I finished up that quest yesterday and I dunno how much of it was the quest and how much of it was Randy but the first half of the visit was f**kin nuts. I didn't even have time to patch people up. Every time a raid ended a new one would immediately begin, and the game also decided to throw Global Warming + Heat Wave in at the same time. A large chunk of my base including my solar panels/wind turbines were destroyed from a dry thunderstorm because I just could not spare enough people from the front lines to put fires out. It was pretty intense, though it petered out and became more what I was expecting towards the end.
Very glad I stuck half-cyclers in everyone so they didn't need to sleep, and also glad I shoved a joywire in the Stellarch so I didn't have to worry about her mood being shot from the 150F heat and power outages. For some reason she showed up completely naked, so she had the mood debuff for no royal clothing the entire time.
Sorry about the naked thing, it's fixed for new games (as of like 2 weeks ago) but older savegames with already-generated quests would show it still.
Anyway glad you had some fun!
On the contrary, I think killboxes are awesome. It's a fun building project, it makes sense, it has a satisfying outcome.
I don't think *every* fight should be won effortlessly with a killbox, though. That's boring.
In general, it's awesome if players can find clever tactics that annihilate certain challenges. It's not cool if they can find a tactic that annihilates every challenge.
This is why there are so many threats that try to break the pattern. Drop-in raiders, siegers with mortars, sappers, off-map quests, now mech clusters.
Always considering ways to improve the AI but it's a tricky system. AI is hard, especially when the player controls the environment (in most games the AI is made to fit the environment and vice versa; RW is like a reverse puzzle solving game where the AI has to solve your puzzle).
I wonder if tynan deliberately made it so that every time you see him in this game he has horrible stats
It amuses me to be the worst character in game. Like the anti-Lord British.
"i yam what i yam"
Love it. Worth noting that what's visible on this chart is just the weekly cycle, you can see the impact of 1.1/Royalty on the 3-month chart most easily.
Originally posted by ⌛➡☕:Originally posted by pheanox: How does everyone feel about the daily or more frequent '1.1 broke the game with mods' threads? Should I start locking them?
If I recall correctly, it was posted someplace that he wants you to try to break the game with as many mods as possible... so probably not yet. The best way to handle this, is to tell people to provide a mod list order, and the save that broken. It is probably the fastest way to get a bug fixed for him.
Just to chime in I have a 25GB log file from when Rimworld hung while exiting full of the same error.
C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename: C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.h Line: 15)
I had to force close the game.
I zipped it if you want one for some reason.
Offer appreciated! We have two reports for now and will reply again if more is needed. I think it's enough (the logs don't carry much info anyway).
Looks like an amazing occasion for an antigrain warhead or orbital bombardment!
Hi I know this threat is somewhat old already but do you have any updates on this supposed bug? Playing on permadeath and contemplating to remove the clusters with dev mode to roughly the same level of balancing as the reworks. Either way thanks for the content, the rest of the dlc is f**king amazing
I rebalanced them heavily early last week.
I just assume that they found it in an ancient danger or on someone's corpse.
Maybe u/TynanSylvester should look into their being no raid music in vanilla.
That's odd, I've been hearing it on streams as usual.
I've been collecting a massive amount of feedback from lots of sources (as always) and looking for themes. A lot of things tend to come up over time that aren't really perceptible at smaller-scale testing. But with enough people and time sometimes you see the same theme pop up repeatedly; this seems to be one of those.
Without promising anything since I haven't dug into the design in detail (hard to tell where there might be blocking design issues with changing it), we might do something about this as part of the content add-on.
Anyway, I appreciate the feedback.
The best chance for change is going with what u/A_Sham said and call them "douchebag points". It is a catchy name and pretty much sums up the issue.
Real nobles used to descend upon estates. Their length of stay often depended on how much they wanted to financially ruin said estate. They would hunt out all the deer etc.
That would make an interesting aspect to the game, where if you want to trade with nobles and use powers, then you have to deal with them when they arrive and eat you out of house and home.
Decrees and quests can be a constant game of gaining and losing faction relation points depending on accepting/refusing/completing and failing them.
As has been mentioned elsewhere, having a harvest decree at the end of autumn when you haven't even planted said crop is just dumb. You just end up with a -15 debuff for about 2 seasons. Loss of a faction point per day or some such would be better.
I too am at the point ...Read more
As has been mentioned elsewhere, having a harvest decree at the end of autumn when you haven't even planted said crop is just dumb.
FWIW, we fixed this some days ago.
"Making a monument and then instantly destroying it the moment it says: "Quest Complete" also feels really weird. " - Yeah, I agree.
The fact that they come way more frequently than advertised is a bug that Tynan is aware of
Not a bug, just unclear. The system cut time up in 18 hour chunks and placed a threat in each chunk randomly, so with bad luck you could have two threats close together. It was designed this way to create some variation but it turns out that the "approximately every 18 hours" reads more as "exactly every 18 hours" so we changed it to match expectation several days ago. I already designed a rework to how these threats are sequenced, but it'll take more time before that is implemented.