Unstable build feedback thread

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

Previous topic - Next topic

Toast

I miss the old healroot. The new one looks like some kind of weird tentacle monster.

This unfortunate fellow got gut worms and when he went out to stargaze he barfed all over himself without getting up. I've never seen a pawn throw up lying down before, not sure if intended.

https://steamuserimages-a.akamaihd.net/ugc/994618563519091548/7A3CC485DE24B6DCD511ED8E81E30959C7E1C49B/


This caravan decided to leave because wahh it's cold (what did you expect when you came to the tundra, smart guys?) right in the middle of a bunch of caravaners trying to have lunch. When the action was interrupted by the leaving alert, one of them dropped his pemmican on the ground. So... free pemmican? Wooo.

https://steamuserimages-a.akamaihd.net/ugc/994618563519093397/8A532591EBDEAE50F6E61DF87F3289507FCB7C36/

Teleblaster18

#4036
Gameplay Note:

Colonists who are married and have their spouse die are potentially getting three mood debuffs for the same event: "Colonist Died -x?", My Friend (spouse) Died -6", and "My (husband/wife) Died" -20".

Right now, that's a whopping -31 mood debuff for one colonist, mostly for the same death.  I'd suggest paring it down to "My (husband/wife) Died -20" only...that's more than enough IMO, and it lasts the longest.

On a positive note, I'm very glad to see that my two colonists who were resurrected via Resurrector Mech Serums did not inflict additional "Colonist Died" debuffs; of the four that died, only two are (correctly) giving the debuff.  Thanks for getting that fixed!


weatherdown

Minor suggestion,

I was would it be possible to put an option in to "restart" the map with whatever you originally started with?? I've had a few starts lately (mostly I try and play on the super hard mode) but this last one was a Cassandra, Medium, Crash landed. I don't normally think to save immediately when I start a game, and one of the firs things i did was tear down a wall right near my landing to have shelter (it was a flat map). Low and behold there's some bugs in there and i lose a guy right off the bat.. i'd rather just "restart" rather than have to go through to process of randomizing new pawns until i find a good mix. If anything just having the game Auto Save on start would be awesome.

Thanks!

Madman666

#4038
I kinda agree with @Greep on traps topic. They are a lot more reliable now and not a permanent solution anymore, but honestly if my map is not overflowing with wood or i am at the stage where i don't know what to do with my stone (read when i rebuilt all my buildings with stone and finished outer 3-tile wall ring) - they are no longer a viable tool for me. Too expensive. And steel\plasteel ones are a no go at all, i doubt anyone will ever even consider doing it. While when they were reusable people actually used both steel and plasteel ones, cause they really paid off nicely for using more expensive material.

If you really want to keep them working this way, i suggest adding a different trap kind, that uses more or less old trap mechanic, is not as reliable, deals less damage, but can be just rearmed again and make it cost like twice the deadfall price. Maybe make them only metal based, so you can't just spam those. Unless you have a decent steel\plasteel supply.

Greep

I think at the very least if we're getting rid of the deadfall corridor, they could do with another cheapening if they're kept the way they are.  Even though I'm using them as a last resort cannon defense right now against scyther hordes, I'm debating whether I should just put another IED field in front.  IEDs get pretty darned cheap these days once you get some good growing going, and you can drill for chemfuel before that.  I think they'll get much more use if they're in the 25-30 stuff range.  Doesn't sound like much but it'd help a lot. Hard to say without playing more biomes, and I'm getting a little burnt out on 1.0 testing so I'm probably sticking on this tundra till it goes bust ::)
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

PleaseBro

Cass Rough Normal 3 man start nothing special on a really easy biome (year round temperate forest) Very hilly.

Played most of it today.

raids are easy, no challenge. I am not one to change difficulty midway tho. I will finish this one, maybe the fly away part will be hard.

Everyone is wearing full flak armor, seems to help reduce deaths.

The raids are equal or even less numbers than me. For example last one was a siege with 14 guys. My 6 mortars opened 1 round of firing to get them to charge me and the fight was pretty easy with no losses (of limbs).


Anyway to fix ribcages? Does a bionic spine fix it? I ended up harvesting the guy with the broken pelvis that I had for spare parts after realizing he will forever be useless (after keeping him alive in that state for well over 60 ingame days). Ribcage shattered is only 50% so not the pelvis but also seems to be unfixable.

Most the late game people I seem to capture have higher melee skills than shooting. About half my guys are using melee. I am thinking of getting them all shields cause shields and melee seems to be OP when the numbers are even. And I say even numbers but I mean for the human pawns, when my animals get thrown into the mix I have a solid 2:1 ratio against them.

I think next one I will try a higher difficulty.










Madman666

#4041
Quote from: Greep on July 29, 2018, 01:36:05 AM
...

I don't think making them cheaper will solve the problem, it ll just allow having same deadfall hallway on temperate forest maps due to wood abundance, while on maps without reliable wood source or with extremely low grow season, they ll largely remain a no go, at least until you get to deep drilling. And since traps are the first security measure you get, i really think they need to be much more affordable early game than they are now, regardless of the biome you use. And i don't really have any idea how to make them more useful, without allowing people to reuse them. They're massively cost-ineffective compared to turrets.

Underscore

#4042
Storyteller: Casandra
Difficulty: Rough
Biome: Temperate Forest (Small Hills)
Scenario: Naked Brutality
Commitment mode: yes
Hours played over last 3 days: around 15; this colony is about 3 hours
Complete mod list: Vanilla
Rimworld version: 1978

Easy start, pawn wasn't incapable of anything.

I took shelter in a metal structure, I only had a 1 in Crafting so I had to craft a wooden club instead of a bow to hunt rabbits when I couldn't find any berries. My pawn only had a 1 in Medical so every fight against a rabbit was a dice roll on whether an infection would end the game.

Food-wise I survived on berries and rabbits the first couple days and a couple dead Muffalo that a bear killed.

Instead of fighting directly I made a trap corridor into my base. Since I'm on a temperate forest it's really easy to keep the traps up. On non-forest maps I can imagine it being much harder. I attached a picture of my trap corridor.

On the traps, manhunting animals trigger the traps, but the animals that hunt my colonists were not. I think that since the animals are acting hostile to my colonists, they should trigger the traps in that case.

The first wanderer that joined me and my first recruit were both incapable of violence, so I've pretty much been depending solely on the traps as my defense. It has taken one or two to kill or down an enemy.

I'm on day 36 and have had only 1-person raids so far, even with four colonists now.

I tried very hard to avoid food poisoning this game. I had my starter pawn on cleaning as his highest priority for the early game. I started in a metal structure with metal tiles, so even with my starter having a 2 in cooking, I did not have any food poisoning early game. When my third pawn joined, who has  6 in cooking, I got two instances of food poisoning with the explanation being "incompetent cook." The kitchen is still the same room and it is always spotless.

Early on I had an escape pod land with the pawn having both a Luciferium Need and a prosthetic arm. I removed the arm and took her two luciferium and sent her on the way, netting me a pretty decent amount of silver early.

I like most of the new icons but the components.

The healroot plant icon is good now that you added the blue to it. I could not see it very well on the temperate forest map without the blue.

https://imgur.com/a/VsdZ92J
https://imgur.com/a/UntSogW

whitebunny

Just some feedback on the new art assets:
Stacks looking like actual stacks was a fantastic idea, i like how i can tell how much i have of each item at a glance, it saves me time and eye strain from having to zoom in all the way and wasting time to read the tiny text.

Meat looks amazing and tasty, components look like components now and advanced component art is.. alright i guess =)
The new skeleton art is on point too and they all make sense, the only thing i wasn't crazy about was the new healroot art.
Keep up the good work.

Ruisuki

wondering if 1.0 has done anything to improve the refinery? As it stands now it:

1. Costs quite a bit of resources (70 food or wood)

2.  Takes a long time to complete

3. Doesnt seem to improve any skills, seems it should affect at least crafting

Thats 3 strikes for me, and with the utility mods add to chemfuel seems really lacking

Greep

It's mainly a higher difficulty thing where trading for resources is more expensive.  It usually pays to make things yourself.  You can also improve its efficiency by cooking the food first (then it's 40 raw food), although that's probably only worth the labor if you aren't in a hot biome.
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

bbqftw

#4046


Seems reasonable!

Hey, at least this time it was a good pawn.

You can see precisely when the 54/72 man raids came on the wealth/funpoint graph (frankly, its the same thing), which drop a lot of high-market value weapons that you can't even sell for much due to -80% wep modifier. With the latest raid it was a 36,000 wealth spike. I imagine having random suits of tainted power armor sitting around in my corpse freezer isn't helping matters. But it is funny that if I was playing in a non-cheesy matter, the major skill aspect of this game would be my ability to destroy these high-value items and/or engineer situations to get recovery.



Koek

#4047
I'd love to see pawns that come back from a caravan trip to return to their previous bed instead of taking a random unoccupied one.

Cheers :)

edit: and is it just me or do mechanoids have some increased chance to shoot off bodyparts. Seems I need to resort to cheese tactics to fight these things, something I don't like tbh.

Alenerel

I dont like to have to rebuild the traps after one use, its not only a huge investment in materials but also in work time.

Maybe as a middle ground you could make traps to have X uses, and that then they have to be rebuilt after those uses, something like the maintenance in the turrets.

mcduff

Storyteller: Phoebe
Difficulty: Medium
Biome: Temperate Forest (Large Hills), 30/60
Scenario: Crashlanded
Commitment mode: no
Hours played over last 3 days: About 15, this current colony is about 20 hours in.
Complete mod list: Rimfridge, A Dog Said..., Skylights, Simple Bulk Meals, Simply More Bridges.

It's been a fairly safe run so far, I've concentrated quite hard on making sure that I get all my farms up and running. I started with one pawn incapable of violence and another got brain damage early on, so for the first couple of years of game time there was just a melee defense. I also didn't start with a good intellectual pawn and didn't seem to get any show up for ages, so research stayed slow for the first couple of game years - I rushed watermills because I was on a river map but that was it.

It's been a mix of risks. When I expanded my base out under another hill I got a huge rash of infestation events but they seem to have mostly died down now. Some raids, some ships, some mechanoid drop pods. As usual the biggest challenge is keeping everyone fed over the winter, which is fine, that's why I don't play all year round maps.

I've just gone on a first outpost raid and it's the first time I've really reloaded from an earlier save. There is a weird thing where if you have your caravanners selected and click near the edge of the map, they leave the map and the quest vanishes, which is annoying as hell. I also got the most ridiculous luck the first time round.

I'd prepped what I thought was pretty well - it said there were 9 people there so I thought I'd bring some mortars and set up away from them, use an insanity lance, then snipe as they approached. Reasonable strategy I thought.

When I entered the map I ended up somehow in a cave next to an insect nest, which was fairly bad but I got through it with only an injury to one of my labradors. In the end I didn't even need to use the mortars as the insanity lance mostly did the job, and I even got a guy who looked OK to take as a prisoner.

The annoying thing was what happened afterwards. All of my colonists got the plague, and then *every single one* started having major mental breaks for things like "sharing a room". I was sure that they used to get a "very low expectations" buff of about 30, but this seems to have been reduced down to about 18? It's wild. The colonists planned well, pulled off a pretty decent operation, then immediately broke down and killed each other. It's the sort of thing that's probably just RNG but makes you feel as if the game is actively punishing you for doing too well.

Screenshots attached, timelapse of base build here: https://youtu.be/0eebdKZ-KNM

[attachment deleted due to age]