Posts by Tynan

The release of Ideology and 1.3 have brought a massive surge of new players and new energy in the RimWorld community. It's awesome and slightly overwhelming. We've been hard at work translating feedback into fixes and improvements to try to make the best play experience possible, both in the short and long term.

To that end, there's currently a testing branch of the next update up on Steam's unstable beta branch. (Changelist below.)

We test these builds and take feedback directly on the official development Discord server. Anyone who is willing to help out should please join us there[discord.gg], try out the build and tell us what you find! Many thanks to all who have participated and all who join.

Thanks
-Ty

Change log since the last main version:
Current unstable build: 1.3.3068

- Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.
- If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.
- Assign ma... Read more
UPDATE: An issue with this hotfix where health conditions would appear on the wrong body part has been fixed. It may appear one more time if you saved today but not thereafter. Older saves will not have the issue. I'm sorry that bug occurred.

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Hi all,

The Ideology release has been great - thanks for all your feedback! We've been working hard to translate this torrent of feedback into a set of improvements for you as fast as possible. Today we've got an update with miscellaneous improvements and fixes. This patch improves the base game, Ideology, and Royalty.

EDIT: It should be compatible with all saves and mods. (A few mods were incompatible but have been updated - thanks to the authors CrashM, Void, and avil!)

Non-English languages have also been updated with the latest translations from the gracious volunteer translators (you can join them here[ludeon.com]).

Big thanks to everyone who helped test the unstable build on the official testing Discord[discord.gg]. Love to have more people co... Read more
Just a quick PSA for all the modders out there valiantly updating their mods to 1.3.
There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another.
If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control.
This document explains the details on how to do it: Multi-version mods in RimWorld[docs.google.com]
Thanks all,
Ty Read more
We'll get it fixed!
RimWorld - Ideology is available on Steam now!
Hello everyone! I’m Tia, an insect lover and spelopede sympathizer at Ludeon. Today, I get to share some big news!
Soon, we'll be releasing RimWorld update 1.3 with new free content and a variety of improvements including animal fences, breach raids, beards, and many quality-of-life improvements.
You can play 1.3 now on the Steam branch 1.3-preview. (To access it, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch 1.3-preview. Restart Steam if needed.)
The beta is to give modders ample time to update, as well as help us fix those final bugs. As a reminder, RimWorld supports multi-version mods, so anyone should be able to continue playing 1.2 as long as they like and change over when desired, as long as modders don't remove 1.2 support. Modders can even add 1.3 support without breaking 1.2, before 1.3 is fully released.
We worked to ensure mod updating would be as easy as possibl... Read more
Hey everyone - Just another languages and names update here.
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible.
EDIT: In addition, the version 1.1 beta branches have been combined into one, called version-1.1. If you're playing with content or mods from 1.1, this is the branch you should switch to. Sorry if this interrupted your play!
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld.
There have been no functionality changes. All savegames and mods should be compatible.
I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes.
Compatibility: Hundreds of testers have been trying this build for weeks, so it doesn't have major known mod incompatibilities. Of course, with thousands of mods out there I expect a few hiccups but in general it should be compatible. Non-modded savegames will of course be totally compatible.
If for any reason you want to continue with an old version, please use the Steam betas feature to go back to the version you want.
Thanks to all the testers, translators, and our amazing developers!
-Ty
New features - New apparel - Beret: Worn by various lower-ranking Imperial nobles.
- New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
- New apparel - Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops.
- ... Read more
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
COMPATIBILITY: You can set your Steam beta branch to 'version-1.1.2654' to keep playing on the previous version. It should be mostly unnecessary though, since this update should be compatible with savegames and most mods. Many mods have already updated to 1.2 using the multi-version mod system outlined in the ModUpdating.txt file that comes with the game.
There are a few major parts to this update.
For many years, some specific balance changes have been requested repeatedly by dedicated players, but I didn't implement them because I thought they would harm the game for more casual players. Now, we added a custom plasystyle system. You can adjust a couple dozen different settings like threat scaling, colonist instakill chances, and crop yield. This means advanced players can set up the game exactly as they prefer. All the old playstyle settings are still available; I expect custom difficulties to be a featu... Read more
There is a reported bug like this that we're looking into, thanks for adding info to it!
Thanks for reporting, we will look into this.
This is a follow-on update to last week's major content additions with some refinements and fixes.
This update should be fully compatible with all savegames and mods. If you want to continue on an old version for any reason, they're available using Steam's betas feature.
Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.
Thanks to everyone who helped test!
Improvements - You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
- Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
- Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
- All Empire pawns have at least the title of Freeholder.
- Player-created names update.
Training and feedback - Implem... Read more
We've released the May 2020 update for RimWorld!
This update is still on version 1.1, because it should be compatible with savegames and mods. If for any reason you have trouble, you can set your Steam beta branch to 'version-1.1.2624' to keep playing on the previous version.
This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it's what got major focus on the content side. This update is the add-on we promised back on March 2.
The big theme of this update was opening up new play paths so you can take on the game's world in whatever way you like, and the game will respond in a way that's sensible. This means you can be tribal, outlander, pro-Empire, anti-Empire, neutral Empire, use psycasters or not, use drugs or not, use ranching or not, and so on. See below for the writeup on major changes, and the change log.
Beyond this, there's more stuff in progress, and I'm looking forward to letting you all... Read more
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
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
In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below.
If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.
RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we've been seeing some cases where quests would generate that weren't rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we've gotten about this has been invaluable - thank you!
This update also works on making nobles more flexible... Read more
This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content.
EDIT April 14: I've just pushed micro-update 1.1.2604. It does nothing but fix a tiny text bug with apostrophes.
The most obvious feature is that you can now choose whether you want to recieve faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I'd like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they're not interested in at all. So I'll be watching to see how this works and considering how to improve reward generation even more.
This update should be compatible with savegames and mods. If any further issues come up please let us know on the unstable testing Discord channel[discord.gg].
Big thanks to everyone who helped test this update! Changelist below.
If for any reason you want... Read more
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle.
This update should be compatible with savegames and mods (except ModSwitch, see below). We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here[discord.gg].
Big thanks to everyone who helped test this update! Changelist below.
Note: The shuttle will only be used for newly-generated quests, so if you have a royal endgame quest on your savegame already, expect the stellarch to arrive in a drop pod as in the previous version.
Improvements - Add ship landing beacon, which can be used to create landing pad for shuttles. Shuttles will land there if possible for dropoff and pickup of characters during quests. I... Read more
Here's another polishing update for RimWorld!
The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees.
We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling.
This update should be compatible with all savegames and mods.
Thanks to everyone who gave feedback on the unstable version in the unstable test Discord server[discord.gg]
Improvements - Added conceited titles system. Titles can be conceited or not. NPC titles are usually conceited, player-earned titles usually not. Non-conceited titles don't incur work restrictions ... Read more