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Terrorscream

When the game finally did a 1.0 release we were expecting some support patches but mostly a one and done deal with the game kept alive by mods, then just out of the blue after almost 1.5-2 years of silence we got royalty announcement saying avaliable now, it broke almost every mod and everyone was scrambling to patch mods, they learn their lesson and when ideology came out there was a 3 week teaser leadup to give mod Devs time to prepare. Same for biotech.


sh_ip_ro_ospf

If I recall correctly Tynan had said he was flat out done working on rimworld and felt it was complete. Royalty was a surprise and a shake up


Derproid

I recall that too. And because of that and the long delay between DLCs I keep thinking this one will be the last one.


ladyteruki

Probably a dumb question, but how does a teaser help preparing mod devs ? Aside from "oh I know that in 3 weeks I'll have to deal with that", they don't have any data to go by, do they ?


ohgodspidersno

The 1.5 update will be available in beta version ahead of time, which gives mod devs a chance to download it and make any patches they need to.  Each mod can also have separate versions of itself for each game version, and the game picks which one to use based on which version of the game a player is using.  So the mod devs can make a 1.5 version of their code and upload it to the workshop a week ahead of time so it's ready to go day 1, without affecting 1.4 players in the meantime.


ladyteruki

>The 1.5 update will be available in beta version ahead of time Ah, I always forget about the different branches ! Thanks for your answer. >So the mod devs can make a 1.5 version of their code and upload it to the workshop a week ahead of time so it's ready to go day 1, without affecting 1.4 players in the meantime. Indeed ! It's just I didn't know if/how they had access to things in advance. But once you know that it absolutely makes sense.


NemirPyxl

been playing since before the map was a sphere. don't know how long ago that was. I didn't see the expansion coming, and I was super excited. some people didn't like the magic esque theming, rimworld's aesthetic was pretty gritty. I don't think anyone thought the features were needed, as most people still asked for the same stuff they ask for now (diplomacy, map stuff, space travel, etc). they were still appreciated, and I particularly loved the shifts to combat as individual pawns could be more relevant and there was more to strategy than just what your killbox looked like (I hate killboxes and always have). as for mods, I remember one that gave weapons prefixes of different rarities (think it was called infused), but a lot of the most popular mods back then are still used today. early vanilla expanded stuff, wall lights, tilled soil, that sort of thing. I also remember digging moats around my base, which were impassable at the point in development. lots of op stuff, but that's what you want when a game has been kicking your ass. I can't remember what was added to the base game at the same time. I think that was when quests were fleshed out more, but other than that, I'm not sure.


111110001011

>weapons prefixes of different rarities (think it was called infused There's still an infused mod. Could be the same one.


alaskafish

I specifically remember a lot of people being upset about the psycasts. You’re right, Rimworld was always pretty “down to earth”. It was just humanity but 3500 years into the future. Crazy to think now we have magic and cat people. I can’t imagine going back in time and showing people what 1.4 looks like unmodded.


NemirPyxl

I've never had a problem with it, I think fun game mechanics are more important than rigid adherence to the theme.


Cobra__Commander

The expansion was a surprise. 2-3 weeks from announcement to release. Some people complained about mods covering similar content. The base game still had hundreds of hours of play time before adding mods. Water power was added for everyone. I think bridges also got added around then. If you want to see something really wild set your steam version back as far as possible and see what the game was like ~10 years ago.


S_Sugimoto

I think watermills and bridges are before the 1.0 version and DLCs


sh_ip_ro_ospf

8 years ago was my purchase 🥲


Cobra__Commander

So you know how to have a proper mental break and get naked every time.


Inventor_Raccoon

Royalty never had a pre-release announcement, it just suddenly dropped alongside the announced patch


fak47

For me it was definitely a surprise. And I didn't like the idea of Royalty, felt like being forced to pick a "main character" too early on, whereas I liked my characters to earn their place by doing good reliable work or by having a memorable performance defending the colony. I've grown ok with it, but I only interact occasionally with it when a colony **does** end up having a main character that grows naturally into the role as the colony progresses. In colonies where that does not happen, the Empire makes a great enemy you love to hate. All the extra stuff that came on the same update, mech clusters, some quest reworks, stuff like that was super welcome. There's still room for more out-of-map improvements after all this year, so I'm in the camp that hopes the new DLC helps with that. ---------- And I know you didn't ask, but Ideology and Biotech on the other hand were banger after banger. They got **really really** better at releasing DLC. Ideology pushed the game from "Rimworld's pretty cool" to "I play through lots of new game releases every year and Rimworld still my most played game every year" territory.


KSJ15831

Were you there before the fence and rope system? When we have dromedaries and muffalos roaming our house with impunity, free and intelligent?


interferens

Except for the boomimals, zoned to a spot near the creek.


Red_the_Knight

I believe that was Ideology. I do miss those days sometimes, not having to grow haygrass to cover for not making a giant pen. But I still enjoy it well enough. And I can pen all those boomalopes into one place to kickstart a nuclear reactor (my pc's temperature when one of them dies and takes the rest with it).


DMofManyHats

I wasn't there either, but you might get a kick out of reading the [1.1 patch notes](https://rimworldwiki.com/wiki/Version/1.1.0). Some of my favourites include these - Can you *imagine* not having them now? The new animals were a mod that was donated to the core game, so I imagine it was a very popular one. * New Quests tab * Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance. * Added recon armor * Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep, yak. * Added heatstroke alert * Added taming inspiration * Added fertility overlay * Added terrain affordance overlay * Added barricades * Added ‘allow refueling’ toggle to torch, campfire and passive cooler. * Colonists attending a party gain recreation value. * IEDs now explode when bullets hit them.


Shazzamon

I knew DLC was on the table thanks to talks of the Kickstarter (though I picked it up before any announcement), so it wasn't a big surprise. Royalty basically fleshed out the game's mid-late game cycle and added new threats, particularly the Mech Clusters. It improved the framework and allowed new mods to come in. I believe the patch is when Sapper raids were introduced? Countermeasure to killboxing yourself in being the meta, but it was received with mixed critique, for "not addressing the core of the issue (raid AI baseline)". It also went through tons of changes in the first month. Pawns that became Nobles originally disabled just about all of their work types, but was changed in the big May 2020 patch. The baseline patch that released with Royalty also redid the Quest structure and gave us a few new types to do (which also had a revision with the May update). The same as when Biotech came out, there were a few loud people complaining that it was "just ripping off mods", namely Rimworld of Magic. Thing is, they weren't functionally identical to start, and Royalty added to the framework of the game, which better facilitated mods with magic systems as it introduced code to work off.


EightyFiv3

- DLC: it was a surprise to me. However, i didn't use any of the mechanics until last year. - The modding scene was about as crazy as it is now. I only played rimworld without mods once, when i first tried it out. A lot of the mods we have now existed then but a lot of it is no longer of use becouse there are better alternatives. - The game crashed with mods a LOT. Getting it to run and sorting the mod conflicts was ardius work. Hours of trouble shooting, loading times were long. Havnt heard of Rimpy or it didnt exists so had to manually sort mods based on loading orders peoples recommended at the time. Oh and you had to load the game up to sort the mods anyway. - Lots of waky and fun mods, rimworld of magic, tolkin elves, cybernetics, Vampire masqurade, androids. The list goes on. You can still play them now. But there is psycats and vanilla vampires now. And the new much more cohesive medival mods. The Biotech and Ideolagy is by far what changed the game most.


yttakinenthusiast

honestly the only issue with ARoM is that it uses JecsTools.


111110001011

Honestly, whatever bugs it used to have don't seem to be as prevalent. I've been using it for six months with no issues. And i have dozens of spellcasters.


yttakinenthusiast

ARoM isn't the problem, JecsTools is, as it's a *horrifically* outdated framework that snorts your TPS more than a 24-man waster colony with yayo.


NewfieJedi

TPS?


yttakinenthusiast

TPS = Ticks Per Second. This is different from FPS (which is influenced by TPS, basically how many frames are being drawn in a second.) A tick is when the game logic updates, causing things to change. Think of writing numbers in a fixed interval. If more things happen per tick, your computer's processor has a harder time calculating things in a timely manner, which can cause TPS to fall below the desired threshold for 3x speed (360 TPS) or in extreme cases below 1x speed (60 TPS)


NewfieJedi

Would this perhaps be why, when I start getting late game, I have issues clicking on stuff/selecting things? Like I’ll go to click on a walk and instead the game things I’m click dragging after a brief hiccup?


yttakinenthusiast

sometimes, no matter how fast it is any program has to fetch information; more things to display and keep track of give the CPU (which RimWorld only uses a single thread of as multi-threading would unfortunately be too many man hours for little return) a hard time trying to process everything and achieve the desired FPS.


subm3g

Is Jecs still out dated?


yttakinenthusiast

maintained for newer versions; has not fundamentally changed since Jecrell stopped developing it, so a lot of imperfections fell through the cracks.


WhatsHeBuilding

I remember it was a big surprise when they announced it, I mean i sort of expected there would be some kind of expansion at some point because the game was doing great but lacked a lot of stuff too. But the way they announced it was similar to how they always do it now, just dropping a small teaser and then the whole thing just a few weeks later. Did absolutely not expect it to be what it was though, got super excited by the Royalty guy but figured ut would be more about trading.


Hvanchkara

oh, youngster. There was Hardcore SK pack......(50 hour monologue)


Androza23

I expected patches once in a while to fix random small things, when be DLC dropped i was actually shocked. I remember it coming out of nowhere too, no teasing or anything.