Bit puzzling and annoying in my view both because I don’t know why he cares how someone wants to play his game and then of course the simple fact he made a game whose core design necessitates building a defense and boxes grew out of that necessity.

I’ve greatly enjoyed my time with Rimworld but I only occasionally revisit it briefly when there are updates to check in and see whether he’s continued taking it in a direction I’m not interested in. So far pretty much w/o exception the answer has been yes.

The perils of indie game design. Play my way (alternatively the way of the most rabid and vocal minority of the fan base) or the highway.

Yep, I do feel like I’ve bounced up against the George Lucas syndrome here and kind of wish someone would take the game away from Tynan and just leave it to the modders to make the variations of what everyone might want to play.

I don’t go nearly that far! I think his work to undermine base defenses is off-base, but nearly the rest of his choices have been excellent and I find RimWorld to be a masterpiece.

Ever since in mountain building became a big thing, the updates severally punish anyone who doesn’t do that or, you know, doesn’t think Starship Troopers, is the most fun sim ever.

At least it’s open so mods can try and “fix” things.

Are there any mods to walk back the defensive structure nerf?

I personally am a fan of the anti-turtle/kill box development. Kill boxes are still a dominant strategy for a majority of the time, but there are at least some AI counters.

You can also turn down the difficulty or use a mod to achieve your desired game play.

Personally, I use the sidearms mod so the pawns can carry ranged weapons and melee weapons. I find it takes the edge off sapper and land-on-top of you raids. Also, psyfocus attacks with berserk or berserk pulse or psychic insanity lances can be used to turn the enemies against the sapper/burrower pretty effectively.

I’m with you. And my favorite start is naked solo pawn tribal custom. So I need my defenses!

I’ll disagree. I’ve seen him grow a lot both in accepting feedback and bending over backwards to make sure can base game settings and mod API are exposed and tested so players can customize the game. Yeah, I know which way HE wants to play. ;) That’s still obvious. But he’s long past realizing letting others play their way keeps people happy, and you can turn almost everything off.

Have you seen the custom settings for pre-1.3? And in 1.3 I can turn off invasions by type and even, if I want, force a start with no non-tribal, or even any neighbors. No mods.

And then add in mods and you can pretty much walk back or adjust anything else you want. And add … many oddities.

Not updated as of last night, but I also very much like this one.

It’s all good, I’ve had more than my fair share of fun with Rimworld and I still consider it a brilliant game.

But we parted ways on what this game is about with the first DLC.

And in any case my backlog is larger than the time available!

But maybe at some point down the road in say 5 years or so I’ll spin it back up with a vanilla mod that strips all this shit off (just as I did a couple years ago with TF2 and took it back to it’s origin before the hat invasion) and have a nostalgia tour of the rim.

I’ve been playing the Combat Extended mod lately, and that has completely changed the game. Ammo, variety of ranged weapons, and one shot from a bullet early on causes major damage (no more bullet sponges).

I have been loving it because combat becomes way more tactical.

This is also my problem.

If there isn’t yet there will be. It took a hot second for someone to mod back in milkable muffalo after all. As easy and plenitful as the mod scene is for Rimworld, the developers seems to cater primarily to one crowd. At least the difficulty options are out there and the storyteller options range from Glitterworld Starship trooper mass death to lord of the rings and shiny white wooden gates.

There is nothing out there at all like it… well until maybe Dwarf Fortress finally gets a graphic release. I am pretty excited about that one.

As much as I look forward to the steam version of DF, it will never have the modding support that RimWorld provides. So it’ll appeal to the people that want DF, but it won’t be at the level of change-the-whole-game like RimWorld mods.

Me too. Does it have an estimated launch window yet?

True. Well actually, there was a time when everyone, including the dev, said would never have graphics either. Don’t Starve devs also said, never ever, stop asking, don’t want to do MP or co-op, now they’re in the top list of fun co-op games every year. So you never really know.

I think the appeal is the events are richer, at least that’s what I’ve seen. Just some really in-depth stuff there. Rimworld really does have a really low entry to play. Without mods though, the events are pretty predictable, just how you handle it or even if you want to can vary a lot by difficulty and, well, mods.

No. As far as I know everything says they don’t have one. I am not in favor of EA type stuff these days at all, but if there was ever a game that “should” try it, it seems like DF would be a top candidate. The game is there. I realize there is a tone of work to get it to be more accessible, but the guts is there. AND, I thought the entire reason they were doing this was because they needed money, like now. If they released it in it’s partial state on steam, I am sure they could get that.

I’m not disciplined enough to make a good kill box. I mostly just get my guys the best armor, I can make. Insanity or psychic lances really do help. Often I just refight the battles a few times until I take acceptable loss.

Version 1.3 will be released today, along with the Ideology DLC.

I’m headed back home tomorrow after a road trip… This looks amazing

Let us know how it is!