Tynan

Tynan



07 Mar

Post
    Tynan on Steam - Thread - Direct
This update brings bugfixes and other adjustments.

If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX

Change log:

- Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated.
- Significantly reduced the frequency of random mech clusters (unconnected to quests).
- Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds.
- Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280.
- Hosting quest worst case raids timing is no longer as severe.
- Giving a speech from the thron... Read more

06 Mar

Comment
    Tynan on Steam Forums - Thread - Direct
It was fixed - but the old quests were already generated so they still have to play out.

If you fail the old quest the game should generate a new one for you not too long after. Or you can use dev tools to generate the quest EndGame_RoyalAscent.

Sorry about that bug, it never appeared in all our testing!
Post
    Tynan on Steam - Thread - Direct
This update brings bugfixes and other adjustments.

If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX

Change log:

- Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed
- Fix: Tortured artist gets inspiration after being hit by berserk psycast.
- Most traders now buy musical instruments.
- A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known.
- Fix: Cloth sandbags not displaying as 1.0 color.
- Fix: A count was used as a caravan guard for the empire
- Show detection chance for illegal psycasts attached to the mouse.
- All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if ... Read more

05 Mar

Post
    Tynan on Steam - Thread - Direct
This update contains balance changes and bugfixes.

If you're willing to help test, please join the testing Discord server: https://discord.gg/ryKTFr
Thanks!

Changes:

- Mech turret balance: Charge blaster turret cooldown 3.5->4.5 seconds. Inferno cannon turret cooldown 8.5->11.5 seconds Inferno cannon miss radius 3.5->3.9.
- Update player-created content: 172 names added.
- Languages updated.
- Ground-penetrating scanner rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days.
- Ground-penetrating scanner now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find.
- Fixed a bug that could cause deep ores to generate outside the buildable area.
- Hunting decrees are now cancelled if there are n... Read more

03 Mar

Post
    Tynan on Steam - Thread - Direct
Just a quick update with some miscellaneous fixes. RimWorld is now at 1.1.2563.

This update is on the unstable branch. EDIT: Released to main branch now.

- Shuttles now avoid landing on crops.
- Using a resurrection serum now removes royal titles, to prevent duplicating them.
- For modders, fixed and issue where BaseGen and SketchGen SetCustom and GetCustom methods don't work
- Fixed a bug that allowed stacking toughskin, armorskin, and stoneskin implants.
- Fixed a bug that would cause the royal ascent quest to fail if the high stellarch died of old age.
- Fixed a bug that caused traders to restock every day.
- Fixed a bug where nobles would get stuck if the throne room became unreachable after they decide to go reign.
- Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game.
- Long mod names will no longer clip out of the box on the loading screen.
- Fixed... Read more
Post
    Tynan on Steam - Thread - Direct
EDIT: This has been released to the default Steam branch.

Today's updated build is up for testing on the unstable branch. The build is 1.1.2562. We'll set it live soon after we confirm it doesn't break anything. It should be save and mod compatible.

Anyone who is willing - please try the unstable branch with as many mods and as crazy a savegame as possible! I'd love to hear if anything breaks, or if it doesn't. Thanks in advance.

Changes:

- Silver and gold tile are now considered fine floor. Fine floor have an info card entry stating that they are fine.
- Fixed a bug that caused backstory translation data to be ignored if the translation was compressed.
- Fixed a bug that caused the camera to jump occasionally.
- Fixed a bug that made it impossible to form a caravan if two map sides were blocked.
- Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists.
- Changed psychic animal pulser to only affect no... Read more

02 Mar

Post
    Tynan on Steam - Thread - Direct
The release of RimWorld - Royalty has been a great success! Thanks to everyone who's bought it so far, the testers and translators, modders, streamers and video makers.

I thought it would be a good idea to write a bit about what to expect next. In the past I've rarely written about the future because release dates and game designs often change unexpectedly during development. I can't tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations.

Now, though, I think it's time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what's coming next.

... Read more

01 Mar

Post
    Tynan on Steam - Thread - Direct
Another day, another hotfix! This is build 1.1.2560.

Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in ... Read more
Comment
    Tynan on Steam Forums - Thread - Direct
It's not a mod issue, it's in the core game due to a refactor we did to scrolling recently (to solve some other bugs). Will be fixed very soon, please bear with us.
Comment
    Tynan on Steam Forums - Thread - Direct
Sorry, this may be related to a recent rework of how scrolling works. We'll look at it!

29 Feb

Comment
    Tynan on Steam Forums - Thread - Direct
Replace Stuff is the problem.

If not that, RimCities or Achtung.
Post
    Tynan on Steam - Thread - Direct
EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened.

The recommended fix for now is:
  1. Disable the Replace Stuff mod.
  2. Place the mods HubsLib and Harmony directly after Core/Royalty in the mod load order.
That should address most issues, but a some mods may still need to be updated over the next days.

I'm talking to modders more so we can pass along info about this kind of thing more clearly in the future.

I originally reverte... Read more
Comment
    Tynan on Steam Forums - Thread - Direct
I appreciate the rich feedback! Certainly this is just the kind of thing I'm looking to tune going forward. It's a new gameplay concept and we did lots of balancing and adjusting pre-release but with more players come more data.

They are supposed to be difficult and to require new strategies. I think they're hitting these marks, but I don't want them to feel unfair (that said, nor should they always be defeatible without losses, at least above builder difficulty).

We're further adjusting how clusters choose where to spawn, because you're right some of them were spawning on top of things they shouldn't (or even indoors). The next hotfix, and probably another next week, will have adjustments on these fronts.

After that's done and the metagame matures a bit I'll be looking at other adjustments, but I don't want to move too fast and end up "thrashing" with the design.

Originally posted by ...
Read more

28 Feb

Comment
    Tynan on Steam Forums - Thread - Direct
Fair enough, will look at addressing this in a patch.
Comment
    Tynan on Steam Forums - Thread - Direct
Unstable is where we test hotfixes before putting them on default. It's always newer than default, but of course, it can be unstable. So your game might break.
Comment
    Tynan on Steam Forums - Thread - Direct
It's not possible aside from death (and then the title gets inherited!)

I'm curious why you want to demote your pawn?
Post
    Tynan on Steam - Thread - Direct
We've just released another hotfix of version 1.1. It should be compatible with all mods and saves.

Change list:

- Updated translations
- Add feedback on trying to deconstruct walls of a mech cluster before defeating it.
- Give 1 psychic amplifier as inheritance reward. Make title rewards a separate message that can handle more than 1 item.
- Cancelling monument markers for quests sends a copy via drop pod.
- Adjust smelt apparel description.
- Fix: Mod descriptions are cut off if they use tags.
- Fix: Royal ascent quest doesn't end properly when the stellarch dies before arriving
- Fix: Unfeasible farming decrees during winter.
- Fix: Royal prisoners try to swap pants continuously.
- Fix: Explosion in null map error in SmokepopBelt for unspawned pawns
- Fix: Designators not appearing with old custom scenarios where rules is null.
- Fix: Fertility grid doesn't update when edifices are removed.
- Fix: Can trade with outp... Read more

27 Feb

Comment
    Tynan on Steam Forums - Thread - Direct
Originally posted by Arthan: We talk about roleplaying here. It makes no sense for intergalactic empire to ask you for certain things before you have made some name for yourself.
And the games thing is story generation and I have to say that it pulls me out of immersion to have massive empire rely on bunch of dudes in a wooden shack.

Well, they're not really an intergalactic empire at all. It's worth reading the faction description in-game.
Post
    Tynan on Steam Forums - Thread - Direct
Hey all, just a quick announcement that we have a new moderator, pheanox.

Pheanox has helped out with testing RW for a long time and is a very friendly and even-keeled person. She'll be helping to moderate some of the rough edges around here.

As always, speech is very important, criticism and disagreement are valid and welcomed, but we have clear rules about personal attacks and other behavior that just degrades discussion. So pheanox will help with that. Full rules are on the Ludeon forums:

https://ludeon.com/forums/index.php?topic=40838.0

If anyone else wants to help we could sure use it, so I'd be happy if you just posted in this thread and said so.

Thanks for the great discussion everyone.