samuraidino
Member
Very interested in this game now.... Are there events like megabeasts etc from DF in it? Capturing them and putting them at the bottom of a giant prisoner hole were always my favourite part of the game.
User comment, not from the articleRPS has gone to the shitter over the past few years - it's become too cool to look down on everything and make snide comments. They're very wrapped up in their own condescension.
User comment, not from the article
Yeah, they love this game on RPS. The review has an amazing story of the writer's colonyAhh fair play.
My comment extends to a large selection of the community on the site, to be fair.
Ahh fair play.
My comment extends to a large selection of the community on the site, to be fair.
Such a shame, as RPS was my go-to for several years. I still visit, but I find myself agreeing with less and less of the opinions presented on the site as they get more and more negative.
Maybe I'm just biased because I don't like John Walker.
It's great, but he is literally the worst RW player on youtube.Been watching Northernlion (probably best known for his Binding of Isaac videos) play this on his YouTube channel & it's very entertaining. Game seems nerve-wracking, though.
It's great, but he is literally the worst RW player on youtube.
I like almost all of their writers, but their comments sections are genuinely awful. Just the weirdest blend of snobbery and concerted efforts to be above absolutely everything.Yeah, they love this game on RPS. The review has an amazing story of the writer's colony
And I'm like the total opposite. RPS is the main gaming site I frequent. They cover a good mix of AAA and indie games, and their articles are always interesting to read
No ETA on a full release yet, unfortunately.Tutorial
- Added new rich tutorial with step-by-step instructions.
- Tutorial teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first
- raider.
- Tutorial locks out irrelevant controls and highlights relevant controls.
- At the end of the tutorial, the player can continue the game with a normal storyteller.
Learning helper
- Added new learning helper system to replace yellow pop-up messages and yellow learning alerts.
- Learning helper sits in the top right of the screen. If something happens relating to a concept the player hasnt learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that youll never be shown a lesson you already know, but always be shown the lessons you need to know now.
- Learning helper can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.
Drugs system
- Added new drugs system. Its not just beer any more!
- Drugs typically create up to four effects:
- High The valuable short-term effect, whether it improves mood or work focus or combat effectiveness.
- Overdose Excessive drug usage in a short time can build up blood toxicity, leading to unconsciousness and possible death.
- Tolerance Long-term usage of a drug can build up a tolerance which makes subsequent usage less and less effective in producing the high.
- Addiction Drug use can form an addiction. This generates a new need for the drug which the pawn will try to feed regularly. If the need isnt fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventually withdrawal will pass and the addiction will go away.
- Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days.
- The drugs are:
- Beer Improved mood but worsened capacities. Addictive.
- Malari-block Prevents malaria infection for 5 days.
- Yayo Stimulant pleasure drug, addictive.
- Crack Cheap, short high, very addictive.
- Amphetamines Improves work performance, addictive.
- Marijuana Improved mood but worsened capacitives. Can form dependence.
- Go-Juice Synthetic futuristic combat drug. Boost speed and fighting capacity tremendously. Addictive.[/indent]
- Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops. They require research to create.
Deep drilling
- The map now spawns with clusters of underground resources. These can be accessed by building a deep scanner to find them, and then building deep drills on top of them, and then working the drills. This slowly produces the resource.
- Deep drilling tech is at the end of the tech tree. This should mitigate late-game resource exhaustion problems.
Misc
- Added passive cooler building. Made of wood and low tech, it cools a room for a short time. Good for passing heat waves as a tribe.
- Added a copy building tool which lets you quickly select the designator for a building through an existing copy of that building.
- Beer production now takes several stages: Colonists make wort (unfermented beer) at the brewer table, then leave it in fermenting barrels for a while, after which they can harvest it as beer.
- Infestation can now only spawn under a thick roof.
- Gear tab now shows aggregate stats about armor and comfy temperatures.
- Raider steal a bit more often now.
- Factored MapGeneratorDef apart into separate GenStepDefs which can be modded or inserted individually. This will allow modders to change the MapGenerator without blowing away each others changes.
- Added alert: Need warm clothes.
- Mods can now be dragged to reorder them in the mods page.
- Re-tuned food finding algorithm.
- Hunters will no longer hunt without a ranged weapon.
- Debuffed corn a bit.
- Reworked trade interface to clearly state what kind of trader they are, and to list items theyre not willing to trade.
- Reworked trader stock generators so traders carry and accept more sensible items for their type.
- You can now request traders by calling allied factions. It costs silver.
- Chance to spring known traps is reduced from 2.5% to 0.4%.
- Friendly fire chances reduced by 60%.
- Added a message when food spoils in storage.
- Fix: Pawns dont get catharsis mood gainer thought after a mental break.
- Rename PDW to Machine pistol.
- Torches and campfires are no longer destroyed near-instantly by rain/snow. They instead consume fuel faster.
- Torches consume fuel a bit faster overall.
- Fueled generator consumes fuel faster and holds less fuel.
- Plant sow and harvest are now slower.
- Debuffed fists.
- Reduced volume of idle animal calls at high time speeds.
- Smithing is now a prerequisite for Machining research.
- Added a toggleable view that shows roofs in glowing green.
- Hundreds of other balance changes, text fixes, redesigns, and bug fixes.
[Source]
- Chance to spring known traps is reduced from 2.5% to 0.4%.
- Friendly fire chances reduced by 60%.
Nice timing. The drugs stuff sounds really interesting, I hope they'll add a few more mundane drugs like painkillers, anti-nausea stuff, etc. I can't count the number of times people are super stressed because of (chronic) pain and whatnot.Tentative feature list for Alpha 15, which is now in the unstable branch on Steam:
No ETA on a full release yet, unfortunately.
Been watching Northernlion (probably best known for his Binding of Isaac videos) play this on his YouTube channel & it's very entertaining. Game seems nerve-wracking, though.
Come over to this thread. That's where the most recent discussion is goingWhy you guys not tell me that this game is fucking good. I bought this and Deux Ex the other day. Played Deus Ex for alittle bit, but when I started this game. I've just sat here and played it non-stop.
I learned the hard why this game is going to be good during my first hour. My first death came so fucking unexpectedly from rocks collapsing while clearing out rooms in a mountain.
First WOW moment in a fucking long time.
Games like this, that have some actual depth feel so good to play. This was a palate cleanser after dealing with the weak gameplay of NMS.
Come over to this thread. That's where the most recent discussion is going
http://www.neogaf.com/forum/showthread.php?t=1246809
We need to heal the schism that has torn this community apart.TBH, I think this game deserves a proper OT (so either convert an existing one or make a new one) because as it stands, either this or the other thread read like they're minor updates or something that concern a game barely anyone knows about. So I'd assume that, on the rare occasion this or the other thread pop up on the first page, people most likely don't even bother clicking on it to see what it's about.
I swear, this game just... I dunno, I want to say "sucks", but it's not that. I just lost a colony that was just getting over the hump and starting to look like I could make it to the mid game. Then the boars went mad...
I had an old crazy deaf woman named Shigeko that was just wonderful with animals. I rarely saw her fail a training session. Makes sense I guess, nobody else understood her. She also was a badass brawler with a gladius. Both of my sniper rifles came from her ambushing the former owners, chopped the neck clean off of one. (I'm not sure how you chop off someone's neck, but that's the story she told.)
But her real gift was art. She worked stock in such a way that left you speechless once it was done with you. She may have been old and deaf, but her work was that of a chattering youth. Her mood took a darker turn after the death of Rosarita, a husky puppy that showed much promise. Rosarita's only crime was to be brave in the hall outside of the prison during an attempted break. Rosarita's broken little body was laid to rest in a beautiful sarcophagus made by her master's loving hands.
The next day the crazy old deaf woman turned 79 and developed Dementia. It was then she was commissioned to turn out her greatest work in marble. I don't know how much time she had left and so devoted all of it to the massive sculpture. She would from time to time lapse into a daze and wander the rooms for a bit, mumbling something indiscernible. We had to take away her weapon away for our own safety, we all knew what she was capable of and no one wanted to be on the receiving end if she went off the deep end.
With less than 500 units of work left on her sculpture, she lapsed once again- this would be the last time. She wandered away from her unfinished masterpiece. A few hours later, we heard the raid alarm- mad boars, nine of them coming in from the southwest. We all took cover inside and realized someone was missing. It was Shigeko, of course. She had wandered beyond the Western wall and was dead in the path of the rampaging boars, unarmed.
A decision had to be made- leave her out there and hope there was something to rescue after the boars passed, or set up a diversion and rescue her now. There wasn't much choice, everyone was already moving toward the door to save this woman who already had one foot in the grave. Dr. Lovegood took the task of restraining Shigeko and take her back inside. The rest would target the boars and draw them off to allow a retreat. The Doc should have enough time, I'm pretty sure there is going to be some blood spilled on this one, but we've survived worse.
The boars turn the corner and the two snipers open up on them. Douglas one-shots one of the boars, it's down. Dillon hits his as well and it veers in his direction. A third triggers a trap and is immediately cut down. Macey tags a couple with her pistol and ducks behind the wall. She's hurt but she's safe, for now. Then it happens, Shigeko freaks the shit out when Dr Lovegood grabs her. She cold-cocks the doc right there. She turns at the rest of us as if she is one of them, a wild boar ready to destroy us all. She goes after Macy with the remainder of the boars in tow. The plan is going to pieces. We scramble to regroup and save ourselves but the boars are faster. Strangely they leave the shigeko alone and beeline on the rest of us, tusks already bloody, but not bloody enough, I suppose.
Half of the boars are down now, but we are all hurt and I don't think we are going to make it back. I see Shigeko now, she is down as well with a few bullets in her. I don't know if Macy shot her on purpose or if she just got caught in the crossfire, but she is moaning and saying something. I see the boar before he sees me. I try to raise my shotgun, but realize my arm is no longer attached. Well that just sucks. The boar turns his mad eyes and sees me now. As it bears down on me, I realize what Shigeko is saying...
"I can tame them... I can tame them all!!!"
tl;dr crazy animal artist goes mad, colony gets eaten by boars