20180829 11:00 AM CEST Update: The scheduled regular maintenance has been completed. Thank you all for your kind patience throughout.
20180829 11:00 AM CEST Update: Please be advised that depending on the circumstances of the developer and the publisher, we will finish today's maintenance at 11:00 AM (CEST). We have found a minor issue during the live update and will soon be fixed. We apologize for the inconvenience.
20180829 10:00 AM CEST Update: Please be advised that depending on the circumstances of the developer and the publisher, we will finish today's maintenance at 10:00 AM (CEST). We have found a minor issue during the live update and will soon be fixed. We apologize for the inconvenience.
20180829 09:30 AM CEST Update: Please be advised that depending on the circumstances of the developer and the publisher, we will finish today's maintenance at 09:30 AM (CEST). We apologize for the inconvenience and will let you know once the maintenance is completed.
Survivors,
We will be performing a regular maintenance on August 29th at 04:00 AM CEST. During this period, all servers will be unavailable and we anticipate the maintenance to last approximately 4.5 hours, concluding at around 08:30 AM CEST.
Time Frame
Wednesday, August 29th, 2018
CEST: 04:00 AM – 08:30 AM
EDT: August 28th 22:00 PM – August 29th 02:30 AM
PDT: August 28th 19:00 PM – August 28th 23:30 PM
Note: Please note that the estimated length of time for each maintenance is subject to change without notification.
Reminder - During the update, you will not be able to login to the game - The update duration may extend by circumstances. We will further inform you in such case. - After the patch, please update your app!
- 7 icons given for free: 2 basic icons & 5 ironside acquirement mission rewards
2. Changes & Improvements
Gameplay - In the Dragon's Grave, the minions enhanced by the Guardian Golem buff will have a visual effect.
- When you restart the client, the runepage used in the last game will stay applied in the next one.
- During the game, Ironsides will not stop moving anymore when you use item's active skills or spells
- "Display of in-game items purchased" option enabled
- When you check the Ironside's stats in the character display screen, you will be able to check the default stats (stats without any runepage applied).
- Team matching UX improved
- Upper scoreboard's enemy status display deleted & When enemies are not in your sight, their status will not be updated.
- On the in-game scoreboard, the character's respawn countdown will be displayed.
- In Gumpert Research Facility, the ally T-8s will attack minions, too.
- You can whisper to your friends directly from your Friend list.
- Boatang will stop its auto-repairment when its HP is full.
- [PC version] Ironside skill's instant use are disabled in its default setting. ※This is only applied to the users who install the client for the first time
- [PC version] You can change the chat channel(Lobby/Whisper/Guild) with TAB button.
Maps: - Gold reward for killing jungle creeps will be shared among teammates - Gold reward for line minions decreased - Super minions of the Ast temple are enhanced
Hello adventurers, In order to improve the gaming experience for all players, an urgent hotfix will be implemented on the following time zone-based schedules:
<Hot Fix>
Schedule:
2018-08-28 07:00 - 08:00 UTC
2018-08-28 00:00 - 01:00 PDT
2018-08-28 09:00 – 10:00 CEST
Servers: America, EU, Asia
Details:
Fixed the issue that some players could not finish moving their Houses
Server maintenance
Survival Kit: new character will no longer receive the items. (ADDED)
Note:
During the maintenance, the game will be unavailable (the launcher will tell you that the server is not ready.).
Please store your items into your inventory/Vault before the maintenance starts.
Please finish with building/destroying/moving structures and be prepared before the maintenance starts.
During the maintenance, login and game access will not be available.
RimWorld Beta 19 - Polish the Cannons is released!
https://www.youtube.com/watch?v=FH5tLLJXbg8 If you want to keep playing Beta 18 on Steam: Right click RimWorld in the Library list -> Properties -> Betas -> Choose beta18 from the drop-down menu.
You can play savegames from Beta 18 (and probably before), though some details will change upon loading.
I did want this build to be 1.0 for a while, but it became apparent the game would benefit from one more refinement round, so we're doing Beta 19 first. I very much want the 1.0 version to be worthy of its version number, which means not rushing it.
Below is a list of notable changes. If anything below seems to change game balance, you can bet that related variables were adjusted to maintain roughly the same challenge as before - I just don't write down every single change because otherwise this list would be way too long. This list also does not including a ton of more behind-the-scenes optimization, refactoring, fixing, and adjustments we did.
Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, can burn, and collapse under damage.
Added new "Messages" section of the History tab. This section shows the last 200 messages and letters you've received.
Added low-tech plate armor.
New scenario: Naked Brutality - Start naked with no items.
New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals.
Ship end sequence: Starting up the ship reactor now takes 15 days, during which you will be attacked constantly by desperadoes and mechanoids.
New raid arrival mode: Multiple groups.
New raid arrival mode: Enemy pods scattered all over the map.
Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)
Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)
Faction relations are now categorized as hostile/neutral/ally instead of just hostile/neutral. Allies will randomly send military aid and will respond to certain special requests.
You can now offer gifts to improve faction relations by using transport pods, sending caravans, or giving gifts to their traders. Gifts can be silver, items, or slaves. No more magical teleporting silver gifts.
Visitors of allied factions will now occasionally leave gifts before leaving.
New buildings:
Watermill generator: Generate power from moving water.
Fabrication bench: Craft advanced components and some advanced tech items.
Waterproof conduit: Transmit power under water for bases on both sides of a river.
Butcher spot: Butcher without building a bench, at an efficiency penalty.
Double sleeping spot: Sleep with your partner, even in crushing poverty.
New traits:
Undergrounder: Don't mind never seeing the sky, don't mind being in darkness.
Great memory: Slower skill decay.
Tough: Take less damage.
Gourmand: Eat a lot, random eating binges, cooking skill bonus.
Sickly: Get sick often.
Quick sleeper: Take less time to sleep.
New items:
Flak pants
Prosthetic heart
Bionic spine/heart/stomach
Archotech eye/arm/leg
Tornado generator
Patchleather: Poor-quality leather made from any combination of other leather
New incident: "Wild man wanders in”.
New terrain: Soft sand - doesn't allow building medium or heavy structures.
New designators: Mass-forbid and unforbid.
Infestations now begin with the insects tunneling towards the colony, which gives the player time to respond.
You can now write job titles for your colonists.
New type of attack: Kick sand/water in eyes.
Condensed leathers together into fewer types. Instead of a separate type for each animal, there are categories.
You can now smooth natural rough rock walls into high-quality walls.
Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness.
Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning).
New edge shader for blueprints looks much nicer and more visible than before.
Workbench bills can now be assigned to specific colonists.
Added "Show what will buy" window which shows all items a trader will buy.
Trees’ color now depends on the current season.
Added tainted-apparel thing filter.
Increased prisoner recruitment chance and added a resistance which must be reduced to zero before recruitment can begin.
Animals can now be renamed.
Animals can now get diseases.
Added an automatic destroyed building replacement toggle. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.
Added translation report tool: Generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.
Added translation cleaner tool: Corrects many common problems in translation files and adds/updates English language reference for every string in the game.
You can mass-toggle various checkboxes and drop-down selections by clicking and dragging the mouse over them.
Workbench bills can now be copied and pasted.
Colonists now opportunistically haul items while working if their current target is roughly in the same direction.
The player can now request AI-core quests from allies.
It's now possible to craft prosthetic and bionic body parts, grenades, and molotovs.
It's now possible to mass-cancel all designations with a designator's right-click menu.
It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu.
You can now drag and reorder colonists in the colonist bar.
Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
Mods page now has a search bar so you can easily find one mod in your list of hundreds.
In some very bad situations, a mysterious Man in Black may arrive. Can he set things right in these parts?
Armor system reworked into a 3-outcome system with armor penetration. The armor penetration of the weapon is subtracted from the armor value of the armor. This gives an effective armor rating, measured as a percent. We roll a RNG out of 100%. If the result is under half the effective AR, the hit is totally deflected. If the result is over half the effective AR, but under the effective AR, the hit is mitigated - damage is reduced by half and sharp hits are converted to bruise. If the result is over the effective AR, the hit passes the armor and applies normally. As before, armor is applied in sequence from the outside in. AR maxes out at 200%. Default armor penetration is 1.5% per point of damage, but some weapons vary from this.
Totally reworked how plants grow; they now grow everywhere at once instead of reproducing plant-by-plant. Wild plants after several in-game years should now look more or less as good as at the beginning.
Long-range mineral scanner can now be tuned to seek specific minerals, and must be worked by a researcher.
Battles in the Combat tab are now named.
Items of the same type in the Items tab are now grouped together.
Items in the Items tab can now be sorted by mass, market value, etc.
Instead of shooting them, hunters now execute downed creatures with a neck cut (except explosive creatures).
When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there.
Removed tornado incident.
Improved caravaning:
Redesigned how world movement speed is fed back per-world tile.
Pack animals now follow colonists to speed up the packing process.
Added Caravan tab with caravan loading progress.
Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better.
Caravans now automatically forage for food while traveling.
Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet.
Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving.
Caravan speed now depends on the carried weight.
Caravan members now slowly gain social recreation when the caravan is not moving.
Caravan visibility is now explicitly expressed and better explained than the old caravan stealth. This makes small caravans more relevant.
Quest prompts now give much more information about what kinds of challenges to expect.
When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave.
Caravans who are not moving now have a lower chance of being attacked.
Transport pods now have a contents list which allows removing things from the pod.
Blunt weapons now have a chance to stun the target.
Joy is renamed to 'recreation'.
Using deep drills can cause insect attacks.
Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.
Turrets are cheaper and more powerful, but now consume steel/uranium for maintenance after firing a lot.
Character log now integrates log messages from combat and social interactions.
Deadfall trap redesigned to Spike trap: Much more powerful with a 100% chance to spring on targets, and has armor penetration (depending on what it's made of) but requires resources to replace.
Insects will now go into an insect-specific "hypothermic slowdown" instead of getting hypothermia and dying on the first winter.
Alphabeavers incident now only occurs in biomes with sparse plants so they're not meaningless.
The refugee from the "downed refugee" world quest can be instantly recruited by offering help.
Removed scyther blade.
Mechanoids now always die on downed.
Doing passionate work now affects mood instead of recreation.
Deep drills now yield stone chunks if no resource is below.
Firefoam poppers will now pop whenever there's a fire in a 3-cell radius, instead of only when the fire touches them.
Food poisoning now has three stages it moves through over the course of a day.
Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
Most crafting benches are now uninstallable and reinstallable.
Removed shiv since it's basically a low-quality knife.
It's now possible to craft knives at crafting spots.
"autostart.rws" is now automatically loaded on start in dev mode, for faster testing.
Techprof subpersona core now completes current research instead of random research.
Combined rib body parts into rib cage.
Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options.
Tribal factions can now do sapper raids.
Added medical care column to the Assign tab.
Removed shoddy and superior item qualities.
Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork items are extra hard to craft, and legendary requires an inspiration.
Removed the distinction between allowed areas and animal areas.
Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one.
Added minimum crafting skill to various weapon and apparel crafting recipes.
Removed the requirement to pay fee to initiate the item stash quest.
Various floors now require research.
Settling very near another faction base will now cause faction relations loss every quadrum because of anger due to territorial encroachment.
Fulfilling trade requests now gives goodwill.
Destroying a faction base of a mutual enemy now gives goodwill.
All traders are now unwilling to buy tainted apparel and short-life meals.
Improved animal fleeing behavior
No human enemies spawn with weapons above industrial tech.
Charge lance is now craftable and usable by humans.
Explosive weapons now explode when set on fire.
Wood-powered fires and coolers no longer vanish when fuel is exhausted; they wait to be refueled.
Tons of art has been redone and adjusted.
Many, many other bugfixes, interface and balance adjustments
This one's a pretty serious one so it get's a different version number change. That middle number only changes if I add or change things to the save format. In this case I fixed things.
Fixes
Significant issue in the game saves is now fixed, if you've lost progress between past updates that should all be okay now.
Journal entries (when to load the game) should be much more interesting (because they now work properly)
Fixed an exploitable level. A few more to come.
A few spelling issues fixed.
D-Pad support everywhere.
What Next
Continuing with the work on achievements but also looking at some of the more subtle signs and feedback issues that a few people have pointed out.
Don't forget, if you're still having any issues (or just want to talk about things) you can post them up here and/or email me directly at support@moonstoneequation.com
After almost a year of Early Access we're thrilled to announce that Gun Club VR is turning 1.0! We've added countless features over the course of the past year and this update to full 1.0 release continues the trend. Take a look at what the latest 1.0 has added:
This Update
New Weapons & Attachments
P350 - Pistol
UMP45 - SMG
Mk18 - Assault Rifle
DSR-1 - Sniper Rifle
M203 Underbarrel Grenade Launcher
New mode Added Hardcore Mode that awards added Cash bonus (Removes target health indicators & removes laser beam)
Prize Money Added Bonus cash given for:
Killing targets with Melee Weapons
Saving Hostages
Using Bolt Action Rifles
Using Hardcore Mode
Quality of life Targets take damage from thrown items like Crates/Bricks and other destructibles
Fixes
Weapon Painting Fixes
Two handed Weapon Handling Improvements
Fixed Targets Firing Behaviour in Allied Action 2 events
Fixed Attachment points and Rails on many weapons
Plus Countless other fixes and opimizations
Sandbox Range
Added Gravity Presets
Added Spawnable Grenades/Knives
Added UI to Destroy Spawned Weapons
Shotguns
Increased the amount of shells grabbed from magazine bag for faster reloading
Increased the amount of projectiles fired
Increased accuracy on Shotgun spread
Added Steam Achievements
But what happens now? We keep on going! We're committed to continuing development on Gun Club VR so you can rest assured that we'll always be working hard to make Gun Club VR the best it can be. And for that we continue to look to you to help us bring in the features you want to see. Whether its on the forums, email support or on our Discord Channel , we want to hear your suggestions and feedback. So with that being said, here's just a few of the updates you can look forward to in the coming months ahead:
Hey everybody! We have launch date for Sudoku Jigsaw - September 13. Put this date into your calendars and prepare for long Sudoku nights, cause this time it will be much harder!
You want to get a notification when we are live, right? Add to Wishlist here: