Hey everyone, it's time for another update! This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible. Key among those is a new way to play with Ideology content active, but without actually running the ideology system. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active - they make nice visual flair if you want them.) We've also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situations, especially when you're hosting guests from NPC-generated ideoligions. There are also a variety of bug fixes and other improvements - see the changelog below. [EDIT] We've hotfixed an issue with the tutorial. This update should be compatible with all saves and mods. Thanks to everyone who helped test on the official dev Discord! And as always, please don't hesitate to review Ideology on its Steam page! Cheers, Ty
New feature
- Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.
UI improvements
- Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next". - The old "classic" mode is now called "classic-like" and is one of the "mild" presets. - Meme tooltips now list all prevented precepts instead of just saying how many there are. - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts. - We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better. - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it. - A "Show all" checkbox on ideo dialog shows all hidden precepts. - Updated meat eating precept and thought labels and descriptions to better match gameplay.
Tuning - General
- Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists. - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge. - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
Tuning - Ideoligions
- Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while. - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits. - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising. - Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
Misc
- Added a debug tool for spawning meals with specific ingredients. - Reworked eclipse precept artwork. - Updated "name in game" player names. - The system now ensures all mods adhere to their forceLoadBefore and forceLoadAfter lists. - Only log warning message if quest script is unaffected by points and population. The user is warned with "[not now]" if affected by points or population. - Added fail message for generating single quest. - Improve some charity quest-related message texts. - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion. - Raid sample debug outputs now correctly uses lastRaidFaction and resets it afterwards.
Fixes
- Fix: Rendering bug (all rectangles are white) on intel graphics. - Fix: Error generating sampled raid info under faction's min points to generate combat encounter. - Fix: NullReferenceException when attempting to trade from shuttle. - Fix: "Assign owner" tooltip for animal beds mentions humanlike owners. - Fix: Getting raid sample info for non-hostile factions re-selects a hostile faction, giving inaccurate results. - Fix: Torture crown is automatically equipped by colonists. - Fix: Classic mode ideoligions don't start with some classic precepts. - Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle. - Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application. - Fix: Error when generating pawn from factions that do not have allowed cultures, or their allowed cultures do not have styleItemTags. - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option. - Fix: Mods without forceLoadBefore/forceLoadAfter cannot be enabled. - Fix: Mods with forceLoadBefore/forceLoadAfter cannot be disabled. - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map. - Fix: RitualObligationTrigger_EveryMember doesn't recache active obligations on ideoligion reform. - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized. - Fix: Bugs related to copying an ideology for reform process. - Fix: Shelves, chairs and stools don't have style dominance. - Fix: Ideoligion info available on ritual begin dialog in classic mode. - Fix: Loading classic mode game gives the player non-classic rituals. - Fix: Execution requires altar or ideogram in classic mode. - Fix: Inverted check when checking if a player can claim factionless buildings. - Fix: Jumping resets "Fire at will" toggle. - Fix: Exception using some mods. Added LastAnimalSlaughterTick property as obsolete. - Fix: NullReferenceException slaughtering animals without Ideology installed. - Fix: Research warning doesn't check for minor ideoligions. - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
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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