Rimworld Dev Tracker

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.

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 versions of their mods for each version of XCOM2 regardless if it really impacted any of the content from WOTC or not. Simply adding new gear choices required modders to have a vanilla version and a WOTC version.


But ultimately this is the only real gripe I have with the rimworld dlc and one can happily live with it regardless.

> 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.

Read more
Greyhawk1234

Ikea simulator

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

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, with the other nobles of the empire.

Take commoner work for example. People have pointed out that a promoted noble would not suddenly dislike a job they still have a passion for, and that some jobs like hunting, tailoring and gardening could be interpreted as noble hobbies. But regardless it would not be unrealistic for a noble who pursues an occupation unbecoming of their rank to be looked down upon by their peers. This could be reflected by negative consequences like diminished reputation gain with noble factions, and for visiting nobility to have a poorer opinion of your lord and colony which could result in political drama instead of an uncharacteristic mood debuff.

I would write more but ive been advised to keep it as brief as possible. That said I do hope you find the feedback constructive!

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.

Read more
IFailatGaming1

Hello Tynan, this is slightly off topic with the rest of the thread, but I feel it must be said.

I truly believe that a lot of the noble requirements stiffle creativity, most specifically the clothing and room requirements, for example, if i wanted a throne room with red carpet up to the throne, i wouldn't be able to do so i don't believe, because it's not fine flooring. Similarly, i believe that it's quite silly that you seemingly need a throne room for every noble in your colony, or visitor, which doesn't really make sense.

While I'm overall enjoying the DLC, these concerns have been constantly at the back of my mind, and i hope you can put them to rest. Thank you a lot for rimworld, it has been one of the greatest games I've had the pleasure to play.

We definitely went back and forth during development re: creativity versus prescriptivism in the throneroom system.

A few notes though - if you want a red carpet in your throneroom, you can use the fine red carpet. Also, visitors don't need throne rooms (only bedrooms). If two married colonists are noble, they can share a throneroom. Not sure if the game has a clarity issue around these.

But yeah, the goal was to be as flexible as possible while also having the throneroom still look something like a throneroom (justified in the lore by legal requirements from Empire's culture).

I'm definitely open to feedback if you have a specific suggestion about how the requirements should change.

Read more
HappyPlace003

Don't know if it's rude or not, but I can plug his username in hopes he does.

/u/TynanSylvester

Thanks I'll look at the pemmican situation.

hibbert0604

Didn't even think of that when I purchased the original. If I own the basegame on steam and purchase the DLC on your website, will the DLC activate on steam?

We're working on the Steam registration system for Royalty, you'll be able to activate your DRM-free version on Steam in a few days when that's ready.

Plu-lax

I've got one where when I murder a noble my colonists inherit their title. Are you tracking that or would you like a bug report?

A report would be useful - I'm not sure what the bug is here.

RuneLFox

Thank you for the response Tynan, I wasn't expecting a reply so soon, was fully prepared to go sleep upset but now that no longer needs to be the case! Apologies if I sounded somewhat harsh, just was a bit miffed.

I've requested access to that doc, by the way. Cheers.

But now I have your attention, muahahaha. I do have some ideas on how to solve these:

  1. If possible, don't render the 'i' if there's no description set. Sure there might be some hediffs without an 'i' which could be visually jarring, though it's not at all too different from what we had, currently because everyone's been scrambling to write new descriptions! 😉

  2. That's fair. If possible, have the descriptionHover / description show if it's short enough, if it's too long, could truncate it and allow the user to click it for more info. Full disclosure, my original point wrongly assumed that the info box didn't show any hediff stats and was just for the description. Then I checked one which actually had stats and was not go-juice addiction and removed that. However! Adding a hover tooltip on either that 'i' or putting the truncated one in the hediff tooltip itself could be a workaround.

  3. That's unfortunate. I see the context of where it wouldn't work, now you mention it. Didn't think of it because it didn't apply to mutations gained without specific items. Fair point, if it's a casualty of war then we'll make do with "This pawn" or "This part" etc etc.

  4. Honestly I'm just going by what our lead dev has to say on it, he's mentioned it'll take him a weekend to pick through it and see how it works so we can try and patch it. Lots of delegate functions but I haven't dived too deep into the code for a bit, so I'm basing my answer off his thoughts.

  5. Yeah, doing the actual description is fine, my main gripe is with the stage system we were using. I'll shoot an example here: https://hastebin.com/ewiquzoxoy.xml

is to change the actual label of the hediff rather than having it be in brackets. So 'hoof-fingers' rather than 'trotter (hoof-fingers)'. Each stage has a different to describe that specific stage. Without that functionality (and perhaps you could point us to a patch or some means of re-achieving this) it just uses the main hediffDef's description, which in the case of progressive mutations such as this, is not exactly ideal.

I'd be all for having this new system if these points were addressed. It means it's another thing we don't have to keep updating if it's natively supported. I just wish there was more we could do with it easily. I don't mind it being too close to 1.1 -- again I'm more than happy for this to be a vanilla feature for the reasons above. :)

Again thanks for the prompt response and putting up with my rant, I'm glad you were able to find time to address this and I hope some of these suggestions can be taken on-board. Once I get access to the doc I'll write them out neatly there.

Let me know if you have follow up thoughts.

1,2,3 - kind of the same factor comes into play, which is that we can't really just not allow accessing the info card since so many places depend on it and will link it going forward. And the description can't be empty or malformed in these cases.

For the grammar thing honestly I'd just write it differently rather than trying to come up with a special case grammar replacement. As in that's the kind of solution I go for with our designs.

I think it might be best if the hover text is separate from the info card description in any case, which alleviates these issues. Hover text can use grammar symbols.

Anyway I took some notes into the doc. Cheers.

Read more

By the way - sorry. There's a bug causing this occasionally, it didn't happen in testing. Will be addressed in a hotfix soon.

I'm actively seeking modder requests around these kinds of things. We've got a Google Doc where we're collating them (you'll need to request access) with some modders adding requests already[ edit removed after access given ]

So let's talk about it, nothing's set in stone. Especially if there are easy wins to deliver, I'm all for it.

Regarding the points specifically.

  1. I'm not sure it could be optional, otherwise the info card would show nothing at all on the description. Players expect to see something here.
  2. Putting descriptions in the tooltip makes sense if they're short enough, if they're longer it would be a problem. This is something I'd have to review. But probably I'd set an optional to override if it's defined. I don't want to overload the tooltip either though. Needs to be designed carefully.
  3. Grammar symbols like this wouldn't work in the info card since it's often used without reference to any specific pawn (e.g. when you link to it from a body part item).
  4. Code's not te...
Read more

The game by itself is designed to kickstart the royalty progression quite early with an intro quest.

The issue with depending on a scenario to do this is that now the other scenarios are quasi-broken. The solution had to be something that worked with any scenario. And once that's established, the value of a new scenario didn't seem that great. It's not a bad idea at all it just wasn't the best of everything we had to work on. I suspect most people would prefer to get more quests or more psycasts, etc.

NotATypicalTeen

Hey, thanks for the awesome game! Having a lot of fun playing it.

Just a quick question though. My friend bought me rimworld as a gift, and helped me download it on my laptop since I'm not the most tech savvy person around. Not through steam, but the way that gave a "DRM-free personal download link". It doesn't look like my copy of rimworld has updated to 1.1 though? Top left of my screen still says 1.0.2408. How/when can I update it?

Also, can I get the royalty DLC on this version of Rimworld or not? Since, again, I don't use steam.

Hey thanks :)

You should be able to re-download and get the latest version. I updated it 24 hours ago.

You can also buy Royalty DRM-free at https://rimworldgame.com/royalty

Thanks!

MDCCCLV

I ended up with a royalty visiting me and he had a mental break and missed his shuttle. Somehow he ended up joining my colony five minutes after it started with him constantly being sad that he is living in a dirt hovel. But he can summon godlike reinforcements and can shoot pretty well.

Yeah we got another report of this. It's a bit weird and we'll probably change something in the coming hotfix.

Sneaky_Stinker

May be a bit of a stretch, but is there a way to do the opposite and get a drm free copy if we have it on steam?

Fraid not.

Gwyllie

Tynan please i would like to hear a definitive answer from you regarding DLC-requirement flag for mods, not just speculations from random people.

If there was/is mod that used some content that is now in the DLC directly or via concept, is it going to be flagged as DLC-required?

Is there any limit to stuff people can mod and use without the DLC?

Connected to previous questions, is this DLC in any form limiting to modders in terms of having to actually have to own the DLC? Is in clear theory possible to recreate this DLC as a free mod or will modder hit big wall "Buy here"?

I dont really want RimWorld to end up like Paradox or Bethesda games where one has to own DLC´s for the mods to work in a first place because devs decided that some features are at premium and unmoddable without paying first.

I am not saying that i dont want to buy your DLC or anything. Its just matter of principle regarding freedom of modding and using mods. I still think that out of every possible game studios/devs/publishers out there, you are one of the about dozen that actually deserve every single penny for their work and more.

Unless a mod directly builds on Royalty content there's no reason for it to require Royalty. I expect essentially all current mods and 95% of future mods to work with or without Royalty.

I made sure during the design process to reject ideas that would change the 'bases' of the game and thus create expansion/mod conflicts. So Royalty is a clean drop-in addition of content. No split community because that sucks.

Now, there is the issue of 'clawout' mods. Some things are part of Royalty and if a mod uses them the players would need the expansion too. Things like royal titles and mechanoid clusters. It may be technically possible to hack up a mod that hooks into the code for these to essentially claw content out of the expansion and into a mod. I hope modders don't do this and if they do we'll likely have to take the mod down. There are tons of ways to expand the game, so there's no reason to be pulling our content out like that. I hope modders can build on the systems we've added l...

Read more
DarthGrandma

I believe they added ducks/horses/etc from Vanilla Expanded into 1.1, which was, of course, free.

Yeah, we redesigned them but the art is directly from Vanilla Animals. We hired Oskar (who made it) to make all the art for Royalty too.

jstank2

I remember the early days of Rim World and how involved the players were through the entire process all the way up until the point where Tynan stopped putting out his daily changelog notes. (Not sure what he called it) . It was always a daily ritual coming home from a dull day at work and immediately digging through the forums for little nuggets of what was changing or could change, what I agreed with and what I didn't, what I thought should happen versus what other people thought about the same topic. I really enjoyed being part of that process and even sometimes getting a reply from Tynan himself! I really got the feeling that he was listening to us for the entire time and it felt great. This was at the same time where other games would be stumbling over themselves to find that magic formula of the early access model.

The secret is that the players know best! If something is obviously out of whack about 500 people are going to notice it immediately and tell the developer about it. A good developer takes that data and says... OK! Let's change it! This obviously isn't working. On the other hand, if something clicks, those same alpha players are going to immediately praise the developer for it. I think it was in this fire that Rimworld was truely forged to be a masterpiece game that is universally loved.

When it got to 1.0 I was happy that we had been apart of the process, and a lot of the players decided the process was over and started to move on to other games. So unannounced to us, all the sudden 1.1 is out? Wait, What? Then out of the blue DLC...

I don't know how everyone else feels but I feel that it is a bit odd that the game is no longer forged in our furnace. It feels like, somehow some of the ownership of the game had been lost.

What I fear now with this new model is the continuation of this model going forward. Is it going to turn into something like Sims where new content is trickled in at 20 dollars a pop? That would be quite disappointing. Tynan does deserve my extra 20 dollars, however, if another DLC comes out in a few months demanding another 20 dollars I probably won't be on board. The game really isn't the player's game anymore. We were left out of this DLC and its process. Though I'm glad that some of us were included I wish we all had been. I was kind of hoping for a brand new push to Rimworld 2.0 using ideas from the community to take the game to the next level!

We'll see what happens. The new DLC hasn't even been out for a day yet so who knows what is going to happen next. I just hope the future is bright.

Thanks for everything Tyan, it has been a really great experience watching this game take shape, all 3,476 hours of it!

I mean hell I was content with human leather sandbags!

Well, FWIW as /u/DarthGrandma noted we did do a ton of testing and back and forth with the internal testers. It's just that I wanted to avoid some of the noise and heartbreak that can happen if you do this kind of thing in public. I.e. In game dev, if you're shooting for high quality, features will always change a lot over time, and sometimes get cut. But if we developed things in public, some people look at change logs as promises and get angry if anything is cut. But we can't be forced to never get rid of anything due to public pressure; it would ruin the iterative design process.

Royalty is out now and it's done, but there's no reason we can't do something else with it in a free update in future. There will definitely be a hotfix in the coming weeks to fix any bugs that come up (thankfully nothing major so far - our testers did great), and after that if it's appropriate there are lots of ideas here for more stuff to do.

I don't think the community is out of the loop at all; it ju...

Read more
wolfman1911

I don't think that I've ever seen a modder that wasn't ecstatic that their mod got incorporated into the base game. I even heard a rumor that the Vanilla Extended guy got hired by Ludeon, and that had something to do with his livestock mod getting incorporated, but I can't verify that.

Not a rumor - it's in the 1.1 and Royalty announcement!

Oskar Potocki helped us out making art for Royalty - he was the artist on the project so all the new apparel and stuff is his. He also contributed animals art from his vanilla animals mod to the 1.1 update.

tearblast

Hey will you ever update the fiction primer to go along with the new DLC? I loved how it set up rim world and would love to see how it would incorporate the dlc

I actually wrote a giant doc long ago about the Empire fiction, maybe I'll clean it up and add it to the fiction primer. Thanks.