Difference between revisions of "Version history"

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;0.0.243b - October 28, 2013
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:▪ Pre-alpha release
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::• You can now prioritize colonists’ tasks individually.
 +
::• Levels now cap at 20 (as designed).
 +
::• Power connectors report power net status.
 +
::• You can now dump meals in dumping areas.
 +
::• You can now click on names in the overview to center on the colonist.
 +
::• Overview now displays health of wounded colonists.
 +
::• Hid the trait system for now to avoid confusion (since traits do nothing).
 +
::• All weapons now have unique graphics.
 +
::• Rewrote storage square management system to use the generalized work reservation manager.
 +
::• Added map size adjustment in an advanced menu at game start.
 +
::• Fast-forwarding is disabled during combat where you are under attack.
 +
::• Added max selection size and max drag designate size.
 +
::• Added raiders: sniper squad and mercenary squad.
 +
::• Balanced down hydroponics growth rate.
 +
::• Charged batteries now explode while burning.
 +
::• Some electrical devices now short-circuit and cause fires if left out in the rain while running.
 +
::• Split shooting accuracy breakdown into misses due to equipment and misses due to skill.
 +
::• Rebalanced shooting and melee to make skill more important.
 +
::• Drafted colonists no longer interrupt when melee attacked.
 +
::• Traders are now rarer but carry more goods.
 +
::• Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
 +
::• Smoothed out and softened how AI Storytellers handle colony population.
 +
::• Colonists now gain bad thoughts from sleeping outside.
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::• Added skills (which do nothing yet): cooking, medicine, artistic, crafting
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::• Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
 +
::• Added credits screen.
 +
::• Replaced all noncommercial free sounds and attributed those under attribution licenses.
 +
::• Various bugfixes and balance adjustments. Optimizations and bugfixes.
 +
----
 
;0.0.232 - October 16, 2013
 
;0.0.232 - October 16, 2013
 
:▪ Pre-alpha release
 
:▪ Pre-alpha release

Revision as of 07:18, 29 October 2013

0.0.243b - October 28, 2013
▪ Pre-alpha release
• You can now prioritize colonists’ tasks individually.
• Levels now cap at 20 (as designed).
• Power connectors report power net status.
• You can now dump meals in dumping areas.
• You can now click on names in the overview to center on the colonist.
• Overview now displays health of wounded colonists.
• Hid the trait system for now to avoid confusion (since traits do nothing).
• All weapons now have unique graphics.
• Rewrote storage square management system to use the generalized work reservation manager.
• Added map size adjustment in an advanced menu at game start.
• Fast-forwarding is disabled during combat where you are under attack.
• Added max selection size and max drag designate size.
• Added raiders: sniper squad and mercenary squad.
• Balanced down hydroponics growth rate.
• Charged batteries now explode while burning.
• Some electrical devices now short-circuit and cause fires if left out in the rain while running.
• Split shooting accuracy breakdown into misses due to equipment and misses due to skill.
• Rebalanced shooting and melee to make skill more important.
• Drafted colonists no longer interrupt when melee attacked.
• Traders are now rarer but carry more goods.
• Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
• Smoothed out and softened how AI Storytellers handle colony population.
• Colonists now gain bad thoughts from sleeping outside.
• Added skills (which do nothing yet): cooking, medicine, artistic, crafting
• Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
• Added credits screen.
• Replaced all noncommercial free sounds and attributed those under attribution licenses.
• Various bugfixes and balance adjustments. Optimizations and bugfixes.

0.0.232 - October 16, 2013
▪ Pre-alpha release