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
[ 2020-04-19 18:08:00 CET ] [ Original post ]
- 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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