Hi! Fresh patch notes here. Today, weve got rebalanced quest rewards and some changes for genes and children, plus various bug fixes. The changelog is available below. With the wide variety of items added over the past few expansions, it was time to revisit quest rewards. Our community's feedback and discussions on Reddit were especially useful! We wanted to make sure that quest rewards were varied and rewarding throughout all stages of the game. This update reduces the frequency of some rewards and removes others, like double beds and slab beds. Youll now see a greater variety of cool and valuable quest rewards including infinite chemreactors, techprof subpersona cores, vanometric power cells, psychic emanators, and more! We also adjusted ancient complexes to occasionally contain high-value loot. Ancient complexes should feel exciting and rewarding when you finally reach the treasure and make a daring escape, so it made sense to add a wider range of interesting items. You can also find Biotech-specific rewards like genepacks, archite capsules, or deathrest capacity serums scattered throughout a complex. Big thank you to our testers and dedicated community for helping us with these updates and giving us feedback! Join us on the official RimWorld development discord if you'd like to help test in the future. :) Please don't hesitate to leave Biotech a review on Steam. (Expansions tend to not get many reviews!) - Tia
1.4.3562, released Nov 29, 2022
- Reduce the frequency at which gunlinks and eltex shirts appear in quest rewards, as they're overrepresented at low colony wealth values. - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums. - Hospitality refugee uses the same system to determine refugee count as for beggars. - Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. - Updated player creative content. - Moved some SpecialThingFilterDefs to categories other than Root. - Minor performance improvements for xenotype editor. - Removed XenotypeSet config error warning if total weight exceeds 100% without "warnIfTotalAbove1" flag turned off. - Round growth points down on UI for clarity. - Fix: Infinite loop of hauling mech to charger outside the mech's allowed area. - Fix: No TKey for "Patrolling.". - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building. - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony. - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. - Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. - Fix: Tox packs activate on stripping or butchering corpses wearing them. - Fix: Pawns being carried by other pawns strains psychic bond. - Fix: Hemogen wasted when refueling deathrest buildings. - Fix: Gene processor has no path cost. - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. - Fix: Children generated at tribal game start don't have natural meditation focus. - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def. - Fix: ThinkNodeConditional_UnderCombatPressure not returning correctly for minCloseTargets > 1. - Fix: "Tend to self" emergency work giver appears below non-emergency work giver on UI. - Fix: Text cut off in mod mismatch window. - Fix: Sanguophages can take too many hemogen packs for maintaining hemogen levels in some circumstances. - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets. - Fix: Drug synthesis speed stat drawer is now consistent with whether a pawn is actually going to be able to craft drugs or not.
1.4.3558, released Nov 23, 2022
- Tribal babies becoming children get natural meditation focus. - Reworked how many beggars and refugees show up depending on colony population. - Added a new "core" reward tag for common vanilla quest rewards to avoid having them diluted by future additions. - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. - Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. - Fix: Planting JobDef located in Ideology instead of Core. - Fix: Mechlink item not saved properly. Causes errors.
1.4.3557, released Nov 23, 2022
- Assign a fallback ideo to non-baby colonists during load that don't have an ideo set. - Colonists born in the colony no longer stay stuck in labor forever if the Ideology expansion was not active when they became a child. - Dependency genes override other drug-related genes. - Slow study gene applies a 50% factor to global learning instead of a -50% offset. - Added missing Biotech check to seed planting work giver. This could cause issues if players didn't own Ideology. - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree. - Fix typo: "yielding" -> "wielding". - Fix: "Child not in growth vat" thought appears for dead children. - Fix: Countdown not correctly displaying time. - Fix: Disabled "extract ovum for IVF" surgery option displays in some erroneous situations. - Fix: Inactive genes affecting needs. - Fix: 100% chance for tattoos if pawn has no ideoligion. - Fix: Wastepack dump quests descriptions unresolved. - Fix: Banishing colonists doesn't recalculate faction ideoligions. - Fix: SitePartWorker_MechCluster missing check to see if mechanoid faction exists. - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances. - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.
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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