Difference between revisions of "Version/0.11.877"

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{{ VersionFrame | Version = 0.11.877 | Description = '''Alpha 11 - 0.11.877''' was released on  June 10, 2015 - Alpha 11 Release + Hotfixes
+
{{Version Nav}}
| Installation =
+
It’s here! 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. A full change list is at the end of this post. If you wish, you can also read my day-to-day work log here.
| Changes =
+
 
| NewContents = =====AI=====
+
If you own the game, you can get the new version 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. There may be a delay of some hours before your download count resets or your email arrives.
*Added new raid type: sappers.
+
 
*Sappers attempt to dig or blast their way around your hardest defensive point. The circumvent ‘killbox’-like strategies.
+
=== Compatibility ===
*Enemies now flee things that are about to explode
+
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.
*Enemies remember trap positions that their faction has encountered before, and avoid them.
+
 
*Raiders opportunistically ignite crops on fire.
+
== Release Trailer ==
*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.
+
<youtube>https://www.youtube.com/watch?v=LR9wqSyfSwQ</youtube>
*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.
+
== Versions ==
=====Traps=====
+
=== Core Release ===
*Added deadfall trap: A simple rearmable trap that falls on enemies and damages them.
+
==== Changes ====
*Added IED trap: An artillery shell connected to a trigger that detonates after a short delay.
+
===== AI =====
*Added incendiary IED trap: Like IED, but sets fires.
+
* Added new [[raid]] type: sappers.
=====New Incidents=====
+
* Sappers attempt to dig or blast their way around your hardest defensive point. The circumvent ‘killbox’-like strategies.
*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.
+
* Enemies now flee things that are about to explode
*New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.
+
* Enemies remember trap positions that their faction has encountered before, and avoid them.
*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.
+
* [[Raiders]] opportunistically ignite crops on fire.
*New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.
+
* 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).
*New incident: Psychic soothe. The opposite of a psychic drone.
+
* 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.
=====Allowed Areas=====
+
* Enemies no longer take unpowered player turrets as primary targets.
*Assign colonists to allowed areas.
+
* 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.
*Every item and location outside the allowed area is considered forbidden.
+
 
=====Storyteller Changes=====
+
===== Traps =====
*Storytellers will never entirely disallow events because of population.
+
* Added [[deadfall trap]]: A simple rearmable trap that falls on enemies and damages them.
*Randy’s event chances are affected by population (somewhat).
+
* Added [[IED trap]]: An artillery shell connected to a trigger that detonates after a short delay.
*Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations
+
* Added [[IED incendiary trap|incendiary IED trap]]: Like IED, but sets fires.
=====Ice Sheet=====
+
 
*Ice sheet biome is now playable (though perhaps not survivable).
+
===== New incidents =====
=====Misc Changes=====
+
* 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.
*Added strip designator to reduce stripping micromanagement.
+
* New incident: [[Events#Volcanic_winter|Volcanic winter]]. Lasts weeks or months and significantly reduces [[temperature]]s and light levels, leading to poorer harvests.
*You can toggle allowing sowing in a growing zone.
+
* New incident: [[Events#Manhunter_Pack|Manhunter pack]]. A pack of deadly [[warg]]s arrives and stalks the local area for a while before moving on. Fight them or hide inside from them.
*Doors can be held open.
+
* New incident: [[Events#Refugee Chased at (Settlement)|Chased refugee]]. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.
*Door locking is now door forbidding (it’s clearer).
+
* New incident: [[Events#Psychic_soothe|Psychic sooth]]. The opposite of a psychic drone.
*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.
+
=====Allowed areas=====
*Added new joy activity: build snowman.
+
* Assign colonists to [[Zones|allowed areas]].
*You can now remove floors to reveal the terrain underneath.
+
* Every item and location outside the allowed area is considered forbidden.
*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.
+
=====Storyteller changes=====
*Added new hairs donated by Shinzy.
+
* [[AI Storytellers|Storytellers]] will never entirely disallow events because of population.
*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).
+
* Randy’s event chances are affected by population (somewhat).
*Hundreds more bugfixes, tuning changes, optimizations, and other small improvements.
+
* Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations
| Bugfixes =  
+
 
| Hotfixes = *Colonists will now try to avoid pathing outside their allowed area. (Alpha 11b)
+
=====Ice sheet=====
*Open doors equalize temperature faster. (Alpha 11b)
+
* Ice sheet [[biome]] is now playable (though perhaps not survivable).
*Much, much smarter sapper escort AI. (Alpha 11b)
+
 
*Sapper now avoid mining high-health ore while finding tunnelling paths. (Alpha 11b)
+
=====Misc=====
*Reorganized and clean up options menu and graphics settings. (Alpha 11b)
+
* Added strip designator to reduce stripping micromanagement.
*Mods config page shows load order of mods. (Alpha 11b)
+
* You can toggle allowing sowing in a growing zone.
*Toxic fallout kills plants much more slowly. (Alpha 11b)
+
* Doors can be held open.
*Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars. (Alpha 11b)
+
* Door locking is now door forbidding (it’s clearer).
*We no longer allow buying back prisoners you just sold as a way to insta-recruit anyone. (Alpha 11b)
+
* Added copy/paste functionality for storage zone/building settings.
*Can no longer sell rotten items. (Alpha 11b)
+
* World data now saves into map file to prevent game state confusion with multiple saves on one world.
*Treatment result is now indicated with a text mote, not a global message. (Alpha 11b)
+
* Added new [[joy]] activity: build [[snowman]].
*Adjusted a bunch of sound volumes. (Alpha 11b)
+
* You can now remove [[floors]] to reveal the terrain underneath.
*Fixed pirate merchants only bringing slaves when population is high. This should be reversed. (Alpha 11b)
+
* You can now perform [[surgery]] on [[guest]]s. Violating surgery will anger their faction.
*Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better. (Alpha 11b)
+
* Guests are smarter and no longer walk out of the colony bleeding.
*Colonists now harvest planted trees on their own. (Alpha 11b)
+
* Added new hairs donated by Shinzy.
*Optimizations to grower work scan algorithms. (Alpha 11b)
+
* 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).
*Cleanup on main menu background image. (Alpha 11b)
+
* Hundreds more bugfixes, tuning changes, optimizations, and other small improvements.
*Smelt slag recipe can use do until you have X. (Alpha 11b)
+
 
*Siegers can never use melee weapons (too exploitable). (Alpha 11b)
+
=== Alpha 11b ===
*New sound: warg voices. (Alpha 11b)
+
I’ve just released RimWorld Alpha11b! This is a fix-and-adjust build without crazy new features. You can still load saves from Alpha 11 (though they will report some errors on loading and have a few minor issues around load time, they should play fine in the long term).
*New sound: treatment. (Alpha 11b)
+
 
*New sound: medicine used successfully. (Alpha 11b)
+
If you own the game, you can get the new version 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 the support page. A new email will not be sent for this update.
*Player-created backstories and translations have been updated. (Alpha 11b)
+
 
*About 150-200 bugfixes – some big, some small. (Alpha 11b)
+
==== Compatibility ====
*Mitigated a game-killing bug caused by corrupted pawns. The corrupted pawn will now be destroyed instead of causing broken saves and game crashes. I’m still tracing the root cause of this so I can make the game not generate corrupted pawns in the first place. (Alpha 11c/d)
+
Mods might become incompatible. I’ve tried to keep the API the same as it was before, but a few places have necessarily changed. Also, since the DLL was recompiled, the ABI might not be identical. This means the functions and variable names are the same, but the compiler might have changed the way the bits and bytes are passed around, causing code compiled against the old DLL to not work properly when it tries to talk to the new DLL. This means:
*Fixed a stuck-pawn bug caused by wardens trying to recruit downed prisoners and immediately ending their job, over and over. (Alpha 11c/d)
+
 
*Fixed prisoner config resetting at inappropriate times. (Alpha 11c/d)
+
* Simple mods (especially those which are purely XML data, images, and sounds without any code) should still work without any changes.
*Fixed floor smoothing speed being determined by mining skill (it’s now construction). (Alpha 11c/d)
+
* Mods with code might work without changes, but there’s a good chance they’ll need to be recompiled against the new DLL.
*Fixed repeated EMP damage canceling stuns in progress. (Alpha 11c/d)
+
* A few mods will actually need to have code changed if they touch parts of the API that I changed.
}}
+
 
<noinclude>{{VersionNavbox}}</noinclude>
+
==== Changes ====
<noinclude>[[Category:Alpha_11]]</noinclude>
+
* Colonists will now try to avoid pathing outside their allowed area.
 +
* Open doors equalize temperature faster.
 +
* Much, much smarter sapper escort AI.
 +
* Sapper now avoid mining high-health ore while finding tunnelling paths.
 +
* Reorganized and clean up options menu and graphics settings.
 +
* Mods config page shows load order of mods.
 +
* [[Toxic fallout]] kills plants much more slowly.
 +
* Enemies (especially wargs) now ignore unpowered unmanned [[turrets]] and [[mortar]]s.
 +
* We no longer allow buying back prisoners you just sold as a way to insta-recruit anyone.
 +
* Can no longer sell rotten items.
 +
* Treatment result is now indicated with a text mote, not a global message.
 +
* Adjusted a bunch of sound volumes.
 +
* Fixed pirate merchants only bringing slaves when population is high. This should be reversed.
 +
* Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.
 +
* Colonists now harvest planted trees on their own.
 +
* Optimizations to grower work scan algorithms.
 +
* Cleanup on main menu background image.
 +
* [[Electric smelter|Smelt]] slag recipe can use do until you have X.
 +
* [[Raider#Siege|Siegers]] can never use melee weapons (too exploitable).
 +
* New sound: warg voices.
 +
* New sound: treatment.
 +
* New sound: medicine used successfully.
 +
* Player-created backstories and translations have been updated.
 +
* About 150-200 bugfixes – some big, some small.
 +
 
 +
=== Alpha 11c/d ===
 +
 
 +
Alpha11c is a very small hotfix to Alpha11b that fixes a few serious bugs. All save games and mods should still be compatible.
 +
 
 +
'''Update:''' Now to Alpha11d. This is the same as Alpha11c, but the save game location will be correct on Macs. (I originally built Alpha11c against a slightly old version of Unity from before they changed the save game path).
 +
 
 +
There will not be a new email sent. You can download using your previous link from your last email. Your personal download link is permanent and always has the latest version. If you need help getting your link, please go to ludeon.com/support.
 +
 
 +
==== Changes ====
 +
* Mitigated a game-killing bug caused by corrupted pawns. The corrupted pawn will now be destroyed instead of causing broken saves and game crashes. I’m still tracing the root cause of this so I can make the game not generate corrupted pawns in the first place.
 +
* Fixed a stuck-pawn bug caused by wardens trying to recruit downed prisoners and immediately ending their job, over and over.
 +
* Fixed [[prisoner]] config resetting at inappropriate times.
 +
* Fixed floor smoothing speed being determined by mining skill (it’s now construction).
 +
* Fixed repeated [[EMP]] damage canceling stuns in progress.

Latest revision as of 02:53, 7 November 2023

Previous Version: Version/0.10.785
Released on: 23 April 2015
Next Version: Version/0.12.906
Released on: 22 August 2015

Released on: 24 July 2015


It’s here! 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. A full change list is at the end of this post. If you wish, you can also read my day-to-day work log here.

If you own the game, you can get the new version 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. There may be a delay of some hours before your download count resets or your email arrives.

Compatibility[edit]

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.

Release Trailer[edit]

Versions[edit]

Core Release[edit]

Changes[edit]

AI[edit]
  • 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[edit]
  • 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[edit]
  • 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 sooth. The opposite of a psychic drone.
Allowed areas[edit]
  • Assign colonists to allowed areas.
  • Every item and location outside the allowed area is considered forbidden.
Storyteller changes[edit]
  • 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[edit]
  • Ice sheet biome is now playable (though perhaps not survivable).
Misc[edit]
  • 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 11b[edit]

I’ve just released RimWorld Alpha11b! This is a fix-and-adjust build without crazy new features. You can still load saves from Alpha 11 (though they will report some errors on loading and have a few minor issues around load time, they should play fine in the long term).

If you own the game, you can get the new version 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 the support page. A new email will not be sent for this update.

Compatibility[edit]

Mods might become incompatible. I’ve tried to keep the API the same as it was before, but a few places have necessarily changed. Also, since the DLL was recompiled, the ABI might not be identical. This means the functions and variable names are the same, but the compiler might have changed the way the bits and bytes are passed around, causing code compiled against the old DLL to not work properly when it tries to talk to the new DLL. This means:

  • Simple mods (especially those which are purely XML data, images, and sounds without any code) should still work without any changes.
  • Mods with code might work without changes, but there’s a good chance they’ll need to be recompiled against the new DLL.
  • A few mods will actually need to have code changed if they touch parts of the API that I changed.

Changes[edit]

  • Colonists will now try to avoid pathing outside their allowed area.
  • Open doors equalize temperature faster.
  • Much, much smarter sapper escort AI.
  • Sapper now avoid mining high-health ore while finding tunnelling paths.
  • Reorganized and clean up options menu and graphics settings.
  • Mods config page shows load order of mods.
  • Toxic fallout kills plants much more slowly.
  • Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.
  • We no longer allow buying back prisoners you just sold as a way to insta-recruit anyone.
  • Can no longer sell rotten items.
  • Treatment result is now indicated with a text mote, not a global message.
  • Adjusted a bunch of sound volumes.
  • Fixed pirate merchants only bringing slaves when population is high. This should be reversed.
  • Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.
  • Colonists now harvest planted trees on their own.
  • Optimizations to grower work scan algorithms.
  • Cleanup on main menu background image.
  • Smelt slag recipe can use do until you have X.
  • Siegers can never use melee weapons (too exploitable).
  • New sound: warg voices.
  • New sound: treatment.
  • New sound: medicine used successfully.
  • Player-created backstories and translations have been updated.
  • About 150-200 bugfixes – some big, some small.

Alpha 11c/d[edit]

Alpha11c is a very small hotfix to Alpha11b that fixes a few serious bugs. All save games and mods should still be compatible.

Update: Now to Alpha11d. This is the same as Alpha11c, but the save game location will be correct on Macs. (I originally built Alpha11c against a slightly old version of Unity from before they changed the save game path).

There will not be a new email sent. You can download using your previous link from your last email. Your personal download link is permanent and always has the latest version. If you need help getting your link, please go to ludeon.com/support.

Changes[edit]

  • Mitigated a game-killing bug caused by corrupted pawns. The corrupted pawn will now be destroyed instead of causing broken saves and game crashes. I’m still tracing the root cause of this so I can make the game not generate corrupted pawns in the first place.
  • Fixed a stuck-pawn bug caused by wardens trying to recruit downed prisoners and immediately ending their job, over and over.
  • Fixed prisoner config resetting at inappropriate times.
  • Fixed floor smoothing speed being determined by mining skill (it’s now construction).
  • Fixed repeated EMP damage canceling stuns in progress.