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{{Version Nav}}
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{{ VersionFrame | Version = 0.18.1722 | Description = '''Beta 18 - 0.18.1722''' was released on November 18th, 2017 - Beta 18 Release
'''To get the update:''' If you’re on Steam, the game will update automatically. If you’re DRM-free, you can re-download from the same link you got the game from originally. It always has the latest version.
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| Body =
 
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New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
'''If you want to keep playing Alpha 17 on Steam:''' Right click RimWorld in the Library list -> Properties -> Betas -> Choose alpha17b from the drop-down menu.
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*Tropical swamp
 
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*Temperate swamp
It’s finally in Beta! This is build 0.18.1722 of RimWorld. That last number is the number of days since I first started working on RimWorld in February 2012. 1722 days – almost five years. It’s come a very long way since the first public look in September 2013. It’s time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18.
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*Cold bog
 
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New incidents:
The “Beta” designation means that we’re on the final stretch before the 1.0 release, and that there won’t be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after. We will also continue seeking feedback so we can fix those little bugs and design problems that only become apparent after tens or hundreds of hours of play. RimWorld has become an exceptionally complex game, and it takes a long time and a huge amount of play to understand how to improve it. So it’ll keep evolving for a while.
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*Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
 
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*Aurora. A beautiful aurora lights up the night sky, improving mood.
In any case, enjoy Beta 18. There is a lot of new stuff. See the features list below for details, and watch the video.
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*Tornado
 
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*Peace talks quest
===Compatibility===
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*World refugee quest
Saved games from non-modded Alpha 17 should still be loadable, though some things may change upon loading (e.g. characters may forget what they are doing; buildings may insta-deconstruct if they changed size and no longer fit, etc). Complex mods made for A17 won’t be usable and will need to be updated. Very simple mods may still load.
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*Prisoner rescue quest
 
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Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
==Release Trailer==
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*Various research has been split up
 
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*Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
<youtube>https://www.youtube.com/watch?v=IPI2vUqdZFY</youtube>
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*Melee weapon research is now broken into several stages
 
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New furniture
==Changes==
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*Bedroll: Portable bed
 
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*Dresser: Passively improves room
===New swamp biomes===
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*Endtable: Passive improves room
Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
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*Various new table sizes
* Tropical swamp
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New quest reward special items:
* Temperate swamp
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*Psychic emanator
* Cold bog
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*Vanometric power cell
 
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*Infinite chemreactor
===New incidents===
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*Techprof subpersona core
* Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
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*Healer mechanite superdose
* Aurora. A beautiful aurora lights up the night sky, improving mood.
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*Resurrector mechanite superdose
* Tornado
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*Orbital bombardment targeter
* Peace talks quest
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*Orbital power beam targeter
* World refugee quest
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Tribal content upgrade:
* Prisoner rescue quest
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*Ikwa melee weapon
 
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*War mask
===Storyful combat===
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*Tribal headdress
A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
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*Recurve bow
 
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*Tribal hunter
===Various research has been split up===
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*Tribal heavy archer
* Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
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*Tribal berserker
* Melee weapon research is now broken into several stages
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New world site components (used in various situations):
 
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*Sleeping mechanoids
===New furniture===
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*Animal ambush
* Bedroll: Portable bed
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*Enemy ambush
* Dresser: Passively improves room
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New mental breaks:
* Endtable: Passive improves room
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*Insulting spree. Randomly go around and insult people.
* Various new table sizes
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*Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
 
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*Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
===New quest reward special items===
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*Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
* [[Psychic emanator]]
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*Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
* [[Vanometric power cell]]
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*Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
* [[Infinite chemreactor]]
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*Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
* [[Techprof subpersona core]]
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*Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.
* [[Healer mech serum|Healer mechanite superdose]]
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*Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.
* [[Resurrector mech serum|Resurrector mechanite superdose]]
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*Slaughterer. Slaughter random colony animal(s) periodically.
* [[Orbital bombardment targeter]]
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*Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
* [[Orbital power beam targeter]]
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*Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
 
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New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.
===Tribal content upgrade===
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*Work frenzy (1 day): Global work speed 2.5x
* [[Ikwa]] melee weapon
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*Go frenzy (1 day): Walk speed 1.5x
* [[War mask]]
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*Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
* [[Tribal headdress]]
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*Inspired trade
* [[Recurve bow]]
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*Inspired recruitment
* [[Tribes#Hunter|Tribal hunter]]
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*Inspired surgery
* [[Tribes#Heavy archer|Tribal heavy archer]]
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*Inspired art
* [[Tribes#Berserker|Tribal berserker]]
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World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
 
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*Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
===New world site components===
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*Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
Used in various situations.
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*Crop blights now appear and spread over time instead of instantly destroying crops
* Sleeping mechanoids
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*Spaceship is now bigger and has one more component, the sensor cluster
* Animal ambush
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*Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
* Enemy ambush
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*Space ship construction now requires advanced components, which have their own tech tree and production method
 
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*Split pistol into revolver and autopistol
===New mental breaks===
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*Boomalopes can be milked for chemfuel
* Insulting spree. Randomly go around and insult people.
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*Added chemfuel generator, which generates electricity from chemfuel
* Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
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*Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
* Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
+
*Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
* Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
+
*Redesigned alert letter types and sounds to be more specific.
* Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
+
*Pawns can now be banished. This is analogous to abandoning pawns in caravans.
* Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
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*Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
* Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
+
*Many many tunings, bugfixes, and redesigns.
* Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.
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}}
* Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.
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<noinclude>{{VersionNavbox}}</noinclude>
* Slaughterer. Slaughter random colony animal(s) periodically.
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<noinclude>[[Category:Beta_18]]</noinclude>
* Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
 
* Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
 
 
 
===New mental inspirations===
 
{{Main|Mental inspiration}}
 
Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.
 
* [[Mental inspiration#Work frenzy|Work frenzy]] (1 day): Global work speed 2.5x
 
* [[Mental inspiration#Go frenzy|Go frenzy]] (1 day): Walk speed 1.5x
 
* [[Mental inspiration#Shoot frenzy|Shoot frenzy]] (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
 
* [[Mental inspiration#Inspired trade|Inspired trade]]
 
* [[Mental inspiration#Inspired recruitment|Inspired recruitment]]
 
* [[Mental inspiration#Inspired surgery|Inspired surgery]]
 
* [[Mental inspiration#Inspired art|Inspired art]]
 
 
 
===Misc. Changes===
 
* World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
 
* Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
 
* Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
 
* Crop blights now appear and spread over time instead of instantly destroying crops
 
* Spaceship is now bigger and has one more component, the sensor cluster
 
* Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
 
* Space ship construction now requires advanced components, which have their own tech tree and production method
 
* Split pistol into [[revolver]] and [[autopistol]]
 
* [[Boomalope]]s can be milked for [[chemfuel]]
 
* Added [[chemfuel generator]], which generates electricity from chemfuel
 
* Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are [[High-explosive shell|explosive]], [[Incendiary shell|incendiary]], [[Firefoam shell|firefoam]], and [[Antigrain warhead|antigrain]] (a special high-tech warhead).
 
* Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
 
* Redesigned alert letter types and sounds to be more specific.
 
* Pawns can now be banished. This is analogous to abandoning pawns in caravans.
 
* Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
 
* Many many tunings, bugfixes, and redesigns.
 

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