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You can also use the custom difficulty settings to adjust the threat scale lower. So for example you can set the overall difficulty to blood and dust but reduce the threat scale (which is a multiplier of raid points). So you’ll still get the same number of raids, but they’ll be smaller.
The wiki has a much clearer explanation of the raid point calculation than it used to, btw. You might be able to figure out how to fine tune your raid strength using the info there.
https://steamcommunity.com/sharedfiles/filedetails/?id=2373405081
My current colony runs on 50%/20% and gets somewhat bigger human raids with small mechanoid clusters.
No "wrong" one either, for that matter.
The game allows you to change the difficulty in the middle, DURING the game. And also, the cheaty commands in the development menu are accessible with a fairly prominent toggle control right on the Options menu.
From these design choices, it's clear Tynan meant for the player to be able to tune--or eliminate--the difficulty on the fly.
- breach raids that nerf solid perimeter walls
- infestations that just randomly occur in the middle of your brightly lit base
- one-shot doomsday rockets that just wreck everything
More and more, I find that it's best to play on the storyteller you prefer, at the difficult that is *generally* what you like/find realistic....
... and use dev mode to delete parts/all of events that you find ridiculous (because ridiculous is sometimes the only word you can use to describe it)
It's not about "not losing pawns," though if you do lose a pawn you get a short buffer to recover. Scaling is based essentially entirely on wealth multiplied by difficulty, with few exceptions.
I think the most simple solution here is to click that custom difficulty button on the storyteller settings, the difference between community builder and adventure story is a factor of 2, community builder is 30% scaling and adventure story is 60%, it sounds like you want something more like 45% which you can set yourself in the custom difficulty settings.
If I'm playing a low combat focus (or "casual") run I tend to start at strive to survive which is 100% scaling, and as that starts to become rough I gradually adjust it down by like 10% at a time until 60% later in the game. If I'm playing with mods that add a lot of wealth I might even drop it further to around 30% eventually.
A couple notes on other things mentioned in this thread, difficulty doesn't affect raid frequency (other than peaceful of course), and you probably don't want to mess with adaption in the storyteller settings because it doesn't do what people expect it to, generally any adjustments made to it are double-edged and make the game more difficult in some situations and easier in others.
https://rimworldwiki.com/wiki/Raid_points
Turning Bugs off and replacing them with Zombies.
I did that whist learning the game and it worked well without killing all the challenge.
Thanks everyone who replied on this one with suggestions. This is in fact exactly what I was looking for. I've only had a chance to play around with it a bit thus far, but initial results have been great.
This was also really interesting. I think a long time ago, I wrote off community builder as "too easy" and just stopped trying it, but didn't realize it still scaled. I gave this a try and while I find I prefer the mod Jaggid Edje shared earlier, I liked this too and will probably continue experimenting with both mechanics.