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Messages - mooguy

#16
Interestingly enough they were originally outside the base at the front - but turned out to proactively enter my base and try help out. Maybe when one of them goes inside to eat at your table it triggers the assistance.

#17
Please don't let caravan guys spawn with Molotoves or Incendiary launchers. Even when the bugs are dead they will 'help out' by firing incendiary rounds at the Hive spots on the ground - which would be fine if they weren't in my dinning room haha...

I know they are 'Killing it With Fire lolz'.. but please no
#18
- Game should pause when caravan arrives

- Add a rec toy that can be taken on caravans like cloth beds can.

- Disturbed sleep should last 2 days so it can compound easier, decentivising making your base one giant single room. OR workshop items placed in sleeping rooms should have a 'disturbing noise' debuff penalty while sleeping.

- Bedroom beauty should continue to have an impact when pawns are sleeping.

- Recon helmets should have a 25% health increase. Right now at 120 hitpoint max and a normal one -2 a day they become tattered apparel in just two seasons, not taking into account damage they receive over combat.

- Impressive throne rooms maybe should be a benefit for colonists as well.

Bionic heart should increase healing recovering speed by 5%? Make it more competitive with eyes and legs.

- Brilliant noise effects were added with 1.1 such as the smooth pulser auto cannon turret. Could more noise effects be added when mortars land, drop pod raids land, as well as maybe more scarier noises from infestations and mechanoids in the background the same way animals bark/make grunts? It's really immersive.

Sandbags and barricades.Sandbags should be slightly flammable but 60% over cover over 57%. Just more variety.

- Monolink weapons - to be tuned down ideas - Have to be leveled and start at at awful/ have royal restrictions/ mech kill count./swing limit/

- Throneroom should have a unique cosmetic upgrade for playing on permadeath mode.

- Special unique crown only baron+ can wear - gives small mood bonus to the pawn and to those in the area. But  and quest obtainable only. In a royalty DLC there needs to be a special crown!

- Add banners to throne requirements.
Banners can also give a 1 or 2 mood bonus (as feeling proud?) builds up a colonies identity outside just what name we give them.
While seen as a small change, its often through symbols people form identities with. Players will former deeper attachment to their colony.
Potentially customisable.

- Colony shape on world map should grow as colony grows. Increasing players sense of progression and growth.

- Add prestige. As word of your colonies achievements grow (completing missions) so does the attention it draws. More rival kingdoms will attack you to slay your king to increase their fame, but so too will more special pawns wanting to join and special traders. Maybe single drop pod raids spawning next to your king who are assassins.

- Yayo/flake needs to be able to be consumed without getting addicted as long as it's taken to proper schedule just like wakeup.

This will need to be balanced by making the ingredients and speed process to make it significantly higher, and price of it being higher. Considering drug binges are already lethal to pawns if you have stacks of it available, I don't think doing so would be OP. Otherwise the drug's use will only be used for making money - as informed players will know that having a random drug addiction risk far outweighs the drugs benefits and add more variety to the game.

- Infestations upgrade should have a single queen. Who isn't thinking of starship storm troopers or Aliens when infestations occur?

- Bionic component issues. Just a reminder about the issue of body parts being more vulnerable in certain ways as bionics are installed.
#19
It's hard to separate mech clusters from what you're saying though since the idea is that the newer weapons and skills are made available to making dealing with them easier.

However you're making a fair point-  that since the other vanilla enemies ( humans, infestations ect) in 1.0 didn't receive the buff the way mechs did they have become a lot less formidable when using the new stuff against them.

I guess we have to hope that next possible content released makes the other vanilla enemies on par with the new mechanoids.

Maybe you could also play it on higher difficulties as well!



#20
It's interesting you say that as a few posts down from yours some people were saying the mech clusters make the game too hard.

What difficulty are you playing on now? would turning it up a notch be better?
#21
Mech clusters just received a massive nerf today.

- Limited mortar numbers
- Minimum range for some turrets
- Cooldown for some turrets/increased

Tynan clearly listened to the concerns people had
#22
I thought if you have different rooms your pawns will get different bonus stacks throughout the day of spending time in different rooms - like impressive kitchen, rec, workshop , bedroom ect. If you just have one huge room - wouldn't you only be getting impressive barracks and none of the others?
#23
General Discussion / Re: Killing killboxes.
February 29, 2020, 01:05:14 AM
Quote
Bruh, turrets have been massively nerfed across the board, mini turrets cost the same, it's damage output is cut by 1/3 and its health 1/6. Auto-cannon(damage and ap halved/more than halved) and Uranium slug are hit even harder.

Wasn't the plasteel cost reduced form 60 down to 30 for mini turrets and market value reduced 30%? I think the same changed were done for the other turrets too, so you can afford more of them and raid strength won't be as increased as much as a result?



#24
I think the game and the DLC is great.

DLC has:
- More challenge: Mech clusters bring in their own defense structures while having technology that passively damages your colony (sun blocking ect) brings a real new tactical part to the game.
- Quests that bring more late game objectives and missions with rewards/challenges
- New magic system
- More weapons, armor and body installing equipment to customize your guys.

I could spend this money going out and watching two movies. 4 hours ish of entertainment.
This dlc provides me with scores of more hours and content.
No brainier really.

The fact that this game can and has been modded so some mods struggle when updates reflects it's virtue -  it's customizability and uniqueness, not take away from it.

In the long term these DLC"s will provide more content, more money for the developers to make more content, more modders as the game gains more attention, and more content for modders to customize.

A win-win in my books.

#25
General Discussion / Re: Killing killboxes.
February 28, 2020, 09:29:02 PM
Quote from: Breadbox on February 28, 2020, 11:56:50 AM


I propose make later sieges airdrop pre-constructed mortars that can be installed instantly, uncap the max number of mortars to be above 2 and maybe make the enemy mortars and ammunition rigged to explode when siege fails if that's not enough.


I agree mortars can be made to be slightly more harder.

Maybe 1 mortar can arrive ready to go and another two + have to be constructed.
If the AI builds the sandbags they normally bring on the right angle, it can be pretty dangerous to take on, especially if a few of the raiders have sniper rifles/ doomsday launchers.

Turrets weren't objectively nerfed in the patch, since they cost less and the market value for them went down.
I've been recently playing a run through on savage difficulty, and mech clusters can be seriously dangerous. Combined with infestations, sappers, and drop pod raids, there is still a bit to be scared about.

I do agree that long winded hallways with traps is cheesing it. Maybe increasing their resource cost, market value, time to set up and decreasing damage is a way to go.

Although keep in mind a lot of players with those intense late game bases have been either playing it at lower difficulty, easier biomes and with OP mods - such as decoys, Embrasures, turrets with no drawbacks, infinitive power sources and turn off events like infestations that challenge them.

--

This is my base after 3 years on savage difficulty. No traps and only one turret in the middle to hold up infestations.


#26
I agree with Carbon, that the skins need a buff or modification of some sort.

I suggest the armor can either slightly increase the total outer/or inner layer value, or increase the hitpoints of the outer organs.

Having a movement penalty, an ugly mood penalty and all over 1000 market value is pretty intense and to me also far outweighs the minor protection gains. People using them at that stage of the game will be likely facing ongoing intensive damage anyway.
#27
As you can see only a single royal faction settlement on the world map.

-This was a 1.1 playthrough started as a 5 tribal team when the dlc had not been released yet.

I'm not sure if this is meant to be possible, however i discovered from my second playthrough with the dlc on form the beginning that scores of the royal settlements appear from the start, just like a normal faction would.

Is there anyway to resolve this issue in the current playthrough and have more royal settlements appear on the world map?




In my second playthrough i started there were dozens
Anyway to have more appear on the world map now?
#28
General Discussion / Re: Turret changes
February 23, 2020, 05:39:40 AM

Quote
How so? The cost to build looks the same to me.

I'll need to double check as i might be wrong but i think the cost of the mini plasteel turret to build used to be 60 plasteel - now it is 30. Although rearming it costs more steel, however steel is easier to come by then plasteel.

I believe the market value of the turrets also went down, which in theory means the raids won't be as strong per turret you have, since the strength of raids is somewhat based on the total market value of all the items you own.

So that's why i said in the broad sense it's hard to say the game has gotten harder, since turrets in some costs have been reduced, and the raids won't increase as much as you increase the amount of turrets as they did before, although that is a bit balanced by them being less effective.

Quote
Range attack is actually increased. Charge lance range use to be 36.9, currently 29.9.  The needle gun range is currently 44.9.. Shooting IED's is nothing new. Sorry, not trying to call out all the details. So far, current stats seems like a definite nerf to security and resources unless there are some other factors at play that hasn't been mentioned yet. Sure, turrets won't be useless, but they aren't worth building.

True, the needle gun's range is huge, but the damage and armor penetration isn't as high, so your pawns might get injured but won't get outright one shot'ed from the distances a charge lancer was able to do at previous 36 range. To me more variety is nice. 

I dunno, defining the end game is so challenging since people always want different things from it. In 1.1 it's now been made easier to harness infinite resources form your map rather than needing to travel/trade, so in some ways through 1.1 the game grind has gotten quicker.

Like some people don't want it to end, or the difference in building a ship for 3+ colonists vs 20+.
#29
General Discussion / Re: Turret changes
February 22, 2020, 10:17:28 PM
I did a post a few days ago outlining some of the turret changes. There also has been heavy nerfs across all turrets.

However it should be said that it's not entirely a nerf in the broader sense and the game hasn't been made objectively harder.

For example:

- The plasteel cost for the turrets has been decreased.
- the market value for the turrets might of also decreased, so the raids will be a little weaker to mach the weaker turrets.
- The charge lance's range received a massive nerf - it's now fallen down to 30. So no more massive long range kill shots.
- It might be other mech weapons have also been nerfed..

I think the updates have been really good, the game has become more game a bit more tactical. Especially now since IED"s can be activated by being shot, animals how more clear roles (rather than muffalo being used for food, wool, caravans and defence).

If people want the game to be more passive-defensive, they can just use those mods that add insane turrets and power generators.  But if the game is already easy, most of the time it's only made more easier through mods - so IMO this way is good.
#30
Hi,

To quickly analyze new changes and updates in 1.1's tooltip i compared them to the wiki, and went god mode on an unstable 1.1 game.  Potential differences could simply be a result of the wiki not being updated, so these will need confirmation. Potential errors highlighted in red.


Sand bags

Cover effectiveness from 65 (edit)-down to 57% - across all materials.

barricades is also 57%

*It seems the only variable difference between the two options is the health and material - is this right? If so, It might be asked why not just keep the tab as sand bags that can be made out of all the stones/fabrics?

Pawns

Move speed changes. teenager in the equation?

-  New odd stats such as royal favor value.

- incoming damage stat added - shows value for toughness (at 50%).

Bionics parts.

Increased in market value.

Mini turrets

Resource cost change  (plasteel 40-30 plassteel,but steel increase)

re-arm cost increase from 30-44 steel

health down over 10%

Burst shot count - from 3 -2.

Market value down from  750-510.

- Auto cannon turret -

(I think it also has a market value change? not included in tooltip whereas mini turret is? )

- Down 100 steel to build

- Down 70 health points

- Damage from 40 down to  -20

- Armor pen from 60 down to 30

- Rearm cost increase of 90 to 134 steel it least in medium settings (across all difficulties?)

- Uranium slug turret

(market value change? not included in tooltip where as miniturret is? )

build cost requirement from 60 plasteel down to 30 plas steel (other res are the same)

damage down from 75 to 30.

- armor pen down to 70% from 112%

increase in uranium (edit*RELOAD*cost)(45 -60 in medium difficulties

- reload cooldown increase from 3.2secs to 4 seconds.

- range decrease from 49 -40

- Wall /maybe door health values have been changed - needs confirming.

*for example wood slight decrease, steel slight increase.

- However the wall cover effectiveness remains at 75%. Since sandbags have fallen, walls are a more safer option.

- smoke grenade launcher has a spelling mistake in description - '...it will ... upon impact'

On the smoke grenade, has there been any changes to how smoke works?
On the wiki it says it prevents turrets form locking on, but if raiders have one go off in a smoke belt, the wiki states it will also decrease their chance to hit you for all their guys standing in the smoke as well, so in some ways the raiders handicap themselves when they have one with it.

Charge lance -

from 37 range down to 30.

market value is the same.

Animals -

General question - are the animal stats from the mod that had these animals kept the same? (People might accidentally look over the new animals thinking they are exactly the same as the ones that come from the mod).

meat amount from chickens up from 16 - 22. still 22. The wiki box stat for chickens in the right says 16 meat yield but it is wrong.

yaks - can have both milk and wool, even though muffalo's can only now have wool.

Yaks training is none, but is a pack animal.

muffalo is simple.

Yaks tameablity is low at around 11%.

muffalo's wildness is at 60%?

Armor

I noticed with the introduction of recon armor, i might suggest plasteel plate armor receives a slight blunt damage buff. A plasteel plate armor (normal) sits at 40% blunt dmg, 83% sharp damage resistance with a higher health pool but a huge penality to movement speed.

In contrast, recon plasteel armor (good) has 92% sharp and 40% blunt resis with less health but no mobility compromise. Shouldn't plasteel plate armor receive a blunt buff, consdering it's huge movement penality? It's a huge cost for plasteel plate armor.