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Update 1.1.2654 refines new features
- 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.
- 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.
- 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.
- Moved Abasia and BloodRot to Royalty XML files. - Rename CompWarnInBuildingRadius -> ToggleDrawAffectedMeditationFoci.
- 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.
[ 2020-06-03 15:58:05 CET ] [ Original post ]
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.
[ 2020-06-03 15:58:05 CET ] [ Original post ]
RimWorld
Ludeon Studios
Developer
Ludeon Studios
Publisher
2018-10-17
Release
Game News Posts:
141
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(169637 reviews)
The Game includes VR Support
Public Linux Depots:
- RimWorld (Linux) [194.51 M]
- RimWorld - Royalty (Linux) [32.75 M]
- RimWorld - Kepler (Linux) [56.87 M]
- RimWorld - Euclid (Linux) [39.71 M]
Available DLCs:
- RimWorld Name in Game Access
- RimWorld - Royalty
- RimWorld - Ideology
- RimWorld - Biotech
- RimWorld - Anomaly
RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.
You begin with three survivors of a shipwreck on a distant world.
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.)
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.)
MINIMAL SETUP
- 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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