Depth of Extinction (latest available changelog's a bit behind)
Build 52.10.2.1 (17 April 2020) Changelog posted in the game forum by
the devs here.
Standalone installers updated (
52.9.9 ⇒ 52.10.2.2): 22 April 2020.
***
Field of Glory II Update 1.5.28 (21 April 2020) Campaigns - The low quality of “rear echelon” armies has been toned down considerably – i.e. the proportion of cheap or low quality units will be lower than previously.
Units: - Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units.
https://www.littlebigmenstudios.com/
- Added 4 new Lydian units from TT mod: Lydian Cavalry, Lydian Light Chariots, Lydian Irregular Foot, Lydian Light Javelinmen.
- Added 14 new pike phalanx units from TT Mod for Diadochi etc: Antigonos, Lysimachos, Pyrrhos, Ptolemaic Egypt, Antigonid Macedon, Hellenistic Greece, Sparta, GraecoBactrian/IndoGreek. (Philip, Alexander and the Seleucids use the existing vanilla Argyraspids and Chalcaspids).
- Also added from TT Mod: Nubian Archers.
- Anglo-Saxon hirdsmen are now rated as “Some Armour” for protection (and unit cost). The majority of men are still unarmoured, so the models are unchanged.
Army Lists: - Light Chariots and other new models added to Lydian lists.
- New pike units added to the appropriate army lists.
- Added new Spartan 280-228 BC, 227-222 BC and 221-146 BC lists.
- Kushite Egyptians will use the new Nubian Archers model.
- Epic Battles:
- Epic Battle scenarios have been updated to use the new units where appropriate. (Thymbra, Raphia)
Bug Fixes: - Fixed bug that applied “Fighting Heavy Chariots” cohesion test modifier incorrectly.
- Spartan veteran hoplites will now use the correct Lambda shield when side A is Spartan and side B is Roman.
- Fixed issue whereby Fragmented unit whose pursuit is blocked by friends could end up with more AP than it should.
Standalone installer, and those of all its
DLC, updated (
1.5.25 ⇒ 1.5.28): 22 April 2020.
***
RimWorld Patch 1.1.2610 rev1048 (20 April 2020) - Part I
Improvements
- Multiple thrones can now share one throneroom.
- Allow non-noble pawns to play music. High culture recreation type is re-labeled to music recreation. Allow non-conceited nobles use dexterity play.
- Make speech from the throne an ability player can control. High-level royals gain the ability to do a speech from the throne. It has a cooldown (so the speaker can think of ideas for the next speech). The feedback for throne speeches now tells the player the chances of different outcomes, along with the relevant social stat.
- Removed minimum expectations for non-conceited titles (that is, titles of pawns who were not born royalty and are not greedy or jealous).
- Implemented category-based melee verb selection. Previously, pawns would select which melee verb to use simply by a weighted random selection according to the power of their different verbs. However, this created an incoherency where adding, for example, a knee spike to a pawn with a longsword would actually make him worse, since the knee spike is less powerful than the longsword but now he is more likely to choose a verb besides the longsword. The new verb category system places each verb in one of three categories - best, mid, and worst. It then chooses randomly between best (75% of the time) and mid (25% of the time). So adding a knee spike to a longsword wielder will not make him use the longsword less often; rather it will replace his fists as the mid-tier verb and improve his damage per second.
- Colonists can now be set as master to any animal they are bonded with regardless of skill. This prevents situations where starting animals begin bonded to colonists who cannot become their master, leading to a permanent negative thought for the colonist not being master of the bonded animal.
- "New quest" letters now link directly to the relevant quest instead of requiring an extra click.
- Shuttles that don't land on landing pads will now avoid crushing buildings, items, and trees.
Tuning
- Redesigned how hosting quests generate threats. Instead of always generating points-based threats on a 24-hour cycle with the same timing in all cases, the system now chooses from a designed menu of different duration ranges, threat counts, and threat intensities. Each challenge rating (star level) has a different menu of threats. These are all modified by the possibility of adding helpers, different guests with different conditions, and so on.
- Quests' reward value is now always at least 250 silver, no matter how small the quest.
- Quest guests can now only be downed or sick if quest points are over 300.
- Non-royal guests can now have mood threshold set only if quest points are over 400.
- Helpers can no longer generate for 1-star hospitality quests (since these quests have no violent threats).
- Reworked how the guest count for quests is generated, taking points into account better, and adjusted the rate to have fewer guests at really low points levels.
- Hosting quests can only use 2 or 3 challenge stars above specific points thresholds.
- Random quests no longer generate at all under 100 points, and lerp to generating as normal at 200 points.
- Tune random quest selection weights for more variation.
- You can no longer get quests about fighting mech clusters at unreasonably low points levels.
- You can no longer get infestation quests at unreasonably low points levels. Change the code that determines the hive count to round normally without randomness, for greater accuracy.
- Increase monument protection times from 10~30 days to 20~50 days, and increased reward factor to match.
- We no longer generate as many cheap items at high reward values, in order to focus on a few big juicy rewards.
- Adjusted the rewards for various game conditions in condition-for-pay quests (this means quests where e.g. you get a toxic fallout but also get a reward). Also linked specific conditions to specific star ratings.
- Balance down the reward you get just for keeping a hospitality guest without threats (since often this can even be advantageous).
- Deny choosing Empire as asker for a hospitality joiners quest if points are under 240, to avoid sending nobles when a colony can't realistically support them and they wouldn't want to visit.
- Adjust how hospitality quests determine the royal title of royal guests so early-mid-game guests don't have unsupportably high titles.
- Tune the default relationship between quest points and reward value to make it scale better lower and higher points levels.
- Slightly increase chance of population-gaining quests.
- Quest threat sites will no longer generate with 'possibly unknown threats' all the time, and especially not at lower challenge levels.
- Quest threat sites will now limit the number of threats at the site according to the quest points.
- Extended hive spawning delay the 14 seconds to 28 seconds.
- Reduced luciferium market value from 120 to 70.
- Increased joywire consciousness impact from 20% to 30%.
- Increased spike trap build cost from 35 to 45.
- Reduced wood sharp damage multiplier from 0.45 to 0.40.
- Colored lights research project no longer requires high tech research bench.
- Difficulty settings now modify butcher yield similarly to crop yield.
- Moisture pumps now leave resources behind when destroyed.
- Fine floors now give 75% of resources back upon deconstruction, similar to other floors.
- Changed research prerequisite for ship landing beacon from microelectronics to electricity.
- Greatbow can now be made at crafting spot.
- Health conditions can now have negative pawn price offsets. Mindscrew now has a negative price offset.
Technical
- Improve grammar resolution trace format by putting the trace first, then variables, then custom rules.
- Make mech capsules avoid placing multiple mechs on the same cell.
- Suppress "dependency needs to have downloadUrl" warning for dependencies on official content.
- Moved 'Copy debug to clipboard' button to above debug text. Made the signal text box button narrower and changed the '...' button label to 'Send defined signal'.
- Shuttles can now take off when under roofs to prevent breaking quests if it moves under a thick roof after landing.
- Added a new quest node for creating multiple incident quest parts periodically or randomly.
- Moved quest part debug window contents to a virtual method. Added a debug button to complete Pawn Lend return shuttle delay.
- Improve 'write storyteller' debug output.
- Special thing filters are now always shown based on the root category of the filter listing.
- ThingFilter now resolves the display root category lazily.