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It also makes sense thematically. You wouldn't want to eat the infected meat of a diseased animal.
So, personal opinion, eating the infected meat of diseased animals doesn't seem like such a big deal in this particular context......... :)
Hah! Glorious and true.
To the OP, I think the point overall is that sometimes the Game does mess with you (Especially the Storyteller who seems to like coordinating misfortune), but for the most part everything functions relatively straight forward. They just want to avoid making the Game too easy by handing everything over too quickly. It is more or less the same reason why they made Imperial stuff Genetic Locked I think, to avoid getting OP loot from a single encounter.
It looks odd and do not suit to vanilla, cause there are no real creazy scinse factions or genetic stuff or scaria virus (somewhere else!!!!!!!).
I do not care, cause the game is simple not beacuse of such things like pirates stuff or manhanters meat - can't change anything for the better...
Hope scaria ll be added in more events and as rimworld zombie virus... cause what is now is really bad thing - rude nerf for nerf; even tainted apparel was not so b\mad.
These changes are meta garbage and don't fit the game. Raider attacks have upsides all the time too, maybe we should make the 60% of their weapons decay right away on top of ruining the clothing with dead mans clothing. Because the killbox made that too easy too.
FYI Ty can talk about ending killboxes all he wants, they still worked after sappers got added. All this will do is change the nature of killboxes.
Human scaria (zombies) would be pretty cool, Lotus said.
I think an issue with human scaria would be the ease of which you could kill unarmed humans who have no self-preservation instincts.
Might do better as a possible bad event that happens after a manhunter event if you eat or handle the bodies, where the disease jumps to the pawn and they have to be treated relatively soon or they'll go hostile. Could play well with a 'Tainted Clothing' rework too.
To avoid too many complaints, you could still knock out the person and imprison them then cure them, but then you risk it spreading more than if you simply lured the hostile pawn outside and shot them then left them to rot.
Then change it in your in-game settings. You don't even have to start a new save, it can be changed at any time and takes effect immediately. This is literally a non-issue, you have full control over it. Scaria is a difficulty related setting meant to prevent ridiculous wealth growth on higher difficulties, a lot of people were happy it was added.
He's never said anything of the sort, more like the opposite. He's said killboxes are an important and intended mechanic designed to be necessary to play on higher difficulties. Adding a variety of weaker events that don't require a killbox to deal with is not an attempt to diminish the intended importance of killboxes.
Had like 12 man hunting husky attack yesterday and only 1 didn't auto rot.
And mech bugs, those used to be rare until late mid game and up. Now I get mech events all the time on my bow tech tier colonies. In my current playthrough I started at boreal forest. Got a mech cluster that put the dampeners on every male. So I left the biome. Went to temperate forest and within weeks I get "mech cluster set up eternal foggy rain", Then plant killing mech ship crashed. Then it offered me a quest to send 6 of my 7 total colonist to fight a mech cluster. And I'm just like....Chill out game on the mech bugs?
I just have a really hard time believing with all the human raids and stuff and the GIGANTIC effect area that no one ever will take these clusters out if you left them alone. IT makes no sense to me. I'm tempted to settle near a city one playthrough and see if anything happens when a mech cluster sets up that also effects it.
Your points is why some people want a full faction focused update or DLC though, so you're not alone in that regard. Having factions act and react to things not immediately relevant to you would certainly make for a richer game. I would love to see icons popping up on the map if other faction settlements got attacked, which you could either ignore or send people to join (either to join in on the raid, or to help defend.)
However, the faction system have been slightly improved with 1.3 and they will have their own unique ideologies with the ideology expansion, so they aren't being ignored at least. Maybe we'll see more active and interactive factions in the future, but it'll take more than a simple update to make that a reality as we're talking about a whole different layer of AI separate from the pawn AI.