Hey everyone! I've just released version 1.3.3087 of RimWorld with a variety of improvements for the base game and both expansions. Full changelog is below. The main visible feature in this update is tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can do this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites. This update should be compatible with all savegames and mods. Thanks to everyone who helped us test it on the official development Discord server, and to everyone who has submitted bugs and constructive feedback. We're happy to have all this great information to use while improving the game.
Change list
New stuff
- Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites. - Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed. - Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns. - There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.
Improvements
- Classic ideo preset can now generate relics. - Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present. - Persona weapons are no longer included in "allow biocoded" thing filters. - Upon new archonexus settlement, player now retains research up to classic start. - We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start. - Colonists now get initial optimism thought after resettling in archonexus quest line - Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion - We no longer randomize classic ideo styles. Just use whatever is in the culture. - Dryads now rest near their connected tree, not in beds or sleeping spots. - Clicking on ideoligion certainty in social card now opens ideoligion tab - Vegetarian meals now allow animal products as ingredients. - Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn. - Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all. - Removed allowed area assignment UI for dryads since they ignore it anyway. - Reword ideo preset categories' descriptions. - Lower slave social fight chance by 50%. - We now reset biosculpter timers after archonexus resettlement. - We now reset prevent various events from happening too early after new archonexus settlement. - Ancient tank trap and ancient macro-engine block are now non-deconstructible to match similar ancient junk. - Pawns no longer smelt relics, to avoid accidental mishaps. - Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts. - Improvements to unsuitable caravan food warning based on feedback. - Add a "drag to reorder" label on colonist creation screen for clarity. - Remove second tick noise when reordering pawns on colonist creation screen. - Updated player-created names. - Colorize the Tree Connection ritual icon to match the Gauranlen color.
Technical
- PawnRenderer weapon drawing now supports Graphic_Random. - Removed redundant RulePackDef for tree connection ritual. - Choosing ideo preset no longer continously calls SortStyleCategories but only once outside the loop. - We now filter out null AutoSlaughterConfigs after loading a game. - Fixes to GenerateGoodIngredients. - Moved IsRelic() check to extension method in ReliquaryUtility. - Limit awaking on clamor to ancient complex insects and mechs. - Reset additional storyteller parameters after new archonexus settlement. - Adjust the optimality score modifier from food that gives negative thoughs. - Add a null check to prevent old bestowing ceremony quests that existed pre-fix from causing issues.
Fixes
- Fix: Classic ideo preset can have tattoos for tribal player. - Fix: Ideology loads before royalty when resetting mods config. - Fix: Ideology about.xml file is missing
[ 2021-08-10 22:58:22 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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