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Rimworld prepare carefully older
Rimworld prepare carefully older







  1. #Rimworld prepare carefully older mod#
  2. #Rimworld prepare carefully older full#

You now have a lot longer to save colonists and friendlies who have been bitten. I decided it was no longer necessary with the new disease system, so I removed the extra damage completely for both colonists and non-colonists. In previous versions the zombie virus would slowly deal damage to colonists, and non-colonists would take more damage and die sooner, to allow for the hordes to build up more quickly. Non-colonists no longer succumb more quickly to the zombie infection than colonists do. Removed the extra damage taken by infected humans. There were some complaints after Alpha 7 that the zombie hordes got really, really big in the late-game for colonies that had acquired a ridiculous amount of wealth. This should greatly reduce the size of end-game zombie raids. Brought Zombie point cost in line with units from other factions. Changed the way raid sizes are determined. It made sense to slow them down both for balance and zombie lore reasons. With the addition of armor in Alpha 7 and now the personal shields in Alpha 9, zombies are able to soak up a lot more damage than they used to. Zombies now deal more damage, but attack more slowly. Zombies have been slowed to 60% of the speed of humans, from 80%. Now there is a minimum gestation period of an in-game hour before a bitten corpse reanimates. It was a bit jarring to see bitten people reanimating immediately after dying. This is more of an aesthetic change than anything. There is now a minimum of one in-game hour between when a pawn dies and when it is reanimated. If you shoot someone in the head they should stay dead. This was requested on the forums after the Alpha 7 release. Corpses no longer reanimate if their brain has been damaged or destroyed.

#Rimworld prepare carefully older mod#

There aren't any big changes to the mod this time around, but there are a few smaller ones which I hope will add up to make the mod feel a bit more balanced and forgiving. Zombie Apocalypse Alpha 9 Gameplay - Mod DB

#Rimworld prepare carefully older full#

To view the full list please check out Tynan's release blog and video about it over on his website. These are some of the major features, but there are a ton of smaller additions to the game with this release. All tales depict specific events that happened, and they can be about anything from repelling an invading force to the death of a colonist, or even a time that your colonist embarrassed himself after having a bit too much to drink. Engravings and sculptures now tell tales about your colony. The tales system describes events that happened to your colonists through artwork. Really high-quality weapons will now have engravings, which use the new tales system. This applies to both items taken from fallen enemies and items crafted by your colonists. Items like weapons, armor and clothing now have a quality level which affects their usefulness. Colonists will not age while they are in cryptosleep.

rimworld prepare carefully older

You will now get notifications on your colonists' birthdays, and as they grow older age-related conditions will start showing up. The aging system has now had an overhaul. Drunk colonists are less efficient workers. Having beer around your colony will make your colonists happier at least until the next morning. In alpha 9 colonists can now grow hops, brew and drink beer, and get drunk until they throw up and pass out. After all, in the event of a real zombie apocalypse alcoholism is pretty much my plan A. My favorite new feature in Alpha 9 is definitely alcohol.









Rimworld prepare carefully older