Rimworld

Rimworld Dev Tracker




05 May


28 Apr

Post
    Tynan on Steam - Thread - Direct
This is a relatively minor update focused on fixes and balance. The major content we're working on is still being held back for release as the content add-on later.

This update should be compatible with all savegames and mods. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.

Thanks to everyone who has given feedback at the unstable testing Discord server[discord.gg]. Come join to test... Read more

19 Apr

Post
    Tynan on Steam - Thread - Direct
In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below.

If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.

RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we've been seeing some cases where quests would generate that weren't rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we've gotten about this has been invaluable - thank you!

This update also... Read more

08 Apr

Post
    Tynan on Steam - Thread - Direct
This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content.

EDIT April 14: I've just pushed micro-update 1.1.2604. It does nothing but fix a tiny text bug with apostrophes.

The most obvious feature is that you can now choose whether you want to recieve faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I'd like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they're not interested in at all. So I'll be watching to see how this works and considering how to improve reward generation even more.

This update should be compatible with savegames and mods. If any further issues come up please let us know on the ... Read more

29 Mar

Post
    Tynan on Steam - Thread - Direct
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle.

This update should be compatible with savegames and mods (except ModSwitch, see below). We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here[discord.gg].

Big thanks to everyone who helped test this update! Changelist below.

Note: The shuttle will only be used for newly-generated quests, so if you have a royal endgame quest on your savegame already, expect the stellarch to arrive in a drop pod as in the previous version.
... Read more

20 Mar

Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1830090581804927869]here[/url].
Post
    Tynan on Steam - Thread - Direct
Here's another polishing update for RimWorld!

The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees.

We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling.

This update should be compatible with all savegames and mods.

Thanks to everyone who gave feedback on the unstable version in the unstable test Discord server[discord.gg]... Read more

14 Mar

Post
    Tynan on Steam - Thread - Direct
This update includes various new features, adjustments and bug fixes.

EDIT: It's been released to everyone!

Thanks to everyone who has been contributing unstable build feedback in official unstable build testing Discord server[discord.gg]

Change list:

- Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish.
- Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait.
- Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster.
- We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. ... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/3219450621200118096]here[/url].

12 Mar

Post
    Tynan on Steam - Thread - Direct
Balance updates and bugfixes today!

If you're willing to help test the unstable build in future, please join us here: https://discord.gg/EV2PNt7

Feedback is welcome all around. The most direct place to offer it is the Discord channel above, but I'm watching forums, Reddit, and everywhere else I can collect feedback. Thanks in advance to those who contribute thoughts, and to all those who have offered feedback so far.

Changes:

- Baron can now do Animals work.
- Count can now do commoner work. Count is now only unable to do same as Baron, plus Animals.
- Balanced down ultratech and bladelink melee weapons a bit. Reduced illegal bladelink usage detection chance 5% to 3%.
- Psychic entropy base recovery rate reduced from 5 to 4.
- Improve psychic entropy recovery rate on pawns without psychic amplifiers from 4 to 8.
- P... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1706241050118861599]here[/url].

11 Mar

Post
    Tynan on Steam - Thread - Direct
This is a continuation of yesterday's unstable testing with some updates.

If you're willing to help test the unstable build for compatibility in future, please join us here: https://discord.gg/4YMfu6

Changelog:

- Player-created content update.
- Fix: Nuclear Stomach not having zero food poisoning chance
- Fix: Escaping prisoners being able to equip bladelinked/biocoded weapons.
- Refactored mech cluster position finder to be more robust and flexible.
- Fix: Room requirements debuff for royals in caravan. Only apply debuffs on player home maps.
- Fix: Some mechanoids showing up as "dormant" after awakening.
- Fix: No mech wake-up sound on LordJob_SleepThenAssaultColony.
- Fix: Link plasmasword and zeushammer having no detection chance.
- HaulAIUtility now checks whether the worktable is spawned when deciding if hau... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1706240323235640406]here[/url].

10 Mar

Post
    Tynan on Steam - Thread - Direct
This update is available on Steam's unstable branch fo testing.

We're testing to ensure full save and mod compatibility. If you're willing to help test the unstable build for compatibility, please join us here: https://discord.gg/FYBsdNX

Change list:

- Increased mini-turret range 25->29.
- We no longer generate big mech clusters if there's no space for them to spawn anyway (we keep the points, they're just more compact).
- We no longer generate quests to build monuments bigger than possible (e.g. due to bad terrain).
- Quests are now consistently sorted by date in the quests tab.
- Low-tech weapons are no longer biocodable.
- Psychic animal pulser no longer affects player faction animals.
- Adjust tuning of chemical desire traits.
- Add tip about changing storyteller and difficulty through the options menu.
- Col... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1706240323232123176]here[/url].

08 Mar

Post
    Tynan on Steam - Thread - Direct
Just a small balancing update this weekend.

Balancing will continue as we collect more feedback from across the Internet.

- Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold.
- Inferno turret now has longer cooldown and lower accuracy.
- Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret.
- Mech turrets health changed from 280 to 250.
- Random mech clusters no longer come as as raid strategy but as their own incident.
- Increase faction relations rewards for quests.
- Fix incorrect black line on the Royalty main menu background.
- Adjusted donkey and caribou body size (donkey is no longer bigger than a yak).
- Added some loading tips.