RimWorld
RimWorld has just been updated to 1.2.2719 rev708, no changelog has been provided, but this 'Major' version update seems to match the one posted on Steam, which does happen to provide a changelog. I've posted it below,
as I'm sure that changelog is relevant to us GoG members here too.
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Update 1.2 adds new quests, psycasts, gear, and more
Crashed shuttles, jump packs, usable shuttles, custom playstyles, nine new psychic powers, and betrayable travelers!
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 instakill chances, and crop yield. This means advanced players can set up the game exactly as they prefer. All the old playstyle settings are still available; I expect custom difficulties to be a feature mainly for experienced power gamers looking for something just for them.
The larger part of this update is in all the new content. There are several entirely new patterns for quest generation that see you interacting with poor refugees, acting as airborne shock troops for Imperial nobles, or defending crashed shuttles. We built a system that lets your colonists carry utility items or special armor with consumable abilities like grenades, shields, or jump packs. We added a whole new class of psycasts designed for non-combat economic or social purposes. Imperial titles can now give several new kinds of permits including the right to use a shuttle, and there is a new system for choosing between them, so you can customize your noble into different types. Persona weapons now actually have personality with randomized traits. And there are many other additions described in the full list below.
We really hope you like it. Thank you so much to everyone who gave test feedback and helped translate!
- Tynan
New stuff: Base game
- Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
--- Storyteller ignore wealth, and instead replace it with a factor from time alone. This can make the game fall off the rails easily, but is appropriate for someone who wants a pure challenge.
--- Player friendly fire chances.
--- Colonist instakill chance. This setting allows you to apply a damage filter that prevents colonists being killed by a single shot, because that can feel arbitrary. Colonists can still be downed by one shot and bleed out soon after, or take permanent injuries in one shot.
--- Overall threat scale
--- Major threats toggle
--- Quests threats toggle
--- Intro threats toggle
--- Predators hunt humans toggle
--- Extreme weather toggle
--- Harvest, mining, and butchering yield
--- Quest rewards
--- Raid loot
--- Trade prices
--- Turret rearm cost
--- Scaria rot chance
--- Enemy death on downed chance
--- Colonist mood
--- Food poison chance
--- Animal revenge chance
--- Infection chance
--- Disease frequency
--- Hive insect spawn rate
--- Deep drill infestation chance
--- Ancient structure threats toggle
--- Passive hives at map generation toggle
--- Toggles to allow/disallow player building traps, turrets, and mortars
--- Damage adaptation growth rate: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the rate of that challenge growth.
--- Damage adaptation effect: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the effect of that adaptation value on actual threats.
- Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
- Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
--- Utility item: Smokepop belt. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
--- Utility item: Shield belt. Same as before.
--- Utility item: Psychic insanity lance. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion.
--- Utility item: Psychic shock lance. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.
- Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
- 'Smash mechanoid' bill: This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate.
- New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
- Direct button to use drugs from inventory: This makes combat drugs more usable.
- New visual effects:
--- Building destruction. Screen shake, dust, and so on.
--- Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.
--- EMP state on mechs or turrets, with electrical arcs and sparks.
- New sound effects:
--- Many types of building destructions of various sizes and materials
--- EMP blast and EMP state
--- Windmill, watermill, wood generator, chemfuel generator ambience
--- Quest accepted, succeeded, concluded, failed
--- Mech serum used
--- Toxic buildup gained
--- Melee dodge
--- Power claw hit/miss
--- Human bite hit/miss