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{{Version Nav}}
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''Released August 7, 2020''
  
 
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
 
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
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The larger part of this update is in all the new content. There are several entirely new patterns for quest generation that see you interacting with poor refugees, acting as airborne shock troops for Imperial nobles, or defending crashed shuttles. We built a system that lets your colonists carry utility items or special armor with consumable abilities like grenades, shields, or jump packs. We added a whole new class of psycasts designed for non-combat economic or social purposes. Imperial titles can now give several new kinds of permits including the right to use a shuttle, and there is a new system for choosing between them, so you can customize your noble into different types. Persona weapons now actually have personality with randomized traits. And there are many other additions described in the full list below.
 
The larger part of this update is in all the new content. There are several entirely new patterns for quest generation that see you interacting with poor refugees, acting as airborne shock troops for Imperial nobles, or defending crashed shuttles. We built a system that lets your colonists carry utility items or special armor with consumable abilities like grenades, shields, or jump packs. We added a whole new class of psycasts designed for non-combat economic or social purposes. Imperial titles can now give several new kinds of permits including the right to use a shuttle, and there is a new system for choosing between them, so you can customize your noble into different types. Persona weapons now actually have personality with randomized traits. And there are many other additions described in the full list below.
  
== Release Trailer ==
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New stuff: Base game
 
 
<youtube>https://www.youtube.com/watch?v=fNvMWicpizU</youtube>
 
 
 
== New stuff: Base game ==
 
  
 
* Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
 
* Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
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* Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
 
* Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
** Utility item: [[Smokepop belt]]. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
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** Utility item: Smokepop belt. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
** Utility item: [[Shield belt]]. Same as before.
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** Utility item: Shield belt. Same as before.
** Utility item: [[Psychic insanity lance]]. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion.
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** Utility item: Psychic insanity lance. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion.
** Utility item: [[Psychic shock lance]]. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.
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** Utility item: Psychic shock lance. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.
  
 
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
 
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
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** Human bite hit/miss
 
** Human bite hit/miss
  
== New stuff: Royalty expansion ==
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New stuff: Royalty expansion
* Major [[quest]] - [[Shuttle]] defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by [[raiders]]! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!
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* Major quest * Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!
  
* Major quest - Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.
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* Major quest * Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.
  
* Major quest *- Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them * though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.
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* Major quest * Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them * though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.
  
 
* Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.
 
* Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.
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* Gear:
 
* Gear:
** [[Broadshield pack]]: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields.
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** Broadshield pack: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields.
** [[Jump pack]]: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
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** Jump pack: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
** [[Locust armor]]: [[Recon armor]] with a built-in jump pack.
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** Locust armor: Recon armor with a built-in jump pack.
** [[Grenadier armor]]: [[Marine armor]] with a built-in grenade launcher.
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** Grenadier armor: Marine armor with a built-in grenade launcher.
** [[Phoenix armor]]: [[Cataphract armor]] with a built-in flame launcher and extreme heat resistance.
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** Phoenix armor: Cataphract armor with a built-in flame launcher and extreme heat resistance.
  
 
* Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
 
* Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
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* Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
 
* Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
** [[Anima tree]] and [[animus stone]] are enhanced by nearby animus stones.
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** Anima tree and animus stone are enhanced by nearby animus stones.
** [[Sculptures]] are enhanced by nearby sculptures.
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** Sculptures are enhanced by nearby sculptures.
** [[Grave]] is enhanced by nearby graves.
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** Grave is enhanced by nearby graves.
  
 
* Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.
 
* Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.
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* Throne rooms in Empire bases:
 
* Throne rooms in Empire bases:
  
* Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an [[inspiration]] in addition to the [[mood]] bonus.
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* Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus.
  
 
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
 
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
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** Proximity activator and countdown activator ambience
 
** Proximity activator and countdown activator ambience
  
== Improvements and adjustments ==
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Improvements and adjustments
  
  
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* Many, many other smaller improvements.
 
* Many, many other smaller improvements.
  
== Technical ==
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Technical
  
  
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* PatchOperationInsert: Only apply node normalization for text nodes, just in case.
 
* PatchOperationInsert: Only apply node normalization for text nodes, just in case.
  
== Bugfixes ==
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Bugfixes
  
  
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* Fix: "Created at" stat has duplicates for things with bulk and normal recipes.
 
* Fix: "Created at" stat has duplicates for things with bulk and normal recipes.
 
* Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
 
* Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
* Fix: Empire is hostile to neutral [[ancients]] by default.
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* Fix: Empire is hostile to neutral ancients by default.
 
* Fix: Several world feature names not being used.
 
* Fix: Several world feature names not being used.
 
* Fix: Can't right click directly on pawn to prioritize hunting.
 
* Fix: Can't right click directly on pawn to prioritize hunting.
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* Fix: Some enemies spawn with smoke launchers who shouldn't.
 
* Fix: Some enemies spawn with smoke launchers who shouldn't.
 
* Many more small fixes.
 
* Many more small fixes.
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This is a follow-on update to last week's major content additions with some refinements and fixes.
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This update should be fully compatible with all savegames and mods. If you want to continue on an old version for any reason, they're available using Steam's betas feature.
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Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.
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Thanks to everyone who helped test!
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Improvements
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* You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
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* Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
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* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
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* All Empire pawns have at least the title of Freeholder.
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* Player-created names update.
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Training and feedback
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* Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.
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* Rename difficulty: "The price of survival is blood" to "Blood and dust".
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* Rename esquire to acolyte. Adjust some title descriptions.
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* Added warning message when designating an anima tree for cutting.
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* Clarify undignified thronerooms reason text.
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* Anima tree now sends a letter when enough anima grass is available for linking.
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* We now prompt the user to confirm using a psytrainer if the pawn's psylink level is too low to use the psycast.
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* Add "Meditation desired psyfocus" learning helper lesson.
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* Add "Meditation schedule" learning helper lesson.
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* Show base and max value for MeditationFocusStrength stats with offsets.
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* Improved organization of drug stats listing.
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* Various text adjustments.
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Tuning
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* Increase rewards per points for quests game-wide.
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* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
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* Double the rate of nuzzling by animals to buff mood-oriented pets.
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* Extend the thought for when you buried someone in a sarcophagus.
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* Reduce monument sizes about 15%.
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* Reduce psyfocus decay rates 0.5% at each level.
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* Increase psyfocus gain of wall from 11 to 22.
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* Increase psyfocus gain range of grave from 4~20 to 6~26.
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* Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.
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* Increase psyfocus gain of animus stone from 25 to 34.
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* Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
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* Increase psyfocus gain of small nature shrine from 15 to 22.
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* Increase psyfocus gain of large nature shrine from 22 to 30.
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* Remove psylink neuroformer from traders (but most still buy it).
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* Reduce nature shrine build times by 40%.
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* Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.
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* Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).
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* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
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* Reduce anima tree regrowth check cycle from 40 days to 30 days.
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* Ship chunks now leave a component if killed, even if not deconstructed.
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* Reduce blood rot severity per day gain from 60% to 40%.
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* Reduce chance for diseases in caravans by 4x.
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* Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.
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* Reduced the selection weight of hostile factions as quest askers to 15%.
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* Disabled paralysis in hospitality quests.
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* Anima grass glows less brightly.
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* Various internal tunings in quests.
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Technical
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* Moved Abasia and BloodRot to Royalty XML files.
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* Rename CompWarnInBuildingRadius -> ToggleDrawAffectedMeditationFoci.
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Fixes
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* Fix: Psyfocus meditation effect shown for psychically deaf pawns.
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* Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.
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* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
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* Fix: Tree sowing research project lists anima tree as hyperlink.
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* Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text.
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* Fix: Item stash quest uses asker's short name instead of full name.
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* Fix: Typo in deserter quest description.
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* Fix: Unstable power cell can be rotated.
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* Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.
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[[Category:Version]]

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