RimWorld Alpha 16

So they just released this
youtube.com/watch?v=2hYecyqAE90
Anyone here still play this game?

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Alpha 16 is nice, haven't played since around A13 or A14. Wish he'd add human pregnancy though. Would like to grow my colony more or make my own slave empire.

I just started playing a15 a week ago, does a16 impact framerate much? I was pleasantly surprised that a15 works great on my old laptop.

>rotten corpses

Fix your shit mang!

Why would I (pay and) play this when I can play Dwarf Fortress?

I've been playing it but it hasn't added much for me. The world map looks kind of cool but I don't really interact with it. There isn't really any point to raid enemy camps given how little loot they have, and its easier to just order trade caravans for 600 silver.

I know, I know. It's wierd that they haven't removed them though, I've disallowed rotten corpses in the fridge and only have it enabled in my dumping stockpile but they won't move them. They're gone now though, the picture was taken about a week ago when I started the colony. Now everything is almost going well if you disregard the space cunts attacking me all the time.

too bad the entire game is based on static scripted events, and that they aren't truly "random".

they fire off at set intervals, and once an event has fired there's a global cooldown

not all of us possess the level of autistic brain power required to enjoy dorf fort

Are you trying to say that you are a casual gamer?

I'm gonna wait for a few months until modders fully utilized the new features.

Vanilla kind of sucks, but with mods the game is pretty gud.

havent test it, but seem like may only affect the world map and when you play multi-maps at once

no but DF has shit tier UI and you know it,
not to mention you have to have major autism to project those numbers into... eh... dorf

if you want more you could try full nomad mode
all those raiding and canvas are optional anyway and you can always play with one base like old version

So if you have two bases they will run at the same time with random events and raids etc? You can't "prioritize" running the one you are currently overlooking?

z levels when

does this looks like a number to you ?

dorf fortress is fun, i usually play with a tile set.

the UI is bit confusing at first, but once you get the gist of it, it's actually really great because it explains everything.

Have played both, and while sometimes rimworld just made me want to play DF, the game is fun and does scratch that DF itch, all while having a UI that is far superior to DF.

Nice, thanks for the headsup OP

never, developer commented that he would have to recode the entire game from scratch.

if he had done it earlier, it would be a possibility

yeah run at the same time, that's why they said you aren't encourage to do so, core games still design around one base

really a shame,
maybe if we have rimworld 2 or sth

ok Im sorry, like 90% of objects in that game then

Thanks for the info, I'll hold on to a15 for a while then.

nah, rimworld in itself is too fucking basic.

it's not a genuine randomized game, everything is just different "events" firing off in specific sequence, and the gameplay is lacking because of this fake-dynamic system.


rimworld is a really dirty quick job, and the "main developer" doesn't even develop his own game, he pays other people which is why there was a huge hiatus in the first place.

I have more faith in dwarf fortress getting an official tileset mechanic coded in than rimworld ever becoming properly coded

>it's not a genuine randomized game, everything is just different "events" firing off in specific sequence
What do you mean
On cass and phoebe difficulties it's not really supposed to be random, it's just scaling with your base
On randy it should be random

That's why Randy Random is there, fag

there are like tons of DF graphic mod already what stop them from adding it anyway? nostalgia fag?

>RimWorld thread
>DF autists crawl out of their caves and try to start arguments

Why are you guys so threatened?

>never, developer commented that he would have to recode the entire game from scratch.
Well it's an alpha, what's the big deal. That's why you have an alpha

he gonna need a bigger team if he want to add sth like that
since the game pretty much finished its core features

They never are random.

there's only a set of specific events, and said events have a cooldown, addition to that there's a global cooldown.

i.e. in one of my playtroughs i'd get the bug infestation event firing off every 6 months which is insanely annoying. that's literally it's defined cooldown.

most event you'll see is something broke down and need repair, which counts as an event.


rimworldwiki.com/wiki/Events

this is the entire game, literally.


he doesn't code the game himself, that's why it'll never be done.

this
every single fucking time, some autists have to
get buttblasted because someone prefer someting else
fuck outta here

RW could "potientially" be DF with better UI and an actual graphic so of course they gonna feel threaten

The wiki seems to disagree with you, it talks about events randomly firing off, with multiple events at the same time happening

Since nobody post the change log I guess I will do it
Spherical planet
>World map is now modeled as a sphere covered with hexagons (and a few pentagons).
>New map generation to make nicer mountain ranges, hill clusters, and continents.
>Nice backdrop with stars and sun.
>Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.
>Time zones are now modeled, out of necessity.
>New planet generation parameter: temperature. You can make worlds that are overall hotter or overall colder.
>New planet generation parameter: rainfall. You can make worlds where there is overall more or less precipitation.
>New biome: sea ice.
>Factions can now have many bases; non-player factions generate with lots of bases.

Thanks for letting me know. Time to fire it up and watch everyone in the colony die.

Multiple simultaneous maps
>There can now be multiple local maps active at once. For example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time.
>The character bar at the top of the screen shows all of your colonists and allows you to change which map you’re looking at. It groups characters together by the map they’re on.
>You can settle multiple colonies at once. However, for balance and performance reasons, the default limit is one colony at a time. This can be increased in the options menu if you want to experiment, but we don’t recommend it.

That shit can still be changed, and if you have better suggestions, go to the ludeon forums, because the devs have implemented a ton of shit that was suggested before

Caravans
>Player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface.
>Caravans are formed using a special “create caravan” dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. The colonists do the busywork.
>Caravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map.
>Caravans can be ambushed by enemy factions or manhunting animals. This produces a temporary local map.
>Caravans can incidentally meet friendly traders and trade.
>Caravans can visit other faction bases and trade with them. Faction bases have more stock and better prices than traders who come and visit your colony.
>Caravans can attack faction bases. The game generates a simple faction base map with defenders and loot, and you raid it. If you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.)
>Caravans can settle and form new colonies.
>You can abandon your bases to shift to new ones.
>Caravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry.
>It is possible to abandon people and items from caravans. Abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem impossible to survive.

the mechanic that handles this code, is accessible and you can easily read it line for line.

it's literally grab X event based on chance, block out events that have cooldown then fire event.

even the traders coming by are events that trigger the global cooldown.


if there's global cooldown, no event fires.


So you basically end up i limbo of if you didn't get something break down and require repair you then get something else.

anything that's not on cooldown, and is not restricted. some events only start firing after first and second year, after that they have a 'normal' cooldown.


you're given an illusion that the game is dynamic and random, but there's no actual map movement of enemies etc etc.

Travel victory
>New game ending: A friendly person offers a ship, but it is distant, across the world map. If you travel there, you can escape the planet and complete the game. But, traveling there will take a long time and you’ll need to stop at various points to build up supplies or solve problems.
Transport pods
>You can build transport pod launchers and transport pods. These let you launch their contents long distances across the world map, over oceans or mountains.
>Pods can be targeted on empty world tiles, to send a caravan of people and gear there.
>Pods can be targeted on enemy bases, where you can perform “drop-in” raids and drop right on top of the base, or drop outside it – just like raiders do to you!
>Pods can be targeted on existing combat maps or other bases you control. This allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control.
>Pods are loaded by selecting several and creating a “launch group”. An interface like that for creating caravans appears, allowing you to define what and who should be included. The colonists do the detail work.
>Transport pods require chemfuel, which can be bought, founded, drilled from the ground, or refined from wood or food using the new refinery building.

Usability improvements
>New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart.
>Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).
>Game now warns you when you order slaughter of a bonded animal (because of the mood impact).
>Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them.
>Rich soil is darker in color and so easier to see.
>Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.
>In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming

Drugs and health
>Drug rebalance. Increase drug addictiveness in general. Drugs can now damage the body in various ways: Alcohol can cause brain damage or liver cirrhosis or liver cancer, smokeleaf can cause asthma or lung cancer, psychite can damage kidneys, wake-up and go-juice can damage the brain, and generalized overdoses can cause brain damage.
>Drugs are more lucrative on the market.
Added a third toggle in drug policy saying whether you can use the drug to feed an addiction, separately from joy usage.
>There is now a random chance of a overdose when taking drugs, even if just taking one dose.
Added a way to administer specific drugs to people, including prisoners, animals, and downed people. So you can give Luciferium to someone who needs it.
>Malari-block reworked into Penoxycyline, which prevents a wide variety of infections (not just malaria).
>Drug chemical effects are modulated by body size. So elephants need a lot of beer to get hammered; squirrels not so much.
Luciferium occasionally heals old wounds/scars. Luciferium is harder to get (less of it in old shrines, higher prices).
>Stats now stack differently (more additive, less multiplying) to reduce some exploits.

Misc
>Reworked surgery failure into three modes – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
>Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back.
>The mood effects from room impressiveness have been redesigned and rebalanced. >Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though high-quality rooms aren’t absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.
>Rebalanced plant growth timings.
>UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
>Rescued people (especially space refugees etc) should sometimes join the colony. If the environment isn’t survivable (e.g. bad temperature, toxic fallout) they should always join the colony.
>Animals carrying inventory now have visible packs on.
>Added new separate bills to stonecut each type of stone.
>Prisoners are now temporarily marked “guilty” when they do certain actions, like killing a colonist or attempting escape. Guilty prisoners can be executed without mood penalties.
>Faction names are now much more interesting and varied, and are separate from specific community names.

>it's literally grab X event based on chance
Well that sounds random to me
>global cooldown
That's probably intended to sinmulate the 'storytelling' factor, basically shit happening at intervals with a little time inbetween to build up
Though random shouldn't have a gcd
Where can I find the event trigger data?

>but there's no actual map movement of enemies etc etc.
DF didn't have that either until a recent update that 'activated' the world
And it's not really a requirement for the game to be random

From my playthroughs playing on cass challenge, the first three events are pretty much scripted, it's mad animal, one man raid, then wanderer joins you, after that anything goes

Misc
>New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids.
>Rename Megatherium -> Megasloth
>New alert: Unhappy nudity
>Backstories can be translated now
>New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.
>Added proper chick peeping sounds.
>You can now only request one trader per 4 days from a faction.
>Colonists now get mood boosts for defeating big enemies or enemy faction leaders.
>Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).
>Default medical care for non-colonists is now herbal meds. Switches to best meds on recruit.
Rebalanced most range weapons so more time is in cooldown and less is in aiming – especially for light weapons.
>Pawns generated below age 20 now have no adulthood backstory.
>Hundreds of other balance improvements, exploit solutions, AI improvements, and bugfixes.

>>Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).
That's great

ur literally making excuses and defending a mediocre game.

it's not random at all, it's literally something break down, something break down, something break down, oh a raid!, something break down, something break down, PSYCHIC ANOMLY!!!, something break down

the ones with lowest cooldowns fire constantly

either you're a dev or you're delusional.

>rim world
meh, even good ol clonk more intersting than this shit

so is this poorman dorf fort?

but there is mouse support app for df

Do enemy bases regenerate or are there a limited number of bases that can be defeated leaving you alone on the map?

yeah yeah we get it, stop same fagging the poster number didnt rise

>ur literally making excuses and defending a mediocre game.
More like I'm having fun with a good game and I'm wondering what your issue with the randomness is
Looking at the storytellers, randy random is written completely different, there's no intervals between individual event 'classes' but they're just weighted and one is rolled randomly, once a day the way I see it

limited I think, it generates a whole world (a planet) first with fixed number of bases
not sure if faction can create new base, doesnt seem so

It's not my thing. It feels too muhc like I'm playing Tamagochi.

I don't like taking care of retarded drama queen who suicide themselves because the temperature is 15C instead of 18C or because they're gay and keep hitting on straight people.
There's 0 fun in micro managing retards.

That's the main reason why I like Dwarf Fortress more.

rimworld is a great game, its way better than dwarf fortress because it's a game with challenge and progression instead of an autistic sandbox
only issue is it has no fucking content to go with all of the game systems

you play it wrong,

Also the dev obviously intended this to be the way the game progresses, I'd reckon that just making random events happen at random times is much easier, so it's obviously a design choice and not just a hack job

rimworld really is about micromanaging retards
drafting everyone and subuing berserk colonists is not fun especially when shit hits the fan and it's happening constantly

>mod everything
>Alpha 16 comes out

im still playing alpha 15 cause i dont want my mods to fuck up.

DF with a graphics pack is more visually appealing than RW, and packs an order of magnitude more depth / features.

No I'm not

well that's why they're adding new shit
this whole canvas system could open to many ways to play around
I check their forum and a player who used the unstable version did let his pawns go full nomad mode, travel from this side of planet to other, when only stop to stock up resource, build a mini base, trading etc
what I want now is WATER, fucking add WATER already

>poison ship crash lands right in the middle of my base

ava maria

I like both for these reasons
DF is like managing a big ant colony with every worker pretty much constantly giving himself for the colony, while rimworld feels like managing a band of crash survivors who try to make due with their resources
Though the mood system still needs adjustments, some stuff is just too annoying, like just straight up random 'feel good/bad' buffs/debuffs

rimworld has more systems than any df style game, it's just that those systems all have the depth of a puddle. it needs twice the amount of furniture, items, and events to start not feeling empty

it's ok to let them go berserk
I chop up humans all the time, good source of meat for animals, fuck them and their feeling
the point is not to build a paradise nigga, it's too survive so fuck that one moody bitch only hiding in her room

the "dev" is an ideas guy, the actual developers just do what he tells them.

Survivors would kill themselves because they can't fuck someone of the sex as them for a few weeks or because the temperature is "only" 10c during the night.

That's literally the temp of my house during winter and I don't feel like running naked outside until I die.

They're not survivors, they're fucking mentally ill retards

I tried playing one of the earlier versions and failed miserably at it

>construct settlement
>separate rooms, break rooms, fridge, storage out the ass
>fend off the first raider attack
>second one comes a few days later
>constantly lose guys
>eventually get overrun and lose my entire settlement

I just hated having to micro-manage everyone in combat situations because they would always do moronic mistakes if left unattended, being able to trigger and fall down your own traps was also moronic.

Seems to be working out well

>it's ok to let them go berserk
no its not, they'll attack your other colonists and possibly kill them or themselves

this guy made 90% of the game himself

well that's what happened with most indie, we can only wait to see thing out,

More like that's the final reason they go berserk, they have to have had negative mood for a while for major tantrums
As I said, the values are still wonky for sure

>giving fuck
back to plebbit, underage newfag

Do you have a source for that? It's the first time I heard that, and he's creadited as lead dev and all

sale when

his ass
he hired one additional programmer around alpha 13 or so

like he said it need time to build up with different reasons
also if you went through the first winter but still didnt have proper heating system then....

>fags removing themselves
Exactly how is this a problem?

The game does have like 15 different difficulty options to git gud
I'm constantly ramming my head against cass second-highest difficulty, whatever it's called now, because I like the challenge and seeing how I slowly last longer every time, but I'm considering doing a chill rough run now just to make a big, stable colony for once

he hired "one additional programmer" because the first one fucked off

LOL XD

i like creating different groups in prepare carefully. Any video game ideas?

I played on what seemed like the "normal" difficulty and it was downright brutal at times. Even when everything was going great two women started fighting each other, they'd walk into a room and just start wailing resulting in both of them ending up in the medical unit for a few days it was moronic.

yeah the combat is pretty shit if you didnt micro every tard
but that's the point to build defense, those sand bags and turrets, you know, and appoint them to proper positions

make one group with tactical gears and weapon specific to raiding any fucker you see fit

well those two women are still single aren't they, they need good dicking
my recent run has this old women and her daughter in law keep fighting each other kek

Commander Shepard and 2 companions

It is a brutal game, the dev constantly strives to make it more challenging and removes things that cheese it too hard
But you can try just playing on phebe chillax, events are happening much more frequently there, so you get more time to build up, and/or one of the lower difficulties to get more of a mood buffer, more resources and stuff
Check out the mood screens of the guys, it tells you what you have to improve

Or you could just play df, dorfs are more robust

>people hire employees to do work so that they can make money
FUCKING CAPITALIST PIGS
CLASS WAR NOW

Door Kickers

web.archive.org/web/20150612235735/http://a.pomf.se/ihwjeb.webm

Almalexia talos vivec nerevar

Things Rimworld needs to be a good game
1. remove all stupid events, like those fucking berserk animals, or at least disable them once your colony gets big enough. Having to stop and deal with this inane bullshit drives me fucking nuts
2. fix the moods. Remove the bullshit + - modifiers and create a "stress" bucket. Stress growth is caused by not meeting needs and is exponential. A week with disturbed sleep is pretty bad but it's not going to drive anyone to suicide, but after 3 months without good sleep I could actually believe somebody running around outside naked. Make high stress have catastrophic results - like suicide - and make it a long-term problem that is more about strategy than random bullshit, and with more nuanced cause and effect. So having low food in storage might cause stress even if the pawn isn't actually hungry.
3. add more comfy. More furniture options, more production chains that let me make nice things, more aesthetic design options. More content in general, including more fucking defences. I want to make a tower citadel worthy of my glory.

do raiders travel from their colonies to your colony on the world map?
I really hope they do

edgy elderscrolls referance

kek
but wait did they really commit suicide?
refuse to eat maybe?