Balancing will continue as we collect more feedback from across the Internet.
- Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold. - Inferno turret now has longer cooldown and lower accuracy. - Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret. - Mech turrets health changed from 280 to 250. - Random mech clusters no longer come as as raid strategy but as their own incident. - Increase faction relations rewards for quests. - Fix incorrect black line on the Royalty main menu background. - Adjusted donkey and caribou body size (donkey is no longer bigger than a yak). - Added some loading tips.
This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX
Change log:
- Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated. - Significantly reduced the frequency of random mech clusters (unconnected to quests). - Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds. - Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280. - Hosting quest worst case raids timing is no longer as severe. - Giving a speech from the throne now trains social skill. - Fix: Banished pawns still send letters about forgetting decrees. - Fix: Bad image for info card on some walls. - Fixed Scenario editor breaking when ThingCount scenPart is null due to def not present - Janissaries, Troopers and Cataphracts no longer can come with the "Brawler" trait. - Fix: It's possible to defeat condition causers simply by entering the map and leaving. We no longer remove the WorldObject if there's any not destroyed condition causer. - It's now possible to move the camera with a float menu open. - Fix: Middle-mouse camera dragging stops if the mouse goes over a UI menu while dragging - Fix: Royal guests arrive with tattered clothes - Fix: Pawns are deep-saved twice if the player saves the game while drop pods with quest pawns are mid air. - Fix: Wrong title being reported in violation letter for illegal psycasts. - Fixes to implants base defs
This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX
Change log:
- Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed - Fix: Tortured artist gets inspiration after being hit by berserk psycast. - Most traders now buy musical instruments. - A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known. - Fix: Cloth sandbags not displaying as 1.0 color. - Fix: A count was used as a caravan guard for the empire - Show detection chance for illegal psycasts attached to the mouse. - All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if the player made him equip it). - Fix: some mech cluster building can be deconstructed but won't drop anything. Fix mech capsule not being deconstructible. - Use SketchThing.OccupiedRect in AnyThingOutOfBounds function. - Fixed: IEDs spawn shells when destroyed. - Traders can no longer sell slaves with royal titles. - PawnGenerationRequest properties are now public. - Change CellHasCrops check to early out if no plants found. - Add an out of bounds check to CanSpawnClusterAt. - Pawn lend quest no longer sends shuttles onto maps that don't have enough pawns available. - Removed pawn beauty stat min/max clamping. - Changes to shuttle landing spot finder based on feedback. - Reworked field hand and drill arm so their stats don't fight each other. Instead of reducing manipulation, they now affect movement speed. - Waterproof conduit cost reduced 40 steel -> 10 steel.
This update contains balance changes and bugfixes.
If you're willing to help test, please join the testing Discord server: https://discord.gg/ryKTFr Thanks!
Changes:
- Mech turret balance: Charge blaster turret cooldown 3.5->4.5 seconds. Inferno cannon turret cooldown 8.5->11.5 seconds Inferno cannon miss radius 3.5->3.9. - Update player-created content: 172 names added. - Languages updated. - Ground-penetrating scanner rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days. - Ground-penetrating scanner now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find. - Fixed a bug that could cause deep ores to generate outside the buildable area. - Hunting decrees are now cancelled if there are not enough animals of the asked type left on the map. - Monument markers, when canceled, can now be reinstalled again instead of disappearing. - Mech clusters are now a lot less likely to fail finding position on difficult maps. - Only inherited titles are now being removed from pawns after resurrection. So a resurrected pawn will keep his title if it wasn't inherited by someone else upon his death. - Pawns with psychic harmonizers are now unaffected by others' harmonizers, to prevent runaway feedback loops. - You can no longer lend colonists who are unfit for work. - Removed errors from non-unique quest names - Production decrees now only use more common stuff like wood, steel, and cloth, to reduce cases of near-impossible decrees. - Add related quest gizmo to quest hives. - Add "select hives" button to infestation kill quest so you can see which hives you need to kill. - Fixed a bug that would cause insect kill quests to end only on killing every hive on the map (instead of every quest-spawned hive). - Fixed a bug that would cause downed quest guards to never leave if they were injured during the quest and later healed. - Fixed a bug that caused toxic spewers to affect caravans no matter where they are. - Fixed a bug that made throne comfort not apply while reigning. - Fixed a bug that could cause banished pawns to get stuck if they're on their way to a bed. - Fixed pawn lend quest returning pawns to a random colony map instead of the map they were picked up from. - If a nickname is empty in the character creation screen, the pawn's first name is used in the tooltips instead of an empty string. - Fixed a bug that cause debug log spam after adding entropy link via dev tools and opening health tab. - Optimized monument marker ticking to prevent performance loss with large monuments (checking for completion).
Just a quick update with some miscellaneous fixes. RimWorld is now at 1.1.2563.
This update is on the unstable branch. EDIT: Released to main branch now.
- Shuttles now avoid landing on crops. - Using a resurrection serum now removes royal titles, to prevent duplicating them. - For modders, fixed and issue where BaseGen and SketchGen SetCustom and GetCustom methods don't work - Fixed a bug that allowed stacking toughskin, armorskin, and stoneskin implants. - Fixed a bug that would cause the royal ascent quest to fail if the high stellarch died of old age. - Fixed a bug that caused traders to restock every day. - Fixed a bug where nobles would get stuck if the throne room became unreachable after they decide to go reign. - Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game. - Long mod names will no longer clip out of the box on the loading screen. - Fixed a bug that interfered with title inheritance if a pawn died in a caravan. - Hunting decrees no longer ask you to kill quest-related animals. - Fixed a bug that caused quest helpers to leave early during long hosting quests. - If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod. - Fixed a bug that caused colonist lending quests to remain incomplete if one of the pawns is null (possibly by dying and save/load). - Some small text adjustments.
EDIT: This has been released to the default Steam branch.
Today's updated build is up for testing on the unstable branch. The build is 1.1.2562. We'll set it live soon after we confirm it doesn't break anything. It should be save and mod compatible.
Anyone who is willing - please try the unstable branch with as many mods and as crazy a savegame as possible! I'd love to hear if anything breaks, or if it doesn't. Thanks in advance.
Changes:
- Silver and gold tile are now considered fine floor. Fine floor have an info card entry stating that they are fine. - Fixed a bug that caused backstory translation data to be ignored if the translation was compressed. - Fixed a bug that caused the camera to jump occasionally. - Fixed a bug that made it impossible to form a caravan if two map sides were blocked. - Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists. - Changed psychic animal pulser to only affect non-player animals. - Fixed a bug that caused manhunting animals to attack sleeping mechs. - Ensured that an animal bed would not interfere with royal title requirements in a bedroom (we think this could only happen with mods). - We no longer assign heirs to Empire pawns to prevent colonists from inheriting their titles. - Added a bit more information about the heir's faction to the royal title tooltip on the Bio tab. - People with no psychic amplifier now have 30 psychic entropy capacity instead of 100. - Fixed a bug that caused vertical overlap bug between messages and letters in French language. Messages now use dynamic height based on text size rather than constant height and fixed spacing between letters and messages. - Fix a bug that caused a missing period at the end of 'used ability' combat log messages. - Text adjustments and typo fixes.
The release of RimWorld - Royalty has been a great success! Thanks to everyone who's bought it so far, the testers and translators, modders, streamers and video makers.
I thought it would be a good idea to write a bit about what to expect next. In the past I've rarely written about the future because release dates and game designs often change unexpectedly during development. I can't tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations.
Now, though, I think it's time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what's coming next.
Hotfixes
We had some great testers play 1.1/Royalty in testing since September to help find issues, but with a game this complex, increasing the number of players by thousands will always reveal new issues. We've released a few hotfixes for issues that have cropped up, and we're going to release more as needed. These should be compatible with savegames and mods.
We'll hotfix as long as we need to to solve the noticeable bugs that are interfering with players' enjoyment of the game, but I am hoping this phase will be done in a week or two.
Royalty content add-on
We're going to release a content add-on mostly focused on expanding Royalty content. It'll be compatible with savegames and we're going to try hard not to do anything to disturb mods either (which should be feasible if we stick to just adding new things).
With a huge amount of feedback available from the community, we're in a better position than ever to find the best ways to improve the game, but the process is still iterative. So it's not yet decided exactly what the content add-on will contain. Below is a list of things I'm considering, but I'll emphasize that none of this is decided 100% so please don't take any of these are promises. These are just concepts we're looking at:
A way to renounce or otherwise get rid of a royal title you don't want.
More bulk production recipes similar to cooking, for things like drugs.
Additional combat psycasts: I've got designs written for a few psycasts that seem like they could add a lot of interest. Testing will reveal how beneficial these actually are.
A new element or two for mech clusters. Specifically, I'm looking at ways to to make it sometimes optimal for players to *not* fight a mech cluster for a long period of time, and instead leave it sleeping. The dramatic tension of having a mech cluster present on the map, but not yet fighting it, seems valuable. So, if we can find more ways to have players intentionally keep clusters around it could add a lot of interest to play stories. This needs gameplay testing, of course.
Additional quest content: This one is definitely in the 'maybe' category, but quests are very expandable and it would be nice to have a few more variations.
We'll be running public tests of this stuff as we work on it, on Steam's 'unstable' development branch. Everyone is welcome to participate and feedback will be highly appreciated as always, but be aware that this branch is called 'unstable' for a reason and everything may break at any moment.
Later updates
We will be updating the game further after the content add-on. While the content add-on will stay on version 1.1 and generally not break mods, there will a version 1.2 some day, and it will have breaking changes. We're going to try hard to avoid unnecessary code breakages and keep documents about changes for all future updates, and without such a big Unity update I hope mods in general will be easier or trivially easy to update than the 1.0 -> 1.1 shift. However, things will still inevitably need updating.
That's it for now, thanks everyone for reading and for all the excellent feedback we've received!
Another day, another hotfix! This is build 1.1.2560.
Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in the last hotfix update and a writeup from the author of the Harmony mod. Let's give them a few days to get things settled!
This hotfix is small. Its primary purpose is to fix a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. I just wanted to get this out quickly since while this bug is rare, it is quite annoying when it occurs.
If this bug affected your savegame, you can defeat any existing broken mech clusters like so:
Turn on development mode in the options menu
Look in the quests menu at the quest that won't end
Turn on the checkbox "Dev: Debug" under the quest description.
Scroll down.
To the right of the 'send signal' box, click the '...' button. Select the entry similar to Quest0.cluster.AllEnemiesDefeated.
Turn off development mode in the options menu.
Change list:
- Fixed a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. - Languages update - Updated Readme.txt with information about needing quotes around the -savedatafolder command when the path has spaces. - Fixed a bug that would cause trade request quests imported from 1.0 saves to give no rewards. - Fixed a bug that would cause no psyamp reward after quests if the recieved was not spawned. - Fixed a bug that would cause random joining animals to have names despite having no bond. - Fixed a bug that would cause a harmless error message on slaughtering a cobra
We will be fixing some more lingering issues over the coming week. Thanks for the great bug reports.
EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened.
The recommended fix for now is:
Disable the Replace Stuff mod.
Place the mods HubsLib and Harmony directly after Core/Royalty in the mod load order.
That should address most issues, but a some mods may still need to be updated over the next days.
I'm talking to modders more so we can pass along info about this kind of thing more clearly in the future.
I originally reverted the hotfix after getting these crash reports, but I've released it again since we haven't found any crashes from the hotfix itself.
ORIGINAL POST FOLLOWS:
A new hotfix for 1.1 has been released. It should be compatible with all mods and saves. The version is 1.1.2559.
Note that some recent changes within mods were breaking the game for some people. The mod Harmony changed how it interacts with other mods, so some other mods are now broken until they update.
Change list for this hotfix update:
- Avoid spawning quest shuttles near fires, hostile things and map edges. - Map mouse drag sensitivity improvements, it's now configurable via Prefs. Improved middle button scrolling for world camera as well. - Decrease minimum comfortable temperature for yak, donkey, and goat. - Increase min points for mech cluster incident 300 -> 500. - Burden range increased from 25 to 30. Stun entropy cost increased from 10 to 12. Stun range decreased from 25 to 20. - Harvest decrees now check the temperature of the next 15 days to see if anything can grow. - Hide items that Tribute Collector is not willing to trade from trade screen. - Art bench no longer crafts harp and harpsichord; they are on the crafting spot and smithies. Art bench didn't make sense since it uses the art work type, but these instruments take crafting skill. - Prisoner relations gain on release string when injured changed to 'Untended injury' - Adjust mini-slugger description to reflect its long range.
Fixes:
- Mitigate bug where save file lacking rules causes designators to be broken. - Fix: If you shoot a mech turret and it explodes and it hurts your quest helper, the quest helper's faction will hate you for it. - Fix Unrelated stats showing on mechanoids InfoCard - Fix: False "No acceptable food" alert on berries and reserved food. - Fix: Leaving a bandit camp mid-fight causes the quest to be incompletable - Fix: Compact weaponry act as replacement parts. - Fix: Missing "pawn != null" checks in ApparelScoreRaw.
We've just released another hotfix of version 1.1. It should be compatible with all mods and saves.
Change list:
- Updated translations - Add feedback on trying to deconstruct walls of a mech cluster before defeating it. - Give 1 psychic amplifier as inheritance reward. Make title rewards a separate message that can handle more than 1 item. - Cancelling monument markers for quests sends a copy via drop pod. - Adjust smelt apparel description. - Fix: Mod descriptions are cut off if they use <size> tags. - Fix: Royal ascent quest doesn't end properly when the stellarch dies before arriving - Fix: Unfeasible farming decrees during winter. - Fix: Royal prisoners try to swap pants continuously. - Fix: Explosion in null map error in SmokepopBelt for unspawned pawns - Fix: Designators not appearing with old custom scenarios where rules is null. - Fix: Fertility grid doesn't update when edifices are removed. - Fix: Can trade with outpost without required title. - Fix: Transhumanists aren't satisfied with certain implants. - Fix: Missing translation key. - Fix: Various typos.