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    Monday, February 24, 2020

    RimWorld RimWorld - Royalty Launch Trailer

    RimWorld RimWorld - Royalty Launch Trailer


    RimWorld - Royalty Launch Trailer

    Posted: 24 Feb 2020 12:35 AM PST

    Holy Music intensifies

    Posted: 24 Feb 2020 02:11 AM PST

    I can safely say the new quests are a great addition

    Posted: 24 Feb 2020 02:42 AM PST

    Why does this keep happening?

    Posted: 23 Feb 2020 12:18 PM PST

    Rimworld discord now

    Posted: 24 Feb 2020 04:11 AM PST

    My shortest-lived colony so far...

    Posted: 24 Feb 2020 04:07 AM PST

    Artur, our best builder, shares his last moments with his family and friends shortly before succumbing to his wounds, 5502 (colorized) #colonistlife

    Posted: 23 Feb 2020 11:54 PM PST

    DLC quest construction size requirements.

    Posted: 24 Feb 2020 05:29 AM PST

    Rimworld Royalty - Details

    Posted: 24 Feb 2020 02:19 AM PST

    For those of us stuck in work that would like to read about what's added:

    ABOUT THIS CONTENT

    The Empire has arrived. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens. Now they settle the rimworld, and seek allies.

    Royal Titles

    Colonists can gain royal titles bestowed by the Empire. A Knight or Count can call upon the Empire's elite troops in times of need, bond with unique bladelink weapons, and wield psychic abilities.

    Those who hold titles become haughty and demanding. They'll need luxurious bedrooms and grand throne rooms. They'll issue wild decrees that must be carried out. They'll make inspiring or demoralizing speeches from the throne. They'll play piano, harp, and harpsichord. They'll demand royal clothes and crowns.

    Psychic Powers

    Titles give the right to an Imperial psychic amplifier. Those who hold one can use their mind to manipulate and defeat their foes. Psycasters can blind enemies or mind-control them, block sensations of pain or confer deadly focus on an ally. Advanced psycasts induce mass vomiting in crowds of foes, teleport objects or people, drive enemies insane en masse, or render allies temporarily invisible for stealth attacks.

    For those who wish to live as rebels against the Empire, there are other ways of acquiring psychic amplifiers as well.

    Quests

    Earning royal titles means completing quests. Since RimWorld is a story-generation game, quests aren't fixed like in other games. Instead, the system procedurally generates unique quests with every new game. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges.

    Quests will reward you with new allies, unique implants, archotechnological artifacts, gear, royal titles, faction goodwill, and more. Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.

    The purpose of quests is to generate dramatic stories that couldn't happen otherwise. Quest challenges are grander and more exotic than day-to-day defense, but the only happen if you accept them.

    Hospitality quests ask the player to host a group of dangerous prisoners, haughty royals, derpy pets, hunted refugees, or other guests. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. They may be hunted by mercenaries, pirates, mechanoids, or more. You might need to get the guests to an escape shuttle under fire.

    Construction quests ask the player to build something special, and sometimes, to protect it from attacks.

    Assistance quests ask you to send some of your colonists to help an ally for a time.

    Site quests open nearby sites that present opportunities, threats, and mysteries.

    Threat quests present special combinations of mechanoid clusters, raids, animal attacks, atmospheric effects, weather, and more, in exchange for rewards.

    The final quest comes after you have climbed the ranks of Imperial nobility. Host the Imperial High Stellarch and his elite Stellic Guards in your luxurious court, protect them from their enemies, and be invited to leave the rimworld as an honored royal guest.

    Mech Clusters

    Mechanoids can now create mechanoid clusters - groups of new mechanoid buildings which work together to present a unique tactical challenge.

    Mech clusters always appear in an initially dormant state. The player can take the time to decide and execute a plan of attack. This puts the player on the offensive, which contrasts with the defense-oriented fights in the base game. Mech cluster elements include:

    World condition makers that poison the air, darken the sky, or create some other world condition.

    Shields to block bullets or mortar fire

    Factories to assemble new mechanoids over time.

    Beacons to call reinforcements.

    Turrets, mortars, and surrounding walls.

    Unstable power units which you can attack to create explosions, or steal.

    Alarm systems of various types.

    Mechanoid defenders including the new Pikeman sniper mech.

    Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Some of them will require a frontal assault. Others may be susceptible to mortar bombardment. You may be able to plant explosives inside the cluster before waking it up. A few can be defeated with a key sniper shot to a critical structure. There are many other tactics. Mech clusters can even be used to your advantage if you can lure foes or undesired allies into them.

    Imperial Tech

    Imperial technology mixes ancient weapons and ultratechnology. They wield plasma swords, electrical zeushammers, and hypersharp monoswords. Some of their weapons can speak directly to the wielder through a psychic link. These bladelink weapons are frighteningly effective, but bonding to one is a lifelong commitment. Imperials also have a rich tradition of body implants - neurocalculators, drill arms, gastro-analyzers, skin hardening glands, under-skin weapons, poison attacks, aesthetic enhancements, nuclear stomachs, and love enhancers. You can acquire their techprints and craft all of these.

    New Music

    This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.

    (Since RimWorld translations are fan-made, non-English languages won't be available for the expansion immediately upon release.)

    e: formatting, sneakily doing this in work.

    submitted by /u/PresidentLink
    [link] [comments]

    That's the most modest asshole I've ever seen

    Posted: 24 Feb 2020 05:38 AM PST

    Nothing out of the ordinary

    Posted: 23 Feb 2020 09:49 PM PST

    Royalty menu image

    Posted: 24 Feb 2020 02:38 AM PST

    First quest from new DLC. Deadly snow hare hunting poor Noble... on desert

    Posted: 24 Feb 2020 01:30 AM PST

    The Escape, Part 9 (061)

    Posted: 23 Feb 2020 05:40 PM PST

    RuinWorld

    Posted: 23 Feb 2020 11:18 AM PST

    loving new quests

    Posted: 24 Feb 2020 04:03 AM PST

    The DLC is amazing.

    Posted: 24 Feb 2020 07:36 AM PST

    Why yes, yes I will take you up on that offer

    Posted: 24 Feb 2020 05:08 AM PST

    I think this basically translates to, "Randy wuz here"

    Posted: 24 Feb 2020 07:09 AM PST

    You know, just cloud-watching in a grave, not weird at all.

    Posted: 23 Feb 2020 09:12 PM PST

    RimWorld : Royalty

    Posted: 24 Feb 2020 07:47 AM PST

    Tough wood eating son of a bitch

    Posted: 24 Feb 2020 08:15 AM PST

    TIL - Ludeon currently has seven devs.

    Posted: 24 Feb 2020 02:57 AM PST

    Interesting tidbit from today's Steam announcement.

    Through all of RimWorld development from 2013 to its release in 2018, our team size hovered between two and three developers. Since the game's release, we've been scaling up. Now we're at seven developers, which has allowed us to work on multiple projects in parallel. This is how we've been able to commit resources both to improving RimWorld's core and adding new free content, as well as developing a rich expansion that opens up new kinds of gameplay.

    First, I assumed Tynan had some help, but always thought he was a lone gunman. No doubt this is his baby, but I'd like to say 'thanks' to the shadow devs I never knew existed.

    Second, I was under the impression 1.0 was 'The End'. Tynan had said something about focusing on bugfixes and other projects. Now, obviously he didn't go up to seven people from two solely for the sake of Rimworld, but this suggests to me that we're getting more 'surprise content.'

    I was just thinking to myself that I haven't hit 1500 hours in a game since Halo 3, and wondering if I was getting to the end of my time with the game, but it would appear our journey is far from other.

    Do you think this is the sign of more DLC/Updates or is this the Master Quest to our Ocarina of Time?

    yes I know that was convoluted Its 3 am and I've been drinking

    submitted by /u/Ursus_the_Grim
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    My current colony known as the Outriders. The entire northern wall is made up of granite blocks.

    Posted: 24 Feb 2020 08:01 AM PST

    :D D:

    Posted: 23 Feb 2020 12:39 PM PST

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