Difference between revisions of "RimWorld 0.0.245"

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m (GlobusGames moved page Internal version/0.0.245 to RimWorld 0.0.245)
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__NOTOC__
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{{version}}
<onlyinclude>
 
== 0.0.245 ==
 
0.0.245 was released on October 29, 2013
 
{| class="version" style="width: 75%"
 
! style="width: 100%;" colspan="5" |
 
===Bug Fixes===
 
|-
 
| colspan="2" |
 
  
|-
+
'''RimWorld 0.0.245''' was released on October 29, 2013 - Pre-alpha press release 2
|}
+
 
{| class="version" style="width: 75%"
+
== Bug Fixes ==
! style="width: 100%;" colspan="5" |
+
* Various bugfixes and balance adjustments.
=== Changes ===
+
 
|-
+
== Changes ==
| colspan="2" |
+
* Plants and such no longer cover bullets as well as sandbags.
:&#8226; 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.
:&#8226; 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).
|}
+
* Hid the trait system to avoid confusion (since traits do nothing).
{| class="version" style="width: 75%"
+
* All weapons now have unique graphics.
! style="width: 100%;" colspan="5" |
+
* Rewrote storage square management system to use the generalized work reservation manager.
=== Additions ===
+
* Fast-forwarding is disabled during combat where you are under attack.
|-
+
* Balanced down hydroponics growth rate.
| colspan="2" |
+
* Charged batteries now explode while burning.
:&#8226; R-4 charge rifle now has a unique sound.
+
* Rebalanced shooting and melee to make skill more important.
:&#8226; 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).
+
* 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.
</onlyinclude>
+
* Smoothed out and softened how AI Storytellers handle colony population.
 +
* Colonists now gain bad thoughts from sleeping outside.
 +
* Replaced all noncommercial free sounds and attributed those under attribution licenses.
 +
* 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.
 +
 
 +
== Additions ==
 +
* Added map size adjustment in an advanced menu at game start.
 +
* You can now prioritize colonists’ tasks individually.
 +
* Levels now cap at 20 (as designed).
 +
* Added max selection size and max drag designate size.
 +
* Added raiders: sniper squad and mercenary squad.
 +
* 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.
 +
* 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.
 +
 
 +
[[Category:Version]]

Revision as of 17:43, 5 December 2013

This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for an unknown version.

RimWorld 0.0.245 was released on October 29, 2013 - Pre-alpha press release 2

Bug Fixes

  • Various bugfixes and balance adjustments.

Changes

  • 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).
  • 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.
  • Fast-forwarding is disabled during combat where you are under attack.
  • Balanced down hydroponics growth rate.
  • Charged batteries now explode while burning.
  • 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.
  • Replaced all noncommercial free sounds and attributed those under attribution licenses.
  • 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.

Additions

  • Added map size adjustment in an advanced menu at game start.
  • You can now prioritize colonists’ tasks individually.
  • Levels now cap at 20 (as designed).
  • Added max selection size and max drag designate size.
  • Added raiders: sniper squad and mercenary squad.
  • 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.
  • 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.