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.
We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257.
Saves and mods should be 100% compatible.
Please let us know if you have any trouble with it!
We're still working and there will be more hotfix builds with language updates and more fixes.
Fixes:
- Fixed not being able to uninstall/reinstall unstable power cells after defeating mech cluster. - Made smoothed stone count as floor for royal room requirements. - Fixed a bug where the mechanoid cluster quest never completes. - Mech clusters can no longer drop indoors. - Fixed a bug where injured pawns would never do recreation. - Added info on new features to ModUpdating. - Fixed a bug where turrets have a red cross overlay after loading a 1.0 savegame. - Fixed a bug where a "colonist died" thought would appear when a quest helper died. - Mood caused mental breaks are now disabled for the wimp from the noble wimp quest. - Change string.Replace to Substring for finding relative file path in LanguageData. - Fixed a bug where the "Carry to shuttle" command drops the target on the floor if the shuttle is outside the allowed area. - The Empire intro quest is now skipped if the player has opted out of royal favor rewards from the Empire. - Fixed a bug where arrest success chance can exceed 100%. - Fixed a bug where royal apparel generated on non-royal characters to satisfy warmth requirements. - Fixed a bug where a different trader would arrive than the one requested. - Added monument size limit for quests. - Fixed a bug where the noble wimp doesn't leave the colony after the quest ends - Fixed a bug where the "Open linked quest" command appears even if the quest is expired/completed/dismissed. - Fixed a bug where unnecessary blueprints are removed in DoTerrainChangedEffects - Fixed a bug that would cause a black screen if a mod was missing packageID in dependencies. - Fixed a few typos.
Modding features:
- Added IgnoreIfNoMatchingField attribute to allow having custom data in About.xml. - Added the ability to set description and dependency relations on a game version-specific basis for About.xml. - Added support for negative conditional load folders support. Rename attributes to IfModActive/IfModNotActive. Allow comma-separated packageId lists as values. - Added Language folder support to LoadFolder system. - Added MayRequire attrib functionality to individual load folders, to allow using them conditionally.
RimWorld's free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it's the standard branch for everyone.
To see the full change log for this update, see the end of this post.
RimWorld - Royalty released
RimWorld's new expansion RimWorld - Royalty is available!
The expansion includes a new system for nobles and titles, psychic powers, mechanoid combat structures, quests and rituals, luxurious palaces, Imperial technology, and new music from Alistair Lindsay.
Here's some of the things that have been important to us recently:
Supporting modders: I was a modder for 5+ years, back in the days of Unreal Tournament. So mod support, and supporting the mod community has been critical to us for a long time.
That's why we've brought A-list modders like Brrainz and Fluffy to give feedback on our development. We also did a public beta of version 1.1 to give time for mods to be updated. We added multi-version support for mods so players would still be able to continue on version 1.0 without mods breaking (if modders choose to support that).
Supporting modders also means being clear about the relationship between mod content and official content:
The Royalty expansion is 100% original content created by us. With 6,000 mods out for RimWorld, it's bound to have some superficial resemblance to a few of them, but the resemblance is skin-deep. In implementation it's all new. In actual play and features it's a distinct experience unlike any mod or combination of mods. It's the product of 16 months of development from the same team that made RimWorld.
The free 1.1 update includes one piece of mod content, the Vanilla Animals art by Oskar Potocki. Since Oskar worked for us making the art for Royalty, he offered the Vanilla Animals art as well. We redesigned these animals in terms of gameplay, and added original sound effects.
Expanding Ludeon: Through all of RimWorld development from 2013 to its release in 2018, our team size hovered between two and three developers. Since the game's release, we've been scaling up. Now we're at seven developers, which has allowed us to work on multiple projects in parallel. This is how we've been able to commit resources both to improving RimWorld's core and adding new free content, as well as developing a rich expansion that opens up new kinds of gameplay.
Keeping the community together: With an expansion pack, there is always the worry that the community could be split into different shards, where one part has the expansion and the other doesn't. This is a concern with mods, because people want mods to be widely compatible. It's been something at the front of my mind since we started working on Royalty in 2018. So Royalty is carefully designed not to modify any of the 'bases' of gameplay in RimWorld.
For example, some features, like the new Quest system, are included in the 1.1 free update since it wouldn't be natural to make these an add-on.
Royalty is designed to be a clean drop-in piece expansion, so only mods that expand directly on its unique content will need to depend on it. I expect nearly all mods going forward to work equally well with or without Royalty. We'll be watching this and adjusting things to keep the community unified going forward.
Technical details
If you’re playing without mods: You’ll be able to update and continue playing on the new version without interruption.
If you're using mods that haven't added support for 1.1: You can continue playing version 1.0 as long as you like by using the version-1.0 beta branch. To access it, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘version-1.0’ from the drop-down list. You'll want to change this back to 'default' eventually.
For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. There’s a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. The excellent modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server.
The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place.
We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum.
Thanks
Big thanks to the developers who worked on 1.1 and this expansion: Piotr Walczak, Kenneth Ellersdorfer, Igor Lebedev, and Matt Ritchie. Thanks to Oskar Potocki both for his new art made just for us, and for providing his animal art. And I have to thank the volunteer modders, testers, and translators who helped out: Haplo, Brrainz, Pheanox, Dubski, Jaxxa, alphaBeta, Diana Winters, XeoNovaDan, someonesneaky, Mehni, RawCode, and many others. Thank you.
1.1 free update change list
Below this is the changelist for the free 1.1 update. All players of the base game get all the below improvements automatically for free. The Royalty expansion adds more content on top of this, which you can see on its Steam page.
New features
UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
New Quests tab provides information about available, active, and historical quests.
Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
UI now uses colored text to highlight important words like character names, places, and rewards.
Improved the mod management interface and code.
Mods now have a global package ID which lets them refer to each other.
Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading.
Loading screen now displays present and active expansions and mods.
Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
Added recon armor, a lighter variant of marine armor.
Added EMP launcher weapon. It fires EMP grenades a long distance.
Added smoke launcher weapon. It fires smoke grenades a long distance.
Added smoke grenadier enemy.
Added a planet population slider to the planet generation parameters.
Added ‘tortured artist’ trait. The character has a permanent mood debuff, but gets art inspirations from low mood.
Added a bunch of new backstories across multiple categories.
Added heatstroke alert for colonists and tame animals.
Added taming inspiration, which makes the next tame attempt very likely to succeed.
Added fertility overlay, which shows terrain fertility in an easy-to-see way.
Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel.
Added an option to choose which kinds of letters pause the game.
Added recipes to burn entire stacks of drugs at once.
Added wooden hand and wooden foot.
Added a variety of new tribal backstories.
Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
Added asexual trait.
Bisexual trait is no longer hidden.
Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
Info card now visually displays the object being inspected.
Added weapon biocoding, which makes a weapon only usable by one individual.
For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
Added Greek language localzation created by some wonderful volunteers.
Added new Pikeman long-ranger mechanoid.
Generation of ancient ruins is much richer now. They will have far more interesting shapes.
Added new buildings: Column, large stele, grand stele, urn (ancient ruins only).
Adjustments
The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.
Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.
Faction icons are now differentiated by shape as well as color, to help out colorblind players.
Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
Added new body impact visual effects for when a creature gets hit by a projectile.
Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
Downed pawns can now be loaded into transport pods like prisoners.
Added confirmation dialog before attacking friendly factions.
Added ‘allow refueling’ toggle to torch, campfire and passive cooler.
Pawns now really like the pawn who rescued them.
Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.
Added an explanatory letter telling players how to get advanced components for the fabrication bench.
Added skill descriptions to combat log text.
Added an arrow that points at the UI during the tutorial.
Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader.
Trade interface now shows the next restock time for settlements.
Added mood boost when prisoner released.
Open caskets now look different from closed ones.
Brawler trait disallows shooting passion.
Colonists attending a party gain recreation value.
Player can now inspect the contents of cryptosleep caskets on a new tab.
Stomach is no longer a vital organ.
Changed animal rescue radius from 30 to 75.
Info card for surgeries now shows the chance of death upon failure.
Info card shows max hit points factor for materials.
Interface now reports the chance of a successful arrest before you try to make it.
Insect hives slowly heal over the course of days.
Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency.
Changed caravan reform to be allowed with sleeping hostiles on site.
Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly.
Added the ability for world sites to have unknown parts.
Rebalanced sleeping sickness.
Rebalanced mechanoid bodypart coverages
Changed rare thrumbo incident to send from 2 to 6 thrumbos.
Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
Trade price improvement from negotiator is now reported on the trade screen.
Tattered apparel and unhappy nudity alerts now shows how many are affected.
Changed and fixed some hotkeys.
Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
Placing turrets now shows min and max range, not just max range.
IEDs now explode when bullets hit them.
Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
Bridges now only support light buildings.
The terrain requirements for building walls now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
Pawns now sometimes take the family name of their partner upon marriage.
Dementia now causes slow skill losses.
Rework stock generation for all trader and settlement types.
Factions tab display changed for clarity; enemy relations are shown with icons.
Bio tab now displays faction icons.
History messages tab layout reworked – tooltip replaced with a pane on the right side that displays the letter.
Credits now list the memory of colonists who died.
Anasthetic now wears off slowly instead of all at once. The person will be drowsy for some time.
Nimble pawns are now better at avoiding traps.
Increased the selection limit up to 200.
Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.
Renamed sculptor’s table to art bench since it’s not just for sculptures any more.
Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.
Many other balance changes, code improvements, optimizations, and adjustments.
Fixes
Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
Fix: Enemy settlements could generate with floors on water.
Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level.
Fix: Manhunting animals could attack doors without seeing anyone going through them.
Fix: Corpses wouldn’t create corpse bile.
Fix: Colonists could play horseshoes from a different room.
Fix: Prisoner’s food restrictions were ignored when the food came from the warden’s inventory.
Fix: Duplicate context menu options on campfire when producing psychite tea.
Fix: Can’t give a rescued addict their drug without angering their faction.
Fix: Goodwill change during siege does not end attack.
Fix: Blind guy won’t use recreation.
Fix: Jawless animals can still haul.
Fix: Prisoner gets mood debuff when colonist euthanized.
Fix: Wind turbines register no wind during windy storm.
Fix: Shelves have no path cost and description doesn’t state they hide beauty of things inside of them.
Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
Fix: Pawn with alcohol-induced brain damage are doomed to die.
Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
Fix: Wild animals spawn in sealed underground spaces.
Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
Fix: No forced departure countdown for caravan if there are sleeping mechanoids.
Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
Fix: Even if campfire runs out of fuel during cooking, cooking continues.
Fix: Raiders keep attacking walls forever after their group flees.
Fix: Crashed ship parts that land on bridges are instantly destroyed.
Fix: Duplicate context menu options when opening cryptosleep casket.
Fix: Butchering rotted animal yields fresh meat even if it rots during the job.
Fix: Lag spikes on animal birth in endgame.
Fix: Storyteller choice resets when you reopen the storyteller config page.
Fix: When placing a cooler, the system ignores blueprints and building frames.
Fix: The ‘restore default settings’ tool exits game without saving.
Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
Fix: Age displayed differently in trade screen and on colonist.
Fix: Animals that are wandering won’t follow area restrictions.
Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings.
Fix: Can’t restrict ambrosia in food restrictions.
Fix: Administered beer does not provide nutrition.
Fix: Steadfast and iron-willed traits effects’ are clamped to a small effect.
Fix: When a colonist dies while being rescued, others get no negative thoughts.
Fix: For the ‘drag a character from left behind to selected’ tutorial instruction, it allows you to drag a character anywhere at all, even just within ‘left behind’. It should only accept dragging from left behind to selected.
Fix: It’s possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site.
Fix: Insects can be tamed and hunted after their hives are destroyed.
Fix: Preferred character list not working correctly.
Fix: Power conduit graphic does not display properly on top of grave.
Fix: Change colonist schedule to ‘sleep’ instantly ends the food binge mental state.
Fix: Selecting several beds causes a major performance drop.
Fix: Manhunter pack incident not working on high wealth or difficulty.
Fix: Can see things in undiscovered cells if they peek around the edge of the fog.
Fix: Arrested wild man don’t use nutrient despenser and can’t receive food.
Fix: Military commissar backstory missing Social bonus.
Fix: Allies can sometimes push player pawns out of cover during combat.
Fix: ‘Run in background’ being disabled can make the game stop loading when in the background.
Fix: Player can start with pets his pawns can’t keep tame.
Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present.