Just read through all of the changelog but havent tried it out yet as i lack time irl to even play rimworld once in a blue moon. anyway, by far most of the changes are for the better (and there are manyof those, just look at the list). many of them now essentially implemented mods into vanilla which i love because i am generally not a big fan of modding for various reasons (nevertheless i do play with 5-10 mods on at all times).
it takes too long to say all the good things about 1.0, so here are the few negatives i could find or even just doubts that arose while reading through the whole list:
- not happy about what happened to scythers because now it seems i can rush the lancers with infantery or even animals and shoot the now melee-only scythers down from afar. like this they are completely obselete in mid to late game in comparison to centipedes. i'd rather have upped their "worth" in combat, as in so that they dont spawn early on when you cant defend yourself against them properly. but oh well, i havent tried the new mode out so what do i know. maybe in the end essentially nerfing sythers will prove to be perfectly acceptable due to the newly gained value of infantery pawns.
- new traits: i have never quite understood what exactly went through your head (no offence) when you made all of them. i have always paid a special amount of attention to them and backstories and i wonder about your selection of them. there were so many other good ones mentionned in the suggestions topic...anyway, all new traits seem to be good and relevant at least.
- prosthetic hearts seem like a really good thing to add that i have never read about, but what's up with all the archotech? are they just an excuse to give advanced components more of a meaning? i very much liked the idea that a player may never ever lay his hands onto archotech, but now that is has been introduced, what else is to come?
- turrets needing barrel changes, animals in need of retraining, smoothing rock walls (and the prior existance of smooth floorings) and deep drills causing insect attacks all make it look like the only sensible way of starting colonies is in highly mountainous areas where you can start mountain bases for defense and cheap, low-tech beautiful rooms. sure, you get insects in there aswell, but those you can also get around easily with the heater trick. i dont like mountain bases one bit and i thought they were pure cheese eversince smooth floorings were introduced to the game. i can live with sieges not shooting me anymore, i can live with way easier temperature control, i can live with easily defendable positions. what i cant stand is that (aside from golden floorings) even in late game it is the best option for beauty (and therefore sanity). maybe this is oddly specific, but you can always improvise some type of killbox and maneuver your pawns in a way that the mortar cant get a single shot off. temperature control is especially easy since this game allows for fortress builds, which makes it outright easy in late game even in very difficult environments. but you shouldve at least left the beauty debuff for those moles that wanted to live in the rock. it's not like you cant get around it anyway. i'd just sleep more comfy if i knew that my carpet flooring and normal ass walls are sth the mountaineers can only dream of for a long time.
- about animals: the more i play this game the less i like animals. they are really expensive to train especially at first and they are so easy to lose in raids. aside from pack animals and chicken i barely have any anymore, eventhough i used to be able to boast about having vast armies of those furry beasts. sicknesses and unlearning doesnt help, just makes chicken more powerful. (sick ones get eaten i guess).
- alphabeavers: why? they CAN and WILL eat all the trees in normal biomes aswell and once your colony is large enough. (even in tropical rainforests if not taken care of. happened to me once, you wouldnt think it would happen until it does. it was right after a very messy raid.) honestly, alphabeavers were in a perfectly fine place.
- scyther blades have been removed...ok...why? just because you couldnt find a proper way to implement them? honestly, now that animals unlearn and there is more of an emphasis on diplomacy, a double scyther blade brawler that outside of combat does animal stuff and diplomacy is a perfectly viable strategy (even if improbable). and if nothing else, they allow a handless pawn to interact with the world around him again if no other cure is there. also you could sell them. i always looked very much forward to mech raids because of this reason, also their bodies for taking apart ofc.
- mechanoids dying on down makes sense from a game play perspective because they still act as bullet sponges and are still hard to get rid of if the battle is over if you cant shut them down. but logic wise i dont think this is a good idea. so i shoot the legs off of a scyther and it cant shoot me anymore with its lance and shuts down? nah, no way. it will figure out a way to make my life as miserable as possible.
- why is it a thing now that exotic goods outlander traders dont trade furniture anymore? not saying it is necessarily bad but i am definitely left confused.
- why did you remove green thumb? was it a nerf because it was op?
- i noticed electric armor earlier. what was it for anyway?
- what does "combined ribs into rib cage" mean? can i still shatter single ribs? can i now break them and they will all always heal? is the ribcage now essentially just another part of the torso that you can damage (through crits like other bones and organs) and heal? what happens if your ribcage loses all its hp? crippled for life like with a shattered spine or insta-kill? or just lowered mobility?
- removed shoddy and superior, so what we're left with is awful, poor, normal, good, excellent, masterwork and legendary? how did the quality limits and effects change due to this?
- why dont enemies use rocket launchers on caravan raids anymore? too hard to deal with? if so, how about you just disable them for lower difficulties? i still have mighty fun encountering them like that.
- settling close to factions worsening relations is kinda weird, because wouldnt you want your friends to be close by? on the other hand i can totally understand why this is a thing now. otherwise it is too easy to trade cheaply and without any real restrictions.
- tainted means d/deadman's, right? so we are stuck with burning everything except stuff that we wanna keep. alright, at least there is more use for my cremation desk/crematorium or whatever it's called.
- why dont traders accept "typical short-life meals" anymore? it was a great and easy way of selling stuff to them even in early game when you dont own too much sellable stuff. so now we will have bulk goods traders and bases that accept raw meat but no meals? how does that make any sense. if i was a trader on a caravan i'd be glad if i could get some fresh food for now and the upcoming days so that i dont have to live from pemmican only. this is one of the few things i firmly believe should be undone. while you're at it, i'd even make it possible to sell meals to any trader because all of them need food. no matter if you're a weapons dealer and your family has only ever dealt with weapons for generations, you still need food and any reasonable person is glad if he gets some fresh food served. if anything, implement a limit to the amount of meals being able to be sold at to a trader, so noone can abuse it by selling hundreds of fresh meals to them. but still you'd need the same kind of limit for fresh meat aswell, which you dont have, so, really, just forget about this implementation of yours and just allow us to sell meals to everyone, including pemmican. please.
- tame animals affect colony wealth? great, one more reason to just hunt everything that moves, no need for them anymore. they poop everywhere anyway and eat valuable objects, so screw them. dont get me wrong, i am not mad about this change, it just makes my choices for my next games much easier; no more taming (except pack animals).
- beauty of floors have been rebalanced - if one of my points doesnt stand anymore, nevermind it.
- also, did roses suddenly become more of a thing now? like a proper rose bush that you can grow now?
- wow, big moves on psm, very interesting. but still, who needs it if pemmican is more efficient and still stays good for soooo long? additionally, it is much quicker to make if you made a little stop with your caravan...but yeah, now they are WAY more viable. if i may add sth, since they are PACKAGED meals, why cant we put more than 10 in one pile? i understand why you can only put 10 fine meals in one pile, because the trays and plates stack quickly and may break. but if it's packaged, i dont think there is anything to stop my pawns from building a tower of 75 packages like from lego. or maybe 50, like components.
- i honestly still think that beds are too cheap and quick to build. like, way too much so.
- omg, just read all the nerfs to animals. well, goodbye any reasonable amount of playtime with animals and hello single (starting/bond) animal playthroughs.
- pekoe still seems to outclass beer as far as i can tell from this data and from how they were last time i played.
all in all 24 points but dont get scared, most of them arent criticism but questions. and as said, i skipped hundreds of points where i wouldve been like: "hell yeah, love this change, finally, perfect, just what i wanted, no need for mods anymore, tynan ily, wowie, awesome, awww yeah👍👍👍👍👍👍👍👍👍👍👍" (unironically)
it takes too long to say all the good things about 1.0, so here are the few negatives i could find or even just doubts that arose while reading through the whole list:
- not happy about what happened to scythers because now it seems i can rush the lancers with infantery or even animals and shoot the now melee-only scythers down from afar. like this they are completely obselete in mid to late game in comparison to centipedes. i'd rather have upped their "worth" in combat, as in so that they dont spawn early on when you cant defend yourself against them properly. but oh well, i havent tried the new mode out so what do i know. maybe in the end essentially nerfing sythers will prove to be perfectly acceptable due to the newly gained value of infantery pawns.
- new traits: i have never quite understood what exactly went through your head (no offence) when you made all of them. i have always paid a special amount of attention to them and backstories and i wonder about your selection of them. there were so many other good ones mentionned in the suggestions topic...anyway, all new traits seem to be good and relevant at least.
- prosthetic hearts seem like a really good thing to add that i have never read about, but what's up with all the archotech? are they just an excuse to give advanced components more of a meaning? i very much liked the idea that a player may never ever lay his hands onto archotech, but now that is has been introduced, what else is to come?
- turrets needing barrel changes, animals in need of retraining, smoothing rock walls (and the prior existance of smooth floorings) and deep drills causing insect attacks all make it look like the only sensible way of starting colonies is in highly mountainous areas where you can start mountain bases for defense and cheap, low-tech beautiful rooms. sure, you get insects in there aswell, but those you can also get around easily with the heater trick. i dont like mountain bases one bit and i thought they were pure cheese eversince smooth floorings were introduced to the game. i can live with sieges not shooting me anymore, i can live with way easier temperature control, i can live with easily defendable positions. what i cant stand is that (aside from golden floorings) even in late game it is the best option for beauty (and therefore sanity). maybe this is oddly specific, but you can always improvise some type of killbox and maneuver your pawns in a way that the mortar cant get a single shot off. temperature control is especially easy since this game allows for fortress builds, which makes it outright easy in late game even in very difficult environments. but you shouldve at least left the beauty debuff for those moles that wanted to live in the rock. it's not like you cant get around it anyway. i'd just sleep more comfy if i knew that my carpet flooring and normal ass walls are sth the mountaineers can only dream of for a long time.
- about animals: the more i play this game the less i like animals. they are really expensive to train especially at first and they are so easy to lose in raids. aside from pack animals and chicken i barely have any anymore, eventhough i used to be able to boast about having vast armies of those furry beasts. sicknesses and unlearning doesnt help, just makes chicken more powerful. (sick ones get eaten i guess).
- alphabeavers: why? they CAN and WILL eat all the trees in normal biomes aswell and once your colony is large enough. (even in tropical rainforests if not taken care of. happened to me once, you wouldnt think it would happen until it does. it was right after a very messy raid.) honestly, alphabeavers were in a perfectly fine place.
- scyther blades have been removed...ok...why? just because you couldnt find a proper way to implement them? honestly, now that animals unlearn and there is more of an emphasis on diplomacy, a double scyther blade brawler that outside of combat does animal stuff and diplomacy is a perfectly viable strategy (even if improbable). and if nothing else, they allow a handless pawn to interact with the world around him again if no other cure is there. also you could sell them. i always looked very much forward to mech raids because of this reason, also their bodies for taking apart ofc.
- mechanoids dying on down makes sense from a game play perspective because they still act as bullet sponges and are still hard to get rid of if the battle is over if you cant shut them down. but logic wise i dont think this is a good idea. so i shoot the legs off of a scyther and it cant shoot me anymore with its lance and shuts down? nah, no way. it will figure out a way to make my life as miserable as possible.
- why is it a thing now that exotic goods outlander traders dont trade furniture anymore? not saying it is necessarily bad but i am definitely left confused.
- why did you remove green thumb? was it a nerf because it was op?
- i noticed electric armor earlier. what was it for anyway?
- what does "combined ribs into rib cage" mean? can i still shatter single ribs? can i now break them and they will all always heal? is the ribcage now essentially just another part of the torso that you can damage (through crits like other bones and organs) and heal? what happens if your ribcage loses all its hp? crippled for life like with a shattered spine or insta-kill? or just lowered mobility?
- removed shoddy and superior, so what we're left with is awful, poor, normal, good, excellent, masterwork and legendary? how did the quality limits and effects change due to this?
- why dont enemies use rocket launchers on caravan raids anymore? too hard to deal with? if so, how about you just disable them for lower difficulties? i still have mighty fun encountering them like that.
- settling close to factions worsening relations is kinda weird, because wouldnt you want your friends to be close by? on the other hand i can totally understand why this is a thing now. otherwise it is too easy to trade cheaply and without any real restrictions.
- tainted means d/deadman's, right? so we are stuck with burning everything except stuff that we wanna keep. alright, at least there is more use for my cremation desk/crematorium or whatever it's called.
- why dont traders accept "typical short-life meals" anymore? it was a great and easy way of selling stuff to them even in early game when you dont own too much sellable stuff. so now we will have bulk goods traders and bases that accept raw meat but no meals? how does that make any sense. if i was a trader on a caravan i'd be glad if i could get some fresh food for now and the upcoming days so that i dont have to live from pemmican only. this is one of the few things i firmly believe should be undone. while you're at it, i'd even make it possible to sell meals to any trader because all of them need food. no matter if you're a weapons dealer and your family has only ever dealt with weapons for generations, you still need food and any reasonable person is glad if he gets some fresh food served. if anything, implement a limit to the amount of meals being able to be sold at to a trader, so noone can abuse it by selling hundreds of fresh meals to them. but still you'd need the same kind of limit for fresh meat aswell, which you dont have, so, really, just forget about this implementation of yours and just allow us to sell meals to everyone, including pemmican. please.
- tame animals affect colony wealth? great, one more reason to just hunt everything that moves, no need for them anymore. they poop everywhere anyway and eat valuable objects, so screw them. dont get me wrong, i am not mad about this change, it just makes my choices for my next games much easier; no more taming (except pack animals).
- beauty of floors have been rebalanced - if one of my points doesnt stand anymore, nevermind it.
- also, did roses suddenly become more of a thing now? like a proper rose bush that you can grow now?
- wow, big moves on psm, very interesting. but still, who needs it if pemmican is more efficient and still stays good for soooo long? additionally, it is much quicker to make if you made a little stop with your caravan...but yeah, now they are WAY more viable. if i may add sth, since they are PACKAGED meals, why cant we put more than 10 in one pile? i understand why you can only put 10 fine meals in one pile, because the trays and plates stack quickly and may break. but if it's packaged, i dont think there is anything to stop my pawns from building a tower of 75 packages like from lego. or maybe 50, like components.
- i honestly still think that beds are too cheap and quick to build. like, way too much so.
- omg, just read all the nerfs to animals. well, goodbye any reasonable amount of playtime with animals and hello single (starting/bond) animal playthroughs.
- pekoe still seems to outclass beer as far as i can tell from this data and from how they were last time i played.
all in all 24 points but dont get scared, most of them arent criticism but questions. and as said, i skipped hundreds of points where i wouldve been like: "hell yeah, love this change, finally, perfect, just what i wanted, no need for mods anymore, tynan ily, wowie, awesome, awww yeah👍👍👍👍👍👍👍👍👍👍👍" (unironically)