Diseases in A16 seem much more deadly

Started by DeathWeasel, December 22, 2016, 07:03:06 PM

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makapse

Quote from: gendalf on January 23, 2017, 12:23:25 PM
DeathWeasel, eah I've discovered that.

Quoteplague does not occur when you get the event but much earlier and is hidden from you while it reaches to 40% so you need to reload to before this event occurred.
Is there a mod that would show the disease right away? That would a more immersive solution(for now).

There is the 'more obvious plague' mod that does it

https://steamcommunity.com/sharedfiles/filedetails/?id=818430189&searchtext=

b0rsuk

Quote from: makapse on January 23, 2017, 12:32:44 PM
Quote from: gendalf on January 23, 2017, 12:23:25 PM
DeathWeasel, eah I've discovered that.

Quoteplague does not occur when you get the event but much earlier and is hidden from you while it reaches to 40% so you need to reload to before this event occurred.
Is there a mod that would show the disease right away? That would a more immersive solution(for now).

There is the 'more obvious plague' mod that does it

https://steamcommunity.com/sharedfiles/filedetails/?id=818430189&searchtext=
There should be regular medical exams for detecting this kind of thing.

FreyaMaluk

Quote from: Shurp on December 22, 2016, 08:55:36 PM
Sounds like medicine has been nerfed too much.  I haven't been playing long enough to see the effect myself, but I see that Herbal has been dropped from .75 to .4, medkit from 1 to .7, and glitterworld unchanged at 1.6.

I recall that you used to have to burn through medkits (not herbal) to keep a colonist with the plague alive, so with the change plague is now a guaranteed killer.  And slashing herbal in half makes it nearly useless.

I may have to write myself a mod to fix this.  Or just abandon doctoring altogether - why bother if it doesn't work?
please do... bring the effectiveness of the good old herbal medicine and medkits back, please.