![]() Ill be back in March.Ĭolonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights Tons of other over and under-the-hood improvements.Ĭant wait to get it to you guys. Prisoners pick the locks, get out, seek weapons and work as a group to escape. New firefoam popper provides a way to combat fire besides punching it. can come back later as raiders, visitors, joiners, etc. People who leave the map while traveling, fleeing, being kidnapped, etc. But no kids (yet thats a whole other ball of wax). People can have social fights from social interactions gone wrong. Social interactions play out different ways with different effects, depending on who is communicating and what they think of each other. you botched my surgery and cut my eye out I hate you! Or, youre my brother I love you!). People have opinions of each other which change with circumstances (e.g. your colonists brother can appear as a refugee (or a raider!)Ĭolonists develop lover relationships and break them off. Here is a quick overview of some stuff thats been added:Ĭolonist family and social relationship system.īrothers, sisters, parents, children, aunts, uncles and so on are all randomly generated. Things are progressing as fast as they ever have, so the next alpha will be the biggest jump in features youve seen by far. #RIMWORLD SENSORY MECHANITES FULL#Piotr is working full time, slamming those designs into the game and refining the technicals. Im working reduced time, keeping up with website, PR, paperwork and legal essentials, while writing designs. This was with Cassandra - I think she needs a bit of tweaking.Įverything is rolling forward smoothly just as it was described in the last blog post. #RIMWORLD SENSORY MECHANITES HOW TO#Figuring out how to even create one took me way longer than it should have (and I ended up watching a Let's Play).Įnded up getting kinda steamrollered by an alien "poison" artifact that landed very close to the base, and I had 4 colonists (one of whom is a pacifist) and nothing remotely close to powerful enough to take on the mechanoids. Not having the "animal areas" visible on the map unless you try to edit them is just plain dumb. Tynan really needs to take a step back and have a good hard think about the UIs he's created for area management, and the various different patterns and actually choose one and stick with it. The UI for the animal stuff is horrendous. I feel like the rate of recruitment opportunities is much lower. So far, it's been a fun old RimWorld just like previously, just with more stuff to play with (and to go wrong, of course Trying the game out after a bit of a hiatus of a couple of alphas, so the animal taming and joy elements are new to me this time around. ![]()
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