List the hard to spot changes here

Started by Limdood, April 07, 2016, 12:50:23 AM

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Limdood

Butchered humanlike negative mood is now colony-wide and fairly long lasting.  If you want to reap the profits of human leather and meat, you now have to deal with a colony-wide -6 mood.

Sick people will now get out of bed much more often to tend to their own needs and the doctor job (since it is rated higher than bed rest).  Good and bad, depending on the illness severity.

Nuzzling seems to happen again (or to clarify, i have now seen a nuzzled mood bonus...for the first time ever.)

Animal deaths affect the bonded colonist...-15 mood for a whopping 20 days.  This adds a huge liability to an already mixed-review feature (namely, many people don't care about pets).  This is offset by a constant small mood bonus for being bonded to an animal, but that mood penalty is probably the death knell for the already inefficient "combat animals" strategy.

Parties and marriages are a huge, long mood buff...parties giving +15 mood for 10 days, and marriages giving +25 mood (and +50 to the couple for 25 days).

Missing limbs affects relationship...the previously inconsequential missing nose is now a -15 relationship modifier.

Please post other changes you noticed in your gameplay that aren't readily easily noticeable and identifiable.

Tynan

Let's make it interesting. I'm going to post the full Git changelog for Alpha 13. This isn't the changes summary, it is all the changes. So it's very long.

(Though do note we don't write every change, little fixes and adjustments go with other changes sometimes.)

Here is it: RimWorld Alpha 13 Git changelog.

I didn't read it all over, so if there's something embarassing in there please PM me. Thanks :)

The later changes are me and ison working together; earlier most of it's ison working from my designs (since I was traveling).
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Limdood

thanks!  i only made this thread because i didn't find a comprehensive list of changed things (if there was one, i just failed at finding it).

Mathenaut

Quote from: Limdood on April 07, 2016, 12:50:23 AM
Animal deaths affect the bonded colonist...-15 mood for a whopping 20 days.  This adds a huge liability to an already mixed-review feature (namely, many people don't care about pets).  This is offset by a constant small mood bonus for being bonded to an animal, but that mood penalty is probably the death knell for the already inefficient "combat animals" strategy.

This is interesting. I'm surprised that pet animals don't produce some sort of local mood buff, or have '+5 pet the dog' interactions of some sort. Pets are frequently taken up more for morale reasons than practical reasons anyways.

Tynan

Pet nuzzling is how they affect general mood.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

DoctorNick

Enjoying the update, am sad that Boomrats look different now.

I liked the distinctive red from before. :(

Looking forward to encountering all the new features though.
Hi everybody!

Zokora

Yes i like the nuzzling an the +4 mood buff. But it is funny to see that the previous performed task is abadonned When nuzzled. My cook started to prepare a meal. 7 meat were at the stove an when he went to fetch the rest he nuzzled the dog and restarted the task from the beginning by taking the meat from the stove and put it back immediately before hauling the rest of the food for the meal.

Robovski

Just from playing this evening I noticed some things that don't have a mechanical effect in the game but are different: the alert sound has changed, the grave art has changed and my colony's cat will eat the face off a dead human body...

Sadly crashing into extreme desert means the cat is mostly dead weight; I doubt a cat can take on megascarabs; but bonding meant I didn't flag Choo-choo for immediate slaughter. She now has a taste for human flesh. I hope you are happy Tynan.

mumblemumble

I'm glad bullets flying through walls was fixed,  that was an irritating glitch. Surely combat will be a bit less bs at times now.

Also,  gotta say the damage overlays are swanky,  so much better than the red sparks. Really love seeing barricades crumbling from gunfire,  looks so damn cool.

Actually,  eating dead bodies can be extremely nice for omni/carnivores,  as a warg can be fed raider bodies without even butchering.  Can potentially even use them as a garbage disposal due to this,  and i think consuming bodies even gets rid of the bones,  so technically you could have wargs locked in a body pile room and they will eat them. Also makes animal attacks much worse,  as they won't just incap,  but eat people.

I agree a cat is a pretty lame starter,  but is cute.  They can sometimes defend your crops from critters,  but little else. Still, its something.

And yeah,  animal death penalty is just a bit steap, i think lowering it to 12 or 10 might be a bit more reasonable,  especially since animal war bands guarantee casualties,  so unless you have an optimist,  any warfare with animals is extremely rough on the colonist.

Though the whole sanity management has been reworked so much... I've noticed people in romantic relationships are much more stable emotionally than even optimists,  i had a pessimist who was more stable than the optimist,  because the compatible lovers / lovin mood bonus is absolutely huge,  understandably so. I honestly start adoring couples for this very reason ,  and feel terrible when they break up,  or don't get married.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Bobylein

Quote from: Robovski on April 07, 2016, 04:29:18 AM
[...] and my colony's cat will eat the face off a dead human body...

Finally! Cats that fit into the dark, hilarious gruesome rimworld theme!
Next thing will be that I cut off the prisoners legs and arms so they can't escape via the new escape feature and if I feel like it I will put cats with them into the prison so the cats have something alive to play with :)

Shurp

So... my plan of raising pigs and training them to eat pirates is doomed because of the dead pet penalty?

Seems like herding animals is pretty useless then.  (Manhunting wargs already provide me with all the meat and leather I need)
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

mumblemumble

I wouldn't say its doomed,  but the dead pet penalty is something to be concerned about..  Also its just one person  ,  and masters can be switched,  so you could hypothetically put the owner of 20 pigs in inpatient care while they all get slaughtered,  giving him time to rehab... But yeah,  that long is brutal.. I hope animal death doesn't stack AT ALL,  cause that would suck.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Mathenaut

Parasites don't seem to have any cure. If this is actually the case, that's going to be some unprecedented levels of savescumming.

BugPowderDust

"Turrets can no longer be manually targeted."

Oh crap...no more focus fire on one target? No more using them as stationary hunters?  :(

mumblemumble

Quote from: Mathenaut on April 07, 2016, 08:28:33 AM
Parasites don't seem to have any cure. If this is actually the case, that's going to be some unprecedented levels of savescumming.
no cure,  but i believe they can go away with time,  just... A lot of time.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.