Difference between revisions of "Version history"

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= Current version (Alpha 7)=
 
= Current version (Alpha 7)=
{{:Version/0.7.581}
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{{:Version/0.7.581}}
  
 
= Recent versions (Alpha 6) =
 
= Recent versions (Alpha 6) =

Revision as of 17:46, 1 October 2014

0.6.532
See upcoming features for future updates. Known bugs in the latest versions are listed here.
  • Public versions were announced on the Developer Blog
  • Quiet versions were recorded on the Changelog
  • Silent versions were released without record
  • Internal versions were not released to the public

Current version (Alpha 7)

Previous Version: [[Version/1.5.4241"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:
Next Version: [[Version/0.0.232"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:

"Error: Invalid time." contains an extrinsic dash or other characters that are invalid for a date interpretation.

Released on: –


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.


Compatibility

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.

Release Trailer

Core Release

  • 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.
  • Organ harvesting and transplanting.
  • Diseases: flu, plague, malaria, sleeping sickness.
  • Chronic conditions (age-related): Cataracts, bad back
  • A bunch of new traits. Brawler, prosthophile, and more
  • New trade system and interface.
  • Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
  • Neutrotrainers: Matrix-style instant training devices.
  • Lockable doors.
  • Melee weapons: Club, knife, spear, shiv, short sword
  • New animals: cobra, monkey, camel, tortoise, boar, rhino.
  • Storyteller redesigned and rebalanced.
  • Visitors carry their own food and hopefully won’t raid your food supplies.
  • Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
  • Rewritten credits system integrates translator credits from each translation automatically.
  • Piles of other additions, fixes, and tunings.

Alpha 7B & Alpha 7C

UPDATE: Alpha7b had a typo that made plague 10x too common in temperate biomes.

You can fix your game by re-downloading and reinstalling it, or by replacing Mods/Core/Defs/BiomeDefs/BiomesBase.xml with this corrected version of the file.

—–

I’m uploading a silent non-essential hotfixed version of Alpha7.

Alpha7b has reduced disease frequency, so diseases will appear less often.

To update, you can re-download from your old link.

Alternatively, you can just go into your game folder and look in Mods/Core/Defs/BiomeDefs/BiomesBase.xml, search for every instance of <chancePerDay>, and cut all the values in half. There are about 12 entries.

Recent versions (Alpha 6)

Previous Version: [[Version/1.5.4241"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:
Next Version: [[Version/0.0.232"" contains an extrinsic dash or other characters that are invalid for a date interpretation.]]
Released on:

"Error: Invalid time." contains an extrinsic dash or other characters that are invalid for a date interpretation.

Released on: –


It’s a whole new world! Here’s Alpha 6, the update with world generation, biomes, a medical system that tracks every wound and body part, and personality traits. You can follow our day-to-day work on the changelog.

If you own the game, you should get an update email from us. You can also get Alpha 6 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 5 colony.

Release Trailer

Changes

  • 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!

Complete Version List

Alpha

2014.08.13
0.6.532 (Alpha 6)
2014.07.14
0.5.496B (Alpha 5D)
2014.07.07
0.5.496 (Alpha 5C)
2014.07.06
0.5.492B (Alpha 5B)
2014.07.04
0.5.492 (Alpha 5)
2014.06.01
0.4.460 (Alpha 4)
2014.04.11
0.3.410 (Alpha 3)
2014.02.26
0.2.363 (Alpha 2)
2014.01.27
0.1.334 (Alpha 1)
2014.1.26
Internal 0.0.334
2014.1.25
Internal 0.0.333
2014.1.24
Internal 0.0.332
2014.1.23
Internal 0.0.331

Pre-Alpha

2014.1.22
Internal 0.0.330B
2014.1.22
Internal 0.0.330
2014.1.21
Internal 0.0.329
2014.1.20
Internal 0.0.328
2014.1.19
Internal 0.0.327
2014.1.17
Internal 0.0.325
2014.1.16
Internal 0.0.324
2014.1.15
Internal 0.0.323
2014.1.14
Internal 0.0.322
2014.1.13
Internal 0.0.321
2014.1.12
Internal 0.0.320
2014.1.10
Internal 0.0.318
2014.1.09
Internal 0.0.317B
2014.1.08
Internal 0.0.317
2014.1.06
Internal 0.0.314
2013.12.17
Internal 0.0.294
2013.11.07
0.0.254B (Pre-Alpha Backer 2)
2013.11.07
Internal 0.0.254
2013.11.06
Internal 0.0.253c
2013.11.06
Internal 0.0.253b
2013.11.06
Internal 0.0.253
2013.11.03
0.0.250 (Pre-Alpha Backer 1)
2013.11.03
Internal 0.0.250
2013.11.02
Internal 0.0.249a
2013.11.01
Internal 0.0.248
2013.10.31
Internal 0.0.247
2013.10.29
0.0.245 (Pre-Alpha Press Release 2)
2013.10.29
Internal 0.0.245
2013.10.27
Internal 0.0.243
2013.10.25
Internal 0.0.241
2013.10.24
Internal 0.0.240
2013.10.16
0.0.232 (Pre-Alpha Press Release 1)