RimWorld
Meester:
Got it recently, has just had an expnasion, have been playing for endless hours trying to commit crimes against humanity.
Launch trailer - https://www.youtube.com/watch?v=3tDrxOASUog
Royalty expansion trailer - https://www.youtube.com/watch?v=ex5_XpQ-uJk
Tons of mods, I recommend bad hygiene [because how can we live in a world without toilets?].
Now Im off to continue my efforts to clone my dead brother and use his genes to basically be the fuel, fire and foundation of society.
Sir T:
Review, talking about how you can slowly torture pirates to death, and farm your colonists for organs.
https://www.youtube.com/watch?v=JdAjXDDQPJ0
Meester:
RimWorld 1.2 is out, this means lots of mods are broken until they get updated though some are OK. Luckily you can rollback to the previous version which is what I did.
https://www.youtube.com/watch?v=fNvMWicpizU
Meester:
Rimworld new update 1.3 and a new Ideology dlc coming out just in case you want to be a religious extremist or hippy.
Quote
I thought: What if we made a system that lets players explicitly express all those different ways of life?
That’s what we’ve spent the last 15 months working on with Ideology. This expansion lets you create a new belief system and act it out in your colony. You can play as tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light, or transhumanists obsessed with perfecting the human form using exotic technology. Or be nudists, or drug-stupor mystics, or piratical raiders, or charity-focused givers, or pain-loving animal sacrificers, or dance-party techno ravers, or rustic ranching cowboys, or many many more.
You can mix and match different core elements of your belief system, and also customize every individual precept, ritual, special social role, venerated animal and weapon, culture and style, unique building, tattoo, clothing, background narrative, god, and beard preference.
About 1.3
Quote
There is a new pens-and-fences system for animals. Now animals are more productive, with more focused roles, but some of them need to be kept in fenced pens and led around by your trusty farmers. It gives the colony a more ‘ranchy’ look and feel, as opposed to just having random cows always wandering through bedrooms or staying in pens via mind control. You’ve also got egg boxes and a new straw matting terrain type to build true-looking farms that actually work.
There are search bars all over the interface now, so you can type in text on the architect menu, stats dialog, research menu, stockpile filter, and elsewhere to jump directly to exactly what you want. No more hunting through lists - even with lots of modded items!
The faction goodwill system has been reworked so neighbors keep a record of what you’ve done and why they feel the way they do about you. You’ll have a better idea of why exactly they want to destroy or reward you.
https://youtu.be/89smXrxb_w4
Khaldun:
Looking forward to it except I'm not looking forward to having to update all the mods etc.; RimWorld is the most mods-are-absolutely-necessary game I play regularly.
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