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To install the new version, just delete the old one and unzip the new one somewhere. Old saves will be unusable in the new version.
 
To install the new version, just delete the old one and unzip the new one somewhere. Old saves will be unusable in the new version.
  
== Release Trailer ==
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==Release Trailer==
  
 
<youtube>https://www.youtube.com/watch?v=0LdBGkUbf9A</youtube>
 
<youtube>https://www.youtube.com/watch?v=0LdBGkUbf9A</youtube>
  
== Changes (Summary) ==
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==Changes (Summary)==
  
=== Stockpiling ===
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===Stockpiling===
 
Resources no longer vanish into a magical storage number in the sky. Everything in the game is now present on the map at all times.
 
Resources no longer vanish into a magical storage number in the sky. Everything in the game is now present on the map at all times.
  
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* There is a new Cooking work type added. Currently, all it does it refill food hoppers. In future it will actually cook stuff. However, we added it now because sometimes you want filling the hoppers to be at a different priority from general hauling.
 
* There is a new Cooking work type added. Currently, all it does it refill food hoppers. In future it will actually cook stuff. However, we added it now because sometimes you want filling the hoppers to be at a different priority from general hauling.
  
=== Adaptive Tutor ===
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===Adaptive Tutor===
 
There was a janky tutor before, but he basically ran on a rail and told you the same things every game, whether you needed to know them or not. The new adaptive tutor is much smarter in providing only the information players need.
 
There was a janky tutor before, but he basically ran on a rail and told you the same things every game, whether you needed to know them or not. The new adaptive tutor is much smarter in providing only the information players need.
  
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Also, the AT’s database of player knowledge is now saved separately from maps, so it will stay between games. To reset it, delete Knowledge.xml in your RimWorld saves folder.
 
Also, the AT’s database of player knowledge is now saved separately from maps, so it will stay between games. To reset it, delete Knowledge.xml in your RimWorld saves folder.
  
=== Modding ===
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===Modding===
  
 
Modding support is started but not finished.
 
Modding support is started but not finished.
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This system will be finished in a future release. Hopefully soon, because I grew up as a modder and can’t wait to see what people will do modding RimWorld.
 
This system will be finished in a future release. Hopefully soon, because I grew up as a modder and can’t wait to see what people will do modding RimWorld.
  
=== Menu Art ===
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===Menu Art===
  
 
You’ll notice some beautiful new art for our menus. Thank Ricardo Tomé, Portuguese digital painting expert, for spicing up the menu backgrounds and giving some life to the AI Storytellers.
 
You’ll notice some beautiful new art for our menus. Thank Ricardo Tomé, Portuguese digital painting expert, for spicing up the menu backgrounds and giving some life to the AI Storytellers.
  
=== Character Art, Apparel, and Hair ===
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===Character Art, Apparel, and Hair===
  
 
The character art in game has been redone by [https://www.deviantart.com/rhopunzel Rhopunzel], combined with some fun color-randomizing code by yours truly. So pawns can come in a variety of body shapes, skin colors, and head shapes.
 
The character art in game has been redone by [https://www.deviantart.com/rhopunzel Rhopunzel], combined with some fun color-randomizing code by yours truly. So pawns can come in a variety of body shapes, skin colors, and head shapes.
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Overall we’re looking to get to a point where colonists and pirates can be characterized and recognized just by looking at them. The tools to do that are now in, but they’re used haphazardly. Upcoming versions will have characters spawn with proper clothing and change their clothing as appropriate. Clothes will also help protect characters, affect their movement speed, and so on.
 
Overall we’re looking to get to a point where colonists and pirates can be characterized and recognized just by looking at them. The tools to do that are now in, but they’re used haphazardly. Upcoming versions will have characters spawn with proper clothing and change their clothing as appropriate. Clothes will also help protect characters, affect their movement speed, and so on.
  
=== Fixes and Tunings ===
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===Fixes and Tunings===
  
 
Tons of things have been fixed and tuned, including recruiting chances, storyteller difficulties, and so on.
 
Tons of things have been fixed and tuned, including recruiting chances, storyteller difficulties, and so on.
  
=== Creative Content ===
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===Creative Content===
  
 
If you got the Name in Game or Backstory in Game pack and had your content approved before Friday or so (when I content-locked the Alpha for final stability testing), your content will be in the game. It’s quite refreshing to have a nice deep pool of content to draw from. There aren’t a massive number of backstories – you can become familiar with individuals if you play a lot – but there are enough that the game isn’t under pressure to repeat anything.
 
If you got the Name in Game or Backstory in Game pack and had your content approved before Friday or so (when I content-locked the Alpha for final stability testing), your content will be in the game. It’s quite refreshing to have a nice deep pool of content to draw from. There aren’t a massive number of backstories – you can become familiar with individuals if you play a lot – but there are enough that the game isn’t under pressure to repeat anything.
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Great thanks to all the testers and the two creative rewards moderators who helped make this happen. Have fun and watch out for the raging muffalo!
 
Great thanks to all the testers and the two creative rewards moderators who helped make this happen. Have fun and watch out for the raging muffalo!
  
== Changes (List) ==
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==Changes (List)==
  
 
* Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the [[modding|mod system]].
 
* Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the [[modding|mod system]].
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* Deconstructing is now done by designating a target, which the colonists go deconstruct.
 
* Deconstructing is now done by designating a target, which the colonists go deconstruct.
  
=== New Content ===
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===New Content===
  
 
* Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
 
* Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
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* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
 
* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
  
=== Bug Fixes ===
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===Bug Fixes===
  
 
* Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
 
* Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
 
* Various bugfixes.
 
* Various bugfixes.
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[[Category:Version]]

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