Hey everyone, we're here with another update. Tons of great feedback has been coming in and we're working to translate that into high-value improvements as fast as possible. It should be compatible with everything. Thanks to those who helped test it on the Official Dev Discord. Come join us! Improvements: - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. - Slaves no longer slight or insult non-slaves - Slaves never start social fights with non-slaves if insulted. - Allowed saving all ideos and allowed saving ideos in-game. - Allow non-ideo members to participate in leader speech. - Melee-ing a slave now increases suppression. - Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts. - Adjust slave rebellion base MTB 50 days back to 45 days. - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered. - Beggars can now be given items when they are traveling to their wait destination. - Prevent thrumbos from eating Gauranlen trees in addition to anima trees. - Ideo UI Role apparel requirements float menu now lists the incompatibility reason. - Added confirmation dialogs in ideo config UI when precepts will change. - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads. - Integrate art for rough living issue and set it to medium importance. - Gauranlen pod sprouts now happen much earlier for tree connector ideoligions. - We are now more selective about which weapons increase rebellion chance (exclude wood, emp, smoke...) - Allow black color to be selected for apparel coloring. - Integrated new mod source and warning graphics for the mod menu. - Integrated new meal graphics. - Improvements to ideoligion save/load UI. - Ensure Tunneler meme always has the MiningYield_High precept. Technical: - Optimized QuestNode_Root_WorkSite. - Removed _NewTemp suffix from PreceptWorker methods and made optional parameter non-optional. - Renamed def Nutrifungus to Plant_Nutrifungus per standard. - Changed ThoughtWorker_Precept_IdeoDiversity to not iterate over spawned pawns list twice. - Removed unused 'Notify_MemberSpawned' methods. - hairColor -> hairOnly. - Mark PlaceBlueprintForBuild as [Obsolete]. - Improvements to pawn blindness checks. Fixes: - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled. - Fix: Incorrect requireOne usage for PainIsVirtue. - Fix: Some bad requireOne usages. - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners. - Fix 5218: Some ancient doodads are rotated when they shouldn't be. - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought. - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game. - Fix: Pawns under 18 can use age reversal. - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak. - Fix: Funerals are expected to be held for slaves if they have same ideo as colonists. - Fix: Farskip with Relic gives debuff from losing the relic. - Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate. - Fix: Slaves and prisoners will not be carried to slave medical beds after a duel ended in which they got wounded. - Fix: Ancient complex world objects remain on world map after archonexus cycles making it potentially hard to generate a new site as a ritual reward. - Fix 5232: Wimpy Noble quest generated with generic tags rather than text. - Fix: Apparel color buff is gone after save / load. - Fix: NullRefException when abandoning royal title. - Fix 5234: Pawns can build turrets when prohibited by precepts. - Fix 5225: Undefined 'spritElement' text element. - Fix: Ideo creation warning about incompatibility between apparel requirement and desired apparel even if both apparel are the same. - Fix: Collapsed rocks have 'attack to destroy' inspect pane and disabled deconstruct message. - Fix 5216: Minor text overlap issue in ideo config UI. - Fix: Bestower pawns can engage in social fighting, breaking the ceremony. - Fix: Misc small copy errors.
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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