There is no changelog yet because the update is still in testing.
Here are some of the new things I noticed, tell me if I missed something to add it.
MAJOR FEATURES
Planets are fully 3D. Tiles are hexagons and not squares anymore.
You can travel to other tiles in the map using a new caravan system.
You can attack other faction's bases or trade with them by sending caravans. When attacking, the game will generate a map with an enemy base with loot and some pawns. Building during raids is possible.
You can have multiple colonies and trade items or pawns between them.
All items have "mass". This is used to determine how much items a pawn or animal can carry.
When generating planets a temperature and rainfall slider is available and you can choose how many tiles (coverage) to generate at the cost of performance.
New biome: Sea Ice. A brutally difficult biome similar to an ice sheet without fertile soil, rocks or minerals.
Other changes
New refinery and cargo pods to send resources to distant tiles on the map using fuel. Drop pods can be used by pawns and reinforcing other colonies or caravans during raids is possible.
Trade prices have changed, items are more expensive to buy and sell for more.
New trait: Kind. Kind pawns will not insult others and will be friendlier.
Factions can be destroyed completely by defeating all their bases in the map. Factions also have a color to identify their bases in the world map.
New Mental Break: Give up. This make pawns leave the colony. [This is currently Disabled in \Defs\MentalStateDefs.xml]
Pets: "Follow master when drafted" and "follow master when doing field work" options.
New Medical Conditions. Using drugs may damage body parts or give these medical conditions.
Concussion:
Consciousness MAX: 10%
Duration (ticks): 25'000
Duration (s): 416.7
Chemical Damage (Brain):
Consciousness MAX: 50%
Duration: PERMANENT
Chemical Damage (Kidney):
Blood filtration: -0.40
Duration: PERMANENT
Cirrhosis:
Consciousness: -0.10
Blood Filtration: -0.35
Blood Pumping: -0.10
Duration: PERMANENT
Work speed penalty for production tables in "bad temperature" (x0.6) or "outdoors" (x0.
Random incidents for caravans, including ambushes by other factions or manhunter animals!
Hungry pawns will be more aggressive.
Drugs like go-juice and luciferium nerfed or changed. Drugs may cause chronic diseases or medical conditions such as brain damage, asthma or carcinoma.
Luciferium:
Consciousness: +0.25 -> +0.10
Manipulation: +0.25 -> +0.00
Moving: +0.25 -> +0.05
Sight: +0.20 -> +0.15
Go-juice:
Consciousness: +0.35 -> +0.10
Sight: +0.00 -> +0.25
Malari-block removed, replaced with Penoxycyline, a similar drug that also blocks Sleeping Sickness and plague in addition to Malaria. New research has been added for this drug.
Vitals monitors buffed. Medical tend quality offset: +4% -> +7%
Consciousness does not matter in movement speed calculations.
The Research tab now has a research tree.
New speech bubbles for certain actions.
You can see an estimate of the amount of time it will take a creature or pawn to die of blood loss.
Peaceful difficulty. This difficulty removes nearly all negative events with a few exceptions such as mad animals.
Repair job removed in the work tab and integrated in the "contruction" job.
Building/removing roofs now has higher priority than most other construction jobs.
UI Scaling
Healing and treatment quality now is more varied instead of being simply good or bad. Poor treatments significantly increase the amount of time it takes for wounds to heal.
Pawns have a new "allow firing" option.
Mood debuff if wearing looted clothing of dead pawns.
Rescued pawns may join your colony.
New button to make a pawn eat food in their inventory.
Drugs can be given to animals.
Young pawns will not have an adult backstory.
Colonies can be abandoned.
Temperature varies between seasons more widely closer to the poles.
New ending.
Slaughter button changed to the right of the animals tab.
A lot of items and production tables now have negative beauty.
Map tiles now have a "time zone", "base movement", "base movement during summer", "base moment during winter" statistics to determine the amount of time it takes for caravans to travel through them.
Megatherium renamed to Megasloth.
Caravan's Muffalos now wear some decorative gear. Player's Muffalos will also have this gear if they are carrying items.
Room impressiveness calculations have changed. It is now easier to achieve a higher impressiveness but pawns get a debuff easier if the impressiveness is not high enough in comparison to Alpha 15.
Rich soil is slightly darker.
Beauty and Room tool merged.
Hyperweave clothing is more common.
Non-animals can eat kibble, but with a significant debuff.
"Maximum number of colonies" slider in options (its 1 by default.)
Got this a few days ago it's pretty good, it's lacking in atmosphere and graphics/style (similar to Prison Architect), but otherwise it's pretty solid. The interface is great too, doesn't take very long to learn.
i do think the graphics needs to be very simplistic so you can easily spot things, it could never work with tons of clutter and grit etc, it needs to look clean. Though it could use some better graphics for many things, including the awful looking characters.
I think i'll give the trees a go just to see how it would look with trees made in 3D with more detail maybe some ground texture too.
It’s finally in Beta! This is build 0.18.1722 of RimWorld. That last number is the number of days since I first started working on RimWorld in February 2012. 1722 days – almost five years. It’s come a very long way since the first public look in September 2013. It’s time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18.
The “Beta” designation means that we’re on the final stretch before the 1.0 release, and that there won’t be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after. We will also continue seeking feedback so we can fix those little bugs and design problems that only become apparent after tens or hundreds of hours of play. RimWorld has become an exceptionally complex game, and it takes a long time and a huge amount of play to understand how to improve it. So it’ll keep evolving for a while.
I bought it back when it was only offered on their website a few years ago.
It is the best money I have spent on a game to be quite honest.
Simply love it.
1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
It's the best game I've played in years. I just wish they'd flesh out the combat system a bit more. Change to DT-based armor and make bullets actually have to impact the target rather than show bullets missing but still registering hits.
I wish someone would create 'modpacks' for rimworld like they do for Minecraft (ie. tested and proofed collections of mods, which might have been configured further to make the game more challenging / block some abuses)
I know steam has the 'collections' but I haven't found really those 'kitchensink' packs with a shitload of content, and which does not crash every few minutes. Ie. I took Yeti's 100+ mods collection (he's a youtuber), it took me like 3 hours to get it playable without too many crashes... it takes me like ~5+ minutes to load the game with the amount of mods (on ssd).
anyway....
Can't wait for 1.0
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
RimWorld has now sold over a million copies. Platinum status!
This is a remarkably unexpected moment for me. The original Kickstarter only sought 1,000 sales, and that seemed like a lot. This is… crazy.
Many thanks to all the players for buying the game, to Piotr Walczak, Ben Rog-Wilhelm and all others who worked on it, to modders for making a huge variety of mods that are intricate, scary, useful, and amusing. Also to everyone who ever made a video about RimWorld, or streamed it, or just told a friend about it. And to those making comics and art interpretations, to those moderating forums and chat channels, and everyone else bringing life into the community. I can’t thank you enough.
Here’s hoping RimWorld and its community keep going strong for a long time to come.
Uh, when you make clothing why doesn't it say what's required? Could be kind of helpful - is my skill too low, am i missing an item to even create that type of item, is additional research required..
It says something like "needs 80 ingredients". ok cool, which ones? I can make a bill for Duster and I have collected tons of various leathers etc, but no go.. Would be nice to know what is actually required of my characters to actually create it (and other items, some things are done, some are not and i have no clue why).
RimWorld Beta 19 – Polish the Cannons is released!
Quote:
I did want this build to be 1.0 for a while, but it became apparent the game would benefit from one more refinement round, so we’re doing Beta 19 first. I very much want the 1.0 version to be worthy of its version number, which means not rushing it.
yeah the updates has been really frequent, for a while it was daily.. he called it 1.0 but then it seems like he regretted it and reverted to calling it 1.9..
A lot of fans are disappointed in the direction the game is taking, personally i don't think i would agree with most of them, they're nitpicking imo.. it does seem like it's taking a more "directed", less random approach. As long as its fun though i don't care + there will be mods..
RimWorld 1.0 will be released October 17 Posted October 7th, 2018 by Tynan Sylvester
RimWorld 1.0 will be released on Wednesday, October 17!
After five and a half years of development we’re coming to the close of this chapter of RimWorld. Thanks to everyone who got involved on the forums, posting bugs, chatted on Reddit, offered mods on Workshop and the forums, to those who are doing translations, to everyone who contributed to the RimWorld Wiki, and to Piotr Walczak, Ben Rog-Wilhelm, Alistair Lindsay, Rhopunzel, and others who collaborated with me on making the game. Thank you everyone.
1.0 is mostly the same as Beta 19, with a lot of bugfixes. The only significant new feature is a new food restriction system that allows you to determine what your colonists and prisoners are allowed to eat.
There will be a shiny new trailer on release day.
As for the future, I plan to continue updating the fan-made translations and creative content. There will also likely be a bug-fixing patch. Beyond that, though I won’t promise anything and nothing’s decided, I can think of a variety of interesting directions to go with the game. For today, though, I’m just celebrating.
Old quote but.. I had to just say I always thought Murphy 2.0 looked like he was trying very hard to not shit himself when he walked - in any of the movies.
Just had to say that. Please continue.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Finally! This is the game that comes closest to replicating that Dwarf Fortress vibe. I'll wait a couple days for mods to catch up, and I'll finally dive in deep.
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