Hello! First off, I’m super happy to see all of the new campers joining the fun and having at blast at the Goblin Summer Camp. With all of these new players, we have had a lot of good bug finding and gameplay testing. I will try to keep up and add all the new features you want, while beating back the bugs with a heavy stick.
Please be patient with the Goblin King as he has a day job and many other responsibilities :D
General Updates
The camera should no longer unhook from players… probably. I think I fixed the damn explore button … for the 4th time. Updated a sound issue where levels would update on goblin spawning.
Goblin Tag Updates
Added Tagger Upgrades so those damn runners wont beat you forever:
Get 50% bigger
Create wall for 20 seconds
Speed up 20%
Goblin Glade
Actually turned on these kill boxes.
Goblin Valley
Updated the kill boxes so they actually kill goblins who run on the edges.
Fixed the sky. It ran away at some point?
Goblin Temple
Fixed two holes in the map that would cause you to fall forever.
Goblin Canyon
Fixed a hole in the map that would cause you to fall forever.
This update features a looping/endless mode, 20 new items, reworked conjurer class, rebalanced healers & psykers, and lots of QoL features and bug fixes.
Looping/endless mode
Continue the current run upon beating the game
Play on levels of increasing difficulty above 25 until death
+1 maximum snake size per loop, up to 12 maximum snake segments
Items are not offered while looping if you already have 8
New items
Intimidation: enemies spawn with -10/20/30% max HP
Vulnerability: enemies take +10/20/30% damage
Temporal Chains: enemies are 10/20/30% slower
Ceremonial Dagger: killing an enemy fires a homing dagger
Homing Barrage: 8/16/24% chance to release a homing barrage on enemy kill
Critical Strike: 5/10/15% chance for attacks to critically strike, dealing 2X damage
Noxious Strike: 8/16/24% chance for attacks to poison enemies, dealing 20% dps for 3 seconds
Infesting Strike: 10/20/30% chance for attacks to spawn 2 critters on kill
Kinetic Strike: 10/20/30% chance for attacks to push enemies away with high force
Burning Strike: 15% chance for attacks to ignite, dealing 20% dps for 3 seconds
Lucky Strike: 8% chance for attacks to cause enemies to drop gold on death
Healing Strike: 8% chance for attacks to spawn a healing orb on kill
Stunning Strike: 8/16/24% chance for attacks to stun for 2 seconds
Silencing Strike: 8/16/24% chance for attacks to silence for 4 seconds on hit
Culling Strike: instantly kill elites below 10/20/30% max HP
Lightning Strike: 5/10/15% chance for projectiles to create chain lightning, dealing 60/80/100% damage
Psycholeak: position 1 generates 1 psyker orb every 10 seconds
Psychosink: psyker orbs deal +40/80/120% damage
Divine Blessing: generate 1 healing orb every 8 seconds
Hardening: +150% defense for 3 seconds after an ally dies
Builders
Conjurers are now called builders.
[h5]New builder units[/h5]
Sentry (tier 2 ranger, builder) - spawns a rotating turret that shoots 4 projectiles, each dealing X damage, Lv.3 effect: +50% sentry attack speed and the projectiles ricochet twice
Bomber (tier 2 nuker, builder) - plants a bomb, when it explodes it deals 2X AoE damage, Lv.3 effect: +100% bomb area and damage
Artificer (tier 3 sorcerer, builder) - spawns an automaton that shoots a projectile that deals X damage, Lv.3 effect: automatons shoot and move 50% faster and release 12 projectiles on death
[h5]Removed conjurers[/h5]
Illusionist
Saboteur
Hunter
These units will come back in a future update
Psykers
New psyker class effect:(psykers 2, 4) - +2/4 total psyker orbs and +1 orb for each psyker
[h5]Orbs[/h5]
Increased default orb range
Decreased default orb speed
Orb speed now scales with the unit's attack speed
Additional psyker orbs will now prefer to be assigned to psykers, if there are no psykers then they will be assigned to units randomly
Removed Psychosense: "+33/66/99% orb range"
Added Psychosink: "+40/80/120% orb damage"
Healers
New healer class effect:(healers 2,4) - 20/40% chance to create +1 healing orb on healing orb creation
[h5]Healing orbs:[/h5]
Doubled healing per orb, now heals 20% of a unit's max HP
Fixed heal targetting, now the lowest health unit should always get healed first
Healing orbs and gold coins are now slightly attracted to the snake by default
Carver (tier 2 builder, healer) - carves a statue that creates 1 healing orb every 6 seconds, Lv.3 effect: carves a tree that creates healing orbs twice as fast
Psykeeper (tier 3 psyker, healer) - creates 3 healing orbs every time the psykeeper takes 25% of its max HP in damage
All warriors now have decreased sensor range. This means that they will only attack when enemies are closer, resulting in them attacking more units overall.
[h5]Warrior unit changes[/h5]
Juggernaut: now only attacks when enemies are nearby
Barbarian: now only attacks when enemies are nearby
QoL
Increased item choice slots to 4 (from 3)
Items can now be sold at 10 gold per item level
Items are now shown on the item selection, death and win screens
Silenced units are now gray
Decreased sound effect volume for shoot 5
Added visuals for divine intervention and fairy buffs
Elites now have their attack cooldowns visible
Right clicking sound and music buttons now decreases the value
Bug fixes
Fixed a series of crashes that happened right before changing from the arena to the shop
Fixed merchant not giving interest or free reroll if it died
Fixed shoot 5 and death 6 not working if a unit placed before it on the snake died
Fixed undying unit from lasting 7 being able to become immortal if it was healed during the 10 seconds before it truly died
Fixed a bug where max units wouldn't be correct when changing NG difficulty in the menu
Fixed Whispers of Doom applying before curses, now it applies after and triggers their effect when enemies are killed due to it
Fixed mobile users not being able to close the credits screen due to there being no close button
Fixed shop party numbers not being updated when units are bought or sold
Fixed a bug where movement speed would become zero if the game was paused while under the effects of decaying haste
Fixed baneling burst not dealing the correct amount of damage
Next week's update
As mentioned in the orb update's patch notes, from now on I'll be focusing on the stat update and the next weekly patches will be significantly smaller than they have been so far. You could think of it as the game being in maintenance mode until I'm done with the bigger update. I'll update you on its status every week, so if it's late you'll know in advance.
Also, many people have asked for a Discord server, so now there's community run Discord server available for the game, check it out:
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!
[Bug Fixes] - Fixed not being able to save - Fixed Pilot hat not unlocking - Fixed Jet input stays up when Jet is destroyed - Fixed Rocket Test books and pizza stay on table
This week was more focused on Episode 2, but the list explains better: -Added buildings of Episode 2 -fixed things here and there on Episode 2 levels -Weapons are now easier to pick -Changed lightning and colors of some bright things. -Changed icon of some weapons, more to be tuned/changed later -On a "subtle" way, I've added a Rocket Launcher to the game, with it's explosion effect and everything. But... it's not very easy to get it - costs a fortune on the e-shop -Bat wings now disappear when Bat Lady gets killed -Changed some things on Boss2 Coliseum -Miscs and eticetaras
Now... I'm still not very happy with lighting as overall. I've been testing some things, but did not found a clear solution - things looks too dark or too bright on some areas. Also... I want to improve the rogue-lite elements of the game. Improve the e-shop pages, give more meaning, playability, without looking too much of a linear way of playing it.
If there's something you would like to see in-game, or worked for a next patch, please tell us! Until next time,
This week was more focused on Episode 2, but the list explains better: -Added buildings of Episode 2 -fixed things here and there on Episode 2 levels -Weapons are now easier to pick -Changed lightning and colors of some bright things. -Changed icon of some weapons, more to be tuned/changed later -On a "subtle" way, I've added a Rocket Launcher to the game, with it's explosion effect and everything. But... it's not very easy to get it - costs a fortune on the e-shop -Bat wings now disappear when Bat Lady gets killed -Changed some things on Boss2 Coliseum -Miscs and eticetaras
Now... I'm still not very happy with lighting as overall. I've been testing some things, but did not found a clear solution - things looks too dark or too bright on some areas. Also... I want to improve the rogue-lite elements of the game. Improve the e-shop pages, give more meaning, playability, without looking too much of a linear way of playing it.
If there's something you would like to see in-game, or worked for a next patch, please tell us! Until next time,
Bug fixes: -QF 18 pounder no longer consumes high-explosive shells when firing shrapnel shells. -Gun carrier can now elevate its gun to the maximum firing range
Multiplayer fixes
-Removed artillery from "no artillery" preset -Added Italian and American machine gun to "only infantry mode" -Returned heavy infantry to "Control points" mode, cost is 12 -All light mortars have equal 6 sec reload time -8cm Feldkanone and Cannone da 75 guns now have 55 HE and 10 shrapnel shells in multiplayer -Saint-Chamond tank frontal armor increased to 12mm -Tankegewehr armor penetration raised +4mm -Heavy MG command points reduced from 25 to 15 -All elite squads have officer replaced by an elite soldier. This allows them to use speed boost -Reduced amount of shrapnel shells in all field guns from 25 to 10 to decrease shrapnel spam that was hindering infantry gameplay. To compensate the amount of HE shells increased from 50 to 55. -All engineer squads now only have 1 grenade per soldier
Multiplayer factions balance fixes
Austria-Hungary: -Jager with sniper rifle replaced by a regular jager, cost of squad +2 -Bosnian infantry cost +3 -AA truck cost +10, command points +4 cooldown +10 -Skoda 75mm gun range increased by 15 meters, cost reduced by 10 points -225mm mortar cost reduced by 11 points
Italy: -Fiat 2k price +20, cooldown +15, command points +10 -Carcano rifle damage now same as all other rifles -Howitzer cost reduced from 115 to 100 points -Soldiers rifle ammo count increased from 90 to 150
Germany: -Jagers now have same amount of ammo as riflemen -Jagers speed increased from 0.9 to 1.1 -Stormtroopers now have same health as stormtroopers in other factions (from 150 to 300) -21cm Mörser cost reduced from 160 to 140 points -25cm mortar cost reduced by 11 points
USA -Grenadiers cooldown no longer resets when you buy riflemen -Marines now have same health as stormtroopers in other factions (from 150 to 300) -Marines and grenadiers cost reduced by 2 points
Britain: -Gun Carrier removed from defenders team in Frontline mode
France: -22cm Mortier cost reduced from 160 to 140 points