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I was mainly talking about the neighboring thread about Tynan giving replies to negative reviews. A lot of people there are very vocal on 1.0. And even reading the few negative reviews on store page seems like they bring up valid points.
As it stands, I start it up every so often when I'm in the mood to try something different, but for all intents and purposes I've played the game out. I mean, given I have like ... several hundred hours played, I can't really complain. I've certainly got more than my money's worth.
If you're a new player, I wouldn't even bother reading the comments in that thread. The vast majority of them are referring to things you won't even be encountering for a long, long time.
And then, at the end of the day, if you find you really don't like 1.0 (which would surprise me, honestly), you can always just revert back to B18.
I would say that its one of those things where once you get a good mod, you can't really go back. I've been dabbling in the beta, but it's painful to play without the mods I've grown to rely on.
That's not to say that the game isn't fun without them - just that once you start using some of the more useful ones, it's hard to play without them.
There's a ton of modding in this game, I mainly stick to the ones that improve gameplay without changing the rules. Things like, auto-designating to mine an entire vein of resouces, instead of having to select each tile one at at time. There's really no reason why that isn't baked into the base game, and Tynan regularly does exactly that - take popular modding content that doesn't change the rules of the game, and builds it directly into the engine.
I'd imagine he doesn't do it more often because, at the end of the day, there's not a whole lot of value-added for him - the functionality clearly already exists, so why waste the time, unless he can make it more performant or build on other things. Still, it does happen periodically. You'll see every so often a mod that is just marked as no longer necessary.
But starting a new game in Rimworld is always a new adventure. It's always fun. I dunno. I love the game.
It's effectively a meatgrinder where your colonists will end up either crippled or dead. And there's been zero changes to how new pawns turn up. Before he targeted cybernetics with a mood debuff for having them without prostophile trait you could fix folks up and keep them useful. Now you either just put them down, deal with a permanent mood down that might make them psychotic, or avoiding that have dead weight the colony just can't afford.
Meanwhile each raid of any kind has fresh faces healthy and ready to go. You're attritioned to death but have outside some mods or debug cheating zero ways of getting a new colonist besides praying to RNGesus.
That's really what gets people mad, you're forced into a no win scenario though the game has clearly defined win conditions and, the changes were made deliberately against players of the game because Tynan didn't like the way some people played his game.
That or he just doesn't like happy endings to the stories he's got such an obbession with I really don't know.
And yeah thats the short version up there. The 1.0 beta is something else putting it mildly and so far there hasn't been any scaling back or mechanic changes to accomdate all this.
Seems like it should be easily fixable by mods and not a deep-rooted issue, I'm a bit relieved. Been playing for only an hour and I see what you mean. Two armed men + 1 melee could barely hold against a raider rushing in with a knife during the tutorial, both were hospitalized. After the tutorial a mad rat was chasing a revolver guy, he shot a few times, missing. Then he just stood there being eaten alive until my melee guy killed the rat.
I'm in almost exactly the same situation as you. Long-time fan, bought it as soon as I heard 1.0 was coming out and have been playing .18 for awhile, now.
IMO, the new changes aren't anything to worry about. Complaints are mostly from vet players used to older mechanics. AND, if all these things are truly problems? Mods. /problem solved
PS - Yes, some of the changes seem severe and it's apparent things have moved towareds a focus on death-fest difficulty creep with little improvement in positive events. But, if it's really that bad, there's going to be some mod out there that fixes it... I hope. If not, time to learn how to mod, I guess.
I've only started version 1.0 for about a week and I like all the changes I am finding. He updated the splash art on the mechanoids and gave their soldiers a bit more variety. The mechanoids definitely got buffed in my eyes.
Infestations got nerfed though. They take slightly longer to surface (giving you more time to evacuate the room) and Tynan tweaked their aggro a bit. In beta 18 they were super sensitive to any attack made on them. In my current game I opened the door to a mine shaft where they had recently spawned in, chucked in a molotov and made a direct hit on a bug. In beta 18 the whole hive would go berserk and start rampaging. In this instance the rest of the hive didn't even take notice... until the room started heating up past 300F and then they went berserk. So in that instance Tynan nerfed one of the major events in the game.
I've enjoyed many of the other new additions as well. Toxic Fallout now makes the meat rotten immediately after the animal dies. Cobras also cause toxic build up too after they bite you, so a platoon of cobras is a legitimate threat and something I aim to try in my next jungle play through. Emus are 100% aggressive which is downright comical to me. Either Tynan really hates Emus or he sympathizes with Australia on their whole Emu war debacle. You get a noticifation now when a pet or colonist is hunted (something people have been begging about for a year now) and a wildlife tab to let you know what animals are on the map with a quick glance. You can plant cocoa trees upon doing the research, but they grow very slowly and only yield 16 chocolate per tree (approximately 4 meal servings per tree). The new armor is nice with flak jackets and pants as well as plate armor but no new helmets means eye scars are still just as frustrating. I didn't notice any of the guns getting weaker but I did notice you can craft your own molotovs and grenades now which is lovely.
There are also a few new traits, most of which are positive. Items now deteriorate when left outside so a simple pillar with a roof on top no longer protects them entirely from rotting. And probably the largest change is the bridges and watermill additions making river settlements a smart idea. Rivers also help deteriorate objects left in the water so if you want to get rid of raider bodies you can just zone them into some river water and let the river do its thing. Those are just the main changes I have noticed thus far.
My only real complaint is that the tribal backstories are much shallower than the spacer backstories. I want to say there's maybe 25-30 possibilities for tribal back stories for both children and adults when spacer has 100+. Since I play tribal games frequently it starts to get repetitive. And another thing that irks me is that tribals don't have a back story that greatly benefits the animal skill, without it being a unique character specific backstory (i.e. Samantha "Sam" Haxton & Ralph "Humps" Camel knight guy). I am still waiting on Tynan to expand the tribal back stories but it's a minor knit pick on my end.
And in terms of mods, I don't use that many. The ones I use the most are Prepare Carefully, Medieval Times and the bionics one. You don't need them but once you find a good one it feels weird not having it around. The ones I tend to favor are the ones that introduce new technologies. Making a bionically engineered melee super soldier in metal plate armor with a giant war hammer is hilarious to me. Definitely one of my favorite memories was sending in my super soldier into a den of 2 dozen bugs and him single handedly killing off 20 of them before getting downed. The rest of the group mowed down the surviving bugs in a matter of seconds but it was amusing to see this one pawn beast mode one of the hardest enemies in the game.
I noticed that you can no longer stack deadfall traps diagonal from one another making a "no go zone" for raiders. Definitely a nerf but one that can be worked around. You can still influence raiders to move onto the traps by placing flooring underneath it. Raiders will path over the terrain of least resistance. So if your kill zone in in some sand dunes you just place a few wood or cement tiles on the ground and some deadfalls over them and the raiders will actively walk over the traps anyway. If the ground is flat to begin with you can place wooden flooring where the deadfalls aren't and intentionally burn them. Burned wood flooring is a major slow down and the raiders will try to avoid the burned floor in which case you place traps every where the flooring isn't burnt. Not a major nerf in my eyes, just takes some extra resources and some added creativity to work around them.
As far as guns getting weaker, I haven't noticed it. Animals got angrier and melee got tougher, but guns remained the same. I think its a fair change. Before tthis patch the only defense melee had against guns was those shield belts and going into areas where they couldn't be seen approaching. And the answer guns had to shield belts was to shoot more bullets or to shoot stronger bullets to pop the shield. Flack jackets and flak pants even the odds and its a welcome change in my eyes. It's a nice middle ground before getting your hands on power armor which is a late game achievement. I haven't gotten a sniper rifle just yet but I imagine a sniper rifle can pierce the flak jacket no problem. It makes melee viable and to me that's a good thing.
So you never reach even midgame in 1.0 - and post your opinion "everything is fine with 1.0". Huh?
Most of design flaws are unseen at early game and make themself obvious only in late game.
You don't grind mats for space ship - so you simply can't understand how painfull and unfair (raiders still outnumber us like 5-to-1) added upkeep of turrets.
Don't know that power armor still easily pierced by melee weapon... Yean, I wish Tynan try to do it in RL against solider in heavy assault armor. >_< Give us some kind of power blades of vibroswords - and they WILL pierce armor, while medieval one are not. This will be cool. But not.
We still don't have any vehicle for caravans. Why we need it? Try to settle on colder planet - and mostly forget about pack animals (they're useless when unable to graze). But OFK we wish windmill so bad =/
Unfair and mocking mood penalty from living underground is still here. Dev think it's okay to penalize player by making him waste his personal time. Imagine patch to Darkest Dungeon - if you don't pat houndmaster dog several times after every attack he made - his damage output will be 20% lower. Is this fun?
And so on.
Early game is mostly unaffected, while late game suck now.
It's much more experimental than even the betas, as now is tynan's time to relax and play around with some guinea pigs with easy to implement tunings rather than some hardcore engine work. Things change wildly by the day.
Edit: Many mods have updated to 1.0, although you will not have an even remotely stable experience if you do use mods on that branch. Code changes break mods frequently, and the updates are daily.