RimWorld - Tynan
UPDATE: An issue with this hotfix where health conditions would appear on the wrong body part has been fixed. It may appear one more time if you saved today but not thereafter. Older saves will not have the issue. I'm sorry that bug occurred.

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Hi all,

The Ideology release has been great - thanks for all your feedback! We've been working hard to translate this torrent of feedback into a set of improvements for you as fast as possible. Today we've got an update with miscellaneous improvements and fixes. This patch improves the base game, Ideology, and Royalty.

EDIT: It should be compatible with all saves and mods. (A few mods were incompatible but have been updated - thanks to the authors CrashM, Void, and avil!)

Non-English languages have also been updated with the latest translations from the gracious volunteer translators (you can join them here).

Big thanks to everyone who helped test the unstable build on the official testing Discord. Love to have more people come help, so if you're willing please.. join us. The improvement process is ongoing.

-Ty
@TynanSylvester

Full change list

Improvements

- Blind people no longet get the darkness mood debuff.
- Reduced min colony wealth to 150k for firing archonexus endgame quest.
- Adding new desired apparel no longer regenerates role apparel.
- Ancient non-deconstructible stuff has disable deconstruct command tooltip and inpect pane information on how to remove it.
- Avoid repeating normal memes when generating non-player factions.
- Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
- Allow starting the bestowing ceremony via right click.
- Added anima grass growth rate from meditiation penlaty to anima tree based on proximity to artificial buildings.
- Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
- Building damage factors are drawn for projectile weapons in their info card.
- Optimize ritual obligation alert to not generate unused text anymore, significantly reducing performance spikes for larger pawn counts.
- Dying hair requires dye
- Metallic fence and walls now use stuff-specific ui and blueprint graphics.
- Mechanoid breach raids spawn with one breacher.
- Improvements to the junk spawning scatterers.
- Breach raids never have 'drop-in' arrival mode.
- Prisoners now produce a mood malus if they escape.
- Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
- Mortars don't drop their barrels if under 50% fuel.
- Gray out pawns that can't take any role in ritual.
- Biosculpter pod plays a sound when nutrition is added.

Fixes

- Fix: Typo 'skill' instead of 'skull'.
- Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead
- Fix: LordJob_LoadAndEnterTransporters blocking rituals.
- Fix: "Parsed 34.9 as int" warning on startup.
- Fix: Pawns can end up with overlapping apparel requirements.
- Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it.
- Fix: Bestowing quest can get bugged if accepting it on a different map from one it was generated on.
- Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
- Fix: Inverted anyMemeRequired condition in PreceptApparelRequirement.
- Fix: Dromedary description mentions it is not rideable, but it is.
- Fix: Portrait did not update after look change.
- Fix: Ideology background doesn't display after installing Ideology.
- Fix: Pawns walking over structures causes construction to halt.
- Fix: Trees adjacent to no-cut growing zones are cut down.
- Fix: Players can edit deities outside normal+dev ideo configurations.
- Fix: Error spam when trying to add some ideo buildings.
- Fix: Essential roles can be removed.
- Fix: Rituals with no spectators can show weird numbers in the quality factors preview. Disabled ritual seat outcome effect for rituals without spectators.
- Fix: Stacking building damage factors don't display if they have the same value.
- Fix: PreceptComp descriptions can be uncapitalized.
- Fix: Modded factions cause ideo errors.
- Fix: Gender supremacy memes have opposite agreeing traits.
- Fix: Typo on anima tree linking ritual.
- Fix: NullReferenceException on unequipped low-shield pack.
- Fix: Ability.Activate only starts cooldown if there are any ability components.
- Fix: Ritual ambience sound preview kept playing the old one after changing style categories that affected it.
- Fix: Deep drills produce chunks over themselves and their interaction cells.
- Fix: Authors label is not truncated with '...' on mod ui.
- Fix: Animal sacrifice ritual cancelled just before it ends.
- Fix: Enter closes form caravan UI.
- Fix: Inspect pane overlap when canceling, or removing a pawn from, a caravan.
- Fix: Musical instruments don't give recreation.
- Fix: Plant cutting toggle on growing zones causes plants to never be harvested.
- Fix: 'Copy CSV' button is broken on some debug tables.
- Fix: Biosculpter pod only shows pawn label for an occupant not who it is biotuned to.
- Fixes to anima tree linking feedback for spectator role.

Technical

- Added explicit look mode parameter to CompSpawnImmortalSubplantsAround
- Sanitize the mod load folder slashes.
- Fix: Uncapitalized letter after colon.
- Faction -> HomeFaction in JobDriver_TakeToBed.
- Graphic_Appearance now checks things for IConstructible to determine stuff rather than the IConstructible implementations.
- Added missing TKey's on tips.
- Move ShowingGizmosForRitualsTmp field.
- GetHairMats -> CalculateHairMats
- Removed debug code in GenStep_ScatterGroup.
- Fix: Back-compatibility not preserving prisoner status.
- Fix: Null reference exception in Need_Indoors for pawns with null ideo.
- Fix: No-expansion ideos are shared between factions.
- Fix: Uncapitalized property.
- Fix: A divide by zero in PawnWeaponGenerator.
- Small fix to Command_BestowerCeremony feedback code.




RimWorld - Mal
Ideology expansion
What do you believe? RimWorld - Ideology is now available. Check out the Ideology Steam store page for the full description and details.


Free 1.3 update
Players can now update to RimWorld version 1.3 for free. This version was previously tested in a beta branch for 2 weeks. Find the full change log here.

On savegame compatibility:
  • 1.3 will load 1.2 saves no problem.
  • You can load a non-Ideology game with Ideology loaded.
  • You can run either expansion, neither, or both - all configurations will work.

On mod updating: There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another.

If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control.

This document explains the details on how to do it: Multi-version mods in RimWorld

Links

Join the community! I would love it if you guys posted screenshots of your new colonies and belief systems. Please tell me all your stories from your experiences in Ideology.

RimWorld - Mal
RimWorld - Ideology is available on Steam now!

Hi again! Tia here, your resident bug whisperer and announcement bringer.

First, the big announcement. We’ll be releasing RimWorld - Ideology on Tuesday, July 20! At the same time, the free 1.3 update (which is currently in public beta) will become the default version.
You can wishlist Ideology now on its Steam page here! And also look at the original Ideology/1.3 announcement and the social roles update.

If you want to continue on 1.2, you can do that using the Steam betas feature. To do it: Right click RimWorld in the Steam library, click Properties, then on the Betas tab select the branch called version-1.2. This will stay on version 1.2 forever.

For modders: No need to break 1.2 support while adding support for 1.3! Keeping 1.2 support is as easy as leaving the old files in a folder. This document explains how to do it.

As for savegames, saves from 1.2 (and before) will load on 1.3 (assuming no mods break anything). In addition, non-Ideology savegames will load with Ideology. (However, if you do this you won’t be able to customize or randomize your belief system on startup, since the game is already started.)

Let's talk about another feature of Ideology!

Gauranlen trees

Every now and then, a unique Gauranlen pod may sprout near your colony. From this pod you can harvest a Gauranlen seed, and in turn plant a Gauranlen tree wherever you like.

Gauranlen trees are unique because they produce creatures called dryads. The tree nourishes the dryads and, in turn, the dryads protect the tree from predators and fire. These dryads are born from a dryad queen who lives inside the tree (and isn’t seen in gameplay). Each dryad says attached to its mother tree for life.

The first dryads your colonists ever see will be immature dryads. While adorable, these aren’t very useful. They become much more useful after they transform into their various specialized castes.

For this to happen, though, a human must influence the tree. This means carrying out a special ceremony to connect with the Gauranlen tree. While others look on, the connector will approach the tree, touch it, speak to it, and generate a subtle psychic link. This psychic link allows the connector to control which caste the dryads will grow into.

Choose your caste according to your needs. Some castes focus on combat:
  • Clawer dryads are extremely vicious, with high damage output from their long claws. However, they are also quite fragile.
  • Barkskin dryads a chunky and well-armored to soak up incoming damage for your soldiers.
Both kinds of dryads will dutifully enter battle to try and protect your colonists with their lives. The connector can command them like trained animals.



Not all dryads are suited for battle. Some are more useful at home.
  • Carrier dryads are big and gentle, and good at tidying up by hauling items for you.
  • Woodmakers produce wood for you over time. This is important if you worship trees and hate to chop them down!
  • Medicinemaker dryads have large bulbs on their backs that sprout herbal medicine.
  • Berrymaker dryads gradually shed piles of ripe berries.


The tree-connector must maintain and strengthen their bond with the tree by pruning it now and then. A stronger connection means the tree can support more dryads at once - up to four for the strongest connection.

Beliefs matter! Any human can create the above dryad castes. However, some people venerate trees in a special way. For these people, destroying any tree is a crime, and trees have important spiritual significance. This creates challenges - it’s hard to find wood without chopping trees down. However, this belief also has advantages. Tree-lovers can connect with the Gauranlen trees more deeply than others and gain several unique bonuses.

First, a tree-believer can prune faster and better, and thus maintain more dryads in less time.

More importantly, though, only tree-believers can specialize dryads into the gaumaker caste. Gaumakers can come together and produce new Gauranlen pods, which can be planted to create even more Gauranlen trees.

In this way, a colony of tree-venerating nature lovers can grow their Gauranlen orchard over time and become powerful from it, both economically and militarily.



Dryads are awesome. They make quirky ribbit noises, they get tuckered out and fall asleep like other animals, they work hard, and they care about your colonists.

But trees live and die, like everything else. So what happens when a Gauranlen tree dies? The screams of the queen and her children will haunt you…

Bug you later!

Tia

Links:
RimWorld - Tynan
Just a quick PSA for all the modders out there valiantly updating their mods to 1.3.

There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another.

If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control.

This document explains the details on how to do it: Multi-version mods in RimWorld

Thanks all,
Ty
RimWorld - Mal
RimWorld - Ideology is available on Steam now!

Welcome back! I’m Tia, and I’m here to bring you more Ideology preview info while we wait for the big release day.

Today, I’m talking about Ideology’s new social roles and rituals. I’m also including another UI shot since everyone loved Spacer Manporkism so much in the reveal announcement. You can wish list Ideology on its store page here!

Social roles

We’ve all had that one favourite colonist. The soldier who made it through hell and back, the medic capable of defying death, the one guy who refuses to do anything useful and spends most of the day binging on insect meat due to lack of tables…

Now you can make use of your colonists’ special strengths by assigning them formal social roles. Each belief system in Ideology defines a roles that believers can take on.

There are three categories of roles:

The leader role can only be assigned to one colonist. Leaders give inspirational speeches, buff combat allies around them, encourage harder work, and play a special role in some rituals. They can even accuse prisoners or colonists of crimes. If they successfully prosecute the defendant in a trial you can punish the accused without social consequence. (Whether the accusations are true or false is up to you.)



The moral guide role can be assigned once for each belief system which is represented by at least three colonists. Moral guides support the mental well-being and spiritual strength of your people, and lead many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure believers that they are correct, and convert non-believers to their own belief system.

Finally, the specialist roles can be assigned to any number of believers. There are a variety of specialist role types - one for each skill. Specialists are better at their primary skill, and also gain a unique ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. Different belief systems each have a specialist type related to their core beliefs. For example, a colony of darkness-worshipping tunnelers will probably have a specialist role focused on mining.

Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.

Rituals

Celebrate your colony’s unique belief system by holding rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out, and really contribute to the story of your colony.

You can hold somber funerals for fallen soldiers, quell rebellious behaviour with public executions, pit slaves and prisoners against one another in vicious gladiator duels, host parties in dance halls or drum circles or around Christmas trees, set hated effigies on fire to watch them burn, or breathe in smokeleaf fumes from a giant bong. There are also scrumptious feasts of human meat, ceremonial blindings and scarifications, skylantern festivals on moonlit nights, and majestic trees with creatures inside of them.



How a ritual plays out depends on the circumstances - who is there (and what roles they hold), the quality of the room it takes place in, the equipment and buildings available, and so on. For example, colonists can have fun at a dance party with just a few people outdoors by clapping and stamping feet. But if you build them a giant nightclub with speakers, a lightball and a richly-decorated room they’ll have more fun and get better outcomes. Early-game rituals are less demanding than those in the late game, so you’ll get benefits at every stage.

Participants that have a good time will leave with mood boosts, and if the ritual was truly spectacular, there may be additional bonuses. We’re talking unlocked psychic powers, new recruits, improved goodwill with your neighbours, and locations of treasure-filled ancient complexes. At the same time, certain rituals may upset spectators and cause a mood deficit - it depends on their personal beliefs.

More on the way



That’s it for now! I hope you’ve enjoyed this post and have gotten a chance to try the 1.3 beta. Remember to wish list Ideology on the Steam store page. You can also read the original 1.3 update and Ideology announcement here.

And we'd love if you joined the discussion on Reddit!

Bye bye!

Tia
RimWorld - Tynan
RimWorld - Ideology is available on Steam now!

Hello everyone! I’m Tia, an insect lover and spelopede sympathizer at Ludeon. Today, I get to share some big news!

Soon, we'll be releasing RimWorld update 1.3 with new free content and a variety of improvements including animal fences, breach raids, beards, and many quality-of-life improvements.

You can play 1.3 now on the Steam branch 1.3-preview. (To access it, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch 1.3-preview. Restart Steam if needed.)

The beta is to give modders ample time to update, as well as help us fix those final bugs. As a reminder, RimWorld supports multi-version mods, so anyone should be able to continue playing 1.2 as long as they like and change over when desired, as long as modders don't remove 1.2 support. Modders can even add 1.3 support without breaking 1.2, before 1.3 is fully released.

We worked to ensure mod updating would be as easy as possible. Modders who tested the update process said it was quite easy, some reporting zero changes required, others 5 minutes, an hour, a few hours. Of course it'll depend exactly what a mod touches.

We're looking at releasing 1.3 in about 2 weeks, though this could change.

With the 1.3 release, we’ll also be releasing a new expansion called RimWorld - Ideology. This expansion focuses on belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. See below for more info and screenshots, or wish list it on the store page here!

About 1.3

There are 15 months of improvements in 1.3, so it’s a pretty big one.

There is a new pens-and-fences system for animals. Now animals are more productive, with more focused roles, but some of them need to be kept in fenced pens and led around by your trusty farmers. It gives the colony a more ‘ranchy’ look and feel, as opposed to just having random cows always wandering through bedrooms or staying in pens via mind control. You’ve also got egg boxes and a new straw matting terrain type to build true-looking farms that actually work.

There are search bars all over the interface now, so you can type in text on the architect menu, stats dialog, research menu, stockpile filter, and elsewhere to jump directly to exactly what you want. No more hunting through lists - even with lots of modded items!

The faction goodwill system has been reworked so neighbors keep a record of what you’ve done and why they feel the way they do about you. You’ll have a better idea of why exactly they want to destroy or reward you.



Enemies will now use a new style of breach raid to get through your defenses. They’ll bring special wall-breaking tools and tunnel into the side of your base instead of using the main entrance. Tribals do this with a new breach-axe, while pirates use grenades, and mechanoids use a new mechanoid type called the termite. This new strategy option for the AI adds more variation and dynamism to the defensive combats - fighting through bedrooms is very exciting! Making the AI analyze bases, find good breach paths, and follow them effectively was an interesting and novel problem. Of course, all the old raid strategies still exists and the breach raids only show up from time to time to add variation.

Drag-move formations allow you to order your fighters to arrange themselves in a line using a single mouse command.

You can order a fighter to pick up a downed person, then carry them wherever you wish using the normal movement controls. No more harrowing and unnecessary rescues directly to bed!

Your colonists can now carry medicine in their inventory and use it directly on the battlefield.



Beards! Beards. What more do I need to say? People have beards, and they look beardy and awesome.

Characters now render more efficiently (the game prints them onto a texture and render that in one pass, instead of rendering each body layer separately on every frame). We punched up their look with visible wounds, bandages, and body modifications, so you can really see when someone (or your pet guinea pig) has taken some hits.

We also consulted with modders, collected their requests and made a bunch of technical changes to make modding easier.

There's tons more than this. For those interested, here is the full 1.3 change log.

Next, Tynan would like to talk about the Ideology expansion and why he decided to make it.

Why Ideology?

Hey all - Ty here.

RimWorld has always been about role-playing. For many years I’ve seen players create colonies with their own special themes - minimalist nomads, raiding pirates, mad cannibals, drug-worshippers. People want to have a sense of authorship over their stories.



I thought: What if we made a system that lets players explicitly express all those different ways of life?
That’s what we’ve spent the last 15 months working on with Ideology. This expansion lets you create a new belief system and act it out in your colony. You can play as tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light, or transhumanists obsessed with perfecting the human form using exotic technology. Or be nudists, or drug-stupor mystics, or piratical raiders, or charity-focused givers, or pain-loving animal sacrificers, or dance-party techno ravers, or rustic ranching cowboys, or many many more.



You can mix and match different core elements of your belief system, and also customize every individual precept, ritual, special social role, venerated animal and weapon, culture and style, unique building, tattoo, clothing, background narrative, god, and beard preference.



Ideology makes your story into your story more than ever before.



This comes with a bunch of extra content. There is a whole new quest category that presents a sort of Indiana Jones roguelike-type challenge of breaking into ancient structures and facing unknown dangers inside to get ancient treasure.



There are new dryad creatures who have symbiotic relationships with special trees, and who can be controlled and grown in different castes to do different things. There is spacedrone hacking and terminal-worshipping tribal villages and the new archonexus ending.



The whole thing is super moddable too. Modders tested Ideology and said it is quite easy to update in general. The expansion adds a lot of new stuff, but doesn't affect much of the old stuff. Of course, it depends on what your mod is.



I’m really excited to put Ideology in front of you. You can see the Ideology store page here.

More info coming soon

Tia here again!

I am so ready for the fantastic stories that you guys will be making with 1.3 and Ideology. There is so much for both new and old players to discover.

And to think — we didn’t even get to all of the content in this announcement!

So in the future, I'll be posting teasers of the upcoming stuff in Ideology. Be sure to check back here for your sneak peek. Here is our first preview!

Feel free to join the discussion on Reddit. Also, if you experience any bugs/issues in the 1.3 beta, please report them to our official RimWorld development discord.

See you soon,

Tia
RimWorld - Tynan
Hey everyone - Just another languages and names update here.

This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible.

EDIT: In addition, the version 1.1 beta branches have been combined into one, called version-1.1. If you're playing with content or mods from 1.1, this is the branch you should switch to. Sorry if this interrupted your play!
RimWorld - Tynan
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld.

There have been no functionality changes. All savegames and mods should be compatible.
RimWorld - Tynan
I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes.

Compatibility: Hundreds of testers have been trying this build for weeks, so it doesn't have major known mod incompatibilities. Of course, with thousands of mods out there I expect a few hiccups but in general it should be compatible. Non-modded savegames will of course be totally compatible.

If for any reason you want to continue with an old version, please use the Steam betas feature to go back to the version you want.

Thanks to all the testers, translators, and our amazing developers!

-Ty


New features
- New apparel - Beret: Worn by various lower-ranking Imperial nobles.
- New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
- New apparel - Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops.
- New apparel - Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles.
- New apparel - Stellic crown: A unique, gigantic crown worn by the high stellarch.
- New permit - Steel drop: Call down some steel resources.
- New permit - Glitterworld medicine drop: Call down some glitterworld medicine.
- New permit - Silver drop: Call down some silver.
- New permit - Food drop: Call down some food.
- When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
- You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
- We now display a text mote when a player pawn gains a new level in a skill.
- If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
- Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
- Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
- Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
- Mods can now be tagged as translations in the workshop.
- We now automatically add appropriate bedrolls to caravan.
- Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
- Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
- Add some text content to refugee hospitality quest.
- Recipes for crafted things now show work to make in their info card.
- New artwork for orbital targeters.
- Allow quick loading via permit shuttle from non-home maps with no hostiles.
- Upon death, all titles will not be instantly transferred to their heirs. Instead, we give favor up to the inherited title and generate a bestowing quest for the heir.

Adjustments
- Adjust text and icon for the 'Take drug' command.
- In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
- Move 'take to inventory' column over just to the right of the drug name.
- Dirt now washes away in rain.
- Changed precious lump hostile threats description to something more concise.
- Psycasts are now sorted on the interface by category and then level.
- Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
- Ensure all the mech cluster buildings wake up once it was attacked.
- Adjustments to Precious Lump quest text and world object info.
- Make pawns count as guilty while in aggro mental state.
- Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
- Reorganized permit UI. Exchanged horizontal scrollbar for vertical.
- Give the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn.
- Added faction icon to main work tab with click through to faction and scroll to faction.
- Added max lodger count to hospitality refugee quest.
- AI will now only deploy an NPC's Smokepop or Broadshield pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop/Broadshield.
- Rewrite noble requests for help in the pawn lending quest.
- Increase frequency of bandit camp mission and shuttle crash quests.
- Food and medicine renamed to travel supplies.
- Add hediff links to recipes for implants and parts.
- Apparel with utility now has a score offset to make AI more likely to automatically wear it.
- Made nature shrines minifiable and reinstallable.
- Made shrines improve anima tree meditation.
- Farskip now affects colony animals if not on the home map.
- Colonists and pack animals unload inventory automatically once farskipped to a player home map.
- Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
- NPC pawns with titles now purchase random permits on generation.
- We now show the player a feedback message when calling resources to a caravan.
- Trade requests will no longer request patchleather.
- Added quest look target when bestowing ceremony cannot be accepted due to threat.
- Bestowing ceremony text now says that player is expected to keep bestower safe.
- Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component.
- Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
- Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.
- Change the "Tornado generator" targeter to a utility-slot apparel item.
- Change the "Orbital mech cluster targeter" to a utility-slot apparel item.
- Increased warmup time for aerodrone permits by 1 second.
- Removed full-map light up effect of all strikes except orbital beam.
- Icons of spacer armor now display as off-white instead of dark gray.
- Adjust eltex gear colors to be darker.
- Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed.
- Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
- Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
- Bestower is no longer required to have archotech eyes.
- Neural heat overload can no longer cause psylink degradation or any other permanent damage.
- Member stripped goodwill penalty increased from 10 to 40.
- Royal apparel production costs rebalanced.
- Prevent farskip when caravan is overweight.
- Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
- Optimize monument marker drawing.

Technical
- Use the old root keys in PawnLend script to avoid breaking translations.
- Reset pawns enemyTarget after recovering from aggro mental state.
- Selectively finalize equipped stat offsets
- Use ThingDefCountClass to list dropped resources in permits. Added missing honor values. Zero honor cost produces a config error.
- Spread out re-validating FloatMenuOption across multiple frames.
- Improve FloatMenuMap caching and AddUndraftedOrders check order for better performance.
- Make the 'try add to inventory' debug option.
- Tweak the drawSize of various headgear to ensure their on-map size is congruent with their on-pawn size.
- Royal title requirement thought workers now pass RoyalTitle object into Formatted and GrammarResolverSimple provides all required symbols.
- Added some missing apparel score offsets for utility armor.
- GenStep_ConditionCauser now checks for existing buildings at scatter spot.
- Medieval surgeries now have links to the proper hediffs.
- Fixed an issue where if the "Insect spawning rate" custom difficulty setting was set to zero, it caused unnecessary every-tick re-checking of whether a hive should spawn more pawns.
- Remove remaining mentions of "default" load folder from ModUpdating.txt.

Fixes
- Fix: Colonist with a sick thought won't meditate at all.
- Fix: Pawn lend initial description and final letter mismatch.
- Fix: Ability duration on the tooltip is shown in hours even for low values.
- Fix: Gunlink displays shooting accuracy stat offset as %.
- Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
- Fix: Auto-rebuild doesn't work on bridges.
- Fix: Quest prisoners can spawn on door tiles and walk away.
- Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds.
- Fix: Psycast disabled status is not being updated in shrunk mode.
- Fix: Auto mortars are always active.
- Fix: Compressed commands are drawn from top to bottom.
- Fix: Quest reward pawn died before quest was accepted.
- Fix: Not all curve marks being drawn on graphs.
- Fix: Errors on generating long range mineral scanner quest via debug tools.
- Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it.
- Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
- Fix: No mech cluster building is multi-selectable
- Fix: Keyed translations from a mod can't replace existing values with the same key and log an error instead.
- Fix: XML Attribute IsNull only works on simple fields.
- Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
- Fix: Ensure Graphic_RandomRotated preserves the <drawSize> of wrapped graphics.
- Fix: Projectiles were invisible for the first few cells of flight, due to them inheriting and interpolating their launcher's y layer, and being clipped/obscured out of the camera
- Fix: Auto Charge Turret fires when stunned
- Fix: Can't prioritize chatting with a prisoner if some other warden is already doing it.
- Fix: Unfogging adjacent cells of buildings which are more than 1x1 of size doesn't work properly.
- Fix: Grammar errors in a few 'title requirements not met' thought descriptions.
- Fix: Apparel scoring algorithm ignores heat armor.
- Fix: Rescuing downed noble ends shuttle rescue quest.
- Fix: Bandit camp returnees don't unload.
- Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
- Fix: Some wrong import settings on a few UI icon graphics.
- Fix: "Unchangeable" text from visually overlaps with "Clear forced" button in assign-outfits panel.
- Fix: Incorrect memory thought when refugee arrested or violated and incorrect letter text when violated in refugee hospitality quest.
- Fix: Join letter in hospitality refugee quest remains (with disabled accept) if pawn leaves map before quest has ended.
- Fix: Rare exception when changing the "Allowed area" restriction of a colonist in the Schedule tab, while the colonist is performing certain multi-step actions (such as being in the middle of reloading a mortar).
- Fix: Gloomlight would prevent a Sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
- Fix: Bestower quest has a rootSelectionWeight of 1.
- Fix: Quest helper went wild man, now wandering around on map, can't arrest or empire becomes hostile.
- Fix: Drug scheduling for inventory does not function when set to 1.
- Fix: Stellarch and other non-rewardable title holding pawns don't get any permits.
- Fix: Logging null leader error for factions which don't need a leader.
- Fix: Meditation preventing pawn from attending a gathering or giving speech.
- Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
- Fix: Condition causer can be spawned ontop of power conduits (wiping them).
- Fix: lastPsylinkAvailable is reset whenever a game is loaded, causing fewer neuroformer quest rewards.
- Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
- Fix: In custom-difficulty settings, the minimum value of "Turret rearm cost" was set to 1%.
- Fix: Bestowing ceremony doesn't update permit points.
- Fix: Extra newlines in quest descriptions.
- Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
- Fix: Calling a shuttle to a caravan always costs favor instead of initiating cooldown.
- Fix: Resources with null stuffProps can be accepted as "Stony" resources in monuments.
- Fix: NRE when trying to get all pawns with specific mental state in quest part.
- Fix: Shuttle auto-load does not properly work on shuttle assault quest return.
- Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
- Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
- Fix: Animals refusing to eat reachable food when restricted to an area.
- Fix: Exception during reward-giving Quests when custom-difficulty setting "Quest Rewards" is set to 0%.
- Fix: Pawns don't face table when eating.
- Fix: Healer mech serum heals love
- Fix: Player blueprints prevent mech clusters from dropping.
- Fix: Attacking a settlement with a shuttle causes the map to be smaller compared to caravans and transport pods.
- Fix: Some single-use utility items could be used multiple times via shift-clicking.
- Fix: GenStep_MechCluster spawns mech that are awake, but marked as dormant.
- Fix: Pawn keeps meditating with a focus object that has 0 focus offset.
- Fix: "Clear prioritised work" command can interrupt neuroquake cast.
- Fix: Can't rescue invisible colonists.
- Fix: Lack of back-compatibility for mods that use old style of defining offsets in FocusStrengthOffset_BuildingDefs.
- Fix: Caravan food auto selection gives rotting food higher weight.
- Fix: Sick pawns falling out of bed because of trying to do meditation for joy.
- Fix: Errors on viewing bestowing quest while target pawn is not spawned.
- Fix: Uncapitalized first letters in some paragraphs.
- Fix: Arrested Refugee Leader can not be sold, leaves to unusual behavior.
- Fix: The mouse-attachment that indicates what resource is contained in areas found by ground-penetrating radars should show even when the area is fogged (such as under a mountain).
- Fix: Setting the butchering or mining yield to a high value in the custom difficulty settings may not result in actual increased yields.
- Fix: Mission shuttles cannot auto loot.
- Fix: Taking wake-up to inventory same wording as taking wake-up.
- Fix: Non-heat psycasts can be spammed when it shouldn't be possible.
- Fix: GetBuildingDefsForCluster_NewTemp() creates an infinite loop.
- Fix: Teetotalers can use drugs normally by using the new gizmos.
- Fix: JobGiver_OptimizeApparel.ApparelScoreRaw() reads an uninitialized variable which can lead to some weird behavior especially if there are modded races.
- Fix: You can use farskip on the caravan you're in.
- Fix: Received spelt recieved in mood and notification letter for titles.
- Fix: SoundDefOf.MeditationGainPsyfocus plays on loop after done meditating.
- Fix: Prisoner refugee leaves when refugee quest ends normally.
- Fix: Arrested refugees will join the player colony if arrest job is interupted before placing refugee in cell.
- Fix: Permit prerequisites are removed even when you don't have the permit.
- Fix: Can banish quest lodgers through character card UI.
- Fix: Game breaks if quest lodgers have RunWild mental break.
- Fix: Various typos.
RimWorld - Tynan
The 1.2 release of RimWorld adds a variety of new content and a few new systems.

COMPATIBILITY: You can set your Steam beta branch to 'version-1.1.2654' to keep playing on the previous version. It should be mostly unnecessary though, since this update should be compatible with savegames and most mods. Many mods have already updated to 1.2 using the multi-version mod system outlined in the ModUpdating.txt file that comes with the game.



There are a few major parts to this update.

For many years, some specific balance changes have been requested repeatedly by dedicated players, but I didn't implement them because I thought they would harm the game for more casual players. Now, we added a custom plasystyle system. You can adjust a couple dozen different settings like threat scaling, colonist instakill chances, and crop yield. This means advanced players can set up the game exactly as they prefer. All the old playstyle settings are still available; I expect custom difficulties to be a feature mainly for experienced power gamers looking for something just for them.

The larger part of this update is in all the new content. There are several entirely new patterns for quest generation that see you interacting with poor refugees, acting as airborne shock troops for Imperial nobles, or defending crashed shuttles. We built a system that lets your colonists carry utility items or special armor with consumable abilities like grenades, shields, or jump packs. We added a whole new class of psycasts designed for non-combat economic or social purposes. Imperial titles can now give several new kinds of permits including the right to use a shuttle, and there is a new system for choosing between them, so you can customize your noble into different types. Persona weapons now actually have personality with randomized traits. And there are many other additions described in the full list below.



We really hope you like it. Thank you so much to everyone who gave test feedback and helped translate!

- Tynan


New stuff: Base game

- Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
--- Storyteller ignore wealth, and instead replace it with a factor from time alone. This can make the game fall off the rails easily, but is appropriate for someone who wants a pure challenge.
--- Player friendly fire chances.
--- Colonist instakill chance. This setting allows you to apply a damage filter that prevents colonists being killed by a single shot, because that can feel arbitrary. Colonists can still be downed by one shot and bleed out soon after, or take permanent injuries in one shot.
--- Overall threat scale
--- Major threats toggle
--- Quests threats toggle
--- Intro threats toggle
--- Predators hunt humans toggle
--- Extreme weather toggle
--- Harvest, mining, and butchering yield
--- Quest rewards
--- Raid loot
--- Trade prices
--- Turret rearm cost
--- Scaria rot chance
--- Enemy death on downed chance
--- Colonist mood
--- Food poison chance
--- Animal revenge chance
--- Infection chance
--- Disease frequency
--- Hive insect spawn rate
--- Deep drill infestation chance
--- Ancient structure threats toggle
--- Passive hives at map generation toggle
--- Toggles to allow/disallow player building traps, turrets, and mortars
--- Damage adaptation growth rate: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the rate of that challenge growth.
--- Damage adaptation effect: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the effect of that adaptation value on actual threats.

- Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.

- Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
--- Utility item: Smokepop belt. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
--- Utility item: Shield belt. Same as before.
--- Utility item: Psychic insanity lance. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion.
--- Utility item: Psychic shock lance. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.

- Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.

- 'Smash mechanoid' bill: This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate.

- New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).

- Direct button to use drugs from inventory: This makes combat drugs more usable.

- New visual effects:
--- Building destruction. Screen shake, dust, and so on.
--- Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.
--- EMP state on mechs or turrets, with electrical arcs and sparks.

- New sound effects:
--- Many types of building destructions of various sizes and materials
--- EMP blast and EMP state
--- Windmill, watermill, wood generator, chemfuel generator ambience
--- Quest accepted, succeeded, concluded, failed
--- Mech serum used
--- Toxic buildup gained
--- Melee dodge
--- Power claw hit/miss
--- Human bite hit/miss

New stuff: Royalty expansion

- Major quest - Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!

- Major quest - Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.

- Major quest - Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them - though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.

- Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.

- Hood apparel: A simple hood used by the bestower.

- Permit selection system: When a colonist gains a royal title, you can now choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat.
--- New permit: Transport shuttle. This permit calls a transport shuttle. You can load whatever you like in it and send it on a one-way trip across the world map. This can be used for attacking sites, extracting fighters from combat, simple travel, sending gifts, and so on.
--- New permits: Call laborer team and call laborer gang. These permits call a group of laborers to work for you. They are the civilian equivalent of calling military aid.
--- New permits: Call orbital strike and call orbital salvo. The Empire will use their ships to bombard targets that you designate.

- Psycasts can now have psyfocus costs: This lets us create psycasts that are useful over the long term instead of just in combat. The player can use them any time, but must restore psyfocus somehow.

- Psycast - Solar Pinhole: Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes.

- Psycast - Word of Trust: Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner’s resistance, but cannot recruit him.

- Psycast - Word of Joy: Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.

- Psycast - Word of Love: Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other peopl, induce love for the caster, or force oneself to love another.

- Psycast - Word of Serenity: Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.

- Psycast - Word of Inspiration: Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.

- Psycast - Chunk skip: Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.

- Psycast - Farskip: Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.

- Psycast - Neuroquake: Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.

- Gear:
--- Broadshield pack: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields.
--- Jump pack: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
--- Locust armor: Recon armor with a built-in jump pack.
--- Grenadier armor: Marine armor with a built-in grenade launcher.
--- Phoenix armor: Cataphract armor with a built-in flame launcher and extreme heat resistance.

- Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
--- Psychic hypersensitizer: Psychic sensitivity +40% when wielded.
--- Psychic sensitizer: Psychic sensitivity +20% when wielded.
--- Psychic quiet: Psychic sensitivity -15% when wielded.
--- Psychic fog: Psychic sensitivity -30% when wielded.
--- Kind thoughts: Thought while bonded “[weaponName]’s kind thoughts +6”
--- Calm thoughts: Thought while bonded “[weaponName]’s calm thoughts +3”
--- Mad muttering: Thought while bonded “[weaponName]’s muttering -3”.
--- Mad wailing: Thought while bonded “[weaponName]’s wailing -6”.
--- Kill-focused: A pawn who kills someone with the weapon gains 20% psyfocus instantly.
--- Kill-happy: A pawn who kills someone with the weapon gains a “weaponname’s kill happiness +6” thought for 3 days. It stacks but the effect falls off fast.
--- Kill-sorrow: A pawn who kills someone with the weapon gains a “weaponname’s kill sorrow -3” thought lasting 3 days. It stacks but the effect falls off fast.
--- Painless: Pain locked to zero while wielded due to a psychic brain hediff.
--- Fast mover: Move faster while equipped due to a psychic brain hediff.
--- Hunger pangs: Hunger +50% while bonded due to a psychic brain hediff.
--- Neural cooling: Neural heat fall rate improved by 0.15 per second.
--- Psy-meditative: Wielder psyfocus gains from meditation increased by 10% (like increasing focus effectiveness by 10%).
--- Freewielder: The weapon does not bond. Anyone can grab it and use it.
--- Jealous: If you use another weapon while bonded, get a memory thought “weaponname’s jealous rage -15” for 1 day.
--- Kill thirst: If weapon has not killed anyone in 20 days, bonded pawn has a “[weaponName]’s kill thirst -4” thought.

- Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
--- Anima tree and animus stone are enhanced by nearby animus stones.
--- Sculptures are enhanced by nearby sculptures.
--- Grave is enhanced by nearby graves.

- Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.

- Gloomlight mechanoid building: This building has two purposes. First, it emits a sickly light, so adds some visual interest to mech clusters, especially at night. Second, it can be reinstalled as a light or deconstructed for valuable resources. However, it is quite fragile so probably won't survive indiscriminate bombardment of a mech cluster. Similar to the unstable power cell, it's a reward which can be claimed only if the cluster is approached a certain way.

- Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.

- Shuttle pad for Empire bases: When you attack an Empire base it will have a shuttle pad, often with a shuttle on the pad about to take off. This just distinguishes these bases from other factions better.
- Throne rooms in Empire bases:

- Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus.

- Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.

- Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.

- Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.

- Visual effects redone for all skip psycasts. It now has a resemblance to a charged black hole or a spherical cut in spacetime. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel.

- Visual effect redone for invisibility psycast. It now looks like light distortion, instead of a transparent glowing person. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel.

- Added visual effect for wallraise rocks expiring.

- New sound effects:
--- Skip psycasts
--- Mech cluster defeated
--- Shuttle entry, exit, and ambience
--- Mechanoid assembled
--- Techprint applied
--- Meditation gain psyfocus
--- Mech building ambience: Sun blocker, smoke spewer, weather affecter, psychic harmer, EMI dynamo
--- Bionic slash hit/miss
--- Drill arm hit/miss
--- Field hand hit/miss
--- Mech turret small and large ambient calls
--- Bullet shield and mortar shield ambience
--- Proximity activator and countdown activator ambience

Improvements and adjustments

- Renamed royal favor to honor.
- Underground resources readout now shows what resource is in each underground cell and how many there are.
- Desired psyfocus UI controls are more robust.
- Refined room stats readout.
- Storyteller now ignores HP for purposes of wealth calculation.
- Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
- Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
- Anima tree will no longer be destroyed by meteors, crashed ship parts, or shuttles.
- Empire soldiers now have more distinctive haircuts.
- Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).
- Anima trees now reduce their anima grass progress rate after they're heavily used within a single day. This still permits power-leveling the anima grass with many meditators, but at reduced effectiveness.
- Empire is no longer enemy with civil NPC factions. We added a warning to inform players if they call Empire military aid when there are enemies on the map that the aid won't fight (this is a rare scenario).
- Display meat icon in butchery recipe float menu option.
- Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).
- Speech duration reduced from 5 hours to 4 hours.
- Plasmasword damage increased from 19 to 20. Extra flame damage chance increased from 30% to 50%. Flame damage amount increased from 8 to 10. Persona plasmasword damage increased from 20 to 22. Persona plasmasword extra flame damage chance increased from 50% to 70%. Monosword damage reduced from 27 to 25. Persona monosword damage reduced from 29 to 27.
- Stele and nature shrine now have terrain affordances appropriate for their sizes.
- Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.
- Eltex gear's psychic sensitivity effect now scales with quality. Added feedback for this.
- All anima tree psylink levels now take 20 anima grass (instead of 18 or 22).
- On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
- Quest helpers no longer spawn with the greedy trait.
- Relabel skill neurotrainers to "skilltrainer" and give them their own category similar to psytrainers.
- Removed special letter icon for choice letters.
- Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
- Optimized UI gizmo drawing by skipping the layout phase.
- Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
- Soften anima tree glow. Remove anima grass glow.
- Orbital mech cluster targeter will no longer spawn a cluster with condition causer.
- Re-label ruffle shirt to formal shirt, royal vest to formal vest, royal robe to prestige robe (since these apparel may have other uses beside royalty).
- Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.
- Gear tab now expands if it needs space and there is space, before using scroll bar.
- Added labelMale and labelFemale to traits.
- Updated Korean language worker.
- You can now navigate debug menus with keyboard alone.
- All textures now use trilinear filtering instead of bilinear filtering for better sharpness at some zoom levels.
- All textures now use kaiser filtered mipmaps instead of box filtered for better sharpness at some zoom levels.
- Many, many other smaller improvements.

Technical

- Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
- Refactored quest generation to run the generation script in C# instead of in XML data. This was done for all the new quests and will make quest coding easier in future.
- PatchOperationInsert: Only apply node normalization for text nodes, just in case.

Bugfixes

- Fix: Log files can get extremely big. We now handle direct log messages as well (e.g. internal Unity messages or mods using Debug.Log directly) when handling max message count.
- Fix: Anima tree doesn't heal properly.
- Fix: Joy meditation can cause pawns to fall out of bed.
- Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
- Fix: Text rounding issue with re-enter cooldown text.
- Fix: Pawn bio tab -> double empty lines in tooltips just before the line that says when a backstory unlocks a psyfocus type.
- Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
- Fix: Many neural heat gizmos shown if many psycasters are selected.
- Fix: Situational thoughts with reason don't give access to PAWN symbol.
- Fix: Pawns interrupting their throne meditation for other jobs.
- Fix: Curing scaria doesn't remove manhunting.
- Fix: Not saving drawAimPie field in Stance_Warmup.
- Fix: Insect glowpods affect anima meditation.
- Fix: Uncapitalized tagged content in some circumstances.
- Fix: Uncolored names in some letters. Added a color tag for quest threats.
- Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
- Fix: Humans with 0% hearing get thoughts from listening to instruments.
- Fix: Sounds with tempoAffectedByGameSpeed stop playing forever when the game is paused.
- Fix: Pawn can get random inspiration while not capable of being conscious.
- Fix: Bug where items from <costList> would never be returned from deconstructing a building if the stackCount of that item was exactly 1.
- Fix: Peace talks can generate for factions with goodwill rewards disabled.
- Fix: Inconsistent stat report for stuff, not reporting all stat factors/offsets if you open it via hyperlink.
- Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
- Fix: Banishing quest lodgers causes "banished" thoughts.
- Fix: Downed refugee icon on the quest info has permanent red tint from DamageFlasher.
- Fix: The call to InnerThing.GetStatValue ignores the null check.
- Fix: Siege buildings retain their faction after siege ended.
- Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
- Fix: "Considered: Fine" stat appears on floors with royalty not active.
- Fix: Psylink counts as an artificial part for a transhumanist.
- Fix: Pawns not gaining comfort from throne while meditating.
- Fix: Royalty-only stats appear in scenario editor with Royalty.
- Fix: Colonists can lose their psylink entirely when being resurrected.
- Fix: Pawns can spawn with missing heads.
- Fix: References to Braziers in core.
- Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
- Fix: Pawn in cryptosleep requires bedroom.
- Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
- Fix: It's possible to use doors as electricity-less coolers.
- Fix: Exception when selecting brazier construction ghost.
- Fix: Undignified throne room alert causes FPS drop for a throne that is outdoors.
- Fix: Just claimed artificial structures don't affect nature focus objects.
- Fix: Throwing grenades only 1 cell away makes the graphic distorted
- Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
- Fix: Mechanoids not waking up if you skip them.
- Fix: Mechanoid capacity tooltip displays hidden capacity impactors.
- Fix: "Created at" stat has duplicates for things with bulk and normal recipes.
- Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
- Fix: Empire is hostile to neutral ancients by default.
- Fix: Several world feature names not being used.
- Fix: Can't right click directly on pawn to prioritize hunting.
- Fix: Psychic drone level increased letter doesn't mention affected gender.
- Fix: RadialDistinctThingsAround doesn't work correctly for 1:X size things.
- Fix: Text that says research speed will be multiplied by eg. 200% because of tech level is incorrect.
- Fix: "s" on the end of "colonists" isn't colored in quest text.
- Fix: Quest lodgers show up on history graph.
- Fix: Incorrect calculation for packaged survival meal bulk recipe.
- Fix: Wild men who are incapable of violence can hunt animals for food.
- Fix: Shuttles sometimes land on natural roofs.
- Fix: Some enemies spawn with smoke launchers who shouldn't.
- Many more small fixes.






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