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.
Sep 11, 2020
Due Process - GEC_OZY
This update is to release new levels for the weekend, these will be added to the current pool, expanding it. This is partly because we are not able to ship out as many new maps as we would like this week, along with being a shorter holiday week, one of our level designers is out this week so we're shipping about half as many new maps as we normally expect.

You may notice the "godray" effect has returned on the killhouses, but other than that there should be no other "gameplay" changes with this update when compared to the hotfix that was completed yesterday.
Craftopia - urokuta
09/11 Update Patch v20200912.0357

◆ Critical improvements
Introduced HP and ATK scaling to enemies according to the island Lv. After island Lv2, the scaling will gradually become stronger.

◆ Bugfixes
- Fixed max stamina being calculated incorrectly when you switch equipment while max stamina buffs from meals or potions are in effect.
- Fixed a bug where the unimplemented "dual wield" skill was unintentionally activated, and weapons could be equipped in both hands.
- Fixed a bug in multiplayer that was causing the "generator" to spin even when empty.
- Fixed a bug where the item descriptions were overlapping with the skills on weapons.
- Fixed an issue where the 3D model displayed on the crafting screen was misaligned.
- Fixed an issue where the temporary stamina gauge might not disappear correctly.
- Fixed an issue where items delivered to a delivery event NPC could be collected after the event was finished.
- Fixed some collision detection bugs on some maps.

<Skill bugfixes>
- Fixed the effect range of Arch Heal around the caster.
- Fixed the effect range of Battle Hymn around the caster.
- Fixed the effect range of Resurrection around the caster.
- Fixed the effect range of Great Escape around the caster and to match other skills.
- Fixed a bug where the durability of a weapon did not decrease when Dragon Fall hit.
- Fixed a bug where enchantments were not applied to additional drops obtained with Sense of Lumberjack.
- Fixed a bug where enchantments were not applied to additional drops obtained with Sense of Miner.
- Fixed a bug in multiplayer where players were receiving life recovery from Lean Force without obtaining the skill.

☆ We are allowing one free skill reset after the update due to the adjustments made to the skills.

◆ Function Improvement
- Placement preview for belt conveyors is easier to see.
- Output probabilities for the breed improvement plant now show up to the 100th decimals.
- Changes to the version format.
- Small performance improvements.

◆ Balance Adjustment
- Reduced stamina consumption rate for swimming.
- Dolphin Swim: Significantly adjustments to movement speed (Changes including lava resistance will be made in a later patch)
- Magic Shield: Fixed a bug causing enemy magic reflection not to function properly.
- Magic Shield: Increased the damage multiplier for the successful enemy attack reflections. (Damage scales with the skill level and the player's magic attack stat)
- Increased the number of bars for the stamina gauge.

<Sound effects>
- Added a sound effect for breaking rocks
- Added a sound effect for Wind Edge when firing
- Added a sound effect for Lightning Bolt when they strike
- Added a sound effect for Runic Barrage when firing
- Added a sound effect for Frost Mine when firing
- Added a sound effect for Summon Meteor when activating
- Added a sound effect for Summon Meteor when striking

◆ Newly Added
- New item "Ruins walls" have been implemented.
- New item "Absorber" has been implemented. It is a new type of item called a module. There are more modules upcoming in development. They can be attached to buildings and enemies for special effects.
(Note that this item is not fully complete and may have unexpected bugs. Currently it is known bug that the absorber disappears when the building it is attached to is retrieved.)

◆ Localization
- Improved some translations and changed some machine translations to official translations. (Still a work in progress!)

( Translated by @Bucky and @soh )
ARK: Survival Evolved - complexminded
In this edition of the Community Crunch, we’ll be teasing you with some juicy TLC 3 info along with giving you an overview of what we’ve been focusing on lately behind the scenes.

The much-awaited TLC is getting closer and we’re excited to get some of our re-imagined favorites into your hands soon!


Download the high-resolution version

We’ll be reconceiving these veteran ARK friends via visual and mechanical upgrades that will introduce new elements of gameplay. Much appreciated community feedback drew our attention towards the Wooly Mammoth (among others) and it’s time for this relic of the Pliocene epoch to make a new debut heralded by the beat of a new buff bound to add more utility to emergent gameplay, and more!

We hope that drums up some enthusiasm ;)

Live Game Update


Whilst we’re ramping up work on the TLC 3 patch and our climactic Genesis Part II expansion, we frequently pivot to Live Ops and seek to achieve fast iterations on fixes for bugs and exploits.

One of our biggest priorities at the moment is the ongoing investigating and work done on server reliability. Over the last few weeks we have seen an uptick in player reports regarding their servers not listing, not being able to join them, high ping, being unable to transfer, “ghosting”, or offline. While the cause of this downtime may vary, sometimes it is the result of a malicious attack. Our engineers are working with our partners on technical implementations to further improve stability and mitigate the attacks. We will be rolling out changes to all platforms in the near future which will have a serious impact on resolving these issues.

Recently we’ve also addressed issues that include fixes to various exploits including: invulnerability related to characters and dinos, pincode bypassing, further checks between server and client in relation to shooting, and abuse of dino mechanics. We’ve also implemented Level Design changes across varied maps with the purpose of filling in holes that may have allowed players to gain entry into unintended playable areas of the map. A fair environment is important to us and to the health of the game, we’ll continue to address these issues as they arise.

We plan on continuing to improve the player experience with updates like our recent Quality Of Life and Balance patch in the near future...speaking of Quality Of Life, how does an EVO Event sound?

EVO Event


Survivors on all platforms will be receiving a special Evolution Event perk this weekend! It will be active from Friday the 11th of Sep at 4 PM EST until Monday the 14th of Sep at 3 PM EST. All Official Servers across each platform will be undergoing this evolutionary change which includes:

  • 2x Breeding/Maturing

Fan Art

Dropping some ARK work by RoboticHat717


The Featherlight Family by bluedragonark


ARK Survival: Alpha Raptor by Valonia-Feline


Supa Pink Dodo by DakotaAnnArt


Desert Watchtowers by ThePilgrim


Speedpaint: Forest Camping by Earthsong9405


Small Mockup by EdiPotter



We hope you’re all keeping safe and well. While working remotely has been somewhat of an adjustment period for us, we’ve now hit our stride and look forward to sharing more of what we’ve been grinding away at very soon!

Over and out, Survivors!
Studio Wildcard

Twitter: twitter.com/survivetheark
Facebook: facebook.com/survivetheark
Reddit: reddit.com/r/playark
Instagram: instagram.com/survivetheark
Twitch: twitch.tv/survivetheark
Steam: steamcommunity.com/app/346110
Youtube: youtube.com/survivetheark
Sep 11, 2020
General War Memories - jtggame


Now you have a unique opportunity to get up to 300% benefits.
BUT it is important to remember that the amount of the bonus received expires after 48 hours and the received coins disappear, have time to get and have time to spend them. Good luck!


Best regards, JTGGame Team!
The Life and Suffering of Sir Brante - 101XP Comrade Taty
Hail to your grace, honorable gamers!

We are pleased to invite everyone to try out the free playable demo of The Life and Suffering of Sir Brante presented at this year’s PAX Online event! Access to the demo will be limited by the time frame of the legendary video games conference meaning that it will only be available from 12 to 20 of September! The demo is available on Windows PC in two languages: English and Russian!

Don't have time to play? No worries! We're holding a live stream on Sunday, September 13th at 11 AM (PDT) or 7 PM (BST).

Check the official game trailer:



In case this is your first visit, The Life and Suffering of Sir Brante is a narrative-driven RPG that comes to life on the pages of the protagonist's journal. Set in a ruthless world where any form of dissent is mercilessly crushed, the story follows a man who has dared to challenge the existing order. Set out on a lifelong journey and become an individual able to carve out their own destiny... But remember that freedom never comes cheap.

https://store.steampowered.com/app/1272160/The_Life_and_Suffering_of_Sir_Brante/

The showcased demo offers around an hour and a half worth of gameplay and grants access to a portion of the full experience offered by The Life and Suffering of Sir Brante, allowing players to explore the base mechanics as well as develop a taste for the game’s unique atmosphere and lore.

Please note that the game is still in development and the demo version does not necessarily reflect the future quality of the final project.

So mark the days from September 12 to 20 in your calendar, play through the demo of The Life and Suffering of Sir Brante, and do not forget to add the game to your Steam wishlist!
Cultist Simulator - Six Letters On Necessity
I now have just a couple of features to add and a medium-sized list of bugs to fix before this can go to the live branch. The list of bugs will probably grow over the weekend, of course. Thanks, all, for your help so far.
Sep 11, 2020
CUR3D Steam Edition - ecu1702
It won't be long until we release CUR3D 3.0. The Steam Edition will appear a little later; But if you want to get a taste of the new version, you now have the chance to test both the Maker and the Professional Edition for 14 days free of charge.

You can find out everything else here: https://www.ruhrsource.com/cur3d-2-0-the-first-real-3d-printing-prepress/cur3d-3-0-open-beta/?lang=en
General War Memories - jtggame
During this event, which usually lasts 7-8 days, with daily replenishment, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.


Don't miss your chance to get one of the strongest units for 21 stars.

also, bonus rewards will be for 3 stars and for 12


Best regards,JTGGame Team!
Sep 11, 2020
General War Memories - jtggame


This event is a bonus event for your recharge into the game, since when recharging you get separate points in this event, with which you can try your luck by spinning the reel for x50 points or spin a large scrolling for x500 points.

Everything is in your hands, do not give up!


Best regards JTGGame Team!
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