Difference between revisions of "Version/1.1.2575"
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(Created page with "{{Version Nav}} ''Released March 14, 2020'' This update includes various new features, adjustments and bug fixes. EDIT: It's been released to everyone! Thanks to everyone w...") |
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== Change list == | == Change list == | ||
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* Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish. | * Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish. | ||
* Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait. | * Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait. | ||
− | * Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster. | + | * [[Mechanoid cluster|Mech cluster]] condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster. |
− | * We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios. | + | * We now generate random rewards only up to 5500$, the rest will go into market value fillers like [[gold]], [[plasteel]], and [[uranium]]. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios. |
− | * Added bulk recipes for pemmican and drugs. | + | * Added bulk recipes for [[pemmican]] and [[drugs]]. |
* Restricted hunting decrees from targeting colony animals. | * Restricted hunting decrees from targeting colony animals. | ||
* Make mortar/bullet shields shut down when the cluster is defeated. | * Make mortar/bullet shields shut down when the cluster is defeated. | ||
* Added new visual effects that play when something is disabled by EMP (makes it clearer when mechs and their builds are EMP-affected). | * Added new visual effects that play when something is disabled by EMP (makes it clearer when mechs and their builds are EMP-affected). | ||
* Monument blueprints are now automatically placed when a monument marker is placed. They're also automatically removed when the player cancels the monument. | * Monument blueprints are now automatically placed when a monument marker is placed. They're also automatically removed when the player cancels the monument. | ||
− | |||
* Reduce hospitality threat frequency from 18h to 24h and adjusted rewards to match. | * Reduce hospitality threat frequency from 18h to 24h and adjusted rewards to match. | ||
− | * Reduce love enhancer impact 50%. | + | * Reduce [[love enhancer]] impact 50%. |
* Give more time for harvest decrees, especially with fast-growing plants. | * Give more time for harvest decrees, especially with fast-growing plants. | ||
Revision as of 00:47, 7 November 2020
Previous Version: Version/1.1.2571 Released on: 13 March 2020 |
Next Version: Version/1.1.2579 Released on: 21 March 2020 |
Released on: 17 March 2020
Released March 14, 2020
This update includes various new features, adjustments and bug fixes.
EDIT: It's been released to everyone!
Thanks to everyone who has been contributing unstable build feedback in official unstable build testing Discord server
Change list
- Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish.
- Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait.
- Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster.
- We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.
- Added bulk recipes for pemmican and drugs.
- Restricted hunting decrees from targeting colony animals.
- Make mortar/bullet shields shut down when the cluster is defeated.
- Added new visual effects that play when something is disabled by EMP (makes it clearer when mechs and their builds are EMP-affected).
- Monument blueprints are now automatically placed when a monument marker is placed. They're also automatically removed when the player cancels the monument.
- Reduce hospitality threat frequency from 18h to 24h and adjusted rewards to match.
- Reduce love enhancer impact 50%.
- Give more time for harvest decrees, especially with fast-growing plants.
- Fix: Trade request quest can request and give the same ThingDef
- Fix: Trade request quest generation fails in rare cases
- Fix: Harvest decrees can ask for cave plants.
- Fix: Missing CanPawnAcceptQuest check in QuestsTab.
- Fix: Tribal faction namer uses undefined key.
- Fix: Traveling colonists not being able to accept quests and refactor MainTabWindow_Quests.
- Fix: When the Steam version fails to initialize the Steam API, clicking on a mod requirement throws an exception.
- Fix: Pawns losing ownership of their bed/throne if sent in transport pods.
- Fix: Random error from NaturalRandomQuestChooser; total weight is zero
- Fix: NamesFromRulepack debug output causes errors when root keyword isn't r_name.
- Misc minor typo fixes.