Difference between revisions of "Version history"

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* Updated credits.
 
* Updated credits.
 
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
 
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
 +
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
 +
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
 +
* Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
 +
* You can now rename stockpiles.
 +
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
 
<div class="mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat">
 
<div class="mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat">
 
====Additions====
 
====Additions====

Revision as of 16:28, 17 January 2014

0.0.254B
See upcoming features for future updates. Known bugs in the latest versions are listed here.

Upcoming version

Bug Fixes

  • Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
  • Various bugfixes.

Changes

  • Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the mod system.
  • Redid storage allowance system into a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-category interface.
  • AI's now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.
  • Had to scrap and try a new approach to having fixed default categories on the storage buildings.
  • Integrated storyteller portraits in entry menus.
  • Unified thing dropping placement code.
  • Kassandra is now Cleopatra.
  • Updated credits.
  • Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
  • Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
  • Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
  • Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
  • You can now rename stockpiles.
  • Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.

Additions

  • Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
  • Created live-modding system, which allows modification of game content while the game is running. This includes the package editor and the definition editor.
  • Created apparel system and introduced the first batch of apparel from Rho’s art.
  • Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
  • Lots of new art from Rho.
  • Added jacket from Rho.
  • AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.

Current version

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:

Released on: –


Changes

Changes

  • Abolished cycles - dates are measured in days only.
  • Walls now short circuit as well as Power conduits.
  • Blasting charges cost more.
  • Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.

New content

  • Added warning popup for loading old saves with new versions. This is not supported.
  • Added Chill Callie Classic storyteller, the more relaxed version of Cassandra.
  • Added a toggle to run the game even when the window isn't focused.

Bug fixes

  • Fixed a number of serious issues, including roofs not building over large indoor constructions, crashes on building at the edge of the map, wardens convincing prisoners endlessly, and landing pods destroying designated areas.
  • Fixed a serious bug in Cassandra which was blocking events at high populations.
  • Attempted to fix the black screen bug

References

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