Version history

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Revision as of 17:44, 15 July 2016 by Theaetetus (talk | contribs) (Updating version number to official 0.14.1234)
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Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menu Controls User Interface Save File Modding Version history

0.6.532
See upcoming features for future updates. Known bugs in the latest versions are listed here.
  • Public versions were announced on the Developer Blog
  • Quiet versions were recorded on the Changelog
  • Silent versions were released without record
  • Internal versions were not released to the public

Current Version : Alpha 14

Previous Version: [[Version/1.5.4063"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:
Next Version: [[Version/0.0.232"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:

"Error: Invalid time." contains an extrinsic dash or other characters that are invalid for a date interpretation.

Released on: –


The day is finally here. RimWorld is now available on Steam! You can buy it at the RimWorld Steam Store page. It’s got full support for Steam Workshop and Cloud saves.

Also, Alpha 14 – Scenario System is out! For full information Alpha 14, including the change list, look at the Alpha 14 preview thread.

More good news – everyone who owns the game can move it to Steam. Hooray! You get a Steam key! And you get a Steam key! To get your Steam key, go to the automated link and key sender.

(EDIT: The following no longer applies. Due to fraudster attacks, we’ve been forced to cut off Steam keys for new purchases from our site. You can still buy directly on Steam, of course, at the same prices.) A business note – If you want, buying it from our site is better for us. This way, we get significantly more of the money, since Steam isn’t taking their cut. You can still immediately grab your Steam key and put the game on your Steam account. Obviously we’ll still be very happy if you buy it either way!

Just for fun, for those who are interested, I’m posting the full change list for Alpha 14. Previously, you saw the change summary. This file, however, shows every ‘commit’ (package of code changes) we contributed to our code repository to transform the game from Alpha 13 to Alpha 14.

Each line is one commit. Some are just a few minutes of work, others can be a whole day. Some are by me, others are by ison.

Release Trailer

Note From Devs

On a final, more serious note – please don’t buy Steam keys from third-party sellers. The only ways RimWorld has ever been sold are on our website or on Steam itself, which means that any key being resold is a stolen or improperly sold one. The common scam is this: Hackers steal thousands of credit cards, use them to buy copies of the game from our website, redeem the Steam keys, and then sell these keys at half price. The credit card holder eventually notices the fraudulent purchase and gets it reversed. The end result is that the scammers keep the sale money, and we lose a sale, and we lose the chargeback fees incurred by payment providers (which can be $15 per copy!). It can add up to hundreds of thousands of dollars. So buying these keys is much worse than piracy, because it takes money directly from us, and gives money to thieves. We will be working to make it more difficult for scammers to pull this off, and disabling stolen keys where we find them, so any key bought at a third party likely won’t work. Buy original and all should be good.

Changes

Combat

  • Pawns can no longer overlap during melee combat (unless they’re really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function.
  • Projectiles fired by hunting colonists no longer intercept random targets.
  • AI now runs away from grenades thrown by their own faction.

Pawn AI

  • Predators no longer hunt boomrats and boomalopes.
  • Pawns will be smarter about avoiding traps in various situations.

Social

  • Humans now do incest.
  • Beauty trait now has four stages: Staggeringly ugly, ugly, pretty, beautiful.
  • Some backstories now force pawns to have a given trait (e.g. Model->Beautiful)

Buildings

  • Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more.

Animals

  • Tortoises aren’t so deadly any more.
  • Animals no longer do incest.
  • Nuzzling is now a visualized, recorded social interaction.

Interface

  • Ground fertility is now reported on mouseover.
  • Trading interface now lets you type in the number you want to trade instead of dragging to the number.
  • Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options.

Incidents

  • Raiders can now enter “steal” mode if they see enough value. They’ll grab your stuff and carry it off.
  • Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them.

Miscellaneous

  • Full Steam Workshop support for mods.
  • Updated to Unity 5.
  • World generation is now part of the new game process, instead of being separate.
  • Flow for opening worlds and savegames from old version is now improved; the “warning, old version” dialog comes before you open them instead of after.
  • Seeds for world gen are now generated from actual words instead of random letter strings.
  • Deworked mods config menu to have a much nicer selection and ordering interface.
  • Humans can now eat unbutchered corpses (though they really don’t like it).
  • Trade caravans can bring pack dromedaries.
  • Gut worms and muscle parasites vanish sooner.
  • Reworked ancient tomb loot generation. Plasteel is sometimes found on pod people. So are components.
  • Research difficulty is now related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching spaceflight will be difficult.
  • Various refactorings to make modding easier and code easier to maintain and more flexible. Much more functionality is now implemented as composable ThingComps.
  • Many, many, many other balance changes, gameplay and interface refinements, and bugfixes.

NewContents

Scenario System

  • New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules.
  • Several built-in scenarios, including one matching the classic RimWorld experience, are included.
  • You can randomize new scenarios.
  • You can customize scenarios with a special interface that allows creation of any scenario you like.
  • Scenarios can be uploaded to or grabbed from Steam Workshop with a single click.
    • ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
    • ScenPart: Planetkiller scenario part: World is destroyed on X date.
    • ScenPart: Climate cycle which makes the world get warmer and cooler over a period of years. Winter is coming.
    • ScenPart: Disable building a given type of building.
    • ScenPart: Pawns start with health condition.
    • ScenPart: Start with items.
    • ScenPart: Map is scattered with items.
    • ScenPart: Configure arrival method (pods or standing)
    • ScenPart: Starting pawns are all between ages X and Y
    • ScenPart: Pawns explode on death (configurable type and radius)
    • ScenPart: All pawns from source (game start/all) have trait X
    • ScenPart: Starting animal(s)
    • ScenPart: Disallow mining
    • ScenPart: Disallow hunting
    • ScenPart: Disallow taming
    • ScenPart: Disallow growing
    • ScenPart: Disable incident
    • ScenPart: Multiplier for any stat on the game (move speed, mining speed, etc)
    • ScenPart: Disallow building

Incidents

  • Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped.
  • Infestations are easier and grow less exponentially.
  • Infestations only appear deeper underground now.
  • Hives now pop out glow pods – bug light sources that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.
  • AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.

Social

  • Added “killed my X” social thoughts so people dislike their loved ones’ killers
  • Added new class of “minor” mental breaks, which can happen at mood under 40%.
  • Added minor mental break: food binge.
  • Added traits: creepy breathing, annoying voice. These are socially repellent.
  • Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire.

Items

  • Added pemmican for low-tech food preservation.

Buildings

  • Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power.
  • Added torch lamp

Research

  • Added research (needed for tribes only): complex clothing, electricity
  • Added research (needed for non-tribes only): pemmican
  • Added research: air conditioning, autodoors, gun turrets

Animals

Interface

  • Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off.
  • There is now an orange glow to help you identify very hot areas.
  • Animals tab now has gender and life stage informational columns
  • Animals tab now has a “slaughter” checkbox column to allow easy slaughtering of many animals
  • Animals tab now has checkbox columns for each trainable, to allow easy training of many animals

Miscellaneous

  • You can now play as a tribe in some scenarios.
  • Some traders buy and sell furniture now.

Bugfixes

  • Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.
  • Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off.
  • Hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out.
  • You can no longer avoid the ‘executed prisoner’ mood impact by just shooting or starving the prisoner; pawns will get a “prisoner died innocent” thought. A similar solution applies to the deaths of colonists.
  • Solved various powerleveling exploits. Once colonists have learned a certain (high) amount in a day, they’ll learn at a much-reduced rate until the next day.
  • Flowers are no longer good animal feed (reduced nutrition).
  • Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists.

Current Version : Alpha 13

Previous Version: [[Version/1.5.4063"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:
Next Version: [[Version/0.0.232"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:

"Error: Invalid time." contains an extrinsic dash or other characters that are invalid for a date interpretation.

Released on: –


Here’s Alpha 13 – Trapped With Your Ex!

To get your update, you can re-download from the same link as last time. Your personal download link never changes. Update emails with your links are being sent out over the next few hours. If anyone lost their download link, they can also get it resent at the automatic link resender.

Old saved games and worlds won’t work in this update, I’m afraid. So please don’t try to load them; they’ll just generate errors.

The end-user license agreement has been fully released this time, so be sure to take a look at it before downloading. It’ll apply to you when you download the update, and is also included with the game.

Below is the video and the major additions list, including permadeath mode, which I forgot to mention before. Have fun!

Release Trailer

Changes

Permadeath

  • New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played.

Relationships

  • Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
  • Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
  • Family members out to cousins and beyond
  • Lovers, fiancees, marriages, ex-lovers, ex-spouses
  • Lovin’
  • People may get in social fights with those they dislike (even neutrals and enemies do this)
  • Animal bonding
  • People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
  • Marriage ceremonies and parties

Prison breaks

Infestations

  • Self-reproducing, spreading underground insect hives
  • Insect hives are dangerous but produce succulent insect jelly

Animals and predators

  • Many more animals, some of which will hunt people
  • Some animals are now predators, including colony pets (e.g. cats catch squirrels)
  • Animals can gnaw corpses apart directly now

Threat response mode

Economy

  • Components’ resource used for machinery and electronics
  • Ground-traveling trade caravans from other factions
  • Deeper research tree with more low-tech options and more things to research
  • New fueled buildings: stove and generator
  • Various new lower and higher-tech production buildings
  • Two research tables: simple and hi-tech. Hi-tech is required for some projects.

Misc

  • New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism
  • New chronic diseases: Carcinoma, asthma, hearing loss
  • New “firefoam popper” provides a way to combat fire besides punching it.
  • Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
  • Extreme desert biome
  • Colonists in relationships can share beds
  • New double bed; royal bed is now gold-trimmed and fancy
  • New flatscreen and megascreen TVs
  • Colonists can now visit sick people in bed to cheer them up
  • Sick people in bed can now watch TV
  • Building damage overlays
  • Days are now twice as long as before, with years being half as many days. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.)
  • The year is now split into seasons instead of months.
  • Animal kibble
  • Deep rooms stay cool in the heat
  • Richer tale recording and better art descriptions
  • Hundreds of balance improvements, optimizations, tweaks and fixes

Recent Version : Alpha 12

Previous Version: [[Version/1.5.4063"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:
Next Version: [[Version/0.0.232"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:

"Error: Invalid time." contains an extrinsic dash or other characters that are invalid for a date interpretation.

Released on: –


Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs. A full change list is at the end of this post.

How to upgrade: If you own the game, you can get the new version by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at the support page which includes an automatic link sender tool and our support email. There may be a delay of some hours before your download count resets or your email arrives.

Compatibility

Also note that this build will not load old savegames or old worlds, so please don’t try to load these in the new version. They’ll probably just crash the game.

Release Trailer

Changes

Animals

Animal taming

  • Colonists with the Animal Handler work type will now interact with animals.
  • Animal handling success rates are governed by the new Animals skill.
  • Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
  • Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
  • Trainable skills:
    • Obedience: has master, follows master while master is drafted and defends him.
    • Release: master can release animal during combat to attack distant enemies, and call animal back.
    • Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
    • Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
  • Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
  • Each animal has a ‘wildness’ indicating how difficult it is to tame.
  • Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
  • Tame animals can be assigned animal areas in which they will try to remain.
  • Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
  • Tame animals can be designated for slaughter and animal handlers will slaughter them.

New animal behaviors and mechanics

  • Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
  • Some animals (muffalo, cow, camel) can be milked.
  • Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
  • Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
  • You can now build animal beds and animal boxes and place animal sleeping spots.
  • Animals all sleep.
  • Animals can have different graphics per gender.
  • Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
  • Colony starts with a random pet.
  • Animals can nuzzle colonists, improving their mood.
  • Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
  • All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
  • New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
  • New incident: Self Tame (random wild animal on map becomes tame).
  • Doctors will treat animals’ wounds if the animal is in a colony bed.
  • Some animals may attack on a failed taming attempt.
  • Animals produce animal filth, proportional to body size, inversely proportional to petness.
  • Tons of new animal graphics and sounds for new animals.

New animals

Room roles and stats

  • Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
  • Room roles and stats can be inspected with a new inspection tool (bottom right of screen).

Room roles

  • Bedroom
  • Barracks
  • Prison bedroom
  • Prison barracks
  • Dining room
  • Hospital
  • Laboratory
  • Kitchen
  • Rec room
  • Tomb

Room Stats

  • Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
  • Wealth
  • Space
  • Beauty
  • Cleanliness (has a direct effect on medical outcomes)
Room Stat Effects
Traits Related To Room Stats
  • Greedy: Unhappy without a very impressive room.
  • Jealous: Unhappy if anyone has a room noticeably better than him.
  • Ascetic: Unhappy unless he has a very crappy room.

Facilities

  • Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
  • Vitals monitor (improves healing in adjacent medical bed)
  • Tool cabinet (improves production at nearby work table)
  • Multi-analyzer (speeds research at nearby research bench)

Ancient artifacts

  • Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts.
  • Psychic powers work at any range through obstacles.
  • Artifacts are one-use.

Artifacts

Graves and sarcophagi

  • Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
  • Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
  • Colonists will visit graves of dead colonists for a joy activity.

Misc new incidents

  • New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
  • New Flashstorm. A localized, intense lightning storm in one area of the map. Causes big fires.

Interface rework

  • Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.
  • Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.

Misc

  • Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
  • Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).
  • Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
  • All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
  • New trait: Night owl. Happy when awake at night, sad if awake around midday.
  • New thought: Crowded – In a space with too many people.
  • New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.
  • New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.
  • Furniture can now be art engraved.
  • New floors: gold tile, sterile tile, cream carpet, dark gray carpet.
  • Game start now has a “select random landing site” button if you don’t want to choose.
  • Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
  • Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.
  • Manhunter pack incident can use animals besides wargs.
  • Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.
  • Dazed broken pawns will now randomly strip off clothes and drop things.
  • New graphics for squirrel and warg.
  • New graphics for research bench and other buildings.
  • Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
  • A bunch of new music from Alistair Lindsay.
  • Carrying capacity is now a stat that can change for body size and manipulation capacity.
  • Siegers will never be sent with only melee weapons (too exploitable).
  • Sappers now avoid mining through high-health ores and barriers.
  • Rebalanced crop yields and harvesting challenges so crops require a bit more space.
  • Game will auto-reset mods config on startup crash to try to recover.
  • Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings.

Complete Version List

Release Type Version Number Version Type Release Date Additional Comment
Public 0.14.x Alpha 2016.07.15 Alpha 14
Public 0.13.1135 Alpha 2016.04.06 Alpha 13
Public 0.12.906 Alpha 2015.08.21 Alpha 12
Public 0.11.877 Alpha 2015.06.10 Alpha 11
Public 0.10.785 Alpha 2015.04.15 Alpha 10
Public 0.9.722 Alpha 2015.02.18 Alpha 9
Public 0.8.657 Alpha 2014.12.15 Alpha 8
Public 0.7.581 Alpha 2014.10.01 Alpha 7
Public 0.6.532 Alpha 2014.08.13 Alpha 6
Silent 0.5.496B Alpha 2014.07.14 Alpha 5D
Quiet 0.5.496 Alpha 2014.07.07 Alpha 5C
Public 0.5.492B Alpha 2014.07.06 Alpha 5B
Public 0.5.492 Alpha 2014.07.04 Alpha 5
Public 0.4.460 Alpha 2014.06.01 Alpha 4
Public 0.3.410 Alpha 2014.04.11 Alpha 3
Public 0.2.363 Alpha 2014.02.26 Alpha 2
Public 0.1.334 Alpha 2014.01.27 Alpha 1
Internal Internal 0.1.334 Alpha 2014.01.26
Internal Internal 0.1.333 Alpha 2014.01.25
Internal Internal 0.1.332 Alpha 2014.01.24
Internal Internal 0.1.331 Alpha 2014.01.23
Internal Internal 0.0.330B Pre-Alpha 2014.01.22
Internal Internal 0.0.330 Pre-Alpha 2014.01.22
Internal Internal 0.0.329 Pre-Alpha 2014.01.21
Internal Internal 0.0.328 Pre-Alpha 2014.01.20
Internal Internal 0.0.327 Pre-Alpha 2014.01.19
Internal Internal 0.0.325 Pre-Alpha 2014.01.17
Internal Internal 0.0.324 Pre-Alpha 2014.01.16
Internal Internal 0.0.323 Pre-Alpha 2014.01.15
Internal Internal 0.0.322 Pre-Alpha 2014.01.14
Internal Internal 0.0.321 Pre-Alpha 2014.01.13
Internal Internal 0.0.320 Pre-Alpha 2014.01.12
Internal Internal 0.0.318 Pre-Alpha 2014.01.10
Internal Internal 0.0.317B Pre-Alpha 2014.01.09
Internal Internal 0.0.317 Pre-Alpha 2014.01.08
Internal Internal 0.0.314 Pre-Alpha 2014.01.06
Internal Internal 0.0.294 Pre-Alpha 2013.12.17
Public 0.0.254B Pre-Alpha 2013.11.07 Pre-Alpha Backer 2
Internal Internal 0.0.254 Pre-Alpha 2013.11.07
Internal Internal 0.0.253c Pre-Alpha 2013.11.06
Internal Internal 0.0.253b Pre-Alpha 2013.11.06
Internal Internal 0.0.253 Pre-Alpha 2013.11.06
Public 0.0.250 Pre-Alpha 2013.11.03 Pre-Alpha Backer 1
Internal Internal 0.0.250 Pre-Alpha 2013.11.03
Internal Internal 0.0.249a Pre-Alpha 2013.11.02
Internal Internal 0.0.248 Pre-Alpha 2013.11.01
Internal Internal 0.0.247 Pre-Alpha 2013.10.31
Public 0.0.245 Pre-Alpha 2013.10.29 Pre-Alpha Press Release 2
Internal Internal 0.0.245 Pre-Alpha 2013.10.29
Internal Internal 0.0.243 Pre-Alpha 2013.10.27
Internal Internal 0.0.241 Pre-Alpha 2013.10.25
Internal Internal 0.0.240 Pre-Alpha 2013.10.24
Public 0.0.232 Pre-Alpha 2013.10.16 Pre-Alpha Press Release 1