TynanSylvester

TynanSylvester



28 Feb


27 Feb

Comment

Originally posted by WillTroll

That's what I realized thinking back on it, cause in the 1.1 pre-release testing there was the new quests system and I noticed some of the older quests popping up there (with some new non-empire related quests too, right?) It's also the biocoded weapons, which fit the biolink weapons of the empire stuff.

The part that I worry is royalty-required would be like the psylink stuff. Was that stuff dropped into 1.1 or would modders looking to expand on that (i.e add new abilities) require a royalty dlc pre-req?

The psycasts are based on an 'abilities' system, but it's pretty general. Psycasting itself, with psychic entropy and psychic amplifier etc is part of Royalty but adding abilities to pawns in vanilla is fine by me for sure.

Ultimately I'll have to make some judgment calls going forward; I'm kind of hoping nobody tries to push the line here. We'll have to find our way forward in dialogue.

Comment

Originally posted by Zeruk

Really nice stuff, I expected those to be included really. I also don't get why I cannot abandon the empire later and go rogue after the first time it pops up (or can I?)

Edit: Tynan replied to me. I'm royal now too.

You can any time. It can even be profitable. Take a quest to guard some rich nobles and just murder them.

Comment

Originally posted by WillTroll

Correct, which is probably my only real gripe about the DLC.

The best solution to something like this is to lay all the framework and mechanics out in 1.1, and then have Royalty be just content that expands on those mechanics in place - which isn't what appears to be the case (unless I'm wrong completely).

That way mods that build off of those mechanics won't force users to buy into a dlc they may have no interest in. Instead, they'll have all the mechanics in the free 1.1 update. The only royalty-requiring mods would be the stuff that builds off of the royalty content (such as empire faction, new items/structures, etc).


The problem with WOTC was just that it created essentially two separate instances of the game. It caused some features that aren't content related (like that screenshot/poser thing) to be unavailable for those without the DLC, despite not reflecting on the content of that dlc.

It also caused modders to make two version...

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> The best solution to something like this is to lay all the framework and mechanics out in 1.1, and then have Royalty be just content that expands on those mechanics in place

Tried to do that where possible to be honest. E.g. the quests system. We had janky hacked-in quests before (e.g. trade request). But quests were the heart of Royalty content. So we built this super flexible, expandable quest gen system and implemented a bunch of Royalty content into it.

But of course it wouldn't make sense for the old quests to be separate from that, so we refactored them into it too (with some crazy back compatibility code to translate existing quests from 1.0 to the new system on game load).

Ultimately the quest system just became a part of 1.1, and Royalty includes a bunch of content for it.

Comment

Originally posted by Greyhawk1234

Ikea simulator

Are you me? I was literally just going to post that.

Comment

Originally posted by Zupercharged

Hi, so I have a specific suggestion about the noble requirements and possible changes if thats alright with you.

A big issue with the noble requirements is the fact that they give the impression your lord pawn arbitrarily becomes more difficult and obnoxious as their rank ascends regardless of their character traits or the intentions of the player. Specifically its the fact that this suggests a sudden personality shift that makes its so jarring since their reaction to their demands not being met is to take it personally, as if the mere granting of a title makes the lord a different and subjectively worse person.

The requirements in themselves generally make sense, there are expectations that come with any rank of nobility, however rather than arbitrary mood debuffs it would be more accurate if the consequences for failing to meet these demands came from outside the colony. Specifically with debuffs to your colony's relations, both official and personal, ...

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You're right and it is something I thought of - having the Empire be the one that cares about these things instead of the pawn himself. The issue is just complexity. The mood system already has great feedback and nice smooth impact curve, and the debuffs can be overcome in other ways. To do it by factions, we'd need to add a whole new system of 'faction is mildly angry about you for X, Y, Z' feedback, teach the player about it, balance it, and so on. We could do a simple version quickly but doing this properly would incur costs on player learning and on implementation and I judged it wasn't the best place to put scarce resources. Letting the colonists get haughty made enough sense for RimWorld. Of course I'm still taking feedback so nothing is set in stone though; you're not the first to mention this.