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{{Version Nav}}  
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{{Version Nav}}
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''This version was released on: April 10th, 2014''
  
 
==Release Trailer==
 
==Release Trailer==
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===Changes===
 
===Changes===
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* Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
 
* Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
 
* Started refactoring map generation into encapsulated steps and parameterized them.
 
* Started refactoring map generation into encapsulated steps and parameterized them.
 
* Pawn decision trees are now defined in XML.
 
* Pawn decision trees are now defined in XML.
* Added '''simple [[door]]'''. Cheaper, but cannot be powered.
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* Added '''simple door'''. Cheaper, but cannot be powered.
 
* Filled out storyteller moddability.
 
* Filled out storyteller moddability.
 
* Finished refactoring map generation into encapsulated, parameterized steps.
 
* Finished refactoring map generation into encapsulated, parameterized steps.
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* Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.
 
* Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.
 
* Finished automated hunting. Colonists will hunt with guns or melee attacks.
 
* Finished automated hunting. Colonists will hunt with guns or melee attacks.
* Pawns now try to eat nice [[meals]] when they have the choice over [[Nutrient paste meal|nutrient meals]].
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* Pawns now try to eat nice meals when they have the choice over [[Nutrient paste dispenser|nutrient meals]].
* Aptitude has become “average of relevant [[skills]]” out of 20 to reduce confusion.
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* Aptitude has become “average of relevant skills” out of 20 to reduce confusion.
 
* [[Damage Types|Damage types]] are now defined in xml definitions.
 
* [[Damage Types|Damage types]] are now defined in xml definitions.
 
* Recipes can now give skills.
 
* Recipes can now give skills.
* [[Hydroponics basin|Hydroponics]] are more fertile and now require power or the plants die. You can also now set what to grow on them.
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* Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.
* [[Raiders]] come from specific factions and don’t always drop from orbit.
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* Raiders come from specific factions and don’t always drop from orbit.
 
* Bedding in and debugging generated faction system.
 
* Bedding in and debugging generated faction system.
 
* Tribal [[raiders]] now spawn and attack. Created [[short bow]], [[great bow]], and handful-of-stones weapons.
 
* Tribal [[raiders]] now spawn and attack. Created [[short bow]], [[great bow]], and handful-of-stones weapons.
 
* Solidified faction relations. They are now reported on the faction overview.
 
* Solidified faction relations. They are now reported on the faction overview.
* Pawns of warring [[factions]] now fight.
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* Pawns of warring factions now fight.
 
* Let pawns spawn with [[minigun]] and [[LMG|L-15 LMG]].
 
* Let pawns spawn with [[minigun]] and [[LMG|L-15 LMG]].
 
* Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
 
* Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
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* For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
 
* For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
 
* Launch pad replaced with [[orbital trade beacon]]. Trade system clarification commences.
 
* Launch pad replaced with [[orbital trade beacon]]. Trade system clarification commences.
* [[Mental break]] probability is much lower.
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* Mental break probability is much lower.
 
* Colonists will now sleep on the ground if exhausted.
 
* Colonists will now sleep on the ground if exhausted.
 
* Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
 
* Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
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* Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
 
* Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
 
* Most code-driven text can now be translated. Most text is now linked to the translation system.
 
* Most code-driven text can now be translated. Most text is now linked to the translation system.
* [[Rain]] now slowly washes away [[filth|blood]].
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* [[Rain]] now slowly washes away blood.
 
* In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
 
* In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
 
* Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
 
* Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
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===New Content===
 
===New Content===
* Added [[Terrain|rich dirt]] patches.
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* Added rich dirt patches.
 
* Added simple ruins generation.
 
* Added simple ruins generation.
 
* Added basic music system. Added Al’s guitar sting for game start.
 
* Added basic music system. Added Al’s guitar sting for game start.
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* Added a button to select through things in the same square (you could always do this by slowly clicking)
 
* Added a button to select through things in the same square (you could always do this by slowly clicking)
 
* Colonists don’t eat raw food unless urgently hungry or starving.
 
* Colonists don’t eat raw food unless urgently hungry or starving.
* [[Stonecutter's table]] now requires [[research]].
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* Stonecutter’s table now requires research.
 
* Added a simple planning designation that does nothing so people can plan base layouts early.
 
* Added a simple planning designation that does nothing so people can plan base layouts early.
 
* Added a glow to the button that a tutor concept is talking about. Easier to learn.
 
* Added a glow to the button that a tutor concept is talking about. Easier to learn.
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Sorry about asking you to update twice in two days three times in three days. We did a lot of testing with a good-sized test team, but it’s amazing what crops up when thousands of people get their hands on the game. I’m going to have to consider other test and development processes to try to avoid this kind of situation in the future.
 
Sorry about asking you to update twice in two days three times in three days. We did a lot of testing with a good-sized test team, but it’s amazing what crops up when thousands of people get their hands on the game. I’m going to have to consider other test and development processes to try to avoid this kind of situation in the future.
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[[Category:Version]]

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