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"Honey, I [Grounded] The Kids!"

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Posts

  • Felonious PrimeFelonious Prime CanadaRegistered User regular
    edited April 10
    I just discovered that if you double click an item or object it selects the others of the same surrounding it, easy way to forbid/power etc. multiple things at once. Not sure if I'm just dense but it took like 10 hours of game play to discover this feature lol.

    I started a new game with the Epyk pack of mods.

    Thus begins the Saga of Loser, Lumpy, and Bean. (All randomly generated names)

    Anzekay on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited April 10
    Yeah if I get some time I might try with that mod pack, I have a good enough grasp on the base game that I can successfully run a colony on challenging without breaking a sweat

    Anzekay on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited April 10
    This is pretty cool. Got to play it for a little while at a friend's place, will definitely be buying when it comes to Steam.

    Couple questions though for you folks who've been playing a while... it looks like my only options for walls is steel... I have tons of wood laying around, how do I use wood to make walls?

    Also, is it possible to punch through the walls of the abandoned buildings that are scattered around? Can't mine them, can't deconstruct them.

    But yeah this really scratches that Dwarf Fortress itch. Just needs Z levels now.

    Anzekay on
  • BYToadyBYToady Registered User regular
    edited April 10
    Brody wrote: »
    Baby in one hand, mouse in the other.

    Pfft teach that baby to use the mouse, work on that hand eye mouse coordination early.

    Anzekay on
    Battletag BYToady#1454
  • EclibullEclibull Registered User regular
    edited April 10
    Fleeb wrote: »
    This is pretty cool. Got to play it for a little while at a friend's place, will definitely be buying when it comes to Steam.

    Couple questions though for you folks who've been playing a while... it looks like my only options for walls is steel... I have tons of wood laying around, how do I use wood to make walls?

    Also, is it possible to punch through the walls of the abandoned buildings that are scattered around? Can't mine them, can't deconstruct them.

    But yeah this really scratches that Dwarf Fortress itch. Just needs Z levels now.

    When you select to build the walls (and furniture, pretty much everything) you should get a drop-down list of all the materials you have access to. It's easier to see if you use the keyboard shortcut for the wall/etc. instead of clicking, because it drops down at your pointer's location.

    You have to deconstruct the abandoned walls. First hit them with the Claim Order (N on the Order menu, the big red flag) then you can use deconstruct on them.

    Anzekay on
    Xbox Live, Steam, PSN: Eclibull
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited April 10
    Awesome, thanks!

    Anzekay on
  • FiatilFiatil Registered User regular
    edited April 10
    So I'm definitely digging the Epyk mod pack. Prepare carefully is awesome (start with points to kit out your colonists how you prefer), and who hasn't dreamed of having a cybernetic kidney?

    I'm curious to see all of the new monsters as the game progresses as well; I've already gotten a few of the monsters from the Horrors mod in crashed ships and they seem pretty cool.

    Anzekay on
    steam_sig.png
  • PrimePrime UKRegistered User regular
    edited April 10
    The only thing stopping my trying this is my purchase wont get me a steam key anymore. I really want to as well.

    Anzekay on
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited April 10
    I've just started playing with Epyk pack as well. Droids are civilization.

    Anzekay on
  • Rhan9Rhan9 Registered User regular
    edited April 10
    Raiden333 wrote: »
    This looks really neat and I'm looking forward to playing it. I almost ordered it, but then I saw in their FAQ:
    Will I get a Steam key?

    – It depends when you bought the game. If you bought the game on or before November 4, 2014 you will get a key when the game is released on Steam. If you bought the game after that, I can’t promise anything.

    When is RimWorld coming out on Steam?

    – When it’s ready. There’s no anticipated release date. It is greenlit, though, so it will be on Steam – some day.

    and I think I have enough games to wait till it's there.

    No promises about a steam key for somr arbitrary reason? Yeah, I'll wait.

    Anzekay on
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited April 10
    Oh screw youuuuuuuu Randy Random! Was humming along quite nicely until three giant mecha-centipede-grub things armed with miniguns and canons firing incendiary rounds landed RIGHT in the middle of my base. I managed to kill them (bastards are friggin STRONK) but they took out half my colonists and set my whole base on fire.

    Thank the maker for frequent autosaves.

    Anzekay on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited April 10
    I've noticed Randy Random has been quite nice to me recently. I've played 3 different colonies, and randy on challenging hasn't thrown any of the crashed spaceships at me. One of my colonies had 15 settlers, never a single injury, and was thriving. Thats not what I want, I want a slow painful death!

    Anzekay on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • see317see317 Registered User regular
    edited April 10
    Fleeb wrote: »
    Oh screw youuuuuuuu Randy Random! Was humming along quite nicely until three giant mecha-centipede-grub things armed with miniguns and canons firing incendiary rounds landed RIGHT in the middle of my base. I managed to kill them (bastards are friggin STRONK) but they took out half my colonists and set my whole base on fire.

    Thank the maker for frequent autosaves.

    So, does that mean you now have a collection of miniguns and cannons w/ incendiary rounds?
    I mean, on occasion you do need to look at the glass as being half full.

    Anzekay on
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited April 10
    I reverted to a save just before they landed. There's no way the survivors would have been able to contain the raging inferno that my base had become. I'm not proud.

    Anzekay on
  • BrodyBrody The Watch The First ShoreRegistered User regular
    edited April 10
    Build a new base?

    Anzekay on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
  • Felonious PrimeFelonious Prime CanadaRegistered User regular
    edited April 10
    I'm on my third try at Classic Challenge, Epyk. The first 2 times I was completely wrecked by the Gou'ld and their Jaffa minions. This time around I still had some trouble but nothing crazy, lost 1 colonist to a lucky staff shot. My revenge was pretty cool though. On their next invasion I had an 8 cryo-casket building between my mountain stronghold and their landing area. I attached cryo explosives to each casket and waited for their attack to commence, when it did I set the fuse and high tailed it back to base. It was a crazy three way fight but I ended up taking 6 prisoners in total and an easy 10k silver in loot. I held on to the breakable Jaffa and after a month or so of game time I stripped them down and released the remaining 3, to my surprise the Gou'ld took this as a peace offering and no longer consider me hostile. I even fixed one of the Gou'ld's brain with some elicit cyber brain add on, he is my main offensive specialist/hunter now.

    I am thinking of trying this with the other factions as they are just swarming me now, like 50 or so tribals or pirates against my defenses and sooner or later they will break through, would be nice to just have to worry about Mechanoids, and the odd blood thirsty turtle.

    Soon though my Nuke plant will be operational and Ill have a laser cannon to play with so maybe not. It's taken me two years game time, and I still haven't made a droid, I may be missing how though.

    One bit of advice is if you use the M2 turret, your operator can be hidden behind a wall with the gun sticking out, saving a lot of errant shots from connecting. Like this, ;| the top dot would be a brick or concrete wall the bottom part of the semi colon the seat/operator and the gun the | sticking out being able to shoot past the wall, or in this case up the screen. For the longest time I had the gunner, behind the turret as would be in real life but the coverage sucks and it works better as I described so terribly.

    TLDR position your guns 90 degrees to your lane of fire and use strong cover to protect the gunner.

    Anzekay on
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited April 10
    Brody wrote: »
    Build a new base?

    Way too much work :D
    TLDR position your guns 90 degrees to your lane of fire and use strong cover to protect the gunner.

    I like that idea, good call. I've been using a lot of auto turrets surrounded by embrasures. Functional and aesthetic.

    Anzekay on
  • AkimboEGAkimboEG Mr. Fancypants Wears very fine pants indeedRegistered User regular
    edited April 10
    Alpha 9 is out
    Alpha 9 is out! This time we’ve added alcohol, drunkenness, binges, hangovers, multiple sculpture types with generated art based on historical events, personal shields for melee fighters, and dozens of smaller improvements. A full change list is at the end of this post.
    If you own the game, you can get Alpha 9 by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at this thread.
    Also note that this build will not load old savegames or old worlds, so please don’t try to load these in the new version. They’ll probably just crash the game.
    4:21 EST: I fixed a bug with forbidding and sculptures just two hours after initial release and hotfixed the build to Alpha9b. If you already got it, please re-download. Alpha 9 saves won’t be affected.

    https://www.youtube.com/watch?v=Mu6nsUUzgy0

    Change list:
    Alcohol
    • Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts
    • Added special ‘binge’ mental breaks
    • Added teetotaler and chemical fascination traits
    • Added hangovers
    Tales and art
    There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
    • Sculptures now have generated descriptions of what they depict.
    • Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
    • High-quality weapons have art engraved into them.
    • All weapons now have quality levels, including guns and bows.
    Age
    • Old characters now appear at a low but regular rate.
    • Old characters have gray hair and tend to have age-related illnesses (cataracts, bad back) which reduce their effectiveness.
    • Old characters tend to spawn with higher skills.
    • Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
    • Dates are now relative to specific years. The game starts in 5500.
    New stuff
    • Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.
    • Artillery shells are now needed by artillery cannons. Shells on the ground can explode. Siegers will come with shells to use to bombard you. Shells can be crafted at the machining table.
    • Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.
    • Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
    • You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
    • Guns now have quality levels which affect accuracy.
    • Added Heavy SMG
    • Added psychic foil helmet
    • Added corn and rice crops.
    • Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
    • People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
    • Game now records total real playtime per colony.
    • Added ‘pause on load game’ option.
    • Many new sound effects from Alistair Lindsay for UI, work, and combat.
    Misc improvements
    • Deep optimization on various systems – especially AI. This should make big colonies run much more smoothly.
    • Added bad thought for wearing tattered clothes.
    • Apparel becomes damaged when owner dies from violence.
    • Apparel actually takes the damage it absorbs as armor.
    • Apparel wears out over very long periods of use.
    • Uranium ore now appears as a minable natural rock.
    • Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
    • Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
    • Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
    • Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
    • Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
    • Reworked ship takeoff sequence into a proper whiteout with nice credits.
    • Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
    • Temperature now equalizes through both walls and roof/floor.
    • Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
    • Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
    • Colonists are now bothered by people walking around inside the room while they sleep.
    • People newly woken from cryptosleep have cryptosleep sickness for a while.
    • Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
    • Fonts are now nicely antialiased.
    • Tons of other refinements, rebalancings, and bugfixes.

    Anzekay on
    Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited April 10
    I've been waiting for this one, I am much excite.

    Anzekay on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • FiatilFiatil Registered User regular
    edited April 10
    Awwww sheeeit. Though part of me is sad that this dropped right after I started living the modded lyfe. I should have known I guess, I've had his developer change log open in a tab for a few weeks now.

    Hopefully the mod updates come soon, I have to decide which to play for now.

    Anzekay on
    steam_sig.png
  • SquatfurdSquatfurd 9000 feetRegistered User regular
    edited April 10
    I've noticed Randy Random has been quite nice to me recently. I've played 3 different colonies, and randy on challenging hasn't thrown any of the crashed spaceships at me. One of my colonies had 15 settlers, never a single injury, and was thriving. Thats not what I want, I want a slow painful death!

    The best games go like that. Then the shadows slowly creep in. Eventually you get BoatMurdered.

    Anzekay on
    League of Legends: DingusSquatfurd
    B.net: Squatfurd#1814
  • BonaventureBonaventure Registered User regular
    edited April 10
    Rhan9 wrote: »
    Raiden333 wrote: »
    This looks really neat and I'm looking forward to playing it. I almost ordered it, but then I saw in their FAQ:
    Will I get a Steam key?

    – It depends when you bought the game. If you bought the game on or before November 4, 2014 you will get a key when the game is released on Steam. If you bought the game after that, I can’t promise anything.

    When is RimWorld coming out on Steam?

    – When it’s ready. There’s no anticipated release date. It is greenlit, though, so it will be on Steam – some day.

    and I think I have enough games to wait till it's there.

    No promises about a steam key for some arbitrary reason? Yeah, I'll wait.

    No Steam key? Dang. That's a lot to swallow for a $30 beta. It shouldn't even be a big deal, it's not like I don't buy games that aren't on Steam. But if some people are getting Steam keys, and I buy into a beta for thirty bucks, I'm afraid I'm going to need one too. Kind of on principle. When it's on Steam, I hardly want to have to buy it again, or be forced to crawl to the official website for patches like some kind of filthy peasant.

    On the other hand, sci-fi Dwarf Fortress-ette with scrutable interface. Why don't these people want my money? I'm confused and dismayed.

    I'm occupied with Darkest Dungeon and Offworld Trading Company right now anyway. This can join Hand of Fate on the Drunken Impulse Purchase Shortlist and then we'll just let the dice fall where they may.

    Anzekay on
    steam_sig.png
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited April 10
    Why on earth can't the dev provide Steam keys to new purchases? Or rather, guarantee them when they arrive?

    Anzekay on
  • Rhan9Rhan9 Registered User regular
    edited April 10
    Dhalphir wrote: »
    Why on earth can't the dev provide Steam keys to new purchases? Or rather, guarantee them when they arrive?

    Hence my bit about "some arbitrary reason". There should not be anything preventing the dev from promising a key. It's pretty standard practice for early access games that get greenlit. Combine with a salty alpha pricing, and it makes me a bit wary.

    Anzekay on
  • Slayer of DreamsSlayer of Dreams Registered User regular
    edited April 10
    Rhan9 wrote: »
    Dhalphir wrote: »
    Why on earth can't the dev provide Steam keys to new purchases? Or rather, guarantee them when they arrive?

    Hence my bit about "some arbitrary reason". There should not be anything preventing the dev from promising a key. It's pretty standard practice for early access games that get greenlit. Combine with a salty alpha pricing, and it makes me a bit wary.

    The whole Greenlight thing is probably -why-, since it's not actually on Steam yet. Since some people are getting the keys, that must have been the cut off on whatever agreement they signed for getting it put onto Steam's Greenlight stuff in the first place.

    Anzekay on
    Steam: Slayer of Dreams / BladeCruiser / (EHJ)BooletProof
    R*SC: BladeCruiser
    Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
  • BrodyBrody The Watch The First ShoreRegistered User regular
    edited April 10
    That would make sense, as steam would rather you wait and buy it through them.

    Anzekay on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
  • Slayer of DreamsSlayer of Dreams Registered User regular
    edited April 10
    Brody wrote: »
    That would make sense, as steam would rather you wait and buy it through them.

    The tail end of Greenlight's usefulness in general was a clusterfuck. Early Access came out, and I haven't seen anything that was successful on Greenlight actually make the move over to Early Access yet, its always just been a full-on release to get out of Greenlight and onto Steam. I can see that being a major issue as well, being tied up with Greenlight's terms of use and not being able to release it on Early Access to get the steam keys and such.

    Anzekay on
    Steam: Slayer of Dreams / BladeCruiser / (EHJ)BooletProof
    R*SC: BladeCruiser
    Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
  • JesDerJesDer Registered User regular
    edited April 10
    As a potential customer, I really don't care why there is no promise of a steam key.... If he wants my money now, he can promise me a steam key. If it doesn't get to steam soon, there is a good chance I will lose interest in the game and never purchase it.

    Anzekay on
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    edited April 10
    I'm not sure he's able to provide steam keys. He promises them for people who purchased before a certain point and it sounds like he certainly wants to give steam keys to people who purchased it, but it is up to Valve to provide those keys once it goes up, and based on the greenlight shenanigans, those aren't guaranteed.

    A little silly, but it seems unlikely the guy is trying to bilk people.

    Also this game is awesome and there's a new patch so woo! (I also backed the game at the 45 tier so I could put @TheKoolEagle 's dnd character in there. So if you see a guy named Handsome show up, that's why!)

    Anzekay on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited April 10
    I started up a new colony to play with the new version, and generated my colonists... not until I hit accept and crash landed did I realize one of my colonists cannot do any work. He was a medieval lordling as a child, and a medieval lord as a background, meaning all he does is hunt, and talk to people on comms.

    This is not super helpful as 33% of my workforce is utterly useless while trying to establish a base.

    He also does not drink, and is trigger happy, so he hunts with a knife.

    Anzekay on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • FiatilFiatil Registered User regular
    edited April 10
    Yeah, if you read the FAQ he makes it pretty clear that he's just not certain that Valve will be able to give him all of the Steam codes once he gets set up there, and doesn't want to release on Steam until he feels like the game's in a reasonable condition. That seems to me to be the opposite of arbitrary; certainly unfortunate, but pretty well reasoned. I love me some Steam, but the responses in this thread are starting to make me realize why some people view it as so potentially dangerous.

    Anzekay on
    steam_sig.png
  • FiatilFiatil Registered User regular
    edited April 10
    In happier news, it looks like the mod pack is well on its way to being fully updated for Alpha 9. I just need EdB's UI mod and Prepare Carefully mod to drop and I'll have enough pieces to make the jump; apparently they should be ready within a couple of days too.

    Anzekay on
    steam_sig.png
  • FleebFleeb has all of the fleeb juice Registered User regular
    edited April 10
    OMG deerpocalypse noooo. I feel so bad. It's like Bambi's mother getting killed x50

    On the upside, lots of meat and leather!

    Anzekay on
  • BonaventureBonaventure Registered User regular
    edited April 10
    Fiatil wrote: »
    Yeah, if you read the FAQ he makes it pretty clear that he's just not certain that Valve will be able to give him all of the Steam codes once he gets set up there, and doesn't want to release on Steam until he feels like the game's in a reasonable condition.

    It sounds like, at 65,000 copies sold, Steam isn't willing to provide any more free keys -- or at least, isn't willing to let him advertise them. Which is understandable -- he should spell that out in the FAQ, it would help explain things.

    I'm just so horribly tempted by this. Can anyone tell me -- is the UI dense and difficult to learn, or does it become second nature pretty quickly? I can cope with Nethack and ADOM, but it's right at the limits of my deteriorating attention span, while Dwarf Fortress is just so awkward that it ruins the fun for me. If that helps to calibrate the Wussometer at all.

    Anzekay on
    steam_sig.png
  • TheKoolEagleTheKoolEagle Registered User regular
    edited April 10
    Fiatil wrote: »
    Yeah, if you read the FAQ he makes it pretty clear that he's just not certain that Valve will be able to give him all of the Steam codes once he gets set up there, and doesn't want to release on Steam until he feels like the game's in a reasonable condition.

    It sounds like, at 65,000 copies sold, Steam isn't willing to provide any more free keys -- or at least, isn't willing to let him advertise them. Which is understandable -- he should spell that out in the FAQ, it would help explain things.

    I'm just so horribly tempted by this. Can anyone tell me -- is the UI dense and difficult to learn, or does it become second nature pretty quickly? I can cope with Nethack and ADOM, but it's right at the limits of my deteriorating attention span, while Dwarf Fortress is just so awkward that it ruins the fun for me. If that helps to calibrate the Wussometer at all.

    the UI is much easier to work with compared to DF, there is also a UI mod that moves some things around already that can be beneficial

    Anzekay on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • Slayer of DreamsSlayer of Dreams Registered User regular
    edited April 10
    Fiatil wrote: »
    Yeah, if you read the FAQ he makes it pretty clear that he's just not certain that Valve will be able to give him all of the Steam codes once he gets set up there, and doesn't want to release on Steam until he feels like the game's in a reasonable condition.

    It sounds like, at 65,000 copies sold, Steam isn't willing to provide any more free keys -- or at least, isn't willing to let him advertise them. Which is understandable -- he should spell that out in the FAQ, it would help explain things.

    I'm just so horribly tempted by this. Can anyone tell me -- is the UI dense and difficult to learn, or does it become second nature pretty quickly? I can cope with Nethack and ADOM, but it's right at the limits of my deteriorating attention span, while Dwarf Fortress is just so awkward that it ruins the fun for me. If that helps to calibrate the Wussometer at all.

    The UI isn't bad at all. It's not perfect, but it's very usable right out of the box. There's a mod floating around that adds some nice features to put more info on the screen in a more organized way, but it's not 100% required to be able to enjoy the game. You can reach just about everything you want to see/do in 2 clicks, 3 at most.

    Anzekay on
    Steam: Slayer of Dreams / BladeCruiser / (EHJ)BooletProof
    R*SC: BladeCruiser
    Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
  • FiatilFiatil Registered User regular
    edited April 10
    Hooray, prepare carefully and a lot of other significant mods from the mod pack are now updated. I thiiink I can make do without the interface mod for the time being. As has been said in the last few posts, the base interface is far from horrible. The UI mod just adds a few extra neat and very useful features.

    Anzekay on
    steam_sig.png
  • Bizarro EchoBizarro Echo ski-bap ba-dapModerator, Administrator admin
    edited April 10
    So I picked this up.

    My most recent game had me start right next to a big square building without an entrance. I knock a hole and discover six cryptosleep caskets inside. I open them, and out drops six slaves, four of them still alive.

    I nurse the survivors back to health... and then they just wander off the map and disappear.

    Should I have captured them instead of rescuing them to try to recruit them instead?

    Anzekay on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited April 10
    Echo wrote: »
    So I picked this up.

    My most recent game had me start right next to a big square building without an entrance. I knock a hole and discover six cryptosleep caskets inside. I open them, and out drops six slaves, four of them still alive.

    I nurse the survivors back to health... and then they just wander off the map and disappear.

    Should I have captured them instead of rescuing them to try to recruit them instead?

    Yeah I've noticed that too, if you capture them and imprison them, you can fill their head with propaganda about how great you are and why they should stick around. It is a real Misery type deal.

    The people you rescued can still come back though, either as part of another colony or pirate group which is kind of cool, but still annoying that they left.

    Anzekay on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • TheKoolEagleTheKoolEagle Registered User regular
    edited April 10
    New Alpha just hit yesterday! We are going to be getting steam access soon too by the looks of it! Dev blog link below about the features:
    http://ludeon.com/blog/

    Patch Notes:
    Permadeath
    New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played.
    Relationships
    Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
    Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
    Family members out to cousins and beyond
    Lovers, fiancees, marriages, ex-lovers, ex-spouses
    Lovin’
    People may get in social fights with those they dislike (even neutrals and enemies do this)
    Animal bonding
    People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
    Marriage ceremonies and parties
    Prison breaks
    Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.
    Infestations
    Self-reproducing, spreading underground insect hives
    Insect hives are dangerous but produce succulent insect jelly
    Animals and predators
    Many more animals, some of which will hunt people
    Some animals are now predators, including colony pets (e.g. cats catch squirrels)
    Animals can gnaw corpses apart directly now
    Threat response mode
    Decide how colonists should auto-respond to threats: flee, attack, or ignore?
    Economy
    ‘Components’ resource used for machinery and electronics
    Ground-traveling trade caravans from other factions
    Deeper research tree with more low-tech options and more things to research
    New fueled buildings: stove and generator
    Various new lower and higher-tech production buildings
    Two research tables: simple and hi-tech. Hi-tech is required for some projects.
    Misc
    New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism
    New chronic diseases: Carcinoma, asthma, hearing loss
    New “firefoam popper” provides a way to combat fire besides punching it.
    Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
    Extreme desert biome
    Colonists in relationships can share beds
    New double bed; royal bed is now gold-trimmed and fancy
    New flatscreen and megascreen TVs
    Colonists can now visit sick people in bed to cheer them up
    Sick people in bed can now watch TV
    Building damage overlays
    Days are now twice as long as before, with years being half as many days. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.)
    The year is now split into seasons instead of months.
    Animal kibble
    Deep rooms stay cool in the heat
    Richer tale recording and better art descriptions
    Hundreds of balance improvements, optimizations, tweaks and fixes

    Anzekay on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
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