RimWorld Alpha 12 Gameplay - Ep. 14 - EXECUTING PET KILLERS - Let's Play - RimWorld Gameplay
In this episode of my let's play series of RimWorld Alpha 12 gameplay we fight a RAIDING party, taking 3 prisoners with lots of epic combat, our Pet Iguana dies and someone must be held responsible for it..., we also improve the kill zone of the entrance to our base by adding more turrets ...
RimWorld Alpha 12 Gameplay - Ep. 14 - EXECUTING PET KILLERS - Let's Play - RimWorld Gameplay
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Welcome to an exciting new playthrough of Rimworld! The Alpha 12 version of Rimworld. Rimworld was developed by Tynan Sylvester and Ludeon studios and is similar to prison architect which is what prompted me to start playing it. Apart from the fact it goes all sci-fi and tasks you with leading a bunch of colonists on an off-earth planet!
ABOUT THE GAME
A sci fi colony sim driven by an intelligent AI storyteller.
RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space.
Manage colonists' moods, needs, thoughts, individual wounds, and illnesses. Engage in deeply-simulated small-team gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or exotic, futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals and ancient killing machines. Discover a new generated world each time you play. Build colonies in biomes ranging from desert to jungle to tundra, each with unique flora and fauna. Manage and develop colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines!
Change list:
Animal taming
Colonists with the Animal Handler work type will now interact with animals.
Animal handling success rates are governed by the new Animals skill.
Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
Trainable skills:
Obedience: has master, follows master while master is drafted and defends him.
Release: master can release animal during combat to attack distant enemies, and call animal back.
Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
New animal behaviors and mechanics
Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
Some animals (muffalo, cow, camel) can be milked.
Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
You can now build animal beds and animal boxes and place animal sleeping spots.
Animals all sleep.
Added traits:
Greedy: Unhappy without a very impressive room.
Jealous: Unhappy if anyone has a room noticeably better than him.
Ascetic: Unhappy unless he has a very crappy room.
Facilities
Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
Vitals monitor (improves healing in adjacent medical bed)
Tool cabinet (improves production at nearby work table)
Multi-analyzer (speeds research at nearby research bench)
Official Site: http://rimworldgame.com/
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