Difference between revisions of "RimWorld Wiki:To-do"
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Revision as of 15:09, 11 March 2020
There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{Stub}} to make our job a bit easier.
If you want to suggest something that needs to be done, sign your post with ~~~~
- Zesty (talk)
Outdated pages and pages that need updated/more images
Outdated
General To-do List
Needs to be done list: (Feel free to do these if you know how!) (italic = minor, bold = major)
- Pages: Assign tab currently only has a brief overview on the menu page. Outfits, Food policies and Drug policies each need individual pages. Mayoculpa (talk) 12:19, 5 February 2020 (UTC)
- Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
- Need a better way to display data on tables without having to update the tables themselves. What's the best way to pull stats and stuff from pages to a table on another page? Zesty (talk)
- I started a short how-to on properties and queries on my user page. Does that help? --Khaim (talk) 21:42, 15 September 2016 (UTC)
- This is perhaps the main attraction of Cargo. If/when all that stuff is done, we can use data across the wiki from various pages using queries, without the pages being high-maintenance. The list queries above is a small example. Pangaea (talk) 15:15, 1 August 2019 (UTC)
Updates and maintenance needed on the Wiki
- Freshen up the frontpage, and if nothing else, change from a table to div setup -->
In progress
by Pangaea - Categorise all images so it's easier to find them -->
In progress
by Pangaea- Ideally with AutoWikiBrowser, because it is much faster
- If relevant: update outdated images, and add missing images
Possibly re-enable the MsUpload extension to make it easier, or do it with AWB-->DONE
by Zesty
Add an Admin noticeboard-->DONE
by Pangaea- Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
- Update some of the default footer pages, as they seem outdated currently -->
Partially done
by Pangaea - Given a fitting license, borrow content from other wikis and improve and expand our Help sections
- See [1] for a suggestion that might work here as well
- Add articles for each technology and skill, with fitting templates
Purge outdated SMW entities: (see Statistics)-->DONE
by Hypolite- Edit or make new screenshots without (so many) UI elements, as seen for instance in the Events page
- An RSS feed for news would be nice, but looks like we'd need this extension for it. Could perhaps put it on the frontpage then. Pangaea (talk) 13:21, 1 August 2019 (UTC)
Wiki consistency and overhaul
Time to elaborate (or duplicate) Policies and Formatting guidelines. Basics like: Consensus, Edit Warring so that newcomers can learn their way around. Tutorials. Finish the page Help:Templates#Creating_a_template. Yoshida Keiji (talk) 09:17, 23 September 2017 (UTC)- Zesty has already said this is not Wikipedia proper; these policies could help with keeping order but if not enforced correctly they will seem excessively draconic and scare away potential contributors-- and this has already happened, twice. PigeonGuru, Strategist ( talk | contribs | assist ) 12:34, 25 July 2019 (UTC)
As an aside, if I may be so bold as to suggest a few extensions I didn't see here, which could prove useful:
- LinkSuggest: Useful for new users to easier create links without knowing the ins and outs of the page names.
- Cargo: I see you already use SMW. Cargo is basically a more light-weight alternative to SMW, and set up more like a traditional SQL database, so it's easier to use queries than with the pretty complex SMW syntax, and its plethora of property and query pages. I don't really suggest to shift from SMW to Cargo as it's a pretty monumental task given you appear to be actively using SMW here, however it may be worth to read up on it. I happened to be admin/guardian on a Gamepedia wiki when they, after huge stability issues related to SMW sitewide, decided to de facto ban it and urge wikis to transition over to Cargo. So I have, or at least had, a good deal of knowledge about it, and created a bunch of templates when Pillars of Eternity transitioned from SMW to Cargo. It's not perfect of course, but I found it really useful, so wanted to leave a tip here about it, just in case admins/mods want to look into it.
- RandomSelection: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as Witcher 3.
Suggestions
- Install the MobileFrontend-extension -- Crasheripot
- The Template:Infobox main should be somewhat wider. On nearly any page the infobox is used at least one line doesn't fit in and it is sometimes hard to read which numbers match which category. Especially for pages like animals the infobox is often longer than the rest of the article (I do realise that this depends on the size of your screen though). Ickputzdirwech (talk) 12:55, 26 February 2020 (UTC)
Updates needed for 1.1
Here we go again. PigeonGuru, Strategist ( talk | contribs | assist ) 06:24, 17 February 2020 (UTC)
New features
- UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
- New Quests tab provides information about available, active, and historical quests.
- Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
- UI now uses colored text to highlight important words like character names, places, and rewards.
- Improved the mod management interface and code.
- Mods now have a global package ID which lets them refer to each other.
- Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
- Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
- Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
- Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading.
- Loading screen now displays present and active expansions and mods.
- Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
Added recon armor, a lighter variant of marine armor.Added EMP launcher weapon. It fires EMP grenades a long distance.Added smoke launcher weapon. It fires smoke grenades a long distance.- Added smoke grenadier enemy.
- Added a planet population slider to the planet generation parameters.
Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep.Added ‘tortured artist’ trait. The character has a permanent mood debuff, but gets art inspirations from low mood.- Added a bunch of new backstories across multiple categories.
- Added heatstroke alert for colonists and tame animals.
- Added taming inspiration, which makes the next tame attempt very likely to succeed.
- Added fertility overlay, which shows terrain fertility in an easy-to-see way.
- Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel.- Added portable self-powered comms console for tribal player scenario.
- Added an option to choose which kinds of letters pause the game.
- Added recipes to burn entire stacks of drugs at once.
- Added Wooden hand and Wooden foot.
- Added a variety of new tribal backstories.
- Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
- Added asexual trait.
- Bisexual trait is no longer hidden.
- Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
- Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
- Info card now visually displays the object being inspected.
- Added weapon biocoding, which makes a weapon only usable by one individual.
- For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
- Added Greek language localzation created by some wonderful volunteers.
Adjustments
- The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.
- Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.
- Faction icons are now differentiated by shape as well as color, to help out colorblind players.
- Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
- Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
- Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
- Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
- Added new body impact visual effects for when a creature gets hit by a projectile.
- Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
- Downed pawns can now be loaded into transport pods like prisoners.
- Added confirmation dialog before attacking friendly factions.
- Added ‘allow refueling’ toggle to torch, campfire and passive cooler.
- Pawns now really like the pawn who rescued them.
- Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.
- Added an explanatory letter telling players how to get advanced components for the fabrication bench.
- Added skill descriptions to combat log text.
- Added an arrow that points at the UI during the tutorial.
- Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
- Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader.
- Trade interface now shows the next restock time for settlements.
- Added mood boost when prisoner released.
- Open caskets now look different from closed ones.
- Brawler trait disallows shooting passion.
- Colonists attending a party gain recreation value.
- Player can now inspect the contents of cryptosleep caskets on a new tab.
- Stomach is no longer a vital organ.
- Changed animal rescue radius from 30 to 75.
- Info card for surgeries now shows the chance of death upon failure.
- Info card shows max hit points factor for materials.
- Interface now reports the chance of a successful arrest before you try to make it.
- Insect hives slowly heal over the course of days.
- Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency.
- Changed caravan reform to be allowed with sleeping hostiles on site.
- Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
- Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly.
- Added the ability for world sites to have unknown parts.
- Rebalanced sleeping sickness.
- Rebalanced mechanoid bodypart coverages
- Changed rare thrumbo incident to send from 2 to 6 thrumbos.
- Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
- Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
- Trade price improvement from negotiator is now reported on the trade screen.
- Tattered apparel and unhappy nudity alerts now shows how many are affected.
- Changed and fixed some hotkeys.
- Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
- Placing turrets now shows min and max range, not just max range.
- IEDs now explode when bullets hit them.
- Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
- Bridges now only support light buildings.
- The terrain requirements for building walls now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
- Pawns now sometimes take the family name of their partner upon marriage.
- Dementia now causes slow skill losses.
- Rework stock generation for all trader and settlement types.
- Factions tab display changed for clarity; enemy relations are shown with icons.
- Bio tab now displays faction icons.
- History messages tab layout reworked – tooltip replaced with a pane on the right side that displays the letter.
- Credits now list the memory of colonists who died.
- Anasthetic now wears off slowly instead of all at once. The person will be drowsy for some time.
- Nimble pawns are now better at avoiding traps.
- Increased the selection limit up to 200.
- Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.
- Renamed sculptor’s table to art bench since it’s not just for sculptures any more.
- Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.
- Many other balance changes, code improvements, optimizations, and adjustments.
Fixes
- Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
- Fix: Enemy settlements could generate with floors on water.
- Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level.
- Fix: Manhunting animals could attack doors without seeing anyone going through them.
- Fix: Corpses wouldn’t create corpse bile.
- Fix: Colonists could play horseshoes from a different room.
- Fix: Prisoner’s food restrictions were ignored when the food came from the warden’s inventory.
- Fix: Duplicate context menu options on campfire when producing psychite tea.
- Fix: Can’t give a rescued addict their drug without angering their faction.
- Fix: Goodwill change during siege does not end attack.
- Fix: Blind guy won’t use recreation.
- Fix: Jawless animals can still haul.
- Fix: Prisoner gets mood debuff when colonist euthanized.
- Fix: Wind turbines register no wind during windy storm.
- Fix: Shelves have no path cost and description doesn’t state they hide beauty of things inside of them.
- Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
- Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
- Fix: Pawn with alcohol-induced brain damage are doomed to die.
- Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
- Fix: Wild animals spawn in sealed underground spaces.
- Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
- Fix: No forced departure countdown for caravan if there are sleeping mechanoids.
- Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
- Fix: Even if campfire runs out of fuel during cooking, cooking continues.
- Fix: Raiders keep attacking walls forever after their group flees.
- Fix: Crashed ship parts that land on bridges are instantly destroyed.
- Fix: Duplicate context menu options when opening cryptosleep casket.
- Fix: Butchering rotted animal yields fresh meat even if it rots during the job.
- Fix: Lag spikes on animal birth in endgame.
- Fix: Storyteller choice resets when you reopen the storyteller config page.
- Fix: When placing a cooler, the system ignores blueprints and building frames.
- Fix: The ‘restore default settings’ tool exits game without saving.
- Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
- Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
- Fix: Age displayed differently in trade screen and on colonist.
- Fix: Animals that are wandering won’t follow area restrictions.
- Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings.
- Fix: Can’t restrict ambrosia in food restrictions.
- Fix: Administered beer does not provide nutrition.
- Fix: Steadfast and iron-willed traits effects’ are clamped to a small effect.
- Fix: When a colonist dies while being rescued, others get no negative thoughts.
- Fix: For the ‘drag a character from left behind to selected’ tutorial instruction, it allows you to drag a character anywhere at all, even just within ‘left behind’. It should only accept dragging from left behind to selected.
- Fix: It’s possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site.
- Fix: Insects can be tamed and hunted after their hives are destroyed.
- Fix: Preferred character list not working correctly.
- Fix: Power conduit graphic does not display properly on top of grave.
- Fix: Change colonist schedule to ‘sleep’ instantly ends the food binge mental state.
- Fix: Selecting several beds causes a major performance drop.
- Fix: Manhunter pack incident not working on high wealth or difficulty.
- Fix: Can see things in undiscovered cells if they peek around the edge of the fog.
- Fix: Arrested wild man don’t use nutrient despenser and can’t receive food.
- Fix: Military commissar backstory missing Social bonus.
- Fix: Allies can sometimes push player pawns out of cover during combat.
- Fix: ‘Run in background’ being disabled can make the game stop loading when in the background.
- Fix: Player can start with pets his pawns can’t keep tame.
- Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present.
- Many other fixes
Updates needed for Beta 19/ 1.0
Like before, a list of changes that need to be added. PigeonGuru, Strategist ( talk | contribs | assist ) 14:36, 28 August 2018 (UTC)
New features
- Improved raids:
- Balanced raid points to ensure smooth progression
- Improved caravaning:
- Added Caravan tab with caravan loading progress
- Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
- Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
- Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
- New designators: Mass-forbid and unforbid
- New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals
- New type of attack: Kick sand/water in eyes
- You can now smooth natural rough rock walls into high-quality walls
- New edge shader for blueprints looks much nicer and more visible than before.
- Workbench bills can now be assigned to specific colonists
- Added "Show what will buy" window which shows all items a trader will buy
- Trees’ color now depends on the current season
- Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
- Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
- Workbench bills can now be copied and pasted
- Colonists now opportunistically haul things while working if their current target is roughly in the same direction
- It's now possible to mass-cancel all designations with a designator's right-click menu
- It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
- You can now drag and reorder colonists in the colonist bar
- Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
- Random variant art added for some plants
- Mods page now has a search bar so you can easily find one mod in your list of hundreds
Adjustments
- Heavily rearranged the research tree for easier reading
- Joy need is renamed to 'recreation'
- Battles in the Combat tab are now named
- Totally reworked how plants grow. Wild plants after several in-game years should now look more or less as good as at the beginning
- Items of the same type in the Items tab are now grouped together
- Items in the Items tab can now be sorted by mass, market value, etc.
- When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there
- Changed deep moving water to chest-deep moving water: walkable but slower than shallow water
- Reworked a ton of text generation to create more sensible, interesting results
- Misc interface tweaks: colonists forming a caravan now have a special icon in the colonist bar, hovering over stats in the stat window now shows their details, added copy to clipboard button in the Combat tab
- Doctors can draw medicine from the same stack at the same time
- Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
- Insects will no longer attack the colony when harmed by raiders
- Hives will no longer spawn close to enemy bases
- Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
- No more random deaths from meteorites falling on colonists
- Insects will now go into hypothermic slowdown instead of getting hypothermia
- Caravan members now slowly gain social recreation when the caravan is not moving
- Ambush maps now retain information about the caravan's exact sub-tile position, which means that caravans will now continue their journey from the same position after being ambushed
- Death letter now contains information about last, relevant events
- When a health condition in the Health tab is clicked we now seek to appropriate combat log entry
- It's no longer possible to build roof over trees
- Growing trees now requires research and you can now only grow trees which grow naturally in the local biome
- Alphabeavers incident now only occurs in biomes with sparse plants
- Plant cut/harvest time now depends on the plant's growth
- Mechanoids now always die on downed
- Nutrient paste dispensers are now orange when they can be used by prisoners
- Doing passionate work now affects mood instead of recreation
- Firefoam poppers will now pop whenever there's a fire in a 3-cell radius
- Exotic goods outlander traders will no longer trade furniture
- Some traders will now buy only some types of animals, not all
- Adjusted doctors and patients work priorities a bit so they do urgent work first
- Important world objects are now easier to see when the camera is zoomed out
- The player now must choose a route for the caravan before sending it
- Caravans will no longer rest just before reaching their destination
- Heavily reworked how caravan movement speed works. Every tile now has an easy-to-understand, well-explained "movement difficulty" stat
- Bedrolls now have quality ratings
- Most crafting benches are now uninstallable and reinstallable
- Inspired colonists now get a special icon in the colonist bar
- Colonists will now take pemmican to inventory (like meals)
- Frag grenades are no longer a valid hunting weapon
- Ores mined by non-colonists (e.g. insects) now spawn forbidden
- Alerts now also look at caravan members where appropriate
- The permadeath savefile is now also renamed when the colony is given a name
- "autostart.rws" is now automatically loaded on start in dev mode, for faster testing
- Combined ribs into rib cage
- Animals' melee damage now scales with life stage
- Plants in the plant selection menu are now sorted by category and name
- Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options
- Minerals and ancient dangers will no longer appear on encounter maps
- Graves now show the person's date of death
- Tribal factions can now do sapper raids
- Added medical care column to the Assign tab
- Removed Shoddy and Superior item qualities
- Adjusted quality impact on various stats to be less extreme and more steady in most cases
- Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration or from quests
- Removed the distinction between allowed areas and animal areas
- Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
- Inspiration expiration time is now shown on the inspect pane
- Added minimum crafting skill to various weapon and apparel crafting recipes
- Colonists can now wear armor vests with tribalwear
- Minor starvation (below 25% severity) no longer causes miscarriages
- Pets and bonded animals no longer disturb sleep
- When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
- Enemies no longer use single use rocket launchers during caravan ambushes
- Some letters now show information about the related faction relations in the bottom right corner
- Various floors now require research. Split hospital beds into "Sterile materials" and "Hospital beds" research projects
- All traders are now unwilling to buy tainted apparel
- Projectile impacts now wake up nearby people and animals
- Explosive weapons now explode when set on fire
- Wood-powered fires and coolers no longer vanish when fuel is exhausted, they wait to be refueled
- Fixed issues with animals sometimes randomly opening doors in combat and allowing enemies in
- Improved following behavior so animals following their master will now try to stay close to him
- Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)
Balance
- Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
- World quest destinations appear 10% closer to the player bases.
- Table search radius 25 -> 32
- The “expectations” thoughts progress more rapidly.
- Doubled initial blight size, increase spread rate by 30%.
- Go frenzy inspiration duration 1 day -> 2 days
- For all cases where a world quest has a time limit, increase the time limit by 50%
- Poison ship part plant-killing circle stops expanding at radius 50.
- Wounds are 50% less likely to become permanent scars.
- Burying corpses takes 2x longer. Digging graves takes 20% longer.
- Increased delay before auto-undraft by 20%.
- Shallow water movement cost 12 -> 22
- Equalized mood penalties for being too hot and too cold.
- Refactored how apparel armor is calculated to be simpler, and rebalanced all apparel and stuff armor stats. Many thing protect from sharp attacks, few protect from blunt attacks, so blunt damage is now clearly specialized in attacking armored enemies.
- Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
- Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
- Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
- Removed shoddy and superior quality levels. Rebalanced other qualities to have a smoother progression up to Excellent; masterwork and rare are really special quality levels with big stat boosts which can usually only be acquired by special means like quests and inspirations.
- Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
- World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
- Rebalanced plant work speed stat so it is 100% at 8 skill.
- Fixed a bug that caused there to be too many wild animals.
- Small adjustments to some biome disease frequencies and animal densities
- Rebalanced flammability across the whole game.
- Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
- Extensive rebalance of the probabilities of various pawn kinds spawning with various weapons, tech hediffs, and apparel.
- Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
- Increased base infection chances.
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.
- Trade requests will give more time and much richer rewards, especially for poor colonies.
- Rebalanced beauty of items, buildings, floors, filth, and plants game-wide.
- Rebalanced the intensity and duration of many thoughts.
- Deep drills cost more and mine slower.
- Items:
- Drastically reduced apparel crafting work times, especially for basic items.
- Added minimum crafting skill to various weapon and apparel crafting recipes.
- Reworked power armor/charge rifle crafting cost. They take a lot less components, and some advanced components, and less time.
- Shield belt cost (3x component, 60x plasteel, 5x uranium ) -> (2x component, 50x steel, 10x plasteel). Production time to 50% of current.
- Small sculpture mass 5 -> 3. Large sculpture mass 10 -> 7. Grand sculpture mass 50 -> 25.
- Plants:
- All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.
- Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
- Sowing any kind of tree now requires 6 growing skill.
- Sowing trees takes 8x longer.
- Trees can only be sown with a research called “Tree Sowing” that costs 500. Tribals start with this research. It has no prerequisites.
- You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.
- Reduced all tree-type plant’s max hit points by to 66% of old values.
- Bomb damage now does 2x damage vs plants.
- Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.
- Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.
- Reduced daylily and rose lifespans.
- Rice, strawberries, healroot, corn, cotton min fertility 50% -> 100%.
- Sand fertility 6% -> 10%.
- Buildings:
- Reduced all costs to build the ship components by 30%
- Slowed constructing buildings with all stone types by 20%
- Adjusted minimum construction skill on a variety of buildings (generally adding one where there was none)
- Bedrolls rest effectiveness 0.93 -> 0.95
- Bedrolls comfort 0.6 -> 0.68
- Wind turbine width 5 cells -> 7 cells
- Animals:
- Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
- Adjusted many animal market values and movement speeds.
- Human leather amount 25 -> 50
- Animals leather amount increased 50% across the board
- Animal train chance reduced 25%.
- Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
- Obedience training steps 1 -> 3.
- Warg damage increased by 15%.
- Warg wildness 80% -> 35%
- All insects main attack cooldowns 2.5 -> 2.9
- Alphabeaver body size 0.6 -> 0.45
- Wild boar trainable intelligence Advanced -> Intermediate (pig still has Advanced)
- Wild boar tusk damage 9 -> 8
- Wild boar speed 5 -> 4.2 (pig is still 3.6)
- Wild boar min comfy temperature -20 -> -15
- Pig bite damage 7 -> 6
- Pig market value 280 -> 200
- Boomalope chemfuel production reduced by 40%
- Boomalope hunger rate 1.0 -> 1.3
- Alpaca move speed 3.8 -> 3.2
- Alpaca leg damage 7 -> 6
- Dromedary leg damage 11 -> 8
- Wolf wildness 75% -> 85%.
- Wolf trainable intelligence Advanced -> Intermediate
- Wolf bite damage 11 -> 12
- Wolf scratch usage commonality 100% -> 50% per side
- Wolf nuzzle interval 120 -> 240 hours
- Husky, lab body sizes reduced slightly
- Lab hunger rate 0.5 -> 0.4
- Thrumbo hunger rate 4.5->3.5
- Nuzzle target search distance 15 -> 40
- Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3
- Yorkshire terrier nuzzle interval 15 -> 24 hours
- Monkey, chinchilla nuzzle interval 72 -> 48 hours
- Hare, snowhare nuzzle interval 120 -> 72
- Muffalo, alpaca, warg no longer nuzzle
- Tortoise armor 50% -> 30%.
- Drugs:
- Psychoid pekoe psychoid tolerance gain 0.02 -> 0.03
- Psychoid pekoe market value 14 -> 10
- Psychoid pekoe restFallFactor 0.9 -> 0.8
- Hop plant min grow skill 7 -> 3
- Beer fermenting time 10 days -> 6 days
- Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity
- Alcohol severity per day -1.0 -> 0.75, so it lasts longer
- Alcohol mood gains all increase +2
- Smokeleaf mood gain 15 -> 13
- Ranged weapons:
- Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
- Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).
- Melee:
- Debuffed fists very slightly (~5%) in cooldown
- Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS
- Buffed beer bottles, and wood log slightly (~10%) above fists in terms of DPS
- Serious melee weapons (knife on upward) across the board 5%-10% DPS buff
Updates needed for Beta 18
Like before: a list of all changes from Beta 18 that need to be added. PigeonGuru, Strategist ( talk | contribs | assist ) 10:27, 18 November 2017 (UTC)
World generation
- Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
Content
- Various different kinds of plant
Misc additions
- Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
- New world site components (used in various situations):
- Animal ambush
Updates needed for previous alphas
A list of all changes from Alpha 17 and prior, that need to be added to their respective pages. Don't forget to <s> strikethrough </s> any items you complete and sign them with ~~~~. PigeonGuru, Strategist ( talk | contribs | assist ) 14:42, 28 August 2018 (UTC)
Modding
Since the contents of this section are a bit harder to document and not as relevant to the majority of people visiting the wiki, I will put a collapse here for the time being.
- Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).
- Information on how to use def modifiers is in this forum thread: [https://ludeon.com/forums/index.php?topic=32735.0]
- Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
- GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
- Increasing skill relevance
- Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
- Work tab boxes are easier to identify skill level for visually.
Miscellaneous Changes
- [16] UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
- [11b] Mods config page shows load order of mods.
Characters
- [11a] Guests are smarter and no longer walk out of the colony bleeding.