List the hard to spot changes here

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

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Endoric

I read you can minify the billiards table!  Lmao anyone ever try to move a bollards table?  I have.

Let's just say I sold it with my house for a reason....

Limdood

by all means keep the discussion going about pets/mood, but can we move it to a new thread about just that?

It would be cool to keep playing "spot the changes" here with the community without having to go thru that colossus of a changelog, and finding nifty new things is FUN!

sadpickle

Asthma is a pretty serious condition, especially for starting. I have an asthmatic colonist and they are just chewing through medical supplies. I'm going to prioritize lung replacement since this is a non-sustainable situation.

silentwolf123

I think i'll just learn by doing than give myself a eye/brain aneurysm

Limdood

Quote from: sadpickle on April 07, 2016, 12:01:52 PM
Asthma is a pretty serious condition, especially for starting. I have an asthmatic colonist and they are just chewing through medical supplies. I'm going to prioritize lung replacement since this is a non-sustainable situation.

since it isn't a curable condition, just set the colonist to not use medicine....the doctor will earn experience per treatment an no medicine will be use.  I ended up with an 80 year old calling for help, she had asthma, mild alzheimers (dementia), and bad back (-10% manip, -30% move)...and she's hella useful.

This counteracts the very next pawn calling for help...a 16 year old convent child sheriff...he can do ONLY animals and artistic...at level 5 and 2.  with no passions at all.  He's getting fed to the pursuing pirates!

btw, another change, i think.  fleeing pawns requesting help (the ones that trigger a raid right behind them) no longer require a comms console

Negocromn

Quote from: Limdood on April 07, 2016, 01:43:21 PM
btw, another change, i think.  fleeing pawns requesting help (the ones that trigger a raid right behind them) no longer require a comms console

correct

Boston

Bullets from a high-powered rifle travel through the air with the same velocity as nerf foam darts, apparently.

Darth Fool

Quote from: mumblemumble on April 07, 2016, 07:37:14 AM
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.

Masters can be switched but bonds can't be.  In fact there is a bogi for not being the master of an animal that you are bonded with.  I am pretty sure that it is the bond that causes all the emotional effects of pet death, not mastership.

mumblemumble

Yes i know,  but you could for instance,  keep 1 person for training,  one for combat use,  so the bonds are for the trainer,  the fighting is for the warrior .  Pre battle arrest the trainer and just keep them in jail so they don't snap from animal deaths... Though,  do they stack at all? I still haven't seen
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.

christhekiller

Quote from: mumblemumble on April 07, 2016, 08:43:47 AM
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.

Yeah, most of those things will go away with time. Just... a lot of it... And colonists won't die directly because of those diseases either I don't think. Then again I make sure they're regularly treated so ignoring an untreated muscle parasite might just be deadly, I don't know

Mathenaut

Quote from: Tynan on April 07, 2016, 02:06:33 AM
Pet nuzzling is how they affect general mood.

Holy shit, he's right. I haven't noticed because I normally keep the animals in a corner. If you let them wander around your base, they'll essentially tag the colony with a mood buff over time. It's nice.

Now if only I could restrict trainers to only use kibble..

Limdood

Found another....colonists now wear paths into the snow!

Heavily travelled outdoor walking lanes will stay largely clear of snow as people walk over it constantly.

ZeeOvenfresh

(taken from changelog)
-It's now possible to make guns at machining table.
-Vest plate is now craftable.
-Kevlar helmet and military helmet are now craftable.
-It's now possible to craft power armors and power armor helmets.

also found that nuzzling distracts colonist doing stuff
"almost done building this turret, Hello fido! welp best leave this for tomorrow."
"How did you get into my house?"
-Morgan Freeman

Shurp

Instead of just killing and eating visitors, some can now be traded with.  (And then eaten and killed).

Oh, wait, we should kill them before eating them, right?

Can amputated limbs be eaten?
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.

Limdood

#29
Quote from: ZeeOvenfresh on April 07, 2016, 08:37:50 PM
(taken from changelog)
-It's now possible to make guns at machining table.
-Vest plate is now craftable.
-Kevlar helmet and military helmet are now craftable.
-It's now possible to craft power armors and power armor helmets.

also found that nuzzling distracts colonist doing stuff
"almost done building this turret, Hello fido! welp best leave this for tomorrow."

It does not appear possible to craft personal shields...or i haven't found it at least.

Just ran into something REALLY annoying.  Colony started with a cat, in a very cold boreal forest...-25F middle of winter...cat is comfortable down to 6F.  Sold the cat, to avoid death penalty..

unfortunately, there is a "sold bonded animal" penalty of -10 for 10 days (maybe 15?  didn't notice exactly when it hit).  THEN the cat died of hypothermia (with no warning because it wasn't MY cat anymore) before the traders left...so since it was still bonded, i got a -15 penalty for 20 days....this colonist will be REALLY hard to handle for a while...

at this point i'm really looking forward to prepare carefully so i can start without a pet...i haven't done an ice sheet yet, but i'm not looking forward to trying to either keep a pet alive or killing it and having a -15 for the first 20 days of the colony...And i used to love using animals at the end of A12...