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.
[ 2021-07-23 16:36:11 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
[ 6138 ]
[ 3464 ]