New imperial weaponry: plasma swords, electrical zeushammers, hypersharp monoswords, and psychic bladelink weapons (a lifelong bond with the weapon).Mechanoid clusters: essentially mechanoid settlements that crop up and sit as a dormant threat, which allow you to approach the fight offensively instead of how the base game tends to be focused on defense.A variety of new quest types and storytelling opportunities, such as.Psychic powers: blind enemies, mind control them, block pain, buff allies, induce mass vomiting, teleport objects and people, drive enemies insane, render allies invisible.Royal titles that make people haughty and proud and require more impressive rooms (essentially a longstanding feature from Dwarf Fortress).The DLC adds a new interstellar empire and a host of new features like: Streamlining for how mods are handled in a few ways.Keywords in text in different colors to highlight important information.New quest tab to help keep track of things.New ruins generation in maps, including pillars and pots, which can be claimed and used as free decorations.Low tech body part replacement: wooden hand and wooden foot.Barricades constructed of wood, metal or stone and now sandbags are actually created from cloth as they should be.New animals: bison, donkey, duck, goat, goose, guinea pig, horse, sheep, yak.EMP launcher, smoke grenade launcher, smoke grenadier enemy.New recon armor, a lighter version of the top tier armors.The DLC seemingly came out of nowhere, and now it seems obvious the update was in preparation for/smooths over the process of integrating a new DLC.ġ.1 does many small fixes and some good quality of life type things. The 1.1 update has been in the works for a short while here. The game has been updated to version 1.1, and a new Royalty expansion has been released for $20. Hey, is this the most recent RimWorld thread? Do we need to blow the dust off? I'd say just to have a game or two of vanilla and see what annoys you the most/what you think is missing and then go from there! I wouldn't say either are hugely balanced, but EPOE in particular allows you to recover/rebuild after shattered spines or brain injuries and so on. I like vegetable garden (more stuff to grow and more things to do with them) and Expanded Prosthetics and Organ Engineering (EPOE). Prepare carefully (alongside Map Reroll) are more essential if you want to try the naked brutality option. Prepare carefully is still relevant if you want more control over your starts. They include things such as Pharmacy Manager, Animals Tab etc. I'm guessing they are still valid.Ī lot of the colony management type mods have become more redundant as QoL changes are made to the game, but they can still be quite helpful depending on how much control you want. "Prepare carefully" and "Work Tab" are ones I currently have subscribed, which are leftovers from when I used to play. I'm watching some twitch streams / youtubes with the aim of researching new things and remembering old things.Īnyone still playing this? If so - what mods are you using? I'm trying to figure out what mods aren't necessary anymore with 1.0, and what mods are considered "must haves". I haven't played this game in probably a year, year and a half.
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