Version/1.3.3093

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Version history
Previous Version: Version/1.3.3087
Released on: 11 August 2021
Next Version: Version/1.3.3094
Released on: 18 August 2021
UNSTABLE

Released on: 17 August 2021


Build 1.3.3093 is up!

Note that the new fluid ideoligion system is quite rough and there are issues we are working. But, it seemed worth getting it out there so we can get feedback and improve it earlier.

  • Add new fluid ideo system. This allows you to start the game with a "fluid" ideoligion that has only one meme. Over time, you gain development points on that ideoligion by completing rituals and other ideoligion-related actions. With enough development points, you can reform the ideoligion to alter memes or precepts, change styles, change structure, and more.
  • Add darklight braziers
  • The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.
  • Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
  • Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
  • Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
  • Replace loading LoadFolders.xml with incorrect case to a warning message instead.
  • Remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
  • Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement
  • Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement
  • Fix: Non-colonist can be chosen as scarification target.
  • Fix: Skull extraction blood is labeled as being from the extractor.
  • Fix: Skull extraction drops blood when corpse is already a skeleton
  • Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.
  • Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
  • Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
  • Change IsPsychicallySensitive from >= to >.
  • Turn psychic sensitivity checks into a property.
  • Fix: Destroying Gauranlen tree while dryads are in healing pod or cocoon causes errors and keeps dryads inside.
  • Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.
  • Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
  • Added some new player-created names. Adjusted one name per request.
  • Merged two translation keys regarding building precept alerts into one.
  • Fix: Opened ideology dialog is not interactable when opened in caravan forming screen via pawn's bio.
  • Fix: Bionic / archotech eye is visible under the burka.
  • Fix: Incorrect fluid ideo button text and description in ideo preset page.
  • Fix: Opening weapons with Graphic_Random have their icon cycled every frame on the info card.
  • Fix: Colonists try to rope to pen an animal in a mental state, resulting in getting stuck.
  • Fix: Ancient beds not showing sleeping pawn body.
  • On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
  • Fix regression: PawnRenderer.RenderCache renders pawns always with clothes enabled.
  • Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.
  • Extractable trees are no longer auto-minifiable in caravan forming dialog.
  • Fix: PawnRenderer renders naked pawns by default.
  • Make code that loads "LoadFolders.xml" case-insensitive.
  • Fix: There are some duplicate ideoligion icons.
  • Fix: Pawns can get stuck picking up and dropping medicine after returning on a caravan.
  • Fix: Animal pen marker animal consumption assumes animals are always hungry, halving consumption output.
  • Remove unused translation keys.
  • Fix regression: Bestower doesn't care about roof collapsing on top of him
  • Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.
  • Fix: Skeletons don't draw apparel.
  • Hide quests that are ended by starting a new archonexus settlement
  • Adjusted development points reward label to include ideo name.
  • Fix: Bionic parts are drawn as wounds.
  • Improved some translation keys
  • Fix: If bestower is entering a social fight the bestowing ceremony is not recovering gracefully. Several other fixes to bestowing ceremony.
  • Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
  • Fix: It is possible to sell animals while forming a caravan.
  • Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
  • Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
  • Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
  • Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon
  • Fix: Mech breach raids can completely break down sometimes and just stop doing anything.
  • Fix: Designator_Dropdown doesn't properly update to icon from wrapped Designator_Install.