Editing Version/0.12.906

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Version Nav}}
+
{{ VersionFrame | Version = 0.12.906 | Description = '''Alpha 12 - 0.12.906''' was released on  August 21, 2015 - Alpha 12 Release + Hotfixes
 
+
| Body = <noinclude>{{Version}}</noinclude>
Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs. A full change list is at the end of this post.
+
| Installation =
 
+
| Changes =
'''How to upgrade:''' If you own the game, you can get the new version by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at the support page which includes an automatic link sender tool and our support email. There may be a delay of some hours before your download count resets or your email arrives.
+
| NewContents = ====Animal Taming====
 
+
*Colonists with the Animal Handler work type will now interact with animals.
===Compatibility===
+
*Animal handling success rates are governed by the new Animals skill.
 
+
*Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
Also note that this build will not load old savegames or old worlds, so please don’t try to load these in the new version. They’ll probably just crash the game.
+
*Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
 
+
=====Trainable skills=====
==Release Trailer==
+
*Obedience: has master, follows master while master is drafted and defends him.
 
+
*Release: master can release animal during combat to attack distant enemies, and call animal back.
<youtube>https://www.youtube.com/watch?v=KkmR_FNp1ng</youtube>
+
*Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
 
+
*Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
==Changes==
+
*Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
 
+
*Each animal has a ‘wildness’ indicating how difficult it is to tame.
===Animals===
+
*Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
====Animal taming====
+
*Tame animals can be assigned animal areas in which they will try to remain.
* Colonists with the Animal Handler work type will now interact with [[animals]].
+
*Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
* Animal handling success rates are governed by the new [[Skills|Animals skill]].
+
*Tame animals can be designated for slaughter and animal handlers will slaughter them.
* Handlers can tame animals. They approach designated wild animals with [[food]] and attempt to tame them to make them part of the colony.
+
====New Animal Mechanics + Behaviour====
* Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
+
*Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
* Trainable skills:
+
*Some animals (muffalo, cow, camel) can be milked.
** Obedience: has master, follows master while master is drafted and defends him.
+
*Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
** Release: master can release animal during combat to attack distant enemies, and call animal back.
+
*Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
** Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
+
*You can now build animal beds and animal boxes and place animal sleeping spots.
** Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
+
*Animals all sleep.
* Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
+
*Animals can have different graphics per gender.
* Each animal has a ‘wildness’ indicating how difficult it is to tame.
+
*Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
* Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
+
*Colony starts with a random pet.
* Tame animals can be assigned animal areas in which they will try to remain.
+
*Animals can nuzzle colonists, improving their mood.
* Tame animals can be bought and sold. Bulk [[traders]] carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
+
*Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
* Tame animals can be designated for slaughter and animal handlers will slaughter them.
+
*All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
 
+
*New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
====New animal behaviors and mechanics====
+
*New incident: Self Tame (random wild animal on map becomes tame).
* Some animals ([[alpaca]], [[muffalo]], [[camel]]) can be shorn for [[wool]] that can be crafted into [[apparel]].
+
*Doctors will treat animals’ wounds if the animal is in a colony bed.
* Some animals ([[muffalo]], [[cow]], [[camel]]) can be [[milk]]ed.
+
*Some animals may attack on a failed taming attempt.
* Some animals ([[chicken]], [[cobra]], [[iguana]], [[tortoise]], etc) can now lay [[eggs]]. Fertilized eggs will hatch. All eggs can be eaten or cooked.
+
*Animals produce animal filth, proportional to body size, inversely proportional to petness.
* [[Animals]] can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
+
*Tons of new animal graphics and sounds for new animals.
* You can now build [[animal bed]]s and [[Animal sleeping box|animal boxes]] and place [[animal sleeping spot]]s.
+
====New Animals====
* Animals all sleep.
+
*Boomalope (large fragile animal that explodes and sets fires on death)
* Animals can have different graphics per gender.
+
*Thrumbo (giant peaceful powerful creature with amazing fur and horn)
* Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
+
*Chinchilla (very valuable fur)
* Colony [[Scenario system|starts]] with a random pet.
+
*Capybara
* Animals can nuzzle colonists, improving their [[mood]].
+
*Cow
* Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
+
*Pig
* All organisms including animals have life expectancies and will develop chronic conditions like [[Frail|frailty]] or [[Cataract|cataracts]] in old age.
+
*Chicken
* New incident: [[Events#(Animals) join|Farm Animals Wander In]] (some tame farm animals wander to and join the colony)
+
*Yorkshire terrier
* New incident: [[Events#(Animal) self-tamed|Self Tame]] (random wild animal on map becomes tame).
+
*Labrador retriever
* Doctors will treat animals’ wounds if the animal is in a colony bed.
+
*Husky
* Some animals may attack on a failed taming attempt.
+
*Elephant
* Animals produce animal [[filth]], proportional to body size, inversely proportional to petness.
+
====Room Roles and Stats====
* Tons of new animal graphics and sounds for new animals.
+
*Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
 
+
*Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
====New animals====
+
=====Room roles are:=====
* [[Boomalope]] (large fragile animal that explodes and sets fires on death)
+
*Bedroom
* [[Thrumbo]] (giant peaceful powerful creature with amazing [[thrumbofur|fur]] and [[Thrumbo horn|horn]])
+
*Barracks
* [[Chinchilla]] (very valuable [[Chinchilla fur|fur]])
+
*Prison bedroom
* [[Capybara]]
+
*Prison barracks
* [[Cow]]
+
*Dining room
* [[Pig]]
+
*Hospital
* [[Chicken]]
+
*Laboratory
* [[Yorkshire terrier]]
+
*Kitchen
* [[Labrador retriever]]
+
*Rec room
* [[Husky]]
+
*Tomb
* [[Elephant]]
+
=====Room stats are:=====
 
+
*Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
===Room roles and stats===
+
*Wealth
* Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
+
*Space
* Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
+
*Beauty
====[[Room roles]]====
+
*Cleanliness (has a direct effect on medical outcomes)
* Bedroom
+
=====Room stats affect things like:=====
* Barracks
+
*Immunity gain speed
* Prison bedroom
+
*Medical treatment quality
* Prison barracks
+
*Room stats create many variants on thoughts like:
* Dining room
+
*Ate in impressive dining room
* Hospital
+
*Own impressive bedroom
* Laboratory
+
*Own bed in impressive barracks
* Kitchen
+
*Did joy activity in impressive rec room
* Rec room
+
=====Added room traits:=====
* Tomb
+
*Greedy: Unhappy without a very impressive room.
 
+
*Jealous: Unhappy if anyone has a room noticeably better than him.
====[[Room stats|Room Stats]]====
+
*Ascetic: Unhappy unless he has a very crappy room.
* Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
+
====Facilities====
* Wealth
+
*Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
* Space
+
*Vitals monitor (improves healing in adjacent medical bed)
* Beauty
+
*Tool cabinet (improves production at nearby work table)
* Cleanliness (has a direct effect on medical outcomes)
+
*Multi-analyzer (speeds research at nearby research bench)
===== Room Stat Effects =====
+
====Ancient artifacts====
* [[Immunity Gain Speed]]
+
*Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts.
* [[Medical Tend Quality|Medical treatment quality]]
+
*Psychic powers work at any range through obstacles.
* Room stats create many variants on [[thoughts]] like:
+
*Artifacts are one-use.
** Ate in impressive dining room
+
=====The artifacts are:=====
** Own impressive bedroom
+
*Psychic insanity lance drives a single target insane
** Own bed in impressive barracks
+
*Psychic shock lance – drops a single target asleep
** Did joy activity in impressive rec room
+
*Psychic animal pulser – drives animals berserk map-wide
===== Traits Related To Room Stats =====
+
*Psychic soothe pulser – gives a temporary mood boost to everyone on the map
* [[Greedy]]: Unhappy without a very impressive room.
+
====UI Reworked====
* [[Jealous]]: Unhappy if anyone has a room noticeably better than him.
+
*Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.
* [[Ascetic]]: Unhappy unless he has a very crappy room.
+
*Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.
 
+
====Misc Changes====
===Facilities===
+
*Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
* Added ‘facilities’ passive buildings that give bonuses to nearby buildings:
+
*Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
* [[Vitals monitor]] (improves healing in adjacent medical bed)
+
*Colonists will visit graves of dead colonists for a joy activity.
* [[Tool cabinet]] (improves production at nearby work table)
+
*New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
* [[Multi-analyzer]] (speeds research at nearby research bench)
+
*New Flashstorm. A localized, intense lightning storm in one area of the map. Causes big fires.
 
+
*Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
===Ancient artifacts===
+
*Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).
* Ancient [[artifact]]s with psychic powers can be bought, sold, and found in [[Ancient shrine|ancient crypts]].
+
*Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
* Psychic powers work at any range through obstacles.
+
*All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
* Artifacts are one-use.
+
*New trait: Night owl. Happy when awake at night, sad if awake around midday.
====Artifacts====
+
*New thought: Crowded – In a space with too many people.
* [[Psychic insanity lance]] – drives a single target insane
+
*New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.
* [[Psychic shock lance]] – drops a single target asleep
+
*New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.
* [[Psychic animal pulser]] – drives animals berserk map-wide
+
*Furniture can now be art engraved.
* [[Psychic soothe pulser]] – gives a temporary mood boost to everyone on the map
+
*New floors: gold tile, sterile tile, cream carpet, dark gray carpet.
 
+
*Game start now has a “select random landing site” button if you don’t want to choose.
===Graves and sarcophagi===
+
*Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
* [[Grave]]s are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
+
*Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.
* Can now build [[sarcophagus|sarcophagi]] out of solid materials. High-quality sarcophagi are art items.
+
*Manhunter pack incident can use animals besides wargs.
* Colonists will visit graves of dead colonists for a [[joy]] activity.
+
*Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.
 
+
*Dazed broken pawns will now randomly strip off clothes and drop things.
===Misc new incidents===
+
*New graphics for squirrel and warg.
* New incident: [[Poison ship]]. A variation on the psychic drone ship that kills plants in an expanding circle.
+
*New graphics for research bench and other buildings.
* New [[Events#Flashstorm|Flashstorm]]. A localized, intense [[lightning]] storm in one area of the map. Causes big fires.
+
*Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
 
+
*A bunch of new music from Alistair Lindsay.
===Interface rework===
+
*Carrying capacity is now a stat that can change for body size and manipulation capacity.
* Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.
+
*Siegers will never be sent with only melee weapons (too exploitable).
* Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.
+
*Sappers now avoid mining through high-health ores and barriers.
 
+
*Rebalanced crop yields and harvesting challenges so crops require a bit more space.
===Misc===
+
*Game will auto-reset mods config on startup crash to try to recover.
* Added [[heart attack]]s. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
+
*Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings.
* Added [[hay]] (animal food only, for getting through winter). Added [[haygrass]] (long growing, high yield of hay).
+
| Bugfixes =
* Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
+
| Hotfixes = *Rebalanced animal hauling, traps, charge rifle, assault rifle. (Alpha 12b)
* All [[furniture]] is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
+
*Rebalanced animal hunger rates and plant nutritions so animals need larger grass pastures to be sustainable. (Alpha 12b)
* New [[trait]]: Night owl. Happy when awake at night, sad if awake around midday.
+
*Thrumbo is much more powerful in combat. (Alpha 12b)
* New [[Mood|thought]]: Crowded – In a space with too many people.
+
*Sleeping pawns now wake up when harmed. (Alpha 12b)
* New installable implant: [[Painstopper]]. Prevents all [[pain]], but reduces [[consciousness]] permanently.
+
*Float menu column is wider to avoid cut-off text. (Alpha 12b)
* New installable implant: [[Joywire]]. Large permanent [[Mood|happiness]] boost, but reduces [[consciousness]] permanently.
+
*Ship part incidents won’t occur so early. (Alpha 12b)
* [[Furniture]] can now be art engraved.
+
*First raid comes a bit earlier on Cassandra and Phoebe. (Alpha 12b)
* New floors: [[gold tile]], [[sterile tile]], [[cream carpet]], [[dark carpet|dark gray carpet]].
+
*Fixed: Manual work priorities being used after switching to non-manual priorities. (Alpha 12b)
* Game start now has a “select random landing site” button if you don’t want to choose.
+
*Fixed: Colonists have ‘colonist left unburied’ thoughts when tame animals were left unburied. (Alpha 12b)
* Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
+
*Fixed: Eggs can only be used for simple meals (Alpha 12b)
* Added ‘open’ designator for opening [[cryptosleep casket]]s, [[grave]]s, [[Sarcophagus|sarcophagi]], and other containers.
+
*Fixed: Trade items dropping in weird places. (Alpha 12b)
* [[Events#Manhunter_Pack|Manhunter pack]] incident can use [[animals]] besides [[warg]]s.
+
*Fixed: Colonists incapable of violence can slaughter animals. (Alpha 12b)
* Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.
+
*Fixed: Alphabeavers leave the map after they sleep because they get hungry. (Alpha 12b)
* [[Mental_break#Psychotic wandering (Daze|Dazed broken]] pawns will now randomly strip off clothes and drop things.
+
*Fixed: Date changes over at 6am, not midnight. (Alpha 12b)
* New graphics for [[squirrel]] and [[warg]].
+
*Misc other fixes and improvements. (Alpha 12b)
* New graphics for [[research bench]] and other buildings.
+
*Poison ship part event now only drops one ship part instead of 2-3. (Alpha 12c)
* [[Plant Harvest Yield|Unskilled or injured growers]] can fail at harvesting, destroying the harvest for one plant
+
*Flashstorms are much less intense (Alpha 12d)
* A bunch of new music from Alistair Lindsay.
+
}}
* [[Carrying Capacity|Carrying capacity]] is now a stat that can change for body size and [[manipulation]] capacity.
 
* [[Raid#Siege|Siegers]] will never be sent with only melee weapons (too exploitable).
 
* [[Sappers]] now avoid mining through high-health ores and barriers.
 
* Rebalanced crop yields and harvesting challenges so crops require a bit more space.
 
* Game will auto-reset mods config on startup crash to try to recover.
 
* Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings.
 

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)