Difference between revisions of "Version/1.1.2618"

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== Improvements ==
 
== Improvements ==
Monuments can now be sastisfied with any floor type instead of requiring specific floor types.
+
* Monuments can now be sastisfied with any floor type instead of requiring specific floor types.
Monument generation has been adjusted to make monuments more dense and consistent.
+
* Monument generation has been adjusted to make monuments more dense and consistent.
Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings.
+
* Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings.
“Choose rewards” window renamed to “Reward preferences”. Added explanation at the top of the window. Increased height of reward prefs window.
+
* “Choose rewards” window renamed to “Reward preferences”. Added explanation at the top of the window. Increased height of reward prefs window.
Man in black is now always capable of violent and caring work.
+
* Man in black is now always capable of violent and caring work.
Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave).
+
* Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave).
Improved clarity of monument marker placement feedback. Added messages for incompatible terrain or blocking buildings.
+
* Improved clarity of monument marker placement feedback. Added messages for incompatible terrain or blocking buildings.
Prices now only display decimals when under $10.
+
* Prices now only display decimals when under $10.
Now, only esquire and higher titles will be inherited.
+
* Now, only esquire and higher titles will be inherited.
Hospitality threats with mech clusters now display more accurate sizing in generated text.
+
* Hospitality threats with mech clusters now display more accurate sizing in generated text.
  
 
== Tuning ==
 
== Tuning ==
Praetors can now give speeches.
+
* Praetors can now give speeches.
Lodger minimum mood now only applies to the asker, not any others who accompany him.
+
* Lodger minimum mood now only applies to the asker, not any others who accompany him.
Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels.
+
* Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels.
Mech clusters are more likely to have mechanoid guards instead of just turrets.
+
* Mech clusters are more likely to have mechanoid guards instead of just turrets.
Mech clusters at low points are more likely to have unstable power cells.
+
* Mech clusters at low points are more likely to have unstable power cells.
Reduce duration of berserk pulse from 15 seconds to 11 seconds.
+
* Reduce duration of berserk pulse from 15 seconds to 11 seconds.
Increase cost of mortars.
+
* Increase cost of mortars.
Siegers now recieve 6 replenish shells at a time instead of 10.
+
* Siegers now recieve 6 replenish shells at a time instead of 10.
Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change).
+
* Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change).
Increased human turrets damage and fuel consumption.
+
* Increased human turrets damage and fuel consumption.
Increased uranium slug turret range.
+
* Increased uranium slug turret range.
Reduce steel from smelting steel chunks from 20 to 15. Reduce resource yield from destroying/disassembing mechs and their buildings. This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties.
+
* Reduce steel from smelting steel chunks from 20 to 15. Reduce resource yield from destroying/disassembing mechs and their buildings. This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties.
Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives.
+
* Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives.
  
 
== Technical ==
 
== Technical ==
Removed null asker possibility from hospitality quests.
+
* Removed null asker possibility from hospitality quests.
Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn’t break all other mods.
+
* Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn’t break all other mods.
DesignatorFor -> FindAllowedDesignatorRoot
+
* DesignatorFor -> FindAllowedDesignatorRoot
Monument placement now checks overlap before adjacency.
+
* Monument placement now checks overlap before adjacency.
Minimum mech cluster points can be set for mech cluster buildings.
+
* Minimum mech cluster points can be set for mech cluster buildings.
Rename “ludeon” constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check.
+
* Rename “ludeon” constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check.
Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value.
+
* Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value.
QuestNode_IsInList now uses previously unused function.
+
* QuestNode_IsInList now uses previously unused function.
Removed redundant checks from IsSpawningBlocked. IsSpawningBlockedPermanently checks proper location.
+
* Removed redundant checks from IsSpawningBlocked. IsSpawningBlockedPermanently checks proper location.
Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label.
+
* Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label.
Move the delegate inside ModContentPack.ReloadContent into a class function to prevent future issues with mods.
+
* Move the delegate inside ModContentPack.ReloadContent into a class function to prevent future issues with mods.
Added null check for QuestGenUtility method IsInList.
+
* Added null check for QuestGenUtility method IsInList.
lodgersMoodThreshold is now selected from 4 discrete random values.
+
* lodgersMoodThreshold is now selected from 4 discrete random values.
Renamed allowedThreats to threatType in hospitality quests; a back-compatibility rule for the old name remains.
+
* Renamed allowedThreats to threatType in hospitality quests; a back-compatibility rule for the old name remains.
  
 
== Fixes ==
 
== Fixes ==
Fix: Can’t target caster or pawns of the same faction with psycasts if they’re invisible.
+
* Fix: Can’t target caster or pawns of the same faction with psycasts if they’re invisible.
Fix: Text overlap for some items on architect tab description.
+
* Fix: Text overlap for some items on architect tab description.
Fix: Kind label is not gender-aware in RulesForPawn
+
* Fix: Kind label is not gender-aware in RulesForPawn
Fix: Pawns can stand on drapes are standable.
+
* Fix: Pawns can stand on drapes are standable.
Fix: Some hospitality quest fields report missing translations even though they shouldn’t
+
* Fix: Some hospitality quest fields report missing translations even though they shouldn’t
Fix: Alerts throwing errors after choosing “Load mod list from save” while in-game.
+
* Fix: Alerts throwing errors after choosing “Load mod list from save” while in-game.
Fix: Smoke spewer does nothing.
+
* Fix: Smoke spewer does nothing.
Fix: Psycasts don’t check cooldown in CanCast method.
+
* Fix: Psycasts don’t check cooldown in CanCast method.
Fix: Tribute collector doesn’t arrive unless you have a knight.
+
* Fix: Tribute collector doesn’t arrive unless you have a knight.
Fix: Black screen on startup if a workshop mod folder was deleted without unsubbing from the mod.
+
* Fix: Black screen on startup if a workshop mod folder was deleted without unsubbing from the mod.
Fix: Force loading animals into a shuttle while forming a caravan and then sending the shuttle causes errors.
+
* Fix: Force loading animals into a shuttle while forming a caravan and then sending the shuttle causes errors.
Fix: Asker potentially not being set when setting lodgersHaveMoodThreshold.
+
* Fix: Asker potentially not being set when setting lodgersHaveMoodThreshold.
Fix: Monuments can be placed over non-edifice buildings without warning.
+
* Fix: Monuments can be placed over non-edifice buildings without warning.
Fix: Languages listed as seperate even if they share the same legacy folder name.
+
* Fix: Languages listed as seperate even if they share the same legacy folder name.
Fix: Manhunter pack quests and incidents fail to generate for higher points.
+
* Fix: Manhunter pack quests and incidents fail to generate for higher points.

Revision as of 17:09, 8 May 2020

This is a relatively minor update focused on fixes and balance. The major content we’re working on is still being held back for release as the content add-on later.

This update should be compatible with all savegames and mods. DRM-free users can update by re-downloading and re-installing from their personal download link – it always has the latest version and never changes.

Thanks to everyone who has given feedback at the unstable testing Discord server. Come join to test future releases!

Improvements

  • Monuments can now be sastisfied with any floor type instead of requiring specific floor types.
  • Monument generation has been adjusted to make monuments more dense and consistent.
  • Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings.
  • “Choose rewards” window renamed to “Reward preferences”. Added explanation at the top of the window. Increased height of reward prefs window.
  • Man in black is now always capable of violent and caring work.
  • Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave).
  • Improved clarity of monument marker placement feedback. Added messages for incompatible terrain or blocking buildings.
  • Prices now only display decimals when under $10.
  • Now, only esquire and higher titles will be inherited.
  • Hospitality threats with mech clusters now display more accurate sizing in generated text.

Tuning

  • Praetors can now give speeches.
  • Lodger minimum mood now only applies to the asker, not any others who accompany him.
  • Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels.
  • Mech clusters are more likely to have mechanoid guards instead of just turrets.
  • Mech clusters at low points are more likely to have unstable power cells.
  • Reduce duration of berserk pulse from 15 seconds to 11 seconds.
  • Increase cost of mortars.
  • Siegers now recieve 6 replenish shells at a time instead of 10.
  • Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change).
  • Increased human turrets damage and fuel consumption.
  • Increased uranium slug turret range.
  • Reduce steel from smelting steel chunks from 20 to 15. Reduce resource yield from destroying/disassembing mechs and their buildings. This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties.
  • Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives.

Technical

  • Removed null asker possibility from hospitality quests.
  • Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn’t break all other mods.
  • DesignatorFor -> FindAllowedDesignatorRoot
  • Monument placement now checks overlap before adjacency.
  • Minimum mech cluster points can be set for mech cluster buildings.
  • Rename “ludeon” constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check.
  • Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value.
  • QuestNode_IsInList now uses previously unused function.
  • Removed redundant checks from IsSpawningBlocked. IsSpawningBlockedPermanently checks proper location.
  • Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label.
  • Move the delegate inside ModContentPack.ReloadContent into a class function to prevent future issues with mods.
  • Added null check for QuestGenUtility method IsInList.
  • lodgersMoodThreshold is now selected from 4 discrete random values.
  • Renamed allowedThreats to threatType in hospitality quests; a back-compatibility rule for the old name remains.

Fixes

  • Fix: Can’t target caster or pawns of the same faction with psycasts if they’re invisible.
  • Fix: Text overlap for some items on architect tab description.
  • Fix: Kind label is not gender-aware in RulesForPawn
  • Fix: Pawns can stand on drapes are standable.
  • Fix: Some hospitality quest fields report missing translations even though they shouldn’t
  • Fix: Alerts throwing errors after choosing “Load mod list from save” while in-game.
  • Fix: Smoke spewer does nothing.
  • Fix: Psycasts don’t check cooldown in CanCast method.
  • Fix: Tribute collector doesn’t arrive unless you have a knight.
  • Fix: Black screen on startup if a workshop mod folder was deleted without unsubbing from the mod.
  • Fix: Force loading animals into a shuttle while forming a caravan and then sending the shuttle causes errors.
  • Fix: Asker potentially not being set when setting lodgersHaveMoodThreshold.
  • Fix: Monuments can be placed over non-edifice buildings without warning.
  • Fix: Languages listed as seperate even if they share the same legacy folder name.
  • Fix: Manhunter pack quests and incidents fail to generate for higher points.