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Rimworld Alpha 13 - Dan The Adulterer! - Let's Play Gameplay Part 7

Welcome to my let's play series on Rimworld Alpha 13 - a colony simulator by Tynan Sylvester and Ludeon Studios! In Rimworld you are tasked with helping 3 survivors from a crashed space liner survive and thrive on a frontier world at the rim of known space. The world, colonists and encounters are all randomly generated and along with the AI storyteller you are given excellent replay value which ensures no 2 games will ever play out the same! Failing in this game much like Dwarf Fortress can be as fun as managing to get all you colonists off the world in the climactic space shuttle launch... It's all about the story! For this lets play series we are going with the Randy Random story teller, along with a random starting position and at least two colonists who are related! In this episode the only male of the colony so far decides that there are plenty of fish left in the sea, (or pond) and hooks up with Nielson to the anger of Johnston! We also have a pair of man hunting boomrats to deal with and we start work on building the crafting stockpile area and the stonemason work room. Randy is pretty quiet in this one but I'm sure he'll make up for that soon! The game isn't on Steam yet but you can get it from here: http://rimworldgame.com/ If you want more information check out the Rimworld Wiki Page: http://rimworldwiki.com/ New features in Alpha 13: -- Permadeath! -- New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played. -- Relationships! -- Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments and fights! Opinion system; pawns have dozens of memories and remember situations to determine their opinions of each other Family members can span out to cousins and beyond Colonists can have lovers, fiancees, marriages, ex-lovers, ex-spouses People may get in social fights with those they dislike (even neutrals and enemies do this) Animal bonding is more than just "owning" the pet now! People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, traders... or even slaves! Colonists can have Marriage ceremonies and parties Colonists in relationships can share beds -- Prison Breaks! -- In a prison break, prisoners pick the locks of the cells, escape their prisons and seek weapons while working as a group to run away. -- Infestations! -- Self-reproducing, spreading underground insect hives spawn in mountains... no turtling yourself in! Insect hives are dangerous but produce succulent insect jelly to sell at a high price to traders. -- Animals & Predators! -- Many more animals, some of which will now hunt people Some animals are now predators, including colony pets (e.g. cats catch squirrels) Animals can gnaw corpses directly now -- Threat Response Mode! -- You can now decide how colonists should auto-respond to threats: flee, attack, or ignore? -- Economy Revamp! -- ‘Components’ resource used for machinery and electronics to repair broken items Ground-traveling trade caravans from other factions Deeper research tree with more low-tech options and more things to research New wood fueled buildings: stove and generator Various new lower and higher-tech production buildings Two research tables: simple and hi-tech. Hi-tech is required for some projects. -- Misc! -- New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism! New chronic diseases: Carcinoma, asthma, hearing loss... Colonists can now visit sick people in bed to cheer them up! Sick people in bed can now watch TV New “firefoam popper” provides a way to combat fire besides just "punching" it. NEW Extreme desert biome! Days are now twice as long as before, with years being half as many days. This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days. The year is now split into seasons instead of months. Character records which keep stats on each character like number of kills, injuries, surgeries, etc. Hundreds of balance improvements, optimizations, tweaks and fixes! ----------------------------------------------------------------------------------------------------------- Whilst you're here check out my other videos! Love In Games And Gaming: https://www.youtube.com/watch?v=b_RqARvqRUU Let's Play The Curious Expedition Alpha: https://www.youtube.com/playlist?list=PLkLG67k4e7ketGibm_1wLE8yy2ZR4D_lM Let's Play Forsaken Isle Alpha: https://www.youtube.com/playlist?list=PLkLG67k4e7kcuGxSKdBArSMyGmC8XiF6b

12+
16 просмотров
год назад
12+
16 просмотров
год назад

Welcome to my let's play series on Rimworld Alpha 13 - a colony simulator by Tynan Sylvester and Ludeon Studios! In Rimworld you are tasked with helping 3 survivors from a crashed space liner survive and thrive on a frontier world at the rim of known space. The world, colonists and encounters are all randomly generated and along with the AI storyteller you are given excellent replay value which ensures no 2 games will ever play out the same! Failing in this game much like Dwarf Fortress can be as fun as managing to get all you colonists off the world in the climactic space shuttle launch... It's all about the story! For this lets play series we are going with the Randy Random story teller, along with a random starting position and at least two colonists who are related! In this episode the only male of the colony so far decides that there are plenty of fish left in the sea, (or pond) and hooks up with Nielson to the anger of Johnston! We also have a pair of man hunting boomrats to deal with and we start work on building the crafting stockpile area and the stonemason work room. Randy is pretty quiet in this one but I'm sure he'll make up for that soon! The game isn't on Steam yet but you can get it from here: http://rimworldgame.com/ If you want more information check out the Rimworld Wiki Page: http://rimworldwiki.com/ New features in Alpha 13: -- Permadeath! -- New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played. -- Relationships! -- Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments and fights! Opinion system; pawns have dozens of memories and remember situations to determine their opinions of each other Family members can span out to cousins and beyond Colonists can have lovers, fiancees, marriages, ex-lovers, ex-spouses People may get in social fights with those they dislike (even neutrals and enemies do this) Animal bonding is more than just "owning" the pet now! People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, traders... or even slaves! Colonists can have Marriage ceremonies and parties Colonists in relationships can share beds -- Prison Breaks! -- In a prison break, prisoners pick the locks of the cells, escape their prisons and seek weapons while working as a group to run away. -- Infestations! -- Self-reproducing, spreading underground insect hives spawn in mountains... no turtling yourself in! Insect hives are dangerous but produce succulent insect jelly to sell at a high price to traders. -- Animals & Predators! -- Many more animals, some of which will now hunt people Some animals are now predators, including colony pets (e.g. cats catch squirrels) Animals can gnaw corpses directly now -- Threat Response Mode! -- You can now decide how colonists should auto-respond to threats: flee, attack, or ignore? -- Economy Revamp! -- ‘Components’ resource used for machinery and electronics to repair broken items Ground-traveling trade caravans from other factions Deeper research tree with more low-tech options and more things to research New wood fueled buildings: stove and generator Various new lower and higher-tech production buildings Two research tables: simple and hi-tech. Hi-tech is required for some projects. -- Misc! -- New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism! New chronic diseases: Carcinoma, asthma, hearing loss... Colonists can now visit sick people in bed to cheer them up! Sick people in bed can now watch TV New “firefoam popper” provides a way to combat fire besides just "punching" it. NEW Extreme desert biome! Days are now twice as long as before, with years being half as many days. This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days. The year is now split into seasons instead of months. Character records which keep stats on each character like number of kills, injuries, surgeries, etc. Hundreds of balance improvements, optimizations, tweaks and fixes! ----------------------------------------------------------------------------------------------------------- Whilst you're here check out my other videos! Love In Games And Gaming: https://www.youtube.com/watch?v=b_RqARvqRUU Let's Play The Curious Expedition Alpha: https://www.youtube.com/playlist?list=PLkLG67k4e7ketGibm_1wLE8yy2ZR4D_lM Let's Play Forsaken Isle Alpha: https://www.youtube.com/playlist?list=PLkLG67k4e7kcuGxSKdBArSMyGmC8XiF6b

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