Unfortunately, we've just been informed that RimWorld has just been made unavailable for new purchases by Australian customers on Steam.
This does not seem to affect existing owners - it only prevents new purchases. Anyone who already owns the game is still be able to play, receive updates and access community features like the forums and workshop. The Ideology and Royalty expansions are also not affected.
EDIT: Steam keys do not work in Australia. If you buy the game on the RimWorld website, you will not be able to register your game on Steam. Friends cannot gift you RimWorld on Steam either, even if they don't live in Australia.
We don't have a ton of information about this since it just happened within the last few hours, it's Friday evening, and most people we could ask are not at work.
From the info we have, this happened because a few days ago, the Australian Classification Board classified a potential console version of RimWorld as “Refused Classification (RC)”, meaning it can't be sold in Australia.
We did not expect this to affect the Steam version because in previous similar cases, as with Disco Elysium for example, an RC rating on a console version did not affect the availability of the PC version on Steam. We're not sure why this decision was made in RimWorld's case.
I'm sorry this news was so sudden and for anyone who is frustrated by this. We are working to resolve this situation and make RimWorld available to everyone again as soon as possible, but we don’t yet know what that might require or how long it may take.
I was hoping that today I would be switching the beta branch over to the live branch. Sadly, I ran into a lot of tuning/progression stuff that I wasn't comfortable pushing live just yet. Today's patch should fix a few things that stood out to me, and I'm sure they stand out for you too.
Threat Tuning
I've altered how bandits, and other threats get activated. Previously, I activated threats based on how much time had passed. As well, to get certain threats such as bandits, you'd have to settle a 'bandit' tile, or some such. I felt that this was rather tough to tune, and didn't seem that organic. Plus, it doesn't quite align with how I want interactions in the world to play out in the future. Now, to move the design in that direction, threats will activate more often as you acquire wealth. For now, I'm only looking at Ren, but, later, I will factor in other items, especially rare unique artifacts. I know some of you don't want ANY threats to appear, so I've also added a setting in the settings menu to change the threat frequency to 'never, low, normal, or high.'
In addition to that, I've done some work to improve the loadout generation of baddies. Items and attributes NPC's start out with will now be generated based on the player's average settler level. Before, the entities would pull from a pool of items that were predefined. This wasn't terribly accurate to the player's progression. With items/attributes generating based on settler level, the threats should be much more challenging while still being fair.
Progression Tuning
You'll notice a few new things to build in the patch notes. I definitely didn't want to add new content to this patch as I only want to move beta to live, however, there's a bit of a gap in the early game content, that I felt needed addressing. Without unlocking the wood research, you were pretty limited to in what you could build. I've gone ahead and added some new things to build with wood and plant fiber, to help fix this. There's no end of things to add, but I think this should be a good small addition.
Merchant Tuning
This patch also has a significant merchant item value change. I noticed that you could quite easily acquire Ren, so I'm making things much more expensive in addition to lowering the price things can be sold for. Wealth should be slowly acquired, and your settlement should earn it by working hard to fabricate and find valuable items. Please let me know if you find ways to easily acquire Ren by cheesing the game. I'd love to know, so I can tune things.
Notes: -Fixed a bug where changing priority on a started job might remove it. -Added extra tooltip info for block traps. Entity capture size (for cages), and general trap functions are now displayed. -Tuned research costs to be a bit cheaper. -Added blueprints to recycle tomes back into paper. -Tuned lighting color overlay back a bit to make things easier to see. -Fixed a bug where tree leaves weren't changing color on season change. -Tuned merchant prices. -Enemies will drop their items in a stoneleaf bag upon death. This bag will disappear when emptied. -Wood Plank block now drops 1 wood plank instead of 1 wood log. -Added a wood log block to make with wood logs. -Added a thatch roof platform to make with plant fiber. -Added a wood beam block to make with wood logs. -Added a Threat Difficulty setting in the settings menu. -Dangerous events ("Threats") will now use the player's settlement value to determine frequency. The higher a settlement's value, the more often the player will encounter threats like bandits. The threat frequency can be changed from the settings menu. -Entity threats will now use the average player settler level to determine item and attribute loadouts. -Fixed a pathing bug where entities could get stuck after logging trees. -Added entity size to entity overlay. -Natural plant growth will no longer happen in rooms. -Auto job blueprints are now ordered with those that can be built at the top. -More optimizations to improve FPS.
Ok, I'm going to let this new patch test over the weekend to see how things play out. I'll probably have some small fixes and tuning changes to patch in early next week, but the build is just about ready to be live. I will update you all next week! :)
Tonights updates involve a few new Dark Force settings i've added "It Follows" and "Nightmare Mode" a new timed Goal and numerous bug fixes!
As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Gameplay and UI
-Changed realmchild cultist image again -Added two new Dark Force Settings
"It Follows" --Adds a special single massive nigh indestructible beast to the map with tons of bonuses, and 500 health --It has a special new Dark Force Faction associated with it (so killing it can be your win conditition) --It does not show up on "Great Entities" instead only on "It Follows" and "Nightmare Mode" --Choosing this setting and the next one allows access to a new win conditition, which is survive the onslaught --It can have a couple different randomly assigned skins --It has a unique generated name, and lore --It also has a special skybox --It also has secrets
"Nightmare Mode" --Causes all possible dark forces to exist in your realm simultaneously --Shares its background with the "Great Entities" option --Also Enables access to "Surive The Onslaught" win conditition --It also has secrets
-Added new win conditition (Survive 30 turns) --Explained earlier
-Added email archives to NodeNet
-Added additional archives
-Added new progam to nodeos
-Added Terminal QOL feature in the form of new hotkeys, faster scrolling and the new program
-Improved "Glitches"
-Added special reference to a player (The only one I know of) who has found basically all the (currently existing) hidden awards except one and figured out most of the ciphers and killed one of the new it follows titan monsters. --Thanks friendo!
-Added some new...tougher to crack secrets.
-Improved visuals of some popups
-Added new loading screen image
Bug Fixes
-Fixed bug where killing silver vargr would break turn progression and lock up the game
-Actually fixed trollfish bug where they couldnt build lairs
-Fixed bug where new NodeOs Program wouldnt run
-Fixed gamebreaking issue where news popping up just destroys nodeos and locks out the game and messes up the visuals
-Fixed bug with office game
Balancing
-Killing silver vargr now grants 30 gold and 30 Artifact
-Killing It Follows monster grants massive resource bonus
In our previous playtest we discovered that players were able to stay in the air longer than we intended by holding the "combo" key and continuously spamming the "up" key. To address this issue - and at the same time add a little more nuance and strategy to the core combat - we made the decision to re-work the way dashes and combos work.
You now have a UI bar below your character that conveys two things:
Your current "recharge" meter is shown as the overall amount of brightness in the bar - here's what it looks like right after dashing (needing to recharge)
And here's what it looks like when it's fully recharged:
Your current "total dashes" - this new mechanic is represented by the "ticks" within the bar: If you run low on these you will not be able to execute longer combos since each move you make in a combo will drain one of these ticks. If you are in combo mode these ticks will slowly deplete until you have none left. If you are not in combo mode these ticks will re-charge at a steady rate.
Hopefully this change makes combat a bit more interesting since it will force players to think a little more about how to spend their dashes!
New direction indicators that point toward objectives
It should now be much easier to actually find the objective!
New game info UI bar
The new info bar at the top of the screen will hopefully help players have an easier time keeping track of what is currently going on in the game.
Game piece models and particles (first pass)
Oddbox
Flag
Bomb
MAJOR BUG FIXES:
Fixed the issues surrounding closing multiplayer sessions, this should keep invalid games that cant actually be joined from showing up in the server browser and prevent "fake" characters from lingering in the server after the associated player leaves.
ADDITIONAL CHANGES:
Gameplay:
You can no longer see powerups and players on the opposing team outlined through walls.
Visuals:
Updated laser VFX.
Updated character outlines to have a subtle animation.
Created icons for bomb plant zones to replace the 3D bomb model that was there before.
Added visual bounds indicator for flag capture zones similar to the one that currently exists for bomb plant zones.
Audio:
Added various (placeholder/first pass) game info sounds.
Added placeholder laser sound.
Map Specific Changes:
The lighting in all Egypt maps has been updated to be less bright, as well as the sky color updated. The brightness was reduced so that VFX could be seen more clearly.
Very minor adjustment to some level geometry in dm_laserCore (should not even be noticeable without side by side comparison.)
Defuse Mode Specific Changes:
You may not move your spectator in defuse mode anymore - it remains locked in place where you died until you press your "combo" key to cycle to one of your teammates. You may feely cycle through all your teammates as a spectator in defuse mode.
You may now spawn your character and move around in an empty defuse server before enough players join to start the game.
Other Game Mode Changes:
CTF and Oddbox have been changed to a score based model as opposed to a time based model - this means that there is no time limit in these modes, rather the first player or team to reach the target score is the winner. This may be a subtle change but it prevents those moments where one player is so drastically ahead that no one else has a chance to catch up given the amount of time left on the clock.
Quality of Life / Misc. Changes
You will now remain as a spectator indefinitely after you die until you press "jump" to respawn - this allows you to take a break from the action or maybe even give strategic callouts to your team...
Added auto team scramble that takes place after a match ends.
Added opening info screens when the application first starts (seizure warning, Unreal Logo, Late Byte Studio logo.) These can all be skipped by pressing spacebar.
SOME KNOWN ISSUES
The auto team switching after a certain number of rounds (in defuse mode) is currently broken.
Spawn points occasionally do not play the warning animation that tells players someone is about to spawn there.
The window mode and resolution settings are unresponsive / behave weirdly - you may have to mess with them a bit to get your desired settings.
Various other UI bugs / issues that will need to be addressed in the future but are not currently game breaking.
Some weird shadows show up on the building trim in the Egypt levels, probably caused by distance field ambient occlusion not being set up correctly. (this one has actually been around for a while.)
As always, let us know on our Discord or on the steam community if you find any bugs.
Well, I lied. Nick x Cass scene didn’t make it in this patch. But they do declare themselves as a couple if you choose that route.
⨭ Added
1. Story progression: Cass true route begins.
2. The side quest, the dark side, can progress a bit. The first mission is given which introduces a new character.
💘 NSFW stuff
1. The hooker Jihae’s story continues, meaning a new scene has been added. This side quest is nearly done. It will have two possible endings. It will depend on completion of a certain side quest. More on that on the walkthrough page.
We are in the final development push as we prepare for our Early Access launch. We are about 2 weeks from release as of this announcement (March 4th). We've made some environmental changes based on feedback to improve the gameplay look and feel. Millions of bugs have been slaughtered in the pursuit of release readiness. We want to make sure that we can get as much content in and verified ready for launch, and of course we'll be constantly adding and updating things throughout Early Access.