Alpha 17 is on public unstable branch

Started by Tynan, May 02, 2017, 02:25:50 PM

Previous topic - Next topic

Sunfish

I'm playing in a jungle at the moment and a cobra went mad and started attacking my colonist, and the cobra was making like, wolf or bear sounds.

Also the river water is looking great!

CoyoteWAN

Quote from: Mihsan on May 10, 2017, 06:00:39 PM
Big problem with route planing tool: it does not count takes winter moving time into consideration. It was very frustrating for me when my caravan with food for 3 days could not made it's travel expected in 2,7 days.

Also secondary problem is that winter moving speed is not bound to winter temperature. Why exactly caravans moves slower during winter in some tiles when it is +17° C there?

Plus I caught myself at not connotating "decembary" with seasons at all. It also added more confusion to this whole situation with caravan because my eyes slipped over that word and my brain gave me nothing about that it might be winter somewhere.

I had a very similar issue, mine was I used the planning tool to figure out number of days, got 4.2.  Then figured I would bring about 10 days worth of food, but then it took about 6 days to get there with no alert when I was at the destination / city I clicked on.  Finally to top it off bought more food from the village for the return trip and the tool screwed me again, although I cannot remember by how much.  I know I got 8 days worth of food and I somehow the return trip took about 10 days which is longer than before it seemed.  I was guess because winter was getting closer.  Not sure.

Finally, I never could figure out how to get my caravan to enter a minimap so maybe I could go hunting or mining because I had the only one settlement option on.  Probably will change that to 5 or something so I can "settle" or mine if I want to.

trihero

I would love to start new games and give more feedback, but it would be nice to know where I can see all the most current changes from alpha 16 to alpha 17. I have seen several scattered posts in this thread from the dev himself but I cannot be troubled to click through each page looking for little bits of changes here and there and try to put them together chronologically to get a current picture of where the build stands. Plz help me give you guys feedback on this build changes by letting me see what the changes are to see if I like them or not.

YokoZar

Infection feels about right now.

River maps are a bit awkward to play on because the river always cuts through the middle and is pretty wide.  If you use the standard (smaller) sizes this really shrinks the livable area, as there's a strong incentive to keep your base on only one side of the river.  Consider offsetting the river a bit.

Skinnay

#304
On a balance note - thank you for making fingers and toes less likely to be chopped off. For awhile there it was way too common.

Moderator's edit (Calahan) - Edited this to clean it up as I removed a post that part of this post was replying to. So it would look odd if I did one (removed a post) without doing the other (cleaning up related posts).

ShadowTani

Uuh, was colonists that where put into cryptosleep caskets always affected by colony specific mood effects or did I for some reason not realize before now? I just took a couple out and they where all stacked with mood effects from every single organ harvest and slave selling I've done since they got put to sleep, lmao... Talk about waking up cranky! xD

I can understand the mood debuff of waking up to learn a family member died, but stuff that happened way back in the past that everyone else in the colony pretty much moved on from by then, that's a bit harsh. Either way, not meant as a suggestion, just not sure if it was always like this or I've really been that oblivious to it before...

Calahan

#306
I've removed several posts from this thread (re: suggestion and related discussion regarding changes to how starting Pawns are selected). Those posts can now be found here https://ludeon.com/forums/index.php?topic=32319.0

As Tynan has asked several times now, please post any open-ended suggestions you might have in the suggestions forum. Also, please don't reply to such suggestions others are making and trying to enter a discussion about them because then you are just escalating the problem and helping to de-rail the thread. Same applies for posting bugs in the bugs forum (I'll be moving / deleting some of those out shortly as well. Edit - done).

Thank you all in advance for keeping this thread on-topic and respecting Tynan's requests.

fjw

#307
I have another problem in A17:
While packaged survival meals are useful, it is really expensive. How can I prevent my pawns from eating it all up instead of the normal food? I want it reserved for my caravans...

I really appreciate your good work here. RimWorld is one of my favorite games for many years now.

Wanderer_joins

Quote from: Skinnay on May 10, 2017, 11:00:06 PM
On a balance note - thank you for making fingers and toes less likely to be chopped off

Now they chop off your legs ;-) but yes, it's a good change when you need a decent manipulation.

Quote from: YokoZar on May 10, 2017, 08:00:17 PM
Infection feels about right now.

Yes, they are still rare enough, but to be taken very seriously, and can be deadly.

My last test: http://imgur.com/a/JmmdL

I guess people are arguing about the starting set of pawns because skills are more critical with this alpha.

YokoZar

I'm not sure wolves are behaving consistently in the new version:

1) They'll hunt my colonists long before they're starving, even when there's free meat on the ground nearby (drop pods, other dead animal that's still fresh)
2) If I turn my colonist onto fight back mode and do any damage at all (even with a fist) the wolf will begin to flee, only to immediately start hunting another colonist
3) If I draft the colonist and shoot the wolf instead of fleeing he'll go manhunter and rejoin the fight

That said the danger of the forest is a good amount of fun now!  I sent my good weapons with my caravaner who is raiding a stash, and my remaining villagers can't stray too far because of the moderately hungry wolves.

Pope

#310
I am always afraid to post here, since parts are suggestions, complains and some are bugs maybe.
@mods: Edit if needed.

Caravans:
-   Requests during first 100 days are quite ridiculous. Requesting Items and amounts, you don't have or don't have access to them. Why don't they request some Rice or Wood instead of 5 assault rifles?
-   Awesome Caravan packing spot. But why can't my other Haulers support the one guy loading 3k cloth ? He needs 3 days and gets moody since he and the muffalos does not sleep in effective spots while one is exhausted.
-   Caravan packing in progress still can't be stopped/canceled.
-   Visiting Caravans are stopping outside the "secure" Home-Area at the first Perimeter Wall.

Pawns:
-   A "good" hospital bed and a skill 8 doctor with herb's keeps sofar every infection away. I like it the way now it is.
-   The Health-Regeneration seems to be same as in a16. Healing of 18.5 points of Damage took about 17 in game hours.
-   Doctor is turning away from patients while feeding them...
-   Pawns does not matter if packaged or simple meal. What is closer, will be eaten. Even with separate rooms. A Simple meal should be preferred.

Combat:
-   Shooting is now more accurate.
-   Hunting is now safer for haulers which are sometimes in the line of sight. Matrix like dodges. Nice.
-   Enemy Melee Pawns, which break up doors, don't dodge grenades from their team. He attacks door, she throws grenade on "his feet", he does not move. She throws the next one.
-   Mechanoids with Lance "One shot" regulary a Pawn, who is beind a 70% grown tree. Does the Mechanoids have fixed or random skill values ?

Beauty:
-   Flower field vs Flowerpot : Flowerpot wins.
-   Cultivating Flowers on Fields has almost no value beside beauty. A Large statue of superior or excellent quality makes Flower beauty obsolete. Make flowers worth again with buffs !
-   Cleaning by pawns is now faster. Love it.

Items:
-   Medic Items visual redesign is ok.
-   Stacks are still not beeing merged on stockpiles.
-   Alpaca Wool drop is now 150; too much.

Resources:
-   If i don't start to mine directly steel, i can wait for a skill 5-6 to get it mined. I can live with a little loss. Balance is ok.
-   Raw Stone block looks different, but i got used to it. Harder to see the difference without clicking on it versus previous "block".
-   Potatoes still have no reason to be grown. a 13x13 Field of Rice is more valuable than a 13x13 field of potatoes.

World:
-   Streets are being used very often by my caravans. Good addition. Now i can place my colony more strategic, unless you plan to make enemy raids lurking around...
-   Water and Sun reflection looks nice. Thunderstorms have now more chance to leave a spot burning. Rain stopped but lightning struck again. That's ok.

Mod Support:
-   Since the a17 Unstable, i can't use any mod added manually to mods folder anymore. They don't show up in game. Clean Install has been done. Can't help moders to test their mods unless they are on steam  :(

Economy:
-   I was able to get to 10k silver within first 30 days previously in a16 (wood products). With same strategy i was able to reach 10k in about 50.
-   Long term: Without own carawns or a working com station im stuck with the items i made.
-   Requesting a Caravan costs sometimes more than they have in silver with them. Makes items more valueable. Good !

World:
-   Quadrums, Seasons, names... All is fine as long the tooltip explains them

Scenario: Tribal
Storyteller: Phoebe Chillax
Difficulty: Rough
Played Region: Tropical

Edit:
removed some type-errors, you can keep the ones you find.
@Tynan: Awesome game, keep it going ! With 1,3k hours played it is 2nd place on my steam games. Don't know how many hours i've played pre steam.... This game is fun.

RemingtonRyder

Quote from: fjw on May 11, 2017, 07:40:37 AM
I have another problem in A17:
While packaged survival meals are useful, it is really expensive. How can I prevent my pawns from eating it all up instead of the normal food? I want it reserved for my caravans...

Forbid them all until you're ready to roll out. Or, you can make sure your pawns always have a more preferable meal to eat (Fine or Lavish).

fjw

Thanks, but i know that. Problem is it takes a while to cook them. I don't want to forbid them every time the cook finishes a new one.

ReZpawner

Just make fine meals too. Survival meal is considered on par with simple meal, so a fine meal should be preferred to them. Also, it might be a good idea to set up a storage area for the survival meals behind the other ones, as distance also plays into it. As long as there's a fine meal that's easier to get to, that's what they'll try to eat.

Tynan

Thanks for the feedback, Pope et al. Very useful.

Still looking for more. Things are still being tuned.
Tynan Sylvester - @TynanSylvester - Tynan's Blog