Death by a Thousand Cuts
Storyteller: Cassandra
Difficulty: Merciless
Scenario: Naked Brutality
Biome/hilliness: Arid Shrubland
Commitment mode: No, though I play in that style
Current colony age (days): ~20
Hours played in the last 2 days: ~8
Complete mod list: None
Just as things were getting stabilized a camel went mad. Zippy got off a few shots with her poor quality bow, but due to inexperience with the new door changes the camel muscled its way indoors. As I watched in horror, the camel bit Zippy in the shoulder, downing her. About 8 hours before she was going to bleed to death, Zippy gets up! She's at zero mood, but there's plenty of time for her to eat some berries from the floor and tend herself, right? Not quite... she gets food poisoning from the berries, vomits throughout her self treatment, and finally goes berserk. In her haze of camel bite and food poisoning induced rage, she attacks the 4 remaining chickens that joined the colony about a week prior (she'd been slowly slaughtering them as they starved to death in the corner). While Zippy is able to take out a couple chickens, she takes about 15 scratches and goes back down. Killed by her own chickens.
The Man in Black
Storyteller: Cassandra
Difficulty: Merciless
Scenario: Crashlanded
Biome/hilliness: Temperate Forest
Commitment mode: No, though I play in that style
Current colony age (days): ~40
Hours played in the last 2 days: ~8
Complete mod list: None
Nothing noteworthy early game -- I put up a few nice bedrooms and storage/dining rooms with about 2/3 of the storage built out of stone, but the freezer is still wood. Two of my colonists decided to get married, then immediately break up (seriously, the notifications came in at the exact same time: Propsal Accepted! Breakup!).
Of course immediately after I deconstruct the wooden freezer walls to upgrade them I get a raid with a molotov guy. My defenses are in shambles, and the raid goes about how you would expect -- the molotov guy lights the freezer on fire, as well as a bedroom, as well as all three of my colonists at various points. Finally we drive off the raid (with no deaths), but one of my two doctors can't move, and everyone is wounded. By the time I get the fires put out, everyone has infections. I'm able to get 2 of the three of infections treated before my doctor goes catatonic. So I've got one guy infected in such a way that he can't move, another infected and now catatonic, and a third infected who refuses to doctor at all. Infection lock -> certain death.
But no! A Man in Black appears to rescue me. He's even got good medical. Of course, he wants to change into the dogskin shirt that by some miracle didn't burn up in my storage room before treating anyone, but beggars can't be choosers. If my rescuer wants to change his shirt, let him. That being said, he isn't able to save anyone except the jerk who wont doctor, so really he's just the burial crew.
The Man in Black is kinda weird: his "sex" is "Man in Black." I assume there is a "Woman in Black" and that they suffer from psychic drones as appropriate. Just kinda a funny way to note the "in Black" origin. I was expecting it in the Backstory, but my Man in Black looks like a random wanderer.
I'm planning to keep going with this colony of now two; we'll see how it ends.
Initial Thoughts on New Door Behavior
Random notes from recent playthroughs
Storyteller: Cassandra
Difficulty: Merciless
Scenario: Naked Brutality
Biome/hilliness: Arid Shrubland
Commitment mode: No, though I play in that style
Current colony age (days): ~20
Hours played in the last 2 days: ~8
Complete mod list: None
Just as things were getting stabilized a camel went mad. Zippy got off a few shots with her poor quality bow, but due to inexperience with the new door changes the camel muscled its way indoors. As I watched in horror, the camel bit Zippy in the shoulder, downing her. About 8 hours before she was going to bleed to death, Zippy gets up! She's at zero mood, but there's plenty of time for her to eat some berries from the floor and tend herself, right? Not quite... she gets food poisoning from the berries, vomits throughout her self treatment, and finally goes berserk. In her haze of camel bite and food poisoning induced rage, she attacks the 4 remaining chickens that joined the colony about a week prior (she'd been slowly slaughtering them as they starved to death in the corner). While Zippy is able to take out a couple chickens, she takes about 15 scratches and goes back down. Killed by her own chickens.
The Man in Black
Storyteller: Cassandra
Difficulty: Merciless
Scenario: Crashlanded
Biome/hilliness: Temperate Forest
Commitment mode: No, though I play in that style
Current colony age (days): ~40
Hours played in the last 2 days: ~8
Complete mod list: None
Nothing noteworthy early game -- I put up a few nice bedrooms and storage/dining rooms with about 2/3 of the storage built out of stone, but the freezer is still wood. Two of my colonists decided to get married, then immediately break up (seriously, the notifications came in at the exact same time: Propsal Accepted! Breakup!).
Of course immediately after I deconstruct the wooden freezer walls to upgrade them I get a raid with a molotov guy. My defenses are in shambles, and the raid goes about how you would expect -- the molotov guy lights the freezer on fire, as well as a bedroom, as well as all three of my colonists at various points. Finally we drive off the raid (with no deaths), but one of my two doctors can't move, and everyone is wounded. By the time I get the fires put out, everyone has infections. I'm able to get 2 of the three of infections treated before my doctor goes catatonic. So I've got one guy infected in such a way that he can't move, another infected and now catatonic, and a third infected who refuses to doctor at all. Infection lock -> certain death.
But no! A Man in Black appears to rescue me. He's even got good medical. Of course, he wants to change into the dogskin shirt that by some miracle didn't burn up in my storage room before treating anyone, but beggars can't be choosers. If my rescuer wants to change his shirt, let him. That being said, he isn't able to save anyone except the jerk who wont doctor, so really he's just the burial crew.
The Man in Black is kinda weird: his "sex" is "Man in Black." I assume there is a "Woman in Black" and that they suffer from psychic drones as appropriate. Just kinda a funny way to note the "in Black" origin. I was expecting it in the Backstory, but my Man in Black looks like a random wanderer.
I'm planning to keep going with this colony of now two; we'll see how it ends.
Initial Thoughts on New Door Behavior
- Theorycrafting: I want to like this b/c it's realistic, but I think I'm gonna hate it. A wall + doors used to be the best defense in rimworld. Now, not so much.
- First death: Died to a gazelle on day 4. The shame.
- Resurrect with dev mode and spawn a bunch of single person raids/animal insanity to try things out: Well, it's probably okay mid/late game where I can use the new behavior to lure a couple raiders inside a killbox trap (since raiders don't hold doors open). Early game is much harder.
- Further attempts: I'm not sure. I kinda like the idea, but the execution leaves something to be desired. I think my main issue is that it used to be possible to recover from a mistake during micro on early raids (taking a hit from club man or whatever), now if I make a mistake the raiders/mad animals are in the base and it's likely GG. I'm sure I'll get better as I get used to how early I need to retreat now, but... meh.
- Early naked brutality is now much harder:
- one mistake in micro and raiders are in the base. (I know, git gud)
- one mistake in micro and ranged units are pretty much dead vs a melee unit. (I know, git gud)
- no longer safe to put anything outside by a door. A raider attacking a bench near a door is close enough to follow you back inside if you open the door. This doesn't seem terrible, just an adjustment.
- single mad animal events are much harder
- most animals are faster than humans now. Previously this meant you had to have an outbuilding to retreat into at a reasonable distance. Now you pretty much have to be inside all the time to be safe, since animals will always catch up and you can no longer shut doors in their faces.
- the animal AI around small buildings will often run around the corner. Peeking out to shoot frequently now means the animal gets inside. Previously, you could frequently get one shot at an animal as it came around a corner, then retreat. Now, taking almost any shot is suicide. Note: this is only really bad when you have a small building, as the animal will circle the building, staying close to the walls. Probably a non-issue later in the game, but early game this is painful.
- A short bow can fire one shot at an animal before you must retreat due to its short range/animal speed.
- A pawn outside the base is no longer even remotely safe, even if you have built outbuildings (see mad animal notes above).
- there are no longer "close calls" for anything chasing your pawn. Either you are obviously safe, or you're dead. (I know, git gud)
- A single melee hit on a pawn now ensures that raiders will enter the base. This is due to the interaction with various melee and door changes in 1.0 (slow down on melee hit + raiders entering doors means a pawn cannot ever get away if they get melee hit once)
Random notes from recent playthroughs
- I saw a 10 person siege, with 10 sniper rifles.
- Tried to fulfill a trade caravan for 8 normal jackets with a couple tainted (normal quality) jackets. Did not work -- which seems right to me, except nowhere in the UI does it explain why I can't fulfill the trade. It just gives me a message about needing 8 normal jackets, while I'm literally looking at a list of 8 normal jackets in the Items menu. I'd recommend changing the wording of the event to say something like "they want 8 non-tainted jackets."
- Incapable of violent pawn went berserk
- I saw a Tough Wimp in the pawn selection screen
- I keep forgetting where "smooth surface" is. I expect it to be in the structure menu, since it applies to walls now. It's also kinda a painful tool to use since (1) I can't just drag it quickly for floors now - I have to carefully drag to make sure it doesn't apply to the walls by the floor, and, (2) You can't smooth corners of rooms, which means it's frequently useless as a wall if I want to put power lines around a room. It would be great if the pawns could build the corner pieces of smooth just like normal walls (a great recent addition)
- A quick build button for transport pods on the UI when a transpod launcher is selected would be nice
- Greedy for impressive bedroom --> Run Wild. She's so fed up with not having a nice bedroom she decided to live without one entirely.

