The “Ah c’mon don’t pretend the possibility of cannibalism isn’t part of why you were interested in spacelife in the first place” colony simulator RimWorld has launched a big early access update focused on expanding the most important thing in life: being near water. Beta update 19 lets players build bridges and build light buildings atop them, and baselords can also build power-generating watermills and run power cables under rivers. Let us abandon this terrible landlife. The update also adds new turrets, lets you rename animals, and lets your beloved Cow spot get diseases. Happy days.
Sci-fi colony catastrophe sim RimWorld is finally almost ready to leave early access and launch in full with a shiny version 1.0, creator Tynan Sylvester has said. It’s a game that one could keep adding to forever, he says, but after five years of development he’s ready to draw a line in the sand and call it ready. Sounds fair, really. He still plans to work on it, mind, but it will officially be finished. Additions and tweaks coming with v1.0 include reworking caravans, a water-driven power generator to make rivers useful, and improved loading times for mods. (more…)
Back in November, RimWorld mastermind Tynan Sylvester declared the colony sim as in its "final stretch" of development. Now, the creator has confirmed Ludeon Studios is working towards version 1.0, and is "furiously refining the hell out of this thing" along the way.
That's according to this Reddit post, wherein Sylvester explains at length why implementing every player-made suggestion is unfeasible. Here, he also explores some of what Ludeon is currently working on ahead of full release.
The game's interface is in the process of being heavily redesigned, says Sylvester, as is balance measures for caravans. A new watermill power generator and accompanying underwater power cables allow rivers to be "meaningfully playable", while mod loading has been improved substantially.
The economy for trading animals has also been redesigned, as have the animals themselves. "I reworked the doctor AI so they'll prioritize tending people differently," adds Sylvester, "and not go to get food while someone's bleeding to death."
Sylvester's thoughts can be read in full here, where he also considers how long he's likely to grow RimWorld in the face of an "endless treadmill of requests."
After listing the above and more, he continues: "That's just some random stuff off the top of my head. We made hundreds of other changes wrought by watching dozens of hours of play videos and reading thousand of suggestions. There are so many things to refine in a game like this; it's almost unbelievable! Still working on it. Oh yeah, the most critical change of them all: Sheriff backstory is no longer ridiculously awful."
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After five years in development, superb Wild-West-flavoured sci-fi colony sim RimWorld has launched its first beta update, putting it on the "final stretch before the 1.0 release", according to developer Tynan Sylvester.
RimWorld's newest build, known as A World of Story, is the 18th major update for the game, and marks the 1,722nd day of development since work began in February 2012. "It's come a very long way since the first public look in September 2013," Sylvester said in his latest blog post celebrating the update's arrival, "It's time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18."
As such, A World of Story will be RimWorld's last major content update before version 1.0, and all sorts of stuff is included. The traversable world map, for instance, now features procedurally generated place names to add a bit of extra colour to your miserable survivalist adventures, and there's a new swamp biome, improved melee combat, and new events to bring still more variety to RimWorld's already absurdly rich story generator.
RimWorld has left its awkward alpha stage, blossoming into a beta with update 18. It s called A World of Story, but the update really dabbles in everything, from crazy weather to orbital super weapons. Hitting beta also means that it s in the final stretch, says developer Tynan Sylvester, and there won t be any major new additions like entirely new systems before launch, though there will still be future updates.
Sci-fi colony sim RimWorld's latest update finally brings the game into beta, adding features big and small. Alongside three new biomes and a revamped melee combat system is a chance for your colonists to go on a "targeted insulting spree" if they have a mental breakdown, where they "follow around a specific other colonist, insulting them repeatedly". Excellent stuff.
The new additions come in the Beta 18 update, which signals that the game is in its final stretch of development, and there won't be any "major content additions" before a 1.0 release.
The big changes include three new swamp biomes filled with plants, a handful of new 'incidents'—including tornadoes and meteor strikes—and a rework of melee combat. A new combat log will chronicle each strike, miss and block so you can review it after the action.
But the minor changes interest me more. The beta adds a lot of 'mental breaks' including the aforementioned barrage of insults, bedroom tantrums, corpse obsessions (colonists dig up a random corpse and drop it in a high-traffic area) and murderous rages.
It also adds new mental inspirations, basically the opposite of mental breaks. A colonist might work extra hard for a day, walk extra fast or shoot more accurately.
The full list of changes is here, and you can watch the developer go into more details on the changes in the video above.