Difference between revisions of "Version/0.0.245"

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__NOTOC__
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{{Version Nav}}
<onlyinclude>
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== 0.0.245 ==
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== Changes ==
0.0.245 was released on October 29, 2013 - Pre-alpha press release 2
 
{| class="version" style="width: 75%"
 
! style="width: 100%;" colspan="5" |
 
===Bug Fixes===
 
|-
 
| colspan="2" |
 
|-
 
|}
 
{| class="version" style="width: 75%"
 
! style="width: 100%;" colspan="5" |
 
 
=== Changes ===
 
=== Changes ===
|-
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* [[Plants]] and such no longer cover bullets as well as sandbags.
| colspan="2" |
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* [[Raiders]] now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
:&#8226; Plants and such no longer cover bullets as well as sandbags.
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* R-4 [[charge rifle]] now has a unique sound.
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
+
* [[Weather]] (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).
:&#8226; R-4 charge rifle now has a unique sound.
+
* Hid the [[trait]] system to avoid confusion (since traits do nothing).
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).
+
* All weapons now have unique graphics.
|-
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* Rewrote storage square management system to use the generalized work reservation manager.
|}
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* Fast-forwarding is disabled during combat where you are under attack.
{| class="version" style="width: 75%"
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* Balanced down [[Hydroponics basin|hydroponics]] growth rate.
! style="width: 100%;" colspan="5" |
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* Charged [[battery|batteries]] now explode while burning.
=== Additions ===
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* Rebalanced shooting and melee to make skill more important.
|-
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* Drafted colonists no longer interrupt when melee attacked.
| colspan="2" |
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* [[Traders]] are now rarer but carry more goods.
<!-- content here-->
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* Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
|-
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* Smoothed out and softened how AI Storytellers handle colony population.
|}
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* Colonists now gain bad [[Mood|thoughts]] from sleeping outside.
</onlyinclude>
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* Replaced all noncommercial free sounds and attributed those under attribution licenses.
 +
* Power connectors report power net status.
 +
* You can now dump [[meals]] in dumping areas.
 +
* You can now click on names in the overview to center on the colonist.
 +
* Overview now displays health of wounded colonists.
 +
 
 +
=== New Content ===
 +
* Added map size adjustment in an advanced menu at game start.
 +
* You can now prioritize colonists’ tasks individually.
 +
* Levels now cap at 20 (as designed).
 +
* Added max selection size and max drag designate size.
 +
* Added [[raiders]]: sniper squad and mercenary squad.
 +
* Some electrical devices now [[Events#Zzztt...|short-circuit]] and cause fires if left out in the rain while running.
 +
* Split [[Shooting Accuracy]] breakdown into misses due to equipment and misses due to skill.
 +
* Added [[skills]] (which do nothing yet): cooking, medicine, artistic, crafting
 +
* Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
 +
* Added credits screen.
 +
 
 +
=== Bug Fixes ===
 +
* Various bugfixes and balance adjustments.

Latest revision as of 02:51, 7 November 2023

Previous Version: Version/0.0.232
Released on: 17 October 2013
Next Version: Version/0.0.250
Released on: 4 November 2013

Released on: 30 October 2013


Changes[edit]

Changes[edit]

  • Plants and such no longer cover bullets as well as sandbags.
  • Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
  • R-4 charge rifle now has a unique sound.
  • Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).
  • Hid the trait system to avoid confusion (since traits do nothing).
  • All weapons now have unique graphics.
  • Rewrote storage square management system to use the generalized work reservation manager.
  • Fast-forwarding is disabled during combat where you are under attack.
  • Balanced down hydroponics growth rate.
  • Charged batteries now explode while burning.
  • Rebalanced shooting and melee to make skill more important.
  • Drafted colonists no longer interrupt when melee attacked.
  • Traders are now rarer but carry more goods.
  • Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
  • Smoothed out and softened how AI Storytellers handle colony population.
  • Colonists now gain bad thoughts from sleeping outside.
  • Replaced all noncommercial free sounds and attributed those under attribution licenses.
  • Power connectors report power net status.
  • You can now dump meals in dumping areas.
  • You can now click on names in the overview to center on the colonist.
  • Overview now displays health of wounded colonists.

New Content[edit]

  • Added map size adjustment in an advanced menu at game start.
  • You can now prioritize colonists’ tasks individually.
  • Levels now cap at 20 (as designed).
  • Added max selection size and max drag designate size.
  • Added raiders: sniper squad and mercenary squad.
  • Some electrical devices now short-circuit and cause fires if left out in the rain while running.
  • Split Shooting Accuracy breakdown into misses due to equipment and misses due to skill.
  • Added skills (which do nothing yet): cooking, medicine, artistic, crafting
  • Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
  • Added credits screen.

Bug Fixes[edit]

  • Various bugfixes and balance adjustments.