Difference between revisions of "Version/0.12.906"
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− | + | {{ VersionFrame | Version = 0.12.906 | Description = '''Alpha 12 - 0.12.906''' was released on August 21, 2015 - Alpha 12 Release + Hotfixes | |
− | + | | Body = <noinclude>{{Version}}</noinclude> | |
− | + | | Installation = | |
− | + | | Changes = | |
− | + | | NewContents = ====Animal Taming==== | |
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− | == | ||
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− | ===Animal Taming=== | ||
*Colonists with the Animal Handler work type will now interact with animals. | *Colonists with the Animal Handler work type will now interact with animals. | ||
*Animal handling success rates are governed by the new Animals skill. | *Animal handling success rates are governed by the new Animals skill. | ||
*Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony. | *Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony. | ||
*Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence. | *Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence. | ||
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=====Trainable skills===== | =====Trainable skills===== | ||
*Obedience: has master, follows master while master is drafted and defends him. | *Obedience: has master, follows master while master is drafted and defends him. | ||
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*Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this. | *Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this. | ||
*Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size. | *Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size. | ||
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*Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction. | *Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction. | ||
*Each animal has a ‘wildness’ indicating how difficult it is to tame. | *Each animal has a ‘wildness’ indicating how difficult it is to tame. | ||
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*Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed. | *Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed. | ||
*Tame animals can be designated for slaughter and animal handlers will slaughter them. | *Tame animals can be designated for slaughter and animal handlers will slaughter them. | ||
− | + | ====New Animal Mechanics + Behaviour==== | |
− | ===New Animal Mechanics + Behaviour=== | ||
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*Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel. | *Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel. | ||
*Some animals (muffalo, cow, camel) can be milked. | *Some animals (muffalo, cow, camel) can be milked. | ||
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*Animals produce animal filth, proportional to body size, inversely proportional to petness. | *Animals produce animal filth, proportional to body size, inversely proportional to petness. | ||
*Tons of new animal graphics and sounds for new animals. | *Tons of new animal graphics and sounds for new animals. | ||
− | + | ====New Animals==== | |
− | ===New Animals=== | ||
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*Boomalope (large fragile animal that explodes and sets fires on death) | *Boomalope (large fragile animal that explodes and sets fires on death) | ||
*Thrumbo (giant peaceful powerful creature with amazing fur and horn) | *Thrumbo (giant peaceful powerful creature with amazing fur and horn) | ||
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*Husky | *Husky | ||
*Elephant | *Elephant | ||
− | + | ====Room Roles and Stats==== | |
− | ===Room Roles and Stats=== | ||
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*Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room. | *Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room. | ||
*Room roles and stats can be inspected with a new inspection tool (bottom right of screen). | *Room roles and stats can be inspected with a new inspection tool (bottom right of screen). | ||
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=====Room roles are:===== | =====Room roles are:===== | ||
*Bedroom | *Bedroom | ||
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*Rec room | *Rec room | ||
*Tomb | *Tomb | ||
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=====Room stats are:===== | =====Room stats are:===== | ||
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*Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology) | *Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology) | ||
*Wealth | *Wealth | ||
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*Beauty | *Beauty | ||
*Cleanliness (has a direct effect on medical outcomes) | *Cleanliness (has a direct effect on medical outcomes) | ||
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=====Room stats affect things like:===== | =====Room stats affect things like:===== | ||
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*Immunity gain speed | *Immunity gain speed | ||
*Medical treatment quality | *Medical treatment quality | ||
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*Own bed in impressive barracks | *Own bed in impressive barracks | ||
*Did joy activity in impressive rec room | *Did joy activity in impressive rec room | ||
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=====Added room traits:===== | =====Added room traits:===== | ||
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*Greedy: Unhappy without a very impressive room. | *Greedy: Unhappy without a very impressive room. | ||
*Jealous: Unhappy if anyone has a room noticeably better than him. | *Jealous: Unhappy if anyone has a room noticeably better than him. | ||
*Ascetic: Unhappy unless he has a very crappy room. | *Ascetic: Unhappy unless he has a very crappy room. | ||
− | + | ====Facilities==== | |
− | ===Facilities=== | ||
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*Added ‘facilities’ – passive buildings that give bonuses to nearby buildings: | *Added ‘facilities’ – passive buildings that give bonuses to nearby buildings: | ||
*Vitals monitor (improves healing in adjacent medical bed) | *Vitals monitor (improves healing in adjacent medical bed) | ||
*Tool cabinet (improves production at nearby work table) | *Tool cabinet (improves production at nearby work table) | ||
*Multi-analyzer (speeds research at nearby research bench) | *Multi-analyzer (speeds research at nearby research bench) | ||
− | + | ====Ancient artifacts==== | |
− | ===Ancient artifacts=== | ||
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*Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts. | *Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts. | ||
*Psychic powers work at any range through obstacles. | *Psychic powers work at any range through obstacles. | ||
*Artifacts are one-use. | *Artifacts are one-use. | ||
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=====The artifacts are:===== | =====The artifacts are:===== | ||
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*Psychic insanity lance – drives a single target insane | *Psychic insanity lance – drives a single target insane | ||
*Psychic shock lance – drops a single target asleep | *Psychic shock lance – drops a single target asleep | ||
*Psychic animal pulser – drives animals berserk map-wide | *Psychic animal pulser – drives animals berserk map-wide | ||
*Psychic soothe pulser – gives a temporary mood boost to everyone on the map | *Psychic soothe pulser – gives a temporary mood boost to everyone on the map | ||
− | + | ====UI Reworked==== | |
− | ===UI Reworked=== | ||
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*Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window. | *Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window. | ||
*Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display. | *Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display. | ||
− | + | ====Misc Changes==== | |
− | ===Misc Changes=== | ||
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*Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses. | *Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses. | ||
*Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items. | *Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items. | ||
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*Game will auto-reset mods config on startup crash to try to recover. | *Game will auto-reset mods config on startup crash to try to recover. | ||
*Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings. | *Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings. | ||
− | + | | Bugfixes = | |
− | + | | Hotfixes = *Rebalanced animal hauling, traps, charge rifle, assault rifle. (Alpha 12b) | |
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− | *Rebalanced animal hauling, traps, charge rifle, assault rifle. (Alpha 12b) | ||
*Rebalanced animal hunger rates and plant nutritions so animals need larger grass pastures to be sustainable. (Alpha 12b) | *Rebalanced animal hunger rates and plant nutritions so animals need larger grass pastures to be sustainable. (Alpha 12b) | ||
*Thrumbo is much more powerful in combat. (Alpha 12b) | *Thrumbo is much more powerful in combat. (Alpha 12b) | ||
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*Poison ship part event now only drops one ship part instead of 2-3. (Alpha 12c) | *Poison ship part event now only drops one ship part instead of 2-3. (Alpha 12c) | ||
*Flashstorms are much less intense (Alpha 12d) | *Flashstorms are much less intense (Alpha 12d) | ||
+ | }} |