Alpha 2 is out! This time we’ve added tons of modding support, butchery and cooking (including cannibalism with attendant psychological effects), an ambience sound suite from Alistair, and a pile of other goodies including various oft-requested features.
I forgot to mention in the video: the map generator has more variation now and tends towards more verdant surroundings, so it’s a bit less of a desert. I redesigned the storytellers to focus on colony wealth more than combat strength in determining what to throw at you (no more avoiding turrets just to seem weak). The storytellers are also much better at handling near-death situations. If you’re almost dead, your wealth will be low and the raids will soften (since you have nothing worth stealing), so you may be able to recover instead of being guaranteed to get steamrolled.
Also, we now have tension music from Alistair Lindsay when a combat situation is in progress.
We also have good support for a wide variety of languages now: German, French, Polish, Chinese, Russian, Slovak, Spanish, Portuguese, Dutch. If you speak any of these languages and are part of a non-English-language game community, let them know that this game will work for them!
Major improvements in this build:
Wood economy. Logs, sawing, planks, flooring, tree growing, and more.
More stuff to research.
Crematorium.
Slag refinery.
More map variation.
Mechanoids raids.
Tension music for combat situations.
More songs for normal gameplay.
Smarter AI storytellers that focus on wealth and let you recover from serious damage.
Region system for better performance.
Tons of AI and usability improvements to hunting AI, player tutor, alerts, etc.
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RimWorld Technology - Region System
Last edited by WhiteBarbarian on Sat, 12th Jul 2014 18:45; edited 1 time in total
Sieges added. Raiders will now sometimes besiege the colony by setting up a fortified position nearby and bombarding you until you die or come out to break the siege. Of course this also means there are now researchable and buildable mortar weapons – both explosive and incendiary.
Escape ship added. You can now, at great cost, build a ship to escape the planet if you wish.
Crashed ancient ship part incident added. Sometimes this bad boy will crash-land nearby and start emitting an ever-increasing psychic drone that slowly drives colonists insane. Attack it to make it stop, but beware its defenses.
New mechanoid type added – the scyther.
Many new sound effects from the illustrious Alistair Lindsay.
A new gear system allows changing out of clothing. Clothing now has basic effects, like reducing damage or movement speed.
There is now an info card you can view for most things in the game. For weapons, it shows statistics about damage, accuracy, and so on. For animals, it displays health, damage, meat amounts. Lots of other things can be inspected as well.
A game history tracker records the history of your colony in graphs of wealth, population, and happiness, as well as recording individual important events.
Game history is now uploaded automatically to our servers after an opt-in prompt is agreed to. This uploads your game history – the same one you see on your history graph – to us to help us balance future versions.
More translations added (Arabic, Chinese, Japanese, others) and existing translations updated.
Language can now be switched by clicking the flag on the main game screen.
That siege thing is abusive as fucking hell. I had an awesome base going, was starting to get mortars juts in case and then the enemy started a siege and inmediately 1 minute after announcement i was being showered in mortar shells, i lost my whole outside base in 10 seconds, hence i was powerless to defend or go outside.
World generation added. You can now generate a world from a seed value and choose where to land your escape pods.
Biomes added. There are six biomes on the world map, but only three of them are implemented so far – desert, arid shrubland (the only choice, previously), and temperate forest.
Obviously, biomes have distinct animal and plant life which present unique challenges and opportunities.
Coastlines added. If you land on a seashore, your map will have a coastline in it (though it doesn’t do much, it’s fun to play on the beach.)
Medical system added. Instead of simply having hit points, characters, animals, and mechanoids have a body health tracker that records every wound and every body part and how they interact. Wounds will affect specific abilities, so someone with eyes burned out can’t shoot or do surgery well, and someone with leg wounds will move slow. Wounds can also become permanent if left untreated, or kill someone due to bleeding.
Pain level is tracked. A character in too much pain will become incapacitated.
Doctors and medicine now have a purpose! Your doctor will attempt to heal wounded colonists and prisoner (if the prisoner is marked to receive care). If there is medicine available, he will use it to increase the chance of giving quality care. Wounds treated with quality care are much less likely to become permanent.
Delicate body parts like brains or eyes usually end up with permanent damage when harmed.
Characters now have personality traits which affect gameplay! Enjoy playing with colonists who are lazy or hardworking, neurotic, psychically sensitive or deaf, bloodlusty, or nudist.
EMP weapons added. Useful for fighting mechanoids, and for enemies attacking your turrets.
Spacey new menu music from Alistair Lindsay. More in-game music and sound effects from Al added as well.
More translations added and existing translations updated.
Lots of other small improvements and dozens of bug fixes, as well as new bugs to discover!
Alpha 7 is out! This time we’ve added artificial limbs and prosthetics, jungle biome, new trade system, organ harvesting and trading, and a whole ‘stuff and stats’ system where certain things can be made of other things.
If you own the game, you should get an update email from us. You can also get Alpha 7 by re-downloading from the link you used before (it is a permanent link and always has the newest version). Anyone still having trouble should start at this thread.
Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 6 colony.
Change summary:
Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.
New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
There are now multiple types of stone: sandstone, granite, marble, slate, and limestone.
There are now multiple mineable minerals: metal, silver, gold, plasteel.
Leather harvesting from animals, and cloth harvesting from cotton crops. Special space-tech cloth types.
Make clothing from arbitrary fabrics or leathers.
Reworked damage deflection chance per-damagetype armor system. Some animals and mechanoids have natural armor.
New biome: tropical rainforest. A choking, disease-infested jungle. Disease rates are linked to biomes.
Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.
Alpha 8 is out! This time we’ve added a seasonal cycle and temperature simulation, snow, two more biomes (boreal forest and tundra) with all the attached animals, art sculpting, crafted item quality, weapon and apparel crafting, homegrown medicine, wind turbines, and more.
If you own the game, you can get Alpha 8 by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at this thread.
Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 7 colony.
So this game is from Prison Architect devs ? Right ?
No ?
No, they're just using the same graphical style with blessing from PA devs. They did say it was temporary and that unique artwork would be used for the final, but I'm kind of hoping they stick with this.. it looks lovely and fits well too.
It looks a lot like Prison Architect. What's up with that?
Blame my (Tynan's) lack of art skill - especially with characters. I made the character art you see in the trailer as a stopgap, and borrowed the Prison Architect style because I'm not a good enough artist to develop a new one. They were never intended to be final. With this Kickstarter, we'll be able to get a real artist who can sit down and develop an original style for RimWorld.
I've talked with the original Prison Architect artist, Ryan Sumo, and he's fully supportive of RimWorld. We didn't share any art or code with the PA guys.
I've seen this around for a while but didn't plan on jumping in, however, I just got a new laptop and wondered if this would run decently? How demanding is it? Is there a "demo" kicking around?
Alpha 9 is out! This time we’ve added alcohol, drunkenness, binges, hangovers, multiple sculpture types with generated art based on historical events, personal shields for melee fighters, and dozens of smaller improvements. A full change list is at the end of this post.
If you own the game, you can get Alpha 9 by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at this thread.
Also note that this build will not load old savegames or old worlds, so please don’t try to load these in the new version. They’ll probably just crash the game.
4:21 EST: I fixed a bug with forbidding and sculptures just two hours after initial release and hotfixed the build to Alpha9b. If you already got it, please re-download. Alpha 9 saves won’t be affected.
Alpha 10 has arrived! This time we’ve added a new “joy” need with a bunch of ways to fulfil it, new timetable, outfits, and thing filter management tools, and dozens of smaller improvements.
This update includes clever new AI strategies including sappers who blast and dig around your defences and raiders who burn crops. I’ve also added a number of incidents, including several long-term atmospheric conditions like volcanic winter and toxic fallout. There is also an array of new traps for players to use, dozens of other new features and hundreds of fixes and small improvements.
Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs.
I've been playing this a lot lately with the Ultimate Mod Combo. It's awesome, definitely recommend it to people who like dwarf fortress, prison architect, space colony or even dungeon keeper.
been in alpha for some time ... this seems to be like beta stage
Quote:
Approximately how long will this game be in Early Access?
“We're not sure how long the game will be in Early Access. That said, it's fully playable, low in bugs and balanced now. We're just not sure how much more additional free content we're going to add before calling it done.
To be clear - we might end development soon, or we might continue it for years. Please buy the game only if you want to play it as it exists now - not based on what it might some day become.”
How is the full version planned to differ from the Early Access version?
“Our development changes direction often in response to player feedback, so we can't promise anything. We're also not sure how much will be done - we might end development soon, or continue it for years. However, here are some ideas we're considering (in no particular order).
More animals, plants, and biomes.
Archaeology so you can dig up and study powerful but dangerous ancient artifacts.
Dynamic conversation simulation.
Deeper melee combat simulation.
Randomized or configurable starting conditions.
More quasihuman races - dwarflikes, elflikes, and others.
Many more!
Again, while lots of ideas excite us, we can't promise any additional features. Please buy the game only if you want to play it as it exists now - not based on what it might some day become.”
What is the current state of the Early Access version?
“The game is fully playable, low in bugs, and well-balanced. Players have been enjoying the game over 13+ alpha versions we've released since our Kickstarter in October 2013, and many have reported enjoying the game for tens or hundreds of hours.”
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