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
[ 2020-09-11 19:49:59 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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