs 0,3kg per bottle as opposed to the 0,05kg of smokeweed or yayo...

In summary, pack some drugs or be prepared to waste some time on joy til the devs come up with something better ;D
#75
I dont know what you mean, I see 3 coolers in the picture and they re set up correctly, blue side on the inside, red side outside. If the red side leads into a closed room you will have heat build up there, and if it gets too high, the cooler efficiency drops until it cant cool anymore.