Hello everyone! I'm happy to announce a new update for RimWorld and all expansions. The biosculpters got a focused redesign. Colonists can now automatically do their own age reversal, and initiating a biosculpting cycle takes 1 step instead of 3. There's also less incentive to do weird things like deconstruct and reconstruct the biosculpter. Overall the micromanagement burden should be much lower, especially for large colonies. We also reworked caravan formation to make it faster and more fluid. The archonexus restart sequence got some love so it's clearer and better-tuned. Finally, there's also a bunch of smaller improvements - see the change list below. This update was tested as compatible with all savegames and mods. Thanks to everyone who helped test on the Official dev Discord server, to Matt Ritchie for running the unstable build update cycle, Nick Barrash for the biosculpter rework, and all our other devs for their contributions, and everyone who gave such rich feedback on Discord and on the RimWorld subreddit. As always, don't hesitate to review Ideology on its Steam page! Enjoy! -Tynan
Biosculpter changes
- Transhumanism believers will now automatically take their yearly age reversal cycle if the new Auto age reverse toggle on biotuned biosculpter pods is enabled - All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients (like glitterworld medicine) are collected and carried to the biosculpter by the pawn initiating the cycle. - It now only requires a single player action to start a pawn on a biosculpter cycle (previously it took two separate actions and waiting for pawns to fill nutrition). - Biosculpter pods glow green when nutrition is loaded and theyre ready for cycle selection. - Biotuned biosculpter pods now run cycles 25% faster. - Biotuning now happens after a cycle is completed instead of when a pawn enters the pod. - Biosculpters consume 50W of power if no cycle is running, and 200W if a cycle is running, instead of consuming full power all the time. - Biosculpters now take longer to minify. - Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam. - Nutrition is liquified when added to a pod and is no longer ejected if a cycle is cancelled. - If biosculpter loses power while occupied, we don't animate and we now show how long until eject in inspect string. - Change pleasure cycle mood bonus from +10 to +15. - Biotuning duration has been increased to 80 days from 60 days. - Biosculpter deconstruct yield is down to 25% from 50%. - Biosculpter construct cost increased from 3 to 4 components. - Biosculpters don't heal missing eyes if the pawn's ideoligion approves of blindness.
Caravan improvements
- Change caravan packing spot to caravan hitching spot. It's still free, but it does more. - Caravan hitching post now can be used to keep animals in place on temporary maps. - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation. - Animals will eat and sleep within their rope area if they're roped to a spot. - Added an alert that shows when hungry animals are tied to hitching posts. - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft. - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded. - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep. - Joy decreases more slowly when a pawn is preparing a caravan. - Colonists will now look for food in pack animal inventory if no better food sources available. - Colonists will grab food from pack animal to feed patients if no other food available. - Colonists can grab medicine from pack animals. - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available. - Update pen needed alert to take into account hitching post and handling skill for roping removal. - Remove animal handling skill requirements for roping to pen. - Save prepare caravan gather items toil tree to disk.
Archonexus improvements
- Add animal pregnancy, gender, and bonded information to archonexus settlement dialog. - Sort items players take to new archonexus settlement more in line with usefulness. - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected. - Tweak count of items players can bring to new archonexus settlement. - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen. - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement. - Swap thing icon and info icon in archonexus dialog. - Reset pawn food and rest levels when starting new archonexus colony. - Add animation after selecting new archonexus settlement to make moment feel more significant.
Misc improvements
- Ideoligious buildings are no longer expected to be placed in non-home maps. - Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc...) - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)". - Pawn beauty stat is now visible even when the value is zero. - Precept name length is now limited. - Minor fixes to new colony optimism thought appliance when abandoning settlements or creating new ones. - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies. - Reduced the amount of ancient junk that spawns on newly-generated maps. - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight. - Reduce prevalence of breach raids at high points levels. - Update predators hunting across fences tooltip to match current functionality. - Ensure the trigger conditions for scarification/blinding are clear to the player. - Right clicking on ancient junk with drafted pawn shows option to attack. - Unforbid items in pawn inventory if taken by caravan from temporary map. - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitatlity quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well. - Added range values to darkness combat stats. - Added charity events for not helping pilgrims. - Added hacking progress stat to hackable things. - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles. - Provide a config error if def label contains '[', ']', '{', or '}' characters. Added a flag to hide this error. - Clarify age reversal precept. - Updated player-created names.
Fixes
- Fix: New colony optimism thoughts are not applied correctly. - Fix: Gastro-analyzer can be removed by biosculpter. - Fix: Caravan stuck indefinitely if animal in pen added while caravan pawns moving to exit map - Fix: Clicking ideo icon on some dialogs uslessly opens copy of same dialog. - Fix: Royal ascent shuttle can only take 1000kg of colonists. - Fix: Skip psycast can cause duplication bugs. - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown. - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept. - Fix: Error on reloading a save with bombardment/salvo spawned on the same tick as save. - Fix: Multiple instances of minified item dont show correctly in to load part of caravan tab. - Fix: Exception when pawn dies of malnutrition. - Fix: Burned tree description states it doesn't drop wood when it does. - Fix: Exception drawing pawn inspect pane/bio tab/other UI with null extra mini faction. - Fix: Some ability translation keys are in Royalty but used elsewhere. - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected. - Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update. - Fix: numCase subsymbol doesn't work if source number is float. - Fix: Typos.
[ 2021-10-24 00:52:46 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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