Пожалуйста, обратите внимание на наш сервис рекомендаций игр Во что поиграть.
О Игротопе | Регистрация | Я всё понял, скрыть данное сообщение на неделю.
Alpha 14
Дата выхода
15 июля 2016 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (113)
*Scenario system
New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules.
Several built-in scenarios, including one matching the classic RimWorld experience, are included.
You can randomize new scenarios.
You can customize scenarios with a special interface that allows creation of any scenario you like.
Scenarios can be uploaded to or grabbed from Steam Workshop with a single click.
ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
ScenPart: Planetkiller scenario part: World is destroyed on X date.
ScenPart: Climate cycle which makes the world get warmer and cooler over a period of years. Winter is coming.
ScenPart: Disable building a given type of building.
ScenPart: Pawns start with health condition.
ScenPart: Start with items.
ScenPart: Map is scattered with items.
ScenPart: Configure arrival method (pods or standing)
ScenPart: Starting pawns are all between ages X and Y
ScenPart: Pawns explode on death (configurable type and radius)
ScenPart: All pawns from source (game start/all) have trait X
ScenPart: Starting animal(s)
ScenPart: Disallow mining
ScenPart: Disallow hunting
ScenPart: Disallow taming
ScenPart: Disallow growing
ScenPart: Disable incident
ScenPart: Multiplier for any stat on the game (move speed, mining speed, etc)
ScenPart: Disallow building
* Pawn overlapping
Pawns can no longer overlap during melee combat (unless they’re really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function.
* AI
Raiders can now enter “steal” mode if they see enough value. They’ll grab your stuff and carry it off.
Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them.
AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.
Predators no longer hunt boomrats and boomalopes.
Pawns will be smarter about avoiding traps in various situations.
* New stuff
Full Steam Workshop support for mods.
You can now play as a tribe in some scenarios.
Added torch lamp
Added pemmican for low-tech food preservation.
Research difficulty is now related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching spaceflight will be difficult.
Added research (needed for tribes only): complex clothing, electricity
Added research (needed for non-tribes only): pemmican
Added research: air conditioning, autodoors, gun turrets
Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped.
Added “killed my X” social thoughts so people dislike their loved ones’ killers
Added new class of “minor” mental breaks, which can happen at mood under 40%.
Added minor mental break: food binge.
Ground fertility is now reported on mouseover.
Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power.
Hives now pop out glow pods – bug light sources that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.
Added traits: creepy breathing, annoying voice. These are socially repellent.
Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire.
Added panther for jungle biome. Because I discovered panthers aren’t real and I need to cope with this somehow.
There is now an orange glow to help you identify very hot areas.
Added/replaced animals created by the excellent Kay Fedewa:
Caribou
Cassowary
Deer
Emu
Arctic fox
Fennec fox
Red fox
Gazelle
Husky
Ibex
Lynx
Megatherium (prehistoric giant ground sloth)
Ostrich
Raccoon
Rat
Turkey
Arctic wolf
Timber wolf
* Interface
Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off.
Trading interface now lets you type in the number you want to trade instead of dragging to the number.
Animals tab now has gender and life stage informational columns
Animals tab now has a “slaughter” checkbox column to allow easy slaughtering of many animals
Animals tab now has checkbox columns for each trainable, to allow easy training of many animals
Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options.
* Exploit solutions
Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.
Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off.
Hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out.
You can no longer avoid the ‘executed prisoner’ mood impact by just shooting or starving the prisoner; pawns will get a “prisoner died innocent” thought. A similar solution applies to the deaths of colonists.
Solved various powerleveling exploits. Once colonists have learned a certain (high) amount in a day, they’ll learn at a much-reduced rate until the next day.
Flowers are no longer good animal feed (reduced nutrition).
Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists.
* Other
Updated to Unity 5.
World generation is now part of the new game process, instead of being separate.
Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more.
Reworked AI food selection algorithm to take into account personal mood impacts, rottenness, and other new factors. e.g. Now cannibals will actually seek out cannibal food because they get a mood bonus, while non-cannibals will avoid it.
Flow for opening worlds and savegames from old version is now improved; the “warning, old version” dialog comes before you open them instead of after.
Deworked mods config menu to have a much nicer selection and ordering interface.
Humans can now eat unbutchered corpses (though they really don’t like it).
Infestations are easier and grow less exponentially.
Infestations only appear deeper underground now.
AI now runs away from grenades thrown by their own faction.
Tortoises aren’t so deadly any more.
Animals no longer do incest.
Humans now do incest.
Seeds for world gen are now generated from actual words instead of random letter strings.
You can now set both minimum and maximum skill on a bill.
Beauty trait now has four stages: Staggeringly ugly, ugly, pretty, beautiful.
Some backstories now force pawns to have a given trait (e.g. Model->Beautiful)
Trade caravans can bring pack dromedaries.
Projectiles fired by hunting colonists no longer intercept random targets.
Some traders buy and sell furniture now.
Gut worms and muscle parasites vanish sooner.
Reworked ancient tomb loot generation. Plasteel is sometimes found on pod people. So are components.
Nuzzling is now a visualized, recorded social interaction.
Various refactorings to make modding easier and code easier to maintain and more flexible. Much more functionality is now implemented as composable ThingComps.
Many, many, many other balance changes, gameplay and interface refinements, and bugfixes.
New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules.
Several built-in scenarios, including one matching the classic RimWorld experience, are included.
You can randomize new scenarios.
You can customize scenarios with a special interface that allows creation of any scenario you like.
Scenarios can be uploaded to or grabbed from Steam Workshop with a single click.
ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
ScenPart: Planetkiller scenario part: World is destroyed on X date.
ScenPart: Climate cycle which makes the world get warmer and cooler over a period of years. Winter is coming.
ScenPart: Disable building a given type of building.
ScenPart: Pawns start with health condition.
ScenPart: Start with items.
ScenPart: Map is scattered with items.
ScenPart: Configure arrival method (pods or standing)
ScenPart: Starting pawns are all between ages X and Y
ScenPart: Pawns explode on death (configurable type and radius)
ScenPart: All pawns from source (game start/all) have trait X
ScenPart: Starting animal(s)
ScenPart: Disallow mining
ScenPart: Disallow hunting
ScenPart: Disallow taming
ScenPart: Disallow growing
ScenPart: Disable incident
ScenPart: Multiplier for any stat on the game (move speed, mining speed, etc)
ScenPart: Disallow building
* Pawn overlapping
Pawns can no longer overlap during melee combat (unless they’re really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function.
* AI
Raiders can now enter “steal” mode if they see enough value. They’ll grab your stuff and carry it off.
Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them.
AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.
Predators no longer hunt boomrats and boomalopes.
Pawns will be smarter about avoiding traps in various situations.
* New stuff
Full Steam Workshop support for mods.
You can now play as a tribe in some scenarios.
Added torch lamp
Added pemmican for low-tech food preservation.
Research difficulty is now related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching spaceflight will be difficult.
Added research (needed for tribes only): complex clothing, electricity
Added research (needed for non-tribes only): pemmican
Added research: air conditioning, autodoors, gun turrets
Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped.
Added “killed my X” social thoughts so people dislike their loved ones’ killers
Added new class of “minor” mental breaks, which can happen at mood under 40%.
Added minor mental break: food binge.
Ground fertility is now reported on mouseover.
Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power.
Hives now pop out glow pods – bug light sources that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.
Added traits: creepy breathing, annoying voice. These are socially repellent.
Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire.
Added panther for jungle biome. Because I discovered panthers aren’t real and I need to cope with this somehow.
There is now an orange glow to help you identify very hot areas.
Added/replaced animals created by the excellent Kay Fedewa:
Caribou
Cassowary
Deer
Emu
Arctic fox
Fennec fox
Red fox
Gazelle
Husky
Ibex
Lynx
Megatherium (prehistoric giant ground sloth)
Ostrich
Raccoon
Rat
Turkey
Arctic wolf
Timber wolf
* Interface
Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off.
Trading interface now lets you type in the number you want to trade instead of dragging to the number.
Animals tab now has gender and life stage informational columns
Animals tab now has a “slaughter” checkbox column to allow easy slaughtering of many animals
Animals tab now has checkbox columns for each trainable, to allow easy training of many animals
Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options.
* Exploit solutions
Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.
Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off.
Hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out.
You can no longer avoid the ‘executed prisoner’ mood impact by just shooting or starving the prisoner; pawns will get a “prisoner died innocent” thought. A similar solution applies to the deaths of colonists.
Solved various powerleveling exploits. Once colonists have learned a certain (high) amount in a day, they’ll learn at a much-reduced rate until the next day.
Flowers are no longer good animal feed (reduced nutrition).
Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists.
* Other
Updated to Unity 5.
World generation is now part of the new game process, instead of being separate.
Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more.
Reworked AI food selection algorithm to take into account personal mood impacts, rottenness, and other new factors. e.g. Now cannibals will actually seek out cannibal food because they get a mood bonus, while non-cannibals will avoid it.
Flow for opening worlds and savegames from old version is now improved; the “warning, old version” dialog comes before you open them instead of after.
Deworked mods config menu to have a much nicer selection and ordering interface.
Humans can now eat unbutchered corpses (though they really don’t like it).
Infestations are easier and grow less exponentially.
Infestations only appear deeper underground now.
AI now runs away from grenades thrown by their own faction.
Tortoises aren’t so deadly any more.
Animals no longer do incest.
Humans now do incest.
Seeds for world gen are now generated from actual words instead of random letter strings.
You can now set both minimum and maximum skill on a bill.
Beauty trait now has four stages: Staggeringly ugly, ugly, pretty, beautiful.
Some backstories now force pawns to have a given trait (e.g. Model->Beautiful)
Trade caravans can bring pack dromedaries.
Projectiles fired by hunting colonists no longer intercept random targets.
Some traders buy and sell furniture now.
Gut worms and muscle parasites vanish sooner.
Reworked ancient tomb loot generation. Plasteel is sometimes found on pod people. So are components.
Nuzzling is now a visualized, recorded social interaction.
Various refactorings to make modding easier and code easier to maintain and more flexible. Much more functionality is now implemented as composable ThingComps.
Many, many, many other balance changes, gameplay and interface refinements, and bugfixes.
Alpha 13
Дата выхода
6 апреля 2016 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (48)
* Permadeath
New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played.
* Relationships
Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
Family members out to cousins and beyond
Lovers, fiancees, marriages, ex-lovers, ex-spouses
Lovin’
People may get in social fights with those they dislike (even neutrals and enemies do this)
* Animal bonding
People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
Marriage ceremonies and parties
* Prison breaks
Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.
* Infestations
Self-reproducing, spreading underground insect hives
Insect hives are dangerous but produce succulent insect jelly
* Animals and predators
Many more animals, some of which will hunt people
Some animals are now predators, including colony pets (e.g. cats catch squirrels)
Animals can gnaw corpses apart directly now
* Threat response mode
Decide how colonists should auto-respond to threats: flee, attack, or ignore?
* Economy
‘Components’ resource used for machinery and electronics
Ground-traveling trade caravans from other factions
Deeper research tree with more low-tech options and more things to research
New fueled buildings: stove and generator
Various new lower and higher-tech production buildings
Two research tables: simple and hi-tech. Hi-tech is required for some projects.
* Misc
New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism
New chronic diseases: Carcinoma, asthma, hearing loss
New “firefoam popper” provides a way to combat fire besides punching it.
Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
Extreme desert biome
Colonists in relationships can share beds
New double bed; royal bed is now gold-trimmed and fancy
New flatscreen and megascreen TVs
Colonists can now visit sick people in bed to cheer them up
Sick people in bed can now watch TV
Building damage overlays
Days are now twice as long as before, with years being half as many days. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.)
The year is now split into seasons instead of months.
Animal kibble
Deep rooms stay cool in the heat
Richer tale recording and better art descriptions
Hundreds of balance improvements, optimizations, tweaks and fixes
New permadeath mode. One save file, save on quit or autosave only, no take-backsies when something goes horribly, insanely, or laughably wrong. The way RimWorld was meant to be played.
* Relationships
Colonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights
Opinion system; pawns care about dozens of memories and situations to determine their opinions of each other
Family members out to cousins and beyond
Lovers, fiancees, marriages, ex-lovers, ex-spouses
Lovin’
People may get in social fights with those they dislike (even neutrals and enemies do this)
* Animal bonding
People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.
Marriage ceremonies and parties
* Prison breaks
Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.
* Infestations
Self-reproducing, spreading underground insect hives
Insect hives are dangerous but produce succulent insect jelly
* Animals and predators
Many more animals, some of which will hunt people
Some animals are now predators, including colony pets (e.g. cats catch squirrels)
Animals can gnaw corpses apart directly now
* Threat response mode
Decide how colonists should auto-respond to threats: flee, attack, or ignore?
* Economy
‘Components’ resource used for machinery and electronics
Ground-traveling trade caravans from other factions
Deeper research tree with more low-tech options and more things to research
New fueled buildings: stove and generator
Various new lower and higher-tech production buildings
Two research tables: simple and hi-tech. Hi-tech is required for some projects.
* Misc
New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism
New chronic diseases: Carcinoma, asthma, hearing loss
New “firefoam popper” provides a way to combat fire besides punching it.
Character records which keep stats on each character like number of kills, injuries, surgeries, etc.
Extreme desert biome
Colonists in relationships can share beds
New double bed; royal bed is now gold-trimmed and fancy
New flatscreen and megascreen TVs
Colonists can now visit sick people in bed to cheer them up
Sick people in bed can now watch TV
Building damage overlays
Days are now twice as long as before, with years being half as many days. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.)
The year is now split into seasons instead of months.
Animal kibble
Deep rooms stay cool in the heat
Richer tale recording and better art descriptions
Hundreds of balance improvements, optimizations, tweaks and fixes
Alpha 12
Дата выхода
21 августа 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (131)
Change list:
Animal taming
Colonists with the Animal Handler work type will now interact with animals.
Animal handling success rates are governed by the new Animals skill.
Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
Trainable skills:
Obedience: has master, follows master while master is drafted and defends him.
Release: master can release animal during combat to attack distant enemies, and call animal back.
Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
Each animal has a ‘wildness’ indicating how difficult it is to tame.
Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
Tame animals can be assigned animal areas in which they will try to remain.
Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
Tame animals can be designated for slaughter and animal handlers will slaughter them.
New animal behaviors and mechanics
Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
Some animals (muffalo, cow, camel) can be milked.
Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
You can now build animal beds and animal boxes and place animal sleeping spots.
Animals all sleep.
Animals can have different graphics per gender.
Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
Colony starts with a random pet.
Animals can nuzzle colonists, improving their mood.
Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
New incident: Self Tame (random wild animal on map becomes tame).
Doctors will treat animals’ wounds if the animal is in a colony bed.
Some animals may attack on a failed taming attempt.
Animals produce animal filth, proportional to body size, inversely proportional to petness.
Tons of new animal graphics and sounds for new animals.
New animals
Boomalope (large fragile animal that explodes and sets fires on death)
Thrumbo (giant peaceful powerful creature with amazing fur and horn)
Chinchilla (very valuable fur)
Capybara
Cow
Pig
Chicken
Yorkshire terrier
Labrador retriever
Husky
Elephant
Room roles and stats
Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
Room roles are:
Bedroom
Barracks
Prison bedroom
Prison barracks
Dining room
Hospital
Laboratory
Kitchen
Rec room
Tomb
Room stats are:
Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
Wealth
Space
Beauty
Cleanliness (has a direct effect on medical outcomes)
Room stats affect things like:
Immunity gain speed
Medical treatment quality
Room stats create many variants on thoughts like:
Ate in impressive dining room
Own impressive bedroom
Own bed in impressive barracks
Did joy activity in impressive rec room
Added traits:
Greedy: Unhappy without a very impressive room.
Jealous: Unhappy if anyone has a room noticeably better than him.
Ascetic: Unhappy unless he has a very crappy room.
Facilities
Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
Vitals monitor (improves healing in adjacent medical bed)
Tool cabinet (improves production at nearby work table)
Multi-analyzer (speeds research at nearby research bench)
Ancient artifacts
Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts.
Psychic powers work at any range through obstacles.
Artifacts are one-use.
The artifacts are:
Psychic insanity lance – drives a single target insane
Psychic shock lance – drops a single target asleep
Psychic animal pulser – drives animals berserk map-wide
Psychic soothe pulser – gives a temporary mood boost to everyone on the map
Graves and sarcophagi
Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
Colonists will visit graves of dead colonists for a joy activity.
Misc new incidents
New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
New Flashstorn. A localized, intense lightning storm in one area of the map. Causes big fires.
Interface rework
Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.
Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.
Misc
Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).
Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
New trait: Night owl. Happy when awake at night, sad if awake around midday.
New thought: Crowded – In a space with too many people.
New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.
New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.
Furniture can now be art engraved.
New floors: gold tile, sterile tile, cream carpet, dark gray carpet.
Game start now has a “select random landing site” button if you don’t want to choose.
Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.
Manhunter pack incident can use animals besides wargs.
Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.
Dazed broken pawns will now randomly strip off clothes and drop things.
New graphics for squirrel and warg.
New graphics for research bench and other buildings.
Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
A bunch of new music from Alistair Lindsay.
Carrying capacity is now a stat that can change for body size and manipulation capacity.
Siegers will never be sent with only melee weapons (too exploitable).
Sappers now avoid mining through high-health ores and barriers.
Rebalanced crop yields and harvesting challenges so crops require a bit more space.
Game will auto-reset mods config on startup crash to try to recover.
Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings.
Animal taming
Colonists with the Animal Handler work type will now interact with animals.
Animal handling success rates are governed by the new Animals skill.
Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
Trainable skills:
Obedience: has master, follows master while master is drafted and defends him.
Release: master can release animal during combat to attack distant enemies, and call animal back.
Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
Each animal has a ‘wildness’ indicating how difficult it is to tame.
Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
Tame animals can be assigned animal areas in which they will try to remain.
Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
Tame animals can be designated for slaughter and animal handlers will slaughter them.
New animal behaviors and mechanics
Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
Some animals (muffalo, cow, camel) can be milked.
Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
You can now build animal beds and animal boxes and place animal sleeping spots.
Animals all sleep.
Animals can have different graphics per gender.
Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
Colony starts with a random pet.
Animals can nuzzle colonists, improving their mood.
Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
New incident: Self Tame (random wild animal on map becomes tame).
Doctors will treat animals’ wounds if the animal is in a colony bed.
Some animals may attack on a failed taming attempt.
Animals produce animal filth, proportional to body size, inversely proportional to petness.
Tons of new animal graphics and sounds for new animals.
New animals
Boomalope (large fragile animal that explodes and sets fires on death)
Thrumbo (giant peaceful powerful creature with amazing fur and horn)
Chinchilla (very valuable fur)
Capybara
Cow
Pig
Chicken
Yorkshire terrier
Labrador retriever
Husky
Elephant
Room roles and stats
Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
Room roles are:
Bedroom
Barracks
Prison bedroom
Prison barracks
Dining room
Hospital
Laboratory
Kitchen
Rec room
Tomb
Room stats are:
Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
Wealth
Space
Beauty
Cleanliness (has a direct effect on medical outcomes)
Room stats affect things like:
Immunity gain speed
Medical treatment quality
Room stats create many variants on thoughts like:
Ate in impressive dining room
Own impressive bedroom
Own bed in impressive barracks
Did joy activity in impressive rec room
Added traits:
Greedy: Unhappy without a very impressive room.
Jealous: Unhappy if anyone has a room noticeably better than him.
Ascetic: Unhappy unless he has a very crappy room.
Facilities
Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
Vitals monitor (improves healing in adjacent medical bed)
Tool cabinet (improves production at nearby work table)
Multi-analyzer (speeds research at nearby research bench)
Ancient artifacts
Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts.
Psychic powers work at any range through obstacles.
Artifacts are one-use.
The artifacts are:
Psychic insanity lance – drives a single target insane
Psychic shock lance – drops a single target asleep
Psychic animal pulser – drives animals berserk map-wide
Psychic soothe pulser – gives a temporary mood boost to everyone on the map
Graves and sarcophagi
Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
Colonists will visit graves of dead colonists for a joy activity.
Misc new incidents
New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
New Flashstorn. A localized, intense lightning storm in one area of the map. Causes big fires.
Interface rework
Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.
Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.
Misc
Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).
Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
New trait: Night owl. Happy when awake at night, sad if awake around midday.
New thought: Crowded – In a space with too many people.
New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.
New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.
Furniture can now be art engraved.
New floors: gold tile, sterile tile, cream carpet, dark gray carpet.
Game start now has a “select random landing site” button if you don’t want to choose.
Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.
Manhunter pack incident can use animals besides wargs.
Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.
Dazed broken pawns will now randomly strip off clothes and drop things.
New graphics for squirrel and warg.
New graphics for research bench and other buildings.
Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
A bunch of new music from Alistair Lindsay.
Carrying capacity is now a stat that can change for body size and manipulation capacity.
Siegers will never be sent with only melee weapons (too exploitable).
Sappers now avoid mining through high-health ores and barriers.
Rebalanced crop yields and harvesting challenges so crops require a bit more space.
Game will auto-reset mods config on startup crash to try to recover.
Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings.
Alpha 11
Дата выхода
10 июня 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (44)
Change list:
AI
Added new raid type: sappers.
Sappers attempt to dig or blast their way around your hardest defensive point. The circumvent ‘killbox’-like strategies.
Enemies now flee things that are about to explode
Enemies remember trap positions that their faction has encountered before, and avoid them.
Raiders opportunistically ignite crops on fire.
Pawns can now do ‘job override’ checks to see if a new job should start before ending their current job. These are now used liberally to have pawns respond faster and more intelligently to changing conditions (especially in combat).
Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.
Enemies no longer take unpowered player turrets as primary targets.
Pawns choose sky-gaze, wander, eating and other positions by traversing the region graphic instead of by random coordinate scattering, which solves problems with them taking long paths around long walls.
Traps
Added deadfall trap: A simple rearmable trap that falls on enemies and damages them.
Added IED trap: An artillery shell connected to a trigger that detonates after a short delay.
Added incendiary IED trap: Like IED, but sets fires.
New incidents
New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death.
New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.
New incident: Manhunter pack. A pack of deadly wargs arrives and stalks the local area for a while before moving on. Fight them or hide inside from them.
New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.
New incident: Psychic soothe. The opposite of a psychic drone.
Allowed areas
Assign colonists to allowed areas.
Every item and location outside the allowed area is considered forbidden.
Storyteller changes
Storytellers will never entirely disallow events because of population.
Randy’s event chances are affected by population (somewhat).
Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations
Ice sheet
Ice sheet biome is now playable (though perhaps not survivable).
Misc
Added strip designator to reduce stripping micromanagement.
You can toggle allowing sowing in a growing zone.
Doors can be held open.
Door locking is now door forbidding (it’s clearer).
Added copy/paste functionality for storage zone/building settings.
World data now saves into map file to prevent game state confusion with multiple saves on one world.
Added new joy activity: build snowman.
You can now remove floors to reveal the terrain underneath.
You can now perform surgery on guests. Violating surgery will anger their faction.
Guests are smarter and no longer walk out of the colony bleeding.
Added new hairs donated by Shinzy.
Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).
Hundreds more bugfixes, tuning changes, optimizations, and other small improvements.
AI
Added new raid type: sappers.
Sappers attempt to dig or blast their way around your hardest defensive point. The circumvent ‘killbox’-like strategies.
Enemies now flee things that are about to explode
Enemies remember trap positions that their faction has encountered before, and avoid them.
Raiders opportunistically ignite crops on fire.
Pawns can now do ‘job override’ checks to see if a new job should start before ending their current job. These are now used liberally to have pawns respond faster and more intelligently to changing conditions (especially in combat).
Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.
Enemies no longer take unpowered player turrets as primary targets.
Pawns choose sky-gaze, wander, eating and other positions by traversing the region graphic instead of by random coordinate scattering, which solves problems with them taking long paths around long walls.
Traps
Added deadfall trap: A simple rearmable trap that falls on enemies and damages them.
Added IED trap: An artillery shell connected to a trigger that detonates after a short delay.
Added incendiary IED trap: Like IED, but sets fires.
New incidents
New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death.
New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.
New incident: Manhunter pack. A pack of deadly wargs arrives and stalks the local area for a while before moving on. Fight them or hide inside from them.
New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.
New incident: Psychic soothe. The opposite of a psychic drone.
Allowed areas
Assign colonists to allowed areas.
Every item and location outside the allowed area is considered forbidden.
Storyteller changes
Storytellers will never entirely disallow events because of population.
Randy’s event chances are affected by population (somewhat).
Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations
Ice sheet
Ice sheet biome is now playable (though perhaps not survivable).
Misc
Added strip designator to reduce stripping micromanagement.
You can toggle allowing sowing in a growing zone.
Doors can be held open.
Door locking is now door forbidding (it’s clearer).
Added copy/paste functionality for storage zone/building settings.
World data now saves into map file to prevent game state confusion with multiple saves on one world.
Added new joy activity: build snowman.
You can now remove floors to reveal the terrain underneath.
You can now perform surgery on guests. Violating surgery will anger their faction.
Guests are smarter and no longer walk out of the colony bleeding.
Added new hairs donated by Shinzy.
Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).
Hundreds more bugfixes, tuning changes, optimizations, and other small improvements.
Alpha 10
Дата выхода
15 апреля 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (44)
Change list:
Joy
New joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while.
Added joy sources
Skygazing
Meditating/praying
Social relaxation around campfire or table, with or without beer
Horseshoes game
Chess
Billiards
Television (purchasable)
Telescope for astronomy (purchasable)
Added armchair and dining chair
There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.
Outfits system
New outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.
Timetable system
New timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.
Misc
Colonists can fall unconscious on their own if over-exhausted.
Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
Beer can now be wielded as a weapon (like wood).
Passion flames are now displayed subtly on the work overview screen.
New end credits song from Al!
Reduced skill degradation rate.
Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
Hunters will now approach and execute downed animals at close range.
Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
Health tab now displays overall bleeding rate.
Starvation and blood loss are now staged and affect consciousness as they worsen.
Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
Pain now creates unhappiness.
String lists are now part of language data and can be translated.
Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.
Trees are no longer sowable. Traders carry wood.
Characters will now sometimes resist arrest.
You can now set a minimum skill level on bills.
Visitors will now carry away wounded guests from their faction.
Hunted animals will occasionally fight back. Some animals always fight back.
Doctors now automatically rescue downed colonists.
Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
Many many other fixes, adjustments, and optimizations.
Joy
New joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while.
Added joy sources
Skygazing
Meditating/praying
Social relaxation around campfire or table, with or without beer
Horseshoes game
Chess
Billiards
Television (purchasable)
Telescope for astronomy (purchasable)
Added armchair and dining chair
There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.
Outfits system
New outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.
Timetable system
New timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.
Misc
Colonists can fall unconscious on their own if over-exhausted.
Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
Beer can now be wielded as a weapon (like wood).
Passion flames are now displayed subtly on the work overview screen.
New end credits song from Al!
Reduced skill degradation rate.
Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
Hunters will now approach and execute downed animals at close range.
Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
Health tab now displays overall bleeding rate.
Starvation and blood loss are now staged and affect consciousness as they worsen.
Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
Pain now creates unhappiness.
String lists are now part of language data and can be translated.
Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.
Trees are no longer sowable. Traders carry wood.
Characters will now sometimes resist arrest.
You can now set a minimum skill level on bills.
Visitors will now carry away wounded guests from their faction.
Hunted animals will occasionally fight back. Some animals always fight back.
Doctors now automatically rescue downed colonists.
Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
Many many other fixes, adjustments, and optimizations.
Alpha 9
Дата выхода
18 февраля 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (54)
Change list:
Alcohol
Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts
Added special ‘binge’ mental breaks
Added teetotaler and chemical fascination traits
Added hangovers
Tales and art
There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
Sculptures now have generated descriptions of what they depict.
Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
High-quality weapons have art engraved into them.
All weapons now have quality levels, including guns and bows.
Age
Old characters have gray hair and more fleshed-out old age illnesses.
Old characters tend to spawn with higher skills.
Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
Dates are now relative to specific years. The game starts in 5500.
New stuff
Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.
Artillery shells are now needed by artillery cannons. Shells on the ground can explode. Siegers will come with shells to use to bombard you. Shells can be crafted at the machining table.
Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.
Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
Guns now have quality levels which affect accuracy.
Added Heavy SMG
Added psychic foil helmet
Added corn and rice crops.
Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
Game now records total real playtime per colony.
Added ‘pause on load game’ option.
Many new sound effects from Alistair Lindsay for UI, work, and combat.
Misc improvements
Deep optimization on various systems – especially AI. This should make big colonies run much more smoothly.
Added bad thought for wearing tattered clothes.
Apparel becomes damaged when owner dies from violence.
Apparel actually takes the damage it absorbs as armor.
Apparel wears out over very long periods of use.
Uranium ore now appears as a minable natural rock.
Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
Reworked ship takeoff sequence into a proper whiteout with nice credits.
Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
Temperature now equalizes through both walls and roof/floor.
Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
Colonists are now bothered by people walking around inside the room while they sleep.
People newly woken from cryptosleep have cryptosleep sickness for a while.
Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
Fonts are now nicely antialiased.
Tons of other refinements, rebalancings, and bugfixes.
Alcohol
Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts
Added special ‘binge’ mental breaks
Added teetotaler and chemical fascination traits
Added hangovers
Tales and art
There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
Sculptures now have generated descriptions of what they depict.
Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
High-quality weapons have art engraved into them.
All weapons now have quality levels, including guns and bows.
Age
Old characters have gray hair and more fleshed-out old age illnesses.
Old characters tend to spawn with higher skills.
Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
Dates are now relative to specific years. The game starts in 5500.
New stuff
Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.
Artillery shells are now needed by artillery cannons. Shells on the ground can explode. Siegers will come with shells to use to bombard you. Shells can be crafted at the machining table.
Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.
Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
Guns now have quality levels which affect accuracy.
Added Heavy SMG
Added psychic foil helmet
Added corn and rice crops.
Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
Game now records total real playtime per colony.
Added ‘pause on load game’ option.
Many new sound effects from Alistair Lindsay for UI, work, and combat.
Misc improvements
Deep optimization on various systems – especially AI. This should make big colonies run much more smoothly.
Added bad thought for wearing tattered clothes.
Apparel becomes damaged when owner dies from violence.
Apparel actually takes the damage it absorbs as armor.
Apparel wears out over very long periods of use.
Uranium ore now appears as a minable natural rock.
Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
Reworked ship takeoff sequence into a proper whiteout with nice credits.
Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
Temperature now equalizes through both walls and roof/floor.
Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
Colonists are now bothered by people walking around inside the room while they sleep.
People newly woken from cryptosleep have cryptosleep sickness for a while.
Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
Fonts are now nicely antialiased.
Tons of other refinements, rebalancings, and bugfixes.
Alpha 8
Дата выхода
10 декабря 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (34)
Temperature and seasons
A new temperature system tracks temperatures indoors and outdoors.
Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.
Certain clothing can protect against temperature discomfort/harm.
Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
There are special heat wave/cold snap events.
Added heater and cooler buildings.
Food spoils. This can be slowed or prevented with refrigeration.
Snow falls and accumulates over winter. It slows down movement.
Snow can be cleared manually, and will melt if heated.
New apparel: Parka and tuque.
Added new biomes: boreal forest and tundra
Art and crafting
Sculptor’s table added. Colonists can create abstract sculptures.
Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
Apparel crafting now allows crafting any kind of apparel.
Can now craft any kind of melee weapon from appropriate materials.
Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
Added art trading.
New content
New animals: elk, hare
New plants: pine tree, birch tree, moss, xerigium
Xerigium plants can be farmed and refined into herbal medicine.
New power plant: wind turbine.
New weapons: triple rocket launcher, doomsday rocket launcher.
New items: Glitterworld medicine, herbal medicine.
Alphabeaver event creates alphabeavers who will consume trees until stopped.
Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
Economy and trader stock generation reworked and rebalanced from the ground up.
Stats inspector allows inspecting more things in more places, and provides more, clearer info.
Several new songs from Alistair Lindsay.
You can now release prisoners. This gains you goodwill from their faction.
You can now configure your keyboard hotkeys.
Dozens of other fixes and improvements.
A new temperature system tracks temperatures indoors and outdoors.
Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.
Certain clothing can protect against temperature discomfort/harm.
Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
There are special heat wave/cold snap events.
Added heater and cooler buildings.
Food spoils. This can be slowed or prevented with refrigeration.
Snow falls and accumulates over winter. It slows down movement.
Snow can be cleared manually, and will melt if heated.
New apparel: Parka and tuque.
Added new biomes: boreal forest and tundra
Art and crafting
Sculptor’s table added. Colonists can create abstract sculptures.
Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
Apparel crafting now allows crafting any kind of apparel.
Can now craft any kind of melee weapon from appropriate materials.
Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
Added art trading.
New content
New animals: elk, hare
New plants: pine tree, birch tree, moss, xerigium
Xerigium plants can be farmed and refined into herbal medicine.
New power plant: wind turbine.
New weapons: triple rocket launcher, doomsday rocket launcher.
New items: Glitterworld medicine, herbal medicine.
Alphabeaver event creates alphabeavers who will consume trees until stopped.
Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
Economy and trader stock generation reworked and rebalanced from the ground up.
Stats inspector allows inspecting more things in more places, and provides more, clearer info.
Several new songs from Alistair Lindsay.
You can now release prisoners. This gains you goodwill from their faction.
You can now configure your keyboard hotkeys.
Dozens of other fixes and improvements.
Alpha 7
Дата выхода
1 октября 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (48)
Stone smoothing is back and is now done with a special designation that smooths any rough stone terrain into the appropriate smooth version.
Adjusted stone colors.
There are now different rough and rough-hewn terrain types for each type of stone.
Ancient structures are built from random stone and metal types.
There are now different types of natural mountains and stone chunks, which produce different types of stone blocks, which can be used separately to make structures.
Started work on different rock types making different rock chunks and blocks.
Plants now seed from off-map.
Modders can define recipes onto work tables in the recipe without overriding the work table. Use the list called <thingsToUseRecipe>
Cabin fever now considers giant unroofed areas to be ‘outdoors’ even if they can’t touch the map edge (small skylights are still not sufficient).
Added some high-end enemies for the late game: mercenary bruiser and mercenary elite.
Different leather types can have different statistics now.
Stats output with nice formatting.
Renamed metal to steel.
Rock chunks now generate more and less at different parts of the map.
Flammability is now a curve, not an on/off setting. More flammable things will grow fires faster, which creates a distinct disadvantage for otherwise-excellent wood structures.
Added auto-close to float menu for stuff selection.
Rebalanced plant growth.
Reworked armor system to do both damage resistance and deflection chance.
When siegers are starving, they switch to assault mode.
Stuffs now have categories. You can only make things from a stuff of the appropriate category.
Gun turret is now made from stuffs (partially; you can use any metal to make the base).
Locked door now shows icon on the map.
Rebalanced plasteel.
Separated the concepts of pawns laying down versus sleeping.
Artillery no longer forces time speed to normal.
Factions now have bases represented on the world map (though they don’t do anything - this is just to make the faction code make sense).
Balanced mineable resource amounts in maps with fewer rocks.
Refactored material management system to track the source shader instead of base material.
Visitors and raiders carry their own food. Visitors will eat their own food before chowing down on the colony’s supplies.
Doors are now lockable. Locked doors open for no one
Rebalanced storyteller to pay more attention to population and less to wealth, and to ramp up slower.
Refactored traders so they sometimes carry strange items outside their normal stock.
Fixed melee weapon spawning balance.
Diseases are now generated separately from other incidents, and are configured per-biome (e.g. lots of malaria in the jungle).
Float menu
World now generates with different stone types. Currently sandstone, granite, limestone, marble, slate.
Resource readout (screen top left) now has a mode where entries are listed in collapsible categories.
Bed rest effectiveness is now a stat.
ThingAmounts now load with custom XML for tighter XML formatting.
Added support for multiple mineable ore types, including masked recoloring of shared rock graphics. Current ores are metal and silver.
Ores appear with different commonalities.
Added gold and gold ore.
Added plasteel and compacted plasteel (ancient rubble, mineable for plasteel).
Door opening speed is now a modifiable stats. Stone doors open slow, wood doors fast.
Finished main part of graphic refactor code. Almost all graphic drawing code including linkDrawers is now encapsulated in Graphic and its subclasses.
Continued major refactor of drawing code. Working on encapsulating all drawing functionality into Graphic and its subclasses.
Adjusted stone colors.
There are now different rough and rough-hewn terrain types for each type of stone.
Ancient structures are built from random stone and metal types.
There are now different types of natural mountains and stone chunks, which produce different types of stone blocks, which can be used separately to make structures.
Started work on different rock types making different rock chunks and blocks.
Plants now seed from off-map.
Modders can define recipes onto work tables in the recipe without overriding the work table. Use the list called <thingsToUseRecipe>
Cabin fever now considers giant unroofed areas to be ‘outdoors’ even if they can’t touch the map edge (small skylights are still not sufficient).
Added some high-end enemies for the late game: mercenary bruiser and mercenary elite.
Different leather types can have different statistics now.
Stats output with nice formatting.
Renamed metal to steel.
Rock chunks now generate more and less at different parts of the map.
Flammability is now a curve, not an on/off setting. More flammable things will grow fires faster, which creates a distinct disadvantage for otherwise-excellent wood structures.
Added auto-close to float menu for stuff selection.
Rebalanced plant growth.
Reworked armor system to do both damage resistance and deflection chance.
When siegers are starving, they switch to assault mode.
Stuffs now have categories. You can only make things from a stuff of the appropriate category.
Gun turret is now made from stuffs (partially; you can use any metal to make the base).
Locked door now shows icon on the map.
Rebalanced plasteel.
Separated the concepts of pawns laying down versus sleeping.
Artillery no longer forces time speed to normal.
Factions now have bases represented on the world map (though they don’t do anything - this is just to make the faction code make sense).
Balanced mineable resource amounts in maps with fewer rocks.
Refactored material management system to track the source shader instead of base material.
Visitors and raiders carry their own food. Visitors will eat their own food before chowing down on the colony’s supplies.
Doors are now lockable. Locked doors open for no one
Rebalanced storyteller to pay more attention to population and less to wealth, and to ramp up slower.
Refactored traders so they sometimes carry strange items outside their normal stock.
Fixed melee weapon spawning balance.
Diseases are now generated separately from other incidents, and are configured per-biome (e.g. lots of malaria in the jungle).
Float menu
World now generates with different stone types. Currently sandstone, granite, limestone, marble, slate.
Resource readout (screen top left) now has a mode where entries are listed in collapsible categories.
Bed rest effectiveness is now a stat.
ThingAmounts now load with custom XML for tighter XML formatting.
Added support for multiple mineable ore types, including masked recoloring of shared rock graphics. Current ores are metal and silver.
Ores appear with different commonalities.
Added gold and gold ore.
Added plasteel and compacted plasteel (ancient rubble, mineable for plasteel).
Door opening speed is now a modifiable stats. Stone doors open slow, wood doors fast.
Finished main part of graphic refactor code. Almost all graphic drawing code including linkDrawers is now encapsulated in Graphic and its subclasses.
Continued major refactor of drawing code. Working on encapsulating all drawing functionality into Graphic and its subclasses.
Alpha 6
Дата выхода
13 августа 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (71)
Clothes are now generated out of cloth as often as all leathers combined.
Certain items now no longer have stuffs (e.g. no cloth power armor).
Leathers from different animals now have distinctive colors.
Colors are stored for cloth and leather and are inherited by clothing made from those items.
Colonists now start in synthread clothes. Space refugees start in synthread or hyperweave.
Implemented properly-structured credits record. Translations can now have proper credits. All credits for all translations will be assembled and shown on the main credits page.
Languages can now be set to never use tiny text. Useful for Asian languages which are illegible at really small sizes.
All flesh creatures yield their own kind of leather when butchered.
You can now grow cotton plants. Cotton plants yield cloth.
You can produce shirts, pants, and cowboy hats from cloth or leather.
Fixed pawn reservations so multiple pawns can now be going to take from one meal stack at the same time as long as there are >1 meals.
All GUI text functionality is now cleanly wrapped in the Text class.
Coastlines now generate on the map to match the coast of the chosen world square. Some biomes have ponds as well.
You can now change storyteller in-game using the options menu..
Redesigned skill listing for greater clarity.
Raiders sometimes drop medicine.
Urgent bad letters now flash red 30% of the width of the screen so you don’t forget about them.
Can now manually assign beds to specific colonists.
Can have colonists doing bills drop the products on the ground instead of storing them (let the haulers take them away).
Clarified prisoner rooms effects on colonist behavior by drawing a glowing field in the room when the prisoner bed is selected and reporting items as “prison room” instead of “socially improper”.
Added alert for colonists needing medical treatment.
When raids have lots of points, we now bias their selection in favor of high-value pawns. This reduces pawn spam.
Metal from enemy structures and mechanoids is auto-forbidden.
Implemented traits: nudist, psychopath, bloodlust, industriousness spectrum, psychic sensitivity spectrum, cannibal.
Wrote translation system that can inject translations into nested def data structures and lists.
Hooked in some hats to spawn in-game.
Implemented traits: nervousness spectrum, neurotic spectrum, move speed spectrum, natural mood spectrum. Implemented proper trait system with trait degrees.
Plants can now have different commonalities in different biomes.
Added megascarab (giant desert beetle).
Refactored world references so the current world is stored in exactly one place for the whole game.
Added patches of mud terrain in temperate forest biome.
Different biomes have different ambient sounds (no night insects in the desert).
Added poplar tree.
Implemented basic temperate forest and desert biomes.
World gen now avoids generating areas with zero rainfall.
Rainfall view on world map is now clearer.
Added deer.
Added iguana.
Psychic drone event is back. It now affects one randomly-chosen gender.
Storyteller challenge scale is now separate from storyteller choice. Phoebe Friendly is now Billie Basebuilder and is distinguished by long intervals between threats (her threats can still be huge if your challenge scale is set high).
Siegers now go into assault mode after taking a certain percentage of losses or losing all artillery.
Sieging artillery will now sometimes attack random colony buildings, not just the closest colonist (to reduce exploitability).
Amount of local rain depends on rainfall in your worldsquare.
Added biome info button to world viewer.
Made a second oak tree graphic variant.
Rewrote rainfall map generation algorithm for world.
Finished refactoring squad brains to use a state graph.
Mechanoid ship part defenders now assault the colony when the ship part is badly damaged.
Started refactoring squad brain to work using a graph of states and transitions.
Integrated a bunch of new sounds from Al.
Refactored power code out of Building class and into the PowerComp components.
Added a button to force a power-using applicance to connect to a different powernet, for situations where an applicate has connected to a pillar or something but has other power nearby.
More refinements to world generation.
Map generation now uses the same noise code as world generation.
Maps generation is now seeded with data from the world and the map position in the world, so if you land on the same place in the same world (generated from the same seed), you’ll get the same map.
Fixed map save/load; it re-loads with the separately-saved world map on load.
Integrated Al’s new entry screen music.
Worlds are now generated separately from individual maps, so you can now play multiple games in the same world.
Worlds are generated from defined seed strings, so you can share worlds and landing spots by sharing the seeds.
Worlds now have rainfall. Biomes stubbed in and generated on map: tundra, boreal forest, temperate forest, tropical rainforest, desert.
World view modes work: Full, elevation, temperature, fertility, biomes.
Tweaked world generation more. Tall mountains are rarer, most of the world is flat plains. Temperature isn’t so noisy.
Added overview tab to see world map during gameplay.
Overview tab displays local map position on world map.
Game generates names for new worlds.
Worlds sometimes have oceans at the edges.
Advancements in world generation: oceans, glaciers, defined latitudes, interactions between elevation, temperature, latitude, fertility, basic biome assignment.
Basic biomes.
World view pans and zooms, gives info about world.
Long eclipses no longer kill all the grass on the map
Certain items now no longer have stuffs (e.g. no cloth power armor).
Leathers from different animals now have distinctive colors.
Colors are stored for cloth and leather and are inherited by clothing made from those items.
Colonists now start in synthread clothes. Space refugees start in synthread or hyperweave.
Implemented properly-structured credits record. Translations can now have proper credits. All credits for all translations will be assembled and shown on the main credits page.
Languages can now be set to never use tiny text. Useful for Asian languages which are illegible at really small sizes.
All flesh creatures yield their own kind of leather when butchered.
You can now grow cotton plants. Cotton plants yield cloth.
You can produce shirts, pants, and cowboy hats from cloth or leather.
Fixed pawn reservations so multiple pawns can now be going to take from one meal stack at the same time as long as there are >1 meals.
All GUI text functionality is now cleanly wrapped in the Text class.
Coastlines now generate on the map to match the coast of the chosen world square. Some biomes have ponds as well.
You can now change storyteller in-game using the options menu..
Redesigned skill listing for greater clarity.
Raiders sometimes drop medicine.
Urgent bad letters now flash red 30% of the width of the screen so you don’t forget about them.
Can now manually assign beds to specific colonists.
Can have colonists doing bills drop the products on the ground instead of storing them (let the haulers take them away).
Clarified prisoner rooms effects on colonist behavior by drawing a glowing field in the room when the prisoner bed is selected and reporting items as “prison room” instead of “socially improper”.
Added alert for colonists needing medical treatment.
When raids have lots of points, we now bias their selection in favor of high-value pawns. This reduces pawn spam.
Metal from enemy structures and mechanoids is auto-forbidden.
Implemented traits: nudist, psychopath, bloodlust, industriousness spectrum, psychic sensitivity spectrum, cannibal.
Wrote translation system that can inject translations into nested def data structures and lists.
Hooked in some hats to spawn in-game.
Implemented traits: nervousness spectrum, neurotic spectrum, move speed spectrum, natural mood spectrum. Implemented proper trait system with trait degrees.
Plants can now have different commonalities in different biomes.
Added megascarab (giant desert beetle).
Refactored world references so the current world is stored in exactly one place for the whole game.
Added patches of mud terrain in temperate forest biome.
Different biomes have different ambient sounds (no night insects in the desert).
Added poplar tree.
Implemented basic temperate forest and desert biomes.
World gen now avoids generating areas with zero rainfall.
Rainfall view on world map is now clearer.
Added deer.
Added iguana.
Psychic drone event is back. It now affects one randomly-chosen gender.
Storyteller challenge scale is now separate from storyteller choice. Phoebe Friendly is now Billie Basebuilder and is distinguished by long intervals between threats (her threats can still be huge if your challenge scale is set high).
Siegers now go into assault mode after taking a certain percentage of losses or losing all artillery.
Sieging artillery will now sometimes attack random colony buildings, not just the closest colonist (to reduce exploitability).
Amount of local rain depends on rainfall in your worldsquare.
Added biome info button to world viewer.
Made a second oak tree graphic variant.
Rewrote rainfall map generation algorithm for world.
Finished refactoring squad brains to use a state graph.
Mechanoid ship part defenders now assault the colony when the ship part is badly damaged.
Started refactoring squad brain to work using a graph of states and transitions.
Integrated a bunch of new sounds from Al.
Refactored power code out of Building class and into the PowerComp components.
Added a button to force a power-using applicance to connect to a different powernet, for situations where an applicate has connected to a pillar or something but has other power nearby.
More refinements to world generation.
Map generation now uses the same noise code as world generation.
Maps generation is now seeded with data from the world and the map position in the world, so if you land on the same place in the same world (generated from the same seed), you’ll get the same map.
Fixed map save/load; it re-loads with the separately-saved world map on load.
Integrated Al’s new entry screen music.
Worlds are now generated separately from individual maps, so you can now play multiple games in the same world.
Worlds are generated from defined seed strings, so you can share worlds and landing spots by sharing the seeds.
Worlds now have rainfall. Biomes stubbed in and generated on map: tundra, boreal forest, temperate forest, tropical rainforest, desert.
World view modes work: Full, elevation, temperature, fertility, biomes.
Tweaked world generation more. Tall mountains are rarer, most of the world is flat plains. Temperature isn’t so noisy.
Added overview tab to see world map during gameplay.
Overview tab displays local map position on world map.
Game generates names for new worlds.
Worlds sometimes have oceans at the edges.
Advancements in world generation: oceans, glaciers, defined latitudes, interactions between elevation, temperature, latitude, fertility, basic biome assignment.
Basic biomes.
World view pans and zooms, gives info about world.
Long eclipses no longer kill all the grass on the map
Alpha 5 balance hotfix
Дата выхода
6 июля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (1)
bugfixes
Alpha 5
Дата выхода
4 июля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (53)
Added an option to automatically make a home region around new construction. Defaults to on.
Added special filter options for storage and bills: Allow buried, allow colonist corpses, allow stranger corpses.
Enemies can now choose and take siege positions, receive supplies from orbit, place sandbag blueprints.
Siege AI places mortar blueprints and drops construction supplies.
Added artillery warmup time and minimum range.
Made mortar graphics.
Turrets can now require manning to work. This is the case for artillery.
Raiders who drop into your base get less points to spend.
Sieging raiders will eat and sleep.
Sieging enemies now fight fires around their emplacements.
Stone wall health raised from 400 to 650. Nerfed pila from 45 to 30 damage. Merged wood planks and logs, cutting the sawmills, until we have a system to handle this elegantly without creating excessive early-game blockages and near-duplicate constructions.
Integrated and rewrote Haplo’s ship part crash incident. Added extra psychic effects and mechanoid defenders.
Crashed ship part makes ever-increasing psychic drone which drives colonists mad over time.
Crashed ship part kills nearby plants.
Created dry explosive (non-incendiary) mortar.
Added scyther mechanoid type: fast, doesn’t use cover, accurate and deadly charge lance weapon.
Started work on getting 4-view graphics working for all things (not just pawns).
Reorganized ThingDef.
Added AI ThinkTree insertion tag nodes so modders can cooperatively insert decision nodes into the AI’s decision tree structure without overwriting it or each other.
Updated Unity to version 4.5.
Orbital drop raiders are less numerous but can now punch through thin roofs.
Launchable ship: structural beam, longsleep pod, computer core, reactor, engine are roughed in.
Ship research projects created.
XML saver will now no longer save most data that matches defaults. Makes cleaner, easier-to-edit XML files.
Added Al’s new sounds for artillery battles.
Mining plain rock sometimes leaves rock debris.
Reworked starting equipment so it now comes in your drop pods. Added alerts for making starting stockpiles, unforbidding starting resources, and taking starting weapons. Starting beds removed.
Architect panel shows names of needed resources and offers an info window about the construction you’re considering.
Created AI persona core item, needed to build ship computer core.
Colonists can enter longsleep pods.
Ship can be launched.
Game counts more stats: colonists killed, colonists launched.
Ship computer gives reports on the ship’s status and whether it can be launched.
Reservations are now faction-specific so colonist and enemies can now both reserve the same thing.
Raiders will now opportunistically kidnap incapacitated colonists and leave.
Game displays time passed as a date with months and years.
XML data saving can now be set to not save values that match their defaults. It also now saves fields in the correct order with defName at the top.
Created bad thought for being naked.
Refactored how weapon accuracy is defined. Instead of an abstract “accuracy” variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.
Language data can now have friendly names in their native language (e.g. “Français” instead of ‘fr-FR’).
Removed loyalty and fear for now. Mental breaks now depend only on mood (renamed from happiness).
Reworked storyteller ramp-up so it can reset more deeply in extreme situations.
Split ‘witnessed death’ thought into ally and stranger versions.
Added mortar research project and increased research costs across the board.
Added biome spawn restriction to animals so modders can make maps with other biomes.
Added psychic drone incident.
Added a way to force-close the console in case it is spamming errors.
Added training to teach that players can set what will be grown in a growing zone.
Adjusted map generator to not produce utterly empty deserts.
Mentally broken people no longer have normal thoughts.
Default map size is now 250.
Meals are now stackable.
Added special filter options for storage and bills: Allow buried, allow colonist corpses, allow stranger corpses.
Enemies can now choose and take siege positions, receive supplies from orbit, place sandbag blueprints.
Siege AI places mortar blueprints and drops construction supplies.
Added artillery warmup time and minimum range.
Made mortar graphics.
Turrets can now require manning to work. This is the case for artillery.
Raiders who drop into your base get less points to spend.
Sieging raiders will eat and sleep.
Sieging enemies now fight fires around their emplacements.
Stone wall health raised from 400 to 650. Nerfed pila from 45 to 30 damage. Merged wood planks and logs, cutting the sawmills, until we have a system to handle this elegantly without creating excessive early-game blockages and near-duplicate constructions.
Integrated and rewrote Haplo’s ship part crash incident. Added extra psychic effects and mechanoid defenders.
Crashed ship part makes ever-increasing psychic drone which drives colonists mad over time.
Crashed ship part kills nearby plants.
Created dry explosive (non-incendiary) mortar.
Added scyther mechanoid type: fast, doesn’t use cover, accurate and deadly charge lance weapon.
Started work on getting 4-view graphics working for all things (not just pawns).
Reorganized ThingDef.
Added AI ThinkTree insertion tag nodes so modders can cooperatively insert decision nodes into the AI’s decision tree structure without overwriting it or each other.
Updated Unity to version 4.5.
Orbital drop raiders are less numerous but can now punch through thin roofs.
Launchable ship: structural beam, longsleep pod, computer core, reactor, engine are roughed in.
Ship research projects created.
XML saver will now no longer save most data that matches defaults. Makes cleaner, easier-to-edit XML files.
Added Al’s new sounds for artillery battles.
Mining plain rock sometimes leaves rock debris.
Reworked starting equipment so it now comes in your drop pods. Added alerts for making starting stockpiles, unforbidding starting resources, and taking starting weapons. Starting beds removed.
Architect panel shows names of needed resources and offers an info window about the construction you’re considering.
Created AI persona core item, needed to build ship computer core.
Colonists can enter longsleep pods.
Ship can be launched.
Game counts more stats: colonists killed, colonists launched.
Ship computer gives reports on the ship’s status and whether it can be launched.
Reservations are now faction-specific so colonist and enemies can now both reserve the same thing.
Raiders will now opportunistically kidnap incapacitated colonists and leave.
Game displays time passed as a date with months and years.
XML data saving can now be set to not save values that match their defaults. It also now saves fields in the correct order with defName at the top.
Created bad thought for being naked.
Refactored how weapon accuracy is defined. Instead of an abstract “accuracy” variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.
Language data can now have friendly names in their native language (e.g. “Français” instead of ‘fr-FR’).
Removed loyalty and fear for now. Mental breaks now depend only on mood (renamed from happiness).
Reworked storyteller ramp-up so it can reset more deeply in extreme situations.
Split ‘witnessed death’ thought into ally and stranger versions.
Added mortar research project and increased research costs across the board.
Added biome spawn restriction to animals so modders can make maps with other biomes.
Added psychic drone incident.
Added a way to force-close the console in case it is spamming errors.
Added training to teach that players can set what will be grown in a growing zone.
Adjusted map generator to not produce utterly empty deserts.
Mentally broken people no longer have normal thoughts.
Default map size is now 250.
Meals are now stackable.
Alpha 4
Дата выхода
1 июня 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (42)
Released Alpha 4:
Weathers are now defined as standard defs for easy modding and translation.
Everything can now be translated except backstories.
Translations now fall back on English is there is no translated value instead of displaying translation keys.
Improved the stability of the game when loading with malformed mod data.
Sun lamps display their grow-light radius while placing.
Hunters now carry hunted animals home automatically. Hunted animal corpses are not forbidden.
Research-driven modifications to game data are now data-driven and can be defined in XML. Does not support nested data yet, but you can write a short script to do the modification and reference that.
All thought definitions are now in XML and can be modded and translated. Thought conditions reference code using namespace, class, and method name.
Wrote system to play Al’s tension music in dangerous situations.
Modders can now add map components using a generalized map component framework.
People now get minor negative thoughts for eating off the ground. Build tables.
Tuning: Healing is slower. More time between raids. Effective farming now takes more space (reduce turtling).
Game now only loads full data for active language (loading them all was becoming a problem with 8+ translations in the game).
Projectile damage types are now data-driven so modders can define weapons with new new damage types.
Game now auto-defaults OS language on first startup.
Added inspector text for pawn mental break states (dazed wander, psychotic, panic fleeing, etc).
Some pawns will panic and flee individually if badly injured (not colonists, yet).
Moved MapConditions (Solar flare, eclipse, etc) into defs so they can be expanded and modded.
Added pilum weapon for tribals and rebalanced their weapons to have fewer rock-throwers.
Opened up new “Ludeonicrous” map sizes: 325, 350, 400.
Build script now copies a number of select source code files into the build for modder reference.
Mechanoid raids.
Created charge blaster and inferno cannon weapons for mechanoids.
Added basic global reverb. Gets wetter as camera altitude rises.
Added sound event visualizer.
Added colored lights, just ‘cause.
Added more mapgen variation. Now it will sometimes generate with a lot more soil and rock and less sand.
Added slag debris refining.
World now generates with trees.
You now begin the game with survival pack meals instead of raw potatoes.
Added log, boards, and the ability to chop trees down for logs.
Added hand sawmill, electric sawmill, short wood table, long wood table, wood wall, wood floor, crematorium.
Changed various old buildings to be specific metal variants.
Changed simple door to wood door.
Bed is now made of wood.
Improved stone wall graphics.
Created basic colony wealth counter and colony recent damage record.
Created statistics overview page.
Trees can now be farmed.
Added “Need home region” alert.
Weathers are now defined as standard defs for easy modding and translation.
Everything can now be translated except backstories.
Translations now fall back on English is there is no translated value instead of displaying translation keys.
Improved the stability of the game when loading with malformed mod data.
Sun lamps display their grow-light radius while placing.
Hunters now carry hunted animals home automatically. Hunted animal corpses are not forbidden.
Research-driven modifications to game data are now data-driven and can be defined in XML. Does not support nested data yet, but you can write a short script to do the modification and reference that.
All thought definitions are now in XML and can be modded and translated. Thought conditions reference code using namespace, class, and method name.
Wrote system to play Al’s tension music in dangerous situations.
Modders can now add map components using a generalized map component framework.
People now get minor negative thoughts for eating off the ground. Build tables.
Tuning: Healing is slower. More time between raids. Effective farming now takes more space (reduce turtling).
Game now only loads full data for active language (loading them all was becoming a problem with 8+ translations in the game).
Projectile damage types are now data-driven so modders can define weapons with new new damage types.
Game now auto-defaults OS language on first startup.
Added inspector text for pawn mental break states (dazed wander, psychotic, panic fleeing, etc).
Some pawns will panic and flee individually if badly injured (not colonists, yet).
Moved MapConditions (Solar flare, eclipse, etc) into defs so they can be expanded and modded.
Added pilum weapon for tribals and rebalanced their weapons to have fewer rock-throwers.
Opened up new “Ludeonicrous” map sizes: 325, 350, 400.
Build script now copies a number of select source code files into the build for modder reference.
Mechanoid raids.
Created charge blaster and inferno cannon weapons for mechanoids.
Added basic global reverb. Gets wetter as camera altitude rises.
Added sound event visualizer.
Added colored lights, just ‘cause.
Added more mapgen variation. Now it will sometimes generate with a lot more soil and rock and less sand.
Added slag debris refining.
World now generates with trees.
You now begin the game with survival pack meals instead of raw potatoes.
Added log, boards, and the ability to chop trees down for logs.
Added hand sawmill, electric sawmill, short wood table, long wood table, wood wall, wood floor, crematorium.
Changed various old buildings to be specific metal variants.
Changed simple door to wood door.
Bed is now made of wood.
Improved stone wall graphics.
Created basic colony wealth counter and colony recent damage record.
Created statistics overview page.
Trees can now be farmed.
Added “Need home region” alert.
Alpha 3
Дата выхода
10 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (6)
More stuff can be translated (credits, traits, designators, thing categories, work tags, more menus).
Languages can be integrated across multiple mods.
Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
Thing categories (for storage settings, etc) are now modular defs. They can be localized, and modders can add new ones without replacing the whole tree.
Fertilizer pump mod integrated into core.
A one-line fix so colonists take stacks of items to storage after crafting them (not just one).
Languages can be integrated across multiple mods.
Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
Thing categories (for storage settings, etc) are now modular defs. They can be localized, and modders can add new ones without replacing the whole tree.
Fertilizer pump mod integrated into core.
A one-line fix so colonists take stacks of items to storage after crafting them (not just one).
Internal build 407a/b
Дата выхода
9 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (2)
Hopefully-final bugfixes.
First fan translation! Integrated TheEisbaer and Haplo’s partial German translation.
First fan translation! Integrated TheEisbaer and Haplo’s partial German translation.
Internal builds 406a/b/c/d
Дата выхода
8 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (2)
Bugfixes.
Integrated new player creative content.
Integrated new player creative content.
Internal builds 405a/b
Дата выхода
7 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (3)
In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
Most text is now linked to the translation system.
Lots of bugfixes.
Most text is now linked to the translation system.
Lots of bugfixes.
Internal build 402
Дата выхода
4 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (3)
Bug fixing and testing.
Most code-driven text can now be translated.
Rain now slowly washes away blood.
Most code-driven text can now be translated.
Rain now slowly washes away blood.
Internal build 401
Дата выхода
3 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (2)
Bug fixes.
More stuff can be translated.
More stuff can be translated.
Internal build 400
Дата выхода
2 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (3)
Bug fixes.
Added a glow to the button that a tutor concept is talking about. Easier to learn.
Started text translation system.
Added a glow to the button that a tutor concept is talking about. Easier to learn.
Started text translation system.
Internal build 399
Дата выхода
1 апреля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (2)
Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
Performance bugfixes.
Performance bugfixes.
Internal build 398
Дата выхода
31 марта 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (1)
a lot of bug fixing.
Internal build 395
Дата выхода
28 марта 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (7)
You can now suspend bills without deleting or modifying them for easy later reactivation.
AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.
Spent a while de-spaghettifying map initialize code, as well as moving the world data out of the map itself.
Colonists now start out with the work types they’re best at enabled, instead of everyone having the same settings.
New alerts make tiny bell noises.
Different teams have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.
Bug fixing and many small tunings.
AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.
Spent a while de-spaghettifying map initialize code, as well as moving the world data out of the map itself.
Colonists now start out with the work types they’re best at enabled, instead of everyone having the same settings.
New alerts make tiny bell noises.
Different teams have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.
Bug fixing and many small tunings.
Internal build 392
Дата выхода
25 марта 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (13)
Stonecutter’s table now requires research.
Faction relations now measured on a -100 to 100 scale instead of 0-100.
Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Useful in a pinch against tough raids.
Travelers arrive in groups sometimes.
Can no longer place a no roof region where there is a thick roof.
Added a simple planning designation that does nothing so people can plan base layouts early.
Friendly factions will not help you fight their own friends.
Built up and redesigned AI code so factions can fight each other properly.
Staging enemies no longer assault you on sight. They will hold their staging position and defend. Hopefully pre-emptive attacks become more meaningful this way.
Enemies now stage attacks for randomized amounts of time.
Ally forces now hang around a reasonable point near your base if there are no enemies. After some time, they leave together as a group (they become travelers).
If harmed, traveling groups stop and defend as a group. They resume traveling if they are not harmed for some time.
Roughed in visitor event: groups from non-hostile factions visit the colony, chill for a while, and leave.
Faction relations now measured on a -100 to 100 scale instead of 0-100.
Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Useful in a pinch against tough raids.
Travelers arrive in groups sometimes.
Can no longer place a no roof region where there is a thick roof.
Added a simple planning designation that does nothing so people can plan base layouts early.
Friendly factions will not help you fight their own friends.
Built up and redesigned AI code so factions can fight each other properly.
Staging enemies no longer assault you on sight. They will hold their staging position and defend. Hopefully pre-emptive attacks become more meaningful this way.
Enemies now stage attacks for randomized amounts of time.
Ally forces now hang around a reasonable point near your base if there are no enemies. After some time, they leave together as a group (they become travelers).
If harmed, traveling groups stop and defend as a group. They resume traveling if they are not harmed for some time.
Roughed in visitor event: groups from non-hostile factions visit the colony, chill for a while, and leave.
Internal build 384
Дата выхода
17 марта 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (19)
Added help message about trading from orbital beacon in first-opened trade screen.
Added hotkeys for architect mode.
Merged architect and direct mode code for displaying commands. Direct mode now displays commands for selected things along the bottom of the screen, the same way Architect mode does.
Added shortcut keys for next/previous colonist (default comma and period keys).
Game can now natively load dictionaries of data with def references as keys or values.
Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).
Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.
Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.
Corpse hauling is now globally prioritized above other hauling.
Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)
Bill dialog now warns you if you add a bill that no colonist has the skill to do.
Drafted pawns now automatically beat adjacent fires.
Redesigned AI King into a proper state machine so it can handle more complex multi-faction combats and more intricate goals.
Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together.
Created “get mods” Web link in mods page.
The tutor now properly teaches about the bills tab.
Humanoids no longer eat raw food unless they are near-starving at least.
Added a button to select through things in the same square (you could always do this by slowly clicking)
Colonists don’t eat raw food unless urgently hungry or starving.
Added hotkeys for architect mode.
Merged architect and direct mode code for displaying commands. Direct mode now displays commands for selected things along the bottom of the screen, the same way Architect mode does.
Added shortcut keys for next/previous colonist (default comma and period keys).
Game can now natively load dictionaries of data with def references as keys or values.
Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).
Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.
Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.
Corpse hauling is now globally prioritized above other hauling.
Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)
Bill dialog now warns you if you add a bill that no colonist has the skill to do.
Drafted pawns now automatically beat adjacent fires.
Redesigned AI King into a proper state machine so it can handle more complex multi-faction combats and more intricate goals.
Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together.
Created “get mods” Web link in mods page.
The tutor now properly teaches about the bills tab.
Humanoids no longer eat raw food unless they are near-starving at least.
Added a button to select through things in the same square (you could always do this by slowly clicking)
Colonists don’t eat raw food unless urgently hungry or starving.
Internal build 379
Дата выхода
12 марта 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (63)
Added rich dirt patches.
Pawn decision trees are now defined in XML.
Added simple door. Cheaper, but cannot be powered.
Filled out storyteller moddability.
Finished refactoring map generation into encapsulated, parameterized steps.
Added simple ruins generation.
Thick rock roofs now drop ‘collapsed rocks’ instead of solid rocks.
Disallowed building very close to the map edge. This discourages weird building patterns that exploit edges and corners and stress game systems.
Added basic music system. Added Al’s guitar sting for game start.
Resource lister now counts meals.
Added target amount for bills; colonists won’t do the bill if you have more than the target amount in storage.
Started automatic hunting. So far, colonists can go kick animals to death. Doesn’t work so well for boomrats.
Moved JobDefs into XML.
Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.
Created the Fertilizer Pump external code test mod. Adds the fertilizer pump building which uses electricity and slowly creates a growable soil field around itself.
Finished automated hunting. Colonists will hunt with guns or melee attacks.
Pawns now try to eat nice meals when they have the choice over nutrient meals.
Aptitude has become “average of relevant skills” out of 20 to reduce confusion.
Damage types are now defined in xml definitions.
Recipes can now give skills.
Added more new colony optimism to help ease into the early game.
Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.
Abolished old fixed teams system and stated creating generated faction system. Create faction overview tab.
Created name generator for factions and made content for raider, outlander, and tribal factions.
Raiders come from specific factions and don’t always drop from orbit.
Bedding in and debugging generated faction system.
Added more music from Al.
Cleaned up pawn graphics and fixed it so they can be loaded from mods.
Made people spawn per-faction. Started adding tribal raiders.
Tribal raiders now spawn and attack. Created short bow, great bow, and handful-of-stones weapons.
Solidified faction relations. They are now reported on the faction overview.
Pawns of warring factions now fight.
Let pawns spawn with minigun and L-15 LMG.
Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
Created system to track the instigator of damage. Factions turn on you if you damage or kill their members.
Pawns now spawn with backstories from appropriate spawn category for their faction.
Created some basic backstory content for tribals.
Mods list is now scrollable.
Can now individually hide zones.
Tribals now have special names (no more tribal Bob Smiths).
All pawn kinds can now carry stuff in their inventory, like silver, and will spawn with some.
Created soft faction relations so factions can get progressively more and less pissed at you.
Faction spawning is now data-driven.
XML loader now warns on finding no usable defs in a file.
XML loader now warns and explains on finding anything besides a proper <li> tag inside a list element.
Added info window for factions.
You can now call factions on the radio and talk to them. You can offer them silver to improve relations.
Corpses can now rot.
Faction relations change over time.
For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
Launch pad replaced with orbital trade beacon. Trade system clarification commences.
Mental break probability is much lower.
Added a cancel button on the in-progress buildings.
Colonists will now sleep on the ground if exhausted.
Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
Bill config interface displays ingredient search radius ring.
Alerts now have a moving arrow to draw attention to critical alerts. They are draw on top of the letter stack and so are more visible.
It is now impossible to place a hopper in an invalid position.
Modders can now create custom Def subclasses.
Modders can now make custom code to define building placement restricters.
Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.
Pawn decision trees are now defined in XML.
Added simple door. Cheaper, but cannot be powered.
Filled out storyteller moddability.
Finished refactoring map generation into encapsulated, parameterized steps.
Added simple ruins generation.
Thick rock roofs now drop ‘collapsed rocks’ instead of solid rocks.
Disallowed building very close to the map edge. This discourages weird building patterns that exploit edges and corners and stress game systems.
Added basic music system. Added Al’s guitar sting for game start.
Resource lister now counts meals.
Added target amount for bills; colonists won’t do the bill if you have more than the target amount in storage.
Started automatic hunting. So far, colonists can go kick animals to death. Doesn’t work so well for boomrats.
Moved JobDefs into XML.
Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.
Created the Fertilizer Pump external code test mod. Adds the fertilizer pump building which uses electricity and slowly creates a growable soil field around itself.
Finished automated hunting. Colonists will hunt with guns or melee attacks.
Pawns now try to eat nice meals when they have the choice over nutrient meals.
Aptitude has become “average of relevant skills” out of 20 to reduce confusion.
Damage types are now defined in xml definitions.
Recipes can now give skills.
Added more new colony optimism to help ease into the early game.
Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.
Abolished old fixed teams system and stated creating generated faction system. Create faction overview tab.
Created name generator for factions and made content for raider, outlander, and tribal factions.
Raiders come from specific factions and don’t always drop from orbit.
Bedding in and debugging generated faction system.
Added more music from Al.
Cleaned up pawn graphics and fixed it so they can be loaded from mods.
Made people spawn per-faction. Started adding tribal raiders.
Tribal raiders now spawn and attack. Created short bow, great bow, and handful-of-stones weapons.
Solidified faction relations. They are now reported on the faction overview.
Pawns of warring factions now fight.
Let pawns spawn with minigun and L-15 LMG.
Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
Created system to track the instigator of damage. Factions turn on you if you damage or kill their members.
Pawns now spawn with backstories from appropriate spawn category for their faction.
Created some basic backstory content for tribals.
Mods list is now scrollable.
Can now individually hide zones.
Tribals now have special names (no more tribal Bob Smiths).
All pawn kinds can now carry stuff in their inventory, like silver, and will spawn with some.
Created soft faction relations so factions can get progressively more and less pissed at you.
Faction spawning is now data-driven.
XML loader now warns on finding no usable defs in a file.
XML loader now warns and explains on finding anything besides a proper <li> tag inside a list element.
Added info window for factions.
You can now call factions on the radio and talk to them. You can offer them silver to improve relations.
Corpses can now rot.
Faction relations change over time.
For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
Launch pad replaced with orbital trade beacon. Trade system clarification commences.
Mental break probability is much lower.
Added a cancel button on the in-progress buildings.
Colonists will now sleep on the ground if exhausted.
Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
Bill config interface displays ingredient search radius ring.
Alerts now have a moving arrow to draw attention to critical alerts. They are draw on top of the letter stack and so are more visible.
It is now impossible to place a hopper in an invalid position.
Modders can now create custom Def subclasses.
Modders can now make custom code to define building placement restricters.
Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.
internal build 364
Дата выхода
24 февраля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (2)
Bugfixes.
Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
Internal builds 361
Дата выхода
22 февраля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (1)
Bugfixes.
Internal builds 360
Дата выхода
21 февраля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (4)
Finished up stone economy with stone walls.
Bugfixes.
Added blasting charges back in as a mod.
Started working on getting code loading with mods.
Bugfixes.
Added blasting charges back in as a mod.
Started working on getting code loading with mods.
Internal build 359
Дата выхода
20 февраля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (4)
Tons more bugfixes.
Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.
Added gather spots so you can make idle colonists gather around certain tables.
Added stone economy: stonecutter’s table, crafting worktype, stone cutting workgiver, stone blocks thing, stone tiles floor, low stone wall, high stone wall.
Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.
Added gather spots so you can make idle colonists gather around certain tables.
Added stone economy: stonecutter’s table, crafting worktype, stone cutting workgiver, stone blocks thing, stone tiles floor, low stone wall, high stone wall.
Internal build 358
Дата выхода
19 февраля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (54)
Added max ingredient search radius for bills.
Added qualitative descriptions to skill levels.
Skills now decay over time when at very high levels.
Created the passion system, which affects learning rate according to characters’ natural inclination towards different subjects. As in real life, anyone can learn anything that they’re willing to do, but you learn a lot faster if you’re naturally interested in the subject.
Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.
Mods can now override core game data as well as add to it.
Storytellers are now defined in XML.
Made turret look and sound weak to match its functionality.
Migrated all remaining Thing data into XML.
Rewrote how thing component data is handled (it’s no longer defined per enum on a centralized list) and migrated it all into XML.
Rewrote XML inheritance to inherit data about subelements and permit inheritance chaining (e.g. pawn->animal->squirrel).
Set up apparels to spawn according to who they are, data-driven.
Finished decent refactoring of effects system so it can be data-driven. Different meals/recipes can make different effects while being eaten/worked on.
Finished refactoring out the Interactive interface; all AI actions are now specified in AI code, not in the things they interact with.
Factored out a lot of EntityDefinitions. These are now used as mini-categories, not individual entity identifiers, so modders can add more entities easily.
Migrated pawn kind definitions (sniper, drifter, refugee, etc) into XML.
Migrated research project definitions into XML.
Refactoring day.
Converted a bunch of old AI code into the new consistent toil format.
Converted all building definitions from hardcoded into XML.
Started modularizing EffectMakers and making them data-driven.
Recipe ingredients are now configurable and work using categories. You can tell your colonists what to butcher, and whether or not it should include people.
Balance: Colonists self-extinguish 2.5x more often.
Created cook stove and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
Advanced meal types require advanced cooking skills.
Added varied food types from plants: potatoes, agave, and berries.
Added release-mode console GUI so modders can properly debug their content without going insane.
Cleaned up and pumped up map save/load to be able to handle all sorts of funky cross-references. This was originally so I could save a colonist’s job with a true reference to the specific work order they were in the process of carrying out.
Blasting charges cut (until they can be balanced properly).
Skill needs are now data-driven so you can define specific relationships between skills and different recipes’ efficiency and work time.
Reactions are now called recipes.
Created a data-driven default settings system for storage buildings. Hoppers default to not accepting human meat.
Finished basic new AI failure condition framework.
Thoughts are now moddable definitions.
Cannibalism causes bad thoughts, differently depending on whether it’s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.
Integrated first-pass weather and ambient sounds.
AI: The old code for having AIs watch for job failure conditions is creaking under the strain. I’ve cut it and started a new, more modularized failure condition watcher infrastructure. Now, when the JobDriver defines the high-level behaviors, the action and failure conditions won’t have to be coupled together. You’ll be able to configure and stack together failure conditions appropriate to the job being done. This allows reuse of behavior code in different contexts (e.g. Hauling a resource to a stockpile, hauling a resource to a building site, hauling a resource to a table for reaction site have different fail conditions but can use the same hauling core code).
Started integrating Al’s ambient sounds.
Letters now have varying urgencies. More urgent gets a hotter color. The most urgent ones also bounce occasionally to get your attention.
Readjusted probabilities of solid and shuffled pawn bios appearing.
Combined pawn RaceDefinitions into general ThingDefinitions. All pawn definitions now generate meat definitions.
Guns and equipment, plants, and apparel are all now loaded from XML. Added rose decorative plant.
Mods can now load content cross-references and images. Content handling is much cleaner overall.
Added mod browser. Restructured mod data to be configurable. You can now install mods and run them in parallel. Created mod metadata screen (author, description, etc). http://puu.sh/6GuGD.jpg
Stockpiling AI: when on hauling runs, colonists now pick up extra resources from nearby piles even if they can’t carry all of them.
Cooks taking food to hoppers now more perf-efficient and cooks will no longer fill hoppers that are already nearly full.
Trader kinds (farm vessel, slave trader) etc are now in XML and moddable.
For modding, I cleaned up the load sequence so it loads every definition in the game and all mods before resolving all references between them.
For modding, decoupled many references that found ThingDefinitions via their entitytypes, so we can have lots of definitions that share entitytypes. Now they use the ThingDefinitions directly.
Created a no-roof region similar to the home region. The game won’t generate roofs in these regions. In addition, player-constructed roofs are removed when no-roof regions are added.
Plant growing zones added, along with AI to find and interact with them. Redesigned work AI to handle work on locations as well as things.
Added an options menu button to open your saves folder (nobody can find the damn thing).
Added an options menu button to reset the adaptive tutor.
Mac version now places Mods folder inside the app package to make the install cleaner.
Added qualitative descriptions to skill levels.
Skills now decay over time when at very high levels.
Created the passion system, which affects learning rate according to characters’ natural inclination towards different subjects. As in real life, anyone can learn anything that they’re willing to do, but you learn a lot faster if you’re naturally interested in the subject.
Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.
Mods can now override core game data as well as add to it.
Storytellers are now defined in XML.
Made turret look and sound weak to match its functionality.
Migrated all remaining Thing data into XML.
Rewrote how thing component data is handled (it’s no longer defined per enum on a centralized list) and migrated it all into XML.
Rewrote XML inheritance to inherit data about subelements and permit inheritance chaining (e.g. pawn->animal->squirrel).
Set up apparels to spawn according to who they are, data-driven.
Finished decent refactoring of effects system so it can be data-driven. Different meals/recipes can make different effects while being eaten/worked on.
Finished refactoring out the Interactive interface; all AI actions are now specified in AI code, not in the things they interact with.
Factored out a lot of EntityDefinitions. These are now used as mini-categories, not individual entity identifiers, so modders can add more entities easily.
Migrated pawn kind definitions (sniper, drifter, refugee, etc) into XML.
Migrated research project definitions into XML.
Refactoring day.
Converted a bunch of old AI code into the new consistent toil format.
Converted all building definitions from hardcoded into XML.
Started modularizing EffectMakers and making them data-driven.
Recipe ingredients are now configurable and work using categories. You can tell your colonists what to butcher, and whether or not it should include people.
Balance: Colonists self-extinguish 2.5x more often.
Created cook stove and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
Advanced meal types require advanced cooking skills.
Added varied food types from plants: potatoes, agave, and berries.
Added release-mode console GUI so modders can properly debug their content without going insane.
Cleaned up and pumped up map save/load to be able to handle all sorts of funky cross-references. This was originally so I could save a colonist’s job with a true reference to the specific work order they were in the process of carrying out.
Blasting charges cut (until they can be balanced properly).
Skill needs are now data-driven so you can define specific relationships between skills and different recipes’ efficiency and work time.
Reactions are now called recipes.
Created a data-driven default settings system for storage buildings. Hoppers default to not accepting human meat.
Finished basic new AI failure condition framework.
Thoughts are now moddable definitions.
Cannibalism causes bad thoughts, differently depending on whether it’s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.
Integrated first-pass weather and ambient sounds.
AI: The old code for having AIs watch for job failure conditions is creaking under the strain. I’ve cut it and started a new, more modularized failure condition watcher infrastructure. Now, when the JobDriver defines the high-level behaviors, the action and failure conditions won’t have to be coupled together. You’ll be able to configure and stack together failure conditions appropriate to the job being done. This allows reuse of behavior code in different contexts (e.g. Hauling a resource to a stockpile, hauling a resource to a building site, hauling a resource to a table for reaction site have different fail conditions but can use the same hauling core code).
Started integrating Al’s ambient sounds.
Letters now have varying urgencies. More urgent gets a hotter color. The most urgent ones also bounce occasionally to get your attention.
Readjusted probabilities of solid and shuffled pawn bios appearing.
Combined pawn RaceDefinitions into general ThingDefinitions. All pawn definitions now generate meat definitions.
Guns and equipment, plants, and apparel are all now loaded from XML. Added rose decorative plant.
Mods can now load content cross-references and images. Content handling is much cleaner overall.
Added mod browser. Restructured mod data to be configurable. You can now install mods and run them in parallel. Created mod metadata screen (author, description, etc). http://puu.sh/6GuGD.jpg
Stockpiling AI: when on hauling runs, colonists now pick up extra resources from nearby piles even if they can’t carry all of them.
Cooks taking food to hoppers now more perf-efficient and cooks will no longer fill hoppers that are already nearly full.
Trader kinds (farm vessel, slave trader) etc are now in XML and moddable.
For modding, I cleaned up the load sequence so it loads every definition in the game and all mods before resolving all references between them.
For modding, decoupled many references that found ThingDefinitions via their entitytypes, so we can have lots of definitions that share entitytypes. Now they use the ThingDefinitions directly.
Created a no-roof region similar to the home region. The game won’t generate roofs in these regions. In addition, player-constructed roofs are removed when no-roof regions are added.
Plant growing zones added, along with AI to find and interact with them. Redesigned work AI to handle work on locations as well as things.
Added an options menu button to open your saves folder (nobody can find the damn thing).
Added an options menu button to reset the adaptive tutor.
Mac version now places Mods folder inside the app package to make the install cleaner.
Alpha 1
Дата выхода
27 января 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (1)
Первая альфа версия.
Чтоб скрыть рекламу, необходимо зарегистрироваться.
Вы были успешно зарегистрированы с логином .
Вы можете указать логин и почтовый ящик прямо сейчас, а можете сделать это позже, нажав кнопку "пропустить этот шаг".