Playtest going well, should get this baby released either tomorrow or day after. Unfortunately, I decided to playtest with randy, and I can't tell if the current 3 season lull is a bug in the math or just randy being randy... so I'm going to have to playtest a bunch further or add a bunch of logs.
Some things I noticed that will be addressed post-release:
-Shooting mechanics close up should get a multiplier of 200%.
-Laying down should be 20%->50%
-Small size 50%->70%
-Rain 50->80%
-Keep fog at 50% I think?
-Disease needs a rework. Going to add variability, remove penox altogether, lower average strength
-No turret runs suffer from what I'd call "tedious raid fatigue" Going to eliminate singular manhunters past season 1.
-Mid-game raids could use a small catastrophe chance element as well to keep people on their toes, it's a bit uninteresting to constantly think "oh I'll just barely win this".
And a comment: Holy hell tribals are scary without turrets :O
Edit: more playtest thoughts.
-Midgame raids are pretty weak if you're gearing up well with high tier stuff. I don't think this is a terrible thing, since gearing up to the kevlar + rifle level is a harder in this mod, but it's pretty noticeable. Probably going to eliminate pawn influence on raids, and slightly increase tick influence.
-Easy access to trade does pose a problem: Lots of easy access to one-off nukes. This is making the late midgame too easy as I can pretty much buy nuke after nuke and blow everything to smithereens. Not easy to balance with prices, as it could make selling dropped ones too good to sell. Considering making these artifacts go the way of the heavy charge blaster and inferno cannon. Only used against you.
I think I'll need to patch this in before release, so I'm going to assume this is how it is as I move forward. If you want explosives there's always frags. This will make mechanoids terrifying, but that's probably a good thing.
-Also a trader issue, easy access to weapons and gear in general is making the implemented high tier rooming pointless. Why make an earth shattering dining room when you've got a seller actually selling hyperweave? My thoughts here are to play around with the expectations thoughts so that late game gets increasingly tougher to stay sane. Less vital for release, probably a post-release thing. Ideally, change expectations to be time-based so you aren't getting less mood with the things you're using to combat it.
-Probably going to have to also test a hard biome too. Lack of turrets and traps, but more traders, probably has more of an impact on places where you can get less money.
-I'm actually building silver flooring which is good, but it's probably just because I have no artist. Possibly working as intended.
-Probably going to start rich explorer with many many more components (triple digit), allowing an option for those who want to play with turrets as a crutch. It would mean getting stuck with subpar colonists in the long term, but perhaps this is a good balance.
Looks like the raid size thing was just randy being weird. Got a massive mechanoid army on day 80.
Some things I noticed that will be addressed post-release:
-Shooting mechanics close up should get a multiplier of 200%.
-Laying down should be 20%->50%
-Small size 50%->70%
-Rain 50->80%
-Keep fog at 50% I think?
-Disease needs a rework. Going to add variability, remove penox altogether, lower average strength
-No turret runs suffer from what I'd call "tedious raid fatigue" Going to eliminate singular manhunters past season 1.
-Mid-game raids could use a small catastrophe chance element as well to keep people on their toes, it's a bit uninteresting to constantly think "oh I'll just barely win this".
And a comment: Holy hell tribals are scary without turrets :O
Edit: more playtest thoughts.
-Midgame raids are pretty weak if you're gearing up well with high tier stuff. I don't think this is a terrible thing, since gearing up to the kevlar + rifle level is a harder in this mod, but it's pretty noticeable. Probably going to eliminate pawn influence on raids, and slightly increase tick influence.
-Easy access to trade does pose a problem: Lots of easy access to one-off nukes. This is making the late midgame too easy as I can pretty much buy nuke after nuke and blow everything to smithereens. Not easy to balance with prices, as it could make selling dropped ones too good to sell. Considering making these artifacts go the way of the heavy charge blaster and inferno cannon. Only used against you.
I think I'll need to patch this in before release, so I'm going to assume this is how it is as I move forward. If you want explosives there's always frags. This will make mechanoids terrifying, but that's probably a good thing.
-Also a trader issue, easy access to weapons and gear in general is making the implemented high tier rooming pointless. Why make an earth shattering dining room when you've got a seller actually selling hyperweave? My thoughts here are to play around with the expectations thoughts so that late game gets increasingly tougher to stay sane. Less vital for release, probably a post-release thing. Ideally, change expectations to be time-based so you aren't getting less mood with the things you're using to combat it.
-Probably going to have to also test a hard biome too. Lack of turrets and traps, but more traders, probably has more of an impact on places where you can get less money.
-I'm actually building silver flooring which is good, but it's probably just because I have no artist. Possibly working as intended.
-Probably going to start rich explorer with many many more components (triple digit), allowing an option for those who want to play with turrets as a crutch. It would mean getting stuck with subpar colonists in the long term, but perhaps this is a good balance.
Looks like the raid size thing was just randy being weird. Got a massive mechanoid army on day 80.
You can replace coffee with soda or tea or whatever, but suddenly stop caffeine and you'll notice for weeks/months/years.