A few thoughts about current 1.0 test

Copy pasted: Trap rework: Double damage, cost to 40, disappear on use. Fixed a bug that made traps do too little damage. Reduced IED cost. Traps can be reinstalled. Raid arrival mode and strategy can affect raid points on a curve. Adjust raid strategy prevalence. Rename IncidentTargetType to IncidentTargetTag. Rework points curve somewhat so different difficulties cap at different numbers. Fix: No ship reactor raids. Fix: Chased refugee can happen unreasonably early. Rebalance animal point costs. Rebalance adaptation, reduce cap. Add unstable build warning text. Misc balance/fix: -Adjust devilstrand. -Adjust turret build and maintenance costs, power usage, health. -Turn off atomic refueling for all turrets. -Rename "connected rate" to "grid usage". -Fix: Wrong passive cooler description. -Remove exclusion zone rendering on trap placeworker. -Adjust eye health. -Reduce barracks thought impact by 2. This compensates for disturbed sleep. -Adjust charge lance shot rate. -Fix: Redundant research requirement on sniper turret. -Fix: Infections can kill people without explanation by affecting part efficiency. -Fix: Friendly mortars firing causes forced slowdown. -Adjust wood deterioration rate to 0.5. -Time slowdown on prisoner escape. -Adjust relations gain on heal-and-release. -Animals eat random stuff less. -Drifters should not get guns. ReplyQuoteNotify

/r/RimWorld Thread Parent