Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

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TryB4Buy

#150
Was this "unable to manually capture" bug in B18? https://www.youtube.com/watch?v=e-1qgIhNx_o 27:27. I think its because he cleared a prisoner's room to non-prisoner. I'll wait for 1.0 to actually come out.

Julia

Havent yet played 1.0, reading log:

-Removed tornado incident - good idea, no counter, was bad design and we all knew it. Reason: not fun.

-Removed "Green thumb" trait - always loved it, very fun trait, idk why remove. Great fit for the game <3 Restore please, very in-flavour with the game.

-Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration - grinding it is then :(

-Mechanoids now always destroy anything they drop (including minigun, which was previously recoverable) - So why do they exist at all, seems like digital suffering with no benefit? No good imo :(

-scyther (close combat specialist) - I predict digital suffering, since they were already deadly to colonists but could be prevented with some cover. How to prevent a mechanoid melee fighter early on? Losses that can't be countered I assume.

-Double sleeping spot - very not needed. Why bother? :p

-Great memory - slower skill decay - fortunately I use the remove decay mod, else its not fun to play. Should be an option in the game for that.

-Turrets now require "barrel change" after firing a lot. - feels like repetition on existing things.

Tons of changes, lots of work done, still wish the above would be changed.

Alenerel

Quote from: Julia on June 19, 2018, 08:01:35 PM
Havent yet played 1.0, reading log:

-Removed "Green thumb" trait - always loved it, very fun trait, idk why remove. Great fit for the game <3 Restore please, very in-flavour with the game.

-Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration - grinding it is then :(

-Mechanoids now always destroy anything they drop (including minigun, which was previously recoverable) - So why do they exist at all, seems like digital suffering with no benefit? No good imo :(

-Double sleeping spot - very not needed. Why bother? :p

-Turrets now require "barrel change" after firing a lot. - feels like repetition on existing things.

1. It was random and useless unless it was your grower. Better have a proper trait than this wasting space.
2. You had 3% chance with a level 20 to craft a legendary. It was grinding too. I know cause I always went for legendary beds and legendary statues.
3. Why exist what? Miniguns and blasters are craftable.
4. If you play tribal you would know. At least me, I first rush microelectronic basics and a bunch of stuff, then beds. Having couples in this situation was not ideal.
5. He made a whole post explaining why.

RemingtonRyder

I've noticed today that deconstruction of some things doesn't yield any resources. For example, if you refuel a campfire and then deconstruct it then you can get nothing back.

Anyway, this seems to be working as intended, but if that's the case I think it would be nice if the player knows in advance that they're not going to get anything back when they deconstruct those particular things.




@Julia: Green Thumb isn't really needed any more because colonists who have a passion for doing a particular kind of job will now get a nice mood buff when they do that job.

Nightinggale

Quote from: Alenerel on June 19, 2018, 08:36:45 PM1. It was random and useless unless it was your grower. Better have a proper trait than this wasting space.
We really should have a trait/background story overhaul. We already had somebody complaining about a chef who is unable to cook.

Quote from: MarvinKosh on June 19, 2018, 08:39:45 PM@Julia: Green Thumb isn't really needed any more because colonists who have a passion for doing a particular kind of job will now get a nice mood buff when they do that job.
Good point. It would have been nice if the changelog mentioned it's replaced and not just removed.
ModCheck - boost your patch loading times and include patchmods in your main mod.

Jstank

Can we revert the sprite for the wind turbine? It is objectively uglier now!
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

Madman666

Quote from: Alenerel on June 19, 2018, 08:36:45 PM
1. It was random and useless unless it was your grower. Better have a proper trait than this wasting space.
2. You had 3% chance with a level 20 to craft a legendary. It was grinding too. I know cause I always went for legendary beds and legendary statues.
3. Why exist what? Miniguns and blasters are craftable.
4. If you play tribal you would know. At least me, I first rush microelectronic basics and a bunch of stuff, then beds. Having couples in this situation was not ideal.
5. He made a whole post explaining why.

1. As someone said - replaced by passionate working moodlet, which is nice. So yeah its fine.
2. 3% chance is huge compared to close to no% chance. You had to grind it with 3%. Now you can only either do quests via traveling which has potential of utterly ruining a run and not offering you a thing you want or you have to rely on inspirations... Good luck getting those legendary beds with your inspired one-armed janitor in one day's time. If you do get it - you should go play roulette, you'll definitely be rich.
3. True - i don't see why making mechanoids die on being downed is making them useless\no fun. They're an enemy to be feared. Melee ones can be kited, other ones sniped. All fine.
4. I guess for tribals sleeping spots would be kind of useful... Though playing tribal run is pure suffering.
5. Even with that explanation, i don't see a point in adding a huge steel sink, while not adding a reliable way of getting more. The most consumed resource in the game gets even more consumed. Whats the point? Making people not use turret based killboxes? Dream on.

Mistrornge

I have been texting v1.0 and have found it a big change in difficulty.  Lowered difficulty to Some Challenge and managed to wipe after a few hours. 
I had a 5 person colony with 3x malaria and after 20 min or so one pawn got the flu.  After being sick a short while 2 patients decided to go berserk and destroyed the colony. 
Having non combatants going berserk needs to end.
The food poisoning effects seem a bit much.  Bed ridden during a caravan.  If someone attacks my caravan I am going to get up and fight.  Total incapacitation is a bit too far.
Animals are still doing drugs and drinking alcohol. 

ashaffee

#158
This is why he said theorycrafting is 100% pointless. Just play the game before assuming the new scythers are op.. I just had a colonist win a 1 on 1 fight with a scythe with a shotgun vs his melee damage. The other colonist used a shotgun to take on two of them at 1 tile away range on the ranged ones. You aren't going to like trying to out snipe a scythe but you can definitely. Kite kill the melee guys and draw the ranged ones into shotgun/mini/auto gun range and they go down fast. 90% of the changes people complain about just sound worst than they actually are.

I do agree the trait system needs a rework. But I bet anything that would be a long and tedious project to mix and match the many combos perfectly. Instead I think we would all just be happier if their names weren't miss leading on the rescue down prisoner quests/escaped/prison camp. I'd prefer just to know some information about them so I have motivation to risk my campaign to rescue them. 

The steel sink makes 100% sense and nerf to deep drillers. With the buff to caravanning you aren't suppose to just live on your little tile and never see the world. You have more motivation to go do mining trips or trade with allies. Or even move your entire base.  Besides steel was always overflowing in my games when I got the deep drill. It was components that are the sinkhole.

He is trying to tell you as polietly as possible to stop theory crafting because it is talking out of your ass. For all you know the steel requirement is like 5 steel once a year for each turret. You can't know what the change means until you actually play a run for a couple years and test it.

jamaicancastle

Quote from: MarvinKosh on June 19, 2018, 08:39:45 PM
I've noticed today that deconstruction of some things doesn't yield any resources. For example, if you refuel a campfire and then deconstruct it then you can get nothing back.
It used to be that if you deconstructed something with unused fuel, you would get the fuel back. Does it no longer do that?

Madman666

#160
No theorycrafting in my post. Its not 5 steel, but 60. For all i know. Yeah steel overflows for a bit, once you start deep drilling, but do keep in mind those are nowhere near being endless and have the potential of causing infestations now and that balances them out. Considering how much it costs to get everyone armored before sending them out anywhere, additional heavy steel sink feels unneeded.

Can't say much about caravaneering, didn't try it in 1.0, but unless the issue with event balancing from previous releases is resolved its still suicidal. Without proper defenses, clean hospital rooms and with increased chance of infection its bound to have someone killed. Treating someone out in the wilds is going to make your fragile minded pawns go crazy in seconds from living in a filthy wooden shack after leaving a big cozy protected city with booze and wenches. Only change i ve seen is foraging which is nice.

There s also a point of your ally's base just not having the resource you need. I still remember coming to an outlander town only to see them have 300 steel and ~400 silver worth of money. Yay. Oh yeah, right. And raiders obviously don't care you've sent n% of your people out and come in full force - get sappers and you're hosed, unless you produce nothing short of a tactical miracle.

NiftyAxolotl

I'm at the end of the first Septober with a tribal start on a tropical swamp with Cassandra Rough. TL;DR: alpacas still OP

I lost one colonist to a bump on the head and another to infection, but I picked up an animal trainer. She happens to be non-violent, so fights are just three pawns (all decent shooters with low-level guns now) plus my Alpaca Strike Force. I'm up to 15 total animals - a starting husky, 11 alpacas, and a self-tamed monkey, capybara, and elephant (!). Most are trained to release at this point.

My defense is:
- A few disjoint sections of alternating wall/sandbag/wall to duel ranged raids. The strong raid that I had to fight this way felt problematic, but I sent them running and only lost two alpacas. Most of their guns outranged me, but my cover was good, and some enemies walked into Alpaca Threat Range and got hoof'd.
- Actual building entrance, where I can have all three ranged pawns sit one tile away from the open door and let enemies walk in to their doom. Usually I want pawns with melee weapons and armor sitting right at the door, but I don't have any. My animals were very well behaved during a weak manhunter pack. They mostly just sat in front of or around my pawns, and let my usual strategy work. They didn't spill out the door and lose the chokepoint advantage like I expected.

Is animal skill decay an event with a notification? If so, I haven't seen any. My Strike Force is nearly fully trained and I am looking to expand it. Since this is a permanent summer map, maintenance is still low. If there were short or medium winters, I think I would have problems feeding a large Strike Force during the first winter only.
I've lost two alpacas to plague (out of three infected), but I was distracted when I was first notified and didn't tend to them. A whole bunch came down with the flu, but no serious effect. The self-tame events have felt implausibly generous.
The history chart shows the value of animals separately, which I think is a nice touch. They show up as a small part of my net worth, maybe 10-15%

DuckBoy

I just played out my first Tribal -Ancient Danger Hunter- run in 1.0 Unstable.  Results are... curious but quite an improvement overall. 

Basic strategy is bum rush the ancient danger with 5 jade clubs (or 4 jade clubs and a steel ikwa, whatever). 

Someone lost a finger, as you do, but we ended up with 2 tribals in power armor and 3 tribals in flak gear before the first nightfall, as well as enough luciferium to regrow 14 fingers if need be. 

They packed up, using the new caravan changes, forgetting several piles of jade, and several unmined tiles of jade that I quickly right clicked and fixed (THANK YOU!!!) and charted a course towards the nearest tribal while looking at the map (THANK YOU AGAIN!).  I was pretty confused when I neither attacked nor traded with them, and ended up giving them my varg and a ton of plasteel just to get the option to trade with them for food. 

I then settled again, bum rushed another ancient danger (Both were devoid of any insectoid or mechanoid menaces, sadly) and filled out my now 6 pawns with 4 power armors and 2 full flak gear.  I walked 10 paces to an outpost, sold all the junk for power armor helmets, steel helmets, and two personal shields.  Giving me basically the strongest melee force I've ever seen by day 5 or so. 

So I marched them off to the nearest pirate base to do battle. 

Following my standard exploity nonsense, I found a little hole in the wall, dropped 1 wall and 1 wooden door, and cackled maniacally while I waited for the pirates to march to their deaths. 

The second my shield batteried power armored front line closed the thin wooden door behind them, all the pirates paused for a moment and did something I never saw them do before.  They lined up far away from the door, and started pitching frag grenades at me while I was stuck in my tiny 6 cell corner. 

I was slaughtered mercilessly, and it was the fairest thing I've ever seen. 

Hats off Tynan, you gave me the strongest melee force I've ever built in the shortest amount of time, gut punched it without a doom rocket, and left me a half dozen ways I could have fixed it.  I knew I should have splurged for that charge lance. 

saulysw

#163
Been playing a slow standard game and enjoying myself. Just passed 500 hours on Rimworld. I appreciated a little change which was being able to relocate a number of workbenches. I moved the kitchen near to the freezer, and the research table out into the workroom and nothing had to be destroyed to do all this.

I'm worried about my medicine supply (it basically doesn't exist - none on the map and nobody skilled enough to grow it) but other than that, this colony seems to have some future. They are being powered by a water wheel and a single solar panel and it seems enough for now with only 1 battery for storage. I built a bridge over the nearby river and they path over it just fine. That seems to work quite naturally so well done there. Only two raids, so far, and each was only one person. I need a good grower. Oh, and my last addition came with go-juice addiction so he's going through withdrawal at the moment, and that takes forever but that's not new. I got no hope of making any go-juice so he has to suck it up. One break so far (dazed or something - he just wandered off), but I'm trying to keep him entertained so he forgets about that sweet, sweet go juice. Mmmmmm. Go juice.

Adsixnine

wow Looks like some good changes. ;)