Hello Tynan, thanks for the cool DLC!
After playing a lot of this weekend, here are two very specifics pieces of feedback concerning throne rooms:
Somehow, silver tiles do not count as "fine" tiles. Not sure if that is intended, but if it is, it would be nice to have "fine" versions of the silver and gold tiles.
A Knight requires a Harp, but does not accept a Harpsichord or Piano, even though higher levels accept those. Feels a bit weird that the requirement is "exactly this" and not "this or better"
Not related to the throne room, but I also found a really weird bug that when my colonist became a noble, their heir was defined as a pawn that was not one of the colonists. I found out later that the designated heir was actually an ancient soldier sleeping in my ancient danger.
Great feedback. The silver/gold tile thing is already on our list of things to fix.
I'll think about the harp thing; it could be simple or maybe not.
Inheritance is a bit random sometimes; that doesn't sound broken but it is odd. I suspect it'll get refined.
Thanks for playing!
Thank you for playing it :)
I kinda hoped animals could sleep together with nobles... I mean, which noble doesn't want his little thrumbo or whatever in their room.
They will, this is just a bug. Give us a few days.
Originally posted by Tynan: Goals: In no particular order:Read more
User responsibility: Participants come from diverse background and have diverse interests and feel...
- We want the RimWorld community to be enjoyable, informative, and inviting to as many people as possible, while also supporting respectful disagreement, unpopular views, and edgy content that is posted in good faith.
- We want each participant to have the same rights and responsibilities, and to have rules enforced the same way, regardless of identity, connections, or viewpoint.
- We want all participants to be able to predict what is allowed and what isn't instead of being subject to penalties based on standards that seem arbitrary, whimsical, or personal.
Yes I think you've got the balance right on that one - as usual.
There was one thing that occurred in my recent game that I'm not sure was intended behaviour. It was to do with the soldiers given to you during a prisoner holding quest rather than the ones from royal aid. It was early in the playthrough so the soldiers had plate armour and melee weapons. 2 out of the 4 soldiers had non-biocoded melee weapons and 1 was wearing a set of golden plate armour worth 1/4 of my whole colony wealth. I could strip these soldiers freely and one of their wealth was added to my colony wealth. The spike in wealth made the raids far more challenging. I decided that for my troubles I should keep the golden plate armour. Anyway, not sure if that was intended behaviour so just thought I'd bring it up.
We'll look at that thanks.
They should be able to sleep together. Let us look into this, it may be a bug. Were there animals sleeping in there?
Well that was insanely hard. Mech cluster was 6 centipedes (5 with infernos), then about a dozen each of scythers, lancers, and pikemen. They also had five auto mortars, a few inferno turrets, and heavy charge blaster turrets. Both turrets had insane range. A half dozen small turrets rounded out the defenses. I took out the mortars, a poison fog generator, and several of the turrets with HE mortar shells. The scythers were easy to kite into my defenses, but none of the other mechs would. Called in help from an allied faction to draw fire (cannon fodder), tied up the inferno centipedes with melee pawns, then gunned everything else down. At the end, out of 18 pawns only 3 were uninjured, and five were downed. Several missing fingers and toes, one eye shot out, and my only two sets of marine armor were tattered.
Now the quest seems stuck. It hasn't ended and the two cataphracts sent to help are still in my base. All of the mechs are dead, and all of the buildings they spawned ...Read more
Sorry about the stuck quest, it's a key bug we're working on. Will be hotfixed soon.
You can call for aid as often as you want. The first call is free, and after that, you need to wait around 45 days to get another free call. If you want to call troopers before your free aid is recharged, you'll need to use 4 royal favors.
That's a very good way to balance it I think. I would hate for it to be a 1-time thing because then, just like potions in skyrim, you'll save them until you really need them and before you know it you've killed Alduin with 350 potions in your bag...
Thanks for the summary!
Yes, the "But I'll Need It Later" problem was at the front of my mind while designing this.
Glad it's working! People actually use the royal aid but not trivially; love it.
Not to mention all the people playing the version from straight from Ludeon.
Congrats to Tynan, the entire RimWorld dev team and the many modders who help make this game so awesome. I think there are many years of fun still in store.
Thanks /u/pardeike, for handling and explaining this so well.