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− | {{Version | + | {{ VersionFrame | Version = 0.14.x | Description = '''Alpha 14 - 0.14.x''' was released on July 15, 2016 - Alpha 14 Release |
− | + | | Body = <noinclude>{{Version}}</noinclude> | |
− | + | | Installation = | |
− | + | | Changes = | |
− | + | ===== Combat ===== | |
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*Pawns can no longer overlap during melee combat (unless they’re really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function. | *Pawns can no longer overlap during melee combat (unless they’re really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function. | ||
*Projectiles fired by hunting colonists no longer intercept random targets. | *Projectiles fired by hunting colonists no longer intercept random targets. | ||
*AI now runs away from grenades thrown by their own faction. | *AI now runs away from grenades thrown by their own faction. | ||
− | ===Pawn AI=== | + | ===== Pawn AI ===== |
*Predators no longer hunt boomrats and boomalopes. | *Predators no longer hunt boomrats and boomalopes. | ||
*Pawns will be smarter about avoiding traps in various situations. | *Pawns will be smarter about avoiding traps in various situations. | ||
− | ===Social=== | + | ===== Social ===== |
*Humans now do incest. | *Humans now do incest. | ||
*Beauty trait now has four stages: Staggeringly ugly, ugly, pretty, beautiful. | *Beauty trait now has four stages: Staggeringly ugly, ugly, pretty, beautiful. | ||
*Some backstories now force pawns to have a given trait (e.g. Model->Beautiful) | *Some backstories now force pawns to have a given trait (e.g. Model->Beautiful) | ||
− | ===Buildings=== | + | =====Buildings===== |
*Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more. | *Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more. | ||
− | ===Animals=== | + | =====Animals===== |
*Tortoises aren’t so deadly any more. | *Tortoises aren’t so deadly any more. | ||
*Animals no longer do incest. | *Animals no longer do incest. | ||
*Nuzzling is now a visualized, recorded social interaction. | *Nuzzling is now a visualized, recorded social interaction. | ||
− | ===Interface=== | + | =====Interface===== |
*Ground fertility is now reported on mouseover. | *Ground fertility is now reported on mouseover. | ||
*Trading interface now lets you type in the number you want to trade instead of dragging to the number. | *Trading interface now lets you type in the number you want to trade instead of dragging to the number. | ||
*Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options. | *Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options. | ||
− | ===Incidents=== | + | =====Incidents===== |
*Raiders can now enter “steal” mode if they see enough value. They’ll grab your stuff and carry it off. | *Raiders can now enter “steal” mode if they see enough value. They’ll grab your stuff and carry it off. | ||
*Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them. | *Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them. | ||
− | ===Miscellaneous=== | + | =====Miscellaneous===== |
*Full Steam Workshop support for mods. | *Full Steam Workshop support for mods. | ||
*Updated to Unity 5. | *Updated to Unity 5. | ||
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*Many, many, many other balance changes, gameplay and interface refinements, and bugfixes. | *Many, many, many other balance changes, gameplay and interface refinements, and bugfixes. | ||
− | + | | NewContents = | |
− | ====Scenario System==== | + | ===== Scenario System ===== |
*New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules. | *New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules. | ||
* Several built-in scenarios, including one matching the classic RimWorld experience, are included. | * Several built-in scenarios, including one matching the classic RimWorld experience, are included. | ||
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**ScenPart: Disallow building | **ScenPart: Disallow building | ||
− | ====Incidents==== | + | ===== Incidents ===== |
*Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped. | *Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped. | ||
*Infestations are easier and grow less exponentially. | *Infestations are easier and grow less exponentially. | ||
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*AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather. | *AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather. | ||
− | ====Social==== | + | =====Social===== |
*Added “killed my X” social thoughts so people dislike their loved ones’ killers | *Added “killed my X” social thoughts so people dislike their loved ones’ killers | ||
*Added new class of “minor” mental breaks, which can happen at mood under 40%. | *Added new class of “minor” mental breaks, which can happen at mood under 40%. | ||
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*Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire. | *Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire. | ||
− | ====Items==== | + | =====Items===== |
*Added pemmican for low-tech food preservation. | *Added pemmican for low-tech food preservation. | ||
− | ====Buildings==== | + | =====Buildings===== |
*Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power. | *Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power. | ||
*Added torch lamp | *Added torch lamp | ||
− | ====Research==== | + | =====Research===== |
*Added research (needed for tribes only): complex clothing, electricity | *Added research (needed for tribes only): complex clothing, electricity | ||
*Added research (needed for non-tribes only): pemmican | *Added research (needed for non-tribes only): pemmican | ||
*Added research: air conditioning, autodoors, gun turrets | *Added research: air conditioning, autodoors, gun turrets | ||
− | ====Animals==== | + | =====Animals===== |
− | *Added | + | *Added panther for jungle biome. Because I discovered panthers aren’t real and I need to cope with this somehow. |
*Added/replaced animals created by the excellent Kay Fedewa: | *Added/replaced animals created by the excellent Kay Fedewa: | ||
− | ** | + | **Caribou |
− | ** | + | **Cassowary |
− | ** | + | **Deer |
− | ** | + | **Emu |
− | ** | + | **Arctic fox |
− | ** | + | **Fennec fox |
− | ** | + | **Red fox |
− | ** | + | **Gazelle |
− | ** | + | **Husky |
− | ** | + | **Ibex |
− | ** | + | **Lynx |
− | ** | + | **Megatherium (prehistoric giant ground sloth) |
− | ** | + | **Ostrich |
− | ** | + | **Raccoon |
− | ** | + | **Rat |
− | ** | + | **Turkey |
− | ** | + | **Arctic wolf |
− | ** | + | **Timber wolf |
− | ====Interface==== | + | =====Interface===== |
*Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off. | *Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off. | ||
*There is now an orange glow to help you identify very hot areas. | *There is now an orange glow to help you identify very hot areas. | ||
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*Animals tab now has checkbox columns for each trainable, to allow easy training of many animals | *Animals tab now has checkbox columns for each trainable, to allow easy training of many animals | ||
− | ===Miscellaneous=== | + | =====Miscellaneous===== |
*You can now play as a tribe in some scenarios. | *You can now play as a tribe in some scenarios. | ||
*Some traders buy and sell furniture now. | *Some traders buy and sell furniture now. | ||
− | + | | Bugfixes = | |
− | |||
*Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out. | *Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out. | ||
*Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off. | *Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off. | ||
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*Flowers are no longer good animal feed (reduced nutrition). | *Flowers are no longer good animal feed (reduced nutrition). | ||
*Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists. | *Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists. | ||
+ | | Hotfixes = | ||
+ | }} | ||
+ | |||
+ | <noinclude>[[Category:Alpha_14]]</noinclude> |