Rimworld

Rimworld Dev Tracker




01 Apr

Comment

Originally posted by iv2b

Hey, apologies for pestering you, i've found something weird regarding the new -skin glands and i think you may want to know.

I've ran duels against two identical pawns, one had the toughskin gland (the weaker one) and the other had nothing at all. Both are at 10 melee skill.

Armor set is devilstrand duster + flak vest + button shirt + flak pants.

Weapon of choice is a normal quality steel dagger (best case scenario for the toughskin).

This is how it went down:

Toughskin Regular skin Total
No armor, no weapon 3 17 20
Armor, no weapon 10 10 20
Armor and weapon 18 12 30

With a weapon (best case scenario) and armor, the toughskin did indeed seem to help.

However without armor the toughskin gland actually...

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That's a strange result. I'll do a check ingame to see how these are working. Thanks for the note.


31 Mar

Comment

Originally posted by iv2b

Right, about this subject: does the game currently use the old or new melee verb calculations?

The new one has best/mid/worst with a 80/20/0 split, in this scenario a melee pawn has some benefit in having 1-n prosthetic weapons as they'll dilute the 20% pool with better attacks. That seems to work quite well already from what i've seen, at least if the dev tool is accurate.

Status inflicting attacks would feel interesting at ~10-15% usage imo, maybe they could be placed in the same tier (best/mid/worst) but weighted in their favor (which can already be done by having multiple attacks, like giving the venom fangs 3 different bites with identical stats).

I'm looking forward to it, i'm especially interested in the venom fangs/talons myself, i really like the concept.

One last thing while we're here: could it be possible to have pawns incapable of violence equip the psyfocus staff, just for the stat bonuses? My psycaster is a pacifist and that restrictio...

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The debug output is just that - a partly developed version of what I described above (we got partway through it and then got pulled onto bugs).

Will consider the nonviolent psycaster angle. Interesting.

Comment

Originally posted by iv2b

Hey good to know, thank you for stopping by!

I'm curious to see how the subject will be tackled: on one end there are pawns with 1/a few prosthetic weapons to use as backup and on the other end there are pawns who are fully weaponized with a dozen prosthetics, making both feel good is challenging.

Another user suggested improving attack speed when attacking with prosthetics, scaling with number. Could be a fun approach to try out. :)

The basic imbalances between spikes/blades, venom weapons, and power claw definitely need to balanced just by tuning some numbers.

Another issue is implant weapons reducing DPS for well-equipped melee pawns (with swords etc) because the pawn uses the implant instead of his superior sword, but only because the implant is there. It's because of how verbs are randomly chosen by simple weighting based on DPS. I wrote a design several weeks ago to categorize all the melee verbs into 'best', 'middle', and 'worst', with fixed proportions between these. E.g. 75%, 24%, 1%. So if you have a sword and fist, you'll benefit by adding an elbow blade because now the 24% of middle tier verbs will be blade strikes instead of punches. This is a big change though and it's quite difficult to actually categorize every verb in the game relative to each other (e.g. fist is 'best' if pawn has nothing else, but 'middle' if he has a melee weapon, etc). It can't just be DPS-based because there are ot...

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Comment

You're right. There are definiely some AI derps and design incoherencies. We've had a plan to refine these for a while, but it hasn't been the top priority yet. We will get to it though (hopefully in not too long now).


30 Mar


29 Mar

Comment

Originally posted by anotherusername96

I just started the Royal Ascent quest for the first time. 4 cataphracts have arrived to protect the stellarch and they all have really crappy gear, the best helmet amongst the bunch is 16% and armour is around 50% otherwise lower. This seems a bit weak considering isn't this supposed to be the bodyguard of an emperor?

I think it might actually be a bug, but it may also be fixed in the latest update, or maybe not. Thanks for the report in either case, will check this.

Post
    Tynan on Steam - Thread - Direct
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle.

This update should be compatible with savegames and mods (except ModSwitch, see below). We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here[discord.gg].

Big thanks to everyone who helped test this update! Changelist below.

Note: The shuttle will only be used for newly-generated quests, so if you have a royal endgame quest on your savegame already, expect the stellarch to arrive in a drop pod as in the previous version.
... Read more

28 Mar

Comment

That image would've been so much funnier if the horse also had a gun.


27 Mar

Comment
    pheanox on Steam Forums - Thread - Direct
Locking this thread before it gets too out of control. I do not enforce steam rules, only our community rules, but this topic is rife for rule 1 and 2 violations and would rather lock it then have a steam mod ban someone.

26 Mar


24 Mar


21 Mar

Comment

Originally posted by Enzeevee

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!


20 Mar

Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1830090581804927869]here[/url].
Post
    Tynan on Steam - Thread - Direct
Here's another polishing update for RimWorld!

The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees.

We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling.

This update should be compatible with all savegames and mods.

Thanks to everyone who gave feedback on the unstable version in the unstable test Discord server[discord.gg]... Read more
Comment

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).

Comment

Originally posted by gCvdA

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.