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{{Version Nav}}
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''This version was released on: April 15, 2015''
  
 
Alpha 10 has arrived! This time we’ve added a new “joy” need with a bunch of ways to fulfil it, new timetable, outfits, and thing filter management tools, and dozens of smaller improvements. A full change list is at the end of this post.
 
Alpha 10 has arrived! This time we’ve added a new “joy” need with a bunch of ways to fulfil it, new timetable, outfits, and thing filter management tools, and dozens of smaller improvements. A full change list is at the end of this post.
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===Changes===
 
===Changes===
 
====Joy====
 
====Joy====
* New [[joy]] need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while.
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* New joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while.
 
* Added joy sources
 
* Added joy sources
 
* Skygazing
 
* Skygazing
 
* Meditating/praying
 
* Meditating/praying
* Social relaxation around [[campfire]] or [[table]], with or without [[beer]]
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* Social relaxation around campfire or table, with or without beer
* [[Horseshoes pin|Horseshoes game]]
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* Horseshoes game
* [[Chess table|Chess]]
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* Chess
* [[Billiards table|Billiards]]
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* Billiards
* [[Television]] (purchasable)
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* Television (purchasable)
* [[Telescope]] for astronomy (purchasable)
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* Telescope for astronomy (purchasable)
* Added [[armchair]] and [[dining chair]]
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* Added armchair and dining chair
 
* There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.
 
* There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.
  
 
====Outfits System====
 
====Outfits System====
* New [[Menus#Assign|outfits manager system]] added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
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* New outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
* If the player manually assigns [[apparel]], the colonist will never remove it until the manual assignment is cleared.
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* If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.
  
 
====Timetable System====
 
====Timetable System====
* New [[Menus#Schedule|timetable system]] added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.
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* New timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.
  
 
====Misc====
 
====Misc====
 
* Colonists can fall unconscious on their own if over-exhausted.
 
* Colonists can fall unconscious on their own if over-exhausted.
* Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one [[scyther blade]] hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
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* Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
* [[Beer]] can now be wielded as a weapon (like wood).
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* Beer can now be wielded as a weapon (like wood).
* [[Skills#Passion|Passion]] flames are now displayed subtly on the work overview screen.
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* Passion flames are now displayed subtly on the work overview screen.
 
* New end credits song from Al!
 
* New end credits song from Al!
* Reduced [[skill]] degradation rate.
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* Reduced skill degradation rate.
* [[Time|Day length]] extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
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* Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
 
* Hunters will now approach and execute downed animals at close range.
 
* Hunters will now approach and execute downed animals at close range.
 
* Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
 
* Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
* [[Health#Health_Tab|Health tab]] now displays overall bleeding rate.
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* Health tab now displays overall bleeding rate.
* [[Malnutrition|Starvation]] and [[blood loss]] are now staged and affect consciousness as they worsen.
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* Starvation and blood loss are now staged and affect consciousness as they worsen.
 
* Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
 
* Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
 
* Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
 
* Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
* [[Pain]] now creates [[mood|unhappiness]].
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* Pain now creates unhappiness.
 
* String lists are now part of language data and can be translated.
 
* String lists are now part of language data and can be translated.
* [[Butcher table]], [[Sculptor's table|sculptor’s table]], and [[Stonecutter's table|stonecutter’s table]] can now be made of various stuffs.
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* Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.
* [[Trees]] are no longer sowable. [[Traders]] carry [[wood]].
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* Trees are no longer sowable. Traders carry wood.
* Characters will now sometimes resist [[Arrest Success Chance|arrest]].
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* Characters will now sometimes resist arrest.
 
* You can now set a minimum skill level on bills.
 
* You can now set a minimum skill level on bills.
* Visitors will now carry away wounded [[guest|guests]] from their faction.
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* Visitors will now carry away wounded guests from their faction.
* Hunted animals will occasionally fight back. Some [[animals]] always fight back.
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* Hunted animals will occasionally fight back. Some animals always fight back.
 
* Doctors now automatically rescue downed colonists.
 
* Doctors now automatically rescue downed colonists.
 
* Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
 
* Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
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==Alpha 10B==
 
==Alpha 10B==
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I’ve released a quick hotfix for Alpha 10 that should address some bugs, design mistakes and imbalances in the first released version.
 
I’ve released a quick hotfix for Alpha 10 that should address some bugs, design mistakes and imbalances in the first released version.
  
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===Changes===
 
===Changes===
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* Substantially increased the speed of joy gain.
 
* Substantially increased the speed of joy gain.
 
* Door locking is really door forbidding, so it happens instantly again and does not require colonist interaction.
 
* Door locking is really door forbidding, so it happens instantly again and does not require colonist interaction.
 
* Trees are sowable again.
 
* Trees are sowable again.
* The first enemy [[raider]] will never flee (makes him easier to capture).
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* The first enemy raider will never flee (makes him easier to capture).
 
* Colonist names can now include numerals.
 
* Colonist names can now include numerals.
 
* Fixed colonist outfit apparel search so colonists with guns will not take personal shields.
 
* Fixed colonist outfit apparel search so colonists with guns will not take personal shields.
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* Bugfix: Colonists will no longer get stuck if you put a blueprint under a hopper and they try to fill it.
 
* Bugfix: Colonists will no longer get stuck if you put a blueprint under a hopper and they try to fill it.
 
* Bugfix: Colonists no longer relax socially in prisons.
 
* Bugfix: Colonists no longer relax socially in prisons.
* Bugfix: Cooks will no longer make more [[meals]] than requested in the “do until you have X” bill repeat mode.
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* Bugfix: Cooks will no longer make more meals than requested in the “do until you have X” bill repeat mode.
 
* Bugfix: Unpowered lamps will no longer start glowing after being destroyed.
 
* Bugfix: Unpowered lamps will no longer start glowing after being destroyed.
  
 
==Alpha 10D==
 
==Alpha 10D==
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So I got to have that special moment where you’re looking at some game code and you realize that the game you shipped last week to 75,000 people is totally horribly broken in subtle but game-destroying ways. This is the hotfix to the problem I found and others. Up to now, Alpha 10 has been basically broken.
 
So I got to have that special moment where you’re looking at some game code and you realize that the game you shipped last week to 75,000 people is totally horribly broken in subtle but game-destroying ways. This is the hotfix to the problem I found and others. Up to now, Alpha 10 has been basically broken.
  
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==Alpha 10E==
 
==Alpha 10E==
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This hotfix was broke for the first few hours of its release, when it was called Alpha10e. If you got it during that time, please re-download the fixed Alpha10f. The fix solves an issue in Alpha10e where rain would never put out fires, leading to the whole map burning down.
 
This hotfix was broke for the first few hours of its release, when it was called Alpha10e. If you got it during that time, please re-download the fixed Alpha10f. The fix solves an issue in Alpha10e where rain would never put out fires, leading to the whole map burning down.
  
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===Changes===
 
===Changes===
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* Reworked apparel optimization AI. Now they very much prefer wearing anything over wearing nothing (so they don’t walk around naked with clothes on the floor), and have a lower threshold of quality difference to replace apparel.
 
* Reworked apparel optimization AI. Now they very much prefer wearing anything over wearing nothing (so they don’t walk around naked with clothes on the floor), and have a lower threshold of quality difference to replace apparel.
 
* Optimized fire significantly so large fires won’t slow down your computer as much.
 
* Optimized fire significantly so large fires won’t slow down your computer as much.
 
* Some very minor fixes.
 
* Some very minor fixes.

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