Unstable build feedback thread

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

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Greep

#3300
Started a new game and two of my dudes got muscle parasites, which is worse than temporarily having brain damage due to the extreme debuffs on tiredness etc.  I opt not to bother with medicine, because from the forums, they say it just takes a really long time to heal, and on the wiki it just says it goes away after like 5 tends.  And so I was kind of annoyed when I had 2 zombie colonists for weeks.

From what I can tell after digging, this is because all of these are incorrect:  it actually goes away when the total tend quality of each past tending reaches 300%.  This is not really apparent from the UI at all, and I'm betting 90% of people don't use medicine on chronic illnesses when they should.

Ideally. it would have an immunity just like other diseases where immunity = totalTendQuality/disappearsAtTotalTendQuality
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Venatos

could we do away with the random enemy dieing without lethal wounds? it just feels so artificial....
it makes a massive difference if someone dies of a smashed head or torso like im used to, now they die with 5 bruises?
i mean im pretty good at suspending my disbelief, but thats a freakishly tall order...

Ser Kitteh

#3302
Opening cryptosleep caskets is a "hauling" job. It really should be basic.

Also, uninstalling is still under Construction, whereas reinstalling furniture is under basic.

Also, when reinstalling furniture, there should be a "cancel" option on the original piece of furniture rather than cancelling the "shadow" of the furniture (but that should be kept too).

Can we also please cancel the forced slowdown thing during combat? It's fine for newbies but vets should be able to turn it off in the options.

When drafted, there is an option to attack and there is an attack to melee. Both are useful but it'd be nice to have an option to "shoot". A blob of pawns where 80% are shooting but the 20% is melee means that players often attack a target but also send their melee pawns into a situation where they get friendly fire.

Every time your handler retrains your animals so as to keep their obedience in check, the animals default to them as their owner. Really annoying, wished it was off by default.

PatrykSzczescie

This feeling when a prisoner gets the most comfortable prison in the world, just to be recruited so he realizes how poor our bedrooms are. And the awkward RimWorld mechanic that colonist cannot wish to go back to prison where all the luxury is.

Polder

#3304
I am hardly getting any new colonists in the latest version with NB starts. No wanderers join, most raiders just die and are difficult to recruit anyway. And as usual so many pawns with addictions or crippling bad traits or incapacities ir low skills, often in combination with each other. When the colony is still small, it's a REALLY bad idea to take in anyone that isn't combat capable or can't contribute to food production. They'll just drain food and make raids bigger while contributing hardly anything to defense.

First attempt spent a year having 2-3 colonists (one had an addiction and was incapacitated during a raid and then kidnapped).
Second attempt I'm at 2 colonists 38 days in.

5thHorseman

I have 3 (of 10) colonists with Chemical Fascination (one joined the colony addicted to something or other) and I've had almost no problems with them. We're keeping the colony dry but even when raiders drop drugs it's no biggie.

I pay more attention to what's where and sell them ASAP but other than that I've not had any problems in 2 or 3 in-game years.

I also have a gourmand chef and don't even recall having a food binge. Ever.

But no pyros. Those guys can suck it. Jail 'em, strip 'em, remove an organ or 2, and send 'em on their way.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

mndfreeze

I never keep drugs specifically because of the chemical related traits.  For me, just like the early days of pyro's, it only took a few colony wipes due to a spiral of death and despair started by one of them to make me never want to deal with it again.

I do take in gourmands because they at least have a positive to balance the negative and have gotten the food binge quite often but food is USUALLY not a concern, though it has been a few times in the first year on my tribal or brutality runs.

IMO, pyro turns into a micro-management annoyance that just drives me nuts and isn't worth the time.  Chemical related traits are super bad if they get any chance at all to go nuts.  I'll keep em though as I rarely keep drugs in this game.  I find the drugs not really needed as I can build wealth faster then I can keep up with raids usually.  If I get a chem trait pawn I usually will just make a campfire and immediately burn all drugs on "forever" mode. 

Azrael_Itaru

I have a pawn with social skill of 13 and a prisoner in a "very impressive" prison and still got the .65 recruitment chance bug, they were only supposed to be like 85% difficulty. Thankfully I was good on food and so I could continue to support this prisoner since she was really good, but it still took me 2 years to recruit her...

Wanderer_joins

Cassandra extreme, boreal 20/60, crashlanded, mid game:

* i never research mortars, mostly because we don't need the research to craft mortar shells and can get mortars from sieges

* go-juice has been buffed and i actually use it at home, it's a hell of a drug now but it's still painful to craft drugs when you've got pawns with any chemical interest

* i had a double event raid + party, the party was called off immediately, it could be exclusive

* plasteel is harder to get, it seems rightly balanced

* mid-game oscillates between 200-300 fun points

* recruitment seems to be harder when you reach the soft cap (13)

*  i've had two kidnapped pawns (1 and 4), one killed (3) on my map, and it appears 2 colonists killed in the statistics, i guess for (2) which is the kidnapped pawn who may have died in captivity.


Listen1

Quote from: mndfreeze on July 20, 2018, 06:03:49 AM
IMO, pyro turns into a micro-management annoyance that just drives me nuts and isn't worth the time.

I haven't found any problem with the occasional Pyro, since all my colonists are in 1-firefighting, I dont think it's that micromanegi.

But I have a suggestion on how to improve this, Maybe turn the Pyromanic breakdown similar to the "Focused Tantrum", in which he decides to burn one thing of the colony instead of multiple little pieces of it.

That way he will be pinpointed somewhere and will only burn another thing if the first fire is put out. Heck, he can even have a buff like "I burnt something, the smoke made me fell funny +5". In this manner the player can have more agency "Oh, he's only burning a cactus, let him have at it"

Other than that, I've only played these last two builds of 1.0, and it is turning out amazing.

004GP

#3310
Hi all, I would like to note a few points now that Rimworld is going towards completion. Please note that this is my opinion, and I do not expect anything from it, I just wanted to note it.

I am running on the latest version, recruiting new prisoners works fine and for me. Its clear how it works. However, it would be better, that if a warden keeps messing up for a specifiek reason, that that is noted somewhere. For example, if the prisoners mood is too low and there are multiple failed attempts, that there is a mention of that in the prisoners information tab.

Also, I noticed that after you captured a prisoner, you cannot set the release/chat/execute/capture option (menu does not appear) if the prisoner is noted as guilty. I am not sure if this is intended, but it is quite bothersome if you want to execute or release a prisoner.  I am also not sure if others have this problem or not, it could just be my game, so if others do not see this, please ignore.

Also, I noted that specific naming for leather is gone, although I understand why this is done, I do feel that a thing of Rimworld that makes it unique as a game is lost. Same for the new rib-cage and the losing of some quality levels. I really liked to see that in the course of years a few ribs are lost (and replaced using mods), the details are important for the story. I am also not sure why the ribs where replaced with a rib-cage.

About the new armor, why is the flak armor jacket/pants not material based? now you can choose between a devilstrand jacket or a flak jacket. On that note, I do like that the classes of armor are not strict, a good plasteel plate armor is better than a awful power armor. Same that a steel plate armor does not need to be better then a good devilstrand jacket.

Lastly, the death on downed does not make sense for me and it feels unrealistic. I understand that it is needed to prevent the capture of too much prisoners, but it feels empty for not having a in game reason. For example, a wimp could die, just because of a hurt finger. Would it be possible to change it? For example by adding a death reason (circulation stop caused by too much physical stress).

Ser Kitteh

Thoughts on recruitment and resistance (latest patch, Cassandra Rough, desert):

To be completely honest I don't find any real issue with them. Of my 10 colonists, 3 were the Crashlanded pawns and 7 were prisoners. Of those 7, 2 were tribals and 5 were pirates. For the longest time I used Tomboy, who had no passion for Social and only had 3 of them.

Their moods for the most part were fine because they more or less got a (cramped) room that was basically a colonist's bedroom with a light and a small table. I actually find them to be easily recruited with the longest time taken to recruit being roughly a season.

Sometimes they had "bad mood" appear over their heads because a few of them were addicts going cold turkey. But other than that? I find the current prisoner recruitment much better than the previous versions owing perhaps to the fact that I no longer see much of the dread 99% recruit chance difficulty anymore.

mndfreeze

Quote from: Listen1 on July 20, 2018, 07:06:46 AM
Quote from: mndfreeze on July 20, 2018, 06:03:49 AM
IMO, pyro turns into a micro-management annoyance that just drives me nuts and isn't worth the time.

I haven't found any problem with the occasional Pyro, since all my colonists are in 1-firefighting, I dont think it's that micromanegi.

But I have a suggestion on how to improve this, Maybe turn the Pyromanic breakdown similar to the "Focused Tantrum", in which he decides to burn one thing of the colony instead of multiple little pieces of it.

That way he will be pinpointed somewhere and will only burn another thing if the first fire is put out. Heck, he can even have a buff like "I burnt something, the smoke made me fell funny +5". In this manner the player can have more agency "Oh, he's only burning a cactus, let him have at it"

Other than that, I've only played these last two builds of 1.0, and it is turning out amazing.

It's not the death sentence is used to be way back in the early days, more of an annoyance, and not the fun kind of annoyance I like in these games.  They are a lot more managable now than they used to be for sure, but I don't want to have to deal with having to chase him around with a pawn to prevent all the fire damage to the items he sets on fire when he choses to go to my stockpile, the weapon and armor rack, or god forbid the mortar shells.  I have all my pawns always set to 1 firefighting also but if they are mid task it takes them a few seconds to switch tasks and then go into fire fighting mode unless you select them and draft / un draft real quick. 

For me when it comes to pawns I choose less risk because this game is already designed to basically try to kill us at every turn for "stories" so minimizing the amount of risk I take is how you make it to later game moments.  There is no benefit to having someone with that trait, it's always a risk, so why bother dealing with it. 

Additionally I don't like game design that isn't interactive on my part.  I.e. has a method to beat, or a trade off to make it valuable in some way.  With the chemical traits being forced breaks every X days it means no matter what I can't do anything to completely stop it.  I can only sort of mitigate it.  I have no actual control.  Unlike the mood system in general in which I am rewarded for being able to keep them happy so I have incentive to build them nice rooms, pay attention to their needs, etc.  With chemical that doesn't exist.  So I have two choices, I either deal with it and keep zero drugs in my colony, which removes a huge part of this game IMO, or I never keep those colonists with those traits to be able to keep drugs around.

Well designed systems IMO have a risk/reward and a reason for the player to want to deal with or conquer it.  This was part of the problem with tornados.  The only purpose they served was to take away control from the player and cause damage.  That's not fun, its just the computer cheating.

Anyway I kind of went on a rant there and didn't intend too lol.  Just weighing my reasons in for why I avoid those 2 pawn traits like the plague (though I'd take the plague any day over them, I can beat that eventually :P )


Dashthechinchilla

I had a chased refugee, being chased by a hostile outlander union. The message said that they were a tactician, so I was excited because I know they get a shooting bonus from that adult trait. Much to my surprise, they are incapable of violence. As a child they were a war refugee.

Tynan

#3314
Thank you for the ongoing feedback everyone. Especially some of our first-post heroes and few-post vanquishers.

I've just uploaded a new build.

There's new data on the Debug graph that shows some population-related numbers.

If you do give feedback please note your storyteller, biome, and difficulty and ideally post a screenshot of the Debug tab from your History page.

As always, the changelist is here for reference but please don't start discussions or offer opinions based on reading the changelist. Please write about experiences you had in the game, what you think is working and isn't working, and thoughts on what can be done to improve.

Also please bear in mind there's more we're already planning to do. For example, I've asked Ison to rework how damage interacts with body parts with a new design. The effects will be subtle on the outside but one of them will be that internal damage is mitigated depending on its type (e.g. if you get a bruise on your internal organs it'll be weaker than the bruise on the surface, etc). This and many other things are planned.

-----

Fix: If prisoner is guilty in dev mode, you can't see the interaction options.
Traps must be non-adjacent.
Reduced disturbed sleep impact.
Refactored timeSinceLastGain to popAdaptation watcher. Storyteller population intent now relates to time-since-gained prisoner. Made history recorders for population intent and popAdaptation. Lengthened interval between warden-prisoner interactions.
Wealth contribution to threat points curves off at really high wealth levels. Some tiny storyteller adjustments.
Scyther now has less armor than centipede. Centipede: Reduce health, slow down melee attacks, slightly increase speed, only use mechanoid-specific weapons.
Misc balance: -Increase wild animal spawn rate. -Adjust some organ hitpoints/coverages. -Reduce prevalence of indoorsman a bit. -Reduce arrest resist chance a bit.
Fix: HediffStage.label lacks a MustTranslate attribute.
Fix 3493: Caravan pawns don't get recreation-related thoughts
Fix 3490: Moving a large group of drafted pawns ultimately doesn't position correctly
Fix 3522: Prisoners get a fleeing mental break after prison break
Fix 3521: 2 maneuvers when trying to get armor penetration for weapon recurve bow tool 0 capacity Blunt
Fix: Prisoner recruitment chances calculated wrongly. Also re-scaled recruitment difficulty to 0%~100% range and made the central value an even 50%.
Fixed one more potentially bugged verb after loading occurrence.
Fix 3507: Exception in JobDriver tick for pawn Mags-LR driver=JobDriver_ConstructFinishFrame (toilIndex=1)
Fix 3503: Exception in UIRootUpdate: System.IndexOutOfRangeException: Array index is out of range. (interaction cell)
Fix 3518: Exception while saving RimWorld.Pawn_MeleeVerb
Fix 3520: Exception filling window for RimWorld.MainTabWindow_History
TranslationFilesCleaner now saves XML files with UTF-8 header instead of utf-8.
Tynan Sylvester - @TynanSylvester - Tynan's Blog