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[Game Update] - 253538


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1 hour ago, Ipsquiggle said:
  • Priorities are now 1-9.
  • Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
  • Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations
  • Job attribute bonuses adjust to account for permanent perks
  • Jobs can only be changed at the Jobs Desk, construct one to unlock job management
  • A very larger number of Duplicants can be assigned to a single job
  • Re-enabled attribute leveling, reduced max attribute base level to 20
  • Reintroduced strength attribute to determine carrying amount
  • Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore
  • Add experience gaining and attribute speed bonuses for more chore types

This. Is. Awesome

I didn't care about the priority level of 1-9, but surprisingly a lot of people actually did, so I am happy for them.

The big news here is that normal attribute leveing is re-enabled at a lower max. This is actually great and will allow the player to choose his or her playing style, having either highly specialized dupes or very versatile dupes.

 

Good job!

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3 minutes ago, Yannick Vachon said:

@The Plum Gate, honestly, I have 22 duplicants with some of them having mastered 3-4 jobs (I even have one person learning to build Conveyors). If the only thing I need is to build the job desk and then do a little swapping, I can live with the 10 minutes it will take to do it.

It's going to take much longer than 10 minutes - I'm sure this is just a small oversight, the bonuses act like they should, but right now the job board can only be used by one person at a time and the info panel listing of a duplicant's previously mastered jobs information box fills with nonsense - or doesn't refresh properly. Personally, I'm setting aside my current base. Until that much gets sorted out, I'll just be fiddling with another new game as I explore the changes to the job bonuses in the one I do have - I'll come back to it later since it's pretty much fully unlocked job wise..

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@The Plum Gate I clearly understand how you feel. I just haven't built a single conveyor yet so I would like to try it out before starting again over. But as I said earlier, my two steam geysers are too far away and I am in a spiral of starvation right now so I may need to start over. And even my only natural gas geyser is not close by at all (bad seed for a map I would say).

Will see tonight to see what I will decide to do then. It may be better to generate a new map there instead.

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1 hour ago, Ipsquiggle said:

Liquids will now only sublimate to a max pressure.

Process of changing liquid to vapor is called "vaporization".

"Sublimate" is changing solid state to vapor. E.g. a slime sublimates, bur a water is evaporating.

Edited by Maciej75
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9 minutes ago, Yannick Vachon said:

I just haven't built a single conveyor yet so I would like to try it out before starting again over. But as I said earlier, my two steam geysers are too far away and I am in a spiral of starvation right now...

In the same boat here - last time I looked at my job board, no one was wanting high quality food, so they could get away with poor or less - that's just changed dramatically, but that's not surprising. I haven't built an ore conveyor either - only the arm to load my coal generators. I'm on top of a geyser and it's still a struggle to maintain my colony for various reasons - some of the more advanced buildings I could have used to properly expand or handle gasses are gated by plastic ( which I was just about to get up and running ). I almost feel like the gas and water pumps should be reversed - with the larger ones being gated by plastic and refined metal - perhaps tweak the energy uses on each accordingly..

I'm still having trouble justifying the ore conveyor in that current build - I mean, It might be useful to automate cleaning up a huge mess in a hard to reach place - ..I'd really like to see some functional implementations.

4 minutes ago, Luthage said:

So what's the point of jobs now?  This looks like another tune an upgrade all the way down to pointless to appease the complainers. 

It's in the fine print: they gain the bonuses from that training permanently - i.e. a cure for anemia. You may be ignoring the degree of rational thinking going on in the forums with general complaining. You appear to be complaining, but I see that what you've said is a rational thought, and not a complaint.

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6 minutes ago, Maciej75 said:

Process of changing liquid to vapor is called "vaporization".

"Sublimate" is changing solid state to vapor. E.g. a slime sublimates, bur a water is evaporating.

Well, it mainly concerns polluted water which vaporizes/boils to steam but also transforms into polluted oxygen. I think sublimation is as good a word as outgassing, neither quite matches it but I don't think there's anything better.

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8 minutes ago, Luthage said:

So what's the point of jobs now?  This looks like another tune an upgrade all the way down to pointless to appease the complainers. 

The whole point of the EA is to complain. We are nerds. We care so much about games that we do this. It isn't rooted in negativity. Some of us are technicians/engineers/hackers so we automatically want to break the thing and find things that can be improved, we can't help it, it is in our nature.

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2 minutes ago, Luthage said:

So what's the point of jobs now?  This looks like another tune an upgrade all the way down to pointless to appease the complainers. 

  • Jobs still offer individualized dupe progression
    • you can care about your dupes' careers
    • make specialists or generalists is the player's choice as all options have merits now
  • Jobs affect priority of tasks assigned so you can manage workflow better, it's a great buff to automating micromanagement
  • Hats hats hats
  • It's a revamp to the decor/food expectation system in a way that makes more sense -- though I have concerns with this now that it sounds like attribute leveling has been re-enabled outside of job mastery. It sounds exploitable for dupes that just don't take on jobs.
  • Jobs are still required to have specialists that operate tune-up buildings, build conveyors, conduct intermediate research, etc. -- and this mechanism has lots of room to be significant to future updates

"tune an upgrade all the way down to pointless" It's hard to take you seriously when you say stuff like this.

"appease the complainers" It's early access for a reason: community input. If you prefer it a different way, you should try presenting your opinion in a constructive way like all the other "complainers" did. The devs listen...

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3 minutes ago, The Plum Gate said:

It's in the fine print: they gain the bonuses from that training permanently - i.e. a cure for anemia. You may be ignoring the degree of rational thinking going on in the forums with general complaining. You appear to be complaining, but I see that what you've said is a rational thought, and not a complaint.

  • Re-enabled attribute leveling, reduced max attribute base level to 20

Attributes are leveled regardless of jobs now. 

The 1-5  priority system, once you got the hang of it, was considerably less micromanaging than the one that is being brought back.  

The update required a change of strategy, which takes a bit of getting used to, but there was a lot of "I HATE IT" immediate knee jerk reaction that was ridiculous.  
 

9 minutes ago, clickrush said:

The whole point of the EA is to complain. We are nerds. We care so much about games that we do this. It isn't rooted in negativity. Some of us are technicians/engineers/hackers so we automatically want to break the thing and find things that can be improved, we can't help it, it is in our nature.

Thanks for the explanation.  - Software Engineer.

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1 minute ago, Luthage said:

The 1-5  priority system, once you got the hang of it, was considerably less micromanaging than the one that is being brought back.  

The update required a change of strategy, which takes a bit of getting used to, but there was a lot of "I HATE IT" immediate knee jerk reaction that was ridiculous. 

I got used to that too, but when it initially debuted I had postulated that they were using the system which they just implemented, yet hid it behind a facade of a double priority system. This is a bit more clear than the other, though, I kind of liked absolute priorities.

It's going to take some testing - the job roles are essentially machine unlocking roles - and priority awareness. If they bumped job role priorities up by two instead of one - I think we would get the previous system's dysfunctional or confusing nature back. 

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I just want to thank the devs for listening to community feedback.  It can't be easy to conceptualize a system and see your ideas and work criticized so strongly by what will ultimately be a very tiny portion of the player base.  It's also got to be hard balancing your vision for the game and what a bunch of anonymous players on a message board think.  So kudos for the update.

Edited by goboking
a word
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I play at hardest settings and i was coming to really like new job system. Was able to prioritize different jobs and they got done, and when they finished all their jobs they went to help others. Added so much dynamic to the gameplay as you had to plan ahead so that everyone had something to do. Before i was "interval" type of palyer - make a big dig, build all, clean up...

Only thing i missed was midd and late game speed. I would have suggested to add boots into game. For middgame metal boots adding +3 athletic needing metal + red fiber and for lategame plastic boots needing palstic + red fiber and adding +6 ahtletics.

PS i am fan of priority 9 system as i like to use lower numbers to organize material sweeping order with that :)

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