Difference between revisions of "Version/0.11.877"
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− | + | {{ VersionFrame | Version = 0.11.877 | Description = '''Alpha 11 - 0.11.877''' was released on June 10, 2015 - Alpha 11 Release + Hotfixes | |
− | + | | Body = <noinclude>{{Version}}</noinclude> | |
− | + | | Installation = | |
− | + | | Changes = | |
− | + | | NewContents = =====AI===== | |
− | |||
− | == | ||
− | |||
− | === | ||
*Added new raid type: sappers. | *Added new raid type: sappers. | ||
*Sappers attempt to dig or blast their way around your hardest defensive point. The circumvent ‘killbox’-like strategies. | *Sappers attempt to dig or blast their way around your hardest defensive point. The circumvent ‘killbox’-like strategies. | ||
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*Enemies no longer take unpowered player turrets as primary targets. | *Enemies no longer take unpowered player turrets as primary targets. | ||
*Pawns choose sky-gaze, wander, eating and other positions by traversing the region graphic instead of by random coordinate scattering, which solves problems with them taking long paths around long walls. | *Pawns choose sky-gaze, wander, eating and other positions by traversing the region graphic instead of by random coordinate scattering, which solves problems with them taking long paths around long walls. | ||
− | + | =====Traps===== | |
− | ===Traps=== | ||
− | |||
*Added deadfall trap: A simple rearmable trap that falls on enemies and damages them. | *Added deadfall trap: A simple rearmable trap that falls on enemies and damages them. | ||
*Added IED trap: An artillery shell connected to a trigger that detonates after a short delay. | *Added IED trap: An artillery shell connected to a trigger that detonates after a short delay. | ||
*Added incendiary IED trap: Like IED, but sets fires. | *Added incendiary IED trap: Like IED, but sets fires. | ||
− | + | =====New Incidents===== | |
− | ===New Incidents=== | ||
− | |||
*New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death. | *New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death. | ||
*New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests. | *New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests. | ||
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*New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail. | *New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail. | ||
*New incident: Psychic soothe. The opposite of a psychic drone. | *New incident: Psychic soothe. The opposite of a psychic drone. | ||
− | + | =====Allowed Areas===== | |
− | ===Allowed Areas=== | ||
− | |||
*Assign colonists to allowed areas. | *Assign colonists to allowed areas. | ||
*Every item and location outside the allowed area is considered forbidden. | *Every item and location outside the allowed area is considered forbidden. | ||
− | + | =====Storyteller Changes===== | |
− | ===Storyteller Changes=== | ||
− | |||
*Storytellers will never entirely disallow events because of population. | *Storytellers will never entirely disallow events because of population. | ||
*Randy’s event chances are affected by population (somewhat). | *Randy’s event chances are affected by population (somewhat). | ||
*Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations | *Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations | ||
− | + | =====Ice Sheet===== | |
− | ===Ice Sheet=== | ||
− | |||
*Ice sheet biome is now playable (though perhaps not survivable). | *Ice sheet biome is now playable (though perhaps not survivable). | ||
− | + | =====Misc Changes===== | |
− | ===Misc Changes=== | ||
− | |||
*Added strip designator to reduce stripping micromanagement. | *Added strip designator to reduce stripping micromanagement. | ||
*You can toggle allowing sowing in a growing zone. | *You can toggle allowing sowing in a growing zone. | ||
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*Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any). | *Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any). | ||
*Hundreds more bugfixes, tuning changes, optimizations, and other small improvements. | *Hundreds more bugfixes, tuning changes, optimizations, and other small improvements. | ||
− | + | | Bugfixes = | |
− | + | | Hotfixes = *Colonists will now try to avoid pathing outside their allowed area. (Alpha 11b) | |
− | |||
− | *Colonists will now try to avoid pathing outside their allowed area. (Alpha 11b) | ||
*Open doors equalize temperature faster. (Alpha 11b) | *Open doors equalize temperature faster. (Alpha 11b) | ||
*Much, much smarter sapper escort AI. (Alpha 11b) | *Much, much smarter sapper escort AI. (Alpha 11b) | ||
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*Fixed floor smoothing speed being determined by mining skill (it’s now construction). (Alpha 11c/d) | *Fixed floor smoothing speed being determined by mining skill (it’s now construction). (Alpha 11c/d) | ||
*Fixed repeated EMP damage canceling stuns in progress. (Alpha 11c/d) | *Fixed repeated EMP damage canceling stuns in progress. (Alpha 11c/d) | ||
+ | }} |