Fesko04 Posted April 13, 2024 Share Posted April 13, 2024 Good afternoon. I don't know how it was in the early updates, I didn't notice such a background omission, it turns out that oxygen purification is not actually necessary. Let me explain: diseases of duplicates do not threaten their lives, such as overheating. My suggestion is to introduce a lethal outcome not only of overheating, but also of frostbite and long-term illnesses, I used to think that duplicants could suffocate and die from mucus, but it turns out this is not the case, it turns out that the mechanics of diseases are not key to survival. Optionally, I would introduce this parameter, which is configurable for players who want an increased level of difficulty Link to comment https://forums.kleientertainment.com/forums/topic/155602-dangerous-diseases/ Share on other sites More sharing options...
Henlikuoth Posted April 24, 2024 Share Posted April 24, 2024 This is already an age-old topic and has come up frequently in the forums. Many people, including me, argued for much more dangerous and impactful disease and germ mechanics. Klei hasn't yet reacted to this (sadly). I hope they will do so soon enough. Link to comment https://forums.kleientertainment.com/forums/topic/155602-dangerous-diseases/#findComment-1711150 Share on other sites More sharing options...
Outrate Posted July 22, 2024 Share Posted July 22, 2024 On 4/24/2024 at 9:26 AM, Henlikuoth said: Klei hasn't yet reacted to this (sadly). I hope they will do so soon enough. There are atleast several mods that greatly enhance the game experience: + frozen map, which has already been added as an special map and now full official dlc. (3-5 years of waiting) - diseases and damage (from falling, aggressive gases, etc.), via mods - darkness via great mods with button and menu. (the lighting and bugs finally makes sense and the map looks more live and beautiful in general, not counting the moments when an accident turns off the lights or just the charm of an illuminated settlement) I do not understand why they were not added to the game itself at the base level. They do not interfere with the basic mechanics and in theory can be turned off with a in-game button on (as mod already implemented). 4-5 different people made a mod for darkness. Each time it broke due to updates, but they keep making them and resurrecting them. It's logical for a dungeon game to have darkness. Isn't it? Spoiler Spoiler Every time you have to sit on an old version for a week or a months until the poor dude finds the time to update the mod or someone else does it for him. By the way, many thanks to those developers and contributors who added the ability to stay on the old version and are constantly helping to find how to do it. Link to comment https://forums.kleientertainment.com/forums/topic/155602-dangerous-diseases/#findComment-1737129 Share on other sites More sharing options...
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