I have a pawn with the slothful trait but I found it doesn't really impact the story much, I barely notice that hes doing things a bit slower. I think it would be more flavourful if it were possible for them to have a "loafing around" mental break, symbolised by a loaf of bread above their head.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#317
General Discussion / Re: How do you play? (reloading, taking the losses, etc)
July 12, 2018, 04:36:13 PM
Reload to try different things = learn game much faster. Reload to RNG a different result = might as well use dev mode. I wouldn't call the former save scumming.
#318
General Discussion / Re: Unstable build of 1.0 available
July 12, 2018, 04:23:26 AM
At about 300k wealth, 13 colonists, Cass Extreme, I've had several raids with over 20 mechs, but haven't seen any pirate in power armour yet. Feels a bit strange. Also I want to take their power armour, you know.
#319
General Discussion / Re: Unstable build of 1.0 available
July 11, 2018, 04:01:21 AM
Relations for the meanie factions feel too stable. Once you get them to neutral it takes a very long time (5 years?) for them to drop to hostile again, and you get to trade with them to slow that down even further.
#320
General Discussion / Re: My (huge) list of additions/rebalances for 1.0
July 11, 2018, 03:40:42 AMQuote from: DubskiDude on July 11, 2018, 03:23:34 AM
Not in my experience - they absolutely decimate in early/mid-game. Their sharp armor is 72% - almost as much as a centipede's. But Tynan did nerf the speed and also retooled threat levels for early/mid, so we'll need further testing. Finally the vast majority of solutions there were bogus. EMP mortars are extremely inaccurate. EMP grenades are only accurate once the Scyther is stationary and slicing up your colonist, otherwise they just walk over them on their way to you. Traps are iffy because they can just walk around them. Killboxes are almost cheating in my opinion, since all they do is exploit the pathing AI. And as previously stated, I don't use melee pawns because they're too risky.
1.0 is designed to make people use killboxes, why fight it?
#321
General Discussion / Re: Unstable build of 1.0 available
July 10, 2018, 03:40:25 AM
Pretty sure an indefinite colony is the most common way to play. I have 13 colonists with 300k wealth after 200 days Cass extra nb temperate flat, and I have been trying to keep it down, smelting almost every weapon. It would help if we could view a break down of wealth by category, even just as plain text under the statistics tab. Weapons, food, textiles, drugs, etc. Btw do human corpses, corpse gear, or animal corpses count for wealth?
#322
General Discussion / Re: Unstable build of 1.0 available
July 09, 2018, 04:18:43 PM
Due to the multi hit effect a scyther hit on the torso managed to amputate the waist. The colonist is ok with this but you should probably make the waist also not targetable for the slash effect.
#323
General Discussion / Re: 1.0
July 08, 2018, 10:58:55 PM
Winning before combat starts doesn't actually mean that you should be able to AFK the actual battle. By stacking all factors in your favour at all scales, the enemy may be in such a state that victory is assured, but you still have to stick the sword in.
#324
General Discussion / Re: Unstable build of 1.0 available
July 08, 2018, 09:00:33 PM
I noticed that pawns will now do almost anything to avoid buildings under construction. This makes pawn take the long way around, for example when making double doors and the pawn decides to construct the far door first. It also makes it annoying to construct things from a particular side, as drafting and moving to the other side can make them take a huge detour. If the idea is to prevent pawns from having to change path drastically as a wall is completed, I would suggest at least letting them path through doors under construction.
I also noticed some inconsistent behaviour with cancelling vs deconstructing frames under construction. Both are instant, but cancelling returns all resources but deconstruct only some.
Still been having a really tedious time against centipedes. I don't even want to fight scythers or lancers either, but they die instantly to traps so it's less annoying.
I also noticed some inconsistent behaviour with cancelling vs deconstructing frames under construction. Both are instant, but cancelling returns all resources but deconstruct only some.
Still been having a really tedious time against centipedes. I don't even want to fight scythers or lancers either, but they die instantly to traps so it's less annoying.
#325
General Discussion / Re: [1.0] I'm taking 1v1 testing requests - 6 requests done so far, 1 meta found
July 08, 2018, 08:32:36 PM
I'm betting tough > nimble > brawler
Inb4 centipede guts next patch
Inb4 centipede guts next patch
#326
General Discussion / Re: Unstable build of 1.0 available
July 07, 2018, 09:45:03 PMQuote from: Tynan on July 07, 2018, 09:28:17 PM
This seems to be working fine. The thing is, bearskin is a lot harder to come by than flak jacket ingredients. Bearskin is a specifically "elite" leather type, so it's supposed to give great stats. IIRC it also does better in cold than flak.
You can mass produce flak because you can mass produce steel, cloth, and components. But it's hard to mass produce bearskin because farming bears is difficult and slow.
Cass extreme, about 200 days in, NB, temperate. I have had at least 3 manhunter packs of rhinos and at least 2 of polar bears. There's such a glut of elite leather it's being used for chairs and turned into patch leather for quests. Perhaps on high difficulty, these leathers are not so rare...
#327
General Discussion / Re: Weapons discussion for 1.0 specific
July 07, 2018, 08:54:40 AMQuote from: Tynan on July 07, 2018, 08:03:15 AM
Why do you say this? From the ingame analyzer the CR has an average DPS of 7.18 (with 7.24 at medium range) while the MP has an average of 5.65 (3.86 at medium range). Plus the CR has much better armor penetration.
It shouldn't use the average over ranges that the weapon can't fire at. Medium range accuracy is mostly irrelevant since medium is 30 and both weapons have max range of 22. Sure there is some LERP from 15 to 22, but that is not even halfway to 30 and makes no real difference.
Low values of AP (i.e. 100/AP >> 1) have very small effects due to superlinear scaling of EHP with AP. In the low armour regime, armour is negligible. In the high armour regime, low AP weapon damage is negligible.
#328
General Discussion / Re: Unstable build of 1.0 available
July 07, 2018, 07:00:37 AM
I've noticed some of my colonists having persistent bad moods from minor pain (-5) caused by scars with just 1% pain. Feels like this should scale a bit more closely with the pain level.
#329
General Discussion / Re: Weapons discussion for 1.0 specific
July 07, 2018, 06:53:19 AM
Standard guns worth using late are LMG, charge lance, minigun, and situationally sniper, hsmg, incendiary. Charge rifle is a noob trap weapon, only slightly better than a machine pistol LOL.
#330
General Discussion / Re: Door nerfs, killbox nerfs, more sappers, armor buffs, etc
July 05, 2018, 11:59:09 PM
Turret shooting levels need to match their use, not just be a flat 8, or let us upgrade them through AI installation. Could even (maybe for a mod) have turret AI that e.g. avoids friendly fire, shoots at closest / furthest, and highest / lowest armour, etc.
Regarding armour layers, if each layer is tested separately, with armour penetration applied to each layer, then regular clothing almost does nothing. Since each gun usually has at least 15 penetration and clothing rarely goes above 30 sharp, even when made out of strong material like heavy fur. The EHP increase due to 15 final armour is only around 10%. This is also why wood armour is terrible. Interestingly, blunt gunshots can still penetrate, i.e. hit the brain.
I noticed that caravan quests often give a huge amount of the same item. e.g. 2020 patch leather for 4 resurrection serum or 69 shortbow for 7 healer serum. I suggest that when there are more than 2-3 of such items, that the game should try to add some different kinds of rewards, like 2 healer, 2 psychic lances, and a doomsday, for example.
I also suggest adding some more tiers of mechanoids. Even a single scyther or centipede can be overwhelming in early game, and then masses of 30 are tedious late game. Early on they should send some inferior types, and later, some of the spam should be replaced by elite units.
Regarding armour layers, if each layer is tested separately, with armour penetration applied to each layer, then regular clothing almost does nothing. Since each gun usually has at least 15 penetration and clothing rarely goes above 30 sharp, even when made out of strong material like heavy fur. The EHP increase due to 15 final armour is only around 10%. This is also why wood armour is terrible. Interestingly, blunt gunshots can still penetrate, i.e. hit the brain.
I noticed that caravan quests often give a huge amount of the same item. e.g. 2020 patch leather for 4 resurrection serum or 69 shortbow for 7 healer serum. I suggest that when there are more than 2-3 of such items, that the game should try to add some different kinds of rewards, like 2 healer, 2 psychic lances, and a doomsday, for example.
I also suggest adding some more tiers of mechanoids. Even a single scyther or centipede can be overwhelming in early game, and then masses of 30 are tedious late game. Early on they should send some inferior types, and later, some of the spam should be replaced by elite units.