RimWorld turns 11 years old on November 4th! To celebrate, were holding a birthday community event to showcase all things RimWorld.
Everyone that participates (and follows the rules below) will be entered in a random giveaway for one of three sets of YouToozs War Queen figure and RimWorld pin sets!
We've also got a small update for RimWorld in version 1.5.4241, and the changelog is below.
Thank you so much for continuing to support and show your love for our game over the last decade.
Happy birthday RimWorld! - Ludeon Studios
RimWorld Birthday Community Event
By participating in our birthday event, youll be entered in a random giveaway to get one of three sets of YouToozs War Queen figure and RimWorld enamel pins! Please read all of the event rules and giveaway details before participating.
Event rules
- 1 entry per person.
- To participate, share your RimWorld creations with us! It can be RimWorld fanart, in-game screenshots or gameplay videos (vanilla/non-modded content only), writing, and other creative media. Share it with us by replying to the X @LudeonStudios birthday post or share a link on the official RimWorld birthday Reddit thread. All submissions must be human-made works, no AI-generated content permitted.
- Participation closes on Oct 25, 11:59PM Pacific. Giveaway recipients will be announced on Oct 28 on Twitter/Reddit by TiaPixel.
- Those selected for the giveaway will be contacted on Twitter/Reddit by TiaPixel (and no one else, be careful if someone other than TiaPixel reaches out).
- You must respond before Oct 31 or someone else will receive the giveaway.
- Birthday themes: Birthday cakes, party decorations, presents, and joyful celebrations!
- Screenshots: Colonies/bases, individual rooms (throne rooms, ritual chambers, war-torn battlegrounds), and interesting events (weddings, rituals, intense battles, hilarious moments).
- Artwork: Illustrations of your colonists, pets, mechanoids, xenotypes, ideoligions, etc. Comics depicting funny in-game moments or stories of your colonists. Speedpaintings of your artwork.
Giveaway details
- 1 set of the YouTooz War Queen figure and YouTooz RimWorld enamel pins will be randomly given to 3 different participants.
- Note: YouTooz is unable to ship their merchandise to certain countries, please check yours before participating: https://youtooz.com/pages/shipping-policy
RimWorld Sales
RimWorld and the expansions Biotech, Ideology, and Royalty are all on sale until October 18! https://store.steampowered.com/app/294100/RimWorld/
Changelog
- Improve performance of "need warm clothes" alert with large numbers of clothes in stockpile.
- Moved "CausedBy" translation key to core.
- Insect jelly will now be deprioritized when selecting caravan food.
- Disable room space need thoughts when asleep.
- Smoke launchers, incinerators, and gunlinks no longer have qualities.
- Re-flavor royal titles.
- Allow timbershrooms to grow on polluted ground.
- Allow prisoners to be downed for prisoner sacrifice and execution rituals.
- Updated creative rewards content.
- Updated translations.
Fixes
- Fix: Dev palette cached incidents being skipped if target is the wrong type.
- Fix: Hard-coded formatting on injury label in brackets for body part sources.
- Fix: Copying colonist ScenParts with configurable lists edits in-place instead of copying data over.
- Fix: Wall torch has inconsistent max fuel compared to other similar buildings.
- Fix: Brain isn't properly destroyed by execution cutting on deathless pawns.
- Fix: Electroharvester has flipped graphics.
- Fix: Pawns without reading policies producing error when prisoners have joy need via mods.
- Fix: Randomly scattered things don't retain quality from scenario config.
- Fix: Shamblers not able to walk through open doors in some circumstances.
- Fix: Coagulate can be used on pawn with no tendable hediffs.
- Fix: Hunting work site generation can cause errors with modded games if leatherDef is null.
- Fix: Global learning speed factors do not appear on skill tooltip.
- Fix: Missing eyepatch drawn over blindfolds.
- Fix: Some anomaly debug actions visible without anomaly active.
- Fix: Breastfeeding moms dropping babies if no bed.
- Fix: Healer Mech Serum prioritizes sterilized over mental ailments.
- Fix: Having bloodfeeding and cannibalism memes sometimes generates an ideoligion with no positive cannibalism precept.
- Fix: Misconfigured distRange on SubcoreEncoder_Working sound.
- Fix: Exception ticking mothballed world pawn.
- Fix: Room size space calculations can add cells from outdoor locations.
- Fix: Error if simulate killing unspawned pawn with a shield.
- Fix: Deconstructing firefoam popper with auto rebuild on places a blueprint on deconstruct.
- Fix: Ascetic pawns judge others for their appearance, contrary to trait description.
- Fix: Deadlife shamblers appearing on schedule.
- Fix: Ideology buildings not respecting interaction spot overlap.
- Fix: Anima Tree artificial structure radius inconsistencies.
- Fix: Incorrect wealth calculation on buildings with def-defined base market value
- Fix: Sanguaphage meeting quest not completing if join offer is postponed.
- Fix: Error in inspect string when saving game directly after a pawn has used a verb.
Hey there, we're excited to share that our majestic vinyl War Queen figure and RimWorld enamel pin set are now available on YouTooz for the next 4 weeks!
War Queen vinyl figure: We sent out a signal pulse... and a War Queen responded! She'll make a great addition to your colony at home.
RimWorld enamel pin set: Features 5 RimWorld-themed designs including:
- RimWorld logo
- "Ate without table -3" thought
- Crashlanded colonist
- Scyther
- Thrumbo
We're also running a birthday month sale for RimWorld and its expansions until Oct 18.
https://store.steampowered.com/app/294100/RimWorld/
Hi everyone! Our new Steam bundle lets you experience the best of city-building and colony-building with Foundation and RimWorld! Relax in Foundation as you create sprawling medieval cities with free-form tools and watch as your villages live organically in their world. Dig into RimWorld for an immersive story experience as you grow your colony and survive! Get 20% off with the bundle! And if you already own one of the games, get 20% off the other! https://store.steampowered.com/bundle/43256/RimWorld_x_Foundation/ Foundation: Foundation is a grid-less, laidback medieval city-building game with a focus on organic development, monument construction and resource management. RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
Hello! We're launching a bundle that combines two classic colony-building simulators: RimWorld x Necesse!
Develop your settlements and explore procedurally generated worlds. Go from fighting raiders and sentient robotic beasts to conquering magical dungeons for treasure with your friends.
Get 20% off with the bundle! And if you already own one of the games, get 20% off the other!
About RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
About Necesse: Build, quest, and conquer across an infinite procedurally generated world. Play alone or with friends as you establish a settlement and explore deep dungeons, fight monsters and bosses, mine rare ores, craft magical equipment, recruit specialists for your colony, and more!
- Ludeon Studios
Hi everyone! Our new plushie boomrat just launched on Makeship!
Handle this little guy carefully, he just might explode... with love! His boomy pustules also glow in the dark with special fabric.
The boomrat plush is only available for a limited time, so get yours now on Makeship: https://www.makeship.com/products/boomrat-gitd-plush
Also, the Steam Summer Sale just started and you can grab discounts on RimWorld and three of its expansions!
https://store.steampowered.com/app/294100/RimWorld/
- RimWorld
- Biotech
- Ideology
- Royalty
Please don't set anything on fire,
Ludeon Studios
Hello! We're launching a very special colony simulator bundle today: RimFort x DwarfWorld! Get 10% off the game you don't own to complete the set! The bundle runs until June 26, 2024, and it's one of the best ways to spend 1000 hours in game.
Explore massive, generated worlds with your colonists and your dwarves. Go from fighting raiders and sentient robotic beasts across the planet to vampiric infestations and necromancers deep in your mines!
About Dwarf Fortress: The deepest, most intricate simulation of a world that's ever been created. Build a fortress and try to help your dwarves survive against a deeply generated world. Adventure Mode now available in open beta.
[url=https://store.steampowered.com/app/294100/RimWorld/]About RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
- Ludeon Studios
Hey everyone! We're back with a small update containing some changes, improvements and fixes for RimWorld and its expansions. This update should be compatible with all savegames and mods. We do these updates with the help of players from the RimWorld community! If you're interested in helping us test, or you have a bug to report, please join us on the official RimWorld development Discord. Bye for now! - Tia
Changelog
- Adjusted render node worker to support multiple graphics per node without dirtying/reaching the render tree.
- Thoughts for each genetic chemical dependency are tracked independently instead of lumped together into a single confusing thought.
- Remove deathless regeneration coma on resurrection.
- Tweak some Anomaly incident occurrence rates so that they're less prevalent in ambient mode.
- Clarify the label for "anomaly disabled" mode.
- Added labelNoParenthesis rule symbol to pawns and things.
- Updated Spanish LanguageWorker.
- Ghouls can now be ordered to rest in medical beds.
- Pawns will now satisfy genetic chemical dependencies when in caravans if their drug policy allows it.
- Harbinger trees now consume corpses part by part even if they have no nutrition.
- Adjusted distance ranges on some sounds.
- Replaced gender-specific words with symbols in schematic texts.
- Don't store virtual relationship records which can never imply another relationship.
- Changed fade shadows to not multiply together.
- Remove healer mech serums from animal operation options.
Fixes
- Fix: Minor grammar irregularity with addiction counsel.
- Fix: MechbandDish description typo.
- Fix: StaggerDurationFactor stat does not work without Biotech.
- Fix: Arresting beggars auto-fails.
- Fix: Genetic chemical dependency thought not properly nullified by mind numb serum.
- Fix: Remote repairer hediff can be duplicated.
- Fix: Autobongs making non-organic entities high.
- Fix: Creepjoiners have entity faction when enslaved
- Fix: Increased carried thing layer to resolve some apparel issues.
- Fix: Beam verbs and incinerator hitting cells without line of sight.
- Fix: Headgear not always rendering correctly when crawling.
- Fix: Preferred xenotypes not working correctly between prisoners and slaves.
- Fix: Incorrect label argument used in activity suppression tooltip.
- Fix: Various specific save/load errors with awoken corpses and hypnotized pawns.
- Fix: No missing bed feedback for take to bed warden order.
- Fix: Mech booster is rotatable.
- Fix: Apparel without CompColorable causes errors in styling station.
- Fix: High Mechtech can be selected in research without building a multi-analyzer.
- Fix: Message spam when capturing an enemy during a psychic ritual siege.
- Fix: Left behind pawns dying counts towards "colonists killed" stat if they die.
- Fix: Becoming a shambler incorrectly taints utility items.
- Fix: Feedback for sky-lantern participants who can't reach any wood, added better ritual feedback functions.
- Fix: Unnecessary loading warning appearing for transport pods without colonists.
- Fix: Creepjoiner letters not using gendered kind labels.
- Fix: Suspending lovin' causing errors.
- Fix: Ritual dialog tooltip slightly cutoff.
- Fix: Refugees can send leaving messages multiple times.
- Fix: Misleading extra warnings if complexes were previously activated before entering
- Fix: Some circumstances where temp factions wouldn't be properly hostile to anomaly entities or insects.
- Fix: Unable to place non downed pawns in a cryptosleep pod.
- Fix: Error when entity dies during bioferrite extraction.
- Fix: Error on inspect pane for ghouls without hunger needs.
- Fix: Herd animals trained to attack won't target shamblers.
- Fix: Psychic ritual failing when invoker gets psychic shock.
- Fix: Farskip not working on colony ghouls.
- Fix: Several scenarios where collapsed roofs can destroy pit gates.
- Fix: Hediff and mutant abilities not saving cooldown.
- Fix: Fleshmass stomach not preventing gut worms letter.
- Fix: Colony mechs and ghouls can't be selected in split caravan dialog.
- Fix: Modded violent work types disabling ghoul melee skill.
- Fix: HediffDef aptitudes displaying as active without Anomaly installed.
- Fix: Recluse thoughts not nullified properly by mind numb serum.
- Fix: Inhumanized not nullifying childbirth related memories.
- Fix: Biofuel refinery accepts dye as organic matter, but it doesn't have any nutritional value.
- Fix: Sunlamp light radius inaccurate.
- Fix: Error using "Damage until down" method on pawn with shield belt.
- Fix: More consistent handling of ActivitySuppressionToggleTooltipDesc and ActivitySuppressionTooltipDisabled translation keys.
- Fix: High activity alerts display HP percent.
- Fix: Activation inspect pane string has hardcoded "s".
- Fix: Inconsistent text 'Start' vs 'Begin' bestowing ceremony.
- Fix: Newborn babies can generate with parents' PawnKindDefs startingHediffs.
- Fixed some scenarios where skyfallers would drop through mountain roofs.
- Fixed some situational issues with creepjoiners leaving after being ghoulified.
- Fix: Genes and traits that increase skills on growth moment stack.
- Fix: Schematic generation error if only remaining projects are excluded.
- Fix: Activity suppression and studying not respecting allowed areas when selecting an interaction cell.
- Fix: Some undesired behavior with creepjoiner letters.
- Fix: Include common book symbols in book doer rule pack grammar requests.
- Fix: Relaxing socially not respecting standard seat reservations.
- Fix: Lay down driver sometimes causing errors on load.
- Fix: Having "give psylink" debug action on debug palette without royalty active causes errors.
- Fix: Deadlife shamblers opening doors.
- Fix: Unable to place non downed pawns in a cryptosleep pod.
- Fix: Error when entity dies during bioferrite extraction.
- Fix: Errors for ghouls without hunger needs.
- Fix: Sun/Edge shadows not always drawing if off-screen to the right.
- Fix: Tending pawns get medicine after using initial stack even if they have more.
- Fix: Security doors count as 2 doors for prisoners, reducing their prison break mtb by 50%. Added informative text explaining that having only security doors in a prison multiplies escape mtb by 110%.
- Fix: Error when turning pawn with ideoligion role into a ghoul.
- Fix: Harbinger tree provocation not working on ambient horror mode.
- Fix: Pawns leaving allowed area to rope animals.
- Fix: Luciferium addiction doesn't cause a medical emergency alert when a pawn is deathless.
- Fix: "BlockedByRoof" translation key in Royalty instead of Core.
- Fix: Scaria isn't removed on shambler resurrection.
- Fix: Colony mutants in buildings don't show on the colonist bar.
- Fix: Auto activate monolith scenario part doesn't have edit interface.
- Fix: Some music sequences ending harshly instead of fading out.
- Fix: Luciferium addiction remains on turned mutants.
- Fix: Turret packs can replace other turrets when throw misses.
Hi everyone! We're here today with a new feature update to Anomaly. Today's update adds a new way to play with all Anomaly content threaded into the entire game, instead of being linked strictly to the monolith quest. This resembles more how other expansions all interact together continuously over the course of a long game. No need for Anomaly to take over an entire playthrough! Weve also added some new economic pathways to make it more feasible to progress through Anomaly content as a low-tech tribal colony. Take a look:
Ambient horror mode
Now, when you start the game, you can select from three ways to integrate Anomaly into your game:
- Standard with monolith: The original Anomaly experience. Anomaly threats are linked directly to the monolith.
- Ambient horror: In this new mode, the monolith does not appear. Instead, Anomaly threats are threaded into the rest of the game. All Anomaly threats can occur, even the most dangerous ones. Anomaly threats are relatively uncommon compared to normal raids by default, but this can be adjusted before and during the game. This is a good mode if you want to enrich your story without Anomaly becoming the focus. (Note that since there is no monolith in this mode, the monolith endgame wont occur.)
- Disabled: Anomaly threats do not occur, and theres no monolith. Anomaly tools like security doors, incinerators, hellcat rifles, turret packs, and serums are still in the game.
Better support for tribal playthroughs
In previous versions, it was hard to progress through Anomaly content as a tribal. Weve added new economic pathways to use for players who want to stay low-tech:
- Bioferrite extraction research project. We've added a new research project that allows doctors to extract bioferrite directly from captured entities without a 'bioferrite harvester'. This is less efficient, but doesn't require electricity.
- Bioferrite can be obtained from harbinger trees. Chopping down harbinger trees will give twisted flesh and bioferrite, adding a new way to obtain bioferrite without capturing entities.
- Updated research tree to not require electricity. We've rearranged parts of the Anomaly research tree to allow researching more projects without electricity.
- Some Anomaly items can be made at crafting spots. The following items can now be made at a crafting spot, as well as the bioferrite shaper: Ceremonial hood, nerve spiker, ritual mask, ghoul plating, ghoul barbs.
Thanks to all
Big thanks to everyone who has given feedback! We're always crawling the subreddit and Discords, so whatever you said, theres a decent chance one of us was lurking and taking notes. Theres always fun discussion going on on the RimWorld subreddit. And if youd like to help us test new builds and give feedback, join us on the Official RimWorld Development Discord. And as always, if you like, please review Anomaly on Steam! (Expansions dont get many reviews since theres no button prompt in the Steam library.) - Ty
Changelog
- Added new Anomaly settings dialog to the storyteller selection page.
- Added a new "Ambient horror" Anomaly playstyle mode.
- Added a new "Disabled" Anomaly playstyle mode.
- Added a tribal method for bioferrite extraction.
- Harbinger trees now give bioferrite instead of wood when harvested.
- Draw "Ineffective" label over psychically deaf targets when targeting with disruptor flares.
- Blood rage at 100% now forces animals to be awake.
- Removed entity conditions for horror tension music.
- Added field in race props to generate unnatural corpse defs.
- Pit gates, pit burrows, and fleshmass hearts will now destroy and refund adjacent buildings on emergence.
- Reduced the max targetable body size for devourer's leap to prevent them from eating things like centipedes.
- Clarify text in regards to the revenant.
- Revenant balancing: slightly reduce health, and increase min population requirement, as well as min refire days.
- Skipping revenant target away will now interrupt the hypnosis.
- Show the game conditions for death pall, gray pall, and blood rain.
- Allow death pall and gray pall to overlap with blood rain.
- Ancient beds are no longer colored to suit their role.
- Pyromaniacs now consider hellcats to be incendiary.
- Fix: Some names were missing.
- Fix: Babies spawning with ghoul haircuts.
- Fix: Incorrect dates on ideoligion rituals.
- Fix: Ghoul hediffs being removed on resurrection in some cases.
- Fix: Grouped behavior of atmospheric heater gizmo not working correctly.
- Fix: Mutant status not being cleared when rising shambler killed.
- Fix: Gorehulk and devourer lack manipulation-affecting limbs, making them weaker than intended in melee.
- Fix: Nociosphere not returning to sent from location.
- Fix: Ritual spectate side not respected.
- Fix: MessageRevenantHeard translation key is forced lowercase.
- Fix: Sanguophage reimplant reward not working in some circumstances.
- Fix: Cultist abduction ritual continues despite missing caster in some circumstances.
- Fix: Ghoul in caravan causes errors on the assign drug policy UI.
- Fix: Psychic bond between two pawns who have psychic bonding gene don't create bond on romance success.
- Fix: Ghouls getting drug dependency hediffs from implanted xenogerms.
- Fix: Labyrinth exit not always accessible.
- Fix: Corpses being debug spawnable.
- Fix: Revenant hypnosis copying to duplicates.
- Fix: Pawns try to exit pocket maps via the sides.
- Fix: Clarify language around "Entity will escape soon" warning.
- Fix: Nociosphere doesn't adapt to EMP stuns.
- Fix: Creepjoiner babies are set to the wrong PawnKindDef.
- Fix: Downed mechs were not carried out of pit gates when using exit dialog.
- Fix: Metalhorror defenders spawning on unwalkable cells.
- Fix: Chaos skip able to send pawns into fogged areas.
- Fix: Inaccurate goodwill costs on comms console dialog.
- Fix: Mechlink is kept on corpse raised.
- Fix: Several mech implants are duplicatable.
- Fix: Combat music playing when no colonists are present in the undercave.
- Fix: Dryads getting blood rage from blood rain.
- Fix: Fleshsacks act like embrasures.
- Fix: Ghouls count toward ideoligion diversity thoughts.
- Fix: Unintended prearrival infection pathways.
- Fix: Monoliths spawned via dev tools not linking to quest.
- Fix: Raid source sites getting removed upon leaving map without clearing enemies.
- Fix: Draw fleshbeasts not working in caves.
- Fix: Ghouls getting heart attacks.
- Fix: Metalhorror inspection returning an empty letter if already discovered.
- Fix: Harbinger trees not correctly consuming corpses with no nutrition left.
- Fix: Harbinger trees able to consume things on shelves.
- Fix: Turret packs could be thrown onto trees.
- Fix: Pawns tending others not being interrupted if the target leaves.
- Fix: Performance issue when selecting lots of animal beds.
- Fix: Meditation offset lines are drawn between the building and itself when being reinstalled.
- Fix: Starvation alert not updating for pawns in caravans.
- Fix: Manhunter_Bloodrain message repeating too frequently and unable to be translated correctly.
- Fix: Void structures spawning in front of monolith.
- Fix: Ghouls aren't tendable.
- Fix: Mutant skill disabling causing issues with various mods.
- Fix: If no colonists are spawned on the map, venerated message shows when designating animals to hunt.
- Fix: Revenant trance wasn't cleared if revenant was killed after attacking while stunned.
- Fix: Error when hypnotized pawn is despawned.
- Fix: Typo in ritual thought.
- Fix: Sculpture graphic index not maintained if style was manually set in bill.
- Fix: Error on growth moment dialog.
- Fix: Backstory has incorrect work disables.
- Fix: World pawns with duplicate sickness not dying.
- Fix: Revenant progressedLetters fail to mention firefoam.
- Fix: Right side of dev bar blocking colonist bar clicks.
- Fix: Struck ore message look target lost after save load.
- Fix: Mote attempted to spawn on null map with psychic ritual.
- Fix: Attack jobs getting cancelled against faction animals.
- Fix: Psychic ritual invokers being killed not canceling cultist psychic rituals.
- Fix: "Form Caravan" gizmo missing on certain maps after being settled.
- Fix: Constructed TargetInfo with null map.
- Fix: Pack animal graphics not always being invalidated.
- Fix: Typo in golden cube description.
- Fix: Pawns popping out of beds if force tended.
- Fix: Duplicator obelisk activation giving hostiles duplication sickness.
- Fix: Needs not being updated after resurrection.
- Fix: Situational music not always respecting volume settings.
- Fix: Some creepjoiner downsides occurring when enslaved.
- Fix: Farm animals attacking pawns without lords.
- Fix: Berserk pulse working on mech bosses.
- Fix: Lifters not able to empty bioferrite harvesters.
Hi everyone - Ty here.
Were loving your Anomaly stories! Please keep it up with the duplicated babies, shambler babies, and gray labyrinth baby drama. This expansion explores new ground creatively for RimWorld and its been incredibly gratifying to see people having new kinds of stories in the game.
Releases like this bring massive amounts of feedback, which is always incredibly valuable for us to understand how the game is playing and what people want. This time around, many players have said theyd like to be able to mix Anomaly content more into the rest of the game so it feels like less of a self-contained experience, and more like something that integrates into a normal playthrough.
Originally, we had Anomaly throw a ton of content at you guys because we wanted to be sure people would experience all the new stuff and see how much was really there. We may have pushed a bit too far there - Anomaly has tons of content and exposing it all too fast was saturating the experience. This is great for a certain type of intense, focused playthrough, but the game should also support other playstyles.
Todays update addresses that with some key changes and new features:
- Anomaly content is less dominant by default while the monolith is active. Youll see more incidents from the base game and other expansions now.
- You can customize how Anomaly-focused you want your playthrough to be. We added sliders to the game settings that let you choose how much you want Anomaly horror events to dominate the game. If you want it to be pure horror when the monolith is active, you can. If you want the horror to be a light sprinkle on top of the rest of your RimWorld, you can do that. You can alter these settings any time in the options menu by opening the storyteller settings (and this is possible on games started in previous versions).
- You dont need to see every entity on every playthrough. We reduced the number of entities you must interact with before advancing the monolith. You still can wait to see every entity, but its your choice now. This spreads the experience further over more playthroughs, if you choose.
- We've updated the Anomaly scenario to start with three researchers and a ghoul (up from two). This gets you into the meat of the game quicker when using this scenario.
Were making other ongoing minor changes as well - see the full changelog below for details. Were still watching and considering other changes, so please keep telling your stories! And thanks for your effort in writing useful and rich feedback. If youd like to help test or report bugs, please join the official RimWorld Development Discord. Join us on Reddit to discuss the update here. Also, please don't hesitate to review Anomaly on Steam! (Expansions dont get many reviews since theres no button prompt in the Steam library.) Thanks all, Ty
Changelog
- Added storyteller options to increase or reduce inactive and active presence of Anomaly events. - Reduced entity codex entry count required for monolith level 3 from 17 -> 12. - Drastically reduce the chance of getting a faction leader from skip abduction. - Reduced metal horror infection chance when an infected doctor performs surgery. - Skulls can now be consumed by harbinger trees. - Minor optimizations for food searching. - Added safety checks to RoofCollapserImmediate to prevent out of bounds. - Reduce revenant flammability to prevent it being trivialized by fire. - Increase the upper end of blood rain duration for both the incident and psychic ritual. - Added missing default constructor to PawnRenderNode_Apparel. - Added some null checks to getting invisible versions of materials. - Prevent strange signal quest from firing if the monolith has been disrupted. - Removed awoken corpses from scenario editor. - Clarify that ghouls created by the ghoul infusion operation aren't hostile. - Added custom descriptions to the diagnosed (hidden) versions of organ decay and crumbling mind to make them less confusing. - Remove min threat points for obelisk incidents to allow discovering more incidents with low colony points. Increase the earliest day that they'll occur to compensate. - Update The Anomaly scenario to start with three (up from two) researchers and a ghoul. - Clarify Anomaly threat settings tooltip. - Adjusted active monolith threat frequency calculations to allow for 100% anomaly incidents in all active levels if desired. - Added a dev tool to force end revenant hypnosis. - Removed "Simulate not owning X" options to prevent mods from disabling expansions in users' games. - Reduced entity count required to advance to waking monolith level from 8 to 7 to avoid softlocking in ice sheet biomes. - Pocket maps count towards the wealth of their parent map. - Corpses now have a 6 hour window before they'll resurrect in a death pall. - Improved target highlighting for incinerator and beam verbs. - Updated player creative rewards content.
Fixes
- Fix: Cultist faction not generating with their preset ideoligion on older saves. - Fix: Drafted tend only tends one injury. - Fix: Pawns can teleport into very dangerous labyrinth rooms. - Fix: Error when trying to debug spawn an unnatural corpse. - Fix: Corpse unburied mood not being applied if in stockpile. - Fix: Sightstealers won't attack colony mechs. - Fix: Shamblers sometimes get stuck in rising state. - Fix: Strange signal quest not ending if the map is removed. - Fix: Revenants can be infinitely studied by killing them then taking their spine to a holding platform. - Fix: Kidnappers won't try to dig their way out if they get stuck. - Fix: Ideology members count does not increase on prison release until save/reload. - Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances. - Fix: Resurrection serum fails to draw mote after pawn is devoured. - Fix: Typo "burner charges" -> "burner charge". - Fix: Twisted meat is allowed in hoppers by default. - Fix: Pawn growth points and vatGrowTicks aren't copied when a child is duplicated. - Fix: Abductor obelisk duplicating pawns. - Fix: ShipJob error with null ship. - Fix: Removing an ideology role via meme does not recalculate disabled work types. - Fix: Recipes not setting random styles correctly. - Fix: HediffComp.NotifyPawnKilled passing in instigator rather than target. - Fix: Error trying to duplicate pawn in some circumstances. - Fix: Duplicates have royalty title of original. - Fix: Typo in dreadmeld discovery message. - Fix: Head apparel is using the body mesh set instead of the head mesh set. - Fix: Icons in FloatMenuOption do not scale with text size. - Fix: Duplicate translation entries for crawling inspect strings. - Fix: Duplicated pawns will be the mother of the child if the original was the mother. - Fix: Messages about cube withdrawal for gone temp pawns. - Fix: Errors while mouse cursor holds a jumppack jump order while pawn is flying. - Fix: Rare edge case where a worshipful village spawns without a terminal due to lack of room size. - Fix: Inconsistencies with shambler tending rules. - Fix: Raised shamblers getting bestowing ceremony quests. - Fix: Revenant hypnosis not wearing off in specific circumstances. - Fix: Typo in hate chant letter. - Fix: Peeking with an incinerator could sometimes set the shooter on fire. - Fix: Babies could have void curiosity. - Fix: Containment tooltip flickering when changing. - Fix: Situational pathfinding error when studying. - Fix: Temp quest pawn corpses counting as colonist corpses after save/load - Fix: Error on taking ghoul on caravan regarding drug policy. - Fix: Ghoul tried to be a part of a marriage ceremony. - Fix: Harbinger stump descriptions mention wood. - Fix: Error with psychic harmonizer. - Fix: Analysis projects would throw an error if attempted after finishing event. - Fix: Conversion warning from prisoner guest tab. - Fix: Refueling campfire canceling dance party. - Fix: Nociospheres sending unstable letters after already departing. - Fix: Books in scenario parts not being initialized. - Fix: Colonists unable to take items in containers into portals. - Fix: Bioferrite not showing up in ingredients list for ceremonial hood. - Fix: Typos in backstory. - Fix: Carry to biosculptor pod job fails on colonist prisoners. - Fix: Starting animal edit interface not displaying correctly on large UI scales. - Fix: Performance drop calculating containment strength for outdoor holding spot/platform. - Fix: Analyzable gizmo disabled if no research bench available. - Fix: Void provocation unable to fire harbinger tree sprout incident. - Fix: Error when rendering belt node with null wornGraphicData. - Fix: Duplicates' unborn babies not inheriting source unborn baby's xenogenes. - Fix: Caravan ambushes ending despite colonists having death refusal. - Fix: Prisoners getting both monster by bed and imprisoned with entity mood debuffs. - Fix: Creepjoiners can be enslaved without responding. - Fix: Returning from labyrinth not using the correct map when selecting the return cell. - Fix: Revenant causing permanent stun. - Fix: Shard inhibitors can be rotated. - Fix: Desiccated deer artwork had incorrect scaling for North/South directions. - Fix: Colored text broken in mod config for some translations. - Fix: Error when targeting empty colonist bar entry. - Fix: Monolith spawning too close to geysers in rare circumstances. - Fix: Player shamblers show up in the schedule tab. - Fix: Able to order monolith activation when there is no path. - Fix: Cubes enthralling pawns on different maps/caravans. - Fix: Nociosphere not returning to its original location on activity activation. - Fix: Metalhorrors not emerging once enough of your colonists are infected. - Fix: Deathless pawns dying without correct injuries from failed surgery. - Fix: Child shamblers can arrive with children disabled in storyteller settings. - Fix: Child ghouls causing errors on attempting to get body graphic. - Fix: Chaos skipping into a fogged area doesn't clear fog. - Fix: Incinerators with shield belts cause "shield user has ranged weapon" alert. - Fix: Error when wastepack infestation occurs near map edge, attempting to spawn outside of map. - Fix: Custom xenotypes lose their custom icon when duplicated with obelisk. - Fix: Gender typo in creepjoiner letter. - Fix: Text formatting for nociosphere gizmo inconsistent.
The RimWorld - Anomaly expansion is out now!
https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ We're celebrating Anomaly's release with a sale on all previous RimWorld releases: Get 20% off RimWorld and 10% off the Biotech, Ideology, and Royalty expansions! [previewyoutube=59ooT57Lo3g;full][/previewyoutube]
UPDATE 1.5
RimWorlds free update 1.5 is out now! This update adds a ton of content, improvements, and fixes. Read about it here or check out the full changelog here.
ANOMALY ORIGINAL SOUNDTRACK
We've also released the RimWorld - Anomaly Soundtrack which contains 11 tracks of awesome ghoulish tunes by RimWorld composer Alistair Lindsay.
COMPATIBILITY FAQ
- Unmodded savegames from 1.4 will load in 1.5.
- If you want to keep playing on version 1.4, use Steam beta branch "version-1.4.3901". To do this, right-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.
- A large number of mods have already been updated to version 1.5 by our amazing modders. However, some mods are not yet updated and won't work on 1.5.
ANOMALY
We want to hear all about the horrifying adventures, so share them with us on Reddit! If you need to report a bug, please join the RimWorld official development Discord. Anomaly is available in the following languages: English, German, French, Japanese, Korean, Polish, Russian, Latin Spanish, Simplified Chinese, and Traditional Chinese. We covered a lot of Anomaly's content in our preview blog posts, but you can also go in blind and avoid all spoilers!
- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- Anomaly preview #2: Containment facilities, creatures, and release date
- Anomaly preview #3: Cultists, hate chanters and rituals
- Anomaly preview #4: Cubes, spheres, obelisks, soundtrack and languages
- Anomaly bonus preview: Ghouls, ghouls, ghouls
Hi folks! Only ONE MORE DAY until RimWorld - Anomaly, free content update 1.5, and the Anomaly OST are out! They all release tomorrow Thursday, April 11 at 10 AM Pacific time. This is super-bonus content just for you on Steam. (The cube didnt say we couldnt, which is as good as permission, right?) Today were talking about ghouls.
SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion.
You can also check out our previous preview blogs:
- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- Anomaly preview #2: Containment facilities, creatures, and release date
- Anomaly preview #3: Cultists, hate chanters and rituals
- Anomaly preview #4: Cubes, spheres, obelisks, soundtrack and languages
- [HERE] Anomaly bonus preview: Ghouls, ghouls, ghouls
GHOULS
The aptly named ghouls are former humans, turned into maddened, flesh-craving idiots by the bioferrite forced into their living bodies. (I bet they can pick up 5G too.) You'll usually first see these when one attacks your colony without warning, brandishing its bioferrite spikes. Ghouls are ravenously aggressive and never feel pain, so hit them hard from a distance. If youre luckier, one might crashland a transport pod nearby - having presumably left devastation wherever it came from. The ghoul will start in shock, but will soon recover and attack anyone it sees. It can be captured to a holding platform for further study. Capture it, or kill it, before it wakes. This being RimWorld, you can create your own ghouls using your harvested bioferrite and a surgical procedure. Be warned, this is irreversible. For those you dislike, itd be kinder to mindwipe or lobotomize them.
If the hideous surgical procedure is a success, this once-human becomes a strong, relentless melee combatant, useful for fighting tougher enemies and tanking in larger-scale battles. Ghouls only fight - they cannot work. And if they are killed, you can revive them with an injection of a ghoul resurrection serum!
THE GHOUL IN YOUR CROWN
Ghouls cannot carry equipment - theyre too far gone for that. However, given the unnatural resilience of their half-dead bodies, ghouls can be augmented with a variety of dreadful implants.
Implants are the height of mostly-dead fashion. They can be protective, like bioferrite armor plating or a metalblood heart, both of which improve the ghouls survivability at the cost of speed. Aggressive implants include a corrosive heart that enables it to spray acid, an adrenal heart that lets it move and attack impossibly quickly, and barbed bioferrite spikes which improve its melee damage while slowing it. (You try running with bioferrite railroad nails stuck through your body) Get a ghoul-friend today!
ANOMALYS RELEASE DAY
https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Yippee, it's almost release day! Remember to wishlist Anomaly so you get notified when it's out. You can check the store page to see the countdown timer too. You can chat about this bonus post with us on Reddit here! I'll see everyone tomorrow! - Tia
Hi folks! Only 2 more days until RimWorld - Anomaly and free content update 1.5 are out! They both release on Thursday, April 11 at 10 AM Pacific time. (Theres also a timer counting down on the store page!) https://store.steampowered.com/app/2380740/RimWorld__Anomaly The RimWorld - Anomaly original soundtrack will be available on April 11th as well! This OST comes with 11 tracks and nearly an hour of awesome tunes made by RimWorld composer Alistair Lindsay. Also, Anomaly is launching with full support for 10 languages! On release day, you can play Anomaly in English, German, French, Japanese, Korean, Polish, Russian, Latin Spanish, Simplified Chinese or Traditional Chinese. (Huge thank you to our community translators for helping us out with these!) All of these translations will be editable via the translation GitHub pages to allow for changes and improvements.
SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion.
Todays preview blog talks about the less-obvious and more-insidious threats youll face in Anomaly. Terror comes in all shapes and sizes. Also, check out our previous blog posts below:
- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- Anomaly preview #2: Containment facilities, creatures, and release date
- Anomaly preview #3: Cultists, hate chanters and rituals
- [HERE] Anomaly preview #4: Cubes, spheres, obelisks, soundtrack & languages
- Anomaly bonus preview: Ghouls, ghouls, ghouls
THE CUBE
Obviously, the golden cube is no threat. Its no more than a beautiful gift sent by a good friend. This hand-sized cube shines like gold, but is impossible to scratch. As everyone knows, cubes make perfect companions.
Its always invitingly warm to the touch, like a trusted pet or a hug from a good friend. If you look closely, youll see more than gold in the delightful way light plays across its surface. If you love the cube like we do, why not make a sculpture of the cube? Dont listen to the others who say that were unhealthily captivated by the cube. Ignore those who claim that our curiosity progressed to fascination and into obsession. That were psychically compelled to interact with it, and we feel sick if we cant. Theyre just jealous of our perfect, wonderful cube.
THE NOCIOSPHERE
The nociosphere is very much not as lovable as the cube. Even being near it hurts. Its made of dark metal, covered with curved and jagged grooves, and emanates sensations of pain. More worryingly, when it appears, the sphere appears to be increasing in activity. Its not clear what will happen when this peaks but, if you capture it, you can decrease its activity by suppressing it. Then, you can study it.
If you study the nociosphere, you can learn that it has a single purpose - to inflict pain. If you can keep it suppressed, you will learn how to intentionally activate it, turning it into a weapon to use against your foes. When activated, the nociosphere will teleport to a remote location of your choice and unleash a barrage of pain on anyone nearby. The nociosphere will continue to hunt down living creatures until it is destroyed, or it chooses to depart. This leaves you free to love the cube.
THE OBELISKS
Weve gone from squares to circles and now to triangles. There are three varieties of obelisk, each with a different horrific effect. They all arrive from space, and they all radiate the same putrid psychic energy, which gradually intensifies as it approaches some dangerous limit. You can send colonists to suppress an obelisk to prevent it from activating. You can also mark it for study to try to learn its purpose and perhaps make use of it. Or, you can attempt to destroy it - but doing so may unleash dangerous phenomena.
Once youve completed your research, your colonists will discover that it is a fragment of a much larger archotech structure that can act on organic matter at a distance. You may discover its function sooner than that, though - sometimes the obelisk self-activates, and sometimes merely suppressing or studying it is enough to unleash its power. Love the cube. The warped obelisk can turn living organisms including animals and people and trees into bloody flesh monsters. A colonist can be mutated in several different ways, from growing a bone-bladed tentacle to twisting their internal organs into something thoroughly alien. Less monstrous but just as terrifying is the twisted obelisk. This doesnt change an organism. Instead, its crackling energy seems to pull on nearby living things, eventually snapping them away to somewhere else. If a colonist is taken, youll have to hope they can find their way out of the endless rooms and hallways.
The final monolith-wannabe is the corrupted obelisk. This uses its inhumanly complex power to duplicate intelligent creatures, theoretically without limit. Your colonists twins are not always hostile, but the duplication process is imperfect and any twins will need the finest medical care to survive.
THE ENDGAME
The monolith is the source of everything. The monolith is the conduit. Its power must be defeated. It threatens to twist and destroy everything we know.
But the only way out is through. You must grow the monoliths power, widening the conduit that leads into the void, until you can finally crack it open and face the world-twisting hell it unleashes. Only then will you be able to step through into a place of nightmares, touch the machine god, and choose your fate.
ANOMALYS RELEASE DAY
Thats all for now! RimWorld - Anomaly and free content update 1.5 release this Thursday, April 11, 2024. Please wishlist Anomaly on Steam and share the news with your friends! Weve seen how excited people are and all of your awesome comments, videos, fanart, and threads. You can chat about this post and count down to release day with us on Reddit. Thank you so so much for your support everyone! See you on Thursday! - Tia Worship the cube.
SPOILER WARNING: Read at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion.
Were releasing RimWorld - Anomaly on April 11, 2024! (Thats 1 week away!) You can read the announcement here. https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Check out our previous blog posts below:
- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- Anomaly preview #2: Containment facilities, creatures, and release date
- [HERE] Anomaly preview #3: Cultists, hate chanters and rituals
- Anomaly preview #4: Coming soon!
CULT RITUALS
Rituals were introduced in the Ideology expansion, allowing followers of different ideologies and religions to gather for ceremonies that would have social effects. Rituals in Anomaly are similar but go further, drawing upon the psychic power of a dark archotech to twist the laws of physics. Your colonists arent the only ones who can learn these rituals. A cult has formed that worships the insane machine-mind. They will arrive and perform a number of rituals to attempt to destroy you.
Sometimes they will form a ritual circle and abduct one of your colonists by teleporting the victim to them (called skip abduction). Other times, they will summon a horde of bloody fleshbeasts to assault you. They may surround the colony entirely, in a massive crowd, chanting in dark tones as they call forth the essence of hatred. These hate chanters will slowly drive your colonists insane until you go out to stop them.
BASIC RITUALS
Players can use these same rituals, and many more. To perform them, you need a ritual spot. If you can surround it with hideous bioferrite sculptures of the void and archotech shard beacons, so much the better. And dress your worshippers in a ceremonial hood or cultist mask to fit the void aesthetic.
Beyond the two basic rituals that the cultists can perform, the player can perform draw shamblers, draw animals, and void provocation.
REGIONAL RITUALS
These rituals are like listening to a motivational speaker, but even more soul-destroying. These are pleasure pulse, neurosis pulse, and blood rain. Pleasure pulse is the simplest. Like a region-wide psychic emanator, it makes your psychically sensitive colonists happier. However, unlike the emanator, it also reduces their desire to work. Neurosis pulse is an inversion of pleasure pulse. It drives your psychically sensitive colonists so that they work faster. However, it also irritates them whilst decreasing their need for recreation, meaning that theyre more likely to have a mental break. Use with caution!
Blood rain is a dangerous ritual. It causes a blood-like psychofluid to fall from the sky that drives exposed animals and humans into a berserk frenzy. Be prepared if you must use this, putting all but the psychically deaf under shelter.
INDIVIDUAL RITUALS
Like skip abduction, many of the more horrible rituals require a living human target. These are imbue death refusal, psychophagy, chronophagy, philophagy and brainwipe.
Imbue death refusal links an individual with the void, preventing their final death. They still need to die for it to work, but it will bring them back near-instantaneously, in good physical condition. It does have side-effects however - notably the psychological impact of having died - and it wears off with use. The three -phagy rituals all have similar cruel effects. With psychophagy, the ritual invoker steals the victims psychic sensitivity; chronophagy steals their youth, aging them rapidly, whilst the invoker becomes younger; and philophagy steals their wisdom, giving the invoker their best skill. All three cause brain damage, putting the victim into a coma for several days. Think about what youre willing to do to a prisoner before using these.
Brainwipe is the final ritual, which erases a persons memories without giving them to the ritual invoker. Given the many traumas a colonist can suffer in RimWorld, this is sometimes a blessing. They will forget them, alongside any allegiance they had. This will also make any prisoners with it easier to recruit, even unwavering ones. However, like the -phagy rituals, it can induce a long coma if the brainwipe ritual goes poorly.
TO COME
Its almost time Anomaly and update 1.5 is only 1 week away! We have one more blog post before then - see you there! In the meantime, chat with us on Reddit and wishlist Anomaly so youre emailed when its out! Bye bye, Tia
SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion.
Hello, its Tia and Im back with our next preview blog of RimWorld - Anomaly! Also, mark your calendars: Anomaly releases on April 11, 2024. Wishlist now to be notified when its out! https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Check out our previous blog posts below:
- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- [HERE] Anomaly preview #2: Containment facilities, creatures, and release date
- Anomaly preview #3: Coming soon!
- Anomaly preview #4: Coming soon!
CAPTURE: SHAMBLERS
The first step is to work out how to take down and capture these entities without killing them. The most straightforward entities are the walking corpses known as shamblers. Deadlife dust is a cloud of corrupted archites that raises any corpse it settles on as shamblers, repairing their rotting bodies for a time. Its similar to the old resurrector mech serum, but far more twisted.
Deadlife dust works on all kinds of creatures (even your own dead colonists and beloved pets), but it doesnt last forever. In a few days, the archites run out of power and the shambler returns to death. Colonists can weaponize deadlife dust as mortar shells and IEDs. Shamblers created this way will not attack your colonists, which means a battlefield of corpses can suddenly become gruesome weapons for your colony. The shambling dead you encounter will attack all living creatures relentlessly and their immunity to pain makes them difficult to kill. However, that resilience is useful, because you want to take one alive. Work to incapacitate one by firing at it or hitting it with a blunt weapon. Then you can move on to step two: contain (described further down).
CAPTURE: REVENANTS
More difficult to capture is the revenant, a psychically-invisible human hunter that alternates between hunting people and hiding in its lair. The name revenant comes from an old outlander tale about an evil spectre that haunts a village and every night rips a victims soul from their body. It leaves the vacant body behind, keeping the soul enslaved in its own personal hell.
Revenants can use psychic influence to appear invisible and enter your colony unseen. Once they get hold of a colonist, they can hypnotize him into an endless nightmare. The revenant will return again and again over time, hypnotizing your people one by one until it is stopped. There are ways to track the revenant. If you damage it, the creature may leave chunks of flesh behind which you can study to improve your tracking. It can also be detected by proximity alarms, and its invisibility can be disrupted when its hit by EMPs, explosions, firefoam, fire or special bioferrite disruptor flares.
After each hypnotic attack, the revenant needs to sleep. Take this opportunity to form your hunting squad and find its lair while it hibernates - and attack it before it wakes.
CAPTURE: METALHORROR INFESTATIONS
Someone is infested. Someone is not who they seem. But who? Metalhorrors are parasitic creatures that control their hosts with filaments spread throughout the nervous system. They imitate their hosts behavior nearly perfectly, manipulating them to find opportunities to secretly infest other colonists. As they multiply and grow in your colonists, they shed fleshy gray tissue - liquefied remains of their victims. If you find this tissue in your base, it is time to become suspicious and afraid.
There are many ways you can identify the infested. Analyze the gray flesh you discover to identify the metalhorrors host, then perform surgical tests on your colonists but can you trust your doctors? You could quarantine colonists to their rooms to see who the flesh comes from, or imprison and interrogate suspects to see if they give anything away. Of course, this all takes time, and the infestation could be spreading If detected, the metalhorror will cut its way out of the host and attack. Be careful when investigating you may have a fight on your hands.
CONTAINMENT PROTOCOLS
So youve damaged an anomalous entity enough that its incapacitated? And some of your colonists are still alive? Well done! Now you can contain it and experiment on it! Have one of your colonists carry the downed entity to a holding spot. These primitive roped locations can briefly restrain the weakest entities. Here your colonists can study them for uncanny research.
However, if you dont actually want them to escape and tear your colonists to pieces, a mere holding spot wont do. Build a proper secure facility, starting with a containment platform, which comes with built-in restraints. (You need one platform for each entity.)
To prevent an escape, colonists can also suppress entities or build an electric inhibitor to suppress them automatically. Wise colonists will also build separate containment cells, using special bioferrite flooring and walls that further suppress the creatures. Be sure to lay out your containment facilities carefully. Keep an eye on each entitys suppression level. Have killing fields and layered defenses prepared for when they escape. Because they will, inevitably, and every containment plan is only as strong as its weakest point.
RESEARCH & HARVEST
Once an entity is restrained, colonists can study it. To do this, youll need to ensure a colonist is assigned to dark research. This separate technology track gradually increases your knowledge of the dark archotech behind the incursion. It also teaches you more about rituals, archotechnology, serums, and weapons.
Each entity can also be harvested. Build an electroharvester to draw electric power from the entity. A bioferrite harvester will generate organic metal which can be used for later power generation, sculpture, or outdoor heating, or for crafting at the new bioferrite shaper. Note that both of these activities increase the entitys rage, making it more likely to escape and take its revenge.
DARK ARTS AND CRAFTS
Now you have a regular supply of bioferrite, you can have fun with it - if your idea of fun is creating impossible monsters and strange machinery. (We know ours is.) If you build a bioferrite shaper workbench, you can craft new gear and weapons from the organic metal. The weapons include:
- Nerve spiker: A crossbow loaded with toxic spikes that stun organic creatures.
- Incinerator: A terrifying flamethrower with an alternate-fire mode that produces a giant gout of flame (shared by the Hellcat assault rifle).
- Deadlife IEDs, mortars and packs: Distribution packs that allow you to raise shamblers from nearby corpses.
- Disruptor flares: Short-lived bioferrite beacons which stun psychic creatures and reveal invisible ones - useful for sightstealers and revenants.
- Voidsight serum: Increases dark research speed at the cost of sanity.
- Juggernaut serum: Increases strength, speed, and recovery time.
- Metalblood serum: Makes a person resilient to damage, but vulnerable to fire.
- Mind-numb serum: Deadens emotions, preventing mental breaks at the cost of stopping inspirations too.
Using bioferrite, humans can be surgically (irreversibly) transformed into ghouls. These are mindless flesh-craving killers and fearless melee combatants who can be augmented with a variety of dreadful implants. (Ghouls will be discussed in a future blog post!)
TO COME
Weve still got more horrifying reveals to come for Anomaly, and April 11th is only 2 weeks away! Let us know what you think on Reddit and please wishlist Anomaly so youre notified when its out! - Tia
Hi everyone! Tia here with the first of our Anomaly feature blogs where we go over the expansions content in detail. Well be posting these blogs leading up to release - which is in 3 weeks! If you missed RimWorld - Anomalys announcement, read it here! And please wishlist Anomaly! https://store.steampowered.com/app/2380740/RimWorld__Anomaly/
REMINDER: Spoilers ahead! Reading these blogs will reveal some of the surprises in the expansion.
In the narrative framework of Anomaly, there are many threats. Some are mysterious and attractive, like the delightful golden cube. Others are insidious and progressive, like the metalhorror infestations. Finally, some threats are direct and aggressive. Todays feature blog covers the latter - a family of new fleshy threats in the expansion: the squealing flesh beasts, their disgusting momma, and the all-consuming fleshmass heart.
THE FLESH BEASTS
You intercept a distress signal from a nearby camp. The frantic voice begs you to save them from something horrible and offers everything at their camp in return, including shards of dark archotechnology. As the voice tries to explain whats happening, the signal goes dead. If you choose to help this poor soul, assemble your caravan and come well-armed.
You arrive - and its a massacre. Bodies everywhere, fleshy creatures roam freely, and throbbing tissues cake the walls of the encampment. Giant burrows dot the grounds surface, connecting to tunnels deep in the earth. These cancerous enemies are an amalgamation of many tissues and parts. When you destroy a bigger one, it explodes into several smaller creatures. This means one flesh creature can become many and easily overwhelm your soldiers and defenses. Embedded in the organic mass are fleshbulbs, organs that store and refine nutrients. This chemical process generates a soft bioluminescent glow, allowing you to see the full extent of the horror, day or night. If youre fortunate when investigating an area blighted by the fleshmass, you might stumble across a swollen lump with something inside. These are fleshsacks - stationary fleshbeasts that act as digestive organs, supplying the surrounding fleshmass with nutrients. Note that fleshsacks are unable to break down non-organic matter, meaning that valuable items can occasionally be found within - if you want to go rummaging in there! There are many approaches to clearing out a flesh infestation: you can focus on systematically slaughtering the remaining flesh beasts with guns, or bring out the incinerator to properly cleanse the area (with the risk of destroying flammable loot), or work on filling in their burrows first to prevent further reinforcements.
THE FLESHMASS HEART
If youre unfortunate enough to encounter the fleshmass heart, it starts with a small circle of terrain that shifts and cracks apart, pulsating rhythmically as something digs upwards. Eventually, the fleshmass heart will emerge. It is a cancer-like creature that grows flesh across (and under) the surface. From the heart, grows the fleshmass. This is an enormous assimilating creature that spreads across the landscape, consuming and covering the whole map with a quivering mass of meat. It defends itself with beasts and acid. You must fight it to acquire samples of its nervous system, then study them until you can venture to its heart and kill it for good.
The resulting fleshmass is a solid wall of twisted flesh, which throbs and shivers with horrible life. As it grows from the heart, it puts arterial roots into the ground in its quest for nutrients. For any nearby colonists, the choices are simple - flee the colony or discover how to destroy the fleshmass. Whilst the heart itself is invulnerable due to rapid regeneration, the mass is susceptible to attacks. However, that doesnt mean that its without weapons...
Embedded in the mass are spitters, defensive organs that filter toxins from the surrounding biomass, concentrate them into potent acid, and then spit it long distances. You dont want your colonists to get hit by those. The second line of defense is fleshbeasts, which normally emerge from temporary pit burrows that connect to a cave network deep below. These can be roughly categorized, depending on their mass. Toughspikes are man-sized lumps of roiling flesh with 2 spiked limbs and a keratin-armored carapace. Trispikes are smaller three-pronged entities, which break down into the singular fingerspikes when killed. All of the spike entities also throw hardened keratin or bone spikes.
Once your colonists have defeated the fleshbeasts and killed enough fleshmass nerve bundles, they will have gathered several neural lumps. Research these and youll discover the secret to defeating the heart, allowing you to capture and study it oh, what? You thought that was the end? Thats just one way it could go.
THE PIT GATE
Another time, the ground might shake with a different result. Now a larger piece of terrain has begun sinking into the depths, forming a deepening hole, much wider than before. Inhuman shrieks rise from the depths. It'd be wise to move your colonists, buildings and items away from the emergence point.
Within a day, the pits floor will vanish from sight, falling into the depths where the fleshmass heart came from. A pit gate has formed and will remain open until you collapse it, occasionally releasing foes. To celebrate, a horde of fleshbeasts emerges, along with a noxious stench of rot To close the gate, the colonists must descend into it. Under the ground all is flesh, having infested a massive cave system. The tunnels are so crammed with biomass that its supporting the ceiling and walls, making it thoroughly unstable. Defeat the motive force of the fleshmass and the tunnels should collapse.
That motive force is housed in a dreadmeld - a mammoth leader creature made up of dozens of smaller fleshbeasts and buried inside the stinking fleshmass. Its psychic connection to the fleshmass filling the cavern is strong. So strong that killing the dreadmeld will destabilize the whole organism! If you manage to take down the flesh momma, grab what you can (particularly the strange archotech shards it drops) and flee before it collapses and buries you all!
MORE TO COME!
So thats the fleshmass, an amorphous, expanding cancerous blob from the dark-beyond. Whether it arrives as a distress call, bursts from the ground as a fleshmass heart, or lurks beneath in the twisted form of a dreadmeld, it just wishes to be loved - or rather, consume all life and turn it into more of itself. Who cant empathize with that? We hope you enjoyed our darling flesh-things. Please wishlist Anomaly on Steam and join the Reddit discussion for todays preview blog! Gaze into this twisted, dark space for more information (not too closely, lest it gaze back into you.)
- [HERE] Anomaly preview #1: The flesh beasts, pit gate, dreadmeld, and fleshmass heart
- Future blogs will be added to this list.
Were super excited to announce our new horror-themed expansion, RimWorld - Anomaly!
This expansion adds all manner of monstrous, mysterious, and maddening threats, containment facilities to capture and study dark entities, and a new reality-twisting endgame. Anomaly releases in one month!
Were also announcing the upcoming update 1.5 to the base game (which will be released at the same time as Anomaly). You can currently test this update on the unstable Steam branch - see the bottom of this announcement for details. (Note that this is only base game content - Anomaly is not yet available.)
Well be releasing more info about Anomaly in a series of blog posts over the next few weeks.
Spoiler warning: Below is a high-level description of the expansion content. There are some spoilers here.
ABOUT ANOMALY
The expansion begins when your colonists accidentally provoke a mad superintelligence. From then on, madness manifests: Monstrous creatures, mind-bending mysteries, infiltrating parasites, and sanity-shredding phenomena that twist the whole world around you. Inspired by classics like Cabin in the Woods, The Thing, The Cthulhu mythos, Hellraiser, and many more, Anomaly goes beyond fighting monsters. This expansion presents ominous, puzzling, mind-controlling, and earth-shaking threats to build your personal horror story.
Some of the twisted scenarios you'll encounter:
- At night, hear the screeching of a psychically-invisible hunter that feeds on human souls. Build proximity alarms to detect when its near, but you can only fight it when it chooses to reveal itself. Chip away at its health every time it returns, and collect and study chunks of its flesh. Turn the tables, become the hunter and kill it where it lives.
- A massive flesh creature is growing across the landscape, consuming and covering the whole map with a quivering mass of meat. It defends itself with beasts and acid. Fight it to get samples of its nervous system, then study them until you can venture to its heart and kill it for good.
- A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before its too late.
- A pulsating obelisk crash-lands near your base. You can try to suppress its filthy energy, but the obelisk may lash out and violently mutate your people, copy them endlessly, or abduct them to an endless gray maze.
- Your colonists become obsessed with a beautiful golden cube, one by one. They build statues of the cube. They worship the cube. They love the cube.
- A corpse arrives that looks exactly like one of your colonists - and seems to follow them. No matter what you do, the corpse returns
- And many more weird and horrifying events!
Horror combat
Youll fight battles against shrieking fleshbeasts, hordes of shambling undead, spherical death-machines, massive devouring water-beasts, lumpen imitations of human beings, and many more nightmarish perils. Use the monsters against your normal human and mechanoid foes where you can!
Construct new tools and gear to help you - flamethrowers and hellcat rifles, IEDs that resurrect the dead, flesh-mutating pulsers that transform living creatures, insanity-inducing weapons, and crossbows that stun your targets.
Capture and study entities in your facility
To defeat the monoliths manifestations, you must gain their power. Build a grand containment facility so you can capture monsters, study them, and exploit them. Expand it with stronger walls, floors, and doors to keep them secure. Exploit your captives to use their power against your enemies - but dont push them too far! Harvest the new bioferrite and shard resources from your malevolent menagerie to use in experimental serums, psychic rituals, ghoulification surgeries, and void-powered constructions.
Fight the cultists who serve the machine-mind
Macabre cultists will attack and perform their psychic rituals with suicidal commitment. They may stand in rows, or chant around a ritual circle, or whisper hateful psychic curses against your colony. Destroy them before they summon bloody beasts, abduct your people, or drive you mad with psychic influence. You can use the same rituals for your own purposes. Summon the massed dead, rain rage-filled blood, connect with the void, steal the minds and health of your foes, and more.
Choose your fate in a new endgame
In the end, the abyssal void will swallow the world and you must choose your fate.
WHY DID WE MAKE ANOMALY?
Ludeon Studio's founder Tynan on why he decided to make Anomaly: I wanted to give players new kinds of emotions they havent encountered before in RimWorld. Weve explored feelings around dramatic combat tension, family warmth, problem-solving and many more. Now I wanted to provoke new emotions - dread, psychological tension, suspicion and mystery. The horror theme unlocks a new emotional landscape for us to explore. There arent many games which mix management and horror either, so it was an interesting design challenge to marry these two elements. Plus I saw Cabin in the Woods and I thought the monster lab was awesome. It was important to me that this not just be a collection of monsters to shoot at, because the base game already generates those feelings of combat tension and I wanted something new. So we made sure to design the new threats to follow the arc of classic horror stories: The protagonists encounter a mystery, then realize its a threat, and try to survive while they learn more about it, slowly building advantage before they try to turn the tables. Its a very RimWorld kind of chaos when several of these things are happening at once with different threats. This was really fun to work on and I think the team did an awesome job - I cant wait for everyone to play it. - Ty
UPDATE 1.5
We have a lot to say about update 1.5 - its been nearly 18 months of work! If youre interested in trying update 1.5, you can play on the unstable Steam branch. To get access, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update.) Modders should be able to use this public 1.5 unstable branch to update their mods before update 1.5 is released to everyone next month. Read the full 1.5 changelog here (18 pages of changes!) or read the summary below. Books, bookcases, couches, ornate doors: There are now books for your colonists to read, and bookcases to store them in! Books are great for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, novels increase recreation faster, and tomes progress an Anomaly-specific research project. You can obtain books from traders or as quest rewards. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.
Couches function like armchairs but now have room for two! And ornate doors are the first 2x1 door in RimWorld (it took some work for the system to support doors that werent 1x1!). Theyre very fancy and suit throne rooms, temples, or other prestigious buildings.
Wall lamp, flood lights, and hidden conduits: Yes, you can now put lights on your walls and hide your conduits! Wall lamps and wall torches can be placed directly on walls. They function like a floor lamp or torch would, but with a little less light. Flood lights are very powerful (and expensive) outdoor lights that cover large areas, which saves you from building several small lamps. Hidden conduits are useful for two reasons: theyre harder to damage from explosions or fire, and theyre invisible to the player unless youve got the power/building UI turned on.
Performance improvements: We've continued to work on optimizing RimWorld's performance. Pawns (characters and animals) are now drawn in parallel on a separate thread, the pawn render system was rewritten to allow for easy addition/removal of visuals, and lots of optimizations were done on alerts, beauty calculations, and pen animal food-searching behavior. Crawling: When downed, humans can now crawl on the ground! Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Youll see enemies crawling around too. Its rather dramatic.
Possessions from traits: When choosing your starting colonists, theres now a chance for them to spawn with possessions related to their traits. For example, a psychopath might carry a human heart, or a pyromaniac comes armed with molotovs, or someone whos greedy could have pockets full of gold.
Mechanoid water emergence and slag chunks: Did you think the water was safe? Mechanoids can now surface from bodies of water, which requires adapting to oceans and lakes when building your bases defenses. Also, certain large mechanoids have a chance to drop a mechanoid slag chunk when theyre broken down - these act like steel slag chunks and can be smelted for steel.
Bionic jaws and organ decay: Sometimes colonists lose their jaws in a terrible accident, but they can now be replaced with the new bionic prosthetic. Keep an eye on your colonists organs too - theres a chance they may develop a very rare organ decay disease. Mine vein designator: This command orders colonists to mine out a whole mineral lump in one click. For example, if you just want to mine gold ore and want to ignore the surrounding rock, the "mine vein" tool tells colonists to mine all the visible gold plus any gold that gets revealed in the process.
Clean room: Selecting a colonist and right-clicking a room thats dirty now gives you the option to clean the room. This is far more convenient than manually clicking dirt on the floor and queueing up cleaning actions.
New wanderers after a game over: When all of your colonists are dead or gone, theres a new option as part of the game over letter to create new wanderers, if you want a second chance with your colony. This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game. This is entirely optional and you dont have to use it if you prefer a more hardcore experience. Search function: In the bottom right corner, theres now a magnifying glass icon and a search bar you can type in to find items, structures, enemies, etc. on your map. No more losing items! The default hotkey is Z. Tainted apparel visual changes: Tainted apparel (clothes worn by someone that has died) now has a distinct, darker color. Previously, it was easy to mix up tainted apparel with non-tainted apparel. UI improvements: Theres an option to make colonists moods on the colonist bar much more visible. When you zoom out very far, pawns become highlighted so theyre easier to spot on the map. We also redesigned the prisoner and health tabs and improved the research UI and policy UI for a better experience. Art improvements: Theres new and improved weapon art. We also added new immature crop art and leafless tree art for the plants missing those. Miscellaneous: There are lots of smaller things that were done for 1.5 (see the 18-page changelog), including an option to capture carried pawns without having to drop them, improved construction hauling, and better firefighting.
WHATS NEXT?
Please wishlist Anomaly!
https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ And stay tuned for our Anomaly feature blogs as we approach release day (which is in one month)! Anomaly has more content than any previous expansion. We expanded the team and worked for 18 months on this expansion and update 1.5, so its got a lot of passion in it! Anomaly adds new feelings to RimWorld. It creates moments of terror, new roleplaying opportunities, unforgettable stories, and a unique narrative experience for every player. We seriously cannot wait to let you get your hands on it. In the meantime, wed love to hear what you have to say about Anomaly and update 1.5! If youd like to help us test the 1.5 unstable build and report bugs, please join the official RimWorld Development Discord. See you soon! Ludeon Studios
Hey everyone! We're excited to announce a limited edition game bundle between RimWorld and Medieval Dynasty running from Feb 15-Feb 22.
Get 20% off when you buy the game bundle, or 20% off the game you don't own to complete the set!
https://store.steampowered.com/bundle/38635/RimWorld__Medieval_Dynasty/
Survive through time! Begin in the Middle Ages and endure hard yet wonderful times, then continue your adventure on a sci-fi Western-themed world in the far future! Medieval Dynasty meets RimWorld - a unique opportunity to experience both of these top indie hits.
About Medieval Dynasty: Hunt, survive, build and lead in the harsh Middle Ages: Create your own Medieval Dynasty and ensure its long-lasting prosperity or die trying! Play alone or team up with friends to enjoy the ultimate medieval experience.
About RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
Good luck on your medieval and sci-fi adventures!
- Ludeon Studios
Tis the season to be merry!
We had a great 2023 together with you guys! Thank you for sharing your love for what we've all created. We see your mods, art, writing, videos, screenshots, Reddit posts, lore analyses, bug reports, comments, suggestions, Steam reviews, memes... all of it! In 2023, we released our first ever official plushie (the Thrumbo), the Ideology expansion came out on consoles, and our team grew again. Also, RimWorld turned ten years old in November - that even surprised us. How can time go by so quickly?! You can find us at the official RimWorld development Discord where we test and submit bugs, on the RimWorld subreddit, or at the Ludeon Studios twitter. Please don't hesitate to leave RimWorld or its expansions a Steam review if you enjoy them! Merry Christmas, Happy Holidays, and Happy New Year! Ludeon Studios
Steam Winter Sale
Steam's running their annual Winter sale and RimWorld, Ideology, and Royalty are all on sale. Grab them as a holiday treat, or share the spirit of RimWorld this season with your friends. [url=https://store.steampowered.com/app/294100/RimWorld/]
Hey everyone. RimWorld turned ten years old on November 4, 2023, and it's just in time for the 2023 Steam Awards. You can nominate RimWorld under the "Labor of Love" category! It's been ten years of content from the Kickstarter, alpha, beta, and Steam greenlight days, plus game updates, lore, fanart, videos, streams, memes, Royalty, Ideology, Biotech, Steam Deck, console release, and much more I didn't cover. We're really proud of RimWorld and our community. Here's to more RimWorld! The Steam Autumn Sale just started as well, and we're running discounts on RimWorld, Royalty, and Ideology until Nov 28. Happy ten years! - Ty & the Ludeon team
Hello! We just launched these adorable plush thrumbos on Makeship! They're delightfully fluffy and only available for a limited time - the campaign ends May 17. (They're also our very first official RimWorld merch.)
Get your own thrumbo before they move on: https://www.makeship.com/products/thrumbo-plush
Hello hello! There's a little update today that fixes a bug where colonist assignments were removed when you entered a caravan, plus some other useful changes. :) Changelog is below! And if you encounter a bug, please share it over on our Official RimWorld Development Discord. Cheers! - Tia
Changelog
- Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt. - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings. - Updated player name-in-game content.
Fixes
- Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack. - Fixed some typos. - Fix: Magenta square fetus graphics when reloading. - Fix: Pawns leaving map have their assignments reset. - Fix: Error on corpse destruction when completedObligations is null. - Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal.
Spring is here, so were springing into action with a (small) update of fixes for RimWorld and its expansions. The changelog is below, but here are the highlights! We fixed an issue where captured prisoners were escaping from your caravans and another issue where siblings became unrelated to each other if their parents were removed from the game. If you like following these updates, youre welcome to join us and even test new builds over at the Official RimWorld Development Discord! Enjoy! - Tia
Changelog
- The bestowing ceremony lord will now be removed once the last pawn has left the map. - Removed 2 second damage stagger from tunneler mechs. Staggering is based on weapon stopping power as with all other pawns. - Update previous passion values if a child growth moment picks a skill with passion dropped by gene. - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills. - Updated player name-in-game content.
Fixes
- Fix: Incapable of violence pawns can activate rocketswarm launchers. - Fix: Error when shield belt on ground is hit by EMP explosion. - Fix: Captured prisoners escaping from reformed caravans. - Fix: Slaves freed on exiting map. - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit. - Fix: Dead calm pawns go berserk when arresting fails. - Fix: Embryo skin color not preserved in growth vat between save/load. - Fix: Pawns incapable of manipulation are able to strip targets via float menu option. - Fix: Caravans holding relics cause "relic lost" thought on map exit. - Fix: Rare exception occurring when attempting to start a queued job with a null def. - Fix: Rare error when attempting to dye buildings. - Fix: Items in fogged areas counting as complete for bills. - Fix: Invalid destination for shuttle causes errors. - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed. - Fix: Pawn sibling relationships disappearing when parents are removed. - Fix: Long range mineral scanner tune command has no description. - Fix: Hard-coded English string "No description." for commands without a description. - Potential fix for TKey system suggesting long-form translation aliases. - Fix: Missing period in legionary description. - Fix typo: "Do really want to hack..." - Fix: Awkward wording in dirtmole description.
Hello everyone, Tynan here. Good news today: We're reducing prices for RimWorld and its expansions in multiple non-USD currencies. The prices were already below Valve's recommended prices in most cases (you can see the discounts here). This price reduction will increase the discount even further. The price reductions range from 3% to 15% and affect 7 different currencies. For example, in Canadian dollars, RimWorld will be reduced from $42.99 CAD to $39.99 CAD. See the full list below. RimWorld Base Game: [table] [tr] [th]Currency[/th] [th]Original Price[/th] [th]New Price[/th] [/tr] [tr] [td]Euro[/td] [td]32.99[/td] [td]31.99[/td] [/tr] [tr] [td]Great British Pounds[/td] [td]29.49[/td] [td]28.49[/td] [/tr] [tr] [td]Canadian Dollar[/td] [td]42.99[/td] [td]39.99[/td] [/tr] [tr] [td]Australian Dollar[/td] [td]49.95[/td] [td]44.95[/td] [/tr] [tr] [td]Swiss Francs[/td] [td]37.99[/td] [td]33.99[/td] [/tr] [tr] [td]Israeli New Shekel[/td] [td]131.95[/td] [td]129.95[/td] [/tr] [tr] [td]Polish Zloty[/td] [td]144.99[/td] [td]139.99[/td] [/tr] [/table] Biotech Expansion Pricing: [table] [tr] [th]Currency[/th] [th]Original Price[/th] [th]New Price[/th] [/tr] [tr] [td]Euro[/td] [td]24.49[/td] [td]23.49[/td] [/tr] [tr] [td]Great British Pounds[/td] [td]20.99[/td] [td]19.99[/td] [/tr] [tr] [td]Canadian Dollar[/td] [td]32.49[/td] [td]29.99[/td] [/tr] [tr] [td]Australian Dollar[/td] [td]36.50[/td] [td]34.95[/td] [/tr] [tr] [td]Swiss Francs[/td] [td]27.99[/td] [td]23.99[/td] [/tr] [tr] [td]Polish Zloty[/td] [td]114.99[/td] [td]104.99[/td] [/tr] [/table] Ideology & Royalty Individual Expansion Pricing: [table] [tr] [th]Currency[/th] [th]Original Price[/th] [th]New Price[/th] [/tr] [tr] [td]Euro[/td] [td]18.99[/td] [td]17.99[/td] [/tr] [tr] [td]Great British Pounds[/td] [td]16.75[/td] [td]15.99[/td] [/tr] [tr] [td]Australian Dollar[/td] [td]29.50[/td] [td]27.95[/td] [/tr] [tr] [td]Swiss Francs[/td] [td]21.99[/td] [td]19.99[/td] [/tr] [tr] [td]Polish Zloty[/td] [td]91.99[/td] [td]84.99[/td] [/tr] [/table] Thanks for playing and to everyone who keeps contributing to our awesome community. The subreddit is always creative, the Discord is always friendly, our forums and the workshop are always full of great mods and it's all wonderful to see. Cheers. - Ty
Hi again, just dropping by with another small update. We addressed some issues with Biotech and fixed a UI scaling issue that occurred when players had DSR enabled. (UI was way too big!). The changelog is below for you to read. The update is small and should be compatible with all RimWorld savegames and mods. Just a reminder that you can share any bugs you find and even help us test builds on our official RimWorld Development Discord! Our community helps us a ton with getting these updates and fixes out quickly. :D Until next time! - Tia
Changelog
- Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. - Don't display owner types for cribs since cribs don't have their owner types changed as the room changes. - Updated name-in-game content. - Colonists can now put unadopted babies born to prisoners in cribs. - Moved speech letter translation keys to Core from Royalty. - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first. - Ageless gene stops aging progress at 18.5 instead of 18. - Unassign beds from pawns that have grown too large to fit in them. - Added an alert for babies from other factions which have no local caregivers and can be adopted. - Moved some speech-related translation keys from Royalty to Core.
Fixes
- Fix: Recommended screen resolution incorrect when using DSR. - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720) - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. - Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. - Fix: Colonist in labor letter doesn't have look target set. - Fix: Error on releasing space refugee prisoners. - Fix: Pawns considered free when using shuttle/pods, causing "Relic lost" thought if equipped. - Fix: Generated immediate family relationships unable to generate. - Fix: Fabricors not making medicine. - Fix: Paramedics not fighting fires automatically. - Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. (Eg plate armor) - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected. - Fix: Psychic suppression targeted by healer mech serum. - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed. - Fix: Error when non-human pawn reaches growth moment age. - Fix: Exception when trying to get mech with no energy need for tooltip in niche circumstances. - Fix: Inactive sterile gene affects fertility. - Fix: Gauranlen and polux seeds can be planted on hydroponics basins and plant pots. - Fix: Beard and genes offset incorrectly based on rotation in some situations. - Fix: Growth stat appearing on humans. - Fix: Lancer shoulder parts labels inconsistent. - Fix typo "crytosleep". - Fix: Typo in config error when pawn kind appears in more than one BossDef. - Fix typo: "means that so" - Fix typo "forth body ring".
Hi folks! We have a pretty small update with just a few changes and fixes to get 2023 started. This update should be compatible with all savegames and mods. Big thanks to our community for submitting bugs and testing our updates over at the official RimWorld development Discord. If you encounter any issues while playing, please share them with us on the Discord. Hope you're having fun out there! - Tia
Changelog
- Improved performance of apocriton's resurrection ability on maps with many mech corpses. - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead. - Xenotype name is locked when loading custom xenotypes from gene assembler. - Updated name-in-game content. - Moved "Person" translation key to Core. - Removed duplicate stat entry RestFallRateFactor.
Fixes
- Fix: Styling station can instantly change hair and tattoo styles by pressing Escape or Enter while the dialog is open. - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption. - Fix: Fence-blocked animals attempting to reach food that is diagonally accessible but cannot path to become stuck. - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear. - Fix: Odd ordering of animals on animals main tab in certain circumstances. - Fix: The "No trait" option on growth letters does not save and load correctly. - Fix: Releasing pawns from prison sometimes automatically recruits them. - Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion. - Fix: AI trying to use tox gas on immune targets. - Fix: Baby to child dialog becoming locked. - Fix: Newly purchased and downloaded game sometimes has extremely high UI scale, making the game unplayable. - Fix: Randomize symbols doesn't update member noun in ideology's description. - Fix: Some recipes missing ingredients in tooltip. - Fix: Reimplant ability not working with custom xenotypes. - Fix: BackstoryTitle translation key not used in Dialog_NamePawn. - Fix: {PAWN_gender ? ...} is not processed/ignored in precept tooltips. - Fix: Thought LabelCap loses lapel capitalization in PostProcessLabel. - Fix: Issues recruiting pawns in quests. - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked. - Fix: Idle and active power draw displayint incorrectly in inspect string. - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest. - Fix: Xenogerms with different genes and name stack in trade screen. - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating. - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest. - Fix typo "targetter". - Fix typo "capactities".
Ho ho ho! The Steam Winter Sale is here! We have a bunch of sales until Jan 5, 2023 to celebrate.
Thank you for a wonderful 2022! The RimWorld community has been with us at every step, helping us shape the game and grow. So keep talking to us in the Discord! Please continue to share your feedback and fanart and memes and screenshots and videos and mods and edits with us. We love your creativity and were regularly blown away by what people make and do in RimWorld. You can find us at the official RimWorld development Discord where we test and submit bugs, on the RimWorld subreddit, or at the Ludeon Studios twitter. Thank you for an exciting 2022 and see you all in 2023! Sincerely, Ludeon Studios
Hello, its Tia! Im here to share a small update just before the holidays.
Todays update comes with a looong list of fixes. Loads of these were made with the help of our testers - a big ol hug and huge thank you for helping us squash those bugs! Now children are less likely to run headfirst into danger and bestowers will get the heck outta there if theyre breathing in poisonous gas. We also added a few tools to help out our modders and community translators do their thing. The changelog is below to read over.
If you want to keep playing on the previous version of 1.4, you can use the Steam beta branch "version-1.4.3563". To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.
2022 was a wild and fantastic year for us at Ludeon Studios. We released RimWorlds third expansion, Biotech, which brought babies and children, new mechanoids, the mechanitor, gene modding, and xenotypes to the game. We ran several Steam Deck betas and became verified - now people can play RimWorld anywhere, anytime! Our team grew in size with several incredibly talented individuals at the helm. Who knows what we'll get up to in 2023.
The RimWorld community has been with us at every step, and your voices make a difference and actually shape the game. So keep talking to us in the Discord! Please continue to share your feedback and fanart and memes and screenshots and videos and mods and edits with us. We love your creativity and Im regularly blown away by what people make and do in RimWorld.
You can find us at the official RimWorld development Discord where we test and submit bugs, on the RimWorld subreddit, or at the Ludeon Studios twitter.
Mushy gushy feelings aside I wish everyone a wonderful holiday season and an excellent start to your 2023! See you guys next year, haahaaah
Sincerely,
Tia
Changelog
- Bestowers will leave if they are exposed to dense tox gas or rot stink. - Display genes regrowing duration on gene extractor float menu options if available. - Check if region has deadly danger before giving nature running learning. - Reduced explosive radius of tox shells when detonated by damage. - Added null check for Trait.ToString() per modder request. - Added a utility method and flag for determining what buildings are hoppers per modder request. (thing.IsHopper()) - Added new translation key for backstory title per translator request. - Fixed some issues related to the FloatRange widget. - Updated player name-in-game content. - Reduced performance impact of idle mechs. - Update game UI to display that bionic stomachs prevent gut worms. - Show rejected float menu option for slaves attempting to use non-slave medical beds.
Fixes
- Fix: Horizontal sliders not working correctly on Linux. Created custom horizontal sliders to bypass Unity's GUI.HorizontalSlider(). - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind. - Fix: Consume drug commands not appearing. - Fix: Furskin_Average3 head uses the wrong graphic. - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner. - Fix: Tattoos render below heavy brow. - Fix: New sliders affecting other sliders in the same window. - Fix: Traits selected during growth moments don't modify skills. - Fix: Being carried by a pawn removes any tox gas buildup on a pawn. - Fix: Unresolvable symbol in Tales_DoublePawn.xml: [executioner] should be [EXECUTIONER_nameDef]. - Fix: (*DateTime)...(/DateTime) not working in some translation keys. - Fix: Faulty report string "Extracting limestone reliquary to inventory." - Fix: Child not allowed to enter shuttle called via permit. - Fix: Second sentence of the biosculpter age reversal complete message begins in lower case. - Fix: Typo "worshiped". - Fix: Solar Pinhole cannot be created over non-edifice buildings. - Fix: Fabricor food poisoning chance is 10x too large. - Fix: Fabricor description mentions it has slug gun, which is no longer true. - Fix: Children cause the "anima linking ready" alert to be active when no adults can link. - Fix: Sliders active after mouse up outside of window. - Fix: Hemogen packs give "ate vegetarian" mood. - Fix: Errors trying to get hemogen from packs in niche circumstances. - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration. - Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn. - Fix: Incorrect dialog when completing research other than active project in some modded cases. - Fix: Potential exception throwing another error when trying to get lord.LordJob.ToString() with null job. - Fix: LetterCrafted(Legendary|Masterwork)Message(Art): Crafted item gender determination issue. - Fix: Some non-sensical zone overlapping buildings. - Fix: FloatRange widget doesn't have its current dragged handle reset on mouse up outside window. - Fix: Deathless pawns who have the deathless gene removed don't have their health updated. - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes. - Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment. - Fix: Shared ritual gizmos flickering. - Fix: Inspect pane displaying incorect power consumption with research. - Fix: Some buildings able to overlap zones where nonsensical. - Fix: Typo in chunk skip description. - Fix: Typo in colonist ripscanned thought description. - Fix: Duels continue indefinitely if the duelists don't have beds. - Fix: Exception trying to visit sick pawn with neversleep gene. - Fix: Babies being assigned child body type on load. - Fix: Radiotalking doesn't adhere to child's allowed area. - Fix: Wrong description and tooltip shown for custom xenotype pawns - Fix: Ambrosia ingestion float menu option displays untranslated key "ConsumeThing". - Fix: Ambrosia ingestion command displays untranslated key "ConsumeThing". - Fix: BulletShieldGenerator sounds in incorrect folder. - Fix: Selecting autobong blueprint causes NullReferenceException. - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene. - Fix: Create xenogerm dialog skips when scrolling.
Hi! Fresh patch notes here. Today, weve got rebalanced quest rewards and some changes for genes and children, plus various bug fixes. The changelog is available below. With the wide variety of items added over the past few expansions, it was time to revisit quest rewards. Our community's feedback and discussions on Reddit were especially useful! We wanted to make sure that quest rewards were varied and rewarding throughout all stages of the game. This update reduces the frequency of some rewards and removes others, like double beds and slab beds. Youll now see a greater variety of cool and valuable quest rewards including infinite chemreactors, techprof subpersona cores, vanometric power cells, psychic emanators, and more! We also adjusted ancient complexes to occasionally contain high-value loot. Ancient complexes should feel exciting and rewarding when you finally reach the treasure and make a daring escape, so it made sense to add a wider range of interesting items. You can also find Biotech-specific rewards like genepacks, archite capsules, or deathrest capacity serums scattered throughout a complex. Big thank you to our testers and dedicated community for helping us with these updates and giving us feedback! Join us on the official RimWorld development discord if you'd like to help test in the future. :) Please don't hesitate to leave Biotech a review on Steam. (Expansions tend to not get many reviews!) - Tia
1.4.3562, released Nov 29, 2022
- Reduce the frequency at which gunlinks and eltex shirts appear in quest rewards, as they're overrepresented at low colony wealth values. - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums. - Hospitality refugee uses the same system to determine refugee count as for beggars. - Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. - Updated player creative content. - Moved some SpecialThingFilterDefs to categories other than Root. - Minor performance improvements for xenotype editor. - Removed XenotypeSet config error warning if total weight exceeds 100% without "warnIfTotalAbove1" flag turned off. - Round growth points down on UI for clarity. - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area. - Fix: No TKey for "Patrolling.". - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building. - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony. - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. - Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. - Fix: Tox packs activate on stripping or butchering corpses wearing them. - Fix: Pawns being carried by other pawns strains psychic bond. - Fix: Hemogen wasted when refueling deathrest buildings. - Fix: Gene processor has no path cost. - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. - Fix: Children generated at tribal game start don't have natural meditation focus. - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def. - Fix: ThinkNodeConditional_UnderCombatPressure not returning correctly for minCloseTargets > 1. - Fix: "Tend to self" emergency work giver appears below non-emergency work giver on UI. - Fix: Text cut off in mod mismatch window. - Fix: Sanguophages can take too many hemogen packs for maintaining hemogen levels in some circumstances. - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets. - Fix: Drug synthesis speed stat drawer is now consistent with whether a pawn is actually going to be able to craft drugs or not.
1.4.3558, released Nov 23, 2022
- Tribal babies becoming children get natural meditation focus. - Reworked how many beggars and refugees show up depending on colony population. - Added a new "core" reward tag for common vanilla quest rewards to avoid having them diluted by future additions. - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. - Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. - Fix: Planting JobDef located in Ideology instead of Core. - Fix: Mechlink item not saved properly. Causes errors.
1.4.3557, released Nov 23, 2022
- Assign a fallback ideo to non-baby colonists during load that don't have an ideo set. - Colonists born in the colony no longer stay stuck in labor forever if the Ideology expansion was not active when they became a child. - Dependency genes override other drug-related genes. - Slow study gene applies a 50% factor to global learning instead of a -50% offset. - Added missing Biotech check to seed planting work giver. This could cause issues if players didn't own Ideology. - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree. - Fix typo: "yielding" -> "wielding". - Fix: "Child not in growth vat" thought appears for dead children. - Fix: Countdown not correctly displaying time. - Fix: Disabled "extract ovum for IVF" surgery option displays in some erroneous situations. - Fix: Inactive genes affecting needs. - Fix: 100% chance for tattoos if pawn has no ideoligion. - Fix: Wastepack dump quests descriptions unresolved. - Fix: Banishing colonists doesn't recalculate faction ideoligions. - Fix: SitePartWorker_MechCluster missing check to see if mechanoid faction exists. - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances. - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.
Hi there! RimWorld's 1.4 content update is now available! It adds cross-expansion integration with new Ideology precepts that link to Biotech, gene-modding and inheritance improvements, diplomatic reactions to pollution dumping, polux tree seeds, tribalwear for kids, and many other miscellaneous changes. In a previous announcement, Ty covered the juicy details of this update. That same announcement has been shared below, as well as the changelog with our latest rounds of testing. Thanks to everyone who helped us test this update. The community goes above and beyond with feedback and reports, and it genuinely helps us get these updates out so quickly. We've also tested the update for savegame and mod compatibility. If youd like to help test our updates in the future, please join the official RimWorld Development Discord. If you want to keep playing on the previous version of 1.4, you can use the Steam beta branch "version-1.4.3542". To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown. Join us on Reddit to discuss the update here. Also, please don't hesitate to review Biotech on Steam! Enjoy. :) - Tia
Cross-expansion integration
Weve been following feedback across the community (Reddit, Steam comments, Twitch, YouTube, and our insightful testers on Discord) to try to make sure all the details are covered. Its a very complex game at this point, so there are quite a few details - having feedback from tens of thousands of people is frankly invaluable from a design perspective. One theme thats come up is the desire for integration between expansion packs. Originally, I was a bit hesitant to put this in because I worried it would feel like locking one expansions content behind another expansion. However feedback seems to indicate that people want it, and narrative-wise, it would make a ton of sense if the ideoligions from the Ideology expansion had beliefs about xenohumans, sanguophages, children, and so on. So I decided to work on this. Ive found over the years that the wrong way to design Ideology precepts is to just think of something that seems fictionally reasonable and implement it blindly. You end up with mechanics that make sense but arent actually storyful or fun. Instead, we decided to take a goal experience approach to the design: We wrote down a list of the specific play paths and role-play stories that players might want to explore, and which would also be fun. Then we created precepts that specifically open up those play paths: Belief issue - Bloodfeeders: The vampire lord with human worshipers is a classic idea. So are the vampire hunters. This precept changes peoples attitudes towards people with the bloodfeeder gene (which in Biotech means only sanguophages, though you can of course create your own bloodfeeder xenotypes). Those who revere bloodfeeders will want them around, love them, and be fine with being fed upon. Those who revile bloodfeeders will hate having them around, despise them, love killing them, refuse to become them, and hate themselves if they are one. Bring on Draculas thralls. Belief issue - Child labor: We always had the idea of players being able to choose to invest more or less in children - to decide between using them as workers or fighters, or trying to strengthen their development with a rich and free childhood. Now ideoligions can have opinions on how this ought to be done. Those who encourage child labor will have children who work faster and not like assigning children to recreation. Those who disapprove of child labor will have children who learn faster, but adults wont be happy if children are assigned to work. Belief issue - Mechanoid labor: Machine worshippers need to be able to live off the labor of their electrically-powered buddies. When an ideoligion has mechanoid labor enhanced, mechanoids controlled by its mechanitors will work faster, but colonists will work slower (because why should a human have to do a machines job?) Belief issue - Growth vats: Ideology has technology worshippers and technology haters, and they need to be able to interact with growth vats as well as biosculpter pods. Those who see growth vats as essential will grow quicker in the vats, but be unhappy with (yuck) natural reproduction. Luddites who see growth vats as prohibited refuse to build them and will be unhappy having them around, and especially having kids inside. Belief issue - Preferred xenotypes: Whether its a baseliner purity cult or a fur-only yttakin tribe, some beliefs may place a certain xenotypes over others. An ideoligion can have up to three preferred xenotypes. If there are no preferred xenotypes, there is no effect, just like in older versions. However, if any xenotypes are preferred, believers will be happier with a colony of their preferred xenotypes and have a higher opinion of them, but a lower opinion of others. Theyll also try to refuse becoming a non-preferred xenotype and be quite bothered if they end up as one. More generally, we linked xenogene implantation to the existing body-modding precepts, so those who love or hate body mods will appropriately love or hate having xenogenes as well (note this doesnt affect germline genes, so you can still have e.g. a body purist impid ideology). Those with beliefs about autonomous weapons will extend those beliefs to the use of mechanoids as well.
Other notable features
Xenotypes breed true: Previously, there were sometimes broken-looking cases where parents with germline genes would have a child that lacked many of them. We removed some metabolism limits for baby gene generation and made the algorithm that generates baby genes from parent genes more flexible. This means that your gene-modded humans will pass down their genes completely and reliably. Loosening the economy around gene-modding: Previously, making custom xenotypes during game setup worked well, but it was quite hard to actually do genetic modification during the game. Getting your hands on the genes and building all the infrastructure was quite costly and sometimes hard to justify from a game advantage perspective. Weve tuned some systems to make gene-modding more viable. Now, quest rewards come with a lot more genepack options and theyre available earlier in the game. Weve reduced the xenogerm shock from extracting genepacks which will speed up your extraction efforts. Weve also changed how certain genes apply traits so that you can stack effects together and create more diverse xenotypes. This is an ongoing tuning effort and well be watching and dialing in the numbers to try to make gene-modding useful, moderately costly, and narratively-interesting. Polux tree seeds: These new special seeds can be acquired in a few special ways. Theyre rare to find, but with them you can plant a polux tree at a place of your choosing. Collecting polux trees is a new alternative way to suppress and remove pollution (besides the atomizer) in the late game (after it builds up in the early/midgame). Pollution dumping diplomatic responses: There are a variety of ways to deal with pollution - freeze it, erase it in the atomizer, let polux trees neutralize it, just make less of it - or export it. Weve added more depth and sensibility to diplomatic responses from other factions when you dump pollution off-map. Whether youre dropping pods of pollution straight onto their homes, or dumping them off of a caravan, or launching toxic packs into the ocean, other factions will notice and respond more consistently and interestingly. At the most basic level, this means goodwill impacts. However, there is also a small chance of new faction retaliation in response to you dumping pollution in the world - they might send punitive attacks, or even drop some pollution back onto you. Together with the polux tree seeds, we hope that this will balance the choice between different pollution management methods and make that decision more interesting, while also de-emphasizing micromanagement-heavy strategies. It also adds a bit of narrative flair to have other factions respond directly to your actions. Player-made xenotypes spawn in the world: Player-made xenotypes will now spawn in the world! Your customized pig/cat/dog hybrid no longer needs to be alone. Basically, in various random spawn situations like crash pod survivors or refugees, there is now a chance that the arriving person will spawn as any xenotype in the world. That includes modded xenotypes, as well as xenotypes created by the player. (Note: Not every player-created xenotype file is considered - only those if the xenotype is referred to in an ideoligion or the player used it for a starting colonist). And the changelog below lists a pile of other smaller changes and fixes - go read it! Thanks all, Ty
Changelog
Changes since unstable
- Players can sell genepacks currently inside gene banks. The bank must be within the beacon's radius for trading with ships.
- Identical genepacks can stack in the trade dialog.
- Removed xenotype sets from existing MemeDefs.
- Added a stat entry for humanlikes which displays their current age rate multiplier.
- Reduced the frequency of sanguophage-related quests.
- Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
- Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance.
- Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup.
- Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug.
- Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup.
- Softened metabolism costs for smokeleaf and alcohol genes.
- Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
- Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
- Slightly reduce the impact that player mechanoids have on raid points.
- Furskin and beardless genes are mutually exclusive.
- Slightly reduce work needed for terminate pregnancy operation and increase medicine needed to 2.
- Update non-combatant debug view to not draw timer on pawns which are permanently combatants.
- Fix: Missing translation keys.
- Fix: Remove reference to damage over time in acid spray description.
- Fix: TakeDrug gizmo doesn't use ingestCommandString for translation if available.
- Fix: Misc conflicting translation keys (AddPrecept, Value, Title).
- Fix: Pawns gain certainty during deathrest.
- Fix: Teenagers getting random backstories on save/load.
- Fix: Right clicking injured pawns can cause usage of un-researched bioregeneration cycle.
- Fix: Growth points are gained during deathrest when learning need is frozen.
- Fix: Bloodfeeders sometimes do not ingest all taken hemogen packs, depending on food need level.
- Fix: Mechlinks give the starting mechs more than once.
- Fix: Children attempting to draw on the floor of areas with dangerous temperatures.
- Fix: Ideoligion flooring missing cleaning time factor stat.
- Fix: Checkbox cutoff on wind turbine's auto-cut settings tab.
- Fix: Missing capitalization for xenotype name: in the editor.
- Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
- Fix: If a pawn is designated to enter a gene extractor but dies before they get there, the order is not canceled.
- Fix typo: "colony is feels".
- Fix: Pollution goodwill loss during Archonexus questline.
- Fix: Ultraheavy boss mechs are never targetable by lances.
- Fix: Enslaving a pawn removes unwaveringly loyal.
- Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
- Fix: Points not being set for pollution events.
- Fix: New joiners can spawn as the children of colonists who grew up in the colony.
- Fix: Prisoners can refuse to attend their own execution due to temperature in the ritual area.
- Fix: Pigskin factions can have quest helper snipers show up without weapons.
- Fix: Capitalization for psychic shock immune.
- Fix: Impossible relationships appearing with custom xenotypes.
- Fix: Pigskin factions can have quest helper snipers show up without weapons.
- Fix: Animals use human child and adult age rate multipliers.
- Fix: Right clicking injured pawns can cause usage of un-researched bioregeneration cycle.
- Fix: Growth points are gained during deathrest when learning need is frozen.
Big new stuff
Added precepts related to bloodfeeders:
- Revered: Bloodfeeders should be worshipped. Positive mood effects for having bloodfeeders in the colony. Negative thoughts from bloodfeeder deaths. Positive opinion towards bloodfeeders. Not bothered by being fed on.
- Reviled: Anyone who drinks blood to survive is a monster. Negative mood effects for having bloodfeeders in the colony. Positive thoughts from bloodfeeder deaths. Negative opinion towards bloodfeeders. Will not absorb or implant bloodfeeder genes from xenogerms.
- Encouraged: Children build character through work. Its important for everyone to contribute. +20% child global work speed. Negative mood offset for adults while a child has recreation assigned.
- Disapproved: Childhood is sacred. We should let kids play like kids. +20% child learn rate factor. Negative mood offset for adults while a child has work assigned.
- Enhanced: Why should we work when we have machines? +20% mechanoid work speed. -8% colonist work speed.
- Essential: We have the technology for safer childbirth and faster childhoods. 30% quicker growth speed in growth vats. Negative mood when naturally pregnant or with a child outside of a growth vat.
- Prohibited: Growth vats rob children of their childhood. Unable to build growth vats. Negative mood when growth vats are in the colony or children are in growth vats.
- Up to 3 can be chosen at any time. This includes player-created xenotypes. When chosen, believers will be happy to be and be around preferred xenotypes. Believers will be unhappy when they or others are of other xenotypes. Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. Single-xenotype NPC factions have a chance to generate with this belief about themselves.
- Xenogenes count as artificial enhancements for body modders/prosthophobes.
- Autonomous weapons include colony-controlled mechanoids for precepts.
Smaller new stuff
- Added child tribalwear.
- Added an auto load toggle for genepacks. When off, the genepack will not be taken to a gene bank.
- Added an option for selecting no trait on growth letters some of the time if there are more than two trait choices.
- Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
- Added social thoughts for giving a lesson to a child and the child receiving a lesson.
- If a child is unarmed and hasnt participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those porkchop hiding in the shed stories and might create some rimworldy strategies.
- Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
- Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
- Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
- Display recipe ingredient counts on recipe float menu option tooltip.
- Gases can travel through vents.
Miscellaneous
- Reduced the power needed for the wastepack atomizer to 400 W.
- Reduced the work needed for the extract hemogen operation to 500 (from 1500).
- Adjusted bandwidth costs for scorcher to 1 and lancer to 3.
- Increased the health of the mechanitor's remote shielder ability to 75/150/225.
- For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
- Increased the availability of gene packs from various traders.
- Increased frequency of genepacks in quest rewards.
- Xenogenes count as artificial enhancements for body modders/prosthophobes.
- Increase the apocriton's health, armor, and damage
- Apocriton can now cast resurrect without line of sight. This should make him less cheesable in narrow hallway contexts and a bit more scary overall.
- Yttakin factions no longer get desired apparel precepts, because theyre uncomfortable in all clothes.
- Buffed furry tail minimum comfy temperature offset to -10 (from -5).
- We now allow the kind trait to apply in addition to other violence-related genes.
- Cribs no longer require any research, so tribal colonies can use them in the early game.
- We now display market value on colony mechs inspect pane.
- Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally dont need them) and so will look cooler.
- When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
- Reduced the impact and duration of gene loss shock from the gene extractor.
- As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
- Renamed "child raiders" storyteller setting to "child enemies" to be more accurate.
- If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
- Allow modifying the child aging rate and babies are healthy storyteller settings even if children are disabled, in case there are already children in the game.
- Display recipe ingredient counts on recipe float menu option tooltip.
- Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
- A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
- Improved formatting of the research project content source line in the research UI.
- When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. Well tuned this ongoing as needed.
- Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
- Player is given the choice to set mechs to escort when a mechanitor leaves a map.
- Hemogen UI gizmo no longer displays when multi-selecting pawns, to reduce clutter.
- Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
- Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby.
- Fathers now get a negative thought if their child is stillborn.
- If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
- Updated the apocriton's description to note that it has a jump launcher.
- If player sends a pregnant colonist on a pawn lending quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
- Psychic bond now gives a small amount of psychic sensitivity so that it makes more sense, and as an interesting extra bonus.
- Psychic bonds can now be created during lovin' instead of just on romance attempts. This means that two people who were in a relationship when the gene was implanted can now form a psychic bond after one gets the psychic bonding gene.
- Psychic lances can't be used on mech bosses (because they trivialize the fight).
- Added a thing category for mechanitor body parts (used on stockpile config etc.)
- Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.
- Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
- Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed.
- Show birth letter for babies born from lent colonists in a PawnLend quest.
- Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
- Display conditional stat affecters from ideoligions in stats page.
- Optimization: Improved performance of AnyMechsInPlayerFaction and CompOverseerSubject.
- Add dev tool to add ideology development points.
- In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.
- Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
- Added description to "force xenogerm implantation" command.
- Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
- Bringing babies to a safe temperature jobs can now be interrupted.
- Kid tribalwear no longer lists skin layer twice.
- Added an alert which displays deathresting pawns who can be safely woken.
- Gene extractors will cancel extraction and eject the victim if they are without power for a cumulative 24 hours.
- Update the lactating hediff's description to mention that it reduces fertility.
- Lactating no longer prevents pregnancy but just applies a 5% fertility factor to the pawn.
- Update the fertility stat to read back any hediffs that are modifying fertility.
- Mood related genes no longer force traits. They apply a separate mood offset.
- Learning genes offset global learning factor of a pawn instead of forcing traits.
- Beauty-related genes offset pawn beauty directly instead of forcing traits.
- Speed-related genes offset pawn speed directly instead of forcing speed traits.
- Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to desired hemogen level.
Fixes
- Fix: Tribal children who grow up in a colony don't get the 'natural' meditation focus type.
- Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.
- Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.
- Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
- Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
- Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.
- Fix: Custom xenotypes show up with relationships that make no genetic sense.
- Fix: Hair color genes have a chance to not be passed on.
- Fix: NullReferenceException when beginning role change in extreme temperatures.
- Fix: Xenotype icon selection scrollview not working correctly.
- Fix: Some broken word replacement in the grammar code run on labelNounPretty.
- Fix: Gaining growth points with letter pending.
- Fix: Grand altar draws rotated.
- Fix: Bloodfeed can be used on pawns in mental states.
- Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.
- Fix: Apocriton appears in mech clusters.
- Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
- Fix: Genes requiring other genes can be skipped for child genes generation.
- Fix: Atomizer looks like it's rotated wrong by default.
- Fix: Pawns ignore allow zones when hauling to transport pods.
- Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
- Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
- Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
- Fix: You can start as a psychically deaf mechanitor.
- Fix: Second funeral is offered if corpse is destroyed after burial.
- Don't maintain labor progress bar effecters if the pawn is not on the map anymore.
- Don't maintain effecters for non-suspended world pawns.
Hi everyone, the unstable branch has just received a new patch. We've gotten some great feedback from the community on our 1.4 content update. Latest changelog below. The 1.4 content update has cross-expansion integration, gene-modding changes, player-made xenotypes in the world, and lots of other improvements. Read about it here! Are you interested in helping us test the 1.4 content update? We'd love it if you could share any bugs or issues you find in the official RimWorld Development Discord. To get access to the unstable branch, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update. We're trying to keep savegames compatible with mods, but it is the unstable branch so there may be things that break. Thanks everyone! - Tia
Changelog
- Xenotype editor is available on the ideoligion creation page. - Growth vat: Essential precept lists growth vat speed increase in tooltip. - Clarify some Biotech ideo-related strings. - Remove null genes from custom xenotypes on load. - Added build commands for shelves on small shelves and vice versa. - Legionaries spawn with needle launchers, a compact version of the needle gun. - Tesseron beam grasers have 50% armor penetration. - Tweaked mechs' combatPower. - Scale threat points generated by colony mechs by their combat power and a curve based on colony wealth. - Children have a natural slave suppression offset. 50% at age 3 down to 0 at age 16. - Ensure mechs on caravans are unaffected by plague dev gizmo. - Fix: Bloodfeeders reviled precept "bloodfeeder among us" thought is always active. - Fix: Foam turrets are considered threats. - Fix: Rename "terrible / great memory" genes to "slow / quick study" to avoid sharing a name with the great memory trait. - Fix: Tesseron weapon doesn't assign pawn as instigator of damage. - Fix: Pawns in gene extractors are suspended. - Fix: Psychic bonds will strain when a pawn is doing a jump ability. - Fix: Germline genes report "overridden by xenogene:" when no xenogenes are present. - Fix: Constructoid description mentions removed weapon. - Fix: Kid tribalwear requires complex clothing research. - Fix: Newly gestated cleansweeper mechs using incorrect texture. - Fix: Preferred xenotypes for ideoligions not working correctly in some circumstances. - Fix: "Skill level" in the psychic power ability tooltip. - Fix: Skill name in lesson giving/taking report string not translatable. - Fix: Carrying thing offset for children. - Fix: Manually added "s"-suffix to [soldiers0_kind] strings. - Fix: Polux trees cannot be planted without Ideology installed. - Fix: Body part group tags debug output not working. - Fix: Duplicate genes displaying in extraction message. - Fix: When shuffling parents genes into child, list is not cleared, making it always fail after the first attempt.
Hi everyone - Ty here. So behind the daily bug fixes, weve been working on a 1.4 content update with more substantial improvements and more stuff to play with. This content update comes with cross-expansion integration between Biotech and Ideology, improvements to gene modding and gene inheritance, changes to pollution management strategies, and extra polish for various gameplay elements and UI. Its nearly done and is now up for testing on Steams unstable beta branch. Everyones invited to test it, and wed love it if you could share any bugs or issues you find on the official RimWorld Development Discord! To get access to the unstable branch, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update. It should be compatible with all savegames and (generally) with mods. But being the unstable branch, there will still be bugs and missing pieces (which is of course why were testing it). Everything in the update is listed in the changelog at the bottom of this post, but lets take a look at some key elements.
Cross-expansion integration
Weve been following feedback across the community (Reddit, Steam comments, Twitch, YouTube, and our insightful testers on Discord) to try to make sure all the details are covered. Its a very complex game at this point, so there are quite a few details - having feedback from tens of thousands of people is frankly invaluable from a design perspective. One theme thats come up is the desire for integration between expansion packs. Originally, I was a bit hesitant to put this in because I worried it would feel like locking one expansions content behind another expansion. However feedback seems to indicate that people want it, and narrative-wise, it would make a ton of sense if the ideoligions from the Ideology expansion had beliefs about xenohumans, sanguophages, children, and so on. So I decided to work on this. Ive found over the years that the wrong way to design Ideology precepts is to just think of something that seems fictionally reasonable and implement it blindly. You end up with mechanics that make sense but arent actually storyful or fun. Instead, we decided to take a goal experience approach to the design: We wrote down a list of the specific play paths and role-play stories that players might want to explore, and which would also be fun. Then we created precepts that specifically open up those play paths: Belief issue - Bloodfeeders: The vampire lord with human worshipers is a classic idea. So are the vampire hunters. This precept changes peoples attitudes towards people with the bloodfeeder gene (which in Biotech means only sanguophages, though you can of course create your own bloodfeeder xenotypes). Those who revere bloodfeeders will want them around, love them, and be fine with being fed upon. Those who revile bloodfeeders will hate having them around, despise them, love killing them, refuse to become them, and hate themselves if they are one. Bring on Draculas thralls. Belief issue - Child labor: We always had the idea of players being able to choose to invest more or less in children - to decide between using them as workers or fighters, or trying to strengthen their development with a rich and free childhood. Now ideoligions can have opinions on how this ought to be done. Those who encourage child labor will have children who work faster and not like assigning children to recreation. Those who disapprove of child labor will have children who learn faster, but adults wont be happy if children are assigned to work. Belief issue - Mechanoid labor: Machine worshippers need to be able to live off the labor of their electrically-powered buddies. When an ideoligion has mechanoid labor enhanced, mechanoids controlled by its mechanitors will work faster, but colonists will work slower (because why should a human have to do a machines job?) Belief issue - Growth vats: Ideology has technology worshippers and technology haters, and they need to be able to interact with growth vats as well as biosculpter pods. Those who see growth vats as essential will grow quicker in the vats, but be unhappy with (yuck) natural reproduction. Luddites who see growth vats as prohibited refuse to build them and will be unhappy having them around, and especially having kids inside. Belief issue - Preferred xenotypes: Whether its a baseliner purity cult or a fur-only yttakin tribe, some beliefs may place a certain xenotypes over others. An ideoligion can have up to three preferred xenotypes. If there are no preferred xenotypes, there is no effect, just like in older versions. However, if any xenotypes are preferred, believers will be happier with a colony of their preferred xenotypes and have a higher opinion of them, but a lower opinion of others. Theyll also try to refuse becoming a non-preferred xenotype and be quite bothered if they end up as one. More generally, we linked xenogene implantation to the existing body-modding precepts, so those who love or hate body mods will appropriately love or hate having xenogenes as well (note this doesnt affect germline genes, so you can still have e.g. a body purist impid ideology). Those with beliefs about autonomous weapons will extend those beliefs to the use of mechanoids as well.
Other notable features
Xenotypes breed true: Previously, there were sometimes broken-looking cases where parents with germline genes would have a child that lacked many of them. We removed some metabolism limits for baby gene generation and made the algorithm that generates baby genes from parent genes more flexible. This means that your gene-modded humans will pass down their genes completely and reliably. Loosening the economy around gene-modding: Previously, making custom xenotypes during game setup worked well, but it was quite hard to actually do genetic modification during the game. Getting your hands on the genes and building all the infrastructure was quite costly and sometimes hard to justify from a game advantage perspective. Weve tuned some systems to make gene-modding more viable. Now, quest rewards come with a lot more genepack options and theyre available earlier in the game. Weve removed the xenogerm shock from extracting genepacks which will speed up your extraction efforts. Weve also changed how certain genes apply traits so that you can stack effects together and create more diverse xenotypes. This is an ongoing tuning effort and well be watching and dialing in the numbers to try to make gene-modding useful, moderately costly, and narratively-interesting. Polux tree seeds: These new special seeds can be acquired in a few special ways. Theyre rare to find, but with them you can plant a polux tree at a place of your choosing. Collecting polux trees is a new alternative way to suppress and remove pollution (besides the atomizer) in the late game (after it builds up in the early/midgame). Pollution dumping diplomatic responses: There are a variety of ways to deal with pollution - freeze it, erase it in the atomizer, let polux trees neutralize it, just make less of it - or export it. Weve added more depth and sensibility to diplomatic responses from other factions when you dump pollution off-map. Whether youre dropping pods of pollution straight onto their homes, or dumping them off of a caravan, or launching toxic packs into the ocean, other factions will notice and respond more consistently and interestingly. At the most basic level, this means goodwill impacts. However, there is also a small chance of new faction retaliation in response to you dumping pollution in the world - they might send punitive attacks, or even drop some pollution back onto you. Together with the polux tree seeds, we hope that this will balance the choice between different pollution management methods and make that decision more interesting, while also de-emphasizing micromanagement-heavy strategies. It also adds a bit of narrative flair to have other factions respond directly to your actions. Player-made xenotypes spawn in the world: Player-made xenotypes will now spawn in the world! Your customized pig/cat/dog hybrid no longer needs to be alone. Basically, in various random spawn situations like crash pod survivors or refugees, there is now a chance that the arriving person will spawn as any xenotype in the world. That includes modded xenotypes, as well as xenotypes created by the player. (Note: Not every player-created xenotype file is considered - only those if the xenotype is referred to in an ideoligion or the player used it for a starting colonist). And the changelog below lists a pile of other smaller changes and fixes - go read it! Heres hoping that the unstable branch isnt too unstable and we can release it to everyone pretty soon. Well be testing for mod compatibility and watching for gameplay feedback. Everyones invited to test and Im very thankful for all feedback we can get. If youre like to help out, please join the RimWorld official development discord. Please join the discussion on Reddit as well. The creative story continues - Weve learned a ton from feedback so far and I hope we can learn more going forward. And don't hesitate to leave a review on Biotech! Thanks all, Ty
Unstable build changelog
Note: Some items may not be fully functioning in the unstable test, but below is the target changelog for the full release.
Big new stuff
Added precepts related to bloodfeeders:
- Revered: Bloodfeeders should be worshipped. Positive mood effects for having bloodfeeders in the colony. Negative thoughts from bloodfeeder deaths. Positive opinion towards bloodfeeders. Not bothered by being fed on.
- Reviled: Anyone who drinks blood to survive is a monster. Negative mood effects for having bloodfeeders in the colony. Positive thoughts from bloodfeeder deaths. Negative opinion towards bloodfeeders. Will not absorb or implant bloodfeeder genes from xenogerms.
- Encouraged: Children build character through work. Its important for everyone to contribute. +20% child global work speed. Negative mood offset for adults while a child has recreation assigned.
- Disapproved: Childhood is sacred. We should let kids play like kids. +20% child learn rate factor. Negative mood offset for adults while a child has work assigned.
- Enhanced: Why should we work when we have machines? +20% mechanoid work speed. -8% colonist work speed.
- Essential: We have the technology for safer childbirth and faster childhoods. 30% quicker growth speed in growth vats. Negative mood when naturally pregnant or with a child outside of a growth vat.
- Prohibited: Growth vats rob children of their childhood. Unable to build growth vats. Negative mood when growth vats are in the colony or children are in growth vats.
- Up to 3 can be chosen at any time. This includes player-created xenotypes. When chosen, believers will be happy to be and be around preferred xenotypes. Believers will be unhappy when they or others are of other xenotypes. Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. Single-xenotype NPC factions have a chance to generate with this belief about themselves.
- Xenogenes count as artificial enhancements for body modders/prosthophobes.
- Autonomous weapons include colony-controlled mechanoids for precepts.
Smaller new stuff
- Added child tribalwear.
- Added an auto load toggle for genepacks. When off, the genepack will not be taken to a gene bank.
- Added an option for selecting no trait on growth letters some of the time if there are more than two trait choices.
- Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
- Added social thoughts for giving a lesson to a child and the child receiving a lesson.
- If a child is unarmed and hasnt participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those porkchop hiding in the shed stories and might create some rimworldy strategies.
- Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
- Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
- Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
- Display recipe ingredient counts on recipe float menu option tooltip.
- Gases can travel through vents.
Miscellaneous
- Reduced the power needed for the wastepack atomizer to 400 W.
- Reduced the work needed for the extract hemogen operation to 500 (from 1500).
- Adjusted bandwidth costs for scorcher to 1 and lancer to 3.
- Increased the health of the mechanitor's remote shielder ability to 75/150/225.
- For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
- Increased the availability of gene packs from various traders.
- Increased frequency of genepacks in quest rewards.
- Xenogenes count as artificial enhancements for body modders/prosthophobes.
- Increase the apocriton's health, armor, and damage
- Apocriton can now cast resurrect without line of sight. This should make him less cheesable in narrow hallway contexts and a bit more scary overall.
- Yttakin factions no longer get desired apparel precepts, because theyre uncomfortable in all clothes.
- Buffed furry tail minimum comfy temperature offset to -10 (from -5).
- We now allow the kind trait to apply in addition to other violence-related genes.
- Cribs no longer require any research, so tribal colonies can use them in the early game.
- We now display market value on colony mechs inspect pane.
- Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally dont need them) and so will look cooler.
- When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
- Reduced the impact and duration of gene loss shock from the gene extractor.
- As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
- Renamed "child raiders" storyteller setting to "child enemies" to be more accurate.
- If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
- Allow modifying the child aging rate and babies are healthy storyteller settings even if children are disabled, in case there are already children in the game.
- Display recipe ingredient counts on recipe float menu option tooltip.
- Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
- A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
- Improved formatting of the research project content source line in the research UI.
- When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. Well tuned this ongoing as needed.
- Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
- Player is given the choice to set mechs to escort when a mechanitor leaves a map.
- Hemogen UI gizmo no longer displays when multi-selecting pawns, to reduce clutter.
- Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
- Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby.
- Fathers now get a negative thought if their child is stillborn.
- If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
- Updated the apocriton's description to note that it has a jump launcher.
- If player sends a pregnant colonist on a pawn lending quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
- Psychic bond now gives a small amount of psychic sensitivity so that it makes more sense, and as an interesting extra bonus.
- Psychic bonds can now be created during lovin' instead of just on romance attempts. This means that two people who were in a relationship when the gene was implanted can now form a psychic bond after one gets the psychic bonding gene.
- Psychic lances can't be used on mech bosses (because they trivialize the fight).
- Added a thing category for mechanitor body parts (used on stockpile config etc.)
- Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.
- Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
- Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed.
- Show birth letter for babies born from lent colonists in a PawnLend quest.
- Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
- Display conditional stat affecters from ideoligions in stats page.
- Optimization: Improved performance of AnyMechsInPlayerFaction and CompOverseerSubject.
- Add dev tool to add ideology development points.
- In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.
- Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
- Added description to "force xenogerm implantation" command.
- Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
- Bringing babies to a safe temperature jobs can now be interrupted.
- Kid tribalwear no longer lists skin layer twice.
- Added an alert which displays deathresting pawns who can be safely woken.
- Gene extractors will cancel extraction and eject the victim if they are without power for a cumulative 24 hours.
- Update the lactating hediff's description to mention that it reduces fertility.
- Lactating no longer prevents pregnancy but just applies a 5% fertility factor to the pawn.
- Update the fertility stat to read back any hediffs that are modifying fertility.
- Mood related genes no longer force traits. They apply a separate mood offset.
- Learning genes offset global learning factor of a pawn instead of forcing traits.
- Beauty-related genes offset pawn beauty directly instead of forcing traits.
- Speed-related genes offset pawn speed directly instead of forcing speed traits.
- Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to desired hemogen level.
Fixes
- Fix: Tribal children who grow up in a colony don't get the 'natural' meditation focus type.
- Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.
- Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.
- Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
- Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
- Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.
- Fix: Custom xenotypes show up with relationships that make no genetic sense.
- Fix: Hair color genes have a chance to not be passed on.
- Fix: NullReferenceException when beginning role change in extreme temperatures.
- Fix: Xenotype icon selection scrollview not working correctly.
- Fix: Some broken word replacement in the grammar code run on labelNounPretty.
- Fix: Gaining growth points with letter pending.
- Fix: Grand altar draws rotated.
- Fix: Bloodfeed can be used on pawns in mental states.
- Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.
- Fix: Apocriton appears in mech clusters.
- Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
- Fix: Genes requiring other genes can be skipped for child genes generation.
- Fix: Atomizer looks like it's rotated wrong by default.
- Fix: Pawns ignore allow zones when hauling to transport pods.
- Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
- Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
- Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
- Fix: You can start as a psychically deaf mechanitor.
- Fix: Second funeral is offered if corpse is destroyed after burial.
- Don't maintain labor progress bar effecters if the pawn is not on the map anymore.
- Don't maintain effecters for non-suspended world pawns.
Hello, Im back with the details of our last couple of patches for 1.4 and Biotech. Also, our 1.4 midterm patch is just around the corner! You can view our previous patch note updates here:
If you're experiencing any issues with 1.4, Biotech, or something else - let us know in the Official RimWorld Development Discord and we'll look into it. :) We're always collecting feedback, thank you for helping us. See you soon! - Tia1.4.3541, released Nov 7, 2022
- Don't add genepacks to gene assembler dialog that are empty. - Disallow baby food and hemogen packs for chemfuel creation recipes. - Extracting hemogen no longer requires medicine and does not anesthetize the target. - Adjusted power info text for deathrest buildings. - Don't allow pawns in the gene extractor if they dont have any engineered genes. - Fix: Paramedic mechs can't carry pawns while jumping. - Fix: Softcore scanner tooltip formating. - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove. - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns. - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction. - Fix: Mech debris can spawn on the anima tree. - Fix: Emancipated slaves that are drafted stay drafted. - Fix: "No doctor" warning not appearing properly. - Fix: Empty genepacks can be extracted. - Fix: Fertilize command label is broken. - Fix: Consume hemogen packs toggle tooltip displays hemogen in % form. - Fix: Overactive temperature warning for baby moving. - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
1.4.3542, released Nov 8, 2022
- Updated name-in-game content. - Fix: Quest lodgers can do the "give up and exit" mental break. - Fix: Missing ideology check when drawing dietary type stat. - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started. - Fix: Coagulate can still be queued if hemogen is below casting cost. - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss. - Fix: Destroyed pawns can cause issues with deathrest building inspect strings. - Fix: Mechs summoned from mech drop beacons don't spawn in mech pods. - Fix: Dialog_MessageBox doesn't call Event.current.Use() in OnCancelKeyPressed() and OnAcceptKeyPressed(). - Fix: Unable to properly translate boss group apparel wave descriptions.
Hi everyone. Valve has recently released their new recommended currency conversions for Steam games and many game studios are beginning to implement these. We are planning to follow Valves recommendations and update some of our non-USD price conversions. (Note that none of our base USD prices will change - this is only about updating currency conversion rates.) In most cases our prices will remain lower than what Valve recommends. The major currencies will generally see increases of 2-10% - this includes Euros, Chinese yuan, British pounds, Canadian dollars, Australian dollars, Japanese yen, and Korean won. Biotech will change less than other products, since its prices are already more up-to-date. Some currencies stand out since Valve is recommending larger changes. In Brazilian reals, Steam recommends 101.99 BRL for RimWorld; we are planning 79.99 BRL. In Polish zloty, Steam recommends 161.99 PLN; we are planning 149.99 PLN. In Russian rubles, Valve now recommends 1200 RUB; were planning on a price under 800 RUB. In Chinese yuan, Valve recommends 128 RMB; we are planning for 114 RMB. The biggest changes will be in currencies which are currently selling at 90% off compared to the direct exchange rate. Unfortunately these huge price deltas have led to a large amount of cross-region arbitrage fraud. It is so extreme that the overwhelming majority of purchases in these regions are fraudulent. From our metrics it seems clear that we lose far more to fraud in these currencies than we gain in legitimate sales. This has been an issue across the industry which is why many games have already adjusted prices in these currencies, including Valve games, Dead Cells, Deep Rock Galactic, Factorio, Rust, Grounded, DayZ, Mount & Blade II, Euro Truck Simulator, etc. Price updates will occur on November 17. You can of course buy RimWorld and its expansions at their current prices until then. The world has changed a lot since we last set our prices back in 2018. While were not going as far as Valve and others already have, we do need our prices to make sense for the world as it is today. I appreciate your understanding and will be listening carefully to the conversation on this. In other news, on top of the ongoing 1.4 refinement updates, we've got a chunky mid-term 1.4 update on the way with a variety of new cross-expansion integration content. We've been absorbing feedback voraciously and knocking down issues and concerns one by one. I'm looking forward to telling you more about that - hopefully next week. -Ty
Hi everyone! Weve been pushing updates with hotfixes and improvements for 1.4 and Biotech over the last week. We tweaked fixes to make them more mod-friendly and have been collaborating with modders to make updates more seamless for everyone. Ive added a cumulative changelog below for your enjoyment that covers aaaall of those updates. Here are some highlights: - Mechanoids: Labor mechanoids have more work types, are more accessible, and tunnelers have more armor. Fabricors now know how to butcher and cook, and theyll be serving up hot meals for your colonists in no time. You can also leave body disposal to your lifters who can work the crematorium themselves. Cleansweeper mechanoids are available through basic mechtech research instead of standard mechtech, and tunneler mechanoids are beefier to help with melee combat. - Genes: The time required to extract genes and regrow genes was reduced - your mad scientist efforts should be a lot faster. Temperature genes were also adjusted to be more impactful, for example, heat tolerance was increased, but so was heat weakness. - Royalty: Wearing mechlord armor from Biotech satisfies the Royalty royal title requirement. (King of fashion and robots.) - Miscellaneous: We added more clarification and feedback to certain menus and alerts for things like xenogerms, buildings that summon mechanoid bosses, and subcore scanners. Lots of various fixes as well. Have you found a bug or issue? Please report it on the RimWorld Official Development Discord. We really appreciate all the reports and were constantly checking our forums, Discord, and Reddit for issues that pop up. Thanks to everyone who has helped us squash those bugs! Want your colony featured on the Ludeon Studios Twitter? Tweet us a screenshot @ludeonstudios! - Tia
1.4.3527, released Oct 24, 2022
- Updated tutorial end message to point players to the correct place for changing storyteller settings. - Flamebow now triggers "pyromaniac has incendiary weapon" thought. - Growth moment flavor text no longer appears when a baby becomes a child. - Ensure severityPerDay doesn't become 0 between save/load cycles. - Tox gas research requires machining instead of electricity. - Reduced mechanitor ship combat points by half. - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so. - Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth. - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons. - Fix: Using reimplant ability doesn't give the recipient the correct xenotype icon for custom xenotypes. - Fix: Embryo implant float menu options missing pawn icon. - Fix: AbilityOnCooldown key missing Resolve() call. - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed. - Fix: Never sleep xenohumans still rest when caravanning alone. - Fix: Scenario text cut off if tiny text is disabled. - Fix: Genetic metabolism doesn't actually affect hunger rate. - Fix: Double slab bed is not next to single slab bed in the architect menu. - Fix: Abandoning colony pawns text doesn't mention mechs. - Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks. - Fix: Can train shooting and melee on colony mechanoids. - Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active. - Fix: Non-grouped control groups have their label pluralized. - Fix: Hostile pawns try to path to destroyed structures.
1.4.3528, released Oct 25, 2022
- "My child is happy" and related thoughts can now trigger if a pawn is being carried. - Fix: Charity-believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet. - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain. - Fix: Eye cut out graphics are misaligned. - Fix: Ancient exostrider remains are failing to generate in swamp maps. - Fix: Diabolus has two 'first' body rings. - Fix: Mechs not entering transport pods. - Fix: Lifters can try to haul themselves to a transport pod. - Fix: Bossgroup drop pods don't use mechanoid drop pods. - Fix: Mech gestator draw size. - Fix: Mech charger exceeding 100% full of waste if partially emptied. - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI. - Fix: Psychic drone now properly triggers for colonists being carried. - Fix: Held babies/children will now have thoughts about how their parents are happy. - Fix: NRE when right clicking on prisoner being carried. - Fix: Mod requirements wrapping instead of truncating - Fix: Save modlist saving the filtered mod list.
1.4.3529, released Oct 26, 2022
- Added missing fill percent for gene and mech buildings. - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it. - Fix: Comms console float menu options error. - Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners. - Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately. - Fix: Some Biotech buildings can have unreachable fires in the center cell. - Fix: Clicking drums without Royalty installed produces a missing Royalty message. - Fix: Some mechs cannot load into a shuttle. - Fix: Highmates can create bonds with quest visitors and vice versa. - Fix: Error if clicking a mech booster blueprint. - Fix: Hemogen extraction can get "stuck" on. - Fix: Babies can carry items in caravans. - Fix: Deathrest buildings use hemogen when not in use. - Fix: Some randomly chosen genes not overridden properly. - Fix: Growth tier gizmo displays incorrect percent value on bar. - Fix: Giving a pawn xeno and germline hemogenic genes results in two hemogen gizmos.
1.4.3530, released Oct 27, 2022
- "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25) - Gene extractor takes 12 hours to extract genes. (Down from 24) - Remove addictions when adding chemical dependency genes. - Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to satisfy the desired hemogen level. - Reduce growth points of generated children by ~25%. - Fertility stat is no longer capped at 100%. - Deathrest buildings only drain hemogen while in use. A fully loaded deathrest building supplies 10 days of deathrest. - Don't display pick up options for drugs that the pawn will drop immediately anyways. - Re-cache CachedTextures on ResetStaticData() calls. - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set. - Babies that have fallen asleep in someone's arms no longer immediately wake up. - Fix: With toxic fallout active, inspecting items from trade ships causes errors. - Fix: Children gain growth points in cryptosleep. - Fix: Errors if bossgroups are called with the mechanoid faction disabled. - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled. - Fix: Paramedic not counted as doctor in solo mechanitor run. - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony. - Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances. - Fix: Removing passion-adding genes doesn't revert the effect. - Fix: Update steel tile description to match them having 0 beauty.
1.4.3531, released Oct 28, 2022
- Increase the tunneler's armor stats. - Allow children to wear shield belts. - Increase the radius of the pollution pump by 1 so it can reach the edge of the map. - Increase the effect of the temperature genes. - Clarify that the implanted genes ability overwrites the target's xenogenes in the tooltip. - Update the comms console spawned message to give more info on mech bosses. - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun. - Signal chips reduced to 0 flammability given how much fire the diabolus makes. - Increased EMP resistance for mech bosses. - Children can now do basic work at age 3. - Added alert for incoming bossgroup. - Adjust prevalence of nicknames among pigskins. - Add null check to StyleForThingDef. - Updated player name-in-game content. - Fix: Some hemogenic abilities can be queued without enough hemogen. - Fix: AI sanguophages can use longjump without any remaining hemogen. - Fix: Atomizer is backwards by default. - Fix: War urchins are not newborn when created by a war queen. - Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map. - Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.
1.4.3534, released Oct 31, 2022
- Mechlord armor satisfies royal title requirements. - Added more allowed work types to lifter and fabricor mechs. - Cleansweepers are now 'basic' mechs. - Reduced volume and frequency of yttakin sounds. - Added more feedback to subcore scanners. - Added 'humans only' option for bills. - Ensure GeneDefs don't have null icons on incorrect iconPath. - Fix: Working combat mechs will attack berserk colonists. - Fix: Forced lowercase in prisoner tab. - Fix: Abandoning home doesn't unlink deathrest buildings. - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest. - Fix: Melanin genes can be extracted by gene extractor. - Fix: Cannot build some things without ideoligions active (with Ideology installed) - Fix: Diabolus' fire burst shoots fuel through the walls. - Fix: Deathrest bonuses are not removed if deathrest gene is removed. - Fix: Mechanitor buildings are considered "natural" by natural meditation sources. - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene. - Fix: Pawns will continue to create a xenogerm until they pass out. - Fix: Yttakin settlements can have mortars manned by animals. - Fix: Thrall reinforcements can be passive in certain circumstances. - Fix: Same pawn listed twice as owner of bedroom if they have a deathrest casket and bed in the same room. - Fix: Genes can be given to children who do not have prerequisite gene. - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest. - Fix: Ranged enemies come into melee range consistently when shooting positions are available. - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.
1.4.3535, released Nov 1, 2022
- Adjusted gene set generation. The first gene added to a set is not restricted by metabolism limits. - Potential fix for mod-created meat defs with no source causing errors on hemogenic pawns consuming it. - Fix: Food poisoning chance is 100% for fabricors. - Fix: Pawn capacities are still affected by overridden genes. - Fix: Pawns get thoughts from overridden genes. - Fix: Exception viewing info card of things in orbital trader inventory with noxious haze active. - Fix: Lactation hediff explanation displays after gene factors on stats page. - Fix: 'Any mech' bill config not copied when copying and pasting bills. - Fix: Mechs sometimes not getting into transporters. - Fix: Rain rate displays as deterioration reason even with a roof above.
1.4.3536, released Nov 2, 2022
- Potential fix: Modded terrain randomly has far more value than it should. - Fix: Players can bypass metabolism limit of implanting xenogerms by implanting via surgery bill menu. - Fix: Firefoam poppers can trigger wastepack dissolutions even though no damage is done to them. - Fix: Fully formed combat mechs in a gestator have 10% energy fall per day. - Fix: Mechs with human makeable weapons spawn with varying quality. - Fix: Gestating mechs can be drafted from the mech table.
1.4.3537, released Nov 3, 2022
- Remove "Flesh purity" meme from waster pirate ideo choices. - Send a message to the player if a pawn is taking a baby to a safe place. - Mechs can be multi-selected from the mechanitor's control group gizmo by shift-clicking. - Added some missing [MustTranslate] and [NoTranslate] attributes to FactionDef. - Send a message notifying when a subscore softscan has completed. - Display "deathrest connection limit" and "deathrest effectiveness" stats for non-built deathrest buildings. - "Fertilize" float menu option displays whose ovum it is. - Reduced "got some lovin'" thought stacked effect multiplier from 0.75 -> 0.6. - Updated player name-in-game content. - Fix: Typo in "kind instict" gene description. - Fix: Wind turbine auto-cut toggle not working. - Fix: Multiple deathrest gizmos from having both inactive germline and active xenogene deathrest genes. - Fix: Genes losing pawn references after death->save->load->resurrect. - Fix: Players can create xenogerms missing prerequisite genes. - Fix: Drafted colony mechs remain drafted after their mechanitor develops a mental state.
Hey all, Response to the Biotech release has been amazing! Just here to let you know that we've put out two hotfix updates so far. Change logs are below. We're watching and gathering issue reports across forums, Discord, and reddit and will continue to fix critical issues as they're discovered. Less-critical things will be left for slower updates later - it's important to stick to essentials for hotfixes, because it's easy to break one thing while fixing another and maintaining stability is our top priority now. If you're willing to help report or investigate issues, please join the RimWorld Official Development Discord server. Thanks to all those who took the time to report issues. Cheers, -Ty
1.4.3524, released Oct 21, 2022
- Fix: Mods list not dirtied before sorting on reset. - Fix: Breach raids not spawning. - Fix: Children getting adult body types from genes. - Fix: Kid Romper has no alpha channel. This can cause it to render as a pink square.
1.4.3525, released Oct 22, 2022
- Potential fix for black screen when loading a game with multiple mods. - Disable growth moment letter for quest lodgers. - Fix: Temporary work restrictions affect growth moment passion choices. - Fix: Errors preventing mechs from acting in very niche circumstances. - Fix: Gene assembler artwork has incorrect import settings. - Added some mech gestation null checks for safety. - Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card. - Fix: Bandolier and sash have incorrect unfinished thing. - Fix: Shelves cause non-haulable things in the same cell to not affect beauty. - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction. - Ignore package id suffix when checking for mod requirements
The RimWorld - Biotech expansion is out! This large-size expansion revolves around babies and child-raising, genetic modification, and the ability to control mechanoids. Get it now on the Biotech Steam page! To celebrate the release, RimWorld and the Royalty expansion are 10% off. Here's the trailer: [previewyoutube=lhSLxvHsYmk;full][/previewyoutube] RimWorld update 1.4 is also released! We described the 1.4 changes in detail in this announcement. Or you can read the changelog here. Compatibility:
- Unmodded savegames from 1.3 will load in 1.4.
- Many mods have already been updated by wonderful modders during the 1.4 preview over the last few weeks. However, some are not yet updated and won't work on 1.4.
- If you want to keep playing version 1.3, please use Steam beta branch "version-1.3-latest". To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.
- Biotech expansion announced: Why we made it
- Biotech preview #1: Mechanitor infrastructure and labor mechs
- Biotech preview #2: Combat mechanoids, pollution, and super-mechanoid bosses
- Biotech preview #3: Reproduction, children, genetic modification
- Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers
Its Tynan here, bringing you our final Biotech preview covering the xenohumans who inhabit the world, their factions, and the mysterious blood-drinking sanguophages, and Biotechs price and release day. Just a reminder that Biotech releases this week on Friday, October 21, 2022! Wishlist it now to get a reminder when its out! Read the previous previews posts for Biotech:
- Biotech expansion announced: Why we made it
- Biotech preview #1: Mechanitor infrastructure and labor mechs
- Biotech preview #2: Combat mechanoids, pollution, and super-mechanoid bosses
- Biotech preview #3: Reproduction, children, genetic modification
- [Here] Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers
Xenohumans in the world
As youve seen before, Biotech lets you create your own kinds of xenohumans by mixing and matching from over 200 different genes. But this isnt just a player tool - xenohumans are part of the universe of RimWorld. Whereas RimWorlds base game has all human factions, with Biotech, youll interact with a variety of xenohumans and their new factions. We designed the xenohuman types to emerge naturally from RimWorlds fictional universe, play distinctly from each other, and enrich the game as foes, prisoners, gene farms, allies, and colonists. Embedding xenohumans into the world helps the game in a lot of ways. It lets players experience the new gene-linked abilities both as player tools and as enemy threats. NPC xenohumans are a way for you to access many genes by capturing a foe and placing them in a gene extractor. Seeing other xenohumans helps show the player the kinds of things that are possible with their own genetic experiments. Also, the xenohuman types work as a scaffolding for more content, like the sanguophages special secret quests (more on that later). Fundamentally, xenohumans make the human world more diverse. Factions feel more different when they have different combat abilities and physical characteristics. The recruits you get from different places will have more exotic abilities. Characters are more distinct from each other in gameplay mechanics and style. Handling a group of frenzied fire-breathers launching burning arrows is different from stopping the wolf escorts sent by furry yttakin riflemen. Fighting neanderthals is a slugfest; fighting wasters is a chokehold; fighting impids is a flame war. Writing the name generators for each xenotype culture was also a ton of fun. Lets look at the xenotypes in Biotech:
Pigskins
Pigskins are human-pig hybrids which are capable of two-legged movement, tool use, and speech, but which also retain many pig-like qualities. They are hardy and can eat almost anything without getting sick, but their trotter-shaped hands leave them at a disadvantage when attempting to precisely manipulate tools and objects. They don't see well at a distance, so pigskin gangs usually focus on close-range weapons. They also have a strong taste for explosives. Pigskins were made for their organs. Uncomfortable with the idea of harvesting organs from baseliner humans, a long-gone government merged human DNA into pigs to make the animals produce more easily-transplantable hearts and livers. They succeeded, but the resulting creatures became more humanlike than anyone anticipated. The pigskins faction is the rough pig union, a loose union of hardy pigskin townships. They're willing to make friends, even with thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal.
Impids
Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent. Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies. The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability. Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.
Yttakin
Yttakin (pronounced roughly as ee-ta-keen) descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife and can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before. Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets. Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield. The faction of yttakin pirates choose to be isolated, and they refuse to deal with outsiders. Theyre quick to call animal warriors against anyone who threatens or disrespects them. Underestimating their wild animal companions would be a mistake. However, a captured and recruited yttakin can be a strong ally.
Neanderthals
Neanderthals are stocky, powerfully-built humanoids. Their most salient characteristic is that they are difficult to hurt: they are very resistant to injury, and their strong immune systems protect them from infection. However, without ever having evolved in a complex civilization, they are less adept than baseliner humans at intellectual and social tasks, and their impulsiveness can make them dangerously aggressive. Homo neanderthalensis was originally an archaic population of hominids that emerged over 200,000 years ago during the Pleistocene epoch. After they were replaced by and merged with humans 30,000 years ago, they were absent for tens of thousands of years until scientists resurrected them from ancient DNA. Neanderthals now survive in sub-societies on some settled planets. On the rimworlds, neanderthal tribes carve out the same existence as their Earth ancestors did so long ago. The fierce neanderthal tribe lives in the deep wilderness. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe wont hesitate to bash in the skulls of anyone they deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. Having been on this planet for countless generations, they have no memory of how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.
Dirtmoles
With gray skin adapted to artificial light, dirtmoles thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging or mining tasks. In the open, however, they suffer from a sensitivity to light, slow speed and poor eyesight at distance. After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This xenotype are known colloquially as dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless urbworlds.
Genies
Designed to be engineers, genies' delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans. Genies were engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians.
Hussars
Hussars are engineered soldiers. They fight aggressively and with precision, heal fast, thrive in extreme temperatures, and freely ingest military drugs. They have a genetic dependence on the drug go-juice, which also makes them less likely to rebel against their commanders. While hussars' emotions make them dangerous in combat, they can't relate to baseliner humans. They are famous for their blood-red eyes and "hussar stare", a dead expression that unsettles many people. Their lack of expression and burning aggressive nature has led to many violent misunderstandings. In most societies where they live, hussars are kept separated from the rest of the population. Hussars are single-purpose tools - and they generally aren't bothered by the fact.
Highmates
Empathic and effortlessly beautiful, these designed companions and concubines have the unique ability to psychically bond with a mate. In a certain context, they seem to be perfect - happy, charming, and kind. However, they are also inept at manual tasks, physically weak, and mentally incapable of violence even if their life depends on it. On a few wealthy worlds, highmate xenogerms are commercially available and some people become highmates as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely. This particular line of highmate fits the fashions of classical Novaroma, but many other variants exist.
Wasters
Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo. Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures. The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, genies, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. Theyll always be a threat.
Sanguophages
Minor spoilers in this section - skip if you want the purest play experience! Sanguophages pass among other xenotypes undetected while concealing superhuman powers and working to satiate their genetic need for human blood. They are subjects of wild stories and childrens nightmares, and their very existence is debated. They do not reveal themselves without good reason. Powered by archites, unique micro-machines created by archotech superintelligence, sanguophages abilities go far beyond normal genetic enhancements. They are mentally adept across domains and preternaturally beautiful. In combat, they can launch deadly spines and heal injured friends. They don't age or die naturally and never suffer from disease or poison. A sanguophage can make a new sanguophage by reimplanting their own xenogerm into a person.
The price of all this is the endless red thirst. Sanguophages must regularly consume hemogen derived from human blood. Hemogen acts as a sort of fuel for the sanguophages powers. They're easily destroyed by fire, and slowed down by UV light. Sanguophages must also go into deathrest every now and then, where they enter a dormant state for several days in the darkness to regenerate their powers. This process of deathrest can be enhanced by a variety of technological structures, chief among them is the deathrest casket. The deathrest casket is an enclosed med-casket that accelerates the process of deathrest. It can connect to other devices which confer additional bonuses on the deathrester. The number of devices that can connect depends on the person's deathrest capacity, which can be seen by selecting them. The devices to connect are:
- Hemopump: This blood-refining pump increases the amount of hemogen a deathresting person can store in their body.
- Hemogen amplifier: This device leaves a deathrester in a hemogen-amplified state so they gain more hemogen from any hemogen source. Using a gland probe and blood analyzer, it links with a deathresting person, stimulating hemogen glands into a more active state.
- Glucosoid pump: This device allows a deathrester to move faster after deathrest is complete. It pumps the body with extra muscle-signaling factors while cleaning waste products from muscle tissue.
- Psychofluoid pump: This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues.
- Deathrest accelerator: This device connects with a deathresting person and makes deathrest complete quicker. It enhances the effect of the deathrest casket using finer blood analysis and more powerful chemicals.
Biotechs price
Biotech will be priced slightly differently from our previous expansions, at $24.99 USD. (Other territories have different prices on Steam.) We hired a lot of people and took a lot of time (15 months) to make Biotech because thats what it took to properly explore the ideas that we set out to explore. The feature set got big enough that we seriously discussed splitting this into two expansions, but decided to keep it as one. Some companies have a cost first model where they decide up front to make an expansion in a fixed time/price (e.g. 6 months/$20) and force the creative process to live in those constraints. We take ideas and build them until they feel well-rounded and complete. We believe that different ideas naturally take different amounts of resources to explore, so it must be okay for different expansions to have different prices, for the same reason different games have different prices. Forcing every expansion to have the same price would mean trying to squeeze or stretch every idea into the same amount of production resources, which is not a path to creative flourishing. Thats why our expansions arent all priced the same - because theyre different in scope, because thats what the ideas wanted.
Biotechs release day!
RimWorld - Biotech and free update 1.4 release this Friday, October 21, 2022. Please wishlist Biotech on Steam and share the exciting news with your pals. We seriously cannot thank the community enough for all of your passion and support (and the awesome fan art). Also chat about the discussion of this post on Reddit! Thanks for joining us on this journey. - Tynan
Hi everyone, Jay and Matt here - were developers at Ludeon. We've got a release date for you: RimWorld - Biotech is coming out on October 21, 2022. Mark your calendars and wishlist Biotech now! Todays preview covers reproduction, children, vatgrowing, and genetic engineering. You can also check out our previous blog posts below:
- Biotech expansion announced! Update 1.4 on unstable branch
- Biotech preview #1: Mechanitor infrastructure and labor mechs
- Biotech preview #2: Combat mechanoids, pollution, and super-mechanoid bosses
Natural and artificial reproduction
Biotech lets you have children and raise a family! Children end up in your life in many ways - colonists could give birth or use a surrogate mother, take in a band of orphans, and even gestate embryos in machines.
Pregnancy can occur through natural means or advanced fertility procedures. You can let your colonists relationships develop organically, or play matchmaker with new romance options! Browse your colonists romantic interests and encourage them to make a move on a potential sweetheart. (Hopefully they share some kind of chemistry, or someone will be brutally rejected.) We sped up pregnancy to last only 18 in-game days, given the short-lived nature of many colonies. Take care of mom during this time - pregnant colonists get real big, slow, and hungry. They also struggle with waves of morning sickness and brutal mood swings from the highest highs to the lowest lows. Prepare for your little one before labor begins. Birth is difficult and dangerous for both the mother and child - youd be smart to have a good, clean birthing room with supportive family members and a skilled doctor nearby - it could make the difference. Complicated births can be turned off via storyteller setting.
Taking care of babies
A babys life is simple: eat, sleep, and play. Newborns won't move on their own and rely on adults to feed and protect them. Colonists assigned to "childcare" work will be responsible for all the babysitting! Keep your baby's tummy full with lots of good eats. Babies can't stomach the complex meals adults like, so keep mom nearby for breastfeeding or cook up some mushy gooey baby food. (Adults forced to eat baby food will not like it.) In a pinch, insect jelly and animal milk do a great job of keeping babies full.
Everyone benefits from playtime. Build an adorable nursery brimming with toy chests and baby decorations that help fulfill the little ones' play need. Adults will play with the youngsters and carry them around the colony. When its naptime, babies sleep a lot better in a high-quality crib made from good materials - no splinters please! Happy babies make for happy colonists. Parents share a special bond with their children, and will be in high spirits when their children are happy (or feel terrible when their kids are unhappy). Keeping babies happy is vital for the short and long term health of your colony. Unhappy babies unleash a powerful sonic-psychic weapon (known as crying) which can reduce the mood of any person within earshot. Likewise, a happy babys giggling brightens the day of anyone who hears it. It pays to keep the youngsters and the adults in a good mood!
Raising children
At age three, children will be walking, talking and getting into trouble. We adjusted the speed they grow so that you'll see the most important life moments in a single game. Those that prefer a more natural progression can adjust the speed in the storyteller settings. Children have a unique "learning" need. Satisfying this need depends on what their current learning desire is - they may want to chat over the radio, explore nature, scribble on the floor, take lessons in class, daydream on the ground, or watch the adults as they work. Fulfilling children's learning desires contributes to their overall development and improves their chances. While children are generally slower and less skilled than adults, they have a natural optimism and a curiosity for the world around them. Like newborns, when children are happy, it improves the mood of the adult colonists around them. Children will also require clothing tailored just for them. Make sure youve got enough child-sized parkas to keep them warm in the winter! At ages seven, ten, and thirteen, children reach developmental milestones known as "growth moments" where you choose their traits and passions, and unlock new work types for them. Children that spend more time fulfilling their learning needs have a greater variety of advantageous traits to pick from. Balance your childrens work and leisure schedules with care. A rich childhood with lots of attention gives them better chances to be a capable adult, but doesnt guarantee anything.
Vatgrowing
Technology offers an alternative to long and burdensome human pregnancies: growth vats. Extract and combine genetic material from the parents to create an embryo, and insert it into the machine. Growth vats accelerate development and sustain the embryo without subjecting a mother to the unpleasantness of pregnancy. In a mere 9 days, embryos develop into babies. You could remove your child at this time - or leave them inside to continue growing. Children grow significantly faster in the vat than if they were out and about in the world. However, theyll miss out on childhood and never pursue their learning desires, resulting in poorer choices of traits and passions during growth moments. Whether you keep children floating in growth vats or let them out to experience life depends on your goals. Growth vats are excellent tools for churning out super-soldier and simple workers, but require large amounts of nutrition. Without an adequate supply of nutrition, individuals in the vats will suffer from bio-starvation.
Genetic modifications
With Biotech, you can create your very own genetically-engineered colonists, known as xenohumans.
To create a xenohuman, you'll first need genepacks - small capsules containing a handful of genes. Genepacks can be purchased from traders, earned as quest rewards, or extracted from a host using a high-tech gene extractor. The process is not terribly comfortable, but the result is a genepack containing a random assortment of the specimens germline genes and xenogenes. Using a gene assembler, you can recombine several genepacks together into an implantable organ called a xenogerm. Once implanted into a human, they will immediately gain the traits associated with the xenogerm's contained genes. Dont want to wait to make xenohumans? When starting a new game, you can select premade xenotypes for your starting colonists - or create your very own! Weve also added a number of xenohuman factions (but more on that in a later blog post).
Genes
So what do genes do? Well, quite a bit. Let's preview a few of them:
- Fire spew: The carrier of this gene gains the ability to spew flammable bile. The bile sticks to anything in a small area and can ignite people, objects, and the ground. (Just make sure to have a firefoam pop pack handy.)
- Longjump legs: This gene gives the ability to jump long distances, letting melee attackers quickly close distance between them and their foe.
- Furskin: The body of a carrier is covered in thick fur, providing some insulation and changing the person's appearance. Furskin is perfect for cold climates.
- Smooth tail: Carriers of this gene grow a slender tail that can act as a dexterous fifth limb, increasing their manipulation.
- Strong stomach: Carriers have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.
- Psychic bonding: People with this gene bond with a single person for life, sharing a psychic bond with them. As long as they remain close to their mate, they will be happy - but if their partner dies, it can be catastrophic to their mental health.
- Robust: Carriers take less injuries than others from the same damage. This can stack with the 'tough' trait to create incredible powerhouses.
- Never sleep: This gene completely prevents the need for sleep.
- Ageless: Carriers of this gene do not age biologically. Stay young forever!
- Great shooting: Greatly increases a persons aptitude for shooting, effectively increasing their shooting skill by +8.
- Psychite addict-immune: Carriers are immune to addictions caused by consuming psychite.
- Deathrest: Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses with the right infrastructure. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies.
Youll need to pick genes carefully. Powerful genes will decrease a persons metabolic efficiency, making them need more food. On the other hand, genes with drawbacks will increase a persons metabolic efficiency. Creating a functioning xenotype is a thoughtful balancing act of picking the right strengths and weaknesses. Create a muscular cave dweller whos afraid of the sun, or a sleepless genius who needs smokeleaf to survive. The possibilities are endless. The most powerful genes require archite capsules - small containers of microscopic machines produced by superintelligent archotechs. These devices are capable of enabling genes with physical and psychic feats which would otherwise be impossible, from perfect immunity, to super healing, to immortality.
Next time
Remember, Biotech releases on October 21, 2022! Stay tuned for our last blog post and please wishlist Biotech on Steam. Join the blog post discussion on Reddit here! - Jay and Matt
Hey everybody! I'm Will, a designer working on RimWorld - Biotech. In our last blog post, we covered how Biotech lets you build mechanoid colonies run by high-tech mechanitor overseers. You can also read the original 1.4 update and Biotech announcement here. Today, well look at combat mechanoids, commander mechanoids, and pollution! New combat mechanoids open up many avenues for offensive and defensive tactics, and special super-dangerous mechs hold the key to greater power for your mechanitor. Mechanoid production also generates pollution which has its own unique challenges and uses. Later this week well take a look at reproduction, children, vatgrowing, and genetic modifications.
Mechanoid commanders
Biotech introduces three new commander mechanoids to fight. Defeat these super-deadly enemies and harvest special mechanoid chips from their smoking husks to advance your mechanoid technology. You can provoke super-mechs into attacking your colony by using signaller devices - but be prepared! Each mechanoid commander drops a different mechanoid chip. The first time you acquire each type of chip, youll unlock a new tier of mechanoid research. Mechanoid chips are also used as resources to produce top-tier mechanoids and mechanitor upgrades. With enough chips, you can power up your humble mechanitor into an unstoppable mechlord.
We created the super-mechanoid enemies to add meaningful milestones to mechanoid progression. While research is fine for most advancements, we wanted mechanitors to feel different. Progression is actively earned by overcoming tougher and tougher challenges, instead of research alone. We added tons of new controllable mechanoids, brain implants, buildings, and gear to each tier of mechanoid tech to make progression extra rewarding. You'll be able to fight mechanoid commanders at your own speed. Unlike other challenges in RimWorld that scale as your colony grows wealthier, super-mechanoid enemies scale with the number of times you call them. This allows you to tackle them early on to beef up your tech, or wait and carefully prepare your colony for the big fight. Super-mechanoids come with escort mechs of all other types to add combat power. Commanders bring a new escort every time they are called, and require a different tactical approach for each engagement. We designed them to be as distinct from each other as possible, so each group is a new challenge. From swarming, to sniping, to scorching, super-mechs have a huge range of combat styles. Let's look at the super-mechanoid types:
Diabolus: An ultra-heavy mechanoid with a high-energy hellsphere cannon. Made for siege-breaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates its waste power through a heat column mounted on its back, allowing it to produce massive fiery explosions as a defensive measure if surrounded at close range. While extremely powerful, the diabolus lacks maneuverability - meaning youll need to be fast and agile to defeat it! Keep your colonists moving to outpace its hellsphere cannon, or distract it with cannon fodder.
War queen: A terrifying mechanoid with a built-in mech gestator. The war queen can gestate small war urchin combat mechs inside its massive carapace and deploy them into combat. Given time to build up numbers, a war queen can overwhelm any opponent with dozens of war urchins. The war queen demands respect - failing to destroy it quickly could have devastating consequences as it grows its swarm and overruns your colony.
Apocriton: The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.
Combat mechanoids
Crush enemies and raiders with your own mechanoid army. Biotech lets you control hordes of killer mechs, all connected to your mechanitor overseer. Even death wont stop them - you can resurrect your destroyed mechanoids in gestator tanks. However, protecting your very mortal mechanitor is crucial. Drafted combat mechanoids need to stay within range of their overseer to receive commands. While mechanoids can work autonomously at any distance, they can only be ordered to move or attack targets that are within their mechanitors range. Mechanoids that become severed from their overseer risk defecting to hostile mech hives. The new combat mechanoids in Biotech include:
Militor: The cannon-fodder of any sizable mechanoid army. These small combat mechanoids are armed with a low-power mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, they are cheap to gestate and maintain, making them the perfect swarmer. Scorcher: A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on defenders, it can ignite and disrupt them with blasts of searing flame. Scorchers quickly turn firefights into fire fights. These mechanoids start wildfires with ease and are especially effective against large groups of attackers or those taking shelter in flammable defenses. Legionary: A combat support mechanoid with a wide-range bullet shield and long-range needle gun. Legionaries are excellent for defending long-range allies. Its shield absorbs incoming projectiles, while allowing colonists and mechanoids to shoot out freely. However, legionaries are weak to melee attackers, and their shield can be quickly broken with an EMP.
Tesseron: A medium-range combat mechanoid with a powerful, sweeping beam graser attack. Their gamma ray laser is powerful enough to ignite its targets and can even pass through shields. This lets tesserons strike multiple foes from a safe distance, and breach shielded enemies. However, tesserons are unable to focus their laser at close range, making them susceptible to fast-moving melee opponents. Centurion: A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards. In addition to the new mechanoids, youll be able to control the classic mechanoid types - pikemen, scythers, centipedes, and lancers. With the right technology, you can even create your own super-mechanoids like the diabolus and war queen! We had two main goals with combat mechanoids. First, we wanted to create more diversity in combat. Colonists are only human, which puts limitations on how diverse they can be in battle, whereas mechanoids can have very exotic movement types, abilities, weapons, and tools. From swarms of cheap, disposable gunners to slow-moving, tanky tunnelers and shield-projecting defenders, mechanoids bring a ton of variety to the battlefield and allow for many creative tactics. Second, we didnt want to entirely remove the human element from combat. Some of the most interesting RimWorld stories come from defending your colony - or attacking another! By requiring mechanitors to fight alongside their mechanoids, we preserve the human element - and the tension - of facing down hostile mechs, pirates raids, and manhunter packs.
Mechanoid colors and names
Style your mechanoids with dozens of different colors to give them a personalized look, and distinguish them from enemy units. And yes - you can rename your mechanoids.
Mechanitor upgrades
By unlocking more powerful mechanoid technology, youll gain access to a wide variety of mechanitor upgrades, from neural implants to special mechanitor armor. Heres an overview of the mechanitor implants youll have access to in Biotech:
- Control sublink: These neural implants expand a mechanitors processing power, giving them additional control groups and increasing the work speed of labor mechs.
- Remote repairer: A mechlink upgrade that allows a mechanitor to repair mechanoids at a distance. The user links with the mechanoid and psychically guides the self-repair mechanites. Its great for long-distance mid-combat repairs.
- Remote shielder: An implant that allows a mechanitor to project a shield onto a friendly mechanoid. Use this during critical moments to save your mechanoid!
- Mech gestation processor: This implant connects the mechanitor directly to their gestator tanks and increases the speed of mechanoid production or resurrection.
- Repair probe: The more mechanoids, the more repairs! Repair probe implants substantially increase the repair speed of a mechanitor.
- Mechanitor headsets: These head-mounted comms computers increase the number of mechanoids that your mechanitor can control.
- Mechanitor packs: Control packs and bandwidth packs allow mechanitors additional flexibility, granting more control groups, or more bandwidth.
- Mechcommander and mechlord armor: The ultimate in mechanitor gear! This power-assisted armor dramatically amplifies a mechanitors bandwidth.
The basics of pollution
Mechanoids make for powerful allies, but they come with a unique cost - pollution. Creating and recharging mechanoids creates toxic wastepacks. Unless frozen, these packs of toxic waste will eventually deteriorate and pollute nearby terrain. Even worse, if theyre burned or damaged, theyll pop like a balloon and release deadly tox gas. Storing them close by may be convenient, but be careful! Mechanoids arent the only source of pollution. Toxifier generators provide a steady supply of power but directly pollute the terrain around them. These generators are perfect for mechanoid colonies that need plenty of cheap power so long as you dont mind some toxic buildup. While a small amount of pollution is manageable, it can quickly get out of hand if youre not careful.
While mechanoids are immune to pollution, your colonists arent (depending on their genes, of course). Pollution makes living things sick. It poisons colonists and animals, causing them to slowly gain toxic buildup. Anyone whos encountered toxic fallout in the base game will be familiar with the deadly effects of toxic poisoning. High levels of toxic buildup can cause vomiting, dementia, carcinomas, and ultimately death. Additionally, normal crops and animals cant survive on polluted terrain. The more polluted your colony becomes, the more it will attract toxin-adapted plants and animals. From the twisted witchwood tree to the gas-filled toxalope, pollution will slowly corrupt the land and animals around you. Pollution also affects the planet at a larger scale. The more polluted an area, the more it affects the surrounding world. High levels of nearby pollution can cause acidic smog to roll in thatll make your colonists eyes water. Acidic smog blocks the sun and slows plant growth, and the vaporized chemicals corrode exposed items. When starting a new game, you can adjust the worlds pollution level. Turn it off for a relaxing game, or turn it up for some extra challenge.
Managing pollution
Theres no shortage of tools to deal with (or even embrace) pollution. Wearing anti-pollution gear, like face masks and gas masks, reduces your colonists exposure to pollutants. Transplanting artificial detoxifier organs makes your colonists immune to pollutions toxic effects. Theres even pollution-related genetic modifications - but well discuss those in a later post. Order colonists to manually clean up polluted terrain and theyll package it back into toxic wastepacks. However, the safer option is to use automated pollution pumps to keep vulnerable colonists away from the pollution. Now, what to do with the heaping piles of wastepacks?
- Freeze them. Frozen wastepacks wont dissolve, but they take up a lot of space.
- Export them. Use caravans or transport pods to dump your wastepacks on the world map. For extra fun, you can even leave them as a gift in your enemies bases. People may not love you doing this.
- Polux them. Heavily polluted maps will eventually sprout special polux trees. These trees slowly purify polluted terrain around them. Their delicate root network prevents them from being replanted.
- Atomize them. High-tech wastepack atomizers let you completely neutralize the threat of toxic wastepacks. The process is somewhat slow - and quite expensive.
- or ignore them! Polluting the land does have some benefits. Polluted terrain can grow new crops, like the fast-growing toxipotato. (Just dont eat it raw.) Pollution can also attract new animal variants, like toxalopes and waste rats.
Pollution and insects
Giant insects love pollution. Originally engineered as anti-mechanoid bioweapons, these insects are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier. When conditions are inhospitable, insects form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for decades. Many planets are littered with these cocoons, lying just below the surface. The scent of a dissolving wastepack can trigger the cocoons to resurface in a dormant state, until theyre disturbed causing a mass eruption of insects.
Cocoon infestations are threatening, but have their uses. They can be intentionally triggered to farm insect meat or be set up defensively in strategic locations. (Stop raiders in their tracks with a horde of angry insects!) You can also avoid cocoons altogether with strict wastepack management.
Tox gas
Tox gas is a deadly chemical irritant. It burns the lungs and eyes, causing temporary shortness of breath and reduced sight. Chronic exposure to tox gas results in toxic buildup, and eventually death. It can be created by burning toxic wastepacks, or weaponized with a new research project. Tox gas weapons include tox grenades, toxbomb launchers, tox mortar shells, tox IEDs, and wearable tox packs. Tox gas adds a lot of interesting combat tactics. Tox gas clouds can greatly diminish the effectiveness of ranged attackers. After all, its hard to shoot a gun if you cant see or breathe. Additionally, attackers that are exposed to tox gas for long enough will eventually be downed from toxic buildup. Youll also need to learn how to defend against tox gas (its the signature weapon of one of our new factions - more on that later!) Wear gas masks or be smart about your colonists movement to negate the effects of tox gas.
More on the way
All blog posts:
- Biotech preview #1: Mechanitor infrastructure and labor mechs
- Biotech preview #2: Combat mechanoids, pollution, and super-mechanoid bosses
Hey all - Tynan here. This is the first of our Biotech preview blog posts, where we lay out the features of the Biotech expansion, and the thought behind them, in more detail. You can look forward to more posts on the way. (If you missed the Biotech announcement, you probably want to start there. You can wishlist RimWorld - Biotech here.) Todays preview post covers mechanitor core concepts, mechanoid infrastructure, and labor mechanoids. The next post is in a few days, and will cover combat mechanoids, enemy super-mechanoids, and other mechanitor-related features, and there will be many more after that.
The mechanitor
A mechlink is a new implant that allows a person to form a direct mental link to mechanoids and control them via electromagnetic signals and psychic influence. Someone who has a mechlink is called a mechanitor.
Mechanoids arent controlled independently, but through a human - this design intentionally keeps the mechanoid systems focused on a human being, which is critical to building an emotional story. Mechanoids can perform in both work and combat. Some mechanoids are workers that will politely harvest crops or haul items as long as their little power cells are charged. Some can work or fight, crushing rock and bone with equal ease. Finally, there are a wide array of pure combat mechanoids with very diverse abilities. Incendiary beam weapons, movable projectile shields, long-range charge lances, blade-covered scythers, flame-spitters and more can be deployed in many combinations to defeat any threat via interlocking tactics. There are a few ways to become a mechanitor, and all involve looting technology from an ancient dead mechanitor. If you can dig a datacore out of an ancient ruined super-mechanoid, you can use it to call an ancient mechanitors ship to land at your colony and harvest the mechlink from his body. Alternatively, you might be able to learn about an ancient mechanitors command complex, go there, penetrate inside through the security systems and grab the mechlink from him. You can also start the game with the new mechanitor scenario, where you begin the game as a solitary mechanitor with a mechanoid buddy. Its possible to do a single-person mechanitor run, where one mad scientist type lives alone in a grand base surrounded by walking, semi-thinking machines. Making this possible was a design goal from day one, because exotic play paths are so fun to explore. However, we expect mechanitors to most often live more normally among other colonists, commanding mechanoids to work and fight alongside human allies. If you really want to scale up, it is possible to collect multiple mechlinks and turn several colonists into mechanitors, though this takes a long time. All our game mechanics interact freely. Its possible for your mechanitor to also be a high noble with the Royalty expansion, a religious prophet with the Ideology expansion, and a deathless blood-drinker with this Biotech expansion, because why not? Mechanitors start out with the ability to command just a few small mechs. Over time, they can grow a grand swarm. They do this by gaining more bandwidth and control groups:
- Bandwidth determines how many mechs a mechanitor can gestate and control at once. A mechanitor who loses bandwidth will temporarily disconnect from some of their mechanoids. If a mech is left disconnected for too long, it may reconnect with the wild mech hive and leave - or attack.
- Control groups are groups of mechs who can be controlled as a unit. A mechanitor with more control groups can send mechanoids to do more separate tasks at the same time. A more advanced mechanitor can have combat mechs patrolling a colony, labor mechs toiling in the field, and bodyguard mechs escorting them around, all at the same time.
Mechanoid challenges
A basic game design principle is to push things as far as they can go without breaking the game - that means make tools more powerful, enemies more dangerous, changes more overwhelming than seems safe at first. The idea is to ensure youre exploring the full range of experience thats possible in your game systems. So we wanted mechanoids to be very powerful in order to create more extreme situations and distinct playstyles. The more impact they have, the more they can transform your game. However, in order to not unbalance the game, this meant that they needed to come with serious challenges as well. But what? Existing costs in the game are things like consuming food, chemfuel, or steel over time. But simply making mechanoids consume resources wouldnt feel transformative, and wouldnt substantially alter gameplay since the mechanoids can pay for themselves by producing the resources they consume. The collect/spend loop is too simple and has almost no side-effects on the world, story, or characters. So we decided to emphasize two new challenges that would come with mechanoids: Infrastructure and pollution. We cover infrastructure below - A future post will cover pollution, its causes, consequences, aspects, uses, and solutions.
Mechanoid infrastructure
Mechanoids require heavy infrastructure that takes up a lot of space and burns a lot of electricity. Big sections of your colony can turn into mechanoid maintenance, production, and control centers. Youll feel your plucky wooden village transforming into a grand integrated machine of generators, chargers, control nodes, and gestators. Your base will tend to grow large with a lot of mechanoids, and have a lot of things moving and consuming.
Each mechanoid must contain a mechanoid brain known as a subcore (short for subpersona core - the psychic substrate on which a dim, sub-human-level intelligence can be hosted). There are several tiers of subcores, with more advanced mechanoids requiring more advanced subcores. Basic-level subcores can be produced by a mechanitor with just some resources and time at the subcore encoder. More advanced subcores require scanning the psychic pattern from human minds. A person can be placed in a subcore softscanner and scanned to produce a subcore. This causes temporary mental effects but is ultimately harmless. The most advanced mechanoids need extremely high-fidelity psychic patterns to work, and these can only be readily produced using the subcore ripscanner, which scans the brain quickly at ultra-high energy, destroying it in the process. Once a subcore and resources are ready, mechanoids can be produced in mech gestators. Instead of being built like normal machines, mechanoids are gestated in a mechanite-rich solution that accretes the mechanoid molecule-by-molecule in a quasi-biological process. Gestation takes time, electricity, resources, and occasional guidance by your mechanitor. Only a mechanitor can guide the gestation process, since it requires a psychic link to the growing mechanoid. As always, everything about the mechanoids links back to the human whom they serve. The gestator can also resurrect some types of mechanoids. This makes your mechanoids more expendable in combat, which makes using them in combat give more distinct strategies compared to using human fighters. There are several sizes of gestators. Small gestators are used for smaller mechs, while larger gestators are needed to produce ultra-heavy war machines. Little mechs gestate quickly, while big bosses take a long time to grow. Mechanoids consume their onboard energy supply over time and must recharge at mech rechargers. Mechanoids will automatically seek out available rechargers so they dont run out of energy. If they do run out of energy theyll enter a self-shutdown state and recover energy very slowly - its much better to have a mech recharger available to keep your mechs working hard. There are several sizes of mech rechargers appropriate to different tiers of mechanoids. They consume a lot of electricity, and produce pollution as well - the characteristic cost of mechanoids. Band nodes are signal amplifiers that can increase a mechanitors total bandwidth. They can be quickly tuned to a specific mechanitor. However, returning a band node to a different mechanitor is a complex task and requires a long time. There is no limit to how many band nodes a mechanitor can build, so a mechanitor can have a huge swarm, though it will require heavy infrastructure to control. Mech boosters are enhancer buildings that boost the speed and work ability of mechanoids nearby. Great for powering up mechanoid-based factories. Mech signallers are a set of single-use structures that can be used by a mechanitor to call in fearsome super-mechanoid enemies to attack you. You need to call these enemies so you can loot their corpses for special high-tech mechanoid chips. These chips are core to the mechanitors progression since they are needed to advance to the next tier of mechanoid technology. This structure of choose your enemy and be ready is a little bit new for RimWorld, and creates a new kind of self-directed game pace for the player (as opposed to being blindsided by raids at any time). Well explore these super-mechanoids in more detail in the next blog post.
Labor mechs
Labor mechs can perform a variety of work tasks (but not absolutely everything - some things still need a human touch). Some are plucky little worker bois who are best kept away from danger, while others are hulking crusher machines that tank damage with ease.
Paramedic mechs are designed to aid in emergency situations. They can rescue the wounded, fight fires and even perform surgery. The paramedic has a built-in jump launcher for quickly getting into and out of emergency situations, making it excellent for extracting downed colonists from battle. It also has a built-in firefoam popper which it can use to extinguish fires. It also has basic medical skills - it can tend the wounded and sick, and even perform surgery when a skilled human isnt available. Lifters are there to move things where they need to go. Theyre small, weak, pretty easy to get and always useful. They will haul a corpse to a grave or rearm a turret. They lack a real weapon. Constructoids can perform an array of construction tasks, from building roofs to repairing buildings and even hauling resources to blueprints. The constructoid is equipped with a small slug gun for light defense and built-in cutting blades, but is not a good frontline fighter. Agrihands are small mechanoids designed to sow and harvest crops and can perform a blunt melee attack.
Cleansweepers are light mechanoids that clean filth and do blunt melee attacks. Fabricors will craft all manner of manufactured objects at your work benches (though they cant do the same quality of work as a skilled human). Like the constructoid, the fabricor has a small slug gun. Tunnelers are massive, heavily-armored mechs equipped with gigantic crusher claws. The tunneler can dig tunnels and mine resources tirelessly. In combat, it is slow but its very strong armor makes it an excellent tank for absorbing enemy fire while your other fighters deal damage. The tunneler has a small built-in smokepop pack which can activate to spread smoke and shield itself from incoming fire. It also has a shield pack that recharges over time. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you cant kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. (More on mech combat in the next post.) Thats it for today! You can wishlist Biotech on the Steam store page and please join the discussion of this post on Reddit. Were planning on several of these blog posts, so theres no shortage of more Biotech info on the way. Cheers for now, thanks for reading. -Ty
RimWorlds third expansion, RimWorld - Biotech is coming out in a few weeks! Were also making the free vanilla 1.4 update available now for play on the unstable Steam branch. More details about that near the bottom of this post. This post will:
- Describe Biotech's features
- Present Tynans thoughts on why he decided to make Biotech as it is
- Go over new features in the free 1.4 update
About Biotech
Biotech is focused around three major features:
- Control mechanoids, including many new mechanoid types, by making your colonist into a mechanitor
- Raise babies and children. Reproduce and create families - by both natural and artificial means
- Genetically-modify children and adults, and interact with new gene-modded factions
Children and reproduction
Now you can raise a family and tell your story for generations to come!
With Biotech, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods. Babies bring joy, but also challenges. Colonists hearts will melt when the baby coos and giggles in their arms. But it takes effort to keep a baby happy and healthy and loved - create a safe haven for them in a cozy pastel nursery where there is always warm milk, a comfortable crib, overflowing toy chests and kind caregivers. They grow up fast (especially if you use a growth vat) - soon your child will be walking, talking, and getting into trouble. Theyll soak up knowledge in the classroom and tag along with adults to watch them work. Kids find many ways to entertain themselves with art, exploring nature, playing with technology, and more. Teach them lessons and theyll learn how to survive, cook, make friends, create art, build, craft, hunt, and fight. Watch as they grow up and make mistakes, lose loved ones, and survive hardships. A rich childhood makes a capable adult. Every few years, you choose which traits and passions a child will develop. The better-raised a child is, with smarter education and more attention, the more choices youll have, and the better their chances are to become a happy and talented adult. Some colonies will sacrifice everything to give a child the best upbringing, while others will use growth vats to pump out cheap workers and soldiers. The choice is up to you.
The mechanitor
Build and control mechanoids by making your colonist into a mechanitor - a person with a special brain implant that lets them psychically command semi-living machines. Create mechanoids by growing them inside high-tech gestator tanks. Command the original centipede, lancer, and scyther, plus a wide variety of new combat and labor mechanoids. Grow your swarm from a few small workers and fighters to a fearsome squadron of massive ultratech war machines and industrial behemoths.
Mechanoid laborers can manufacture goods, rescue and tend to your colonists, build and repair structures, sow and harvest crops, haul stuff, and more. They never get sick. They dont freeze in the snow or get poisoned in toxic fallout. They dont suffer mental breaks from long hours in dark mineshafts or filthy garbage yards. Combat mechanoids are very diverse in form and function. Some are cheap swarmers that overwhelm the enemy with numbers. Others project shields over their allies, or roast enemies with beam weapons, or charge up for massive concrete-melting hellsphere attacks. Mechanoids wield melee claws and blades, sniper weapons, even flamethrowers. Depending on which mechanoids you command, your tactical options will vary dramatically.
Mechanoid infrastructure has a special price: Pollution. Left unfrozen, toxic wastepacks deteriorate and leak pollutants into the environment. Pollution makes living things sick. It poisons your colonists and pets. It blocks the sunlight with smog and irritates your colonists lungs. It triggers hibernating insects to emerge on the planets surface. Some areas of the planet are so polluted that only twisted, toxin-adapted variants of plants and animals can survive there. Pollution is a challenge that you can handle in a variety of ways - freezing, export (neighbors might not like this), adaptation, high-tech atomization. Advance your mechanitors capabilities by acquiring ancient mechanoid technology. This means calling dangerous new super-mechanoids to attack, in order to defeat them and steal technology from their smoking corpses. There are three types of hyper-deadly commander mechs to fight, each with its own weapons and combat style. Be sure youre ready before you call these machine beasts to attack. Learn enough, and some day, you may command them as your own.
Gene modding
You can genetically-modify people to create xenohumans - humans with exotic traits. Genetic modifications range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality. The world contains a new set of xenohuman types and factions, including unstoppable super soldiers, fur-covered animal-controlling arctic settlers, toxin-immune human bioweapons, fire-breathing horned desert imp-people, psychic-bonding concubines, and more. The darkest of them drink blood and live in shadows, deathless for eternity.
You can make your own xenotypes from scratch, and build infrastructure in your colony to enhance your people. Curate a collection of exotic genes by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. You can harvest the genes from anyone and implant those genes into your colonists and prisoners. You can also recombine genes to make bizarre and advantageous mixes of traits for implantation. Experiment with gene extraction and recombination to build your colony of xenohumans!
Why Biotech?
Hey everyone - Tynan here. I thought it would be worth explaining the thought process behind why we decided to make this expansion. Heres what Ive been thinking:
Why mechanitors?
Mechanoids have been RimWorlds end-game foes since way back in 2014. Fictionally, however, they are human-created for human purposes, so it was natural to extend this and allow the player to control the mechanoids somehow. Since RimWorld is a character-oriented story generator, I didnt want to just add the mechanoids as independently-controlled robots the player can order around like an RTS. This would have been moving away from the character-orientation that defines RimWorld. The mechanoids needed to be human-connected. Thats why I designed a system where each mechanoid is linked to a specific person, the mechanitor. The mechanoids are an extension of the human who controls them, with all the human complexity that entails. I also didnt want to destroy the economic balance or progression rate of mechanoids. This would have been easy to do. Human beings are inherently quite expensive - they need complex foods, decent living quarters, social relationships, entertainment, even rituals with the Ideology expansion. In a naive game design, a colony of mechanoids could skip most of these needs and be absurdly overpowered - fun for a short time but ultimately uninteresting. Making the mechanoids human-linked alleviated part of this concern, but they needed another cost since they are inherently so much less needy than people. Just eating resources wouldnt feel novel or interesting enough, so we needed a new kind of cost. I decided to explore the concept of pollution. Pollution doesnt cost anything to make, but it incurs challenges that come afterwards. Its a bit like going into debt - not a problem at first, but if you let it catch up to you, it soon becomes a transformative challenge. We made sure there are a variety of ways to approach pollution, so players can choose whether to try to stay clean, suppress the effects, or just let it happen and adapt to the changing landscape. This linked in nicely with the gene modding system as well, since some genes help with pollution resistance. Pollution itself is designed to be interesting - it interacts with the insects, generating them and powering them up. It transforms the landscape visually and economically, replacing normal plants and animals with a new set of pollution-specific plants and creatures. The new polux tree is a natural way to alleviate pollution. Its livable, but there are special challenges to living in pollution. Finally, player-controlled mechanoids were going to open up new ways to do combat. In the past, the players units were limited in how diverse they could be since they were mostly humans. Mechanoids can have much more exotic types of movement, weaponry, and combat tools. They can also be more expendable than humans. All this opened up opportunities for more types of player-side combat strategies, which weve explored in depth with new types of combat mechanoids. It gives the player more tactical choices in combat, and more ways to be aggressive instead of risk-avoidant. The naturalness of fiction, human-connectedness, unique new costs and strategies together made player-controlled mechanoids a really attractive design path. It took a lot of work to build all that but we had the time and resources to do it right.
Why reproduction and children?
The core design goal of RimWorld is to generate emotionally-compelling human stories. This has always been a challenge when designing a game, because games tend to be very impersonal. In games, progress often focuses on economic gains, increases in power, or expansion of map control. These sorts of numbers-oriented systems work great for games because theyre predictable and mechanistic, which means players can reason about them strategically, and computers can simulate them. The problem is that a good story isnt just a sequence of changes in economic numbers, damage amounts, or map control markings. Good stories are about people, emotions, and relationships. Good stories take things that individual humans value - safety, family, love - and put these things up for grabs, and let the character struggle to gain them, or avoid losing them. There must be a relatable person at the center of the story, who is experiencing strong and relatable emotions about something they value. Which are some of the strongest and most relatable emotions? Those that come from family relationships. Theyre powerful because family is important to us. Theyre relatable because everyone has a family, so everyone can empathize with what it might be like to help a brother or parent, have a child, help them, or fear losing them. This is, of course, obvious, and thats why other narrative media have explored this topic for thousands of years. Family-linked drama is the bread and butter of stories across older media. From the most classic novels of high culture to the bawdiest barroom tales, questions of family obligation, sacrifice, life and death, and relationships are central to our most compelling stories. From No, I am your father, to I will find you and I will kill you, to You are the father, family relationships are at the center of story. This is true in the western stories that RimWorld is inspired by as well. Extending that into RimWorld makes obvious sense and its something Ive always been interested in. However, it took a long time to get here because these are such complex topics. Reproduction, birth, baby care and child raising all have a lot of fine details and rich content that I always knew would take substantial effort to get right. I wanted to make sure we had the development power to make the game generate these kinds of powerful family-oriented emotions without cutting corners or excessive jank. Biotech being the longest expansion development cycle, with the most developers weve ever had, I decided that it was time to bite off this big challenge.
Why gene modding?
Genetically-modified xenohumans have always been part of the RimWorld universe fiction. They are RimWorlds way to explore how biologically-different humanoids might tell new stories or unlock new types of gameplay. With reproduction already being part of this expansion, it was natural to extend that into allowing genetic modification. Like everything else in RimWorld, gene-modding is an inherently character-oriented system. It changes who people are and what they can do, which alters their relationships and the emotions those will produce. It also opens up new gameplay paths - genes can unlock new combat tactics, economic roles, and so on. It gives individuals more distinct visual identities. It even generates new moral choices, as players decide what kinds of modifications they are willing to apply to their people, their children, or their prisoners. It added more variation to the human world, in the form of different types of factions. Instead of just different human factions with different diplomatic orientations, now those different factions are dominated by different types of xenohumans. This alters how they fight, which makes combats more distinct from each other. Fighting a raid of furred yttakin warriors is quite different from a raid of baseliner humans, or neanderthals, or fire-breathing impids, or pigskins. Theres a lot of fun colorful differences between them too - a raid of squealing pig people feels quite different from a raid of bear-calling furred yttakin. We experimented with a lot of gene effects before settling on a set that is diverse and consistently fun to play with without breaking the game. It took a while, but in the end testers are loving it. (I also had a ton of fun writing the name generators for the new xenohuman factions - especially the pigskins. Polork!)
Update 1.4
Update 1.4 is available now on the Steam unstable branch for public beta testing, and to give modders more time to update before release. (The main branch that most people play is unaffected and still on version 1.3 for now). If youd like to try 1.4, you can play on the Steam branch unstable. (To get access, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update.) See info on key features below (changelog at the end): Startup performance improvements: We spent months optimizing launch and game loading times. In our tests launching RimWorld and loading savegames are roughly 37% faster! On an example system, thats a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds. Painting and color customization for walls, floors, furniture, and lights: Give your colony a custom look by painting the walls, floors, and furniture of your settlement any of a huge variety of colors using dye harvested from the tinctoria crop. Install a range of new colored carpets in your colonists living spaces. Set the mood with lamps that you can set to any color to create your romantic rouge bedroom or an eerie fluorescent laboratory. We expect screenshots to get even more wild thanks to this. Styles always available: You can now use all styles of all buildings, items, and floors and visually customize your colony even without Ideology active. Actually useful shelves that store lots of stuff: Fill your storerooms with shelves, which can now hold up to 3 stacks of most items. (Our testers were very excited with this one!) There is also a 1-tile mini-shelf. Shelves should help to keep your colony tidy and organized, and protect your items.
Two new turret types: We added two new turret types. The foam turret spits firefoam to extinguish nearby blazes. The rocketswarm turret is a defensive launcher - when triggered, it blankets a wide area in a barrage of small missiles. It is excellent against large groups of weaker enemies, but only works when you press the button, for extra drama! Starting possessions: Depending on backstory, your starting colonists might come with their own possessions! Not only does it make it a bit easier to start with imperfect colonists, it also gives them a personal touch. Rot stink: Keep rotten corpses and meat away from your colonists. In addition to being disturbing to look at, decomposing tissue now releases rot stink gas. Colonists that are chronically exposed to rot stink may develop the new lung rot disease. Keep extra empty graves and garbage dumps available for times when youre overwhelmed with bodies! More prisoners to trade, release, and interact with: In addition to all the prisoners you got before, now youll get a new class of prisoner who is unwaveringly loyal to their home. They cant be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance. They can be disabled in the storyteller settings.
New mod manager UI: Managing your mods is really easy and smooth with the new UI. Mods are now visibly split into active and inactive lists. You can access your mod options directly from the manager screen. You can also save and load mod lists and mass unsubscribe to any outdated or disabled mods. Press CTRL + left click to select multiple mods and drag them around. Also, new art banners! New mod mismatch window: Mods are now displayed in three columns: added, missing, and shared. You can save your current mod list and load it later on. New options menu: Weve organized the options menu into tabs. (Mods get their own tab!) It is much easier to navigate. Heat overlay: A togglable heat overlay on the map visually shows you how chilly or hot it is indoors and outdoors. Quest search bar: A search bar in the quests menu to help you sort through all your available, active, and historical quests. Tile inspector: Shows you the details of a specific tile when you hover over it and press the alt key. Read the full 1.4 changelog here.
Whats next?
Well be posting blog posts over the next few weeks about specific features of Biotech - stay tuned for those. The Biotech expansion is our biggest yet. We hired more people and took more time than ever before to create more systems, content, and storytelling possibilities. There's so much that we considered splitting this into two separate products - but decided to keep it all together as one extra-juicy expansion. Biotechs release date isnt quite announced, but will be within weeks. More info to come!
- Want to talk about Biotech and 1.4? Join the discussion on Reddit!
- If youd like to help test the 1.4 unstable build and report bugs, please join the official RimWorld Development Discord.
Hi there, we've got another update for you today! This update cleans up some rough edges in Steam Deck, and expands the number of game modes that can use Ideology functionality. The update should be compatible with all saves and mods. If the update cause problems and you have a bug to report, or you want to help us test, please join the Official RimWorld Development Discord! Thank you to all of our testers for your feedback. Have a great week! - Tia
Steam Deck Improvements
- Fixed multiple cases where on Steam Deck some keyboard shortcuts were mentioned - Commands now show "button A" glyph instead of "A" label on Steam Deck. - When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible. - Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.
Ideology Improvements
- Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard! - Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on. - Colonists no longer get upset for delaying a ritual. - Colorized some ideoligion-related text in ritual trigger letter. - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower. - "No slaves in colony" thought does not apply at "Very low" expectations or below. - Ritual opportunity letters are skipped for most rituals for the first 10 days of play. - Adjusted reliquary description. - Adjusted inspect pane and stat readout for relics in classic mode.
Misc
- Updated player creative content. - Changed the nutrients needed for lavish vegetarian and lavish carnivore meals to 1.25 (previously 2.5).
Fixes
- Fix: Dismissing on-screen keyboard on SteamDeck doesn't unfocus the text field. - Fix: Not all precepts are added to memes during fluid ideoligion development. - Fix: Malformed letters are sent to the player regarding ritual obligations that should not send letters. - Fix: Multiple funerals generating for ideoligions. - Fix: Word of serenity does not work on catatonic breakdown. - Some minor fixes to how ideoligions are generated.
Hello everyone! We have great news for our Australian players - RimWorld is once again available for purchase on Steam in Australia. This means Australians have access to the RimWorld Steam store page and can gift and receive Steam keys for the game. (It also means you can read this news update. ) Everything should be back to normal! For context: Back in February, the Australian Classification Board classified RimWorld as Refused Classification (RC) which banned the game from sale in Australia. This news was sudden and a surprise to everyone. We appealed to the Classification Review Board and they agreed to review the games rating on April 20. We assembled a lot of useful evidence and had a great legal team to help us. Our community was also amazing and helped us by providing examples of games on Steam that had similar cases to us, like Disco Elysium and Fallout. The review concluded with a happy ending - RimWorlds classification changed from Refused Classification (RC) to R 18+ (Restricted), and now we're back on Steam! So a big thanks to everyone for your support, that was a wild couple of months! - Tia
Hello everyone! Its Tia - Im back with update 1.3.3326 which brings full support for RimWorld on Steam Deck! Before I get into the update, I wanted to share that our developer who was living in Ukraine is now safe in Germany. Hes staying with one of our former team members and we're doing what we can to help him get set up there. Thank you for all the kind comments and for thinking of our team. Todays update makes the Deck controls more intuitive, refines the touchscreen interface, improves the UI and keyboard, and adds an easy way to access the Deck's controller config options. The Steam Deck requires that we use a new version of the Steamworks API which breaks compatibility with a few mods. To prevent breakages, three weeks ago, we released a public beta to give modders time to update, and we personally reached out to dozens of modders to help prevent mods from breaking. The known incompatibilities should be solved now - thanks to all modders who responded! If you dont want this update for any reason: right-click RimWorld in your Steam library list, click Properties, then select the betas tab. Select version-1.3.3287 - Previous 1.3 version from the drop-down list. This will keep you on the previous version. Your game should auto-update - if it doesnt, restart Steam. Modders: Your mod can now be marked as compatible with major and minor versions. For example, you can mark a mod as compatible with 1.3.3287, but not 1.3.3326. More info in the #mod-updates channel. The full changelog is below for you to peruse! Thanks to everyone who helped us test the beta. If you experience any bugs with update 1.3.3326, or want to help us test in the future, please join the Official RimWorld Development Discord. Im excited to hear how players are enjoying RimWorld on Steam Deck. Maybe Ill spot someone playing it on the train! - Tia
Ideology Improvements
- Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually arent. - Fix: Ability gizmos are still available for roles that have been removed via reformation. - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog. UI Improvements - Show accept key command hotkey on SteamDeck. - Set new, better SteamDeck menu icons. - Larger float menu options on SteamDeck. - Main buttons position change (change height instead of y). - Keyboard on a SteamDeck now shows automatically when a new text field is focused. - Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view. - Increase text input font size. - Don't show tooltips when the SteamDeck keyboard is open. - Change quests SteamDeck icon.
Controls
- Touch screen scrolling improvements on SteamDeck. - It's now possible to scroll through lists by dragging your finger on SteamDeck. - Make zooming faster on SteamDeck. - Holding a special "middle mouse button" button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen. - Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck. - Allow more zoom on SteamDeck for better touch screen support and easier navigation. - Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons. - Accept key on a SteamDeck now activates the first command.
Misc Improvements
- Tutorial now mentions the correct button names on SteamDeck. - Added triggered modal ConceptDefs which explain SteamDeck controls. - Added controller configuration button to options on SteamDeck. - Added an option to disable tiny fonts in options.
Technical
- Added SteamDeck configuration file. - Added SteamInput. - Make ScrollWheelZoomRate a static property. - Suppress SteamDeck ConceptDef warnings. - Added UnityGUIBugsFixer calls to LearningReadout since it uses GUI.BeginScrollView directly. - Ensure FixSteamDeckMousePositionNeverUpdating() works even for non-1 scales. - Updated steam dlls in root directory. - Updated Steamworks so that it's possible to show the correct on-screen keyboard on SteamDeck. - Added "Simulate using Steam Deck" debug setting. - AllTypes now tries to use all types it could load instead of failing entirely. - LearningReadout now uses Widgets.BeginScrollView instead of GUI.BeginScrollView to support SteamDeck fixes - Added support for build numbers in LoadFolders.xml
Fixes
- Fix: Mouse position never updates on Linux builds. - Fix: Missing EventUp event in MultiPawnGotoController on SteamDeck - Fix camera movement on SteamDeck. "Middle mouse button" camera movement on SteamDeck now works as well. This also allows using touch screen to move the camera. - Fix Unity bug with GetMouseButton() returning false. - Fix: Changing GUI.matrix also breaks mousePosition, added 1 more UnityGUIBugsFixer callback to fix this - Fix: Main buttons have a 1px gap at the bottom and they can't be clicked there - Fix: Keyboard instantly hides after appearing - Fix: Mouse position never updates on a SteamDeck - Fix: Error after pressing quit to OS button - Fix: The "absorb clicks area" around gizmos is too large and it makes the left part of every gizmo unusable, even though the gizmo is highlighted. - Fix: Q and E hotkeys shown on a SteamDeck. - Fix: Null ref error in SelectApproximateBestTravelSupplies when sending caravan - Fix: Only a small part of ideo appearances precept box is clickable because an incorrect rect is used
Hi everyone, its Tia. Weve released our Steam Deck update 1.3.3300 as a beta branch on Steam. This update has full support for Steam Deck! However, for that to work it has to use a new version of the Steamworks API, which will break mods that access Steamworks. If youre working on a mod that accesses Steamworks, please prepare to update to its new version to prevent breaking the game. We are planning to release this version to everyone on Wednesday April 6 at around 5pm EST. Players who want to use Steam Deck should also use this branch for now. Everything except a few mods should work. To play this beta on Deck or PC: right-click RimWorld in your Steam library list, click Properties, then select the betas tab. Select steam_deck - Steam Deck update from the drop-down list. Your game should auto-update - if it doesnt, restart Steam. To share any feedback or bug reports from the beta, please join the Official RimWorld Development Discord. - Tia
Steam Deck Changes
In a previous announcement, we said support for the Steam Deck would be delayed until after the consoles release. Since then, our tech lead Piotr Walczak has been working hard to put together this integration update. The update focuses on Steam Deck changes and improvements. The UI changes make it easier to read on-screen text and type with the Steam Deck keyboard, and menus look a lot better. The controls make more sense now with improved scrolling, zooming, time control, and touch screen navigation. Overall, playing RimWorld on Steam Deck should be a lot smoother with more intuitive controls. There may be more changes on the way to get RimWorld a Verified status for Steam Deck. We also fixed some sources of annoyance in the ideoligion configuration screen. The full changelog is below.
Ideology Improvements
- Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually are. - Fix: Ability gizmos are still available for roles that have been removed via reformation. - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog. UI Improvements - Show accept key command hotkey on SteamDeck. - Set new, better SteamDeck menu icons. - Larger float menu options on SteamDeck. - Main buttons position change (change height instead of y). - Keyboard on a SteamDeck now shows automatically when a new text field is focused. - Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view. - Increase text input font size. - Don't show tooltips when the SteamDeck keyboard is open. - Change quests SteamDeck icon.
Controls
- Touch screen scrolling improvements on SteamDeck. - It's now possible to scroll through lists by dragging your finger on SteamDeck. - Make zooming faster on SteamDeck. - Holding a special "middle mouse button" button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen. - Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck. - Allow more zoom on SteamDeck for better touch screen support and easier navigation. - Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons. - Accept key on a SteamDeck now activates the first command.
Misc Improvements
- Tutorial now mentions the correct button names on SteamDeck. - Added triggered modal ConceptDefs which explain SteamDeck controls. - Added controller configuration button to options on SteamDeck. Technical - Added SteamDeck configuration file. - Added SteamInput. - Make ScrollWheelZoomRate a static property. - Suppress SteamDeck ConceptDef warnings. - Added UnityGUIBugsFixer calls to LearningReadout since it uses GUI.BeginScrollView directly. - Ensure FixSteamDeckMousePositionNeverUpdating() works even for non-1 scales. - Updated steam dlls in root directory. - Updated Steamworks so that it's possible to show the correct on-screen keyboard on SteamDeck. - Added "Simulate using Steam Deck" debug setting. - AllTypes now tries to use all types it could load instead of failing entirely.
Fixes
- Fix: Missing EventUp event in MultiPawnGotoController on SteamDeck - Fix camera movement on SteamDeck. "Middle mouse button" camera movement on SteamDeck now works as well. This also allows using touch screen to move the camera. - Fix Unity bug with GetMouseButton() returning false. - Fix: Changing GUI.matrix also breaks mousePosition, added 1 more UnityGUIBugsFixer callback to fix this - Fix: Main buttons have a 1px gap at the bottom and they can't be clicked there - Fix: Keyboard instantly hides after appearing - Fix: Mouse position never updates on a SteamDeck - Fix: Error after pressing quit to OS button - Fix: The "absorb clicks area" around gizmos is too large and it makes the left part of every gizmo unusable, even though the gizmo is highlighted.
Hello everyone, Unfortunately, we've just been informed that RimWorld has just been made unavailable for new purchases by Australian customers on Steam. This does not seem to affect existing owners - it only prevents new purchases. Anyone who already owns the game is still be able to play, receive updates and access community features like the forums and workshop. The Ideology and Royalty expansions are also not affected. We don't have a ton of information about this since it just happened within the last few hours, it's Friday evening, and most people we could ask are not at work. From the info we have, this happened because a few days ago, the Australian Classification Board classified a potential console version of RimWorld as Refused Classification (RC), meaning it can't be sold in Australia. We did not expect this to affect the Steam version because in previous similar cases, as with Disco Elysium for example, an RC rating on a console version did not affect the availability of the PC version on Steam. We're not sure why this decision was made in RimWorld's case. I'm sorry this news was so sudden and for anyone who is frustrated by this. We are working to resolve this situation and make RimWorld available to everyone again as soon as possible, but we dont yet know what that might require or how long it may take. Thanks for your understanding everyone. - Ty
Hey everyone, it's time for another update! This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible. Key among those is a new way to play with Ideology content active, but without actually running the ideology system. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active - they make nice visual flair if you want them.) We've also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situations, especially when you're hosting guests from NPC-generated ideoligions. There are also a variety of bug fixes and other improvements - see the changelog below. [EDIT] We've hotfixed an issue with the tutorial. This update should be compatible with all saves and mods. Thanks to everyone who helped test on the official dev Discord! And as always, please don't hesitate to review Ideology on its Steam page! Cheers, Ty
New feature
- Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.
UI improvements
- Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next". - The old "classic" mode is now called "classic-like" and is one of the "mild" presets. - Meme tooltips now list all prevented precepts instead of just saying how many there are. - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts. - We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better. - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it. - A "Show all" checkbox on ideo dialog shows all hidden precepts. - Updated meat eating precept and thought labels and descriptions to better match gameplay.
Tuning - General
- Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists. - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge. - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
Tuning - Ideoligions
- Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while. - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits. - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising. - Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
Misc
- Added a debug tool for spawning meals with specific ingredients. - Reworked eclipse precept artwork. - Updated "name in game" player names. - The system now ensures all mods adhere to their forceLoadBefore and forceLoadAfter lists. - Only log warning message if quest script is unaffected by points and population. The user is warned with "[not now]" if affected by points or population. - Added fail message for generating single quest. - Improve some charity quest-related message texts. - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion. - Raid sample debug outputs now correctly uses lastRaidFaction and resets it afterwards.
Fixes
- Fix: Rendering bug (all rectangles are white) on intel graphics. - Fix: Error generating sampled raid info under faction's min points to generate combat encounter. - Fix: NullReferenceException when attempting to trade from shuttle. - Fix: "Assign owner" tooltip for animal beds mentions humanlike owners. - Fix: Getting raid sample info for non-hostile factions re-selects a hostile faction, giving inaccurate results. - Fix: Torture crown is automatically equipped by colonists. - Fix: Classic mode ideoligions don't start with some classic precepts. - Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle. - Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application. - Fix: Error when generating pawn from factions that do not have allowed cultures, or their allowed cultures do not have styleItemTags. - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option. - Fix: Mods without forceLoadBefore/forceLoadAfter cannot be enabled. - Fix: Mods with forceLoadBefore/forceLoadAfter cannot be disabled. - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map. - Fix: RitualObligationTrigger_EveryMember doesn't recache active obligations on ideoligion reform. - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized. - Fix: Bugs related to copying an ideology for reform process. - Fix: Shelves, chairs and stools don't have style dominance. - Fix: Ideoligion info available on ritual begin dialog in classic mode. - Fix: Loading classic mode game gives the player non-classic rituals. - Fix: Execution requires altar or ideogram in classic mode. - Fix: Inverted check when checking if a player can claim factionless buildings. - Fix: Jumping resets "Fire at will" toggle. - Fix: Exception using some mods. Added LastAnimalSlaughterTick property as obsolete. - Fix: NullReferenceException slaughtering animals without Ideology installed. - Fix: Research warning doesn't check for minor ideoligions. - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
Hey everyone, just a quick note about the Steam Deck release and RimWorld. RimWorld works on Steam Deck as it is now, but there are a number of UI issues and some general jankiness we intend to solve with an update. Our developer who was working on this lives in Ukraine. After delays getting the Deck to him, the current situation there means he won't be making progress any time soon. Our tech lead Piotr Walczak is taking over Steam Deck integration efforts. However, we probably won't have an integration patch out until after the Deck is released. To those of you excited to play RW on the Deck - We are excited too! Please look forward to updates that should solve issues you might find. If you can, consider waiting for the update before you dive in. We want the experience to be as great as possible and we're working to make that happen. We also welcome reports of any issues on the official dev Discord here. Knowing the problems helps us solve them! Thanks to everyone for your understanding. - Ty
Hey everyone - here's a new update for RimWorld for all of you! This wide-ranging update makes a variety of improvements - see the full changelog below. One critical adjustment is in the proportion of different raid strategies. Previously, mechanoids were using breach raids far too often. I've been seeing feedback about this for a while, so in previous updates we did make some analysis tools and I tried to adjust things to solve it. Unfortunately, I missed the true issue and the problem persisted. After some recent feedback from Reddit, we made some more analysis tools to figure out what's going on, I was shocked to discover how out of whack the numbers were. I'm not sure how I missed this before, but the game wasn't acting anything like I intended. Please accept my apology for not fixing this earlier. With this update, breach raids are now present but uncommon, with normal raids forming the main threat. I also tweaked the numbers for human factions so the mix of raid strategies should be healthily varied through the whole game. The game will now also reduce the likelihood of getting two raids from the same faction in a row. Related to that, players' turrets have been buffed gently. Since we have raids that can handle turrets more intelligently now, we can make the turrets stronger against the attacks against which they are effective. All this is subject to ongoing adjustment, of course. We also did a bunch of work to improve your ability to handle vegetarian, carnivore, and eat-anything colonists together. Previously, you didn't have the management tools needed to identify and separate these peoples' foods properly; now you do. Biosculpters also have better feedback to help players anticipate the duration of the biosculpting cycles, since these durations change depending on who goes into the pod. This update should be compatible with all saves and mods. Many thanks to Nick Barrash for work on extremely fiddly meal-related AI and visualization, Matt Ritchie for helping investigate breacher issues, and Alex Mulford for helping balance player defense tools. Also thanks to TiaPixel for marketing help and to everyone who offered test feedback for the unstable build on the public RimWorld test Discord server. As always, please don't hesitate to review Ideology on its Steam page! Until next time, Ty
Combat - Turrets
- Mini-turret damage increased from 11 to 12. - Mini-turret accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24. - Autocannon damage increased from 25 to 27. - Autocannon accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. - Uranium slug turret damage increased from 50 to 55. - Uranium slug turret accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44. - Mortar miss radius reduced from 10 to 9 (when playing without classic mortars active). - The accuracy of mortars is now related to a pawn's shooting skill. Skill level 8 makes it the same as before. Higher skill will make the mortar more accurate, while lower skill will make it less accurate. - Turret ammo cost is no longer factored by difficulty. - Reduced uranium slug turret cost per shot from 3 uranium to 2.666.
Combat - Enemies
- Reduced termite mech's thump cannon range from 25.9 to 24.9. - Added a way to make special per-faction raid strategy probabilities. - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time. - Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls. - Changed termite thump cannon's damage multiplier versus walls from 4x to 2x (so their damage versus walls dropped from 540 to 270). It now requires 2 shots from a termite to destroy a 300hp steel wall. - Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56). - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid. - Adjusted human factions' raid strategy selection weights for slightly more variation.
Food handling
- We now vary meal textures depending on ingredients. - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type. - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands. - Meal inspect strings now display information regarding their ingredients and who would accept eating them. - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only). - Meal-related thoughts now display which meal caused the thought. - Added food restrictions for meat or veg only meals. - Added special thing filters for meat and veg ingredient-filled meals. - Add insect meat food restriction and special things filter. - Add cannibal food restriction and special thing filter. - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
Misc improvements
- Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome. - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress. - Add LookTarget to the cure message shown when using healer mech serum. - Restored the healing message displayed after using a healer mech serum. - Pawns can now install pre-built furniture even if it is incompatible with their ideo. - When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu. - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist). - Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip. - Some research now requires high tech bench: brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis. - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active. - Slaves are now worth 75% of colonists in terms of map wealth and population. - Terminals in worshipful villages now take 3 seconds to hack. - Changed slag steel chunk mass from 5 to 8 so it doesn't weight less than the steel you get by smelting it. - Added a loading tip describing fixed wealth mode. - Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).
Fixes
- Fix: Hood and torture crown have no armor ratings. - Fix: Transport pods built before last patch have 0 capacity. - Fix: Uninstalling and reinstalling a mortar resets its cooldown. - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen. - Fix: Newborn animals from other factions don't leave with faction. - Fix: High life precept description doesn't properly display mood range. - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear. - Fix: Autobong doesn't satisfy smokeleaf dependence. - Fix: Special characters on named precepts can break UI. - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters. - Fix: Tattoo artwork integration bugs. - Fix: Error message with def for smeltProducts. - Fix: Long range mineral scanner took 10x less work to build than similar structures. - Fix: Work speed penalty reasons formatting issues. - Fix: Remove gestation period stat for megaspiders and spelopedes, since they do not breed. - Fix: Slab bed doesn't burn. - Fix: Potential nullref in CompAbilityEffect_StartRitual. - Fix: Drum party-related error when ticking AI lord. - Fix: Blood from scarification is from cutter, not cuttee. - Fix: Psyfocus ritual reward does not recharge psyfocus to max. - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role. - Fix: Mortar draws interaction spot when selected. - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked. - Fix: Paralytic Abasia pawn enslaved throws 10 jobs in one tick when emancipated. - Fix: Meals with no ingredients cause "ate non-meat" thought. - Fix: Player-provided saved game had a settlement with a non-functional trade button. It no longer refuses to trade. - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - Fix: Saving and loading repeatedly while doors are waiting to close can cause them to become stuck open. - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave. - Fix: Hauling items into stockpiles occasionally fails with a NullReferenceException. This affected emptying egg box job and possibly others. - Fix: Bestowing ceremony target is undraftable even after ceremony ended. - Fix: Hackables can be instantly hacked. - Fix: Autobong reduces consciousness of mechs. - Fix: Raiders attacking non-aggressive roamers. - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
Hello everyone! I'm happy to announce a new update for RimWorld and all expansions. The biosculpters got a focused redesign. Colonists can now automatically do their own age reversal, and initiating a biosculpting cycle takes 1 step instead of 3. There's also less incentive to do weird things like deconstruct and reconstruct the biosculpter. Overall the micromanagement burden should be much lower, especially for large colonies. We also reworked caravan formation to make it faster and more fluid. The archonexus restart sequence got some love so it's clearer and better-tuned. Finally, there's also a bunch of smaller improvements - see the change list below. This update was tested as compatible with all savegames and mods. Thanks to everyone who helped test on the Official dev Discord server, to Matt Ritchie for running the unstable build update cycle, Nick Barrash for the biosculpter rework, and all our other devs for their contributions, and everyone who gave such rich feedback on Discord and on the RimWorld subreddit. As always, don't hesitate to review Ideology on its Steam page! Enjoy! -Tynan
Biosculpter changes
- Transhumanism believers will now automatically take their yearly age reversal cycle if the new Auto age reverse toggle on biotuned biosculpter pods is enabled - All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients (like glitterworld medicine) are collected and carried to the biosculpter by the pawn initiating the cycle. - It now only requires a single player action to start a pawn on a biosculpter cycle (previously it took two separate actions and waiting for pawns to fill nutrition). - Biosculpter pods glow green when nutrition is loaded and theyre ready for cycle selection. - Biotuned biosculpter pods now run cycles 25% faster. - Biotuning now happens after a cycle is completed instead of when a pawn enters the pod. - Biosculpters consume 50W of power if no cycle is running, and 200W if a cycle is running, instead of consuming full power all the time. - Biosculpters now take longer to minify. - Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam. - Nutrition is liquified when added to a pod and is no longer ejected if a cycle is cancelled. - If biosculpter loses power while occupied, we don't animate and we now show how long until eject in inspect string. - Change pleasure cycle mood bonus from +10 to +15. - Biotuning duration has been increased to 80 days from 60 days. - Biosculpter deconstruct yield is down to 25% from 50%. - Biosculpter construct cost increased from 3 to 4 components. - Biosculpters don't heal missing eyes if the pawn's ideoligion approves of blindness.
Caravan improvements
- Change caravan packing spot to caravan hitching spot. It's still free, but it does more. - Caravan hitching post now can be used to keep animals in place on temporary maps. - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation. - Animals will eat and sleep within their rope area if they're roped to a spot. - Added an alert that shows when hungry animals are tied to hitching posts. - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft. - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded. - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep. - Joy decreases more slowly when a pawn is preparing a caravan. - Colonists will now look for food in pack animal inventory if no better food sources available. - Colonists will grab food from pack animal to feed patients if no other food available. - Colonists can grab medicine from pack animals. - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available. - Update pen needed alert to take into account hitching post and handling skill for roping removal. - Remove animal handling skill requirements for roping to pen. - Save prepare caravan gather items toil tree to disk.
Archonexus improvements
- Add animal pregnancy, gender, and bonded information to archonexus settlement dialog. - Sort items players take to new archonexus settlement more in line with usefulness. - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected. - Tweak count of items players can bring to new archonexus settlement. - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen. - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement. - Swap thing icon and info icon in archonexus dialog. - Reset pawn food and rest levels when starting new archonexus colony. - Add animation after selecting new archonexus settlement to make moment feel more significant.
Misc improvements
- Ideoligious buildings are no longer expected to be placed in non-home maps. - Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc...) - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)". - Pawn beauty stat is now visible even when the value is zero. - Precept name length is now limited. - Minor fixes to new colony optimism thought appliance when abandoning settlements or creating new ones. - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies. - Reduced the amount of ancient junk that spawns on newly-generated maps. - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight. - Reduce prevalence of breach raids at high points levels. - Update predators hunting across fences tooltip to match current functionality. - Ensure the trigger conditions for scarification/blinding are clear to the player. - Right clicking on ancient junk with drafted pawn shows option to attack. - Unforbid items in pawn inventory if taken by caravan from temporary map. - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitatlity quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well. - Added range values to darkness combat stats. - Added charity events for not helping pilgrims. - Added hacking progress stat to hackable things. - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles. - Provide a config error if def label contains '[', ']', '{', or '}' characters. Added a flag to hide this error. - Clarify age reversal precept. - Updated player-created names.
Fixes
- Fix: New colony optimism thoughts are not applied correctly. - Fix: Gastro-analyzer can be removed by biosculpter. - Fix: Caravan stuck indefinitely if animal in pen added while caravan pawns moving to exit map - Fix: Clicking ideo icon on some dialogs uslessly opens copy of same dialog. - Fix: Royal ascent shuttle can only take 1000kg of colonists. - Fix: Skip psycast can cause duplication bugs. - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown. - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept. - Fix: Error on reloading a save with bombardment/salvo spawned on the same tick as save. - Fix: Multiple instances of minified item dont show correctly in to load part of caravan tab. - Fix: Exception when pawn dies of malnutrition. - Fix: Burned tree description states it doesn't drop wood when it does. - Fix: Exception drawing pawn inspect pane/bio tab/other UI with null extra mini faction. - Fix: Some ability translation keys are in Royalty but used elsewhere. - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected. - Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update. - Fix: numCase subsymbol doesn't work if source number is float. - Fix: Typos.
EDIT 3: The build is now live for everyone. Thanks to the mod authors of Doors Expanded for updating quickly! Hey everyone! RimWorld update 1.3.3117 is now out. This one comes with a long list of new stuff and improvements. Full changelist is below. Multi-ideo viability: One key thing I wanted to do with this update was make it more rewarding to have a colony with diverse beliefs. While it should certainly be possible to run your colony as an ideological monoculture, I always wanted it to be possible to claim the benefits of multiple belief systems at the cost of needing to take a wider diversity of needs into account. This would also make recruiting easier, since it wouldn't be necessary to convert everyone during the recruiting process. We made several changes to achieve this goal. Now, colonists can participate in rituals of other ideoligions, strengthen those rituals by their presence, and gain mood and other benefits from them. Bigoted colonists will get a negative thought from participating in other beliefs, but the benefit from the ritual can outweigh their inner conflict. Since rituals can have quite specific effects, it can be very useful to have a wide toolbox of rituals available. Previously, colonists would be very unhappy if their beliefs were violated by others, and would hate everyone who acted against their beliefs. Now they don't mind as much if something they disagree with is happening elsewhere in the colony, and don't so intensely hate anyone who does something they wouldn't. They will still care as before about their own actions. Previously, in order to celebrate a ritual, it needed to be obligated by having three believers in the colony. This is no longer the case - just one believer is now enough to initiate a ritual, while obligations to do the ritual still start at three believers. I'll continue to monitor how this plays out and make adjustments as needed to maximize the number of viable play paths you can choose from. Compatibility: This update should be compatible with all savegames and mods. As always, don't hesitate to review Ideology on its Steam page!
Multi-ideo colony viability
- Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo. - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable. - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation. - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions. - Ritual setup dialog now says what ideoligion the ritual comes from.
New stuff
- Gaining, changing, or removing a role now requires a simple ritual. - Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly. - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions. - Skullspikes now display whose skull is contained inside on their inspect pane. - Added a precept related to Darkness meme that gives believers a positive thought during an eclipse. - You can now randomize fluid ideos before applying changes. - You can now randomize normal memes during fluid ideo reforming. - Added a "build door" gizmo that displays when a wall or wall blueprint is selected.
Improvements
- Blind pawns' stats are now unaffected by light and darkness. - Biosculpter bioregeneration cycle now requires 2 glitterworld medicine. - Adjust the role tooltip area on the pawn's social tab. - Integrated artwork for bioregeneration cycle gizmo. - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen. - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled. - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded. - Increased chance for ancient security crates to spawn in ancient complexes. - Removed min points limit on security crate spawning in ancient complexes. - Psytrainer description now shows the description of associated psycasts. - We now warn player if important plants like anima trees are marked for cutting or in grow zone. - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo. - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out. - We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions. - Conditions that will be or can be healed by a biosculpter cycle are listed in a confirmation dialog on ordering a pawn to enter or load another into the biosculpter. - Extreme blood loss reduces consciousness by 40% and sets the capacity's max to 10%. - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog. - Change to randomized memes for fluid ideo based on feedback. - Korean language worker updates.
Technical
- Updated to Unity 2019.4.30f1. This should prevent a rare issue where the game would freeze during startup. - Graphic_RandomRotated now supports random inner graphic correctly. - Add a temporary workaround for stuck old bestowing ceremony lord. Apply workaround for stuck old bestowing ceremony lord to AnyLordJobPreventsNewRituals too. - Improve ideo null checks for role change buttons. - We now cache def short hashes in database. This solves potential performance issue with deep drills. - Small improvements to SetIdeoRole debug tool. - Improved pawn portrait error reporting code. - Changes to fluid ideo meme randomization.
Fixes
- Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep. - Fix: Gauranlen tree miscalculates dryad count on creating seed pod. - Fix: Text of funeral ritual states bonus awards are available after randomizing name. - Fix: Totemic sculpture is pixelated. - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers. - Fix: Research command ability icon is pixelated on non-uniform ui scales. - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely. - Fix: Sunlamp does not trigger blinding light for Darkness pawns. - Fix: Wild people can be enslaved while arrested. - Fix: Several issues with ancient junk. - Fix: Wrong capitalization. - Fix: Typo soldiarity -> solidarity - Fix: Missing word in backstory. - Fix: Wind turbine, neural supercharger and skullspike have no path costs. - Fix: Extra memes from mods can be hidden in 'choose meme' UI. - Fix: Leader speech generates "could not reserve" errors. - Fix: New draft carry system leads to pawns being accidentally 'kidnapped' by guests when they leave. - Fix: Starting a role change from social tab causes an NRE in JobGiver_AcceptRole. - Fix: Exception in pawn portrait rendering. - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns. - Fix: Archonexus quest line cannot be continued if map part holder faction defeated. - Fix: Typo "Bslinded someone". - Fix: Removed hard-coded points value being passed into complex debug tool. - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly. - Fix: Can save/load ideo when you shouldn't be able to. - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs. - Fix: Typo in TKey LetterCashing -> LetterChasing. - Fix: Some ThreatReward_Raid_Joiner texts remain untranslated when using Core only. - Fix: When a faction is defeated the faction goodwill number and relation label overlap. - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner. - Fix: Exceptions ticking pawns due to null room requirements. - Fix: You can assign a role changer of non-player ideo on the ritual config screen. - Fix: Potential nullref related to role change ritual interface. - Fix: Bestower sometimes arrives malnourished. - Fix: Gaumaker pods can destroy the tree they are spawned from. - Fix: Ideology message key displaying without the expansion. - Fix: Ritual timings are 1 day off. - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors. - Fix: Missing possessive symbols in text. - Fix: ShouldConisderNode -> ShouldConsiderNode - Fix: Gaumaker pods can destroy the tree they are spawned from. - Fix: Ideology message key displaying without the expansion. - Fix: In ideo display and edit UIs, elements overlap sometimes if dev edit mode is on. - Fix: Initial starting ideo incorrectly shows if player selects ideo and clicks back in game start flow. - Fix: Possible to load a fluid ideo with more memes than is allowed. - Fix: Disease incident can target colonists in biosculpter. - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot. - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart. - Fix: Hediffs can be listed more than once as capacity impactors on the health tab. - Fix: Body part capacity impactors can be listed more than once. - Fix: Multiple issues with role assign dialog. - Fix: Generating a mission based quest with debug and not setting the population slate value will generate a quest with 50 population. - Fix: Wardens stop suppressing slaves if suppression > 50%. - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items. - Fix: Beggar quest causes exceptions with Royalty not installed. - Fix: "ResolveCaseInsensitiveFilePath: System.IO.DirectoryNotFoundException: Could not find a part of the path" - Fix: Skip abilities don't update cover grid.
Hello RimWorld players! I've just released RimWorld version 1.3.3101. This one comes with a long list of new stuff and improvements for the base game and both expansions. Full changelog is below. Fluid ideoligions: The big feature in this update is fluid ideoligions. You can start the game in a new mode where you define a simple, minimal ideoligion to begin with. Then, during play, you'll earn development points by completing rituals and taking actions that satisfy your beliefs. With enough development points, you can reform your ideoligion to alter memes, styles, precepts, and everything else. You'll be able to build up the complexity and intensity of your belief system as the game progresses. The original system with stable ideoligions also remains available, if you want to play a specific belief system from the start. Compatibility: This update should be compatible with all savegames and mods. Thanks: Thanks to everyone who helped us test this update on the official development Discord server, and to modders (Oskar and pals) who updated their mods to keep compatibility! Don't hesitate to review Ideology on its Steam page! EDIT: Build quickly updated to 1.3.3102 to fix an issue with the biosculpter pods not working right. Changelog below.
New stuff
- Add new fluid ideo system. This allows you to start the game with a "fluid" ideoligion that has only one meme. Over time, you gain development points on that ideoligion by completing rituals and other ideoligion-related actions. With enough development points, you can reform the ideoligion to alter memes or precepts, change styles, change structure, and more. - Add darklight braziers. - Predators no longer hunt animals on the other side of fences. Predators can still randomly wander into animal pens. - Add an alert to thell the player when a predator has wandered into a pen in use. - The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from. - Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium. - Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement. - Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat. - Add bionic tongue that replaces tongue. - Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses. - Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc. - Added copy/paste gizmos for biosculpter nutrition settings. - Added toggleable texture compression and atlas texture compression in the options menu.
Improvements
- Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement. - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected. - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this. - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over. - Extractable trees are no longer auto-minifiable in caravan forming dialog. - We now hide quests that are ended by starting a new archonexus settlement - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting. - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded. - Tweaked the archonexus "choose items to take to new colony" dialog formatting. - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts. - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more. - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved. - Change ritual quality check graphics to look less like togglable ones for better UI clarity. - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly. - Pawns now recover from berserk trance on being downed. - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts. - Skulls now keep track of the name of the pawn they originated from. - Update descriptions of individualist and collectivist memes. - Wind turbine, skullspike and neural supercharger can now be walked through like most other buildings. - Biosculpters now list what will be cured and what can possibly be cured in the tooltip for the healing cycle if the biosculpter is tuned to a pawn. - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. - Add note about work to deconstruct to 'work to build' stat description. - Adjust some thought descriptions so that they still make sense for blind people. - Timbershrooms can now grow wild in caves. - Minified things now inherit their inner thing's flammability. - Removed culture restrictions when choosing ideoligion - More informative float menu options for not being able to enter a biosculpter. - Split biosculpter healing cycle into two distinct cycles: Medic and bioregeneration. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs. - Changed extract tree hotkey to be the same as uninstalling. - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
Tuning
- Dryad spawn days reduced from 8 to 6. - Increase impact of 'lost role' thought from -5 to -15. - Reduce production specialist crafting speed buff from +70% to +50%. - Reduce intensity of 'ate meat' opinion maluses for vegetarians. - Reduce biosculpter age reversal cycle duration from 10 to 8 days. - Reduce nutrition requirements of healing and age reversal biosculpter cycles from 10 to 5. - Woodmaker dryad output every 2 days increased from 25 wood to 32 wood. - Reduced dryad transform delay from 6 days to 5 days. - Adjust mood impact of relic-in-ritual-room thought. - Barkskin dryad blunt armor increased from 30% to 40%, sharp armor increased from 60% to 70%. - Gauranlen seeds now have a market value of $70 instead of $0.
Technical
- Change IsPsychicallySensitive from >= to >. - Turn psychic sensitivity checks into a property. - Merged two translation keys regarding building precept alerts into one. - Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second. - Add unused legacy AllThingsGlowing room requirement back in for back compat - Refactor: Separate method for loading multiple comma separated MayRequire mods - Use IsFormingCaravan extension method instead of explicitly looking at pawn's lord job. - Performance improvements to animal slaughter dialog, debug tables and debug option screens. - Removed unnecessary MayRequire attributes. - Add missing gender constants for deity, foeLeader and founder. - Ideo.Notity_GuestStatusChanged -> Notify_MemberGuestStatusChanged - Implemented ideo thoughts debug output. - Moved ThingWithSources to a comp. - Change to ritual obligation trigger CopyTo based on feedback. - Ensure CompHasSources does not start with a null list. - Remove unused translation keys. - Improved some translation keys. - Added some new player-created names. Adjusted one name per request.
Fixes
- Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine. - Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency. - Fix: Skull extraction blood is labeled as being from the extractor. - Fix: Skull extraction drops blood when corpse is already a skeleton - Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped. - Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. - Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player. - Fix: Destroying Gauranlen tree while dryads are in healing pod or cocoon causes errors and keeps dryads inside. - Fix: Psychically deaf pawns get anima linking alert and can start the ceremony. - Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it. - Fix: Opened ideology dialog is not interactable when opened in caravan forming screen via pawn's bio. - Fix: Bionic / archotech eye is visible under the burka. - Fix: Opening weapons with Graphic_Random have their icon cycled every frame on the info card. - Fix: Colonists try to rope to pen an animal in a mental state, resulting in getting stuck. - Fix: Ancient beds not showing sleeping pawn body. - Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists. - Fix regression: PawnRenderer.RenderCache renders pawns always with clothes enabled. - Fix: PawnRenderer renders naked pawns by default. - Fix: There are some duplicate ideoligion icons. - Fix: Pawns can get stuck picking up and dropping medicine after returning on a caravan. - Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption. - Fix regression: Bestower doesn't care about roof collapsing on top of him. - Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity. - Fix: Skeletons don't draw apparel. - Fix: Bionic parts are drawn as wounds. - Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully. Several other fixes to bestowing ceremony. - Fix: It is possible to sell animals while forming a caravan. - Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon - Fix: Mech breach raids can completely break down sometimes and just stop doing anything. - Fix: Designator_Dropdown doesn't properly update to icon from wrapped Designator_Install. - Fix: Missing translate() call on cancel button text for archonexus dialog. - Fix/adjustments to reform ideo dialog. - Fix: NRE when starting bestowing ceremony. - Fix: Players can take items from passing trade ship inventory to next archonexus settlement - Fix: Dryads with replaced parts don't have the "missing" part added back. - Fix: Totemic boards and ideoligion rugs are not flammable. - Fix: WorkGiver_Tend JobOnThing doesn't match fail conditions of JobDriver_TendPatient - Fix: Incorrect 'wanderer joined' text when wanderer helped. - Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed. - Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner. - Fix: Ideo reform dialog does not support more than 5 memes horizontally. - Fix: Two-column credit entries have overlapping rows if left entry is taller than the right one. - Fix: MinifiedTree error on debug MakeColony tool. - Fix: SitePartWorker_SleepingMechanoids checks for wrong faction type in IsAvailable. - Fix: You can start conversion ritual with a moral guide that can't speak. - Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping. - Fix: Cannibal ideo pawns do not prefer human leather apparel. - Fix: Non-colonist can be chosen as scarification target. - Fix: Wild dryads can wander in, only to leave right away. - Fix: Error on beggars quest without fluid ideo. - Fix: Errors on starting incidents with no colonists. - Fix: Naked translation key. - Fix: Typos.
Hey everyone! I've just released version 1.3.3087 of RimWorld with a variety of improvements for the base game and both expansions. Full changelog is below. The main visible feature in this update is tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can do this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites. This update should be compatible with all savegames and mods. Thanks to everyone who helped us test it on the official development Discord server, and to everyone who has submitted bugs and constructive feedback. We're happy to have all this great information to use while improving the game.
Change list
New stuff
- Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites. - Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed. - Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns. - There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.
Improvements
- Classic ideo preset can now generate relics. - Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present. - Persona weapons are no longer included in "allow biocoded" thing filters. - Upon new archonexus settlement, player now retains research up to classic start. - We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start. - Colonists now get initial optimism thought after resettling in archonexus quest line - Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion - We no longer randomize classic ideo styles. Just use whatever is in the culture. - Dryads now rest near their connected tree, not in beds or sleeping spots. - Clicking on ideoligion certainty in social card now opens ideoligion tab - Vegetarian meals now allow animal products as ingredients. - Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn. - Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all. - Removed allowed area assignment UI for dryads since they ignore it anyway. - Reword ideo preset categories' descriptions. - Lower slave social fight chance by 50%. - We now reset biosculpter timers after archonexus resettlement. - We now reset prevent various events from happening too early after new archonexus settlement. - Ancient tank trap and ancient macro-engine block are now non-deconstructible to match similar ancient junk. - Pawns no longer smelt relics, to avoid accidental mishaps. - Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts. - Improvements to unsuitable caravan food warning based on feedback. - Add a "drag to reorder" label on colonist creation screen for clarity. - Remove second tick noise when reordering pawns on colonist creation screen. - Updated player-created names. - Colorize the Tree Connection ritual icon to match the Gauranlen color.
Technical
- PawnRenderer weapon drawing now supports Graphic_Random. - Removed redundant RulePackDef for tree connection ritual. - Choosing ideo preset no longer continously calls SortStyleCategories but only once outside the loop. - We now filter out null AutoSlaughterConfigs after loading a game. - Fixes to GenerateGoodIngredients. - Moved IsRelic() check to extension method in ReliquaryUtility. - Limit awaking on clamor to ancient complex insects and mechs. - Reset additional storyteller parameters after new archonexus settlement. - Adjust the optimality score modifier from food that gives negative thoughs. - Add a null check to prevent old bestowing ceremony quests that existed pre-fix from causing issues.
Fixes
- Fix: Classic ideo preset can have tattoos for tribal player. - Fix: Ideology loads before royalty when resetting mods config. - Fix: Ideology about.xml file is missing
Hey everyone! Today's update adds a new ideoligion setup screen with a variety of preset patterns for ideoligion generation. The idea is to avoid overwhelming the player with details if they just want to play.
We also added the ability to play the game with an ideology matching classic RimWorld. This is a good idea for the player's first few games as they get used to the game systems.
This update also significantly improves video memory usage, especially in heavily-modded games.
It is compatible with all saves and mods.
Thanks to everyone on the official dev Discord who helped us test this update! Anyone else who wants to help test is very welcome to come join.
Change list
Improvements
- Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. - Improvements to texture atlas video memory usage. - Change harmful aging thought minimum age from 20 to 25 - Added temperature precept icon. - Rebelling slaves now drop shield belt if they have a ranged weapon - Increase fade on oil smear art. - Add more constraints to Empire faction ideo generation. They are no longer proselytizers. This makes it less annoying to host them. (This will only apply to new games.) - Increased plant harvest yield stats' max values. - Don't list "Cannot remove: Required" float menu option for precepts that have a default. All available options are already listed. - Ideoligion text color now have a min brightness, for better visibility.
Technical
- Simplify the CompareTooltipsByPriority call. - Optimize shield belt apparel code in pickup opportunistic weapon - Ensure consistent order for ideo preset tooltips. Use StableSort for tooltips in general. - Make quest dialog close actions serializable. - Adjust slave rebellion likely alert copy to make things a bit more friendly to translators.
Fixes
- Fix: Pawns without eyes cannot wear blindfolds - Fix: Immunity Drive doesn't work. - Fix: NullReferenceException for wearing color thought if apparel does not have colorable (like apparel from mods) - Fix: Pawns who prefer indoors do outdoor joy activities - Fix: Very high video memory usage on startup with heavily modded games. - Fix: Dryads can bond with pawns other than the connected one. - Fix: Dye doesn't deteriorate. - Fix: Reverse tooltip order after a recent commit. - Fix: Deserter quest doesn't count as raiding. - Fix: Biosculpters fail to eject their contents when uninstalled. - Fix: Rusted car only appears in north orientation. - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map. - Fix: Generated ideo building def gets overriden to a random one during initialization. - Fix: Exception when all slaves die while rebellion likely alert active (not hard crash). - Fix: Slave count rebellion factor shown incorrectly to users in tooltips. - Fix: Trying to convert humanlike pawn with no ideo (generated with PawnGenerationRequest(forceNoIdeo: true)) causes errors. - Fix: Dryad and Gaumaker pods can spawn over graves. - Fix: Drafted slaves which rebel dont opportunistically pick up weapons. - Fix: Archonexus guitar sound clips play before you close the new archonexus colony start dialog, instead of after like the game start dialog. - Fix: Trailing newline, null on abandon with no active maps for slave rebellion likely alert. - Fix: Using obsolete methods. - Fix: Typo in shooting specialist role description
Hey everyone, here's the next RimWorld update for the weekend! Thanks for the ongoing feedback. It should be compatible with all saves and mods.
Improvements
- Added temperature tough issue and precept. This makes some believers mind extreme temperatures less. - Added Alert for likely slave rebellion. - Mining yield now caps at 125%. - Clarified in description that the medical specialist won't do violence. - Clarified spacedrone self-destruct delay info in quest description. - Gauranlen tree pruning is dictated by a new stat, affected slightly by plants skill. Tree connection pawns have a 25% boost to pruning speed. - Increase berrymaker dryad production from 32 to 40 berries per batch. Increase medicinemaker dryad production from 3 to 4 herbal meds per batch. - Archonexus quest now warns players beforehand that research will reset - Tuned down apostate memory thoughts and adjusted labels. - Rebalance tree connector thoughts.
Technical
- Inspect pane now automatically resizes when tabs are added or removed. - Changed JobGiver_DeliverPawnToBed to check for reservation before issuing job. - Changed GenColor.InstinguishableFrom difference threshold to 0.005 and removed optional parameter.Removed the custom value from call sites. - Error mitigation for districts not having their map index decremented correctly until problem is found. - Added difference threshold parameter to method signator on GenColor.IndistinguishableFrom and replaced uses of GenColor.ApproximatelyEqual with calls to IndistinguishableFrom with custom threshold.
Fixes
- Fix: Dryads are affected by disease incidents. - Fix: Gauranlen pod seed yield is affected by difficulty. - Fix: ArgumentOutOfRange exception on Precept_Role. - Fix: Ancient junk remains can wipe important quest structures. - Fix: Apostasy from any ideo triggers knowsmemorythoughts in ideos with apostasy. - Fix: A case where bad mods can easily make a savefile unloadable (Building_TurretGun). - Fix: Check order in ThoughtWorker_Precept_TreeDensity. - Fix: In desert areas, Gaumaker dryads never form a gaumaker pod. - Fix: Gauranlen seeds can be assigned to plant under a roof. - Fix: Fungus darktorch description says it is refueled with wood. It is actually refueled with raw fungus. - Fix: TreeDensityReduced thought stages are incorrectly calculated. - Fix: IdeoRelic issue no longer has an iconPath assigned in XML. - Fix: Prisoners lost during farskip. - Fix: Ideoligion UI overlap. - Fix: Drum circle is ignored by pawns if only Ideology is installed. - Fix: Doctors administring drugs to a pawn that has just died of an OD throws exception. - Fix: 'Scarification' is not translated. - Fix: Weird ancient barrel shadow. - Fix: Some ancient junk is rotatable but should not be. - Fix: Portrait cache not dirtied on changing style item in styling station dialog. - Fix: Default parameter added to GenColor.IndistinguishableFrom() instead of overload, causing mod errors. - Fix: Tree connection meme doesn't require Gauranlen connection: Strong. - Fix: Animals being lead by ropes can be stopped to have their wool/chemfuel/milk gathered. - Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods. - Fix: High life meme ideos generate with a warning about conflicting apparel. - Fix: Cancelling a biosculpter cycle before a pawn has started it will still consume nutrition. - Fix: Ideo is left in broken state if player escapes without having selected any memes.
Hey everyone, we're here with another update. Tons of great feedback has been coming in and we're working to translate that into high-value improvements as fast as possible. It should be compatible with everything. Thanks to those who helped test it on the Official Dev Discord. Come join us! Improvements: - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. - Slaves no longer slight or insult non-slaves - Slaves never start social fights with non-slaves if insulted. - Allowed saving all ideos and allowed saving ideos in-game. - Allow non-ideo members to participate in leader speech. - Melee-ing a slave now increases suppression. - Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts. - Adjust slave rebellion base MTB 50 days back to 45 days. - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered. - Beggars can now be given items when they are traveling to their wait destination. - Prevent thrumbos from eating Gauranlen trees in addition to anima trees. - Ideo UI Role apparel requirements float menu now lists the incompatibility reason. - Added confirmation dialogs in ideo config UI when precepts will change. - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads. - Integrate art for rough living issue and set it to medium importance. - Gauranlen pod sprouts now happen much earlier for tree connector ideoligions. - We are now more selective about which weapons increase rebellion chance (exclude wood, emp, smoke...) - Allow black color to be selected for apparel coloring. - Integrated new mod source and warning graphics for the mod menu. - Integrated new meal graphics. - Improvements to ideoligion save/load UI. - Ensure Tunneler meme always has the MiningYield_High precept. Technical: - Optimized QuestNode_Root_WorkSite. - Removed _NewTemp suffix from PreceptWorker methods and made optional parameter non-optional. - Renamed def Nutrifungus to Plant_Nutrifungus per standard. - Changed ThoughtWorker_Precept_IdeoDiversity to not iterate over spawned pawns list twice. - Removed unused 'Notify_MemberSpawned' methods. - hairColor -> hairOnly. - Mark PlaceBlueprintForBuild as [Obsolete]. - Improvements to pawn blindness checks. Fixes: - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled. - Fix: Incorrect requireOne usage for PainIsVirtue. - Fix: Some bad requireOne usages. - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners. - Fix 5218: Some ancient doodads are rotated when they shouldn't be. - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought. - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game. - Fix: Pawns under 18 can use age reversal. - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak. - Fix: Funerals are expected to be held for slaves if they have same ideo as colonists. - Fix: Farskip with Relic gives debuff from losing the relic. - Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate. - Fix: Slaves and prisoners will not be carried to slave medical beds after a duel ended in which they got wounded. - Fix: Ancient complex world objects remain on world map after archonexus cycles making it potentially hard to generate a new site as a ritual reward. - Fix 5232: Wimpy Noble quest generated with generic tags rather than text. - Fix: Apparel color buff is gone after save / load. - Fix: NullRefException when abandoning royal title. - Fix 5234: Pawns can build turrets when prohibited by precepts. - Fix 5225: Undefined 'spritElement' text element. - Fix: Ideo creation warning about incompatibility between apparel requirement and desired apparel even if both apparel are the same. - Fix: Collapsed rocks have 'attack to destroy' inspect pane and disabled deconstruct message. - Fix 5216: Minor text overlap issue in ideo config UI. - Fix: Bestower pawns can engage in social fighting, breaking the ceremony. - Fix: Misc small copy errors.
Hey all, another update! This one hits a lot of various points game-wide. See change list below. It should be compatible with everything. Please let us know on the official dev Discord if you have a problem and we'll get right on it! We're continuing to collect feedback and improve everything we can. I much appreciate everyone who has helped out! Change list: - Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person. - When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current. - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. - Burka now covers neck and shoulders. - Gauranlen pod sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice. - Auto-slaughter config allows you to control bonded animal slaughter specifically. - Gauranlen trees heal slowly over time. - Suspend dryads currently in cocoons. - You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all. - Improvements to styling station dialog based on feedback. - Added darker black hair color option. Moved hard-coded hair colors to ColorDefs. - Use faster HasHead property instead of GetNotMissingParts().Any(x =>...) - Fix: Women constantly using the styling station to get a beard that they are not allowed to have. - Fix: Animals portraits blank on ritual setup dialog. - Fix: Dryads prioritize rest over drafted follow. - Fix: Potential NRE when ritual participants target a bed. - Fix: Pawns can extract skulls from corpses that have lost their head since designation. - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair. - Fix: Missing reservation check. - Fix: Potential error when ritual participants target a bed. - Fix: Checking all beds instead of just humanlike ones for room owner. - Fix: Checking reachability in ClosestThing_Global_Reachable. - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts. - Fix: Couples made of a slave/colonist pair want to sleep together, despite not being able to share a bed. - Fix: Missing translation key. - Fix: Animals portraits blank on ritual setup dialog. - Fix: Checking reachability in ClosestThing_Global_Reachable. - Fix: Tattoos add transparency to pawn skin background. - Fix: Iterating forwards through knownExpansions instead of backwards. - Fix: Not using local map variable in Alert_IdeoBuildingDisrespected. - Precept.PlayerWarning -> GetPlayerWarning. - MayRequire="Ideology" -> MayRequire="Ludeon.RimWorld.Ideology" in a few places.
EDIT: Saturday night/Sunday morning, I pushed a quick update to 1.3.3071. This fixes a single bug where pawns would get stuck at the styling station. -------------------------- Hey all, another quick update before the weekend. I've just released version 1.3.3069b to everyone. This is the same as 1.3.3069 from earlier today, with the addition of a feature that lets you save and load ideoligions within the ideoligion customization screen. If you have a complicated ideoligion you want to use from now on, you can save it during creation and load it in future games. You should be able to get the update by restarting Steam. It'll be compatible with everything. Look forward to more updates soon! -Ty Twitter: @TynanSylvester
Hey all, just a quick update. This is yesterday's unstable test build with some fixes and stabiliztion. Everything should be compatible. Another bit of new - we have completed our first pass of the ideoligion save and load feature. That will be up on the unstable branch for testing very soon and hopefully released to everyone soon after. Thanks for the feedback everyone, and to our very diligent devs! You can come help us test the unstable version or report any bugs you found on the official development Discord. Changelog since last main version: - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles. - Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified. - Bug mitigation for null map in QuestPart_SubquestGenerator_RelicHunt. - Fix: Pawns will attempt to harvest trees in growing zomes marked as no cutting. - Imported new player creative content. - Reversed meme order in UI. Low impact at top, high at bottom. - Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls. - Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen. - Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%. - If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%. - Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls. - Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen. - Change back HomeFaction to Faction in JobDriver_TakeToBed, improve related comment. - Changed all culture icon colors to full white. - Changed implementation of delivering pawns to their bed after gladiator duel. - Small optimization: Check a flag before calling a complex function when checking for repeating memes during ideo generation. - Add short comments for couple recent fixes. - Skulls are stackable. - Clarified 'right-click' info in beggars quest. - Removed duplicate blind check in ThoughtWorker_Dark. - Connecting to a Gauranlen tree gives 25`45% connection strength to the connector depending on ritual quality. - Psychically deaf pawns cannot connect with Gauranlen trees. - Bonsai trees no longer are auto-harvested on reaching max growth - Added debug tool to stop timed raids once started. - Text fixes for certainty tooltip. - Fix: Missing eye wound graphic and tattoos visible on beheaded pawn. - Fix: 'The maximum number of (role) is xx' flickering on edit ritual dialog - Fix: Dueling slaves without beds assigned results in errors - Fix: Possible string concatenation issue. - Fix: Failing to generate a new unique name for a precept can leave it with a null name. - Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it. - Fix: Inverted desired connection strength check in alert. - Fix: Slave ideo buildings lacking causes empty alert. - Fix: Another quest node relating to animals could possibly use dryads. - Fix: Dryads can show up as animals for hospitality quests. - Fix: Cannibal tribes can sometimes generate without cannibal precept. - Fix: Sterilized roosters can still fertilize eggs. - Fix: Female pawns can infrequently gain beards on style change. - Fix: Exception when selecting leader with building precept that has no requirements. - Fix: Wrong zone checked for auto cut - Fix: Duplicate building precepts from multiple ideos only shows first building in architect menu. - Fix: Missing body parts constantly draw bandages on pawns. Now they go away once it has been tended to. - Fix: Typos.
The release of Ideology and 1.3 have brought a massive surge of new players and new energy in the RimWorld community. It's awesome and slightly overwhelming. We've been hard at work translating feedback into fixes and improvements to try to make the best play experience possible, both in the short and long term. To that end, there's currently a testing branch of the next update up on Steam's unstable beta branch. (Changelist below.) We test these builds and take feedback directly on the official development Discord server. Anyone who is willing to help out should please join us there, try out the build and tell us what you find! Many thanks to all who have participated and all who join. Thanks -Ty Change log since the last main version: Current unstable build: 1.3.3068 - Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%. - If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%. - Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls. - Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen. - Change back HomeFaction to Faction in JobDriver_TakeToBed, improve related comment. - Changed all culture icon colors to full white. - Changed implementation of delivering pawns to their bed after gladiator duel. - Small optimization: Check a flag before calling a complex function when checking for repeating memes during ideo generation. - Add short comments for couple recent fixes. - Skulls are stackable. - Clarified 'right-click' info in beggars quest. - Removed duplicate blind check in ThoughtWorker_Dark. - Connecting to a Gauranlen tree gives 25`45% connection strength to the connector depending on ritual quality. - Psychically deaf pawns cannot connect with Gauranlen trees. - Bonsai trees no longer are auto-harvested on reaching max growth - Added debug tool to stop timed raids once started. - Text fixes for certainty tooltip. - Fix: Missing eye wound graphic and tattoos visible on beheaded pawn. - Fix: 'The maximum number of (role) is xx' flickering on edit ritual dialog - Fix: Dueling slaves without beds assigned results in errors - Fix: Possible string concatenation issue. - Fix: Failing to generate a new unique name for a precept can leave it with a null name. - Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it. - Fix: Inverted desired connection strength check in alert. - Fix: Slave ideo buildings lacking causes empty alert. - Fix: Another quest node relating to animals could possibly use dryads. - Fix: Dryads can show up as animals for hospitality quests. - Fix: Cannibal tribes can sometimes generate without cannibal precept. - Fix: Sterilized roosters can still fertilize eggs. - Fix: Female pawns can infrequently gain beards on style change. - Fix: Exception when selecting leader with building precept that has no requirements. - Fix: Wrong zone checked for auto cut - Fix: Duplicate building precepts from multiple ideos only shows first building in architect menu. - Fix: Missing body parts constantly draw bandages on pawns. Now they go away once it has been tended to. - Fix: Typos.
UPDATE: An issue with this hotfix where health conditions would appear on the wrong body part has been fixed. It may appear one more time if you saved today but not thereafter. Older saves will not have the issue. I'm sorry that bug occurred. --- Hi all, The Ideology release has been great - thanks for all your feedback! We've been working hard to translate this torrent of feedback into a set of improvements for you as fast as possible. Today we've got an update with miscellaneous improvements and fixes. This patch improves the base game, Ideology, and Royalty. EDIT: It should be compatible with all saves and mods. (A few mods were incompatible but have been updated - thanks to the authors CrashM, Void, and avil!) Non-English languages have also been updated with the latest translations from the gracious volunteer translators (you can join them here). Big thanks to everyone who helped test the unstable build on the official testing Discord. Love to have more people come help, so if you're willing please.. join us. The improvement process is ongoing. -Ty @TynanSylvester
Full change list
Improvements - Blind people no longet get the darkness mood debuff. - Reduced min colony wealth to 150k for firing archonexus endgame quest. - Adding new desired apparel no longer regenerates role apparel. - Ancient non-deconstructible stuff has disable deconstruct command tooltip and inpect pane information on how to remove it. - Avoid repeating normal memes when generating non-player factions. - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive. - Allow starting the bestowing ceremony via right click. - Added anima grass growth rate from meditiation penlaty to anima tree based on proximity to artificial buildings. - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy. - Building damage factors are drawn for projectile weapons in their info card. - Optimize ritual obligation alert to not generate unused text anymore, significantly reducing performance spikes for larger pawn counts. - Dying hair requires dye - Metallic fence and walls now use stuff-specific ui and blueprint graphics. - Mechanoid breach raids spawn with one breacher. - Improvements to the junk spawning scatterers. - Breach raids never have 'drop-in' arrival mode. - Prisoners now produce a mood malus if they escape. - Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones. - Mortars don't drop their barrels if under 50% fuel. - Gray out pawns that can't take any role in ritual. - Biosculpter pod plays a sound when nutrition is added. Fixes - Fix: Typo 'skill' instead of 'skull'. - Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead - Fix: LordJob_LoadAndEnterTransporters blocking rituals. - Fix: "Parsed 34.9 as int" warning on startup. - Fix: Pawns can end up with overlapping apparel requirements. - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it. - Fix: Bestowing quest can get bugged if accepting it on a different map from one it was generated on. - Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial. - Fix: Inverted anyMemeRequired condition in PreceptApparelRequirement. - Fix: Dromedary description mentions it is not rideable, but it is. - Fix: Portrait did not update after look change. - Fix: Ideology background doesn't display after installing Ideology. - Fix: Pawns walking over structures causes construction to halt. - Fix: Trees adjacent to no-cut growing zones are cut down. - Fix: Players can edit deities outside normal+dev ideo configurations. - Fix: Error spam when trying to add some ideo buildings. - Fix: Essential roles can be removed. - Fix: Rituals with no spectators can show weird numbers in the quality factors preview. Disabled ritual seat outcome effect for rituals without spectators. - Fix: Stacking building damage factors don't display if they have the same value. - Fix: PreceptComp descriptions can be uncapitalized. - Fix: Modded factions cause ideo errors. - Fix: Gender supremacy memes have opposite agreeing traits. - Fix: Typo on anima tree linking ritual. - Fix: NullReferenceException on unequipped low-shield pack. - Fix: Ability.Activate only starts cooldown if there are any ability components. - Fix: Ritual ambience sound preview kept playing the old one after changing style categories that affected it. - Fix: Deep drills produce chunks over themselves and their interaction cells. - Fix: Authors label is not truncated with '...' on mod ui. - Fix: Animal sacrifice ritual cancelled just before it ends. - Fix: Enter closes form caravan UI. - Fix: Inspect pane overlap when canceling, or removing a pawn from, a caravan. - Fix: Musical instruments don't give recreation. - Fix: Plant cutting toggle on growing zones causes plants to never be harvested. - Fix: 'Copy CSV' button is broken on some debug tables. - Fix: Biosculpter pod only shows pawn label for an occupant not who it is biotuned to. - Fixes to anima tree linking feedback for spectator role. Technical - Added explicit look mode parameter to CompSpawnImmortalSubplantsAround - Sanitize the mod load folder slashes. - Fix: Uncapitalized letter after colon. - Faction -> HomeFaction in JobDriver_TakeToBed. - Graphic_Appearance now checks things for IConstructible to determine stuff rather than the IConstructible implementations. - Added missing TKey's on tips. - Move ShowingGizmosForRitualsTmp field. - GetHairMats -> CalculateHairMats - Removed debug code in GenStep_ScatterGroup. - Fix: Back-compatibility not preserving prisoner status. - Fix: Null reference exception in Need_Indoors for pawns with null ideo. - Fix: No-expansion ideos are shared between factions. - Fix: Uncapitalized property. - Fix: A divide by zero in PawnWeaponGenerator. - Small fix to Command_BestowerCeremony feedback code.
Ideology expansion
What do you believe? RimWorld - Ideology is now available. Check out the Ideology Steam store page for the full description and details. [previewyoutube=jhphFRc0Sww;full][INSERT TRAILER][/previewyoutube]
Free 1.3 update
Players can now update to RimWorld version 1.3 for free. This version was previously tested in a beta branch for 2 weeks. Find the full change log here. On savegame compatibility:
- 1.3 will load 1.2 saves no problem.
- You can load a non-Ideology game with Ideology loaded.
- You can run either expansion, neither, or both - all configurations will work.
Links
Join the community! I would love it if you guys posted screenshots of your new colonies and belief systems. Please tell me all your stories from your experiences in Ideology.
- RimWorld - Ideology store page
- Im on Twitter as @TiaPixel and you can follow Tynan at @TynanSylvester.
- Discuss this post on Reddit here!
Hi again! Tia here, your resident bug whisperer and announcement bringer. First, the big announcement. Well be releasing RimWorld - Ideology on Tuesday, July 20! At the same time, the free 1.3 update (which is currently in public beta) will become the default version. You can wishlist Ideology now on its Steam page here! And also look at the original Ideology/1.3 announcement and the social roles update. If you want to continue on 1.2, you can do that using the Steam betas feature. To do it: Right click RimWorld in the Steam library, click Properties, then on the Betas tab select the branch called version-1.2. This will stay on version 1.2 forever. For modders: No need to break 1.2 support while adding support for 1.3! Keeping 1.2 support is as easy as leaving the old files in a folder. This document explains how to do it. As for savegames, saves from 1.2 (and before) will load on 1.3 (assuming no mods break anything). In addition, non-Ideology savegames will load with Ideology. (However, if you do this you wont be able to customize or randomize your belief system on startup, since the game is already started.) Let's talk about another feature of Ideology!
Gauranlen trees
Every now and then, a unique Gauranlen pod may sprout near your colony. From this pod you can harvest a Gauranlen seed, and in turn plant a Gauranlen tree wherever you like. Gauranlen trees are unique because they produce creatures called dryads. The tree nourishes the dryads and, in turn, the dryads protect the tree from predators and fire. These dryads are born from a dryad queen who lives inside the tree (and isnt seen in gameplay). Each dryad says attached to its mother tree for life. The first dryads your colonists ever see will be immature dryads. While adorable, these arent very useful. They become much more useful after they transform into their various specialized castes. For this to happen, though, a human must influence the tree. This means carrying out a special ceremony to connect with the Gauranlen tree. While others look on, the connector will approach the tree, touch it, speak to it, and generate a subtle psychic link. This psychic link allows the connector to control which caste the dryads will grow into. Choose your caste according to your needs. Some castes focus on combat:
- Clawer dryads are extremely vicious, with high damage output from their long claws. However, they are also quite fragile.
- Barkskin dryads a chunky and well-armored to soak up incoming damage for your soldiers.
Not all dryads are suited for battle. Some are more useful at home.
- Carrier dryads are big and gentle, and good at tidying up by hauling items for you.
- Woodmakers produce wood for you over time. This is important if you worship trees and hate to chop them down!
- Medicinemaker dryads have large bulbs on their backs that sprout herbal medicine.
- Berrymaker dryads gradually shed piles of ripe berries.
The tree-connector must maintain and strengthen their bond with the tree by pruning it now and then. A stronger connection means the tree can support more dryads at once - up to four for the strongest connection. Beliefs matter! Any human can create the above dryad castes. However, some people venerate trees in a special way. For these people, destroying any tree is a crime, and trees have important spiritual significance. This creates challenges - its hard to find wood without chopping trees down. However, this belief also has advantages. Tree-lovers can connect with the Gauranlen trees more deeply than others and gain several unique bonuses. First, a tree-believer can prune faster and better, and thus maintain more dryads in less time. More importantly, though, only tree-believers can specialize dryads into the gaumaker caste. Gaumakers can come together and produce new Gauranlen pods, which can be planted to create even more Gauranlen trees. In this way, a colony of tree-venerating nature lovers can grow their Gauranlen orchard over time and become powerful from it, both economically and militarily.
Dryads are awesome. They make quirky ribbit noises, they get tuckered out and fall asleep like other animals, they work hard, and they care about your colonists. But trees live and die, like everything else. So what happens when a Gauranlen tree dies? The screams of the queen and her children will haunt you Bug you later! Tia Links:
- Wishlist Ideology on its Steam page here!
- For more info on the expansion and 1.3 update, read the announcement of Ideology/1.3 and the preview of social roles
- Im on Twitter as @TiaPixel and you can follow Tynan at @TynanSylvester.
- Discuss this post on Reddit here!
Just a quick PSA for all the modders out there valiantly updating their mods to 1.3. There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another. If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control. This document explains the details on how to do it: Multi-version mods in RimWorld Thanks all, Ty
Welcome back! Im Tia, and Im here to bring you more Ideology preview info while we wait for the big release day. Today, Im talking about Ideologys new social roles and rituals. Im also including another UI shot since everyone loved Spacer Manporkism so much in the reveal announcement. You can wish list Ideology on its store page here!
Social roles
Weve all had that one favourite colonist. The soldier who made it through hell and back, the medic capable of defying death, the one guy who refuses to do anything useful and spends most of the day binging on insect meat due to lack of tables Now you can make use of your colonists special strengths by assigning them formal social roles. Each belief system in Ideology defines a roles that believers can take on. There are three categories of roles: The leader role can only be assigned to one colonist. Leaders give inspirational speeches, buff combat allies around them, encourage harder work, and play a special role in some rituals. They can even accuse prisoners or colonists of crimes. If they successfully prosecute the defendant in a trial you can punish the accused without social consequence. (Whether the accusations are true or false is up to you.)
The moral guide role can be assigned once for each belief system which is represented by at least three colonists. Moral guides support the mental well-being and spiritual strength of your people, and lead many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure believers that they are correct, and convert non-believers to their own belief system. Finally, the specialist roles can be assigned to any number of believers. There are a variety of specialist role types - one for each skill. Specialists are better at their primary skill, and also gain a unique ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and wont do some other work. Different belief systems each have a specialist type related to their core beliefs. For example, a colony of darkness-worshipping tunnelers will probably have a specialist role focused on mining. Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.
Rituals
Celebrate your colonys unique belief system by holding rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out, and really contribute to the story of your colony. You can hold somber funerals for fallen soldiers, quell rebellious behaviour with public executions, pit slaves and prisoners against one another in vicious gladiator duels, host parties in dance halls or drum circles or around Christmas trees, set hated effigies on fire to watch them burn, or breathe in smokeleaf fumes from a giant bong. There are also scrumptious feasts of human meat, ceremonial blindings and scarifications, skylantern festivals on moonlit nights, and majestic trees with creatures inside of them.
How a ritual plays out depends on the circumstances - who is there (and what roles they hold), the quality of the room it takes place in, the equipment and buildings available, and so on. For example, colonists can have fun at a dance party with just a few people outdoors by clapping and stamping feet. But if you build them a giant nightclub with speakers, a lightball and a richly-decorated room theyll have more fun and get better outcomes. Early-game rituals are less demanding than those in the late game, so youll get benefits at every stage. Participants that have a good time will leave with mood boosts, and if the ritual was truly spectacular, there may be additional bonuses. Were talking unlocked psychic powers, new recruits, improved goodwill with your neighbours, and locations of treasure-filled ancient complexes. At the same time, certain rituals may upset spectators and cause a mood deficit - it depends on their personal beliefs.
More on the way
Thats it for now! I hope youve enjoyed this post and have gotten a chance to try the 1.3 beta. Remember to wish list Ideology on the Steam store page. You can also read the original 1.3 update and Ideology announcement here. And we'd love if you joined the discussion on Reddit! Bye bye! Tia
Hello everyone! Im Tia, an insect lover and spelopede sympathizer at Ludeon. Today, I get to share some big news! Soon, we'll be releasing RimWorld update 1.3 with new free content and a variety of improvements including animal fences, breach raids, beards, and many quality-of-life improvements. You can play 1.3 now on the Steam branch 1.3-preview. (To access it, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch 1.3-preview. Restart Steam if needed.) The beta is to give modders ample time to update, as well as help us fix those final bugs. As a reminder, RimWorld supports multi-version mods, so anyone should be able to continue playing 1.2 as long as they like and change over when desired, as long as modders don't remove 1.2 support. Modders can even add 1.3 support without breaking 1.2, before 1.3 is fully released. We worked to ensure mod updating would be as easy as possible. Modders who tested the update process said it was quite easy, some reporting zero changes required, others 5 minutes, an hour, a few hours. Of course it'll depend exactly what a mod touches. We're looking at releasing 1.3 in about 2 weeks, though this could change. With the 1.3 release, well also be releasing a new expansion called RimWorld - Ideology. This expansion focuses on belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. See below for more info and screenshots!
About 1.3
There are 15 months of improvements in 1.3, so its a pretty big one. There is a new pens-and-fences system for animals. Now animals are more productive, with more focused roles, but some of them need to be kept in fenced pens and led around by your trusty farmers. It gives the colony a more ranchy look and feel, as opposed to just having random cows always wandering through bedrooms or staying in pens via mind control. Youve also got egg boxes and a new straw matting terrain type to build true-looking farms that actually work. There are search bars all over the interface now, so you can type in text on the architect menu, stats dialog, research menu, stockpile filter, and elsewhere to jump directly to exactly what you want. No more hunting through lists - even with lots of modded items! The faction goodwill system has been reworked so neighbors keep a record of what youve done and why they feel the way they do about you. Youll have a better idea of why exactly they want to destroy or reward you.
Enemies will now use a new style of breach raid to get through your defenses. Theyll bring special wall-breaking tools and tunnel into the side of your base instead of using the main entrance. Tribals do this with a new breach-axe, while pirates use grenades, and mechanoids use a new mechanoid type called the termite. This new strategy option for the AI adds more variation and dynamism to the defensive combats - fighting through bedrooms is very exciting! Making the AI analyze bases, find good breach paths, and follow them effectively was an interesting and novel problem. Of course, all the old raid strategies still exists and the breach raids only show up from time to time to add variation. Drag-move formations allow you to order your fighters to arrange themselves in a line using a single mouse command. You can order a fighter to pick up a downed person, then carry them wherever you wish using the normal movement controls. No more harrowing and unnecessary rescues directly to bed! Your colonists can now carry medicine in their inventory and use it directly on the battlefield.
Beards! Beards. What more do I need to say? People have beards, and they look beardy and awesome. Characters now render more efficiently (the game prints them onto a texture and render that in one pass, instead of rendering each body layer separately on every frame). We punched up their look with visible wounds, bandages, and body modifications, so you can really see when someone (or your pet guinea pig) has taken some hits. We also consulted with modders, collected their requests and made a bunch of technical changes to make modding easier. There's tons more than this. For those interested, here is the full 1.3 change log. Next, Tynan would like to talk about the Ideology expansion and why he decided to make it.
Why Ideology?
Hey all - Ty here. RimWorld has always been about role-playing. For many years Ive seen players create colonies with their own special themes - minimalist nomads, raiding pirates, mad cannibals, drug-worshippers. People want to have a sense of authorship over their stories.
I thought: What if we made the system that let players explicitly express all those different ways of life? Thats what weve spent the last 15 months working on with Ideology. This expansion lets you create a new belief system and act it out in your colony. You can play as tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light, or transhumanists obsessed with perfecting the human form using exotic technology. Or be nudists, or drug-stupor mystics, or piratical raiders, or charity-focused givers, or pain-loving animal sacrificers, or dance-party techno ravers, or rustic ranching cowboys, or many many more.
You can mix and match different core elements of your belief system, and also customize every individual precept, ritual, special social role, venerated animal and weapon, culture and style, unique building, tattoo, clothing, background narrative, god, and beard preference.
Ideology makes your story into your story more than ever before.
This comes with a bunch of extra content. There is a whole new quest category that presents a sort of Indiana Jones roguelike-type challenge of breaking into ancient structures and facing unknown dangers inside to get ancient treasure.
There are new dryad creatures who have symbiotic relationships with special trees, and who can be controlled and grown in different castes to do different things. There is spacedrone hacking and terminal-worshipping tribal villages and the new archonexus ending.
The whole thing is super moddable too. Modders tested Ideology and said it is quite easy to update in general. The expansion adds a lot of new stuff, but doesn't affect much of the old stuff. Of course, it depends on what your mod is.
Im really excited to put Ideology in front of you.
More info coming soon
Tia here again! I am so ready for the fantastic stories that you guys will be making with 1.3 and Ideology. There is so much for both new and old players to discover. Feel free to join the discussion on Reddit. And to think we didnt even get to all of the content in this announcement! So in the future, I'll be posting teasers of the upcoming stuff in Ideology. Be sure to check back here for your sneak peek. See you soon, Tia
Hey everyone - Just another languages and names update here. This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible. EDIT: In addition, the version 1.1 beta branches have been combined into one, called version-1.1. If you're playing with content or mods from 1.1, this is the branch you should switch to. Sorry if this interrupted your play!
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible.
I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes. Compatibility: Hundreds of testers have been trying this build for weeks, so it doesn't have major known mod incompatibilities. Of course, with thousands of mods out there I expect a few hiccups but in general it should be compatible. Non-modded savegames will of course be totally compatible. If for any reason you want to continue with an old version, please use the Steam betas feature to go back to the version you want. Thanks to all the testers, translators, and our amazing developers! -Ty
New features
- New apparel - Beret: Worn by various lower-ranking Imperial nobles. - New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles. - New apparel - Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops. - New apparel - Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles. - New apparel - Stellic crown: A unique, gigantic crown worn by the high stellarch. - New permit - Steel drop: Call down some steel resources. - New permit - Glitterworld medicine drop: Call down some glitterworld medicine. - New permit - Silver drop: Call down some silver. - New permit - Food drop: Call down some food. - When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly. - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials. - We now display a text mote when a player pawn gains a new level in a skill. - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller. - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type. - Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers. - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones. - Mods can now be tagged as translations in the workshop. - We now automatically add appropriate bedrolls to caravan. - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold. - Added a warning confirmation for calling for resources that would cause the caravan to be immobile. - Add some text content to refugee hospitality quest. - Recipes for crafted things now show work to make in their info card. - New artwork for orbital targeters. - Allow quick loading via permit shuttle from non-home maps with no hostiles. - Upon death, all titles will not be instantly transferred to their heirs. Instead, we give favor up to the inherited title and generate a bestowing quest for the heir.
Adjustments
- Adjust text and icon for the 'Take drug' command. - In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level. - Move 'take to inventory' column over just to the right of the drug name. - Dirt now washes away in rain. - Changed precious lump hostile threats description to something more concise. - Psycasts are now sorted on the interface by category and then level. - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition. - Ensure all the mech cluster buildings wake up once it was attacked. - Adjustments to Precious Lump quest text and world object info. - Make pawns count as guilty while in aggro mental state. - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility. - Reorganized permit UI. Exchanged horizontal scrollbar for vertical. - Give the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn. - Added faction icon to main work tab with click through to faction and scroll to faction. - Added max lodger count to hospitality refugee quest. - AI will now only deploy an NPC's Smokepop or Broadshield pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop/Broadshield. - Rewrite noble requests for help in the pawn lending quest. - Increase frequency of bandit camp mission and shuttle crash quests. - Food and medicine renamed to travel supplies. - Add hediff links to recipes for implants and parts. - Apparel with utility now has a score offset to make AI more likely to automatically wear it. - Made nature shrines minifiable and reinstallable. - Made shrines improve anima tree meditation. - Farskip now affects colony animals if not on the home map. - Colonists and pack animals unload inventory automatically once farskipped to a player home map. - Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous). - NPC pawns with titles now purchase random permits on generation. - We now show the player a feedback message when calling resources to a caravan. - Trade requests will no longer request patchleather. - Added quest look target when bestowing ceremony cannot be accepted due to threat. - Bestowing ceremony text now says that player is expected to keep bestower safe. - Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component. - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity. - Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items. - Change the "Tornado generator" targeter to a utility-slot apparel item. - Change the "Orbital mech cluster targeter" to a utility-slot apparel item. - Increased warmup time for aerodrone permits by 1 second. - Removed full-map light up effect of all strikes except orbital beam. - Icons of spacer armor now display as off-white instead of dark gray. - Adjust eltex gear colors to be darker. - Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed. - Rename orbital strike permits to aerodrone strike (for fiction coherence reasons). - Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog. - Bestower is no longer required to have archotech eyes. - Neural heat overload can no longer cause psylink degradation or any other permanent damage. - Member stripped goodwill penalty increased from 10 to 40. - Royal apparel production costs rebalanced. - Prevent farskip when caravan is overweight. - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule. - Optimize monument marker drawing.
Technical
- Use the old root keys in PawnLend script to avoid breaking translations. - Reset pawns enemyTarget after recovering from aggro mental state. - Selectively finalize equipped stat offsets - Use ThingDefCountClass to list dropped resources in permits. Added missing honor values. Zero honor cost produces a config error. - Spread out re-validating FloatMenuOption across multiple frames. - Improve FloatMenuMap caching and AddUndraftedOrders check order for better performance. - Make the 'try add to inventory' debug option. - Tweak the drawSize of various headgear to ensure their on-map size is congruent with their on-pawn size. - Royal title requirement thought workers now pass RoyalTitle object into Formatted and GrammarResolverSimple provides all required symbols. - Added some missing apparel score offsets for utility armor. - GenStep_ConditionCauser now checks for existing buildings at scatter spot. - Medieval surgeries now have links to the proper hediffs. - Fixed an issue where if the "Insect spawning rate" custom difficulty setting was set to zero, it caused unnecessary every-tick re-checking of whether a hive should spawn more pawns. - Remove remaining mentions of "default" load folder from ModUpdating.txt.
Fixes
- Fix: Colonist with a sick thought won't meditate at all. - Fix: Pawn lend initial description and final letter mismatch. - Fix: Ability duration on the tooltip is shown in hours even for low values. - Fix: Gunlink displays shooting accuracy stat offset as %. - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight. - Fix: Auto-rebuild doesn't work on bridges. - Fix: Quest prisoners can spawn on door tiles and walk away. - Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds. - Fix: Psycast disabled status is not being updated in shrunk mode. - Fix: Auto mortars are always active. - Fix: Compressed commands are drawn from top to bottom. - Fix: Quest reward pawn died before quest was accepted. - Fix: Not all curve marks being drawn on graphs. - Fix: Errors on generating long range mineral scanner quest via debug tools. - Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it. - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. - Fix: No mech cluster building is multi-selectable - Fix: Keyed translations from a mod can't replace existing values with the same key and log an error instead. - Fix: XML Attribute IsNull only works on simple fields. - Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout. - Fix: Ensure Graphic_RandomRotated preserves the
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
COMPATIBILITY: You can set your Steam beta branch to 'version-1.1.2654' to keep playing on the previous version. It should be mostly unnecessary though, since this update should be compatible with savegames and most mods. Many mods have already updated to 1.2 using the multi-version mod system outlined in the ModUpdating.txt file that comes with the game.
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There are a few major parts to this update.
For many years, some specific balance changes have been requested repeatedly by dedicated players, but I didn't implement them because I thought they would harm the game for more casual players. Now, we added a custom plasystyle system. You can adjust a couple dozen different settings like threat scaling, colonist instakill chances, and crop yield. This means advanced players can set up the game exactly as they prefer. All the old playstyle settings are still available; I expect custom difficulties to be a feature mainly for experienced power gamers looking for something just for them.
The larger part of this update is in all the new content. There are several entirely new patterns for quest generation that see you interacting with poor refugees, acting as airborne shock troops for Imperial nobles, or defending crashed shuttles. We built a system that lets your colonists carry utility items or special armor with consumable abilities like grenades, shields, or jump packs. We added a whole new class of psycasts designed for non-combat economic or social purposes. Imperial titles can now give several new kinds of permits including the right to use a shuttle, and there is a new system for choosing between them, so you can customize your noble into different types. Persona weapons now actually have personality with randomized traits. And there are many other additions described in the full list below.
We really hope you like it. Thank you so much to everyone who gave test feedback and helped translate!
- Tynan
New stuff: Base game
- Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are: --- Storyteller ignore wealth, and instead replace it with a factor from time alone. This can make the game fall off the rails easily, but is appropriate for someone who wants a pure challenge. --- Player friendly fire chances. --- Colonist instakill chance. This setting allows you to apply a damage filter that prevents colonists being killed by a single shot, because that can feel arbitrary. Colonists can still be downed by one shot and bleed out soon after, or take permanent injuries in one shot. --- Overall threat scale --- Major threats toggle --- Quests threats toggle --- Intro threats toggle --- Predators hunt humans toggle --- Extreme weather toggle --- Harvest, mining, and butchering yield --- Quest rewards --- Raid loot --- Trade prices --- Turret rearm cost --- Scaria rot chance --- Enemy death on downed chance --- Colonist mood --- Food poison chance --- Animal revenge chance --- Infection chance --- Disease frequency --- Hive insect spawn rate --- Deep drill infestation chance --- Ancient structure threats toggle --- Passive hives at map generation toggle --- Toggles to allow/disallow player building traps, turrets, and mortars --- Damage adaptation growth rate: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the rate of that challenge growth. --- Damage adaptation effect: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the effect of that adaptation value on actual threats. - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards. - Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use. --- Utility item: Smokepop belt. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots. --- Utility item: Shield belt. Same as before. --- Utility item: Psychic insanity lance. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion. --- Utility item: Psychic shock lance. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item. - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks. - 'Smash mechanoid' bill: This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate. - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege). - Direct button to use drugs from inventory: This makes combat drugs more usable. - New visual effects: --- Building destruction. Screen shake, dust, and so on. --- Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved. --- EMP state on mechs or turrets, with electrical arcs and sparks. - New sound effects: --- Many types of building destructions of various sizes and materials --- EMP blast and EMP state --- Windmill, watermill, wood generator, chemfuel generator ambience --- Quest accepted, succeeded, concluded, failed --- Mech serum used --- Toxic buildup gained --- Melee dodge --- Power claw hit/miss --- Human bite hit/miss
New stuff: Royalty expansion
- Major quest - Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go! - Major quest - Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel. - Major quest - Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them - though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes. - Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish. - Hood apparel: A simple hood used by the bestower. - Permit selection system: When a colonist gains a royal title, you can now choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat. --- New permit: Transport shuttle. This permit calls a transport shuttle. You can load whatever you like in it and send it on a one-way trip across the world map. This can be used for attacking sites, extracting fighters from combat, simple travel, sending gifts, and so on. --- New permits: Call laborer team and call laborer gang. These permits call a group of laborers to work for you. They are the civilian equivalent of calling military aid. --- New permits: Call orbital strike and call orbital salvo. The Empire will use their ships to bombard targets that you designate. - Psycasts can now have psyfocus costs: This lets us create psycasts that are useful over the long term instead of just in combat. The player can use them any time, but must restore psyfocus somehow. - Psycast - Solar Pinhole: Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. - Psycast - Word of Trust: Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoners resistance, but cannot recruit him. - Psycast - Word of Joy: Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness. - Psycast - Word of Love: Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other peopl, induce love for the caster, or force oneself to love another. - Psycast - Word of Serenity: Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break. - Psycast - Word of Inspiration: Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them. - Psycast - Chunk skip: Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations. - Psycast - Farskip: Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map. - Psycast - Neuroquake: Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions. - Gear: --- Broadshield pack: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields. --- Jump pack: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses. --- Locust armor: Recon armor with a built-in jump pack. --- Grenadier armor: Marine armor with a built-in grenade launcher. --- Phoenix armor: Cataphract armor with a built-in flame launcher and extreme heat resistance. - Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are: --- Psychic hypersensitizer: Psychic sensitivity +40% when wielded. --- Psychic sensitizer: Psychic sensitivity +20% when wielded. --- Psychic quiet: Psychic sensitivity -15% when wielded. --- Psychic fog: Psychic sensitivity -30% when wielded. --- Kind thoughts: Thought while bonded [weaponName]s kind thoughts +6 --- Calm thoughts: Thought while bonded [weaponName]s calm thoughts +3 --- Mad muttering: Thought while bonded [weaponName]s muttering -3. --- Mad wailing: Thought while bonded [weaponName]s wailing -6. --- Kill-focused: A pawn who kills someone with the weapon gains 20% psyfocus instantly. --- Kill-happy: A pawn who kills someone with the weapon gains a weaponnames kill happiness +6 thought for 3 days. It stacks but the effect falls off fast. --- Kill-sorrow: A pawn who kills someone with the weapon gains a weaponnames kill sorrow -3 thought lasting 3 days. It stacks but the effect falls off fast. --- Painless: Pain locked to zero while wielded due to a psychic brain hediff. --- Fast mover: Move faster while equipped due to a psychic brain hediff. --- Hunger pangs: Hunger +50% while bonded due to a psychic brain hediff. --- Neural cooling: Neural heat fall rate improved by 0.15 per second. --- Psy-meditative: Wielder psyfocus gains from meditation increased by 10% (like increasing focus effectiveness by 10%). --- Freewielder: The weapon does not bond. Anyone can grab it and use it. --- Jealous: If you use another weapon while bonded, get a memory thought weaponnames jealous rage -15 for 1 day. --- Kill thirst: If weapon has not killed anyone in 20 days, bonded pawn has a [weaponName]s kill thirst -4 thought. - Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object. --- Anima tree and animus stone are enhanced by nearby animus stones. --- Sculptures are enhanced by nearby sculptures. --- Grave is enhanced by nearby graves. - Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers. - Gloomlight mechanoid building: This building has two purposes. First, it emits a sickly light, so adds some visual interest to mech clusters, especially at night. Second, it can be reinstalled as a light or deconstructed for valuable resources. However, it is quite fragile so probably won't survive indiscriminate bombardment of a mech cluster. Similar to the unstable power cell, it's a reward which can be claimed only if the cluster is approached a certain way. - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it. - Shuttle pad for Empire bases: When you attack an Empire base it will have a shuttle pad, often with a shuttle on the pad about to take off. This just distinguishes these bases from other factions better. - Throne rooms in Empire bases: - Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus. - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while. - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while. - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way. - Visual effects redone for all skip psycasts. It now has a resemblance to a charged black hole or a spherical cut in spacetime. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel. - Visual effect redone for invisibility psycast. It now looks like light distortion, instead of a transparent glowing person. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel. - Added visual effect for wallraise rocks expiring. - New sound effects: --- Skip psycasts --- Mech cluster defeated --- Shuttle entry, exit, and ambience --- Mechanoid assembled --- Techprint applied --- Meditation gain psyfocus --- Mech building ambience: Sun blocker, smoke spewer, weather affecter, psychic harmer, EMI dynamo --- Bionic slash hit/miss --- Drill arm hit/miss --- Field hand hit/miss --- Mech turret small and large ambient calls --- Bullet shield and mortar shield ambience --- Proximity activator and countdown activator ambience
Improvements and adjustments
- Renamed royal favor to honor. - Underground resources readout now shows what resource is in each underground cell and how many there are. - Desired psyfocus UI controls are more robust. - Refined room stats readout. - Storyteller now ignores HP for purposes of wealth calculation. - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message. - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay). - Anima tree will no longer be destroyed by meteors, crashed ship parts, or shuttles. - Empire soldiers now have more distinctive haircuts. - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways). - Anima trees now reduce their anima grass progress rate after they're heavily used within a single day. This still permits power-leveling the anima grass with many meditators, but at reduced effectiveness. - Empire is no longer enemy with civil NPC factions. We added a warning to inform players if they call Empire military aid when there are enemies on the map that the aid won't fight (this is a rare scenario). - Display meat icon in butchery recipe float menu option. - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names). - Speech duration reduced from 5 hours to 4 hours. - Plasmasword damage increased from 19 to 20. Extra flame damage chance increased from 30% to 50%. Flame damage amount increased from 8 to 10. Persona plasmasword damage increased from 20 to 22. Persona plasmasword extra flame damage chance increased from 50% to 70%. Monosword damage reduced from 27 to 25. Persona monosword damage reduced from 29 to 27. - Stele and nature shrine now have terrain affordances appropriate for their sizes. - Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion. - Eltex gear's psychic sensitivity effect now scales with quality. Added feedback for this. - All anima tree psylink levels now take 20 anima grass (instead of 18 or 22). - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks). - Quest helpers no longer spawn with the greedy trait. - Relabel skill neurotrainers to "skilltrainer" and give them their own category similar to psytrainers. - Removed special letter icon for choice letters. - Sort transporter contents list so humans are unloaded first, followed by animals, then by items. - Optimized UI gizmo drawing by skipping the layout phase. - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other. - Soften anima tree glow. Remove anima grass glow. - Orbital mech cluster targeter will no longer spawn a cluster with condition causer. - Re-label ruffle shirt to formal shirt, royal vest to formal vest, royal robe to prestige robe (since these apparel may have other uses beside royalty). - Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense. - Gear tab now expands if it needs space and there is space, before using scroll bar. - Added labelMale and labelFemale to traits. - Updated Korean language worker. - You can now navigate debug menus with keyboard alone. - All textures now use trilinear filtering instead of bilinear filtering for better sharpness at some zoom levels. - All textures now use kaiser filtered mipmaps instead of box filtered for better sharpness at some zoom levels. - Many, many other smaller improvements.
Technical
- Added temporary factions system. These are used in the refugee quest, but can be used in other places as well. - Refactored quest generation to run the generation script in C# instead of in XML data. This was done for all the new quests and will make quest coding easier in future. - PatchOperationInsert: Only apply node normalization for text nodes, just in case.
Bugfixes
- Fix: Log files can get extremely big. We now handle direct log messages as well (e.g. internal Unity messages or mods using Debug.Log directly) when handling max message count. - Fix: Anima tree doesn't heal properly. - Fix: Joy meditation can cause pawns to fall out of bed. - Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed. - Fix: Text rounding issue with re-enter cooldown text. - Fix: Pawn bio tab -> double empty lines in tooltips just before the line that says when a backstory unlocks a psyfocus type. - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible. - Fix: Many neural heat gizmos shown if many psycasters are selected. - Fix: Situational thoughts with reason don't give access to PAWN symbol. - Fix: Pawns interrupting their throne meditation for other jobs. - Fix: Curing scaria doesn't remove manhunting. - Fix: Not saving drawAimPie field in Stance_Warmup. - Fix: Insect glowpods affect anima meditation. - Fix: Uncapitalized tagged content in some circumstances. - Fix: Uncolored names in some letters. Added a color tag for quest threats. - Fix: LOS calcs for purpose of royal aid don't match LOS for guns. - Fix: Humans with 0% hearing get thoughts from listening to instruments. - Fix: Sounds with tempoAffectedByGameSpeed stop playing forever when the game is paused. - Fix: Pawn can get random inspiration while not capable of being conscious. - Fix: Bug where items from
This is a follow-on update to last week's major content additions with some refinements and fixes. This update should be fully compatible with all savegames and mods. If you want to continue on an old version for any reason, they're available using Steam's betas feature. Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well. Thanks to everyone who helped test!
Improvements
- You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule. - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead. - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not. - All Empire pawns have at least the title of Freeholder. - Player-created names update.
Training and feedback
- Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree. - Rename difficulty: "The price of survival is blood" to "Blood and dust". - Rename esquire to acolyte. Adjust some title descriptions. - Added warning message when designating an anima tree for cutting. - Clarify undignified thronerooms reason text. - Anima tree now sends a letter when enough anima grass is available for linking. - We now prompt the user to confirm using a psytrainer if the pawn's psylink level is too low to use the psycast. - Add "Meditation desired psyfocus" learning helper lesson. - Add "Meditation schedule" learning helper lesson. - Show base and max value for MeditationFocusStrength stats with offsets. - Improved organization of drug stats listing. - Various text adjustments.
Tuning
- Increase rewards per points for quests game-wide. - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards. - Double the rate of nuzzling by animals to buff mood-oriented pets. - Extend the thought for when you buried someone in a sarcophagus. - Reduce monument sizes about 15%. - Reduce psyfocus decay rates 0.5% at each level. - Increase psyfocus gain of wall from 11 to 22. - Increase psyfocus gain range of grave from 4~20 to 6~26. - Increase psyfocus gain range of sarcophagus from 8~24 to 10~30. - Increase psyfocus gain of animus stone from 25 to 34. - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality. - Increase psyfocus gain of small nature shrine from 15 to 22. - Increase psyfocus gain of large nature shrine from 22 to 30. - Remove psylink neuroformer from traders (but most still buy it). - Reduce nature shrine build times by 40%. - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict. - Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo). - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60. - Reduce anima tree regrowth check cycle from 40 days to 30 days. - Ship chunks now leave a component if killed, even if not deconstructed. - Reduce blood rot severity per day gain from 60% to 40%. - Reduce chance for diseases in caravans by 4x. - Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600. - Reduced the selection weight of hostile factions as quest askers to 15%. - Disabled paralysis in hospitality quests. - Anima grass glows less brightly. - Various internal tunings in quests.
Technical
- Moved Abasia and BloodRot to Royalty XML files. - Rename CompWarnInBuildingRadius -> ToggleDrawAffectedMeditationFoci.
Fixes
- Fix: Psyfocus meditation effect shown for psychically deaf pawns. - Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day. - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped. - Fix: Tree sowing research project lists anima tree as hyperlink. - Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text. - Fix: Item stash quest uses asker's short name instead of full name. - Fix: Typo in deserter quest description. - Fix: Unstable power cell can be rotated. - Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.
We've released the May 2020 update for RimWorld! This update is still on version 1.1, because it should be compatible with savegames and mods. If for any reason you have trouble, you can set your Steam beta branch to 'version-1.1.2624' to keep playing on the previous version. [previewyoutube=POK0YU47pPc;full][/previewyoutube] This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it's what got major focus on the content side. This update is the add-on we promised back on March 2. The big theme of this update was opening up new play paths so you can take on the game's world in whatever way you like, and the game will respond in a way that's sensible. This means you can be tribal, outlander, pro-Empire, anti-Empire, neutral Empire, use psycasters or not, use drugs or not, use ranching or not, and so on. See below for the writeup on major changes, and the change log. Beyond this, there's more stuff in progress, and I'm looking forward to letting you all know about it when the time is right. Thanks to everyone that helped test and give feedback! Please keep it coming. -Ty
Psyfocus and meditation
Psyfocus is a new long-term resource on psycasters. Fictionally, it's a sort of mental structuring that a psycaster can build up. Each psycast consumes a bit of it. It also very slowly ticks down over time. Higher levels of psyfocus allow you to use higher level psycasts, but the psyfocus also ticks down a bit faster at higher levels. This means that you can easily maintain your lower-level psycasters at low levels, but high-level psycasts will need a bit more investment to maintain their power. There's no downside to letting psyfocus exhaust, aside from losing the ability to use psycasts. So if you have a psycaster whose powers you don't want to invest in any more, you can just stop any time and reactivate them later. Psyfocus is primarily built up by meditation. You can place meditation spots on the ground and assign them to colonists, though if you don't they'll try to find an optimal spot themselves anyway. There's a new entry in the scheduling tab which allows assigning them to meditation time. The most basic kind of meditation is simply to meditate without any kind of aid at all. Pawns will do this in caravans, in prison, or in hospital, but in normal situations they'll meditate using meditation focus objects to gain psyfocus faster. With a focus object, the psycaster meditates near the object and focuses on it to gain extra psyfocus during meditation. Where it gets interesting is that not anyone can use any focus object. They can only use an object if it matches one of their focus types. A person's focus types are specific to them, based on their childhood backstory, traits, and titles. Psychic meditation is a personal/cultural activity which is done differently in different traditions, and people do it according to their own tradition and preferences. It means that different people will act differently, which centers their characterization - it's always a goal with RimWorld's design to make characterization matter. There are currently five focus types: Dignified: This can be used by psycasters with Empire royal titles. They meditate on meditation thrones, and gain more focus for more grand and dignified thronerooms. This is part of a shift in emphasis for the Empire, somewhat away from the pampered noble image, and more towards the quasi-religious psychic order aspect that they've always had. You'll note that this kind of meditation is a direct replacement for the old 'authority' need that your titled pawns would have. Now, instead of sitting on the throne to boost their own ego, they do it to meditate and regain psyfocus. The throneroom is a social gathering place, but it is also a meditation temple expressing deep traditions of an honor-bound culture. Natural: This focus type is used by those with tribal childhood backstories - whether you started as a tribal faction, or simply recruited someone with a tribal backstory. Natural meditation foci all need to be in nature - they lose their power if there are artifical structures too close by. The concept here is that they want to go away from people and do a psychic practice by communing with the stillness and eternity of the natural world. The most important meditation focus for the natural focus is the anima tree. One of these unique trees spawns on every map with a biome where it's at all feasible. The tree glows with bioluminescent micro-organisms and has a connection with the surrounding psychic field. Anima trees are powerful foci for building up psyfocus, but also serve another purpose - they can actually upgrade your psycasters. When meditated to, the anima tree slowly develops anima grass around its base. Once enough is grown, you can send someone to link with the tree through a tribal ritual and gain a new level of psylink. This gives a reason to have lots of people meditate to the tree sometimes - possibly even the whole tribe - to grow the grass faster. Anima trees are not vulnerable to toxic fallout and animal will respect them and not eat them (except the jerk alphabeavers). If it's destroyed, a new one will spawn some time later. Besides anima trees, you can also build nature shrines or acquire ancient animus stones and place them in nature to meditate to them. These won't give new psylink levels like the tree, but it can be useful if you're on an ice sheet and there is no tree, or you feel you want a meditation focus in a specific spot (though they still lose power if too close to artificial buildings). Raiders won't see or attack the hidden nature shrines and animus stone. Morbid: This focus type is used by those with certain traits like psychopath, cannibal, or blood lust. They draw psyfocus by meditating on death. To that end, graves and sarcophagi are a meditation focus for them. This kind of meditation is more powerful with a corpse inside the grave, and even more powerful if the corpse is related to the meditator. Minimal: This focus type is used by ascetics. They want the absolute minimum, so they meditate to blank walls. It's a powerful type of meditation, but only ascetics can use it, and they can't use some other types. Artistic: This type of meditation is usable by most people. The psycaster will meditate to art. Higher-quality art builds psyfocus faster. This kind of focus object is very accessible, but not quite as powerful as other methods. The above all means that the Empire no longer needs to have laws against psychic powers - so they don't. If you want to be tribal psychics drawing power from the anima tree, while being friendly with the Empire, you can. The Empire also no longer tries to prevent anyone from using bladelink weapons (renamed to persona weapons), again, simply because it wasn't worth restricting players this way. Such weapons are still very hard to get, so if you get one, use it.
Gaining psylink
The way psycasts become usable has changed slightly. Previously it was from the psychic amplifier. You would collect these little items and stick them on your head. Having more of them unlocked higher levels of psycasts. This was somewhat limiting since it locked the progression of psychic powers to this one specific object. Now the psychic amplifier is changed to an object called a psylink neuroformer. It upgrades a property on the brain called psylink. Psylink is an organic property of the brain which can be built in other ways too, like the anima tree linking described above. Psylink neuroformers are still given for new royal titles, but we also did some work tightening how often they'll be seen as quest rewards to ensure that it's possible to develop psycasters consistently even if you're not doing royal title progression. This is connected to the new reward choices (described below). With different meditation types and different ways of gaining psylink, the overall goal is that players should have distinct but co-equal pathways to develop psycasters depending on which play path they want to go down - whether they want to climb the royal title progression, play as neutral tribals, or fight as outlanders against the empire.
Other changes
The rest of the changes can be expressed more concisely in the below change log.
Quests
- Quests now offer three reward options for the player to choose between. These three reward options are always distinct from each other. They are displayed in a condensed pictorial layout instead of text, making for easy reading and selection. Player can still set reward preferences to prevent rewards like goodwill or royal favor from being offered, if desired. - We condensed and focused a ton of quest texts for better readability. - Texts for Empire quests have been adjusted to de-emphasize the pampered aspect somewhat. The nobles should be a lot more straightforward to match the new dignified meditation. They're more honor-bound than pampered. - All quests have been deeply reviewed and tuned to give good reward and challenge balances at all stages of the game in all situations.
Psychic mechanics
- Psychic entropy was renamed to neural heat. This distinguishes it from psyfocus better, and expresses the context of a short-term measure that quickly dissipates, but can 'burn' you if pushed too high. It doesn't represent physical heat of the brain; it's an expression reflecting the same psychic phenomenon as before. - Psychic hangover removed. Since we now have psyfocus as a long-term cost for psycasts, there's no need for psychic hangover. (Its original purpose was to remove from the player the micromanagement burden of casting psycasts like Focus over and over on workers, which would have been a good strategy without it). - Neural heat overload is no longer dangerous and can often be a good strategy. It won't burn anyone's brain, though it may still knock your psycaster into a coma for a few days and in some cases can burn out a psylink level. It's a good strategy in difficult situations. I'd like to see more players pushing the boundaries of neural heat limits. Overall this powers up psycasters by making it much more viable to push out a lot of psycasts at once.
New psycasts
- New psycast - Neural heat dump: Reduces caster neural heat to zero instantly, but puts the allied target into a psychic shock coma for a day. This replaces entropy link. - New psycast - Waterskip: Drops some water at the target point, extinguishing nearby fires. - New psycast - Flashstorm: Generates a small flashstorm at the target point, which will drop lighting bolts from time to time. - New psycast - Bullet shield: Creates a circular skipgate field which will absorb shots in or out around a targeted point, for a short time. Great for retreats or advances.
Hosting quest improvements
- You can now sometimes gain goodwill sometimes by keeping the guests' mood extra high. - Threats configuration totally redesigned. There are new fewer individual threats, with more variation in their pacing and scale. For example, rather than four normal mech clusters in a row, which gets monotonous, you might get two double cluster or one triple-size cluster, providing challenges outside what normal play offers. - Lodgers now generally have lodger conditions like being unwilling to work, or requiring mood to be kept up, or a disease. This reduces the cases where the lodger is rewarding you for the chance to work for you. More difficult conditions offer bigger rewards. - Helpers brought to fight for you now start with an 'on duty' mood bonus thought. - Added blood rot disease to support hosting quests. - Added paralytic abasia disease to support hosting quests.
Drugs
- Drugs output a lot more stats on their info card, including high gain per dose, high fall per day, high duration per dose, psyfocus gain per dose, tolerance gain per dose, tolerance fall per day, random overdose chance, minimum tolerance for addiction, addiction chance per dose, addiction recovery time, addict need fill per dose, addict need fall rate, addict need cost per day, addict need dose interval, safe dose interval. This should help make drugs my viable by giving players information to reason about costs and benefits. - You can now make pawns keep drugs in inventory even if they're not scheduled to take it. Good for combat drugs. - Drug taking is faster and the pawn won't move when they do it. Good for combat drugs. - Wake-up and go-juice rebalanced. Now instead of being safe for some interval but then absolutely suicidal to take, the risk and consequences of addiction are lower but the safe dose interval is removed. - Go-juice instantly gives psyfocus when taken by psycasters. - Wake-up speeds psyfocus gain from meditation when taken by psycasters. - Addiction is now rolled before tolerance build-up, making more drugs like yayo more viable and making the drug stats output easier to understand. - Addicts now take their drug automatically at 10% need instead of 30% (which is too early and wasteful). Chemicals restore 90% to their need instead of 100% for more consistent math. - Drug tolerances are visible at all severity levels instead of being hidden at low tolerance.
Miscellaneous content
- Added new sound effects for: Mech serums, neurotrainers, psytrainers, condition causers, quest accepted, succeded, failed, concluded, techprint applied, shuttle idle, shuttle board and disembark. - Added prestige recon armor, prestige marine armor, and prestige cataphract armor. These gold-enhanced power armors enhance psychic abilities and are needed to satisfy noble apparel requirements. - Psyfocus gear renamed to eltex. - Cleanly slaughtering your tame animals now gives 50% bonus meat. This powers up the previously-underused ranching. - When manhunters attack the colony en masse, they now come with the rabies-like scaria disease. Fictionally, this gives a reason why manhunters are attacking, but its design purpose is to flatten out the reward level for manhunter attacks between different difficulty levels. At each difficulty level, a percentage of animals killed with scaria will become unbutcherable on death; this percentage is tuned inversely from the animal count at each difficulty such that higher difficulties now get the same resource reward as lower difficulties. Scaria can also be cured quite easily if you down an animal with it, which makes it possible to make them into pets or meat for slaughter if you are ready to trade medicine for food. - Smelting slag is much faster to reduce clutter. - Random decrees for nobles are removed. - Mech clusters drop less slag and more steel to compensate. - Mech cluster central problem causer buildings drop some special reward resources when destroyed. - Filth like blood, dirt, rubble, etc now expires after a long time. This should reduce clutter buildup in long games. - Added new smoke shells and smoke IED. - Royal aid can now be targeted on a position instead of just dropping on the caller. So you can tell them to drop on top of a mech cluster, into enemies, etc - anywhere in line of sight of the caller, within a certain radius. - Monuments can now be rotated while placing. - Monument generation was reworked to prevent monuments from having big empty spaces inside and increase the value density. This should make monuments more compact and easier to place. - UI: Follow the master while drafted/hunting now appears on the animal's training tab as well as the main animals tab. - Renamed bladelink to persona weapons. - Added colorblind-friendly point labels for history charts, visible on mouseover. - Difficulty settings were renamed with more flavor and to better indicate what they really mean. Descriptions were condensed and clarified, and coded to appear instantly on mouseover so they can't be missed. - Updated player-created names.
Small miscellaneous
- Increased eltex staff market value from 1000 to 2000. - Quest rewards now give more goodwill if the faction is hostile. - Tuned various trees' harvest work and yield towards a standard of about 30 harvest work per yield. - Renamed and rewrote difficulty settings (tuning was not changed). - Mortars now have a visible progress bar while cooling down. - Removed psychic silencer implant since it no longer has any purpose. The deserter quest now gives an additional psylink neuroformer. - Cleaned up how pawn hunger rate is fed back through stats. Gourmand trait now directly affects hunger rate. Hunger rate multiplier stat is not used anywhere anymore (but was not removed for compatibility). - Increase range of manhunter pulse psycast by 10. - Stripping neutral or allied pawns now causes goodwill loss. - Now only quest asker lodger can issue decrees. - Improved melee DPS and armor penetration stat texts. - Shuttles now avoid landing near mechanoid cluster proximity activators. - Added various loading tips. - Reduce call cataphracts royal favor cost if used before cooldown from 12 to 8 favor. - Psycasts tuning: Painblock entropy cost reduced from 10 to 8. Stun range increased from 20 to 25. Blinding pulse range increased from 20 to 25. Entropy dump range increased from 15 to 25. Vertigo pulse range increased from 20 to 25. Skip range and radius increased from 25 to 28. Wallraise range increased from 20 to 25. Smokepop range increased from 20 to 25. Focus range increased from 25 to 28. Berserk range increased from 15 to 20. Invisibility range increased from 15 to 20. Waterskip range increased from 20 to 25. Bullet shield range increased from 20 to 25. - Reduce work for cremating a corpse from 5 seconds to 3 seconds. - Relabel the 'restrict' main tab to 'schedule' since that's its main function. - Only allow stone floor (tiles and flagstone) in monuments. - Made sure empire never gives royal favor reward if hostile. - Change psychic entropy fall rate to be measured per second instead of per 30 seconds. - Rebalance bandit camp quest to have better rewards and less challenge, and add more name content to it. - Removed the self-destruct outcome from the journey ship endgame. Quest now only ends if reactor is destroyed or tile is deliberately abandoned. - High tooltip displays severity percentage in tooltip. - High label displays hours remaining. Addiction label displays severity percent. Addiction tooltip displays the need it creates.
Technical
- Implemented quest rewards debug output table which helps analyze maximum, minimum, and average quest rewards for quests at different points levels. - Implemented TKey system. This is a system which will allow us to tag XML text with TKeys, which translators can then use to address the text. This saves translators from having to work with long, overly-complex paths to modify text, and allows us to restructure our XML without breaking translations. We have added TKeys to QuestScriptDefs and TipSetDefs so far. - Create full debug output for tuning drugs. - Swapped XML-like format for colored text tags to use different symbols. - Hospitality quests now fail if asker faction becomes hostile.
Fixes
- Fix: Manhunter animals don't leave properly after 1-2 days. - Fix: Can't use gender symbols in "FinalStraw" translation. - Fix: Persona core request text incorrect grammar. - Fix: Pawn lend quest always uses plural form of 'have', regardless of pawn count. - Fix: Reduce resistance job report string shows 'attempting to recruit xy' instead of reducing resistance. - Fix: Ingredient radius slider handle becoming invisible at unlimited radius. - Fix: Penoxycyline blocks diseases longer than it should. - Fix: DeepDrill optimization breaks map seeds (regression). - Fix: When deep resources are exhausted, the message notifying the player states incorrect next base resource. - Fix: Sometimes when deep resource is exhausted the drill is not properly forbidden. - Fix: Colonist who is away on a quest formed bond with animal. - Fix: Mechanoids assembled by a mech assembler have high ages. Pawns created by Spawners now have their age set to minimum age for last life stage, so it works correctly for insects as well. - Fix: You can teleport pawns onto unwalkable terrain. - Fix: Wedding guests sometimes don't stay for ceremony after party and don't get "Attended wedding" bonus. - Fix: Able to remove implants on pawns without repercussions. - Fix: Monument construction quests from permanent enemies sometimes talk about goodwill change on destruction, even though goodwill can't change. - Fix: Potential null ref for pawns with no Rest need. - Fix: Bad grammar on hospitality letter with single lodger. - Fix: Gray UI color from 'none' label when there are no traits affects first skill items in CharacterCard. - Fix: Improperly colored time strings in some cases. - Fix: Translation key CannotGiveToPackAnimal missing 'cannot'. - Fix: Can build stone doors on bridges. - Fix: CataphractArmor research project in the base game; should be in Royalty. - Fix: GetStatValue overload causing patching issues in some mods. - Fix: Lag when sapping raiders are being hit by bullets. - Fix: Hosted quest prisoners can be placed in cryptosleep caskets. - Fix: Error if PatchOperationConditional didn't match and doesn't have nomatch path. - Fix: Translation files cleaner stripped away (*Name)(/Name) tags on keyed translations. - Fix: Dormant mech assemblers not reporting next mech they're gonna assemble. - Fix: PsychicHarmonizer description typo. - Fix: If the pawn goes from safe to brain roasting entropy in 1 psycast, I think he will skip over the overloaded Message. - Fix: Wallraise can be cast to invalid positions by queuing cast commands. - Fix: berserk/berserk pulse abilities can be cast on pawn in mental state to interrupt it. - Fix: Quests that end before they are accepted because of faction hostility display "This quest was completed" - Fix: Spelling error in psychic insanity lance sound folder name. - Fix: Psychic effects on dead bodies don't disappear. - Fix: Pawns with chemical interest/fascination adhere to drug policy allowForJoy when they should not. - Fix: Shooting skill disabled by hunting work type. - Fix: Incapable of violent shows shooting skill. - Many other smaller fixes and typo fixes.
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward. If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well! We're also working on some deeper gameplay improvements and content additions - look forward to those! However, for stability reasons those are being held back for now. Thanks to all those who helped test on the official testing Discord server. Come join to test future releases! Tuning - Defeating a mech cluster now gives a mood boost to all player pawns on the same map. - Reduce work cost of smelting metal from slag from 1600 to 800 (to help reduce clutter). - Reduce uranium slug turret cost per shot from 4 to 3 and increase its damage from 45 to 50. - Butchered cenitpedes now yield 10 plasteel when shredded, modified by difficulty and pawn skill. - Crashed ship parts now drop an advanced component. - Plasteel no longer burns. - Reduced commonality of mechanoid raids at high points levels. - Reduced deep drilling research cost from 4000 to 1000 and moved from multi-analyzer tier to microelectronics tier. - Reduced cost of deep drill from 200 steel and 4 components to 100 steel and 2 components. - Reduced cost of ground-penetrating scanner from 2 advanced components, 6 components, and 200 steel to 1 advanced component, 4 components, and 150 steel. - Increased deep drill yield for steel, plasteel, uranium, silver, and jade. Reduced yield for gold. - Reduced max deep lump size for gold, and jade, and steel. - Reduced deep drill power consumption from 300W to 200W. - Deep drill can now extract from the 21 closest cells instead of only the 9 closest. - Imperial settlements offer more psytrainers. - Mechs created by the mech assembler mechs now defend the cluster instead of attacking. - Mech assembler now shuts down after spawning 4 mechs. - Double the effect of pain focus. - Seperated deep drilling speed from mining speed. Drill arm now affects deep drilling speed less than normal mining speed. - Tune monument size and construction time. - Monument damage consequence size is no longer affected by challenge rating. - Removed extra selection weight for mech cluster as monument damage consequence. - Adjusted monument protection duration based on challenge rating. - Colonists with bloodlust no longer suffer a mood debuff when harvesting organs. - Adjust Alzheimer's to nullify fewer conditional thoughts, otherwise it can be impossible to keep guests happy with Alzheimer's and it's a bit weird that their mood ends up locked at default. Misc - Reworked how monuments are generated to produce more compact structures without weird large gaps. - Optimized deep drilling for modded games with more rock types. - Explicitly mark some more things as part of Royalty in code for clarity: Shuttle, bladelink weapons, muscial instruments, thrones, projectile interceptors (shields). - Refactor royal title warning texts in order to do the formatting programatically. - Removed unnecessary 'You must keep [guestName] at colony' from hospitality quests as lodgers should not be able to be transferred. - Removed 'showCreatedAt' on recipe def and used existing IsSurgery property instead. - Removed unnecessary check on text height for architect category tab. - Changed psychic amplifier graphic to match archotech artstyle, since it's an archotech item. - Moved IncomingDamageFactor damage mitigation to ApplyDamageToPart. - Optimization: Make GridsUtility.GetDoor use GetEdifice instead of checking every thing in the cell. - Adjusted apparel debug outputs. Text - Monument quest descriptions now better handle multiple allowed floor types. - Added more quest name content for PawnLend quests. - Adjusted monument resource readout to include all possible floor type required resources. - Added a warning popup about conceited colonists when a royal favor quest is about to be accepted (similar to anti-social colonists). - Combine warnings when attempting to accept a royal favor quest for someone who is both conceited and anti-social. - Made it clearer why a Praetor cannot call an orbital imperial trader. - Reduced the tooltip delay on storyteller difficulty selections to zero - Rewrote natural goodwill rise/fall tooltip to display yearly change. Removed redundant text. - Pain focus readout now rounds to the nearest whole number. - Adjust text and fully define mining stat order. - Added an explanation to the psycast 'Target' stat entry. Fixes - Fix: You cannot shoot over unstable power cells. - Fix: Sometimes the wrong people can be ordered to enter shuttles. - Fix: Quests sometimes generate manhunting packs with > 100 animals. - Fix: Spawning sketch that wipes doors with no adjacent regions causes an error. - Fix: The translation files cleaner tool uses LF in the end of the first line (xml root). - Fix: Cocoa trees are marked as unlocked for both 'Tree sowing' and 'Cocoa' research projects. - Fix: Quest lodgers being attacked by colonists (temporary or permanent) during murderous rage and other aggro mental states cause relations loss. - Fix: Typo in peaceful difficulty description. - Fix: Some custom backstories with gender set to "either" have a default gendered body type. - Fix: Manhunter incident can fail for very high points. - Fix: Padding for mod requirement box is uneven. - Fix: QuestPart_RequirementsToAcceptBedroom causes errors for pawns with royal titles which don't have bedroom requirements. - Fix: Tough trait incoming damage multiplier doesn't work properly. - Fix: Item hitpoint slider precision - unequal values shown as same. - Fix: NPCs incabable of doctoring can self tend. - Fix: In the info card for a psycast, all entries in the lists of Target are capitalized. - Fix: Formatter tool adds and deletes same values because cyclic reference prevention would skip value types falsely. - Fix: Luciferium not healing chronic conditions but the message says it did. - Fix: Ship parts sometimes land on walls and skip upon spawning inner thing. - Fix: TryFindSafeLandingSpotCloseToColony only checks single cell instead of occupied rect for blocking things. - Fix: Accepting two shuttle-based quests one after another causes one to land on top of the other. - Fix: Siegers receive extra supplies they don't need. - Fix: Various StockGenerator_Tag missing countRanges which made some settlements not carry items they should have.
This is a relatively minor update focused on fixes and balance. The major content we're working on is still being held back for release as the content add-on later. This update should be compatible with all savegames and mods. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'. Thanks to everyone who has given feedback at the unstable testing Discord server. Come join to test future releases! Improvements - Monuments can now be sastisfied with any floor type instead of requiring specific floor types. - Monument generation has been adjusted to make monuments more dense and consistent. - Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings. - "Choose rewards" window renamed to "Reward preferences". Added explanation at the top of the window. Increased height of reward prefs window. - Man in black is now always capable of violent and caring work. - Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave). - Improved clarity of monument marker placement feedback. Added messages for incompatible terrain or blocking buildings. - Prices now only display decimals when under $10. - Now, only esquire and higher titles will be inherited. - Hospitality threats with mech clusters now display more accurate sizing in generated text. Tuning - Praetors can now give speeches. - Lodger minimum mood now only applies to the asker, not any others who accompany him. - Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels. - Mech clusters are more likely to have mechanoid guards instead of just turrets. - Mech clusters at low points are more likely to have unstable power cells. - Reduce duration of berserk pulse from 15 seconds to 11 seconds. - Increase cost of mortars. - Siegers now recieve 6 replenish shells at a time instead of 10. - Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change). - Increased human turrets damage and fuel consumption. - Increased uranium slug turret range. - Reduce steel from smelting steel chunks from 20 to 15. Reduce resource yield from destroying/disassembing mechs and their buildings. This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties. - Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives. Technical - Removed null asker possibility from hospitality quests. - Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn't break all other mods. - DesignatorFor -> FindAllowedDesignatorRoot - Monument placement now checks overlap before adjacency. - Minimum mech cluster points can be set for mech cluster buildings. - Rename "ludeon" constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check. - Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value. - QuestNode_IsInList now uses previously unused function. - Removed redundant checks from IsSpawningBlocked. IsSpawningBlockedPermanently checks proper location. - Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label. - Move the delegate inside ModContentPack.ReloadContent into a class function to prevent future issues with mods. - Added null check for QuestGenUtility method IsInList. - lodgersMoodThreshold is now selected from 4 discrete random values. - Renamed allowedThreats to threatType in hospitality quests; a back-compatibility rule for the old name remains. Fixes - Fix: Can't target caster or pawns of the same faction with psycasts if they're invisible. - Fix: Text overlap for some items on architect tab description. - Fix: Kind label is not gender-aware in RulesForPawn - Fix: Pawns can stand on drapes are standable. - Fix: Some hospitality quest fields report missing translations even though they shouldn't - Fix: Alerts throwing errors after choosing "Load mod list from save" while in-game. - Fix: Smoke spewer does nothing. - Fix: Psycasts don't check cooldown in CanCast method. - Fix: Tribute collector doesn't arrive unless you have a knight. - Fix: Black screen on startup if a workshop mod folder was deleted without unsubbing from the mod. - Fix: Force loading animals into a shuttle while forming a caravan and then sending the shuttle causes errors. - Fix: Asker potentially not being set when setting lodgersHaveMoodThreshold. - Fix: Monuments can be placed over non-edifice buildings without warning. - Fix: Languages listed as seperate even if they share the same legacy folder name. - Fix: Manhunter pack quests and incidents fail to generate for higher points.
In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'. RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we've been seeing some cases where quests would generate that weren't rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we've gotten about this has been invaluable - thank you! This update also works on making nobles more flexible. Players have indicated that they want to use royal colonists in more different ways, and it's always been a goal with RimWorld to support players choosing their own path as much as possible, exploring different strategies and role-playing different stories. The original nobility design focused on advancing a single character up the noble ranks, but if players want to have 6 knights and they're willing to do the quests to earn that royal favor, the game should reward that gracefully. Shared throne rooms and controllable speeches are a step in that direction. As always, we'll be watching how this plays and seeking more ways to enable players' goals. This update should be compatible with all vanilla savegames. We also tested with a wide variety of mods and found it compatible (though it's hard to guarantee this since mods can change any time and do anything). We'll be watching carefully and working to fix anything that comes up. Whether you're a modder or a player who has discovered a problem, please don't hesitate to come chat with us about technical issues on the public testing Discord server! The content add-on discussed some weeks ago is still coming. These updates represent the more urgent and straightforward improvements I want to get out quickly, while we work on the deeper changes separately. I'm excited to show you what's coming but, as always, it's better to keep it under wraps because the design is still changing as we iterate on it. Thanks again to everyone who is playing and offering feedback. -Ty
Improvements
- Multiple thrones can now share one throneroom. - Allow non-noble pawns to play music. High culture recreation type is re-labeled to music recreation. Allow non-conceited nobles use dexterity play. - Make speech from the throne an ability player can control. High-level royals gain the ability to do a speech from the throne. It has a cooldown (so the speaker can think of ideas for the next speech). The feedback for throne speeches now tells the player the chances of different outcomes, along with the relevant social stat. - Removed minimum expectations for non-conceited titles (that is, titles of pawns who were not born royalty and are not greedy or jealous). - Implemented category-based melee verb selection. Previously, pawns would select which melee verb to use simply by a weighted random selection according to the power of their different verbs. However, this created an incoherency where adding, for example, a knee spike to a pawn with a longsword would actually make him worse, since the knee spike is less powerful than the longsword but now he is more likely to choose a verb besides the longsword. The new verb category system places each verb in one of three categories - best, mid, and worst. It then chooses randomly between best (75% of the time) and mid (25% of the time). So adding a knee spike to a longsword wielder will not make him use the longsword less often; rather it will replace his fists as the mid-tier verb and improve his damage per second. - Colonists can now be set as master to any animal they are bonded with regardless of skill. This prevents situations where starting animals begin bonded to colonists who cannot become their master, leading to a permanent negative thought for the colonist not being master of the bonded animal. - "New quest" letters now link directly to the relevant quest instead of requiring an extra click. - Shuttles that don't land on landing pads will now avoid crushing buildings, items, and trees.
Tuning
- Redesigned how hosting quests generate threats. Instead of always generating points-based threats on a 24-hour cycle with the same timing in all cases, the system now chooses from a designed menu of different duration ranges, threat counts, and threat intensities. Each challenge rating (star level) has a different menu of threats. These are all modified by the possibility of adding helpers, different guests with different conditions, and so on. - Quests' reward value is now always at least 250 silver, no matter how small the quest. - Quest guests can now only be downed or sick if quest points are over 300. - Non-royal guests can now have mood threshold set only if quest points are over 400. - Helpers can no longer generate for 1-star hospitality quests (since these quests have no violent threats). - Reworked how the guest count for quests is generated, taking points into account better, and adjusted the rate to have fewer guests at really low points levels. - Hosting quests can only use 2 or 3 challenge stars above specific points thresholds. - Random quests no longer generate at all under 100 points, and lerp to generating as normal at 200 points. - Tune random quest selection weights for more variation. - You can no longer get quests about fighting mech clusters at unreasonably low points levels. - You can no longer get infestation quests at unreasonably low points levels. Change the code that determines the hive count to round normally without randomness, for greater accuracy. - Increase monument protection times from 10~30 days to 20~50 days, and increased reward factor to match. - We no longer generate as many cheap items at high reward values, in order to focus on a few big juicy rewards. - Adjusted the rewards for various game conditions in condition-for-pay quests (this means quests where e.g. you get a toxic fallout but also get a reward). Also linked specific conditions to specific star ratings. - Balance down the reward you get just for keeping a hospitality guest without threats (since often this can even be advantageous). - Deny choosing Empire as asker for a hospitality joiners quest if points are under 240, to avoid sending nobles when a colony can't realistically support them and they wouldn't want to visit. - Adjust how hospitality quests determine the royal title of royal guests so early-mid-game guests don't have unsupportably high titles. - Tune the default relationship between quest points and reward value to make it scale better lower and higher points levels. - Slightly increase chance of population-gaining quests. - Quest threat sites will no longer generate with 'possibly unknown threats' all the time, and especially not at lower challenge levels. - Quest threat sites will now limit the number of threats at the site according to the quest points. - Extended hive spawning delay the 14 seconds to 28 seconds. - Reduced luciferium market value from 120 to 70. - Increased joywire consciousness impact from 20% to 30%. - Increased spike trap build cost from 35 to 45. - Reduced wood sharp damage multiplier from 0.45 to 0.40. - Colored lights research project no longer requires high tech research bench. - Difficulty settings now modify butcher yield similarly to crop yield. - Moisture pumps now leave resources behind when destroyed. - Fine floors now give 75% of resources back upon deconstruction, similar to other floors. - Changed research prerequisite for ship landing beacon from microelectronics to electricity. - Greatbow can now be made at crafting spot. - Health conditions can now have negative pawn price offsets. Mindscrew now has a negative price offset.
Technical
- Improve grammar resolution trace format by putting the trace first, then variables, then custom rules. - Make mech capsules avoid placing multiple mechs on the same cell. - Suppress "dependency needs to have downloadUrl" warning for dependencies on official content. - Moved 'Copy debug to clipboard' button to above debug text. Made the signal text box button narrower and changed the '...' button label to 'Send defined signal'. - Shuttles can now take off when under roofs to prevent breaking quests if it moves under a thick roof after landing. - Added a new quest node for creating multiple incident quest parts periodically or randomly. - Moved quest part debug window contents to a virtual method. Added a debug button to complete Pawn Lend return shuttle delay. - Improve 'write storyteller' debug output. - Special thing filters are now always shown based on the root category of the filter listing. - ThingFilter now resolves the display root category lazily.
Text
- Adjust description of ArrestSuccessChance stat. - Replace obsolete loading tip about noble foods. - Removed some nouns that don't pluralize well by adding "s" to the end. - Name generator now always uses GenText.CapitalizeAsTitle. - Bladelink weapons now report the minimum title required to legally use them in their info card. - Re-arranged some parts of "title gained" letter to put important stuff near the top. - Adjust feedback for when protected monument is destroyed. - Adjust some repetitive text in game condition quest descriptions. - Refine description text for the infestation/joiner quest generation script. - "Caused by title" trait tooltip text is now white to match other "caused by" text. - Display quest info on monument marker inspect pane. Don't show "Complete" - Add tooltip about allies sending random traders and military aid. - Recreation type stat report now describes what it is and lists all recreation types. - Removed some redundant text from animal hospitality quests. - Display quest info on monument marker inspect pane. Don't show "Complete" - Recreation type stat report now describes what it is and lists all recreation types. - Changed the "royal incapable of social" warning dialog to prompt the user to confirm before accepting the quest, instead of simply closing and requring the user to accept the quest again. - Updated player-created backstories and names. - Fix: Typo in duck description. - Fix: Trap hit letter label for friendly pawns not capitalized. - Fix: Incorrect tooltip about surgically upgrading psychic amplifier (it doesn't actually require surgery). - Fix: Quest guests not being unhealthy even though quest description says they are. - Fix: Pawn lend quest specifies how colonists will be returned, when it could be either shuttle or drop pods depending on asking faction. - Fix: World inspect pane showing always the label of the first selected object instead of '(various)'. - Fix: Incorrect capitalization in plant attributes. - Fix: Site threat quests sometimes mention a faction which is not even used for the site threats.
Fixes
- Fix: Error spam if a herd of boomalopes explodes. - Fix: If a shuttle drops off downed pawns, they're dropped on top of each other. - fix: On dismissing a quest, a seemingly-random one is selected. - Fix: Can get pyromaniac trait for medical assistant backstory where it doesn't make any sense. - Fix: Pawns being carried don't show up on the social tab. - Fix: Debug text overlapping with hyperlinks. - Fix: Old methods not calling _NewTemp versions. - Fix: Recreating cantTakeReasons List
This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content. The most obvious feature is that you can now choose whether you want to recieve faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I'd like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they're not interested in at all. So I'll be watching to see how this works and considering how to improve reward generation even more. This update should be compatible with savegames and mods. If any further issues come up please let us know on the unstable testing Discord channel. Big thanks to everyone who helped test this update! Changelist below. If for any reason you want to continue on the previous version 1.1.2589, you can access it using the Steam beta branch called 'previous'.
Improvements
- Expand reward selection config to include options for opting out of goodwill rewards. - Shuttles now try to find a landing spot near the colony no shuttle landing areas are free, instead of landing in random places. - Colonists lent to the empire now return in a drop-off shuttle. - Crashed ship parts now only disallow punching through natural roofs. - Skip intro wimp quest if the player has a Yeoman or above. - Royalty intro quests won't trigger on extreme biomes because it made no sense. - Standardize red text to a more readable color. - Reduce the chance of selecting decrees that have recently happened. - Hosting quests now pick lodgers Pawnkinds relevant to their original faction, so royals' court allies will make more sense. - Rewrite chemical interest thoughs to not mismatch situations where drugs were consumed, but in insufficient quantities. - Make speech attendees prioritize position in front of the throne, if available. - Sleeping prisoners show "Not while asleep" for their prison break interval, if asleep. - Empire is permanent enemy to every faction except player, to solve issues where your royal aid doesn't fight your enemies.
Tuning
- Buff toughskin gland, armorskin gland, and stoneskin gland. - Rebalance knee spike, hand talon, elbow blade, venom fangs, and venom talon power and price (mostly increased). Increased the toxicity gain per venom attack (also applies to cobra bite). - Power claw does more damage, but slows down the user like a field hand/drill arm. - Endgame quest raids (royal ascent and escape ship) raids now also always have at least 500 threat points so they can't be trivialized. - Reduce flesh pawn flammability 100% -> 75%. This makes them extinguish easier, fire grows slower, and rain puts them out now. - Destroying the arrival shuttle now gives a -50 relations penalty. - Royalty intro quest now starts on day 8 instead of day 3. - Intro quest timer now does not start until the player has at least 3 colonists. - Manhunter pack now always consists of at least 2 animals. - Manhunters will now leave after 1-2 days like the letter says.
Technical
- Added def info to biocoded string so translators can use the weapon's gender. - Merged StorytellerComp_IntroRoyaltyQuest into StorytellerComp_SingleOnceFixed. Changed allowRoyaltyIntroQuests to isExtremeBiome. - Added a fallback for QuestNode_GetRandomPawnKindForFaction - Add default values with GetStatValueAbstract when requesting MeleeAverageDPS with ThingDef and stuff. - Implemented missing Scribe call on ThreatsGeneratorParams for minThreatPoints. - Implemented attach fire debug tool. - Made CompDeepDrill.WorkPerPortionCurrentDifficulty obsolete and replaced usages. Moved hardcoded mining yield factor from StatWorker to StatPart_Difficulty_MiningYield. - ThreatReward_MechPods_MiscReward: If helpers are generated, the quest ends a day after all mech buildings are destroyed. - Cleaned up hospitality quests pawns lists. - Improve duplicate quest name warning message, added more naming content to ThreatReward_Raid_MiscReward. - Quest names now use GenText.CapitalizeAsTitle instead of ToTitleCaseSmart. This makes customizing capitalization behaviour easier to modify for individual languages.
Fixes
- Fix: Some implants don't add to pawn market value. - Fix: Hyperlink for "Human" displays on OpportunitySite_PrisonerWillingToJoin quest. - Fix: 15 day wait period for monument decrees starts before monument has been completed. - Fix: Empire pawns generate with implants and the body purist trait together. - Fix: Helpers leaving letter arrived even if there were no alive helpers left. - Fix: Quest lodgers arriving with carcinoma. This made it pretty darn hard to keep them alive sometimes. - Fix: Product hyperlinks from recipe info cards omit several stats if product is stuffed. - Fix: GetWidthCached calls TryGetValue for string before stripping tags, as a result caching doesn't work for tagged strings. - Fix: Bill config UI shows ingredient filter for recipes with all fixed ingredients; it was pointless. - Fix: Nullref exception when trying to abandon colony with bonded animals left in it. - Fix: Trade inspiration removed after accepting on trade window, even if nothing was traded. - Fix: Psychic harmonizer thought not removed until out of range after having a harmonizer installed. - Fix: Occasional duplicate items in quest rewards. - Fix: Some possible cases where the starting items spawned in fogged areas. - Fix: Crashed ship parts spawning partially inside of mountains, causing the roof to collapse and destroying them right after spawning. - Fix: Friendly raids go starving even if they got food. - Fix: "Expert fighter" pawns generating incapable of violence. - Fix: Destroying the arriving shuttle displays incorrect Stellarch name. - Fix: Shuttles can land through roofs if there is a pad. - Fix: Skills bars visuals scaled incorrectly (maxed at level 19). - Fix: Can't return to main research tab if modded research tabs are added. - Fix: Unconscious pawns force-dropping their guns after loading savegame. - Fix: Hyperlinked info card melee DPS and melee AP readouts don't seem to change if you select different materials. - Fix: Quests incorrectly capitalize words inside curly brackets. - Fix: Huge FPS drop when multiple explosions overlap. - Fix: "Art Student" backstory typos. - Fix: Some cases where the starting items may spawn in fogged areas. - Fix: No faction name color on corpse inspect strings. - Fix: Food poisoning resetting to initial when poisoned again. - Fix: Using skip, some areas are painted as if you can teleport there, but there are walls. - Fix: Can't use skip psycast on top of power conduits. - Fix: Cannibals don't automatically choose to wear human leather apparel. - Fix: Roof grid sometimes overlapping fertility grid. - Fix: Flickering on overlapping CellBoolDrawers. - Fix: World map doesn't show names composed from non-Latin symbols. - Fix: Unresolvable shuttle destruction letter with imperial helpers but no lodgers. - Fix: Only return hyperlink if defsToExcludeFromHyperlinks is not empty.
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle. This update should be compatible with savegames and mods (except ModSwitch). We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here. Big thanks to everyone who helped test this update! Changelist below. Note: The shuttle will only be used for newly-generated quests, so if you have a royal endgame quest on your savegame already, expect the stellarch to arrive in a drop pod as in the previous version. EDIT 1: Users with the mod ModSwitch are reporting that they can't open their mod menu. To reset mods outside the game on Windows, delete this file: C:/Users/your-username-here/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/Config/ModsConfig.xml It'll be broken until the mod author updates the mod. EDIT 2: Just pushed a quick update to fix an issue where drop pods wouldn't arrive on specific types of hosting quests, version changed to 2589. ---------
Improvements
- Add ship landing beacon, which can be used to create landing pad for shuttles. Shuttles will land there if possible for dropoff and pickup of characters during quests. - Historical quests can now be deleted. - We now calculate the best UI scale when the game is first started. - Reworked royal title inheritance rules so they will avoid designating unknown pawns as heirs. - Add creepy sound to psychic droner and make it a bit quieter. - Optimized research tab. - We no longer show mood thought bubbles for unimportant pawn (e.g. spamming them on raiders during battles). - FireFoam graphic improved. - Hostility mode dropdown now displays icon. - Add custom art and name for the light charge blaster used by mech turrets. - "Select monument marker" now only selects the monument instead of moving the camera. - Implemented QuestNode_AddRangeToList. - Improve debug output for future incidents. - Updated player-created names and backstories from those who bought Name in Game access.
Text
- Change label for downgrade psychic amplifier to extract psychic amplifier and clarify the description. - Added decree expiry info to quest tab. - Prisoner ITab displays prison break interval as "Never" if incapable of breaking out. - Add a paragraph to pain focus tooltip, showing relation between pain level and current entropy recovery bonus. - Mining yield difficulty factor factored into the readable stat. Added difficulty calculation explanation for stat description in info cars on mining and crop yield. - Royal Title info tab now shows the list of title privileges. - Fix: Miscapitalized symbol BodyPart in grammar system. - Fix: Bad 'worldtribal' symbol in tribal faction name generator. - Fix: Bio mentions "Squirrel Boy" even if the pawn is female. - Improve debug and player-visible output when grammar system can't resolve something. - Added some missing translation symbols to BattleLogEntry_MeleeCombat. - Misc other text fixes.
Tuning
- Monument quests now let the player choose which material to use for building the structures (Note: floor materials are still fixed). - Adjusted the frequency of various misc incidents. Easy on the cargo pods. - Make extracting psychic amplifiers more difficult. - Increase chance random mech clusters a bit and reduce the min points. - Inferno turret fires slower and costs more for the storyteller to use. - Significantly reduce health of large mech turrets. - Remove minRefireDays from ManhunterPack incident. - Reduce explosive mortar radius from 3.5 to 2.9. - Royal ascent quest now is sent after 35 days instead of 18, at the earliest. - Royal aid soldiers now arrive with biocoded armor. - Quest giving factions get annoyed if you destroy their monument within 15 days after building it. - Build monument decree quest now causes a minor negative mood if the player if the monument is destroyed within 15 days. - Increase health of mech problem causers. - Firefoam filth cleaningWorkToReduceThickness increased to 100.
Fixes
- Fix: Steles generate over ancient danger walls, opening up the ancient danger. - Fix: Allies punch through roof unnecessarily when arriving in drop pods. - Fix: Decree unmet thought not disappearing after a monument was built. - Fix: Dragging while scrolling doesn't work in the mod menu. Remove remaining performance bottlenecks, should be substantially faster on large mod counts. - Fix: Rat attacking door by biting fails resolving grammar. - Fix: Scars getting a random painCategory on loading save if their existing value matched the random defaultValue. - Fix: Pain focus/psychic entropy limit tooltips appearing above main entropy tracker tooltip. - Fix: Mech clusters not waking up from grenades/melee in some cases. - Fix: Erroneous warning on downgrading royal implants. - Fix: Food poisoning ignoring pawn hediffs that modify food poisoning chance. - Fix: Language worker not being passed correct gender information for _titleDef and _titleIndef pawn rules. - Fix: Assemblies loading in reverse order, which makes dependency management awkward. - Fix: Missing cataphract armor graphic. - Fix: Mech clusters don't attack wild men. - Fix: Blocky shadow on countdown activator. - Fix: WorkGiver_Merge not using CanStackWith, which makes pawns not merge some stacks of modded items. - Fix: Bugs caused if a pawn's apparel wore out to nothing. - Fix: Alert_CannotBeUsedRoofed checking non-player buildings. - Fix: Death letters are sent by change heir quest when title holder or heir died even after monument constructed. - Fix: Pawn flee and attack motes showing in the corner of the map instead of on the pawn. - Fix: Can place monument blueprints outside buildable area. - Fix: Royal ascent quest did not fail when Empire became hostile and could actually be accepted in this state. - Fix: Missing ambient sound from fallen psychic drone ship part. - Fix: Fog is generated incorrectly on maps with condition causers - Fix: Can't use the Esc key to leave the mod screen. - Fix: Pawns inheriting title having their heir sometimes set to a pawn that will die in the same tick. - Fix: Incorrect description on foor poisoning chance factor for artificial stomachs. - Fix: Recruitment chance shows values beyond 100%. - Fix: Combat suppliers don't buy or sell certain kinds of armor. - Fix: Temporary faction members can't equip their biocoded weapons if they have a weapon equipped. - Fix: DrawMouseAttachments corrupts things of def list. - Fix: Some quests can't generate because of an error in QuestNode_GetFaction. - Fix: Trade request quest is not ended when the faction becomes hostile. - Fix: Title inheritance letter paragraphs not correctly capitalized. - Fix: Psychic harmonizer doesn't work in caravans. - Fix: Able to load quest helpers onto drop pods. - Fix: Downed refugee and prisoner willing to join quests don't add description constants - Fix: Sites with no map generated not included into ThoughtWorker_PsychicDrone check. - Fix: Game is stuttering heavily with psychic ship event. - Fix: Psychic droner ship part not affecting caravans nearby the player map. - Fix: Factionless quest shuttles don't show gizmos. - Fix: Redressed pawns arrive starving or exhausted. - Fix: Incorrect rounding when purchasing royal favor from tribute collector. - Fix: 'Could not find player faction' random error. - Fix: UI root exception on using rotate gesture on Mac touchpad. - Fix: Downed pawns can start mental breaks initiated by traits. - Fix: Factionless pawns with a harmonizer causes an error. - Fix: One internal variable name in QuestNode_GetRandomPawnKindForFaction marked for translation. - Fix: CameraJumper.TrySelect always moves the camera because TryHideWorld returns incorrect values. - Fix: Colonist left unburied thought appears for quest lodgers and helpers. - Fix: Mech cluster can wake up undiscovered hive. - Fix: Monument quest description sometimes needlessly splits stuff into two entries, even though they're the same but in a different order. - Fix: Comms console keeps saying 'already in progress' forever when trying to change heir for pawn that already had its heir changed once. - Fix: Change heir quest part not saving some data. - Fix: Factionless leaving lodgers can be assigned hostile factions and they'll fight each other - Fix: Misalignment in recon armor north/south views. - Fix: Quest helpers can make decrees. - Fix: Female Imperial traders show up with wrongly gendered headgear.
Here's another polishing update for RimWorld! The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees. We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling. This update should be compatible with all savegames and mods. Thanks to everyone who gave feedback on the unstable version in the unstable test Discord server
Improvements
- Added conceited titles system. Titles can be conceited or not. NPC titles are usually conceited, player-earned titles usually not. Non-conceited titles don't incur work restrictions or some other restrictions. Increased reigning time to balance this. - Many more implants are now removable. - Single-use targeters, artifacts, and antigrain shells are now high frequency quest rewards. - Reduce faction goodwill rewards at higher reward values. - Psyfocus gear has much better cold insulation. - Royal favor reward per prisoner reverted from 4 to 3. Royal favor reward for gold 0.02 -> 0.015. - Royal vest no longer covers arms, shoulders and neck. Ruffle tie shirt now also covers arms and neck. - Hunting decrees no longer target any animal with a faction. - Added "Select monument marker" command to monument-related buildings and blueprints. - Monument markers now allow placing only matching blueprints. - Pawns now have their apparel unlocked when they are recruited. - Added an alert to tell players when a monument marker is missing blueprints. - Stellarch title is now replaced with Consul when recruited. Replaced royal pawn resistance factor with an offset. - Reworked how monument quests choose monument sizes to better avoid choosing unreasonable sizes. - Renouncing title, dying or being kidnapped now ends ongoing decrees. - Silver and gold tiles are now merged on the architect menu. - Add a note about being conceited/non-conceited to the Title gained letter. Move back compatibility measures to BackCompatibilityConverter_Universal. - Added 'Show Materials' button to info card if def is buildable and has stuff. - Hyperlinks to things with any default stuff open the info card with the default stuff, instead of null stuff. - Can no longer request imperial traders with pawns who do not have the required title. - Adjust bulk cooking recipes work time to be in line with single meal cooking work times. - Deep mineral scanner now takes into account terrain affordance required to place a deep drill. - Disable relations gain from recent quest helpers. - Optimize mod screen to better handle large mod lists. - Buildings which are exactly what we need no longer prevent placing a monument marker. So it's possible to continue building a previously canceled monument. - Workaround for a bug which places a door and a wall in the same cell (most likely caused by mods) and makes the monument impossible to finish. - When generating monuments, we now explicitly remove colliding walls, just to be sure. - Forced weather in quests will no longer be dry thunderstorm because it's too difficult. - Change wild man to be tameable in prison, instead of being recruited. Don't allow hunting imprisoned wild men. Remove "Ate without a table" thought for them. - Added missing translation keys for goodwill change reason military aid and trade caravan. - Wild man now shows wildness in info card, tweaked wild man to be equally hard to tame as gazelles. - Added gender constant to RulesForPawn to make translating quests easier. - Quests generally try to avoid generating duplicate names now. - Psychic hangover now reapplies on psycast use, opposed to when entropy reaches zero. - Cleaned up alignment and coloring of many pieces of character art. - Added OTHERPAWN symbol to Thought to make translating some thought descriptions possible. - Various internal technical improvements.
Bugfixes
- Fix: Too few traders, and some other incidents not appearing correctly. - Fix: Deep drill infestation happening on peaceful difficulty. - Fix: Game not ending if last pawn is kidnapped immediately (it sometimes ended due to other events happening that cause the game ender to check again, but sometimes it just didnt ever end). - Fix: Royals appearing with no amplifier, but having abilities. Reworked debug spawning to select an appropriate title. Added a debug check for abilities/amplifiers. - Fix: Prisoner listed twice in prison break letter. - Fix: Slow learner and too smart traits can appear together. - Fix: Quest raids act weird if you become neutral during the quest. - Fix: Harvest decree miscounts harvested plants if they are placed in an existing pile. - Fix: Raiders attack sleeping mechanoids - Fix: Danger music not playing during raid. - Fix: Hospitality quest fails to generate a description if Empire is hostile and a royal pawn is still spawned on the map - Fix: Royal can try to initiate speech when downed. Also fix starting a speech when there's noone to attend. - Fix: SlateRefs not properly translated. - Fix: Rounded numbers make nonsense comparisons in room requirements alert, like 120/120 impressiveness being insufficient. - Fix: ModContentPack using incorrect packageId when there are both steam and non-steam versions of the same mode. - Fix: Renounce title float menu and confirmation dialog text using incorrect title label. - Fix: Mod languages don't count towards AnyContentLoaded check. - Fix: Patch operations iterate on the same collection they remove elements from. - Fix: psycasters can use psytrainers for ablities they already have - Fix: Mech Cluster Buildings deconstruct instantly. - Fix: "No acceptable food" alert doesn't count chocolate as acceptable. - Fix: AvailableForGoodwillReward only returns true if a pawn has ever been a helper. - Fix: Shoot tooltip lists manhunter chance for humans who cannot go manhunter. - Fix: Renounce title confirmation dialog saying 'He lost these permissions...' instead of 'He will lose these permissions...' - Fix: Item stash quest not showing hyperlinks to reward items. - Fix: Duplicate errors in debug log on startup. - Fix: Goodwill impact when applying non-aggressive pyscasts like Skip to quest lodgers. - Fix: Some logs using lower-case mod packageIds. - Fix: Text rendering issues with UI scaling. - Fix: Mod reordering not working if scrolled down. - Fix: Active quest not completed after objectives met (mech clusters). - Fix: Titled pawns don't rest if they can't reach their throne to reign. - Fix: Solar panel showing in the unlocks for electricity. - Fix: Exception when dead pawn receives new rank from royal favor quest reward. - Fix: Horseshoe pins and hoopstone rings showing watching spots not when selected. - Fix: Setting pawns title above Count results in exception. - Fix: Various typos.
This update includes various new features, adjustments and bug fixes. It's on the unstable branch for testing now. Apparently there are some mod incompatibilities we need to work out. Thanks to everyone who has been contributing unstable build feedback in official unstable build testing Discord server Change list: - Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish. - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait. - Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster. - We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios. - Added bulk recipes for pemmican and drugs. - Restricted hunting decrees from targeting colony animals. - Make mortar/bullet shields shut down when the cluster is defeated. - Added new visual effects that play when something is disabled by EMP (makes it clearer when mechs and their builds are EMP-affected). - Monument blueprints are now automatically placed when a monument marker is placed. They're also automatically removed when the player cancels the monument. - Reduce hospitality threat frequency from 18h to 24h and adjusted rewards to match. - Reduce love enhancer impact 50%. - Give more time for harvest decrees, especially with fast-growing plants. - Fix: Trade request quest can request and give the same ThingDef - Fix: Trade request quest generation fails in rare cases - Fix: Harvest decrees can ask for cave plants. - Fix: Missing CanPawnAcceptQuest check in QuestsTab. - Fix: Tribal faction namer uses undefined key. - Fix: Traveling colonists not being able to accept quests and refactor MainTabWindow_Quests. - Fix: When the Steam version fails to initialize the Steam API, clicking on a mod requirement throws an exception. - Fix: Pawns losing ownership of their bed/throne if sent in transport pods. - Fix: Random error from NaturalRandomQuestChooser; total weight is zero - Fix: NamesFromRulepack debug output causes errors when root keyword isn't r_name. - Misc minor typo fixes.
Balance updates and bugfixes today! If you're willing to help test the unstable build in future, please join us here: https://discord.gg/EV2PNt7 Feedback is welcome all around. The most direct place to offer it is the Discord channel above, but I'm watching forums, Reddit, and everywhere else I can collect feedback. Thanks in advance to those who contribute thoughts, and to all those who have offered feedback so far. Changes: - Baron can now do Animals work. - Count can now do commoner work. Count is now only unable to do same as Baron, plus Animals. - Balanced down ultratech and bladelink melee weapons a bit. Reduced illegal bladelink usage detection chance 5% to 3%. - Psychic entropy base recovery rate reduced from 5 to 4. - Improve psychic entropy recovery rate on pawns without psychic amplifiers from 4 to 8. - Psycasts rebalance: ---- Painblock duration 30 to 120. ---- Burden duration 30 to 20. ---- Blinding pulse radius 5 to 4, range 25 to 20. ---- Entropy link duration 60 to 120. ---- Beckon range 25 to 20, duration 10 to 8. ---- Vertigo pulse range 25 to 20, cost 25 to 30. ---- Wallraise range 25 to 20, cost 25 to 35. ---- Smokepop range 25 to 20, cost 35 to 30. ---- Berserk cost 35 to 40, range 25 to 15, duration 30 to 15. ---- Berserk pulse cost 60 to 65, range 25 to 15, duration 60 to 15. ---- Invisibility cost 30 to 45, range 10 to 15. ---- Manhunter pulse radius 30 to 28, cost 40 to 50. - Psychic harmonizer impact reduced 20%. - Psychic hangover now affects manipulation and its mood impact is increased from 8 to 12. - Psychic melee weapons are now biocodable. - Unstable power cell, mortar, and bullet shields now have market value since they can be claimed and used by the player. - Mech cluster spawning now handles collisions better (and doesn't wipe other buildings if it doesn't have to). - Condition causers terrain affordance needed: Light -> Heavy - Play sounds when psychic entropy limiter is toggled on or off. - Fix: Steam builds sometimes have no steam_appid.txt because STEAM is not defined in BuildMaker - Fix: Food batch boundary issue when interacting with animal using food that might have already been reserved. Also fixed uneeded default value for QuestNode_Letter. - Fix: Error producing cast in QuestPart_letter. - Fix: Potential attempt at destroying equipment when no equipment is held. - Fix: Helpers leave after fixed 10 days during raid quests even if there are multiple raids. - Fix: Circadian half-cycler breaks parties. - Fix: Temporary faction members who are downed, put in bed, then quest is complete aren't tendable. - Added dead pawn filter for look targets to letter quest node to fix spurious message.
This is a continuation of yesterday's unstable testing with some updates. If you're willing to help test the unstable build for compatibility in future, please join us here: https://discord.gg/4YMfu6 Changelog: - Player-created content update. - Fix: Nuclear Stomach not having zero food poisoning chance - Fix: Escaping prisoners being able to equip bladelinked/biocoded weapons. - Refactored mech cluster position finder to be more robust and flexible. - Fix: Room requirements debuff for royals in caravan. Only apply debuffs on player home maps. - Fix: Some mechanoids showing up as "dormant" after awakening. - Fix: No mech wake-up sound on LordJob_SleepThenAssaultColony. - Fix: Link plasmasword and zeushammer having no detection chance. - HaulAIUtility now checks whether the worktable is spawned when deciding if hauling unfinished thing is allowed.
This update is available on Steam's unstable branch fo testing. We're testing to ensure full save and mod compatibility. If you're willing to help test the unstable build for compatibility, please join us here: https://discord.gg/FYBsdNX Change list: - Increased mini-turret range 25->29. - We no longer generate big mech clusters if there's no space for them to spawn anyway (we keep the points, they're just more compact). - We no longer generate quests to build monuments bigger than possible (e.g. due to bad terrain). - Quests are now consistently sorted by date in the quests tab. - Low-tech weapons are no longer biocodable. - Psychic animal pulser no longer affects player faction animals. - Adjust tuning of chemical desire traits. - Add tip about changing storyteller and difficulty through the options menu. - Columns and urns are now marked as inert for AI purposes. - Pawns can no longer haul away unfinished things that have a bound bill, are located on the worktable or touch the worktable. - Expand title rewards letter to include the delivery information (to colony/directly to inventory). - Fix: Apparel wearout damage applies to world pawns, so they eventually become naked. - Fix: Ground-penetrating scanner text flickering. - Fix: Turrets in smoke can target enemies adjacent to them. - Fix: Mods cannot override patches (reported by NotFood). - Fix: LordToil_HuntEnemies looking for random spot outside colony ownedpawns are not spawned. - Fix: Mechanoid ship part disappeared with error message. - Fix: Incorrect tip. - Fix: Modded floors with 0 market value break monument generation - Fix: Aesthetic nose lacking addedPartProps - Fix: Bad grammar in title rewards letter. EDIT: Updated. - Fix: Pawns will move primary equipment to inventory if pawn becomes incapable of manipulation. - Remove spurious error "Added def X without an associated modContentPack". Patched defs don't need to have modContentPack. - Fixed sorting of quest tabs. - Reworked FindDropPodLocation validator in IncidentWorker_CrashedShipPart. - Fix: Mech cluster quests fail to mention some condition causers in their threat list.
Just a small balancing update this weekend. Balancing will continue as we collect more feedback from across the Internet. - Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold. - Inferno turret now has longer cooldown and lower accuracy. - Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret. - Mech turrets health changed from 280 to 250. - Random mech clusters no longer come as as raid strategy but as their own incident. - Increase faction relations rewards for quests. - Fix incorrect black line on the Royalty main menu background. - Adjusted donkey and caribou body size (donkey is no longer bigger than a yak). - Added some loading tips.
This update brings bugfixes and other adjustments. If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX Change log: - Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated. - Significantly reduced the frequency of random mech clusters (unconnected to quests). - Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds. - Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280. - Hosting quest worst case raids timing is no longer as severe. - Giving a speech from the throne now trains social skill. - Fix: Banished pawns still send letters about forgetting decrees. - Fix: Bad image for info card on some walls. - Fixed Scenario editor breaking when ThingCount scenPart is null due to def not present - Janissaries, Troopers and Cataphracts no longer can come with the "Brawler" trait. - Fix: It's possible to defeat condition causers simply by entering the map and leaving. We no longer remove the WorldObject if there's any not destroyed condition causer. - It's now possible to move the camera with a float menu open. - Fix: Middle-mouse camera dragging stops if the mouse goes over a UI menu while dragging - Fix: Royal guests arrive with tattered clothes - Fix: Pawns are deep-saved twice if the player saves the game while drop pods with quest pawns are mid air. - Fix: Wrong title being reported in violation letter for illegal psycasts. - Fixes to implants base defs
This update brings bugfixes and other adjustments. If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX Change log: - Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed - Fix: Tortured artist gets inspiration after being hit by berserk psycast. - Most traders now buy musical instruments. - A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known. - Fix: Cloth sandbags not displaying as 1.0 color. - Fix: A count was used as a caravan guard for the empire - Show detection chance for illegal psycasts attached to the mouse. - All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if the player made him equip it). - Fix: some mech cluster building can be deconstructed but won't drop anything. Fix mech capsule not being deconstructible. - Use SketchThing.OccupiedRect in AnyThingOutOfBounds function. - Fixed: IEDs spawn shells when destroyed. - Traders can no longer sell slaves with royal titles. - PawnGenerationRequest properties are now public. - Change CellHasCrops check to early out if no plants found. - Add an out of bounds check to CanSpawnClusterAt. - Pawn lend quest no longer sends shuttles onto maps that don't have enough pawns available. - Removed pawn beauty stat min/max clamping. - Changes to shuttle landing spot finder based on feedback. - Reworked field hand and drill arm so their stats don't fight each other. Instead of reducing manipulation, they now affect movement speed. - Waterproof conduit cost reduced 40 steel -> 10 steel.
This update contains balance changes and bugfixes. It's currently on the unstable branch and will be moved to the default branch after testing. - Mech turret balance: Charge blaster turret cooldown 3.5->4.5 seconds. Inferno cannon turret cooldown 8.5->11.5 seconds Inferno cannon miss radius 3.5->3.9. - Update player-created content: 172 names added. - Languages updated. - Ground-penetrating scanner rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days. - Ground-penetrating scanner now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find. - Fixed a bug that could cause deep ores to generate outside the buildable area. - Hunting decrees are now cancelled if there are not enough animals of the asked type left on the map. - Monument markers, when canceled, can now be reinstalled again instead of disappearing. - Mech clusters are now a lot less likely to fail finding position on difficult maps. - Only inherited titles are now being removed from pawns after resurrection. So a resurrected pawn will keep his title if it wasn't inherited by someone else upon his death. - Pawns with psychic harmonizers are now unaffected by others' harmonizers, to prevent runaway feedback loops. - Shuttles will no longer land in unreachable locations. - Production decrees now only use more common stuff like wood, steel, and cloth, to reduce cases of near-impossible decrees. - Add related quest gizmo to quest hives. - Add "select hives" button to infestation kill quest so you can see which hives you need to kill. - Fixed a bug that would cause insect kill quests to end only on killing every hive on the map (instead of every quest-spawned hive). - Fixed a bug that would cause downed quest guards to never leave if they were injured during the quest and later healed. - Fixed a bug that caused toxic spewers to affect caravans no matter where they are. - Fixed a bug that made throne comfort not apply while reigning. - Fixed a bug that could cause banished pawns to get stuck if they're on their way to a bed. - Fixed pawn lend quest returning pawns to a random colony map instead of the map they were picked up from. - If a nickname is empty in the character creation screen, the pawn's first name is used in the tooltips instead of an empty string. - Fixed a bug that cause debug log spam after adding entropy link via dev tools and opening health tab. - Optimized monument marker ticking to prevent performance loss with large monuments (checking for completion).
Just a quick update with some miscellaneous fixes. RimWorld is now at 1.1.2563. This update is on the unstable branch. EDIT: Released to main branch now. - Shuttles now avoid landing on crops. - Using a resurrection serum now removes royal titles, to prevent duplicating them. - For modders, fixed and issue where BaseGen and SketchGen SetCustom and GetCustom methods don't work - Fixed a bug that allowed stacking toughskin, armorskin, and stoneskin implants. - Fixed a bug that would cause the royal ascent quest to fail if the high stellarch died of old age. - Fixed a bug that caused traders to restock every day. - Fixed a bug where nobles would get stuck if the throne room became unreachable after they decide to go reign. - Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game. - Long mod names will no longer clip out of the box on the loading screen. - Fixed a bug that interfered with title inheritance if a pawn died in a caravan. - Hunting decrees no longer ask you to kill quest-related animals. - Fixed a bug that caused quest helpers to leave early during long hosting quests. - If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod. - Fixed a bug that caused colonist lending quests to remain incomplete if one of the pawns is null (possibly by dying and save/load). - Some small text adjustments.
EDIT: This has been released to the default Steam branch. Today's updated build is up for testing on the unstable branch. The build is 1.1.2562. We'll set it live soon after we confirm it doesn't break anything. It should be save and mod compatible. Anyone who is willing - please try the unstable branch with as many mods and as crazy a savegame as possible! I'd love to hear if anything breaks, or if it doesn't. Thanks in advance. Changes: - Silver and gold tile are now considered fine floor. Fine floor have an info card entry stating that they are fine. - Fixed a bug that caused backstory translation data to be ignored if the translation was compressed. - Fixed a bug that caused the camera to jump occasionally. - Fixed a bug that made it impossible to form a caravan if two map sides were blocked. - Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists. - Changed psychic animal pulser to only affect non-player animals. - Fixed a bug that caused manhunting animals to attack sleeping mechs. - Ensured that an animal bed would not interfere with royal title requirements in a bedroom (we think this could only happen with mods). - We no longer assign heirs to Empire pawns to prevent colonists from inheriting their titles. - Added a bit more information about the heir's faction to the royal title tooltip on the Bio tab. - People with no psychic amplifier now have 30 psychic entropy capacity instead of 100. - Fixed a bug that caused vertical overlap bug between messages and letters in French language. Messages now use dynamic height based on text size rather than constant height and fixed spacing between letters and messages. - Fix a bug that caused a missing period at the end of 'used ability' combat log messages. - Text adjustments and typo fixes.
The release of RimWorld - Royalty has been a great success! Thanks to everyone who's bought it so far, the testers and translators, modders, streamers and video makers. I thought it would be a good idea to write a bit about what to expect next. In the past I've rarely written about the future because release dates and game designs often change unexpectedly during development. I can't tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations. Now, though, I think it's time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what's coming next.
Hotfixes
We had some great testers play 1.1/Royalty in testing since September to help find issues, but with a game this complex, increasing the number of players by thousands will always reveal new issues. We've released a few hotfixes for issues that have cropped up, and we're going to release more as needed. These should be compatible with savegames and mods. We'll hotfix as long as we need to to solve the noticeable bugs that are interfering with players' enjoyment of the game, but I am hoping this phase will be done in a week or two.
Royalty content add-on
We're going to release a content add-on mostly focused on expanding Royalty content. It'll be compatible with savegames and we're going to try hard not to do anything to disturb mods either (which should be feasible if we stick to just adding new things). With a huge amount of feedback available from the community, we're in a better position than ever to find the best ways to improve the game, but the process is still iterative. So it's not yet decided exactly what the content add-on will contain. Below is a list of things I'm considering, but I'll emphasize that none of this is decided 100% so please don't take any of these are promises. These are just concepts we're looking at:
- A way to renounce or otherwise get rid of a royal title you don't want.
- More bulk production recipes similar to cooking, for things like drugs.
- Additional combat psycasts: I've got designs written for a few psycasts that seem like they could add a lot of interest. Testing will reveal how beneficial these actually are.
- A new element or two for mech clusters. Specifically, I'm looking at ways to to make it sometimes optimal for players to *not* fight a mech cluster for a long period of time, and instead leave it sleeping. The dramatic tension of having a mech cluster present on the map, but not yet fighting it, seems valuable. So, if we can find more ways to have players intentionally keep clusters around it could add a lot of interest to play stories. This needs gameplay testing, of course.
- Additional quest content: This one is definitely in the 'maybe' category, but quests are very expandable and it would be nice to have a few more variations.
Later updates
We will be updating the game further after the content add-on. While the content add-on will stay on version 1.1 and generally not break mods, there will a version 1.2 some day, and it will have breaking changes. We're going to try hard to avoid unnecessary code breakages and keep documents about changes for all future updates, and without such a big Unity update I hope mods in general will be easier or trivially easy to update than the 1.0 -> 1.1 shift. However, things will still inevitably need updating. That's it for now, thanks everyone for reading and for all the excellent feedback we've received! -Ty
Another day, another hotfix! This is build 1.1.2560. Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in the last hotfix update and a writeup from the author of the Harmony mod. Let's give them a few days to get things settled! This hotfix is small. Its primary purpose is to fix a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. I just wanted to get this out quickly since while this bug is rare, it is quite annoying when it occurs. If this bug affected your savegame, you can defeat any existing broken mech clusters like so: [olist]
EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened. The recommended fix for now is: [olist]
We've just released another hotfix of version 1.1. It should be compatible with all mods and saves.
Change list:
- Updated translations
- Add feedback on trying to deconstruct walls of a mech cluster before defeating it.
- Give 1 psychic amplifier as inheritance reward. Make title rewards a separate message that can handle more than 1 item.
- Cancelling monument markers for quests sends a copy via drop pod.
- Adjust smelt apparel description.
- Fix: Mod descriptions are cut off if they use
We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257. Saves and mods should be 100% compatible. Please let us know if you have any trouble with it! We're still working and there will be more hotfix builds with language updates and more fixes. Fixes: - Fixed not being able to uninstall/reinstall unstable power cells after defeating mech cluster. - Made smoothed stone count as floor for royal room requirements. - Fixed a bug where the mechanoid cluster quest never completes. - Mech clusters can no longer drop indoors. - Fixed a bug where injured pawns would never do recreation. - Added info on new features to ModUpdating. - Fixed a bug where turrets have a red cross overlay after loading a 1.0 savegame. - Fixed a bug where a "colonist died" thought would appear when a quest helper died. - Mood caused mental breaks are now disabled for the wimp from the noble wimp quest. - Change string.Replace to Substring for finding relative file path in LanguageData. - Fixed a bug where the "Carry to shuttle" command drops the target on the floor if the shuttle is outside the allowed area. - The Empire intro quest is now skipped if the player has opted out of royal favor rewards from the Empire. - Fixed a bug where arrest success chance can exceed 100%. - Fixed a bug where royal apparel generated on non-royal characters to satisfy warmth requirements. - Fixed a bug where a different trader would arrive than the one requested. - Added monument size limit for quests. - Fixed a bug where the noble wimp doesn't leave the colony after the quest ends - Fixed a bug where the "Open linked quest" command appears even if the quest is expired/completed/dismissed. - Fixed a bug where unnecessary blueprints are removed in DoTerrainChangedEffects - Fixed a bug that would cause a black screen if a mod was missing packageID in dependencies. - Fixed a few typos. Modding features: - Added IgnoreIfNoMatchingField attribute to allow having custom data in About.xml. - Added the ability to set description and dependency relations on a game version-specific basis for About.xml. - Added support for negative conditional load folders support. Rename attributes to IfModActive/IfModNotActive. Allow comma-separated packageId lists as values. - Added Language folder support to LoadFolder system. - Added MayRequire attrib functionality to individual load folders, to allow using them conditionally.
Two big pieces of news today!
Free update to version 1.1
RimWorld's free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it's the standard branch for everyone. To see the full change log for this update, look at the original 1.1 announcement here.
RimWorld - Royalty released
RimWorld's new expansion RimWorld - Royalty is available! See the trailer and full description on the RimWorld - Royalty Steam page here. [previewyoutube=ex5_XpQ-uJk;full][/previewyoutube] See the trailer and full description on the RimWorld - Royalty Steam page here. The expansion includes a new system for nobles and titles, psychic powers, mechanoid combat structures, quests and rituals, luxurious palaces, Imperial technology, and new music from Alistair Lindsay. Through all of RimWorld development from 2013 to its release in 2018, our team size hovered between two and three developers. Since the game's release, we've been scaling up. Now we're at seven developers, which has allowed us to work on multiple projects in parallel. This is how we've been able to commit resources both to improving RimWorld's core and adding new free content, as well as developing a rich expansion that opens up new kinds of gameplay.
Technical details
If youre playing without mods: Youll be able to update and continue playing on the new version without interruption. If you're using mods that haven't added support for 1.1: You can continue playing version 1.0 as long as you like by using the version-1.0 beta branch. To access it, right-click RimWorld in your Steam library list, click Properties, then select the betas tab. Select version-1.0 from the drop-down list. You'll want to change this back to 'default' eventually. For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. Theres a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. The excellent modder Brrainz has also written a separate online guide here thanks to him! You can also get live help with modding on the RimWorld Discord server. The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place. We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum.
Thanks
Big thanks to the developers who worked on 1.1 and this expansion: Piotr Walczak, Kenneth Ellersdorfer, Igor Lebedev, and Matt Ritchie. Thanks to Oskar Potocki both for his new art made just for us, and for providing his animal art. And I have to thank the volunteer modders, testers, and translators who helped out: Haplo, Brrainz, Pheanox, Dubski, Jaxxa, alphaBeta, Diana Winters, XeoNovaDan, someonesneaky, Mehni, RawCode, and many others. Thank you.
Another update with some fixes! - Fix: Material memory leak in DrawFieldEdges and possibly other places - Updated translations and player created names.
Another small update with some fixes today. - Fix RebuildModList being called prmaturely during initialization. - Fix nested RebuildModList calls messing up active mod list in some cases. - Convert all tabs to spaces in ModUpdating.xml - When a kidnapped pawn dies, we now remove the "lost" thoughts because we add "died" thoughts anyway. - Workaround for text overflowing a single character with UI scaling. Also, reset label width cache when changing scaling. - Drafted colonists again automatically shoot fleeing enemies. Raiders and drafted colonists again automatically shoot all insects. - Replace string.GetHashCode with GenText.StableStringHash for mod packageId.
Another minor update to 1.1 unstable. There are a few more final fixes to do. Thanks to everyone who reported a bug on the bugs forum! - Fix: Selecting different kinds of zones displays first selected label in inspect pane. - Fix: Minor graphical issue with IED antigrain warhead trap transparency - Fix: inspect pane displays name of first selected pawn if several are selected. - Fix: Multi-selecting minified things selects all minified things in view. - Fix: Barricades are never flammable, even if made of wood. - Fix: Mouse scrolling is inverted on Linux This is version 1.1.2550.
I've just pushed version 1.0.2549. This is an update to version 1.0. The only change is that the game will no longer log errors when processing mod metadata (About.xml) from a multi-version mod that supports 1.0 and 1.1. It's purely a small compatibility fix.
A new version of 1.1 unstable has just been posted. - Improved the code that auto-generates packageIds for old mods. It should generate somewhat meaningful packageIds where possible, and use some hashed data to avoid collisions. - Medieval weapons can no longer be biocoded since it made no sense. - Fixed an issue that caused spurious error happens if a mod defines no defs, but still has patches. - Fixed mod sorting tool using packageId with postfix. - Removed warnings on duplicate mods present but only one of them active - Fixed typos and outdated references in ModUpdating.xml. - Re-labeled some animal trainables to better match what they actually mean. "Obedience" is now called "Guard", and "Release" is now called "Attack". - Removed some guard and attack trainability from a few animals where it didn't make sense and broke gameplay roles. Regarding the last entry above, the goal is to move towards a situation where animals have identifiable purposes distinct from each other. There should be some distinction between combat animals, utility animals, economic animals, and multi-role animals, as opposed to every random chinchilla, cow, rabbit, and wolf in the colony following colonists into combat in an incoherent gaggle. This is a small step in that direction. As always, I'm very thankful for all ongoing feedback. It's exciting to finally be in contact with the wider player base after having been working in private for so long.
A new build of 1.1 unstable is up! Just some minor fixes.
The changes are:
- Fixed a bug that caused mods to not load if they added defs using patches (which is useful if you want to add a def based on some condition).
- In About.xml, we changed
RimWorld version 1.1, a major update from version 1.0, is now available for public testing and modding on Steams unstable beta branch. Thats right everyone RimWorld is done, but that doesnt mean were done with it! You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon; weve placed it on the unstable branch now to get in some final testing and to smooth out the transition for mods. If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the betas tab. Select unstable from the drop-down list. Note that this version is unstable and might break. We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum. About compatibility:
- If youre playing without mods: Youll be able to update and continue playing on the new version without interruption.
- If youre playing with mods: Simple data-only mods, like new hairstyles, will probably work on the new version without changes. Complex mods will break. If youre using complex mods, I recommend that you set your Steam branch to version-1.0. Then, set it back to default after your mods have been updated in a few weeks. Anyone can keep playing on version 1.0 as long as they wish, using the version-1.0 branch.
New features
- UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
- New Quests tab provides information about available, active, and historical quests.
- Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
- UI now uses colored text to highlight important words like character names, places, and rewards.
- Improved the mod management interface and code.
- Mods now have a global package ID which lets them refer to each other.
- Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
- Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
- Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
- Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. Theyre displayed during loading.
- Loading screen now displays present and active expansions and mods.
- Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
- Added recon armor, a lighter variant of marine armor.
- Added EMP launcher weapon. It fires EMP grenades a long distance.
- Added smoke launcher weapon. It fires smoke grenades a long distance.
- Added smoke grenadier enemy.
- Added a planet population slider to the planet generation parameters.
- Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep, yak.
- Added tortured artist trait. The character has a permanent mood debuff, but gets art inspirations from low mood.
- Added a bunch of new backstories across multiple categories.
- Added heatstroke alert for colonists and tame animals.
- Added taming inspiration, which makes the next tame attempt very likely to succeed.
- Added fertility overlay, which shows terrain fertility in an easy-to-see way.
- Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
- Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel.
- Added an option to choose which kinds of letters pause the game.
- Added recipes to burn entire stacks of drugs at once.
- Added wooden hand and wooden foot.
- Added a variety of new tribal backstories.
- Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
- Added asexual trait.
- Bisexual trait is no longer hidden.
- Context menu now shows icons next to each option depending on whats being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
- Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
- Info card now visually displays the object being inspected.
- Added weapon biocoding, which makes a weapon only usable by one individual.
- For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
- Added Greek language localzation created by some wonderful volunteers.
Adjustments
- The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.
- Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.
- Faction icons are now differentiated by shape as well as color, to help out colorblind players.
- Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
- Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
- Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
- Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
- Added new body impact visual effects for when a creature gets hit by a projectile.
- Added pawn lost thought that happens when a pawn is kidnapped or abandoned by their caravan.
- Downed pawns can now be loaded into transport pods like prisoners.
- Added confirmation dialog before attacking friendly factions.
- Added allow refueling toggle to torch, campfire and passive cooler.
- Pawns now really like the pawn who rescued them.
- Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.
- Added an explanatory letter telling players how to get advanced components for the fabrication bench.
- Added skill descriptions to combat log text.
- Added an arrow that points at the UI during the tutorial.
- Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
- Added freed from slavery mood-boosting thought for pawns bought from a trader.
- Trade interface now shows the next restock time for settlements.
- Added mood boost when prisoner released.
- Open caskets now look different from closed ones.
- Brawler trait disallows shooting passion.
- Colonists attending a party gain recreation value.
- Player can now inspect the contents of cryptosleep caskets on a new tab.
- Stomach is no longer a vital organ.
- Changed animal rescue radius from 30 to 75.
- Info card for surgeries now shows the chance of death upon failure.
- Info card shows max hit points factor for materials.
- Interface now reports the chance of a successful arrest before you try to make it.
- Insect hives slowly heal over the course of days.
- Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency.
- Changed caravan reform to be allowed with sleeping hostiles on site.
- Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
- Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly.
- Added the ability for world sites to have unknown parts.
- Rebalanced sleeping sickness.
- Rebalanced mechanoid bodypart coverages
- Changed rare thrumbo incident to send from 2 to 6 thrumbos.
- Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
- Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. Theyre also visually larger.
- Trade price improvement from negotiator is now reported on the trade screen.
- Tattered apparel and unhappy nudity alerts now shows how many are affected.
- Changed and fixed some hotkeys.
- Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
- Placing turrets now shows min and max range, not just max range.
- IEDs now explode when bullets hit them.
- Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
- Bridges now only support light buildings.
- The terrain requirements for building walls now depends on what theyre built from. This means stone walls cant be built on bridges any more.
- Pawns now sometimes take the family name of their partner upon marriage.
- Dementia now causes slow skill losses.
- Rework stock generation for all trader and settlement types.
- Factions tab display changed for clarity; enemy relations are shown with icons.
- Bio tab now displays faction icons.
- History messages tab layout reworked tooltip replaced with a pane on the right side that displays the letter.
- Credits now list the memory of colonists who died.
- Anasthetic now wears off slowly instead of all at once. The person will be drowsy for some time.
- Nimble pawns are now better at avoiding traps.
- Increased the selection limit up to 200.
- Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.
- Renamed sculptors table to art bench since its not just for sculptures any more.
- Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.
- Many other balance changes, code improvements, optimizations, and adjustments.
Fixes
- Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
- Fix: Enemy settlements could generate with floors on water.
- Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level.
- Fix: Manhunting animals could attack doors without seeing anyone going through them.
- Fix: Corpses wouldnt create corpse bile.
- Fix: Colonists could play horseshoes from a different room.
- Fix: Prisoners food restrictions were ignored when the food came from the wardens inventory.
- Fix: Duplicate context menu options on campfire when producing psychite tea.
- Fix: Cant give a rescued addict their drug without angering their faction.
- Fix: Goodwill change during siege does not end attack.
- Fix: Blind guy wont use recreation.
- Fix: Jawless animals can still haul.
- Fix: Prisoner gets mood debuff when colonist euthanized.
- Fix: Wind turbines register no wind during windy storm.
- Fix: Shelves have no path cost and description doesnt state they hide beauty of things inside of them.
- Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
- Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
- Fix: Pawn with alcohol-induced brain damage are doomed to die.
- Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
- Fix: Wild animals spawn in sealed underground spaces.
- Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
- Fix: No forced departure countdown for caravan if there are sleeping mechanoids.
- Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
- Fix: Even if campfire runs out of fuel during cooking, cooking continues.
- Fix: Raiders keep attacking walls forever after their group flees.
- Fix: Crashed ship parts that land on bridges are instantly destroyed.
- Fix: Duplicate context menu options when opening cryptosleep casket.
- Fix: Butchering rotted animal yields fresh meat even if it rots during the job.
- Fix: Lag spikes on animal birth in endgame.
- Fix: Storyteller choice resets when you reopen the storyteller config page.
- Fix: When placing a cooler, the system ignores blueprints and building frames.
- Fix: The restore default settings tool exits game without saving.
- Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
- Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
- Fix: Age displayed differently in trade screen and on colonist.
- Fix: Animals that are wandering wont follow area restrictions.
- Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings.
- Fix: Cant restrict ambrosia in food restrictions.
- Fix: Administered beer does not provide nutrition.
- Fix: Steadfast and iron-willed traits effects are clamped to a small effect.
- Fix: When a colonist dies while being rescued, others get no negative thoughts.
- Fix: For the drag a character from left behind to selected tutorial instruction, it allows you to drag a character anywhere at all, even just within left behind. It should only accept dragging from left behind to selected.
- Fix: Its possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site.
- Fix: Insects can be tamed and hunted after their hives are destroyed.
- Fix: Preferred character list not working correctly.
- Fix: Power conduit graphic does not display properly on top of grave.
- Fix: Change colonist schedule to sleep instantly ends the food binge mental state.
- Fix: Selecting several beds causes a major performance drop.
- Fix: Manhunter pack incident not working on high wealth or difficulty.
- Fix: Can see things in undiscovered cells if they peek around the edge of the fog.
- Fix: Arrested wild man dont use nutrient despenser and cant receive food.
- Fix: Military commissar backstory missing Social bonus.
- Fix: Allies can sometimes push player pawns out of cover during combat.
- Fix: Run in background being disabled can make the game stop loading when in the background.
- Fix: Player can start with pets his pawns cant keep tame.
- Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present.
- Many other fixes.
I've just pushed a regular player content and localizations update, to version 1.0.2408. This update doesn't change any code or core content in the game, it only updates player-created names and characters, and translations data. All save games and mods should be compatible.
I've just pushed an update to build 1.0.2282. Changes:
- Game loading has been optimized, especially with mods. You should see significantly faster loading.
- Player-created content updated.
- Localizations updated.
On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
- A potential fix for a bug that can cause very slow loading of mods in some cases.
- Updated language data to latest version.
- Updated player-created names with all approved content.
The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).
Here's the Steam page.
If you like Al's music you can get more from him at his Bandcamp page.
Ive just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.
Steam will auto-update. If youre playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.
Aside from updating translations and player content, and fixing a handful critical bugs, the new versions main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players cant continue on the old version since some mods are updated, but cant continue on the new version since not all mods are updated.
Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mods base directory are used in all versions, as before.
For modders, here is how to set your mod up for multi-version support:
In the mods About.xml file, dont use
When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.
Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called 1.0/Defs, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from /Defs. (Note that if you add a version-specific folder like 1.0/Defs, the default /Defs folder will be ignored when playing on 1.0.)
You can do this with the Defs, Assemblies, and Patches folders. Other data types, like textures, are always shared between versions (for now).
If you do not need the multi-version content loading, you place the Defs, Assemblies and Patches folders in the mods root folder, just like before.
It's finally here! I just hit the button to release RimWorld 1.0. Thank you to everyone! I have many people to be grateful to (many of whom I mentioned in the last update). There's a juicy new trailer you can watch here: https://www.youtube.com/watch?v=3tDrxOASUog Some logistical details (I also mentioned last time): If you're playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18. If you're playing a modded game, you should follow these two steps now: 1. In Steam Library, right-click on RimWorld, select Properties, go to the Betas tab and select the "beta19" beta. 2. Back up your mod files. ----2a. Copy all the files in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100 ----2b. Paste them all in C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods I'm recommending modders don't update in-place to prevent the above problem, but can't guarantee everyone will get the message. 1.0 is mostly the same as Beta 19, with a lot of bugfixes. The only significant new feature is a new food restriction system that allows you to determine what your colonists and prisoners are allowed to eat. Time to celebrate over here! Thanks again everyone.
RimWorld is Now Available on Steam!
A sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress and Firefly. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
RimWorld 1.0 will be released on Wednesday, October 17! After five and a half years of development we're coming to the close of this chapter of RimWorld. Thanks to everyone who got involved on the forums, posting bugs, chatted on Reddit, offered mods on Workshop and the forums, to those who are doing translations, to everyone who contributed to the RimWorld Wiki, and to Piotr Walczak, Ben Rog-Wilhelm, Alistair Lindsay, Rhopunzel, and others who collaborated with me on making the game. Thank you everyone. If you're playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18. If you're playing a modded game, you should follow these two steps now:
- In Steam Library, right-click on RimWorld, select Properties, go to the Betas tab and select the "beta19" beta.
- Back up your mod files.
- Copy all the files in C:Program Files (x86)Steamsteamappsworkshopcontent294100
- Paste them all in C:Program Files (x86)SteamsteamappscommonRimWorldMods
A new build is up on the unstable branch. If you are playing with mods but were on the unstable branch from an earlier testing phase, change back to default branch now. The code for this update should be 99% mod-compatible, but the mods won't work until they're recompiled because the binary API for the translation system changed. The game content is exactly the same as Beta 19. There are some bugfixes, but the most important thing is the new localization system. It'll help translators more accurately translate the game into non-English languages, with issues like grammatical gender (e.g. le/la in French) respected and better automatic handling of grammar for a variety of languages. Below is a forum post from Piotr Walczak, who implemented the latest improvements, explaining what translators can do to take advantage of the new functionality. Forum post: New keyed translations format For anyone interested in helping translate, now would be a great time! The game content is stable, the grammar code is in, and we're on the final push to get things set for the 1.0 release. Potential translators should please take a look the forum post below to learn how to contribute. Thanks in advance. Forum post: How to contribute to translations Forum post: Help check the language workers
So, RimWorld's early access price has been $30 USD since we first started selling the game in 2013. Buying an early access game is risky compared to buying a finished game. Also, RimWorld's value in content (and the time players tend to play it) have gone up a lot since those early days. There's also the matter of simple financial inflation. Because of these factors, the final price will be higher than the early access price. The early access price will remain the same for the rest of the early access period - this change will only occur when 1.0 is released. And of course, anyone who bought during Early Access will get the final version for no additional cost. I wanted to let everyone know about this ahead of time so people have time to make an informed purchasing decision without surprises. As of now there's no announced release date for 1.0 yet - still working on filling in all those final details! Discussion on the Ludeon forums.
RimWorld Beta 19 - Polish the Cannons is released! https://www.youtube.com/watch?v=FH5tLLJXbg8 If you want to keep playing Beta 18 on Steam: Right click RimWorld in the Library list -> Properties -> Betas -> Choose beta18 from the drop-down menu. You can play savegames from Beta 18 (and probably before), though some details will change upon loading. I did want this build to be 1.0 for a while, but it became apparent the game would benefit from one more refinement round, so we're doing Beta 19 first. I very much want the 1.0 version to be worthy of its version number, which means not rushing it. You can discuss this post in this forum thread on the Ludeon forums or in comments below. Below is a list of notable changes. If anything below seems to change game balance, you can bet that related variables were adjusted to maintain roughly the same challenge as before - I just don't write down every single change because otherwise this list would be way too long. This list also does not including a ton of more behind-the-scenes optimization, refactoring, fixing, and adjustments we did.
- Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, can burn, and collapse under damage.
- Added new "Messages" section of the History tab. This section shows the last 200 messages and letters you've received.
- Added low-tech plate armor.
- New scenario: Naked Brutality - Start naked with no items.
- New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals.
- Ship end sequence: Starting up the ship reactor now takes 15 days, during which you will be attacked constantly by desperadoes and mechanoids.
- New raid arrival mode: Multiple groups.
- New raid arrival mode: Enemy pods scattered all over the map.
- Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)
- Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)
- Faction relations are now categorized as hostile/neutral/ally instead of just hostile/neutral. Allies will randomly send military aid and will respond to certain special requests.
- You can now offer gifts to improve faction relations by using transport pods, sending caravans, or giving gifts to their traders. Gifts can be silver, items, or slaves. No more magical teleporting silver gifts.
- Visitors of allied factions will now occasionally leave gifts before leaving.
- New buildings:
- Watermill generator: Generate power from moving water.
- Autocannon turret: Heavy medium-range turret.
- Uranium slug turret: Armor-penetrating long-range turret.
- Fabrication bench: Craft advanced components and some advanced tech items.
- Waterproof conduit: Transmit power under water for bases on both sides of a river.
- Butcher spot: Butcher without building a bench, at an efficiency penalty.
- Double sleeping spot: Sleep with your partner, even in crushing poverty.
- New traits:
- Undergrounder: Don't mind never seeing the sky, don't mind being in darkness.
- Great memory: Slower skill decay.
- Tough: Take less damage.
- Gourmand: Eat a lot, random eating binges, cooking skill bonus.
- Sickly: Get sick often.
- Quick sleeper: Take less time to sleep.
- New items:
- Flak pants
- Prosthetic heart
- Bionic spine/heart/stomach
- Archotech eye/arm/leg
- Tornado generator
- Patchleather: Poor-quality leather made from any combination of other leather
- New incident: "Wild man wanders in”.
- New terrain: Soft sand - doesn't allow building medium or heavy structures.
- New designators: Mass-forbid and unforbid.
- Infestations now begin with the insects tunneling towards the colony, which gives the player time to respond.
- You can now write job titles for your colonists.
- New type of attack: Kick sand/water in eyes.
- Condensed leathers together into fewer types. Instead of a separate type for each animal, there are categories.
- You can now smooth natural rough rock walls into high-quality walls.
- Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness.
- Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning).
- New edge shader for blueprints looks much nicer and more visible than before.
- Workbench bills can now be assigned to specific colonists.
- Added "Show what will buy" window which shows all items a trader will buy.
- Trees’ color now depends on the current season.
- Added tainted-apparel thing filter.
- Increased prisoner recruitment chance and added a resistance which must be reduced to zero before recruitment can begin.
- Animals can now be renamed.
- Animals can now get diseases.
- Added an automatic destroyed building replacement toggle. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.
- Added translation report tool: Generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.
- Added translation cleaner tool: Corrects many common problems in translation files and adds/updates English language reference for every string in the game.
- You can mass-toggle various checkboxes and drop-down selections by clicking and dragging the mouse over them.
- Workbench bills can now be copied and pasted.
- Colonists now opportunistically haul items while working if their current target is roughly in the same direction.
- The player can now request AI-core quests from allies.
- It's now possible to craft prosthetic and bionic body parts, grenades, and molotovs.
- It's now possible to mass-cancel all designations with a designator's right-click menu.
- It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu.
- You can now drag and reorder colonists in the colonist bar.
- Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
- Mods page now has a search bar so you can easily find one mod in your list of hundreds.
- In some very bad situations, a mysterious Man in Black may arrive. Can he set things right in these parts?
- Armor system reworked into a 3-outcome system with armor penetration. The armor penetration of the weapon is subtracted from the armor value of the armor. This gives an effective armor rating, measured as a percent. We roll a RNG out of 100%. If the result is under half the effective AR, the hit is totally deflected. If the result is over half the effective AR, but under the effective AR, the hit is mitigated - damage is reduced by half and sharp hits are converted to bruise. If the result is over the effective AR, the hit passes the armor and applies normally. As before, armor is applied in sequence from the outside in. AR maxes out at 200%. Default armor penetration is 1.5% per point of damage, but some weapons vary from this.
- Totally reworked how plants grow; they now grow everywhere at once instead of reproducing plant-by-plant. Wild plants after several in-game years should now look more or less as good as at the beginning.
- Long-range mineral scanner can now be tuned to seek specific minerals, and must be worked by a researcher.
- Battles in the Combat tab are now named.
- Items of the same type in the Items tab are now grouped together.
- Items in the Items tab can now be sorted by mass, market value, etc.
- Instead of shooting them, hunters now execute downed creatures with a neck cut (except explosive creatures).
- When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there.
- Removed tornado incident.
- Improved caravaning:
- Redesigned how world movement speed is fed back per-world tile.
- Pack animals now follow colonists to speed up the packing process.
- Added Caravan tab with caravan loading progress.
- Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better.
- Caravans now automatically forage for food while traveling.
- Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet.
- Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving.
- Caravan speed now depends on the carried weight.
- Caravan members now slowly gain social recreation when the caravan is not moving.
- Caravan visibility is now explicitly expressed and better explained than the old caravan stealth. This makes small caravans more relevant.
- Quest prompts now give much more information about what kinds of challenges to expect.
- When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave.
- Caravans who are not moving now have a lower chance of being attacked.
- Transport pods now have a contents list which allows removing things from the pod.
- Blunt weapons now have a chance to stun the target.
- Joy is renamed to 'recreation'.
- Using deep drills can cause insect attacks.
- Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.
- Turrets are cheaper and more powerful, but now consume steel/uranium for maintenance after firing a lot.
- Character log now integrates log messages from combat and social interactions.
- Deadfall trap redesigned to Spike trap: Much more powerful with a 100% chance to spring on targets, and has armor penetration (depending on what it's made of) but requires resources to replace.
- Insects will now go into an insect-specific "hypothermic slowdown" instead of getting hypothermia and dying on the first winter.
- Alphabeavers incident now only occurs in biomes with sparse plants so they're not meaningless.
- The refugee from the "downed refugee" world quest can be instantly recruited by offering help.
- Removed scyther blade.
- Mechanoids now always die on downed.
- Doing passionate work now affects mood instead of recreation.
- Deep drills now yield stone chunks if no resource is below.
- Firefoam poppers will now pop whenever there's a fire in a 3-cell radius, instead of only when the fire touches them.
- Food poisoning now has three stages it moves through over the course of a day.
- Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
- Most crafting benches are now uninstallable and reinstallable.
- Removed shiv since it's basically a low-quality knife.
- It's now possible to craft knives at crafting spots.
- "autostart.rws" is now automatically loaded on start in dev mode, for faster testing.
- Techprof subpersona core now completes current research instead of random research.
- Combined rib body parts into rib cage.
- Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options.
- Tribal factions can now do sapper raids.
- Added medical care column to the Assign tab.
- Removed shoddy and superior item qualities.
- Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork items are extra hard to craft, and legendary requires an inspiration.
- Removed the distinction between allowed areas and animal areas.
- Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one.
- Added minimum crafting skill to various weapon and apparel crafting recipes.
- Removed the requirement to pay fee to initiate the item stash quest.
- Various floors now require research.
- Settling very near another faction base will now cause faction relations loss every quadrum because of anger due to territorial encroachment.
- Fulfilling trade requests now gives goodwill.
- Destroying a faction base of a mutual enemy now gives goodwill.
- All traders are now unwilling to buy tainted apparel and short-life meals.
- Improved animal fleeing behavior
- No human enemies spawn with weapons above industrial tech.
- Charge lance is now craftable and usable by humans.
- Explosive weapons now explode when set on fire.
- Wood-powered fires and coolers no longer vanish when fuel is exhausted; they wait to be refueled.
- Tons of art has been redone and adjusted.
- Many, many other bugfixes, interface and balance adjustments
RimWorld Beta 18 - A World of Story is released! Here's the video (where I accidentally call it Alpha 18 - old habits die hard). https://www.youtube.com/watch?v=IPI2vUqdZFY To get the update: If you're on Steam, the game will update automatically. If you're DRM-free, you can re-download from the same link you got the game from originally. It always has the latest version. It's finally in Beta! This is build 0.18.1722 of RimWorld. That last number is the number of days since I first started working on RimWorld in February 2012. 1722 days - almost five years. It's come a very long way since the first public look in September 2013. It's time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18. The "Beta" designation means that we're on the final stretch before the 1.0 release, and that there won't be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after. We will also continue seeking feedback so we can fix those little bugs and design problems that only become apparent after tens or hundreds of hours of play. RimWorld has become an exceptionally complex game, and it takes a long time and a huge amount of play to understand how to improve it. So it'll keep evolving for a while. In any case, enjoy Beta 18. There is a lot of new stuff. See the features list below for details, and watch the video. Compatibility: Saved games from non-modded Alpha 17 should still be loadable, though some things may change upon loading (e.g. characters may forget their orders; buildings that have changed size might be instantly deconstructed if there's nowhere to fit them, and so on). Complex mods made for A17 won't be usable and will need to be updated. Very simple mods may still load. Rough features list:
- New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
- Tropical swamp
- Temperate swamp
- Cold bog
- New incidents:
- Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
- Aurora. A beautiful aurora lights up the night sky, improving mood.
- Tornado
- Peace talks quest
- World refugee quest
- Prisoner rescue quest
- Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
- Various research has been split up
- Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
- Melee weapon research is now broken into several stages
- New furniture
- Bedroll: Portable bed
- Dresser: Passively improves room
- Endtable: Passive improves room
- Various new table sizes
- New quest reward special items:
- Psychic emanator
- Vanometric power cell
- Infinite chemreactor
- Techprof subpersona core
- Healer mechanite superdose
- Resurrector mechanite superdose
- Orbital bombardment targeter
- Orbital power beam targeter
- Tribal content upgrade:
- Ikwa melee weapon
- War mask
- Tribal headdress
- Recurve bow
- Tribal hunter
- Tribal heavy archer
- Tribal berserker
- New world site components (used in various situations):
- Sleeping mechanoids
- Animal ambush
- Enemy ambush
- New mental breaks:
- Insulting spree. Randomly go around and insult people.
- Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
- Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
- Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
- Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
- Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
- Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
- Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.
- Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.
- Slaughterer. Slaughter random colony animal(s) periodically.
- Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
- Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
- New mental inspirations. Basically reverse mental breaks - these give temporary bonuses to colonists in high moods.
- Work frenzy (1 day): Global work speed 2.5x
- Go frenzy (1 day): Walk speed 1.5x
- Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
- Inspired trade
- Inspired recruitment
- Inspired surgery
- Inspired art
- World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
- Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
- Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
- Crop blights now appear and spread over time instead of instantly destroying crops
- Spaceship is now bigger and has one more component, the sensor cluster
- Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
- Space ship construction now requires advanced components, which have their own tech tree and production method
- Split pistol into revolver and autopistol
- Boomalopes can be milked for chemfuel
- Added chemfuel generator, which generates electricity from chemfuel
- Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
- Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
- Redesigned alert letter types and sounds to be more specific.
- Pawns can now be banished. This is analogous to abandoning pawns in caravans.
- Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
- Many many tunings, bugfixes, and redesigns.
We'll be closing sales for to the Backstory-in-Game package and Pirate King packages on November 7, 2017. The Name-in-game package will remain on sale. Anyone who already purchased any of these packages won't be affected, only new sales will be closed. I'm closing these sales because the game is maturing and it's coming to the right time to make the content final. In addition, closing these will free up more time for us to work on the game itself. Thanks everyone for all the great content submitted over the last few years! As any player can tell you, it's really enriched the game.
I’ve just released Alpha17b, a performance hotfix for Alpha17. Steam users will get it automatically. This is build 0.17.1557. When we made the targeting AI smarter in Alpha 17, we also made it harder on the CPU. Players in late game were seeing drastically reduced performance. Alpha17b optimizes this and several other things. There are no changes to gameplay - just optimization of what's there already. This update will work with your existing saved games, XML-only mods and (hopefully) most or all code mods. If for any reason you want to continue on the older version, you can set your Steam beta branch to 'alpha17a'. Sorry for any disruption! We’re also hard at work on Alpha 18.
Alpha 17 - On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design. I'm afraid that this build is not compatible with saved games from previous versions, or mods from previous versions. However, you can continue to use the old version until you're ready to update. If you're on Steam, to continue using the old version, go to your Steam Library, right-click on RimWorld, click Properties. Open the Betas tab and use the drop-down menu to select the alpha16 version. Restart Steam to force an update. If you downloaded the game DRM-free, you can update whenever you like by re-downloading from your existing download link. Your link is always the same and always gives the latest version. In the old builds, balance problems meant that some exploit-y strategies did work and obviated some of the challenges in the game. Since those problems are now fixed, you may find the game a little bit more difficult. It wouldn't hurt to play at one notch lower difficulty to start with in Alpha 17. You can always increase the difficulty later, even during the game, through the options menu. https://www.youtube.com/watch?v=x8eyPE2yuoE A summary of the changes in this alpha follows: Roads and rivers
- World now generates with roads and rivers
- There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway
- Some roads generate with things alongside, like concrete barriers or ancient lampposts
- There are four sizes of river: huge river, large river, river, and creek
- Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate
- Rivers and roads generate on local maps as expected.
- Stone roads generate using local stone and a new flagstone terrain type.
- Visitors, caravans, traders, and raiders tend to arrive and leave on the roads.
- World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, often).
- New "site parts" world site generation system. It allows assembling together a world destination from several 'parts'. Mixing and matching will allow us to create a huge number of combinations.
- New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.
- New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so.
- New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.
- New 'long-range mineral scanner' building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended.
- New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.
- Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
- Characters can now tend their own wounds (with a penalty to effectiveness).
- Added bowler hat.
- Corpses now leak black corpse bile while rotting.
- Vents can be opened and closed with a flick action.
- Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
- Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
- You can now create your own packaged survival meals (with appropriate research and ingredients).
- All pawns now have "head butt" attacks they can use if they're missing all other attacking body parts.
- Added a "caravan packing spot" so you can tell your caravans where to assemble.
- When trees burn, the leave behind burned tree stumps.
- When structures and plants burn, they leave behind ash.
- Carpets and wooden floors can now burn.
- New training lessons for explaining shield belts, and how door opening speed is affected by material type.
- Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
- New 'wimp' trait makes pawn incapacitated from even a relatively small amount of pain.
- New chain shotgun weapon
- Modders can now add "def modifiers" which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others' changes (unless they change the same field, of course).
- Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0
- Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
- GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
- Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
- Trade price spread made much wider, but social skill also has a much greater effect on it.
- Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.
- Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
- Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
- Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don't melee dodge while aiming or firing ranged weapons.
- Work tab boxes are easier to identify skill level for visually.
- Added small crunching sound that plays when you assign a pawn to a skill they're terrible at.
- AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn't shoot at chickens as much.
- Raider with mega-weapons will now avoid friendly fire
- Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.
- Sapper groups will now continue digging even while defending from attack.
- Animals flee when harmed.
- Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.
- Raiders will no longer compulsively attack doors.
- Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).
- Doctors now tend heavy bleeding injuries and diseases near lethal severity first.
- Plants now have different graphics when they are harvestable - you can see the berries/cotton/corn on the plant ready to be taken.
- Buy/sell price spread for trading is much wider (150%/50%).
- Drugs are now slower to produce, slower to grow, and heavier.
- Cannibalism is harder on mood.
- Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.
- Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.
- New graphics for some floor types and things (stone floors, stone chunks, etc).
- Made crop growing cycles significantly longer, especially for long-cycle plants like corn.
- Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).
- Added global sell price factor for apparel (70%).
- Because it was way OP, chemfuel can no longer be made from haygrass.
- Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.
- Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
- Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
- Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
- Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
- Sun lamps now turn themselves off when plants are resting
- Equipment rack is now a general shelf which can hold pretty much anything.
- Small items like gold and silver are now 10x smaller, not 20x, so it's more feasible to build things from them.
- Jade is not small any more.
- Other bases regenerate their trade stock less often.
- Changed flammability for fur and leather to 100%, and for meat to 50%.
- Manhunter pack incident can now use any kind of animal.
- Rebalanced all trader stock generation.
- Traders will generate with fewer extreme quality items.
- Pawns missing heads will have visually missing heads.
- It's no longer possible to create a settlement directly adjacent to an existing settlement.
- Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.
- Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.
- Gear tab now displays item stack masses.
- Caravans now generate a lot tougher.
- All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it's now a better trade good.
- Catharsis thought is more powerful but shorter in duration.
- Redesigned stats so that in almost all cases, high numbers are better.
- Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
- Ship part crash incident now scatters rubble and chunks around the crash site.
- Healroot grows wild now, in some biomes
- Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.
- There is now a progress dialog while the planet mesh is generating (so people don't think the game crashed).
- Date system reworked. Seasons are now arbitrary "quadrums" which cover 1/4 of the year and are the same on the whole planet.
- Fixed various memory leaks.
- Many exploits mitigated or prevented by various design tweaks.
- Many, many, many other bugfixes, tunings, and redesigns.
Some official words from Tynan posted here: "We recently asked whether players would rather have the bugfix-only update released, or if they’d prefer we just kept working and waited until we had new content to release. The results aligned with my personal thinking, which is that the disruptive effect of a release (breaking various compatibilities) isn’t worth it for a bugfix-only release. So, we’ve been adding new content! Alpha 17 will basically be two updates combined, where one of them was a refinement-and-fix overhaul. I’m not going to go into detail on exactly what’s coming (that’s what the update videos are for!) But here are some basic notes on things in progress. The update will focus on enriching the content in the world, and create more reasons to use the planet-travel caravan system:
Howdy everyone, my name is Ramsis and I'll be rooting around this fine Steam HUB as the admin/community management guy... thing.. Muffalo.. I've been doing a lot of work in stealth lately, trying to keep things clean, running through posts fixing issues or banning those dastardly Tribals out to steal our delicious Yorkshire meat. I probably won't be posting too often as that's mostly up to Tynan but I would like folks to know that there is someone here doing work nine times out of ten and that we do get your complaints. A bit about me: I'm a bit of a nerd, love playing RimWorld when I'm not swamped in other games. Favorite feature in RimWorld has to be the intricate medical system. Biggest regret is not being able to install tank treads to my Husky army. I'm big on community and love to help others if possible, I'm sure some of you have seen me on the Ludeon Forums bouncing around and pushing people to behave. https://ludeon.com/forums/index.php (how do you not have an account?) Games I'm stuck in/chasing at the moment: RimWorld A17! Wooo gotta sell the product! Starcraft 2. I'm a casual, I admit it. I'm arcading all day or CO-OP'ing! XCOM 2, because Long War 2 came out and I hate myself. Got Wild8, that's a crazy game and feels like Winter RimWorld 24/7 Really excited for two games coming out soon: Mass Effect Andromeda, because I'm a sucker for stories SimAirport mostly because I love a good Greenlight and I can get stuck in tycoon games for yeeeeeeears on end. Theme Hospital baby, started it all! Any who enough of ranting on my end. If anyone needs anything don't hesitate to report problems or PM me on the forums. I'm that Ramsis guy with the red name. Be sure to have fun and enjoy the game everyone, Tynan is one heck of a guy! Edit: Oh dear lord the friend invites are pouring in! I regret everything! http://i.imgur.com/wlaPSeO.png At the request of a few I have made my comments section public on my Steam profile... please be gentle! ːawooː
This is just a quick update on what we're working on now, since it's been some time since Alpha 16 came out and I don't want anyone thinking I died or became a Venezuelan monk or something. Alpha 17 is in progress. This update is going to be a refinement build. That means we're focusing entirely on fixing things that are wrong with the game, and are not adding wholly new features. So far we've fixed hundreds of bugs. I've made a collection of new balance analysis tools and using those, along with community feedback and videos, have rebalanced several gameplay systems. We're also doing a review of how memory is handled, to reduce memory waste that leads to sub-optimal performance or out-of-memory crashes. I've compiled a list of exploit strategies that players use to gain advantage by exploiting tricky gaps in game logic, or bugs, and worked out solutions to most of them. Some exploit fixes are mechanics changes, some are balance changes, and quite a few involve reworking the AI. We've also been adding bits of feedback or micro-features here and there where needed; one example would be the new "mass" column in each character's "gear" tab, so you can tell how heavy each stack is. It turns out that in a game this complex, there are quite a few places for subtle problems to hide! In fact I'm continually amazed at how many problems can be layered into a game that still manages to entertain so many people. The current plan is to finish refinements and then release that as Alpha 17. But - there is the possibility we'll not release a "refinements-only" update and just wait until we've finished the refinements, and then some additional features beyond, to push a public release. This is because each release does create some chaos in the community, since it inevitably breaks mod compatibility (though maybe not vanilla save game compatibility, since the mechanics aren't being redesigned drastically). The question of whether we'll release Alpha 17 as a refinements-only build, or wait to add on significant new content remains open. I invite your thoughts on this in this forum poll and thread.
RimWorld Alpha 16 - Wanderlust is released! This update adds a spherical world and the ability to travel across it with multiple caravans, having simultaneous encounters on the way and settling new colonies. https://www.youtube.com/watch?v=2hYecyqAE90 Your game will update automatically. Because of huge structural changes to the game, this update will break save games. If you want to continue an old save just change to the "alpha15" beta branch on Steam. To do so, go to Steam library, right-click RimWorld, click Properties, click the Betas tab, and use the drop-down to select the branch you want. You can, of course, switch back to the "default" branch whenever you want. Partial change list: Spherical planet
- World map is now modeled as a sphere covered with hexagons (and a few pentagons).
- New map generation to make nicer mountain ranges, hill clusters, and continents.
- Nice backdrop with stars and sun.
- Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.
- Time zones are now modeled, out of necessity.
- New planet generation parameter: temperature. You can make worlds that are overall hotter or overall colder.
- New planet generation parameter: rainfall. You can make worlds where there is overall more or less precipitation.
- New biome: sea ice.
- Factions can now have many bases; non-player factions generate with lots of bases.
- There can now be multiple local maps active at once. For example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time.
- The character bar at the top of the screen shows all of your colonists and allows you to change which map you're looking at. It groups characters togehter by the map they're on.
- You can settle multiple colonies at once. However, for balance and performance reasons, the default limit is one colony at a time. This can be increased in the options menu if you want to experiment, but we don't recommend it.
- Player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface.
- Caravans are formed using a special "create caravan" dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. The colonists do the busywork.
- Caravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map.
- Caravans can be ambushed by enemy factions or manhunting animals. This produces a temporary local map.
- Caravans can incidentally meet friendly traders and trade.
- Caravans can visit other faction bases and trade with them. Faction bases have more stock and better prices than traders who come and visit your colony.
- Caravans can attack faction bases. The game generates a simple faction base map with defenders and loot, and you raid it. If you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.)
- Caravans can settle and form new colonies.
- You can abandon your bases to shift to new ones.
- Caravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry.
- It is possible to abandon people and items from caravans. Abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem impossible to survive.
- New game ending: A friendly person offers a ship, but it is distant, across the world map. If you travel there, you can escape the planet and complete the game. But, traveling there will take a long time and you'll need to stop at various points to build up supplies or solve problems.
- You can build transport pod launchers and transport pods. These let you launch their contents long distances across the world map, over oceans or mountains.
- Pods can be targeted on empty world tiles, to send a caravan of people and gear there.
- Pods can be targeted on enemy bases, where you can perform "drop-in" raids and drop right on top of the base, or drop outside it - just like raiders do to you!
- Pods can be targeted on existing combat maps or other bases you control. This allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control.
- Pods are loaded by selecting several and creating a "launch group". An interface like that for creating caravans appears, allowing you to define what and who should be included. The colonists do the detail work.
- Transport pods require chemfuel, which can be bought, founded, drilled from the ground, or refined from wood or food using the new refinery building.
- New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart.
- Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).
- Game now warns you when you order slaughter of a bonded animal (because of the mood impact).
- Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it's easier to see when something just bothered or pleased them.
- Rich soil is darker in color and so easier to see.
- Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.
- In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming
- Drug rebalance. Increase drug addictiveness in general. Drugs can now damage the body in various ways: Alcohol can cause brain damage or liver cirrhosis or liver cancer, smokeleaf can cause asthma or lung cancer, psychite can damage kidneys, wake-up and go-juice can damage the brain, and generalized overdoses can cause brain damage.
- Drugs are more lucrative on the market.
- Added a third toggle in drug policy saying whether you can use the drug to feed an addiction, separately from joy usage.
- There is now a random chance of a overdose when taking drugs, even if just taking one dose.
- Added a way to administer specific drugs to people, including prisoners, animals, and downed people. So you can give Luciferium to someone who needs it.
- Malari-block reworked into Penoxycyline, which prevents a wide variety of infections (not just malaria).
- Drug chemical effects are modulated by body size. So elephants need a lot of beer to get hammered; squirrels not so much.
- Luciferium occasionally heals old wounds/scars. Luciferium is harder to get (less of it in old shrines, higher prices).
- Stats now stack differently (more additive, less multiplying) to reduce some exploits.
- Reworked surgery failure into three modes - minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
- Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back.
- The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though high-quality rooms aren't absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.
- Rebalanced plant growth timings.
- UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
- Rescued people (especially space refugees etc) should sometimes join the colony. If the environment isn’t survivable (e.g. bad temperature, toxic fallout) they should always join the colony.
- Animals carrying inventory now have visible packs on.
- Added new separate bills to stonecut each type of stone.
- Prisoners are now temporarily marked "guilty" when they do certain actions, like killing a colonist or attempting escape. Guilty prisoners can be executed without mood penalties.
- Faction names are now much more interesting and varied, and are separate from specific community names.
- New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids.
- Rename Megatherium -> Megasloth
- New alert: Unhappy nudity
- Backstories can be translated now
- New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.
- Added proper chick peeping sounds.
- You can now only request one trader per 4 days from a faction.
- Colonists now get mood boosts for defeating big enemies or enemy faction leaders.
- Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).
- Default medical care for non-colonists is now herbal meds. Switches to best meds on recruit.
- Rebalanced most range weapons so more time is in cooldown and less is in aiming - especially for light weapons.
- Pawns generated below age 20 now have no adulthood backstory.
- Hundreds of other balance improvements, exploit solutions, AI improvements, and bugfixes.
Just a quick PSA: Alpha 16 release is upcoming (though no date is announced and we don't know when it'll be final). If you are in the middle of a game, please use the Steam betas feature to set your game to the “alpha15” branch. This will prevent it from automatically-updating to A16 upon release and breaking your save games. You will be able to, of course, set your branch back to 'default' whenever you wish. (To change your beta branch, right-click RimWorld in the Steam library, open Properties, go to the Betas tab, select the branch you want.)
Currently bugfixing and tuning Alpha 16. Here's a new teaser!
Another quick teaser for you all!
Hey all, just a quick teaser update for you. Behold, the planet!
I'll be releasing more information about this soon-ish. I just wanted to give you all an image so you know we are still working at full steam, on many different features.
A16 will probably be the biggest update ever in terms of the amount of work we've done adding and refining things, so it's taking a while.
You can now buy the creative content rewards separately from the base game! This has been requested a few times, and now it's possible. Creative content rewards are things like Name in Game or Pirate King that allow you to put your own character content into the game through our automated Creative Rewards System. Previously these could only be purchased in packs with the main game. Now, you can purchase them separately, on Steam. They are: Name in Game Access Backstory in Game Access Pirate King Access Hope you like them!
After a week of testing and prep time, Alpha 15c is live! The details for this update can be found on the unstable testing announcement post. Many thanks to all the testers who made this possible!
Alpha15c is currently on Steam's 'unstable' branch for public testing. This update fixes some important bugs and yield significant CPU usage optimizations. It also adjusts a few balance points for a better experience. I invite everyone willing to choose the unstable branch and test it out! I invite feedback in this forum thread and in the comments here. Save compatibility: Savegames from the unmodded game will be compatible from earlier Alpha 15 versions. Mods compatibility: Data and XML mods will be 100% compatible from earlier Alpha 15 version. The API for code mods is also unchanged, and so should remain compatible. However, since the core game has been recompiled, some mods may need to be recompiled as well before they work again. Mod authors may want to look at Alpha15c to check and prepare compatibility. (This shouldn't require any actual code or data changes, but may require recompiling your code). Once Alpha15c is confirmed stable, I will release it to all users. Hopefully within a day or two. Detailed change list:
- Fix: Luciferium is not addictive; it gives the positive effect forever with no downside.
- Fix: Malari-block high never goes away.
- Optimized a bunch of pawn ticking code to be much, much faster.
- Rebalanced drugs to be a bit more profitable and a bit more more dangerous.
- Food selection algorithm prefers meals by 16 cells instead of 7.
- Fix: Game doesn't assign short hashes if you subclass any Def class. This makes many mods impossible.
- Fix: Standing lamps and sun lamps are available without research.
- Fix 2618: On Linux, system language can break the game.
- Fix: Raiders can steal during tutorial.
- Fix 2620: Learning Helper: Items remain after save-scum.
- Fix 2611: Scenario 'Can't Hunt' etc doesn't work.
- Translations update.
- Some other misc minor fixes, rebalancings and text changes.
A tiny update to Alpha15b has been released that fixes a small bug with Cassandra Classic and Phoebe Chillax. These storytellers were miscounting the days since game start, and so were sometimes incorrectly sending a several raids in the 5-10 day range, making this crucial part of the early game far too hard. This update is tiny (two lines of code) so it shouldn't affect compatibility with saves or mods. However, because it will shift the storyteller's timer, it may cause some players to get a string of raids in a row, or a long peaceful period. This will only happen once. EDIT: It does seem it may be possible for this to break mod compatibility, maybe. It's possible that even the tiniest change to code can cause the binary APIs to fail to link up. I'm very sorry if you're affected by this and am hoping to avoid breaking releases for a while while we work on a large Alpha 16 update. This is a somewhat-unavoidable challenge that comes with opening the entire codebase to modders (instead of keeping their code in a walled kiddy garden).
I'm happy to announce that we've just released RimWorld Alpha 15! This version adds a rich tutorial, an intelligent learning helper to help you pick up the game, a new drug system, deep drilling to provide resources in the end game, and a giant pile of other smaller improvements and fixes. A full change log and detailed info is below. https://www.youtube.com/watch?v=sp3Mh3a7Ifk For Steam players, if you want to continue with Alpha 14 for any reason, you can get on the 'alpha14' beta branch in Steam. In the Steam Library, right click RimWorld, click Properties, go to the Betas tab, select 'alpha14' in the drop-down list, and restart Steam. Non-Steam players who wish to update can simply download from the same download link as before; it has been updated to the new version. They should install the new version in a clean empty folder. Save compatibility: As usual, Alpha 15 will not load Alpha 14 save games by default. However, a user did put together a guide that allows you to manually update save files with some text editing. Check it out here if you really want to try to continue that Alpha 14 colony. Mod compatibility: Some purely XML mods will be compatible between versions. However, most significant mods will need to be adjusted and recompiled. Beware: If a mod author updates their existing mod to the new version, it'll stop updating on the old version. You may wish to turn off Steam auto-updates if you really want to avoid this. Change list: Tutorial
- Added new rich tutorial with step-by-step instructions.
- Tutorial teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first raider.
- Tutorial locks out irrelevant controls and highlights relevant controls.
- At the end of the tutorial, the player can continue the game with a normal storyteller.
- Added new learning helper system to replace yellow pop-up messages and yellow learning alerts.
- Learning helper sits in the top right of the screen. If something happens relating to a concept the player hasn't learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that you'll never be shown a lesson you already know, but always be shown the lessons you need to know now.
- Learning helper can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.
- Added new drugs system. It's not just beer any more!
- Drugs typically create up to four effects. Not all drugs have all effects.
- Primary - The valuable short-term effect, whether it improves mood or work focus or combat effectiveness or makes one immune to a disease.
- Overdose - Excessive drug usage in a short time can build up blood toxicity, leading to unconsciousness and possible death.
- Tolerance - Long-term usage of a drug can build up a tolerance which makes subsequent usage less and less effective in producing the high.
- Addiction - Drug use can form an addiction. This generates a new need for the drug which the pawn will try to feed regularly. If the need isn't fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventually withdrawal will pass and the addiction will go away.
- Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days.
- The drugs are:
- Beer - Improved mood but worsened capacities. Addictive.
- Malari-block - Prevents malaria infection for 5 days.
- Yayo - Stimulant pleasure drug, addictive.
- Flake - Cheap, short high, very addictive.
- Wake-up - Improves work performance, addictive.
- Smokeleaf - Improved mood but worsened capacities. More hunger, slower movement. Can form dependence.
- Go-Juice - Synthetic futuristic combat drug. Boost speed and fighting capacity tremendously. Addictive.
- Luciferium - Glitterworld mechanites that give huge bonuses to most capacities. However, without repeated doses the user goes insane and dies. It is impossible to clear the addiction, and the drug is 100% addictive on one dose.
- Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops. They require research to create.
- The map now spawns with clusters of underground resources. These can be accessed by building a deep scanner to find them, and then building deep drills on top of them, and then working the drills. This slowly produces the resource.
- Deep drilling tech is at the end of the tech tree. This should mitigate late-game resource exhaustion problems.
- Mood is now drawn subtly behind the pawn on the colonist readout at the top of the screen.
- You can now produce medicine from herbal medicine, neutroamine (a precursor chemical you buy), and cloth. Requires research.
- Added passive cooler building. Made of wood and low tech, it cools a room for a short time. Good for passing heat waves as a tribe.
- Added a 'copy building' tool which lets you quickly select the designator for a building through an existing copy of that building.
- Beer production now takes several stages: Colonists make wort (unfermented beer) at the brewer table, then leave it in fermenting barrels for a while, after which they can harvest it as beer. Infestation can now only spawn under a thick roof.
- Gear tab now shows aggregate stats about armor and comfy temperatures.
- Raider steal a bit more often now.
- Factored MapGeneratorDef apart into separate GenStepDefs which can be modded or inserted individually. This will allow modders to change the MapGenerator without blowing away each others' changes.
- Added alert: Need warm clothes.
- Mods can now be dragged to reorder them in the mods page.
- Re-tuned food finding algorithm.
- Hunters will no longer hunt without a ranged weapon.
- Debuffed corn a bit.
- Reworked trade interface to clearly state what kind of trader they are, and to list items they're not willing to trade.
- Reworked trader stock generators so traders carry and accept more sensible items for their type.
- You can now request traders by calling allied factions. It costs silver.
- Chance to spring known traps is reduced from 2.5% to 0.4%.
- Friendly fire chances reduced by 60% for fly-by shots (shots that miss and land in the cell with a pawn have the same chance to hit as before).
- Added a message when food spoils in storage.
- Fixed a bug that caused pawns to not get 'catharsis' mood gainer thought after a mental break.
- Rename PDW to Machine pistol.
- Torches and campfires are no longer destroyed near-instantly by rain/snow. They instead consume fuel faster.
- Torches consume fuel a bit faster overall.
- Fueled generator consumes fuel faster and holds less fuel.
- Plant sow and harvest are now slower.
- Debuffed fists.
- Reduced volume of idle animal calls at high time speeds.
- Smithing is now a prerequisite for Machining research.
- Added a toggleable view that shows roofs in glowing green.
- Hundreds of other balance changes, text fixes, redesigns, and bug fixes.
Some rare, game-breaking bugs were reported. Some are crashes; others critically break AI behavior. So I fixed them. Savegames should continue to work from before. Some savegames that were broken before will now load. Mods should also mostly be compatible, but there may be issues in some cases given the complexities of how the code links up. The build number is now 1249. Change list:
- Fix: Hard crash when bed-sharing pawns have zero chance to do lovin', passing a PositiveInfinity mean-time-between to the random event checker, causing it to enter an infinite loop.
- Fix: AI stuck when warden chooses to feed a prisoner by taking food from an empty food dispenser.
- Fix: AI stuck and performance chugging from colony animals starving while being restricted to not touching walls, and locked inside.
- Mitigate: Sometimes, NPCs in parties, marriages all freeze and just stand there.
- Mitigate: Game can save a corpse with null innerPawn, which makes the save unloadable.
The unstable branch now has a fix to a bug that caused save games to be broken/unplayable upon loading. Previously-broken saves affected by this specific bug will now work upon loading. Please let me know if the unstable branch works, and/or if it fixes a broken save issue you had. I'm looking for feedback here! Just comment on this post. Thanks. Behind that, work on A15 continues... (but that's not the topic of this post).
Alpha14d (build 1241) is a quick-fix build that makes a few small but important changes. Save games from Alpha 14 should still work. Changes:
- Reduced event density on Randy Random from 1.5x that of Cassandra to about the same as Cassandra. The combination and distribution of events is still very different from Cassandra.
- Fixed a crash that occurs when the player has no allies.
- The "cannot connect to Steam API" error message is now more informative and suggests rebooting.
- Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play difficulty.
- Toxic fallout and volcanic winter are now rarer.
It looks like the fixes in Alpha14b were effective. I’m now releasing Alpha14c on Steam and DRM-free channels. This one is just a tiny change from 14b: Phoebe’s random incident density is reduced somewhat (it was the same as Cassandra’s before, which doesn’t make sense since Phoebe is supposed to give more breathing space between events.) I’ll still be watching for balance and content problems, but it seems likely the next patch won't be until the actual next alpha. On a side note, some people have asked whether any more features will be added. The answer is a definite yes. We are currently working on several major new features with the potential to transform gameplay yet again. I can’t wait to show them to you! But, they have to be ready first. I’m also working on a ton of polish tasks.
With the flurry of support and fraud combat tasks abating, I took a little while to watch Zeebos’ stream. A discussion was had and it quickly became apparent that a lot of the events in the game weren’t really firing – ever. No heat waves, no crazy animals, no crashed ship parts. Doing some local testing, I realized how bad it was. Most of the events in the game would never fire. Holy crap! I’ve fixed the issue and uploaded a patch. Your save games will be compatible. This will change balance somewhat - I'll be watching to see if it needs adjusting. Look at it this way – it’s like releasing a juicy content patch three days after release! Patch notes:
- Fix: Events never fire (except in some exceptional circumstances):
- Infestation
- Manhunter pack
- Psychic ship part crash
- Poison ship part crash
- Animal insanity (single)
- Eclipse
- Solar flare
- Psychic drone
- Toxic fallout
- Volcanic winter
- Heatwave
- Cold snap
- Flashstorm
- Short circuit
- Crop blight
- Alphabeavers
- Psychic soothe
- Refugee chased
- Thrumbo passes
- Fix: Storyteller incorrectly adjusts trader frequency in relation to ally count.
- Fix: Threat cycle event maker sometimes queues events without enough points to actually fire them.
The day is finally here. RimWorld is now available on Steam! You can buy it at the RimWorld Steam Store page. It’s got full support for Steam Workshop and Cloud saves. Also, Alpha 14 – Scenario System is out! For full information Alpha 14, including the change list, look at the Alpha 14 preview thread. More good news – everyone who owns the game can move it to Steam. Hooray! You get a Steam key! And you get a Steam key! To get your Steam key, go to the automated link and key sender. A business note – If you want, buying it from our site is better for us. This way, we get significantly more of the money, since Steam isn’t taking their cut. You can still immediately grab your Steam key and put the game on your Steam account. Obviously we’ll still be very happy if you buy it either way! Here’s the Alpha 14 features rundown video! It explains the scenario system and other new features: https://www.youtube.com/watch?v=QiFRqCvG6Q4
RimWorld is Now Available on Steam Early Access!
A sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress and Firefly. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
Alpha 14 will be released with the Steam release, on July 15, at 1pm EST. For now, though here’s a preview! Below the video, you can find a summary of all the changes we’ve made for Alpha 14. Steam up the hype train! Here's a video preview: https://www.youtube.com/watch?v=QiFRqCvG6Q4 Change summary:
Scenario system
- New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules.
- Several built-in scenarios, including one matching the classic RimWorld experience, are included.
- You can randomize new scenarios.
- You can customize scenarios with a special interface that allows creation of any scenario you like.
- Scenarios can be uploaded to or grabbed from Steam Workshop with a single click.
- ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
- ScenPart: Planetkiller scenario part: World is destroyed on X date.
- ScenPart: Climate cycle which makes the world get warmer and cooler over a period of years. Winter is coming.
- ScenPart: Disable building a given type of building.
- ScenPart: Pawns start with health condition.
- ScenPart: Start with items.
- ScenPart: Map is scattered with items.
- ScenPart: Configure arrival method (pods or standing)
- ScenPart: Starting pawns are all between ages X and Y
- ScenPart: Pawns explode on death (configurable type and radius)
- ScenPart: All pawns from source (game start/all) have trait X
- ScenPart: Starting animal(s)
- ScenPart: Disallow mining
- ScenPart: Disallow hunting
- ScenPart: Disallow taming
- ScenPart: Disallow growing
- ScenPart: Disable incident
- ScenPart: Multiplier for any stat on the game (move speed, mining speed, etc)
- ScenPart: Disallow building
Pawn overlapping
- Pawns can no longer overlap during melee combat (unless they're really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function.
AI
- Raiders can now enter "steal" mode if they see enough value. They'll grab your stuff and carry it off.
- Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them.
- AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won't arrive at all. No more raids arriving and keeling over in -60C weather.
- Predators no longer hunt boomrats and boomalopes.
- Pawns will be smarter about avoiding traps in various situations.
New stuff
- Full Steam Workshop support for mods.
- You can now play as a tribe in some scenarios.
- Added torch lamp
- Added pemmican for low-tech food preservation.
- Research difficulty is now related to your faction's tech level. Researching techs above your level is harder. So if you're a tribe, researching spaceflight will be difficult.
- Added research (needed for tribes only): complex clothing, electricity
- Added research (needed for non-tribes only): pemmican
- Added research: air conditioning, autodoors, gun turrets
- Added 'ransom demand' incident. Can fire after one of your people is kidnapped.
- Added "killed my X" social thoughts so people dislike their loved ones' killers
- Added new class of "minor" mental breaks, which can happen at mood under 40%.
- Added minor mental break: food binge.
- Ground fertility is now reported on mouseover.
- Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power.
- Hives now pop out glow pods - bug light sources that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.
- Added traits: creepy breathing, annoying voice. These are socially repellent.
- Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire.
- Added panther for jungle biome. Because I discovered panthers aren't real and I need to cope with this somehow.
- There is now an orange glow to help you identify very hot areas.
- Added/replaced animals created by the excellent Kay Fedewa:
- Caribou
- Cassowary
- Deer
- Emu
- Arctic fox
- Fennec fox
- Red fox
- Gazelle
- Husky
- Ibex
- Lynx
- Megatherium (prehistoric giant ground sloth)
- Ostrich
- Raccoon
- Rat
- Turkey
- Arctic wolf
- Timber wolf
Interface
- Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off.
- Trading interface now lets you type in the number you want to trade instead of dragging to the number.
- Animals tab now has gender and life stage informational columns
- Animals tab now has a "slaughter" checkbox column to allow easy slaughtering of many animals
- Animals tab now has checkbox columns for each trainable, to allow easy training of many animals
- Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options.
Exploit solutions
- Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.
- Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off.
- Hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out.
- You can no longer avoid the 'executed prisoner' mood impact by just shooting or starving the prisoner; pawns will get a "prisoner died innocent" thought. A similar solution applies to the deaths of colonists.
- Solved various powerleveling exploits. Once colonists have learned a certain (high) amount in a day, they'll learn at a much-reduced rate until the next day.
- Flowers are no longer good animal feed (reduced nutrition).
- Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists.
Other
- Updated to Unity 5.
- World generation is now part of the new game process, instead of being separate.
- Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more.
- Reworked AI food selection algorithm to take into account personal mood impacts, rottenness, and other new factors. e.g. Now cannibals will actually seek out cannibal food because they get a mood bonus, while non-cannibals will avoid it.
- Flow for opening worlds and savegames from old version is now improved; the "warning, old version" dialog comes before you open them instead of after.
- Deworked mods config menu to have a much nicer selection and ordering interface.
- Humans can now eat unbutchered corpses (though they really don't like it).
- Infestations are easier and grow less exponentially.
- Infestations only appear deeper underground now.
- AI now runs away from grenades thrown by their own faction.
- Tortoises aren't so deadly any more.
- Animals no longer do incest.
- Humans now do incest.
- Seeds for world gen are now generated from actual words instead of random letter strings.
- You can now set both minimum and maximum skill on a bill.
- Beauty trait now has four stages: Staggeringly ugly, ugly, pretty, beautiful.
- Some backstories now force pawns to have a given trait (e.g. Model->Beautiful)
- Trade caravans can bring pack dromedaries.
- Projectiles fired by hunting colonists no longer intercept random targets.
- Some traders buy and sell furniture now.
- Gut worms and muscle parasites vanish sooner.
- Reworked ancient tomb loot generation. Plasteel is sometimes found on pod people. So are components.
- Nuzzling is now a visualized, recorded social interaction.
- Various refactorings to make modding easier and code easier to maintain and more flexible. Much more functionality is now implemented as composable ThingComps.
- Many, many, many other balance changes, gameplay and interface refinements, and bugfixes.
I'm stoked to announce that the next version of RimWorld, Alpha 14, will be released on Steam Early Access on July 15, 2016. You can add it to your Steam wish list on the RimWorld Steam page. On Steam, the game will have full Workshop support, for sharing mods and scenarios. It will also support Steam Cloud. Non-Steam users will, of course, still be able to access your DRM-free downloads as you always have. They'll update just as before. Alpha 14 is a large update, since it's been several months since Alpha 13 and we've had 2-3 developers working continuously. So, it's got about 5-6 developer-months of effort in it (the original pre-Alpha for the 2013 Kickstarter had about nine developer-months). However, it is also a refinement-oriented update. I could've packed more mega-features in addition to the scenario system, but instead chose to focus on fixing a lot of old issues. Veteran players will notice a huge number of subtle improvements at every level, which newcomers should have an even more polished experience. I've also been reworking the code to try to support modding better. Making it easier to mod the game makes it more fun to mod, which modders like, so they make more and better mods, which players like. I think it's a powerful and often under-emphasized way of turbocharging a game community. I'm still soliciting requests in this thread: What would make the game easier to mod? Being Early Access, we'll continue to release new alpha versions of RimWorld with new features into the foreseeable future. We've already started some new mega-additions for Alpha 15. We can't squeeze them into Alpha 14 because it's too late and they'd introduce bugs. But momentum is good and we're poised to leap forward in the months ahead. I'm also going to be doing something unusual, which is trying to actively market the game. I much prefer game development work to marketing work, and so have usually followed the Field of Dreams marketing strategy ("If you build it, they will come.") But, for something as important as the Steam release, I think it's worth making some effort to get the word out. Wish me luck! And, if anyone has any ideas for ways to spread the word, I'd be happy to hear them in the comments here, or on the forums.
RimWorld
Ludeon Studios
Ludeon Studios
2018-10-17
Strategy Simulation Singleplayer
Game News Posts 139
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(164748 reviews)
https://ludeon.com
https://store.steampowered.com/app/294100 
The Game includes VR Support
RimWorld (Linux) [194.51 M]RimWorld - Royalty (Linux) [32.75 M]RimWorld - Kepler (Linux) [56.87 M]RimWorld - Euclid (Linux) [39.71 M]
RimWorld Name in Game Access
RimWorld - Royalty
RimWorld - Ideology
RimWorld - Biotech
RimWorld - Anomaly
You begin with three survivors of a shipwreck on a distant world.
- Manage colonists' moods, needs, wounds, and illnesses.
- Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
- Tame and train cute pets, productive farm animals, and deadly attack beasts.
- Watch colonists develop and break relationships with family members, lovers, and spouses.
- Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
- Trade with passing ships and trade caravans.
- Decorate your colony to make it into a pleasurable space.
- Dig through snow, weather storms, and fight fires.
- Capture refugees or prisoners and turn them to your side or sell them into slavery.
- Discover a new generated world each time you play.
- Build colonies in the desert, jungle, tundra, and more.
- Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.
(All non-English translations are made by fans.)
- Processor: Core 2 DuoMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000 or other shader model 4.0
- Storage: 1 GB available space
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