Difference between revisions of "Version history"

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=== Public Releases ===  
 
=== Public Releases ===  
 
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Revision as of 16:30, 4 November 2013

0.0.245

Public Releases


0.0.245
October 29, 2013 - Pre-alpha press release 2
• Plants and such no longer cover bullets as well as sandbags.
• Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
• R-4 charge rifle now has a unique sound.
• Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).

0.0.232
October 16, 2013 - Pre-alpha press release 1



Internal Version


0.0.250
November 3, 2013
• Reorganized enemy attack AI to acquire turret targets even without line of sight.
• Many bugfixes in prep for public alpha

0.0.249A
November 2, 2013
• Added video quality levels. Mostly it just turns off AA.
• T and G are now zoom keys
• Traders now stay around for two days, not a half day.
• Reorganized options menu.
• Fixed various bugs

0.0.248
November 1, 2013
• Split repair from construction
• Beating the fire on a burning pawn stuns them.
• Firefighters will extinguish nearby friendly pawns even outside home zones.
• Melee attacks incap more than guns and explosives.
• Cannot speed up time while a colonist is on fire
• Short throws will no longer have large inaccuracies
• Redid how the game uncovers fog at map start.
• Bugfixes.

0.0.247
October 31, 2013
• Totally refactored how equipment and verbs are managed under the hood.

0.0.245
October 29, 2013
• Plants and such no longer cover bullets as well as sandbags.
• Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
• R-4 charge rifle now has a unique sound.
• Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).

0.0.243
October 27, 2013
• 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.
• Optimizations and bugfixes.

0.0.241
October 25, 2013
• Hid the trait system 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.
• Lots of bugfixes.

0.0.240
October 24, 2013
• 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.

References

[1] New perma-changelog.