Undocumented features in alpha12

Started by b0rsuk, September 03, 2015, 07:30:16 PM

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b0rsuk

+ colonists walking through very slowly clear it. Heavily trafficked paths become cleared over time.
+ deadfall damage trap is now 50 for steel, 30 for slate
+ Assault Rifle range 32 -> 31 (less than great bow), cooldown 1.60 -> 1.69
+ Charge Rifle damage 12 -> 13, long range accuracy 53 for normal quality (I think it was lower)
+ You can uninstall batteries, which makes lots of nice tricks possible. They keep their charged status. For instance, check out my electric smelter:

You can even have two batteries, one charged, one empty, and remotely turn it on or off by reconnecting. It does require some micromanagement though, to occasionally replace the battery. But 350W doesn't drain a battery that fast.

Cimanyd

The first thing is about snow, right? I like that little detail. Think it was around in the last alpha, though.

This was briefly mentioned in A12b:
  • Rebalanced animal hauling, traps, charge rifle, assault rifle.

I noticed the battery thing, but I didn't think of the power-moving possibilities of it. I wonder if it's better than solar panels for far-away turrets around crashed ship parts... as long as it doesn't rain.

I have to ask... what are you doing with those doors near the bottom? I don't think that's how doors are supposed to be used :P
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.

Nebbie

I'd mainly use the battery thing for emergency power after the random battery discharge event, when a power switch isn't viable for space reasons.

Quote from: Cimanyd on September 03, 2015, 09:30:02 PM
The first thing is about snow, right? I like that little detail. Think it was around in the last alpha, though.

This was briefly mentioned in A12b:
  • Rebalanced animal hauling, traps, charge rifle, assault rifle.

I noticed the battery thing, but I didn't think of the power-moving possibilities of it. I wonder if it's better than solar panels for far-away turrets around crashed ship parts... as long as it doesn't rain.

I have to ask... what are you doing with those doors near the bottom? I don't think that's how doors are supposed to be used :P
Doors are really more like walls that can be made passable temporarily in Rimworld. Of note, colonists can walk into them from the sides somehow, which allows for crazy three-way intersections.

Cimanyd

Yes, I just wonder why you'd build a hallway out of doors like that, instead of walls, or even alternating doors and walls (or alternating doors and empty space) for combat purposes (walls/corners = best cover).
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.

Panzer

Has anyone of you noticed the little additon to sentry turrets? It now says what gun is installed, we might get a feature in the upcoming alpha where we can switch the gun with something else :)

SlimeCrusher

The snow-clearing effect has been with us since the release of snow!  ;D

Rahjital

Quote from: Panzer on September 04, 2015, 02:53:41 AM
Has anyone of you noticed the little additon to sentry turrets? It now says what gun is installed, we might get a feature in the upcoming alpha where we can switch the gun with something else :)

That has been there for a looooong time :p

Panzer

Haha yeah might be, I rarely build turrets so I was intrigued when I saw that :P

b0rsuk

#8
Quote from: Cimanyd on September 04, 2015, 01:37:08 AM
Yes, I just wonder why you'd build a hallway out of doors like that, instead of walls, or even alternating doors and walls (or alternating doors and empty space) for combat purposes (walls/corners = best cover).

It was a very cold Boreal Forest map. No more than two months of growing. Why clear snow if you can just stop the snow from falling with a roof ?

I wanted to have a pop-up wall. Depending on where the raid comes, I may want to lower or raise the wall. When I raise the wall, it protests from snow, manhunter packs, and I don't have to walk around it. In the two months of "summer" I hold these doors open.

If you make such a retractable wall out of stone doors, it's quite flexible. It's held open when humans invade, but when mechanoids come, you can leave something like this between them and your shooters:

.X.X.X.X.X.X.
Mechanoids won't use that for cover, and it itercepts many inferno cannon shots.

Uninstalling batteries is a very convenient way of dealing with exploding circuits or eclipses, you don't have to make complicated systems of switches, and you can move your battery room from a temporary location to somewhere more secure, and make that a bedroom.
People who build under mountains can simply uninstall bateries and deconstruct solar panels when a strong siege/sapper pack  is coming.

TLHeart

another undocumented change...

manipulation now affects how much a colonist can haul.  Base value is 75, but a colonist with 90% manipulation can only haul 68.

b0rsuk

Deadfall traps were buffed.
Stone trap damage 18 -> 30
Steel trap damage 30 -> 50
Plasteel traps deal 60.

I think improvised turrets used to have 150 life ? Now they have 110.

TLHeart

no change to the steel turrets. had 110 in alpha 11.

maybe I will try the deadfall traps with the buffs... they were pretty useless before.

Cimanyd

Not exactly undocumented. A12 change list, Misc
  • Carrying capacity is now a stat that can change for body size and manipulation capacity.
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.

TLHeart

Quote from: Cimanyd on September 04, 2015, 01:24:11 PM
Not exactly undocumented. A12 change list, Misc
  • Carrying capacity is now a stat that can change for body size and manipulation capacity.

True, I missed that... but now I and you know the details that it is a straight multiplier of the manipulation skill.

RemingtonRyder

Something else that's not immediately obvious. Beds can now have a quality. Sleeping in a masterwork bed gives a better comfort mood buff. :D