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{{Version Nav}}
 
 
Alpha 17 – On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design.
 
Alpha 17 – On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design.
  
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==Release Trailer==
 
==Release Trailer==
  
<youtube>https://www.youtube.com/watch?v=x8eyPE2yuoE</youtube>
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https://www.youtube.com/watch?v=x8eyPE2yuoE
  
 
==Changes==
 
==Changes==
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===Other new stuff===
 
===Other new stuff===
* Added [[smokepop belt]]. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
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* Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
 
* Characters can now tend their own wounds (with a penalty to effectiveness).
 
* Characters can now tend their own wounds (with a penalty to effectiveness).
* Added [[bowler hat]].
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* Added bowler hat.
 
* Corpses now leak black corpse bile while rotting.
 
* Corpses now leak black corpse bile while rotting.
* [[Vent]]s can be opened and closed with a flick action.
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* Vents can be opened and closed with a flick action.
 
* Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
 
* Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
 
* Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
 
* Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
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* When trees burn, they leave behind burned tree stumps.
 
* When trees burn, they leave behind burned tree stumps.
 
* When structures and plants burn, they leave behind ash.
 
* When structures and plants burn, they leave behind ash.
* [[Carpets]] and [[Wood floor|wooden floor]]s can now burn.
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* Carpets and wooden floors can now burn.
 
* New training lessons for explaining shield belts, and how door opening speed is affected by material type.
 
* New training lessons for explaining shield belts, and how door opening speed is affected by material type.
 
* Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
 
* Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
* New ‘[[wimp]]’ trait makes pawn incapacitated from even a relatively small amount of pain.
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* New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain.
* New [[chain shotgun]] weapon
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* New chain shotgun weapon
  
 
===Modding===
 
===Modding===
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===Increasing skill relevance===
 
===Increasing skill relevance===
* Mining skill reworked: Steeper [[Mining Speed|speed]] penalty for low skill. [[Mining yield]] is now slightly dependent on mining skill.
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* Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
* [[Trade Price Improvement|Trade price]] spread made much wider, but social skill also has a much greater effect on it.
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* Trade price spread made much wider, but social skill also has a much greater effect on it.
* Added “[[animal gather speed]]” stat which makes some pawns faster at gathering wool or milk.
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* Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.
* Added “[[Animal Gather Yield|animal product yield]]” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
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* Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
* Removed post-process curve from [[melee hit chance]] so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
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* Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
* Added a [[Melee dodge chance|melee dodge stat]], so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.
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* Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.
 
* Work tab boxes are easier to identify skill level for visually.
 
* Work tab boxes are easier to identify skill level for visually.
 
* Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.
 
* Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.
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* Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
 
* Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
 
* Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
 
* Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
* Buffed [[mortar]]s so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
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* Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
 
* Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
 
* Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
* [[Sun lamp]]s now turn themselves off when plants are resting
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* Sun lamps now turn themselves off when plants are resting
* Equipment rack is now a general [[shelf]] which can hold pretty much anything.
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* Equipment rack is now a general shelf which can hold pretty much anything.
 
* Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.
 
* Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.
 
* Jade is not small any more.
 
* Jade is not small any more.

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