Difference between revisions of "Version/0.0.245"

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:• Various bugfixes and balance adjustments.
 
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:• R-4 charge rifle now has a unique sound.
 
:• 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).
 
:• 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.
 
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:&#8226; Added map size adjustment in an advanced menu at game start.
 +
:&#8226; You can now prioritize colonists’ tasks individually.
 +
:&#8226; Levels now cap at 20 (as designed).
 +
:&#8226; Added max selection size and max drag designate size.
 +
:&#8226; Added raiders: sniper squad and mercenary squad.
 +
:&#8226; Some electrical devices now short-circuit and cause fires if left out in the rain while running.
 +
:&#8226; Split shooting accuracy breakdown into misses due to equipment and misses due to skill.
 +
:&#8226; Added skills (which do nothing yet): cooking, medicine, artistic, crafting
 +
:&#8226; Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
 +
:&#8226; Added credits screen.
 
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Revision as of 15:32, 9 November 2013


0.0.245

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.