Rimworld Dev Tracker

@rpshiel I have to be honest - I've never heard of Curse of Enchantia before! What makes you think I did?
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward.
If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well!
We're also working on some deeper gameplay improvements and content additions - look forward to those! However, for stability reasons those are being held back for now.
Thanks to all those who helped test on the official testing Discord server[discord.gg]. Come join to test future releases!
Tuning
- Defeating a mech cluster now gives a mood boost to all player pawns on... Read more

Hey there. So this is supposed to happen if Charlon's ship is there, and you are not on the map, and an enemy is on the map.

But you say it just happened randomly while you had colonists on the map? Can you confirm exactly what happened that led to this occurring? It definitely could be a bug, and we will investigate.

collegiaal25

A more realistic way would be to calculate temperature per square instead of per room. That way, breaking a wall wouldn't immediately make the room safe, and standing close to a fire outside would be more dangerous. Maybe too much computation?

Too much CPU, yes, but it's also incomprehensible for the AI.

@z1gackly @Surviving_PDX @HaemimontGames I'm not actually angry, just having fun. It's charming.

This was actually fixed yesterday just after we locked the build. The fix will be in the next update, limiting such situations to 100 animals max (it chooses stronger animals as needed to maintain the threat with fewer individual creatures).

Are the Surviving Mars devs trolling me? They're totally trolling me. Writing nice grammar generators is hard! @Surviving_PDX @HaemimontGames via https://www.reddit.com/r/RimWorld/comments/ga7fkl/surviving_mars_had_this_popup_for_an_artwork/ http://pbs.twimg.com/media/EWyRpWZWoAEH5oH.png

This is really relevant feedback, I appreciate you taking the time to write it.

We are definitely working on some new content, as I've outlined before. Some of what we're working on does enable more non-royal play paths.

That said, I don't think every play path needs to be equally difficult/easy. There are 3 ways to treat the Empire (or any other faction): Ally with them, neutral, or enemy. It makes sense to me that player might be choosing different implicit difficulties along these three paths, similar to how some biomes and scenarios are just harder than others. That said, it would be best if none of the major paths felt starved for content, even if they are more difficult. We're working on things that go in that direction.

A few minor replies to single points.

  1. Imperial settlements are just ground outposts; they live in their fleet. So I think it's justifiable for their settlements to be quite minimal. It's not London; it's Jamestown. That said it's also true that settlement a...

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This is a relatively minor update focused on fixes and balance. The major content we're working on is still being held back for release as the content add-on later.
This update should be compatible with all savegames and mods. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.
Thanks to everyone who has given feedback at the unstable testing Discord server[discord.gg]. Come join to test future releases!
Improvements
- Monuments can now be sastisfied with any floor type instead of requiring specific floor types.
- Monument generation has been adjusted to make monuments more dense and consistent.
- Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings.
- "Choose rewards" window renamed to "Reward preferences". Added explanation at the top of the window. Increased height of reward prefs window.
- Man i... Read more
@PouiEE903357 Thanks, it's fixed now

I love the attitude!

@IADaveMark Tiny helper classes definitely go in a file with their parent. Each file has a cost to manage.
Just.... why?
@OddsCrazyStuff @XMakss It's not a random mood penalty, it's the penalty incurred by choosing to banish someone who is looking to you for help. Just as in real life, you can't simply pretend refugees don't exist, and they won't happily agree to go away. Why would you expect them to?
@Magzilla07 happy to hear it!
@XMakss They're refugees, not job applicants. They put themselves under your control, in the hopes you won't kill or banish them. I suppose we could add a 'kill' and 'banish' dialog but it would interrupt players and seem kind of redundant IMO. Good idea as well.
@XMakss You have a choice. If you don't like them, banish them.
@TheRealJayrizzo @LudeonStudios -Insulting my work directly -ALL CAPS exclamations -Accusations of 'shoving' things 'down our throat' Normal, respectful human communication does not include insults, pseudo-shouting or unnecessary accusations of wrongdoing.
@SpectreLavender Usually I avoid this sort of thing because it is putting design burden on the player, but I should probably explore it again. There are comparable games (Stellaris etc) with very fine-grained sliders like this.
RT @quill18: Netflix is apparently now working on even more daring series, inspired by Rimworld. I'll let you guess the title. https://t.co…