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{{Version Nav}}
 
{{Version Nav}}
 
 
I’m happy to announce that we’ve just released RimWorld Alpha 15! This version adds a rich tutorial, an intelligent learning helper to help you pick up the game, a new drug system, deep drilling to provide resources in the end game, and a giant pile of other smaller improvements and fixes. A full change log and detailed info is below.
 
I’m happy to announce that we’ve just released RimWorld Alpha 15! This version adds a rich tutorial, an intelligent learning helper to help you pick up the game, a new drug system, deep drilling to provide resources in the end game, and a giant pile of other smaller improvements and fixes. A full change log and detailed info is below.
  
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===Tutorial===
 
===Tutorial===
 
* Added new rich tutorial with step-by-step instructions.
 
* Added new rich tutorial with step-by-step instructions.
* Tutorial teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first raider.
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* Tutorial teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first
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* raider.
 
* Tutorial locks out irrelevant controls and highlights relevant controls.
 
* Tutorial locks out irrelevant controls and highlights relevant controls.
 
* At the end of the tutorial, the player can continue the game with a normal storyteller.
 
* At the end of the tutorial, the player can continue the game with a normal storyteller.
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* Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days.
 
* Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days.
 
* The drugs are:
 
* The drugs are:
** [[Beer]] – Improved mood but worsened capacities. Addictive.
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** Beer – Improved mood but worsened capacities. Addictive.
** [[Malari-block]] – Prevents malaria infection for 5 days.
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** Malari-block – Prevents malaria infection for 5 days.
** [[Yayo]] – Stimulant pleasure drug, addictive.
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** Yayo – Stimulant pleasure drug, addictive.
** [[Flake]] – Cheap, short high, very addictive.
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** Flake – Cheap, short high, very addictive.
** [[Wake-up]] – Improves work performance, addictive.
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** Wake-up – Improves work performance, addictive.
** [[Smokeleaf]] – Improved mood but worsened capacities. More hunger, slower movement. Can form dependence.
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** Smokeleaf – Improved mood but worsened capacities. More hunger, slower movement. Can form dependence.
** [[Go-juice]] – Synthetic futuristic combat drug. Boost speed and fighting capacity tremendously. Addictive.
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** Go-Juice – Synthetic futuristic combat drug. Boost speed and fighting capacity tremendously. Addictive.
** [[Luciferium]] – Glitterworld mechanites that give huge bonuses to most capacities. However, without repeated doses the user goes insane and dies. It is impossible to clear the addiction, and the drug is 100% addictive on one dose.
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** Luciferium – Glitterworld mechanites that give huge bonuses to most capacities. However, without repeated doses the user goes insane and dies. It is impossible to clear the addiction, and the drug is 100% addictive on one dose.
 
* Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops. They require research to create.
 
* Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops. They require research to create.
  
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* Added a message when food spoils in storage.
 
* Added a message when food spoils in storage.
 
* Fix: Pawns don’t get ‘catharsis’ mood gainer thought after a mental break.
 
* Fix: Pawns don’t get ‘catharsis’ mood gainer thought after a mental break.
* Rename PDW to [[Machine pistol]].
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* Rename PDW to Machine pistol.
 
* Torches and campfires are no longer destroyed near-instantly by rain/snow. They instead consume fuel faster.
 
* Torches and campfires are no longer destroyed near-instantly by rain/snow. They instead consume fuel faster.
 
* Torches consume fuel a bit faster overall.
 
* Torches consume fuel a bit faster overall.
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* Added a toggleable view that shows roofs in glowing green.
 
* Added a toggleable view that shows roofs in glowing green.
 
* Hundreds of other balance changes, text fixes, redesigns, and bug fixes.
 
* Hundreds of other balance changes, text fixes, redesigns, and bug fixes.
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[[Category:Version]]

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