A18

Started by RimworldOx, June 03, 2017, 10:45:55 PM

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SurrealSadi

Quote from: iceteazz on July 09, 2017, 11:19:17 AM
_ I just want some " politics " and religious / cult in Rimworld, like vote for captain / leader/ majour,  or choice start a cult in your colony etc. Those will give us more tool to manage mood of people, and more events to handle.
There is a mod that lets you create a cult.. but it's tied to Lovecraftian lore. https://ludeon.com/forums/index.php?topic=26078.0

Kelemvor

I would like an online system to be implemented to interact with other players from other colonies and to be able to fight, negotiate, etc ... between us

Tacoburger

It'd be cool to have more wall types, like wedges or some sort of quarter hexagon for corners. Maybe other types. Shape variation would be nice for stylizing buildings and not just be completely square. I'm sure others can think of things like that.

Lumaan

-64bit exe (Can't use all the mods I want too)

zehh172

Horses and carts, the horses would act as animals and vehicles, carts would be able to transport colonists and goods through the map.

corestandeven

Small suggestions for A18 that would just make the game less frustrating:

- Stop mental breakdowns, or at least really reduce the possibility of mental breakdowns, whilst traveling. The player cant really do anything during travel to prevent it, and it really sucks traveling 10 days to attack an outpost only for one of your pawns to break just before entering into combat. Given you can't control them when broken and they don't defend themselves this is just a frustrating game mechanic and a disincentive to travel.

- Reduce likelihood of mental breakdowns whilst on missions. If I have two days to grab what I can from an outpost we have just taken, or mine the resources around it, having pawns break because the outpost we have taken just over is dirty is bonkers. If you are on a mission then pawns should be focussed on that mission. You dont have soldiers attacking an enemy base breaking because they have havent had fun that day. Perhaps the joy need can be suspended, or at least drastically reduced, whilst on missions?

- Re-adjust mental breakdowns so pawns coming out of a break don't immediately break again. Quite often I get seemingly endless cycles of mental breaks. Often the only way the cycle ends is when a pawn collapses of exhaustion or starvation.   

- Seriously rethink mental breakdowns in general. I accept during a mental breakdown that pawns cant be commanded by the player to do anything, and it therefore is an incentive to the player to take steps to avoid mood drops, but they are over-punishing now. A 'depressed' pawn will often starve or collapse of exhaustion.  Why not have 'minor mental' breaks where pawns will eat and sleep when needed but do nothing else, and 'serious mental' breaks where they do nothing as is now?

- The vast amount of food needed for caravans is just weird and actually is a disincentive to explore and do missions introduced in A17. The MRE mod helps, but as it is a mod there seems to be some bugs. Be great if caravan food was just fixed officially in A18. 

- Have a 'sell all deadman's apparel' button at the top of the trade screen, rather than having to scroll down and select everything individually.

- For armors please remove 'worn by a corpse' penalty, or at least have the penalty wear off over time. Pawns often voluntarily choose to wear the armor of dead raiders, but don't seem to for deadman's clothes, so it does suck that players are punished for this by the penalty. Equally as armor is hard to find and costs a lot of resources it is not too unreasonable for pawns to scavenge armor from others.

Penguinmanereikel

Quote from: corestandeven on July 22, 2017, 01:05:09 PM
- Re-adjust mental breakdowns so pawns coming out of a break don't immediately break again. Quite often I get seemingly endless cycles of mental breaks. Often the only way the cycle ends is when a pawn collapses of exhaustion or starvation.
Um, the system works by having a "Catharsis" given to each pawn coming out of mental break so that they don't fall in immediately after coming out. How depressed are you making your people that they can't even get a Catharsis to counteract the low mood?!

Lightzy


A Friend

Only info so far:
QuoteAlpha 18 is coming along! Working on new world quests, new mortar shells, spreading crop blights, new incidents/weather, river visuals, etc

Unless vehicles is announced, I'm betting the focus would be on fleshing out the quests and some part of the faction system.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

corestandeven

Yes, I see why you think I'm doing something wrong, I do give my pawns joy but sometimes they do break.

Catharsis does indeed help, but not always and I've had several times now serious and frustrating breaks (in A17). For example, a colonist breaks because they are in a bad mood already and some trigger sets them off, tired, bad environment, insult, whatever. Because you have zero control over how they behave in the mental state, and they are incapable of eating, sleeping or defending themselves, they just wander aimlessly. I'm playing a cold biome at the moment, so outside is usually in minus figures. One pawn wandered outside because of a mental break, and by the time he recovered (over half a game day later) he was starving, exhausted, had no joy, was in a 'ugly environment' because he was outside, in the dark (as it was night when he recovered) and freezing. Before I had a chance to bring him home or just make his schedule all joy he broke again even with the Catharsis mood buff. The only way to break this either allow him to collapse and be rescued, or arrest him, both of which are dumb options. There at least should be a 'escort pawn back to room', or 'escort pawn back to medical room' softer option than arresting the pawn, in order to avoid them wandering outside and getting in this mental breakdown spiral.

Worse was the example I gave above about the outpost. We attack an outpost, and so the mission was clearly to kill the occupants and take their stuff, and yet you are getting 'awful bedroom', 'observed corpse, 'hideous environment', 'ate without a table' and other negative buffs? No s**t, its not our colony, we just attacked it and the sole purpose for going there was to ransack it, not sit around sprucing up the place, making it a home and having a game of horse shoes. Having pawns suffer mental breaks because of these negative buffs when your trying to ransack a location (which you fought over hardly) is just over punishing players imo. 

Certainly mental breaks is better than before, but as above I still think it needs work, and it certainly needs rethinking for caravans and out of colony missions.

Lightzy

Hmmm. Sounds boring. But then v17 was pretty radical. Or was it v16? I forget.

crazyroosterman

Quote from: Lightzy on July 23, 2017, 10:42:01 AM
Hmmm. Sounds boring. But then v17 was pretty radical. Or was it v16? I forget.
id rather some quote on quote "boring" update that works on things that really need doing(the world and its mechanic have fantastic potential but feel natured at the moment)
than enougher big giant game changing load of things which hed have to spend ages trying to polish and refine after words before expanding and polishing the mechanics and ideas put in the last update.

crazyroosterman

I've heard that a lot of the next update is going to be to do with travelling.
which I certainly hope is true travelling needs a lot of work right now in my opinion.

Psithen

hopefully they fix the pathing...

Nainara

Well,
Quote from: Lightzy on July 23, 2017, 10:42:01 AM
Hmmm. Sounds boring. But then v17 was pretty radical. Or was it v16? I forget.

Well, notably v17 brought us the bowler hat. What could possibly top that?