RimWorld

RimWorld

Madjar Oct 28, 2022 @ 7:41am
Not a fan of unwavering loyalty
I understand why it's there.
Just feels like all the decent pawns I try to capture have this trait.
My current playthrough is the first long term run since it was added.
Could just be bad RNG on my end, but it sure as hell is frustrating.
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Showing 1-15 of 38 comments
Noma Oct 28, 2022 @ 7:54am 
Maybe that means that they also have unwavering organs :lunar2019piginablanket:
rvg Oct 28, 2022 @ 7:57am 
I always disable that option. Hate it.
ShadowTani Oct 28, 2022 @ 8:04am 
You can disable them by using the custom difficulty. They got added as a way of encouraging alternative uses of prisoners other than recruitment - which I personally don't need since I'm already enslaving, selling, harvesting, etc. etc. a great majority of the prisoners. If you're like me that care more about the quality rather than the quantity when recruiting prisoners then you might want to just turn them off.
Madjar Oct 28, 2022 @ 8:29am 
Originally posted by Noma:
Maybe that means that they also have unwavering organs :lunar2019piginablanket:


Originally posted by ShadowTani:
You can disable them by using the custom difficulty. They got added as a way of encouraging alternative uses of prisoners other than recruitment - which I personally don't need since I'm already enslaving, selling, harvesting, etc. etc. a great majority of the prisoners. If you're like me that care more about the quality rather than the quantity when recruiting prisoners then you might want to just turn them off.
The issue is I run combat mods that increase accuracy.
I tend to blow out the organs/outright kill my targets.
I probably will remove it on my next run, as I already make use of prisoners.
Melee line always need new organs after all.
And releasing a few keeps the accusations of "war crimes" off the tongues of my neighbours.
Chibi Life (Banned) Oct 28, 2022 @ 8:37am 
Originally posted by ShadowTani:
You can disable them by using the custom difficulty. They got added as a way of encouraging alternative uses of prisoners other than recruitment - which I personally don't need since I'm already enslaving, selling, harvesting, etc. etc. a great majority of the prisoners. If you're like me that care more about the quality rather than the quantity when recruiting prisoners then you might want to just turn them off.
tbh it wasn't needed in the first place. I capture prisoners then I examine them. Age, health issues, traits, skills If I find they'll be a good fit for my colony I recruit them or I enslave, sell, harvest like you said. When I finally get some crucial mods updated and play the new DLC I'll be disabling unwavering loyalty too. Capturing the perfect pawn to recruit for your colony just to get c*ck blocked is my idea of anti-fun. It's already crazy RNG to find the right fit in the first place.
Helios Oct 28, 2022 @ 9:56am 
You can stil enslave them for things like farming cooking ect but i also dont like this new feature.
Astasia Oct 28, 2022 @ 10:02am 
As it was described these unwavering pawns would have been killed by the normal death on down mechanic otherwise, the unwavering mechanic doesn't reduce the amount of normal recruits you can get it just adds extra prisoners to interact with. I admit it feels a little bad to see a decent enemy downed and you go to capture them only to find out they are unwavering. Logic might say this pawn would have died otherwise, but the bait and switch result I'm not a fan of. It doesn't bother me enough to disable it though. From what I read you can get around it anyway, something like enslaving them first then arresting them then releasing them? Suddenly they become a normal colonist. I'm sure that will be fixed soon though if it hasn't already.
rvg Oct 28, 2022 @ 10:49am 
That's a bunch of bs. They get assigned the Unwavering flag while at full health.
Snicker Oct 28, 2022 @ 11:15am 
Everyone brakes at some point ;)
ShadowTani Oct 28, 2022 @ 2:15pm 
Originally posted by Astasia:
As it was described these unwavering pawns would have been killed by the normal death on down mechanic otherwise, the unwavering mechanic doesn't reduce the amount of normal recruits you can get it just adds extra prisoners to interact with.
Yeah, they have a better chance for getting downed instead of killed (I believe they are unaffected by the kill chance penalty that increases with the number of colonists), but that's not very useful when you're already using shock lances to forcibly down desirable pawns, then its just an additional risk factor that you'll be denied a good pawn instead.

I do understand this is a potential solution to prevent colonies with high population numbers from not getting any potential prisoners due to high kill-chance penalty, so it might benefit some players. However, for some of us it's detrimental instead. Thus I'm glad Tynan made it an optional feature.
Last edited by ShadowTani; Oct 28, 2022 @ 2:23pm
Jigain Oct 28, 2022 @ 7:38pm 
Originally posted by ShadowTani:
(I believe they are unaffected by the kill chance penalty that increases with the number of colonists)
(which doesn't exist)
Defektiv Oct 28, 2022 @ 8:24pm 
Yeah its not my favorite option, that or reinforced barrel requirements for mortars. Hard enough to find a pawn with decent stats that are not messed up with DLC modifications. Unwavering just seems to make it so when you do find a decent one you can't have them.
boytype Oct 28, 2022 @ 8:58pm 
Originally posted by Jigain:
Originally posted by ShadowTani:
(I believe they are unaffected by the kill chance penalty that increases with the number of colonists)
(which doesn't exist)

I do hear what people are saying when they repeatedly bring this up, but the math simply is not there for there to not be a built-in penalty to the chance of downing Instead of killing.

With a higher pop colony it is less than 10% chance to down, no matter what the skill level of the pawn or the weapon being used. And that statistically should be impossible if the formula is what it is supposed to be with no hidden penalty.

That's just not how stats work.
Last edited by boytype; Oct 28, 2022 @ 8:59pm
Chuck Oct 28, 2022 @ 9:06pm 
I simply do not care about unwavering loyalty. There is so much you can do with a prisoner other than recruit. While in the early game, getting an unwavering loyalty prisoner does suck, as having a new colonist would be nice, in the later game, i honestly find prisoners more useful dead or captured than recruited. The subcore ripscanner (or even the regular subcore scanner) is always hungry, organs are always valuable, even having a lot of spare hemogen is a nice bonus.
ShadowTani Oct 28, 2022 @ 9:55pm 
Originally posted by Jigain:
Originally posted by ShadowTani:
(I believe they are unaffected by the kill chance penalty that increases with the number of colonists)
(which doesn't exist)
In the XML files for the storytellers you'll find a tag for populationIntentFactorFromPopCurve with a list of values attached to certain population tiers, these values affect whether the game will actively try to give you pawns or prevent it. One of the prime areas that affect pawn recruitment is pawns downed in raids, thus it would be weird if that wasn't affected by the softcap. I haven't bothered to look into the C# code on this though, as I don't really like the spaghetti of that language so can't truthfully confirm.

But from my personal experience, call it a bias if you will, from scenarios where I start my pawns off with charge rifles (which have great armor piercing, but is otherwise gentle enough on unprotected skin to not blow off limbs at the same rate as other end-game weapons) I have to say the number of pawns that gets downed each raid steadily drops off when compared to the number of raiders per raid. With a colony of 13+ I'd still get similar number of downed pawns per raid as I did with a somewhat lower population count, but the raids consist of larger zergs, thus according to my logic something must be balancing the odds if I'm still getting comparable number of prisoners out of raids. This factor may be attached to the raid size rather than the colonist softcap, but it seems too coincidental to not exist.
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Date Posted: Oct 28, 2022 @ 7:41am
Posts: 38