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.
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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