Tynan

Tynan



07 Jul

Comment
    Tynan on Steam Forums - Thread - Direct
We'll get it fixed!

04 Jul

Post
    Tynan on Steam - Thread - Direct
RimWorld - Ideology is available on Steam now!
Hello everyone! I’m Tia, an insect lover and spelopede sympathizer at Ludeon. Today, I get to share some big news!

Soon, we'll be releasing RimWorld update 1.3 with new free content and a variety of improvements including animal fences, breach raids, beards, and many quality-of-life improvements.

You can play 1.3 now on the Steam branch 1.3-preview. (To access it, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch 1.3-preview. Restart Steam if needed.)

The beta is to give modders ample time to update, as well as help us fix those final bugs. As a reminder, RimWorld supports multi-version mods, so anyone should be able to continue playing 1.2 as long as they like and change over when desired, as long a... Read more

24 May

Post
    Tynan on Steam - Thread - Direct
Hey everyone - Just another languages and names update here.

This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible.

EDIT: In addition, the version 1.1 beta branches have been combined into one, called version-1.1. If you're playing with content or mods from 1.1, this is the branch you should switch to. Sorry if this interrupted your play!

06 Feb

Post
    Tynan on Steam - Thread - Direct
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld.

There have been no functionality changes. All savegames and mods should be compatible.

11 Sep

Post
    Tynan on Steam - Thread - Direct
I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes.

Compatibility: Hundreds of testers have been trying this build for weeks, so it doesn't have major known mod incompatibilities. Of course, with thousands of mods out there I expect a few hiccups but in general it should be compatible. Non-modded savegames will of course be totally compatible.

If for any reason you want to continue with an old version, please use the Steam betas feature to go back to the version you want.

Thanks to all the testers, translators, and our amazing developers!

-Ty


New features - New apparel - Beret: Worn by various lower-ranking Imperial nobles.
- New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
- New apparel - Gunlink: This tactical headgear offers no prote... Read more

10 Aug

Post
    Tynan on Steam - Thread - Direct
The 1.2 release of RimWorld adds a variety of new content and a few new systems.

COMPATIBILITY: You can set your Steam beta branch to 'version-1.1.2654' to keep playing on the previous version. It should be mostly unnecessary though, since this update should be compatible with savegames and most mods. Many mods have already updated to 1.2 using the multi-version mod system outlined in the ModUpdating.txt file that comes with the game.



There are a few major parts to this update.

For many years, some specific balance changes have been requested repeatedly by dedicated players, but I didn't implement them because I thought they would harm the game for more casual players. Now, we added a custom plasystyle system. You can adjust a couple dozen different settings like threat scaling, colonist instaki... Read more

04 Jun

Comment
    Tynan on Steam Forums - Thread - Direct
Thanks for reporting, we will look into this.

03 Jun

Post
    Tynan on Steam - Thread - Direct
This is a follow-on update to last week's major content additions with some refinements and fixes.

This update should be fully compatible with all savegames and mods. If you want to continue on an old version for any reason, they're available using Steam's betas feature.

Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.

Thanks to everyone who helped test!

Improvements - You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
- Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
- Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
- All Empire pawns have at least the title of Freeholder.
-... Read more

27 May

Post
    Tynan on Steam - Thread - Direct
We've released the May 2020 update for RimWorld!

This update is still on version 1.1, because it should be compatible with savegames and mods. If for any reason you have trouble, you can set your Steam beta branch to 'version-1.1.2624' to keep playing on the previous version.



This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it's what got major focus on the content side. This update is the add-on we promised back on March 2.

The big theme of this update was opening up new play paths so you can take on the game's world in whatever way you like, and the game will respond in a way ... Read more

05 May

Post
    Tynan on Steam - Thread - Direct
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward.

If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well!

We're also working on some deeper gameplay improvements and content additions - look forward to ... Read more

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
    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

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

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

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

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.