Rimworld Dev Tracker

UsernametakenII

I have mods installed, but nothing that adds new content other than wall lights, fridges, and the vents added by the replace stuff mod - was playing on unstable #4 at the time, and deep into lategame - I was at a point where all 7 of my colonists were fully bionic more or less - so about 5-600k wealth.

Considering the majority of the wealth value of the reward comes from the golden warhammers, maybe this is to do with them - as from the players standpoint they're only worth a fraction of their actual value.

Thanks for the info.

biiingo

For quests that spawn occasional raids, I think a lot of players have been experiencing attacks at three or four times the rate the quest log suggests.

Yeah I think this may be the bug more than the mech clusters themselves (which may also require some work)

Can you send me this savegame? edit: received, email removed thanks

We shared this dream.

UsernametakenII

I took this quest on for a late game laugh and got shat on all over - totally worth it for poor little Ares.

May I ask - was this modded? This is a very large quest!

Sierra419

oh man I can't believe you're actually responding to me! I absolutely 100% agree just for that reason alone. I just want you to know that Rimworld has more playtime in my steam library than any other game. That doesn't include all the hours I have from playing on my USB drive. I can't thank you enough for this game. I just wanted you to know that people absolutely adore your creation and we thank you from the bottom of our hearts. My kids sit around and watch me play for hours.

That's awesome - the kids can learn management skills! Though nothing beats a real life sandcastle IMO.

Thanks, fixed now.

Sierra419

I'm usually 1000% behind Tynan on everything he does and his logic but this is the first time I flat out disagree. Many animals in real life give milk and wool. Muffalos were offset by their large need for food.

Muffalo were the first animal in the game so for historical reasons all the features ended up attached to them in the beginning.

They gave milk. They gave wool. They were great fighters (tanks). Not too hard to tame. Pack animals. And zero effective food need (they just eat the natural grass).

They overshadowed almost every other animal and really reduced any meaningful choice people had; I'd never design something like this from the start so upon reviewing the animals together it was clear they needed to have some clearer roles going forward.

Some animals will be great for caravans. Some for fighting. Some for mood boosts. Some for meat, some for milk, some for wool. Some will be multirole (like the muffalo is now). This work is still in progress but it's a step in the right direction.

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patoarmado

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 :)

Nin-sama

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.

Sir_Joshula

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?

BriSci

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 are destroyed or disassembled. My guess is the problems has to do with me playing a 1.0 save. Couldn't help it though, I love my base. So basically I fought an epic battle for a bunch of plasteel and components.

Sorry about the stuck quest, it's a key bug we're working on. Will be hotfixed soon.

Sir_Joshula

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.

Breckmoney

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.

Thank you!

LethalSalad

the version from straight from Ludeon.

Isn't that just a steam key? Steam doesn't directly make money from it, but it is still someone playing the steam version.

It's DRM-free and you also get instant Steam registry.

rimworldgame.com

rimworldgame.com/royalty

Thanks /u/pardeike, for handling and explaining this so well.

Isaac_The_Khajiit

I know that it's probably too late to make such a major change, but I also really hate the way noble colonists are handled. I find it immersion breaking for the reasons /u/Zupercharged already mentioned, and also because most players (myself included) dislike mood debuffs that feel arbitrary or unfair.

I personally think it would have made more sense to penalize psychic power users. For example, perhaps the psychic powers give them a weak constitution which makes them become ill if they aren't fed good food, and perhaps they have to recharge their power on an item that's the equivalent of the throne, or maybe psychic power makes them go crazy so they exhibit odd behaviors with random mental breaks.

It might seem nitpicky but for me, logical consistency is very important. The behavior of the noble pawns is downright bizarre considering the rough, almost apocalyptic setting. And having more tangible consequences seems like a good thing too. (Mood debuff hidden in a menu from eating simple food, versus vomiting because the delicate constitution of the psychic is upset.)

Love everything else about the DLC, though. Really glad the power claw made a comeback!

I appreciate the meaningful feedback.

RW has always had an absurdist humor thread to it, juxtaposed with amoral hardscrabble survivalism. Royalty leans more on the former, it is true, and I can imagine for individuals who are drawn to the survival feeling it wouldn't be as satisfying as it could be.

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.