Alpha 17 is on public unstable branch

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

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ReZpawner

Quote from: Neotic on May 20, 2017, 01:32:13 AM
1100 silver to request a trade caravan? that's seems ridiculous i, that's nearly double A16 amount of 600
it costs 700 if you get their reputation over 40. It's only 100 bucks more expensive than A16.

Neotic

Quote from: ReZpawner on May 20, 2017, 01:47:44 AM
Quote from: Neotic on May 20, 2017, 01:32:13 AM
1100 silver to request a trade caravan? that's seems ridiculous i, that's nearly double A16 amount of 600
it costs 700 if you get their reputation over 40. It's only 100 bucks more expensive than A16.
I had a reputation of 39 there should be at least a gradient if they're gonna change it like that. Also according to the wiki
"Satellite calls to request caravans to friendly factions at the costs of 600 silver, which can be reduced to 300 silver if goodwill is above 40." it used to be 600 before a reputation/goodwill of 40
BRAIN-OVERLOAD

O Negative

#557
This is probably one of those silver-sinks Tynan was talking about. I don't think 1100 silver is too much to ask with respect to a faction you don't even like that much. A gradient would be nice I guess, but it's just more work.

Wiki needs updating, obviously :P

Edit: Silver-tongued? No, silver-sinks! Silly phone.

ReZpawner

That event seem to have a random element to it, wether or not it will cost money. I've had a few of them that were free (and very helpful with 5 neurotrainers for free a day and a half away). Not all of that type of events require you to pay for it. Nor do they require a comm station or beacon.

Angiel

hei hei!
Want to give my latest colony story here for the alpha 17.
So i started the colony on 16th May. And i tweaked the crashland scenario to have glitterworld medicine instead of normal medicine just in case for infections :D and the random pet i put it to muffalo cuz i like them hehehe.
By the end of the day of 16th May i had not used any glitterworld medicine and had a few attacks which means i think the infection rate is dropped now. i stared in a all year round growing area, mountain and forest. it seems to me that mad animals attack are more common oh and am playing on Cassandra rough. had an pirate raid that i didn't manage to defend well and all my colonists were incapacitated except my non-violent colonist. i cldn't defend anymore and the raid decided to kidnap one of my colonist and i let them to that so that i cld rescue the other 2 colonist i had. tried to rescue and although the pirates already were kidnapping one of my ppl they still shot at my non-violent which i don't remember them doing that before but i may be wrong on that. so manage to rescue a few and was trying to heal my other 2 colonists while my non-violent which luckly was also my doctor was also bleeding. the guy who was caring my kidnapped colonist got incapacitated and dropped her i didn't notice that until was to late and got a message that colonist died. the muffalo i had was ofc bonded with that colonist and got into a rage and decided to attack my non-violent pawn. so now i have 2 colonists not healed and a doctor incapacitated. all is good and i get a freaking wandered joins event, muffalo imediatly goes after him :)) one of the 2 colonists that were in bed was no longer incapacitated and got out of bed to go eat bum muffalo on her saying no no you are not allowed to go anywhere. then my doctor again also was no longer down and so muff did his job. after a while one colonist died cuz he wasn't taken care of :). muff eventually gets out of his rage and at the same time one of the colonist was not downed anymore so i tell them to start to heal ppl. and then she gets into a daze ofc and so my wandered also dies. at this point i gave up and quit the game :).
and then yesterday i start my game and forgot everything about my colony being on the point of annihilation and although there is a new vers decide to start the same colony again. luckily no bugs so far :). and now somehow manage to run the the colony with the 2 colonists left the non-violent one and a good shooting one. Problem now the good shooting person gets muscle parasites and here comes a deer man-hunter pack raid i didn't get to make proper base because of all this happening before so my 2 pawns were stuck in the med bay. i decide to poke a little and try to shot at the deer with my good-shooting but with muscle parasites and also missing a foot :)). so yeah that didn't go well. and somehow i manage to rescue my colonist and get the rifle stuck in the door before the deer can get inside. during this i get an escape pod ofc i can't go after him so he is left for dead. and after a while here comes another escape pod and with relationship. mad deers were falling asleep so i manage to go rescue this one :) and decide yet again to try my luck with the shooting colonist but again no luck and now mad deers are free to roam in my hospital room as well incapacitating anyone that tries to get up. yet again i am on the verge of losing my composure and feel like giving up. but i decide to stick a while longer so i get it on high speed. after a while the mad deers leave and then try to rescue my colonists unfortunately cldn't save the non-violent one and he died, and he was the husband to the escape pawn and now i am yet again at 2 colonists but things got a tad better and now am back to a 4 colonist colony.

i find now this run was exciting and i am glad i didn't decide to give up on the colony.
My conclusions are that
- mad animals cases are more frequent, which i don't find it bad. if you have a good walled base and you can function inside for a few days they are easy to handle.
- the infections rate are better now in my opinion at least for rough diff. i did get a few cases of infections but were because i left the injured to long without care and one got it cuz of dirty room but it was indeed filthy :D, which i find great.
- i found out that now pawns and animals can walk without one leg idk if it is a bug or intended ??
- i find the quests interesting but didn't manage to do any so far. at the start of alpha 17 was too preoccupied with infections and now not enough ppl to send for quests.
- traders are too rare imo but i guess there are other things that need to be taken into consideration here. so it is not a game breaker.
- the mood system it's a bit punishing if you have raids and stuff. they get a mood debuff if they see a dead corpse and they have no joy and they are stressed cuz you have them drafted and so on but no mood buff that they managed to get over a raid, and this leads to too much dazes after raids imo when you need them to be on call for healing and rescuing and what not. I find it frustrating.

eugeneb

#560
I know a lot has been said on the infections topic but I wanted to add my $0.02. Have been playing on boreal forest for 3 seasons throughout the last couple builds. I've been affected by infection only once I think and that was only in the very beginning, some builds ago. I don't have a sterile hospital and I've used only herbal or no medicine. My doctor started at 4 I think and leveled up until 7 now. In the recent raid I captured a pirate who was beaten up and shot all over the place and was several hours away from dying. My level 7 doctor treated him without any medicine in a jail with soil floor and he still recovered without getting infected. Other than that didn't get any other diseases at all (even though I've been sleeping without heating for 2 seasons in subzero temperatures).

Raids have been a little on the easy side for me. AI appears to be smarter and it's more interesting to fight them but they didn't really match me weapon-wise. First raids were juts dudes with clubs an pistols. The last siege brought many raiders but they were all armed with pistols, clubs, shotguns and didn't seem to care much about my single colonist sniping at them with rifle. Eventually, once I injured them enough, they attacked and were easily defeated.

Overall the game is tons of fun! I saw Rimworld game in my dreams today, and my wife for some reason thinks that maybe it's because I played way too much lately but I don't see connection here  ;D

---

Update: I've been playing on Cassandra Rough

shentino

For me the most annoying factor about summoning a trade caravan isn't how much it costs to bring them, but how little cash they bring.  Sometimes with a huge stockpile of flake or smokeleaf, I have to request multiple caravans just to sell it all.  That's when the caravan fees start eating into my profits.

Rah

Would be great if people could state the difficulty they're playing on when giving feedback etc. Makes it easier to analyze for both devs and modders.

Mihsan

#563
Rich explorer, started in desert (cold'ish one) on the river close to road. Randy intense.

I set myself a goal to see how my rich explorer will die. It took him 54 days to do so: his caravan was ambushed by 3 manhunter alpacas and, while he was wandering in daze (with his charge rifle, god damn him!), his friend shot his girlfriend in the leg by accident. Apacas downed everybody. Girlfriend bled out, other two people died from starvation. They were conscious all this time (just could not walk) and very close to caravan camel that had some pemmican on him.

Only in this game: during severe starvation I prefered to dig out graves and eat people rather than butcher bonded camel and warg. By the way that mood debuff (even with "soylent green" machine) is very brutal now.

Serious remarks about gameplay:
- Cold snaps are too often. In 3 games I had this feel already, but in this last one those cold snaps were killing my food just all the time. There was 4 or 5 of them in 54 days I think.

- There was one very spoiled moment: when my caravan was dying on the ground, game asked me to leave that temporary caravan map. I could not do so because none of my colonists could move. So they were just deleted. This was very lame: if my colonists have to die, then I want to see that. If this game is about generating story, then dont take that story from me.

- Friendly colonies have too small ammounts of food on them, especialy long lasting types of it. I was hoping to save my colony from starvation with trading, but between 3 visited settlements I found none that had corn/potatoes/rice (which is the most logical thing to buy as food because it can be stored w/o refrigeration for a long time and does not cost much). One had berries, but they are more expensive than pemmican (quantity was low also). Some had meat, but it is hard to deliver it before spoilage. Some had meals, but it is more traveling food for caravan rather than survival strategy. Ammounts of pemmican was comical in all visited colonies.
Pain, agony and mechanoids.

Calahan

I've moved another batch of posts to the bugs forum, so if you can't find one of your posts in this thread it's likely in the bugs forum. Or I deleted it, as this is not a thread for asking or answering questions about when A17 will be released either. The answer to that question is the same answer as always. When it's ready.

And it's nice to see so many new people visiting the forum and taking time to create an account to provide feedback. Great stuff, and your thoughts are certainly appreciated. Although can I please ask all new arrivals to acquaint themselves with the forum rules (pinned to the top of the General Discussion forum), and also to please try and read back a few pages on this thread before posting. The latter in particular so that you see one of the many posts like this one, informing you what the purpose of this thread is. Which for the nth time is...

Quote from: Tynan on May 18, 2017, 10:15:49 PM
Please only post feedback on the build in this thread - open suggestions should go in the Suggestions forum; bugs should go in the Bugs forum.

Taullis

All in all very pleased with A17.  While you say content has been locked, it still feels that it needs one last balance pass as far as the crops go.

I have lost four colonies in A17 (2 crashlanded, 1 tribal, 1 rich explorer) because of 1st year crop failures (the last one in build 1543.)  Essentially, the recent changes to grow times are compounding event issues.  Combined with the nearly now unaffordable sun lamps (power-wise), I have yet to have more than a handful of rice plants harvested before an event within the 1st 10 - 15 days destroys the crops.  Depending on map size/terrain the hunting options are often not enough to sustain the colony, and traders are unlikely to have lots of food early.

Sun lamps are not viable at nearly double the a16 power-price for a colony still in its first quad to have set up greenhouses and even more so when considering the heat needs for cold climates. A more respectable power-price of around 2000W per lamp is more reasonable.   However, the most unbalanced change has been the strength and timing of events that affect crops. 

Blight - I get and I'm actually okay with because many pioneers and colonies have nearly or completely died off because of blight at any season of the year. 

The one I do not understand is a mid-Jugust cold snap (at day 10 for me this last time - v1543) that drops the midday temp from 80F to 4-5F and lasts for several days (Northern Hemisphere.)  Down to the 30s/40s sure I can see some realism there, but a nearly 80F drop?  Throws the balance and usefulness of crops out the window.  Especially considering I've never seen a 5 day long 80 degree heat wave in the middle of winter.  Simply put, the intensity of the cold snaps feels too strong and too frequent. Go ahead and leave it as a summer option for an event, just take some of the *heat* off.  Maybe the conversion factor for Celsius and Farenheit is off in the code?

I LOVE the scrimp and fight and struggle to stay alive that is in this game.  It just feels like a bit too much of a "let's make it artificially hard for the player" gimmick as far as the crop-affecting events go (looking at you cold snaps....) when factored against player adaptive strategies.  It's to the point that on crashlanded games (given up on tribal for now) the first things I build are a sun lamp, solar gen, heater, and battery and an enclosed greenhouse instead of beds.

Love Love love the game Tynan!  Just offering my 2 cents to help you succeed it even more amazing.  Thanks!

PS> the above mentioned playthroughs occurred on Randy rough and Cassandra Intense

dogui

Tynan I have hundreds and hundreds of hours playing A16 play and I have tried A17 unstable for some hours.

I appreciate all the news and the implementations, you did a great job. Many thanks for all the passion you put into your game.

I have a question: I noted that in A17 it seems harder to hit the target (first raid).
I had a survivle rifle pawn (shooting 11) and a gun pawn (shooting 4 or 5) into the forest, vs a raider level idiot. Nobody was able to center him.
Something has been reviewed regarding the pointing/shooting process?

MagicMagor

I haven't played that much with A17 yet but i noticed one minor annoyance in the last playthrough.
With wild healroot and the ability to self-tend i tried a solo-run (custom scenario, start with nothing). Was quite challenging and i lasted 11 days. What killed me in the end was malaria and here is the thing: Despite being herb medicine available, self-tend activated and the diesase requireing tending my pawn decided to stay in bed for nearly a day - in hindsight i should have dropped the priority of patient - and i was unable to force him to tend himself.
With other pawns it is possible to override their current action and force a pawn to tend another one, apparently that is not possible if doctor and patient are the same person.

eugeneb

Not sure if it's a known thing but got a caravan during toxic fallout. Had to built roof above their hanging out spot so that they don't die.

ReZpawner

Quote from: dogui on May 20, 2017, 03:07:54 PM
Tynan I have hundreds and hundreds of hours playing A16 play and I have tried A17 unstable for some hours.

I appreciate all the news and the implementations, you did a great job. Many thanks for all the passion you put into your game.

I have a question: I noted that in A17 it seems harder to hit the target (first raid).
I had a survivle rifle pawn (shooting 11) and a gun pawn (shooting 4 or 5) into the forest, vs a raider level idiot. Nobody was able to center him.
Something has been reviewed regarding the pointing/shooting process?

Trees now provide 43% cover. It's more than a little overpowered in my oppinion, but it seems to be here to stay. May want to let those beavers linger around a bit longer than normal in A17, because they provide one hell of a service. Also, rock chunks are now worse cover than trees.

TL;DR: Cut down or burn all the trees you can find. They provide insane cover.