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- The Empire faction, a more heavily equipped faction that sports all range of flak armor to power armor on all of their troops, as well as heavy duty weapons.
- Psychic powers, more than I can list
- New raid types and quests, I believe mech clusters are only available from the dlc
- New research and items, new types of armor, bionics, recreational items, and furniture
- Lots of misc. things like new diseases, guests, meditation, shuttles
does the "empire " raid you , can you ally them, have they a special interaction ?
whats the king's thing ? you promote a colonist has a king and nothing more ?
from what I read it still looks like a digest of already existing mods
I have no idea if other mods do what the dlc does, if you believe so then you would know better than me.
I bought it, played hundreds of hours with it and... It really had very little impact on my games.
Psych powers have an heavy cost and require big collonies and wealth, I usually avoid them or use them VERY rarely.
New quests look all the same and aren't very interesting, some are ok, most are just "build a monument for us and we'll give you 5 silvers" or "keep X for X days for us and we'll give you 6 silvers" (quests often give poor rewards).
THe new mechanoid base is just a few buildings that spawn and do nothing for a while then depending of what spawned, it will either rape your base or be useless. (Ex: bullets/mortar shields + autoguided mortars + heavy turrets with HUGE range spawn near your base, after 3 days it wakes up and rape you).
If you don't have much money I heavily suggest you avoid it, mods are all over the place and can give you enough content to ignore this dlc completly :)
Psychic powers are also cheap and easy to get. So cheap that the game throws one at you for free within your first season. Having a maxed out psychic or two before your first winter is trivial after the last update adding the anima tree. Their powers are also basically free to cast and should be used constantly in combat.
I'm about 90% sure that none of the actual psychic stuff is in the base game. For a while in the base game, there have been psychic waves that affect colonists' moods, and there have been psychic artifacts that can be used to drive people mad and such, but nothing really on the scale of the DLC(and they have been in the base game since before the game left early access). There are only 2 things from the DLC that might show up in vanilla, with one of them being the psychic entropy rate, which I say because that was a stat that showed up if you clicked on pawn's info tab when 1.1 originally dropped(before the DLC was announced). I am not sure if that was removed from vanilla or not, but it doesn't really matter because it doesn't affect anything without the DLC. The other thing that might show up is the new pikeman mech, which was added with the free 1.1 update, but was also mentioned in the description for the DLC. I have no idea if it was supposed to be DLC exclusive or if it was meant to be in the base game, or if it still is in the base game.
I felt like when the DLC first released, it sounded pretty cool, and even sort of made sense a little, but with the recent update with the anima trees and the meditation stuff, it really does just feel like magic that doesn't fit the feel of the game.
It effectively adds features from more popular mods prior to 1.1.
A high tier faction with some gear ala Glittertech, guests from the guests mod, some new furniture not unlike what you could get already. A more fleshed out quests tab thats an improvement over the quests tab mod. Psionics are gimmick you can get and that have seriously dubious and limited use, but these were also kind of a thing already.
The faction will generally come equipped with late game tech, so power armor, charge weapons, etc. They start as neutral to you, and you can call on them to reinforce once they become friendly. You can choose to be hostile to them early on if you want.
You can quest for the faction they added to gain titles for colonists, but these aren't exactly game changing and you can basically ignore quests completely if you want. The quests themselves are usually very limited in scope, usually stuff like, "build this expensive blueprint", "let X people live in your base for Y days" or "accept this quest to trigger X bad event for reward". The rewards and challenge of the quests scale horrendously, and once your colony starts getting somewhat wealthy its not entirely unusual to get rewards of 1500+ uranium, gold, etc for ludicrious back to back spawns of 50+ enemies.
Unsure of mechanoid clusters were added to base game with 1.1 or if they are a dlc feature, but they are these cancerous random lil clusters of mechanoids that randomly plop down on your map, complete with a few buildings, turrets, etc. They are meant to force you out of your base and be these mini challenges, though mostly they will screw you over completely all the way until the late game. If you run Combat Extended they are an insufferable never ending agony to deal with also.
It's okay, but it's not a game changing expansion, it's not deep, it doesn't add much that we haven't seen before and your main motivation for buying it is mostly to like, have certain features officially built in and to avoid wonkiness and compatibility issues with mods from users who assume you'll have the dlc.