Rimworld has probably the only DLC I’ll happily pay full price for. I mean, I play with literally over 100 mods so I never quite know what’s from the actual DLC, but the DLC has thus far always added really cool new features that those modders can build off of. It’s really worth the money, and they’re a developer I’m always happy to support.
I’m the opposite. I don’t like any of the dlc. I’ve bought them all and all are boring compared to the base game.
What don’t you like about Ideology, out of curiosity? I can understand Royalty / Biotech, but I love Ideology
I don’t really care for any of the pawn-related stuff. The game is REALLY clunky when it comes to understand who needs what or how to tell someone what to do. I save scum repeatedly because I told a pawn to build a wall and they somehow killed themself. Or attack this raider, but then they run DIRECTLY thru line of fire, even when I give them a safe path. I save scum in this game more than any other.
I really like the logistics of the game and how the pawns interact with it. Factorio but with idiots who throw temper tantrums. Build 10 of these, gather 1 of these, etc.
Ideology is probably the one I like the least, “Oh a new pawn, better lock them up instantly and force convert them or else everything will turn to shit”
One of us one of us
I’m with you on that. The DLCs all feel pretty mediocre compared to the base game. I will still buy the next one at full price, but only because I love the base game so much.
I’m kinda inbetween but more on the side of not liking them. I mean I like the idea of them, but I don’t like how insular they are. You do things specific to the royalty DLC or you do things specific to the ideology DLC but you don’t do ideology things for royalty or vice versa. I would’ve loved to see to see greater integration of systems between the main game, ideology and royalty.
It’s also why I’m not that hyped about a new DLC, because it’s probably going to be another insular DLC.
I have the base game and I’ve yet to exhaust all the mod options
I’m on the opposite side, I’ve not purchased any dlc and I’m very happy with my time spent with the game, also without mods I feel like there’s more than enough to keep me going (along with a dozen other AAA+quality indie games vying for my attention) I’ve long been on the fence for purchasing dlc for any of them because I already don’t have enough time to play them all.
(Factorio, satisfactory, dwarf fortress, against the storm, monster train, slay the spire, pioneer of pagonia, Mount and blade, faster than light, and Oxygen not included, with plenty more on my radar, I love rim world, and if it were the only game I undoubtedly would’ve gone into mods and dlc, but there’s not enough resources, maybe Randy will bless me with more time and money).
I love writing them reviews and saying nice things in their discussion boards, if the dlc were bundled or went on significant sale I’d snap it up in a heartbeat, but then it would loom over me for not spending more time playing it (it would loom even more if purchased at full price, and name me feel guilty for enjoying other games)
That’s kinda where I was sitting when I got the dlc. I had played thousands of hours and was moving my way into factorio and satisfactory. I bought biotech bc I loved rimworld, but I’ve not even finished an entire playthrough since.
It would be much more enticing if the gameplay loop was changed, but adding more nuance to said loop does not make enough difference to justify paying what is a significant portion of a new games price.
That said, if there was a bundle with the same and all of its expansions, and someone asked me which one to get i would advise them to get the complete package, even though I’ve never experienced it myself, because I’m sure it’s worth it, but it’s not for me.
Biotech is the best one till now, because it adds a framework on essential stuff that lots of mods can easily build on.
I know there were mods adding kids before, I tried them, some were good but all had some kind of clunkyness and big compatibility issues.
And xeno genetics may be a bit less powerful than the Humanoid Alien Race mod in what can actually be done, but again, a great base for inter-compatible stuff. And since they’re modified human pawns and not other beings you get easy hybrids and crazy mad science stuff around it.
Yeah, that’s definitely probably my overall fave DLC for the reasons you mention. I also really like the psionics introduced in (IIRC) Royalty. I’ll admit that the base implementation was kinda unimpressive, but the framework it added allowed modders to create really cool stuff like the big mod that adds like a dozen different psionic paths. (Can’t remember the name offhand, maybe one of the vanilla expanded mods).
Yes, I think you are talking about Vanilla Psycasts Expanded. Not a fan of all VE, they tend to clutter menus too much IMO, but this one is very good and makes psycasts quite a bit better.
It even got extended in other mods for extra psycast paths, Alpha Animals adds a tab with 4 new ones for example.
Is that a slime covered tentacle monster… in a backpack? Yay backpacks! And handbags too.
I think the tentacles might be growing out of her back. And the “handbag” is definitely a grimoire (or at least a book)! It has bookmarks in it.
Oh right yeah that’s definitely a book when zooming in. Okay no bags then.
Spell book and potions?
Also glasses, latex gloves, calculators, earrings and whatever that horseshoe-shaped device below the calculator and next to the potions is. 🤔
Introducing a magic system to go with religion and monarchy. Looking forward to wizards vs cyborgs.
This would share a ton of design space with the psychic stuff they added in Royalty, so I would be surprised if this is it. It would also just feel like a bit of a departure from the theme of rimworld, which has always tried to err on the side of scifi over fantasy.
I was just discussing with my partner though and I have no idea where they go from where they are. Ideology was already so massive that it’s hard to think of something outside of that box.
Hmmm, I think I tend to agree with you. Maybe it has more to do with chronicling and history. Dwarf Fortress simulates a huge history to generate the world maybe Rimworld could benefit from something similar?
Knowing your planet had some interesting history with a glitter world society getting nuked back to the stone age would be kind of neat but I don’t know what that really adds to the gameplay.
I kinda hope it isn’t. The current magic mods are so amazing, that I’d rather see the DLC focus on something new.
The cult mod is pretty good as well.
Relevant gog.com page: https://www.gog.com/game/rimworld_anomaly
Anybody bet on ‘become the space equivalent of the SCP foundation’?
Seems to be mostly about horror stuff. I guess a bit of a focus on more random negative events / disasters? My assumption it’s mind/madness related, so perhaps some of it is only in a pawns imagination/hallucination.
Judging by the few existing screenshots I guess that’d also allow for some random natural disasters like earth movement / quakes (big hole in the ground) and makes me think of other stuff like flooding, tornados, etc. But there’s probably already a ton of natural disaster mods.
Removed by mod
I wonder if this is a new story-teller?
Edit: disregard. I read the gog page. Seems fun! I was just kinda hoping for a mix of Cassandra and Randy- progression with some randomness thrown in, ya know?
actually exciting news