RimWorld - contact@rockpapershotgun.com (Brendan Caldwell)

RimWorld [official site] continues its march through early access, adding drugs and enticing modders, almost as if it wasn t already wonderful. We sent Brendan back to the planet s surface, where he decided to set up a hotel in the middle of the desert. In part one of this three-part diary, the colonists struggle to establish themselves.>

Shinichi needs a new kidney. He has been walking around in the blazing desert sun for days, dismantling any ruin he can find and leaving the bricks for someone else to carry back to the hotel. And now he has a cancerous growth in his kidney. He needs a new one but the chances of a group of crooked merchants passing by with organs on sale is slim. He goes home and lies down in his bedroom, which is actually a cave. His bed – made from granite – offers little comfort. This was supposed to be a hotel.

… [visit site to read more]

Sep 9, 2016
RimWorld - contact@rockpapershotgun.com (Joe Donnelly)

How does that old saying go – by failing to prepare, you are preparing to fail? Or, in RimWorld s [official site] case, by failing to prepare, you re preparing to fail; and even if you prepare really, really well, you re probably best preparing for failure all the same.

You see, even with the most meticulous preparation and planning, success is far from guaranteed in Ludeon Studios survival management sim. RimWorld is a game that sees even the most seasoned colonists come a cropper at the drop of a hat – not to mention established popstars who ve otherwise enjoyed privileged upbringings – which is why it s good to know intuitive user-made mods are there to help us through its often harsh expectations.

… [visit site to read more]

RimWorld - Tynan
You can now buy the creative content rewards separately from the base game! This has been requested a few times, and now it's possible.

Creative content rewards are things like Name in Game or Pirate King that allow you to put your own character content into the game through our automated Creative Rewards System. Previously these could only be purchased in packs with the main game. Now, you can purchase them separately, on Steam. They are:

Name in Game Access

Backstory in Game Access

Pirate King Access

Hope you like them!
RimWorld - Tynan
You can now buy the creative content rewards separately from the base game! This has been requested a few times, and now it's possible.

Creative content rewards are things like Name in Game or Pirate King that allow you to put your own character content into the game through our automated Creative Rewards System. Previously these could only be purchased in packs with the main game. Now, you can purchase them separately, on Steam. They are:

Name in Game Access

Backstory in Game Access

Pirate King Access

Hope you like them!
Sep 2, 2016
RimWorld - Tynan
After a week of testing and prep time, Alpha 15c is live!

The details for this update can be found on the unstable testing announcement post.

Many thanks to all the testers who made this possible!
Sep 2, 2016
RimWorld - Tynan
After a week of testing and prep time, Alpha 15c is live!

The details for this update can be found on the unstable testing announcement post.

Many thanks to all the testers who made this possible!
RimWorld - Tynan
Alpha15c is currently on Steam's 'unstable' branch for public testing. This update fixes some important bugs and yield significant CPU usage optimizations. It also adjusts a few balance points for a better experience. I invite everyone willing to choose the unstable branch and test it out! I invite feedback in this forum thread and in the comments here.

Save compatibility: Savegames from the unmodded game will be compatible from earlier Alpha 15 versions.

Mods compatibility: Data and XML mods will be 100% compatible from earlier Alpha 15 version. The API for code mods is also unchanged, and so should remain compatible. However, since the core game has been recompiled, some mods may need to be recompiled as well before they work again. Mod authors may want to look at Alpha15c to check and prepare compatibility. (This shouldn't require any actual code or data changes, but may require recompiling your code).

Once Alpha15c is confirmed stable, I will release it to all users. Hopefully within a day or two.

Detailed change list:
  • Fix: Luciferium is not addictive; it gives the positive effect forever with no downside.
  • Fix: Malari-block high never goes away.
  • Optimized a bunch of pawn ticking code to be much, much faster.
  • Rebalanced drugs to be a bit more profitable and a bit more more dangerous.
  • Food selection algorithm prefers meals by 16 cells instead of 7.
  • Fix: Game doesn't assign short hashes if you subclass any Def class. This makes many mods impossible.
  • Fix: Standing lamps and sun lamps are available without research.
  • Fix 2618: On Linux, system language can break the game.
  • Fix: Raiders can steal during tutorial.
  • Fix 2620: Learning Helper: Items remain after save-scum.
  • Fix 2611: Scenario 'Can't Hunt' etc doesn't work.
  • Translations update.
  • Some other misc minor fixes, rebalancings and text changes.
RimWorld - Tynan
Alpha15c is currently on Steam's 'unstable' branch for public testing. This update fixes some important bugs and yield significant CPU usage optimizations. It also adjusts a few balance points for a better experience. I invite everyone willing to choose the unstable branch and test it out! I invite feedback in this forum thread and in the comments here.

Save compatibility: Savegames from the unmodded game will be compatible from earlier Alpha 15 versions.

Mods compatibility: Data and XML mods will be 100% compatible from earlier Alpha 15 version. The API for code mods is also unchanged, and so should remain compatible. However, since the core game has been recompiled, some mods may need to be recompiled as well before they work again. Mod authors may want to look at Alpha15c to check and prepare compatibility. (This shouldn't require any actual code or data changes, but may require recompiling your code).

Once Alpha15c is confirmed stable, I will release it to all users. Hopefully within a day or two.

Detailed change list:
  • Fix: Luciferium is not addictive; it gives the positive effect forever with no downside.
  • Fix: Malari-block high never goes away.
  • Optimized a bunch of pawn ticking code to be much, much faster.
  • Rebalanced drugs to be a bit more profitable and a bit more more dangerous.
  • Food selection algorithm prefers meals by 16 cells instead of 7.
  • Fix: Game doesn't assign short hashes if you subclass any Def class. This makes many mods impossible.
  • Fix: Standing lamps and sun lamps are available without research.
  • Fix 2618: On Linux, system language can break the game.
  • Fix: Raiders can steal during tutorial.
  • Fix 2620: Learning Helper: Items remain after save-scum.
  • Fix 2611: Scenario 'Can't Hunt' etc doesn't work.
  • Translations update.
  • Some other misc minor fixes, rebalancings and text changes.
RimWorld

People who own RimWorld can now better learn how to play RimWorld with the aid of a "rich" new tutorial system. The tutorial "teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first raider", and that sounds like enough to get you started with the colony sim.

Alpha 15 of the early access sandbox story game also whacks in a drugs system, letting your colonists dose up in order to improve their performance or mood (there are of course downsides, including addiction and blood toxicity/death). It's a massive, enormo-update, and if you don't fancy reading the entire list, here's a handy video summing up the main additions:

RimWorld - Tynan
A tiny update to Alpha15b has been released that fixes a small bug with Cassandra Classic and Phoebe Chillax.

These storytellers were miscounting the days since game start, and so were sometimes incorrectly sending a several raids in the 5-10 day range, making this crucial part of the early game far too hard.

This update is tiny (two lines of code) so it shouldn't affect compatibility with saves or mods.

However, because it will shift the storyteller's timer, it may cause some players to get a string of raids in a row, or a long peaceful period. This will only happen once.

EDIT: It does seem it may be possible for this to break mod compatibility, maybe. It's possible that even the tiniest change to code can cause the binary APIs to fail to link up. I'm very sorry if you're affected by this and am hoping to avoid breaking releases for a while while we work on a large Alpha 16 update. This is a somewhat-unavoidable challenge that comes with opening the entire codebase to modders (instead of keeping their code in a walled kiddy garden).
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