Rimworld Dev Tracker

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.

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

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 fuckin 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).

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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.

"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.

https://steamcharts.com/app/294100#3m

rnalsation

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!

soshp

probably unnecessary but in case its not... /u/tynansylvester

Thanks. I've heard of this error before but I thought it wasn't us; with this info it seems it may be something we can actually address though. Appreciated u/soshp and u/kitsune_no_chi

noblacky

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 fucking amazing

I rebalanced them heavily early last week.

Khanaervon

I just assume that they found it in an ancient danger or on someone's corpse.

Basically, yeah.

Sierra419

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.

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Ankoku_Shinwa

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 where I only give titles to already pretty useless pawns. After you give your first starting pawn a title and ramp it up and realise a great pawn is now useless, you decide to never make that mistake again. Now, I am just checking my pawns to see who already has the most of "Incapable of" traits and just give them the titles.

If you were to allow a noble to hunt, their hunting should be random and they won't haul it back. You just end up with random dead animals on the map you have to haul in if you want the matts.

I like the casting stuff, I like the Empire/rebels aspect. The whole noble title thing and all that comes with it doesn't really seem to fit in well.

Making a monument and then instantly destroying it the moment it says: "Quest Complete" also feels really weird.

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.

biiingo

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.

High_speedchase

Any pawn with a title requiring a throne room will get major mood debuff when out caravanning. This arises because you can’t keep throne rooms assigned to a pawn that leaves the map. I could see this making some sense- the pawns need to stay and rule , BUT you have the ranked trade requirements to interact with fallen empire settlements. So isn’t it intended that those pawns would go out and do “diplomatic” missions? Coupled with the fact that that’s practically all they can do at the highest tiers. I think it would be justifiable to add comfort requirements when noble pawns are traveling (royal tent or something).

As designed this shouldn't happen at all, so there's a bug causing this that we need to fix. I'm sorry about that.

Can I ask what difficulty setting you're on?

Alromn

8 days fighting non-stop, burning through over 100 medicine, just to call for reinforcements to handle some inferno cannon centipedes and they decide to poke the dormant cluster... Got myself into an unwinnable situation.

Well, lessons were learned.

If anyone out there is trying a Royalty victory:

The stellar and his guests will, for some reason, come with tattered appeal and lacking clothes. Have a royal set of clothes for him when he arrives.

(uncertain) the stellar and his guests have HORRIBLE traits: from depressive, pyromaniac, gourmand to a pure humanist with five implants.

Get everyone in at least marine armor. Get those EMP hammers.

Get those new implants. Faster healing, less time sleeping, tougher skin, anything to allow your guys to keep on fighting.

Farm favors. You will probably want to be able to call royal aid while on cooldown. Just make sure there are no sleeping mechanoid clusters nearby as they will awake then.

Hoard antigrain warheads, rocket launchers and insanity lances.

Have some hauling animals deal with the dead bodies. Your colonists will go absolute mad having to haul hundreds of bodies out of the battlefield everyday.

Place firefoam poppers anywhere you think you might fight centipedes (emember to not build them too close to clusters).

Your soldiers can use a solid diet of wake-up, beer and tea to keep fighting. Maybe even some go-juice.

In other words, be as prepared as you possibly can.

The stellar and his guests will, for some reason, come with tattered appeal and lacking clothes. Have a royal set of clothes for him when he arrives.

Yeah, sorry about that, there was a bug that caused this. Still investigating to make sure it's fully fixed (since it only happens after really long playtimes, not direct testing). But we implemented a fix that should at least solve issues with the stellarch. I'm not 100% sure about his guests though.

BriSci

No worries. That battle was epic. Oh, by the way, thanks for the greatest game I've played in 37 years of gaming.

Welcome :)

Issue is fixed but old quests need to be ended similar to this:

  • Turn on development mode in the options menu

  • Look in the quests menu at the quest that won't end

  • Turn on the checkbox "Dev: Debug" under the quest description.

  • Scroll down.

  • To the right of the 'send signal' box, click the '...' button. Select the entry similar to Quest0.AllEnemiesDefeated.

  • Turn off development mode in the options menu.