The release of Ideology and 1.3 have brought a massive surge of new players and new energy in the RimWorld community. It's awesome and slightly overwhelming. We've been hard at work translating feedback into fixes and improvements to try to make the best play experience possible, both in the short and long term.
To that end, there's currently a testing branch of the next update up on Steam's unstable beta branch. (Changelist below.)
We test these builds and take feedback directly on the official development Discord server. Anyone who is willing to help out should please join us there, try out the build and tell us what you find! Many thanks to all who have participated and all who join.
Thanks -Ty
Change log since the last main version: Current unstable build: 1.3.3068
- Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%. - If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%. - Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls. - Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen. - Change back HomeFaction to Faction in JobDriver_TakeToBed, improve related comment. - Changed all culture icon colors to full white. - Changed implementation of delivering pawns to their bed after gladiator duel. - Small optimization: Check a flag before calling a complex function when checking for repeating memes during ideo generation. - Add short comments for couple recent fixes. - Skulls are stackable. - Clarified 'right-click' info in beggars quest. - Removed duplicate blind check in ThoughtWorker_Dark. - Connecting to a Gauranlen tree gives 25`45% connection strength to the connector depending on ritual quality. - Psychically deaf pawns cannot connect with Gauranlen trees. - Bonsai trees no longer are auto-harvested on reaching max growth - Added debug tool to stop timed raids once started. - Text fixes for certainty tooltip. - Fix: Missing eye wound graphic and tattoos visible on beheaded pawn. - Fix: 'The maximum number of (role) is xx' flickering on edit ritual dialog - Fix: Dueling slaves without beds assigned results in errors - Fix: Possible string concatenation issue. - Fix: Failing to generate a new unique name for a precept can leave it with a null name. - Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it. - Fix: Inverted desired connection strength check in alert. - Fix: Slave ideo buildings lacking causes empty alert. - Fix: Another quest node relating to animals could possibly use dryads. - Fix: Dryads can show up as animals for hospitality quests. - Fix: Cannibal tribes can sometimes generate without cannibal precept. - Fix: Sterilized roosters can still fertilize eggs. - Fix: Female pawns can infrequently gain beards on style change. - Fix: Exception when selecting leader with building precept that has no requirements. - Fix: Wrong zone checked for auto cut - Fix: Duplicate building precepts from multiple ideos only shows first building in architect menu. - Fix: Missing body parts constantly draw bandages on pawns. Now they go away once it has been tended to. - Fix: Typos.
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.
- 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.
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.
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.
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…
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.
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.
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 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!
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!
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.