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high rated
Changelog for Update 1.1.2647 rev905 (no date / added 29 May 2020) - Part II:

Small miscellaneous
- Increased eltex staff market value from 1000 to 2000.
- Quest rewards now give more goodwill if the faction is hostile.
- Tuned various trees' harvest work and yield towards a standard of about 30 harvest work per yield.
- Renamed and rewrote difficulty settings (tuning was not changed).
- Mortars now have a visible progress bar while cooling down.
- Removed psychic silencer implant since it no longer has any purpose. The deserter quest now gives an additional psylink neuroformer.
- Cleaned up how pawn hunger rate is fed back through stats. Gourmand trait now directly affects hunger rate. Hunger rate multiplier stat is not used anywhere anymore (but was not removed for compatibility).
- Increase range of manhunter pulse psycast by 10.
- Stripping neutral or allied pawns now causes goodwill loss.
- Now only quest asker lodger can issue decrees.
- Improved melee DPS and armor penetration stat texts.
- Shuttles now avoid landing near mechanoid cluster proximity activators.
- Added various loading tips.
- Reduce call cataphracts royal favor cost if used before cooldown from 12 to 8 favor.
- Psycasts tuning: Painblock entropy cost reduced from 10 to 8. Stun range increased from 20 to 25. Blinding pulse range increased from 20 to 25. Entropy dump range increased from 15 to 25. Vertigo pulse range increased from 20 to 25. Skip range and radius increased from 25 to 28. Wallraise range increased from 20 to 25. Smokepop range increased from 20 to 25. Focus range increased from 25 to 28. Berserk range increased from 15 to 20. Invisibility range increased from 15 to 20. Waterskip range increased from 20 to 25. Bullet shield range increased from 20 to 25.
- Reduce work for cremating a corpse from 5 seconds to 3 seconds.
- Relabel the 'restrict' main tab to 'schedule' since that's its main function.
- Only allow stone floor (tiles and flagstone) in monuments.
- Made sure empire never gives royal favor reward if hostile.
- Change psychic entropy fall rate to be measured per second instead of per 30 seconds.
- Rebalance bandit camp quest to have better rewards and less challenge, and add more name content to it.
- Removed the self-destruct outcome from the journey ship endgame. Quest now only ends if reactor is destroyed or tile is deliberately abandoned.
- High tooltip displays severity percentage in tooltip.
- High label displays hours remaining. Addiction label displays severity percent. Addiction tooltip displays the need it creates.

Technical
- Implemented quest rewards debug output table which helps analyze maximum, minimum, and average quest rewards for quests at different points levels.
- Implemented TKey system. This is a system which will allow us to tag XML text with TKeys, which translators can then use to address the text. This saves translators from having to work with long, overly-complex paths to modify text, and allows us to restructure our XML without breaking translations. We have added TKeys to QuestScriptDefs and TipSetDefs so far.
- Create full debug output for tuning drugs.
- Swapped XML-like format for colored text tags to use different symbols.
- Hospitality quests now fail if asker faction becomes hostile.

Fixes
- Fix: Manhunter animals don't leave properly after 1-2 days.
- Fix: Can't use gender symbols in "FinalStraw" translation.
- Fix: Persona core request text incorrect grammar.
- Fix: Pawn lend quest always uses plural form of 'have', regardless of pawn count.
- Fix: Reduce resistance job report string shows 'attempting to recruit xy' instead of reducing resistance.
- Fix: Ingredient radius slider handle becoming invisible at unlimited radius.
- Fix: Penoxycyline blocks diseases longer than it should.
- Fix: DeepDrill optimization breaks map seeds (regression).
- Fix: When deep resources are exhausted, the message notifying the player states incorrect next base resource.
- Fix: Sometimes when deep resource is exhausted the drill is not properly forbidden.
- Fix: Colonist who is away on a quest formed bond with animal.
- Fix: Mechanoids assembled by a mech assembler have high ages. Pawns created by Spawners now have their age set to minimum age for last life stage, so it works correctly for insects as well.
- Fix: You can teleport pawns onto unwalkable terrain.
- Fix: Wedding guests sometimes don't stay for ceremony after party and don't get "Attended wedding" bonus.
- Fix: Able to remove implants on pawns without repercussions.
- Fix: Monument construction quests from permanent enemies sometimes talk about goodwill change on destruction, even though goodwill can't change.
- Fix: Potential null ref for pawns with no Rest need.
- Fix: Bad grammar on hospitality letter with single lodger.
- Fix: Gray UI color from 'none' label when there are no traits affects first skill items in CharacterCard.
- Fix: Improperly colored time strings in some cases.
- Fix: Translation key CannotGiveToPackAnimal missing 'cannot'.
- Fix: Can build stone doors on bridges.
- Fix: CataphractArmor research project in the base game; should be in Royalty.
- Fix: GetStatValue overload causing patching issues in some mods.
- Fix: Lag when sapping raiders are being hit by bullets.
- Fix: Hosted quest prisoners can be placed in cryptosleep caskets.
- Fix: Error if PatchOperationConditional didn't match and doesn't have nomatch path.
- Fix: Translation files cleaner stripped away (*Name)(/Name) tags on keyed translations.
- Fix: Dormant mech assemblers not reporting next mech they're gonna assemble.
- Fix: PsychicHarmonizer description typo.
- Fix: If the pawn goes from safe to brain roasting entropy in 1 psycast, I think he will skip over the overloaded Message.
- Fix: Wallraise can be cast to invalid positions by queuing cast commands.
- Fix: berserk/berserk pulse abilities can be cast on pawn in mental state to interrupt it.
- Fix: Quests that end before they are accepted because of faction hostility display "This quest was completed"
- Fix: Spelling error in psychic insanity lance sound folder name.
- Fix: Psychic effects on dead bodies don't disappear.
- Fix: Pawns with chemical interest/fascination adhere to drug policy allowForJoy when they should not.
- Fix: Shooting skill disabled by hunting work type.
- Fix: Incapable of violent shows shooting skill.
- Many other smaller fixes and typo fixes.


Standalone installers, and those of its DLC, updated: 1.1.2624 rev880 ⇒ 1.1.2647 rev905.
high rated
Changelog for Update 1.1.2654 rev668 (03 June 2020 / added 05 June 2020):

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
- Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.
- Rename difficulty: "The price of survival is blood" to "Blood and dust".
- Rename esquire to acolyte. Adjust some title descriptions.
- Added warning message when designating an anima tree for cutting.
- Clarify undignified thronerooms reason text.
- Anima tree now sends a letter when enough anima grass is available for linking.
- We now prompt the user to confirm using a psytrainer if the pawn's psylink level is too low to use the psycast.
- Add "Meditation desired psyfocus" learning helper lesson.
- Add "Meditation schedule" learning helper lesson.
- Show base and max value for MeditationFocusStrength stats with offsets.
- Improved organization of drug stats listing.
- Various text adjustments.

Tuning
- Increase rewards per points for quests game-wide.
- Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
- Double the rate of nuzzling by animals to buff mood-oriented pets.
- Extend the thought for when you buried someone in a sarcophagus.
- Reduce monument sizes about 15%.
- Reduce psyfocus decay rates 0.5% at each level.
- Increase psyfocus gain of wall from 11 to 22.
- Increase psyfocus gain range of grave from 4~20 to 6~26.
- Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.
- Increase psyfocus gain of animus stone from 25 to 34.
- Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
- Increase psyfocus gain of small nature shrine from 15 to 22.
- Increase psyfocus gain of large nature shrine from 22 to 30.
- Remove psylink neuroformer from traders (but most still buy it).
- Reduce nature shrine build times by 40%.
- Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.
- Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).
- Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
- Reduce anima tree regrowth check cycle from 40 days to 30 days.
- Ship chunks now leave a component if killed, even if not deconstructed.
- Reduce blood rot severity per day gain from 60% to 40%.
- Reduce chance for diseases in caravans by 4x.
- Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.
- Reduced the selection weight of hostile factions as quest askers to 15%.
- Disabled paralysis in hospitality quests.
- Anima grass glows less brightly.
- Various internal tunings in quests.

Technical
- Moved Abasia and BloodRot to Royalty XML files.
- Rename CompWarnInBuildingRadius -> ToggleDrawAffectedMeditationFoci.

Fixes
- Fix: Psyfocus meditation effect shown for psychically deaf pawns.
- Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.
- Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
- Fix: Tree sowing research project lists anima tree as hyperlink.
- Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text.
- Fix: Item stash quest uses asker's short name instead of full name.
- Fix: Typo in deserter quest description.
- Fix: Unstable power cell can be rotated.
- Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.

Standalone installers updated 05 June 2020:
- Game - Windows & Mac: 1.1.2647 rev905 ⇒ 1.1.2654 rev668; Linux not updated yet.
- DLC: 1.1.2647 rev905 ⇒ 1.1.2654 rev668.

EDIT: Game Linux standalone installer updated (1.1.2647 rev905 ⇒ 1.1.2654 rev668): 15 June 2020.

~~~~ ~~~~ ~~~~

Standalone installers, and those of its DLC, updated (1.1.2654 rev668 ⇒ 1.2.2719 rev708): 11 August 2020.
Post edited August 20, 2020 by HypersomniacLive
high rated
Changelog for Update 1.2.2723 (11 August 2020 / added 19 August 2020) - Part I:

New stuff: Base game
- Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
- Storyteller ignore wealth, and instead replace it with a factor from time alone. This can make the game fall off the rails easily, but is appropriate for someone who wants a pure challenge.
- Player friendly fire chances.
- Colonist instakill chance. This setting allows you to apply a damage filter that prevents colonists being killed by a single shot, because that can feel arbitrary. Colonists can still be downed by one shot and bleed out soon after, or take permanent injuries in one shot.
- Overall threat scale
- Major threats toggle
- Quests threats toggle
- Intro threats toggle
- Predators hunt humans toggle
- Extreme weather toggle
- Harvest, mining, and butchering yield
- Quest rewards
- Raid loot
- Trade prices
- Turret rearm cost
- Scaria rot chance
- Enemy death on downed chance
- Colonist mood
- Food poison chance
- Animal revenge chance
- Infection chance
- Disease frequency
- Hive insect spawn rate
- Deep drill infestation chance
- Ancient structure threats toggle
- Passive hives at map generation toggle
- Toggles to allow/disallow player building traps, turrets, and mortars
- Damage adaptation growth rate: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the rate of that challenge growth.
- Damage adaptation effect: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the effect of that adaptation value on actual threats.
- Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
- Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
- Utility item: Smokepop belt. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
- Utility item: Shield belt. Same as before.
- Utility item: Psychic insanity lance. Previously, this could only be used directly, and once. Now it's a utility item that can be carried and used twice before exhaustion.
- Utility item: Psychic shock lance. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.
- Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
- 'Smash mechanoid' bill: This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate.
- New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
- Direct button to use drugs from inventory: This makes combat drugs more usable.
- New visual effects:
- Building destruction. Screen shake, dust, and so on.
- Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.
- EMP state on mechs or turrets, with electrical arcs and sparks.
- New sound effects:
- Many types of building destructions of various sizes and materials
- EMP blast and EMP state
- Windmill, watermill, wood generator, chemfuel generator ambience
- Quest accepted, succeeded, concluded, failed
- Mech serum used
- Toxic buildup gained
- Melee dodge
- Power claw hit/miss
- Human bite hit/miss

New stuff: Royalty expansion
- Major quest - Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!
- Major quest - Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.
- Major quest - Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them - though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.
- Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.
- Hood apparel: A simple hood used by the bestower.
- Permit selection system: When a colonist gains a royal title, you can now choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat.
- New permit: Transport shuttle. This permit calls a transport shuttle. You can load whatever you like in it and send it on a one-way trip across the world map. This can be used for attacking sites, extracting fighters from combat, simple travel, sending gifts, and so on.
- New permits: Call laborer team and call laborer gang. These permits call a group of laborers to work for you. They are the civilian equivalent of calling military aid.
- New permits: Call orbital strike and call orbital salvo. The Empire will use their ships to bombard targets that you designate.
- Psycasts can now have psyfocus costs: This lets us create psycasts that are useful over the long term instead of just in combat. The player can use them any time, but must restore psyfocus somehow.
- Psycast - Solar Pinhole: Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes.
- Psycast - Word of Trust: Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner’s resistance, but cannot recruit him.
- Psycast - Word of Joy: Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.
- Psycast - Word of Love: Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other peopl, induce love for the caster, or force oneself to love another.
Post edited August 20, 2020 by HypersomniacLive
high rated
Changelog for Update 1.2.2723 (11 August 2020 / added 19 August 2020) - Part II:

New stuff: Royalty expansion [continued]
- Psycast - Word of Serenity: Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.
- Psycast - Word of Inspiration: Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.
- Psycast - Chunk skip: Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.
- Psycast - Farskip: Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.
- Psycast - Neuroquake: Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.
- Gear:
- Broadshield pack: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields.
- Jump pack: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
- Locust armor: Recon armor with a built-in jump pack.
- Grenadier armor: Marine armor with a built-in grenade launcher.
- Phoenix armor: Cataphract armor with a built-in flame launcher and extreme heat resistance.
- Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
- Psychic hypersensitizer: Psychic sensitivity +40% when wielded.
- Psychic sensitizer: Psychic sensitivity +20% when wielded.
- Psychic quiet: Psychic sensitivity -15% when wielded.
- Psychic fog: Psychic sensitivity -30% when wielded.
- Kind thoughts: Thought while bonded “[weaponName]’s kind thoughts +6”
- Calm thoughts: Thought while bonded “[weaponName]’s calm thoughts +3”
- Mad muttering: Thought while bonded “[weaponName]’s muttering -3”.
- Mad wailing: Thought while bonded “[weaponName]’s wailing -6”.
- Kill-focused: A pawn who kills someone with the weapon gains 20% psyfocus instantly.
- Kill-happy: A pawn who kills someone with the weapon gains a “weaponname’s kill happiness +6” thought for 3 days. It stacks but the effect falls off fast.
- Kill-sorrow: A pawn who kills someone with the weapon gains a “weaponname’s kill sorrow -3” thought lasting 3 days. It stacks but the effect falls off fast.
- Painless: Pain locked to zero while wielded due to a psychic brain hediff.
- Fast mover: Move faster while equipped due to a psychic brain hediff.
- Hunger pangs: Hunger +50% while bonded due to a psychic brain hediff.
- Neural cooling: Neural heat fall rate improved by 0.15 per second.
- Psy-meditative: Wielder psyfocus gains from meditation increased by 10% (like increasing focus effectiveness by 10%).
- Freewielder: The weapon does not bond. Anyone can grab it and use it.
- Jealous: If you use another weapon while bonded, get a memory thought “weaponname’s jealous rage -15” for 1 day.
- Kill thirst: If weapon has not killed anyone in 20 days, bonded pawn has a “[weaponName]’s kill thirst -4” thought.
- Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
- Anima tree and animus stone are enhanced by nearby animus stones.
- Sculptures are enhanced by nearby sculptures.
- Grave is enhanced by nearby graves.
- Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.
- Gloomlight mechanoid building: This building has two purposes. First, it emits a sickly light, so adds some visual interest to mech clusters, especially at night. Second, it can be reinstalled as a light or deconstructed for valuable resources. However, it is quite fragile so probably won't survive indiscriminate bombardment of a mech cluster. Similar to the unstable power cell, it's a reward which can be claimed only if the cluster is approached a certain way.
- Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
- Shuttle pad for Empire bases: When you attack an Empire base it will have a shuttle pad, often with a shuttle on the pad about to take off. This just distinguishes these bases from other factions better.
- Throne rooms in Empire bases:
- Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus.
- Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
- Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
- Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
- Visual effects redone for all skip psycasts. It now has a resemblance to a charged black hole or a spherical cut in spacetime. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel.
- Visual effect redone for invisibility psycast. It now looks like light distortion, instead of a transparent glowing person. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel.
- Added visual effect for wallraise rocks expiring.
- New sound effects:
- Skip psycasts
- Mech cluster defeated
- Shuttle entry, exit, and ambience
- Mechanoid assembled
- Techprint applied
- Meditation gain psyfocus
- Mech building ambience: Sun blocker, smoke spewer, weather affecter, psychic harmer, EMI dynamo
- Bionic slash hit/miss
- Drill arm hit/miss
- Field hand hit/miss
- Mech turret small and large ambient calls
- Bullet shield and mortar shield ambience
- Proximity activator and countdown activator ambience
high rated
Changelog for Update 1.2.2723 (11 August 2020 / added 19 August 2020) - Part III:

Improvements and adjustments
- Renamed royal favor to honor.
- Underground resources readout now shows what resource is in each underground cell and how many there are.
- Desired psyfocus UI controls are more robust.
- Refined room stats readout.
- Storyteller now ignores HP for purposes of wealth calculation.
- Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
- Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
- Anima tree will no longer be destroyed by meteors, crashed ship parts, or shuttles.
- Empire soldiers now have more distinctive haircuts.
- Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).
- Anima trees now reduce their anima grass progress rate after they're heavily used within a single day. This still permits power-leveling the anima grass with many meditators, but at reduced effectiveness.
- Empire is no longer enemy with civil NPC factions. We added a warning to inform players if they call Empire military aid when there are enemies on the map that the aid won't fight (this is a rare scenario).
- Display meat icon in butchery recipe float menu option.
- Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).
- Speech duration reduced from 5 hours to 4 hours.
- Plasmasword damage increased from 19 to 20. Extra flame damage chance increased from 30% to 50%. Flame damage amount increased from 8 to 10. Persona plasmasword damage increased from 20 to 22. Persona plasmasword extra flame damage chance increased from 50% to 70%. Monosword damage reduced from 27 to 25. Persona monosword damage reduced from 29 to 27.
- Stele and nature shrine now have terrain affordances appropriate for their sizes.
- Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.
- Eltex gear's psychic sensitivity effect now scales with quality. Added feedback for this.
- All anima tree psylink levels now take 20 anima grass (instead of 18 or 22).
- On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
- Quest helpers no longer spawn with the greedy trait.
- Relabel skill neurotrainers to "skilltrainer" and give them their own category similar to psytrainers.
- Removed special letter icon for choice letters.
- Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
- Optimized UI gizmo drawing by skipping the layout phase.
- Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
- Soften anima tree glow. Remove anima grass glow.
- Orbital mech cluster targeter will no longer spawn a cluster with condition causer.
- Re-label ruffle shirt to formal shirt, royal vest to formal vest, royal robe to prestige robe (since these apparel may have other uses beside royalty).
- Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.
- Gear tab now expands if it needs space and there is space, before using scroll bar.
- Added labelMale and labelFemale to traits.
- Updated Korean language worker.
- You can now navigate debug menus with keyboard alone.
- All textures now use trilinear filtering instead of bilinear filtering for better sharpness at some zoom levels.
- All textures now use kaiser filtered mipmaps instead of box filtered for better sharpness at some zoom levels.
- Many, many other smaller improvements.

Technical
- Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
- Refactored quest generation to run the generation script in C# instead of in XML data. This was done for all the new quests and will make quest coding easier in future.
- PatchOperationInsert: Only apply node normalization for text nodes, just in case.

Bugfixes
- Fix: Log files can get extremely big. We now handle direct log messages as well (e.g. internal Unity messages or mods using Debug.Log directly) when handling max message count.
- Fix: Anima tree doesn't heal properly.
- Fix: Joy meditation can cause pawns to fall out of bed.
- Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
- Fix: Text rounding issue with re-enter cooldown text.
- Fix: Pawn bio tab -> double empty lines in tooltips just before the line that says when a backstory unlocks a psyfocus type.
- Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
- Fix: Many neural heat gizmos shown if many psycasters are selected.
- Fix: Situational thoughts with reason don't give access to PAWN symbol.
- Fix: Pawns interrupting their throne meditation for other jobs.
- Fix: Curing scaria doesn't remove manhunting.
- Fix: Not saving drawAimPie field in Stance_Warmup.
- Fix: Insect glowpods affect anima meditation.
- Fix: Uncapitalized tagged content in some circumstances.
- Fix: Uncolored names in some letters. Added a color tag for quest threats.
- Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
- Fix: Humans with 0% hearing get thoughts from listening to instruments.
- Fix: Sounds with tempoAffectedByGameSpeed stop playing forever when the game is paused.
- Fix: Pawn can get random inspiration while not capable of being conscious.
- Fix: Bug where items from would never be returned from deconstructing a building if the stackCount of that item was exactly 1.
- Fix: Peace talks can generate for factions with goodwill rewards disabled.
- Fix: Inconsistent stat report for stuff, not reporting all stat factors/offsets if you open it via hyperlink.
- Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
- Fix: Banishing quest lodgers causes "banished" thoughts.
- Fix: Downed refugee icon on the quest info has permanent red tint from DamageFlasher.
- Fix: The call to InnerThing.GetStatValue ignores the null check.
- Fix: Siege buildings retain their faction after siege ended.
- Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
- Fix: "Considered: Fine" stat appears on floors with royalty not active.
- Fix: Psylink counts as an artificial part for a transhumanist.
- Fix: Pawns not gaining comfort from throne while meditating.
- Fix: Royalty-only stats appear in scenario editor with Royalty.
- Fix: Colonists can lose their psylink entirely when being resurrected.
- Fix: Pawns can spawn with missing heads.
- Fix: References to Braziers in core.
- Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
- Fix: Pawn in cryptosleep requires bedroom.
- Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
- Fix: It's possible to use doors as electricity-less coolers.
- Fix: Exception when selecting brazier construction ghost.
- Fix: Undignified throne room alert causes FPS drop for a throne that is outdoors.
- Fix: Just claimed artificial structures don't affect nature focus objects.
- Fix: Throwing grenades only 1 cell away makes the graphic distorted
- Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
- Fix: Mechanoids not waking up if you skip them.
- Fix: Mechanoid capacity tooltip displays hidden capacity impactors.
- Fix: "Created at" stat has duplicates for things with bulk and normal recipes.
- Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
- Fix: Empire is hostile to neutral ancients by default.
- Fix: Several world feature names not being used.
- Fix: Can't right click directly on pawn to prioritize hunting.
- Fix: Psychic drone level increased letter doesn't mention affected gender.
- Fix: RadialDistinctThingsAround doesn't work correctly for 1:X size things.
- Fix: Text that says research speed will be multiplied by eg. 200% because of tech level is incorrect.
- Fix: "s" on the end of "colonists" isn't colored in quest text.
- Fix: Quest lodgers show up on history graph.
- Fix: Incorrect calculation for packaged survival meal bulk recipe.
- Fix: Wild men who are incapable of violence can hunt animals for food.
- Fix: Shuttles sometimes land on natural roofs.
- Fix: Some enemies spawn with smoke launchers who shouldn't.
- Many more small fixes.


Standalone installers, and those of its DLC, updated (1.2.2719 rev708 ⇒ 1.2.2723 rev655): 19 August 2020.
Post edited August 21, 2020 by HypersomniacLive
high rated
Changelog for Update 1.2.2753 (11 September 2020) - Part I:

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 rollback 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.
- New apparel - Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles.
- New apparel - Stellic crown: A unique, gigantic crown worn by the high stellarch.
- New permit - Steel drop: Call down some steel resources.
- New permit - Glitterworld medicine drop: Call down some glitterworld medicine.
- New permit - Silver drop: Call down some silver.
- New permit - Food drop: Call down some food.
- When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
- You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
- We now display a text mote when a player pawn gains a new level in a skill.
- If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
- Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
- Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
- Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
- Mods can now be tagged as translations in the workshop.
- We now automatically add appropriate bedrolls to caravan.
- Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
- Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
- Add some text content to refugee hospitality quest.
- Recipes for crafted things now show work to make in their info card.
- New artwork for orbital targeters.
- Allow quick loading via permit shuttle from non-home maps with no hostiles.
- Upon death, all titles will not be instantly transferred to their heirs. Instead, we give favor up to the inherited title and generate a bestowing quest for the heir.

Adjustments
- Adjust text and icon for the 'Take drug' command.
- In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
- Move 'take to inventory' column over just to the right of the drug name.
- Dirt now washes away in rain.
- Changed precious lump hostile threats description to something more concise.
- Psycasts are now sorted on the interface by category and then level.
- Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
- Ensure all the mech cluster buildings wake up once it was attacked.
- Adjustments to Precious Lump quest text and world object info.
- Make pawns count as guilty while in aggro mental state.
- Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
- Reorganized permit UI. Exchanged horizontal scrollbar for vertical.
- Give the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn.
- Added faction icon to main work tab with click through to faction and scroll to faction.
- Added max lodger count to hospitality refugee quest.
- AI will now only deploy an NPC's Smokepop or Broadshield pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop/Broadshield.
- Rewrite noble requests for help in the pawn lending quest.
- Increase frequency of bandit camp mission and shuttle crash quests.
- Food and medicine renamed to travel supplies.
- Add hediff links to recipes for implants and parts.
- Apparel with utility now has a score offset to make AI more likely to automatically wear it.
- Made nature shrines minifiable and reinstallable.
- Made shrines improve anima tree meditation.
- Farskip now affects colony animals if not on the home map.
- Colonists and pack animals unload inventory automatically once farskipped to a player home map.
- Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
- NPC pawns with titles now purchase random permits on generation.
- We now show the player a feedback message when calling resources to a caravan.
- Trade requests will no longer request patchleather.
- Added quest look target when bestowing ceremony cannot be accepted due to threat.
- Bestowing ceremony text now says that player is expected to keep bestower safe.
- Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component.
- Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
- Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.
- Change the "Tornado generator" targeter to a utility-slot apparel item.
- Change the "Orbital mech cluster targeter" to a utility-slot apparel item.
- Increased warmup time for aerodrone permits by 1 second.
- Removed full-map light up effect of all strikes except orbital beam.
- Icons of spacer armor now display as off-white instead of dark gray.
- Adjust eltex gear colors to be darker.
- Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed.
- Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
- Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
- Bestower is no longer required to have archotech eyes.
- Neural heat overload can no longer cause psylink degradation or any other permanent damage.
- Member stripped goodwill penalty increased from 10 to 40.
- Royal apparel production costs rebalanced.
- Prevent farskip when caravan is overweight.
- Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
- Optimize monument marker drawing.

Technical
- Use the old root keys in PawnLend script to avoid breaking translations.
- Reset pawns enemyTarget after recovering from aggro mental state.
- Selectively finalize equipped stat offsets
- Use ThingDefCountClass to list dropped resources in permits. Added missing honor values. Zero honor cost produces a config error.
- Spread out re-validating FloatMenuOption across multiple frames.
- Improve FloatMenuMap caching and AddUndraftedOrders check order for better performance.
- Make the 'try add to inventory' debug option.
- Tweak the drawSize of various headgear to ensure their on-map size is congruent with their on-pawn size.
- Royal title requirement thought workers now pass RoyalTitle object into Formatted and GrammarResolverSimple provides all required symbols.
- Added some missing apparel score offsets for utility armor.
- GenStep_ConditionCauser now checks for existing buildings at scatter spot.
- Medieval surgeries now have links to the proper hediffs.
- Fixed an issue where if the "Insect spawning rate" custom difficulty setting was set to zero, it caused unnecessary every-tick re-checking of whether a hive should spawn more pawns.
- Remove remaining mentions of "default" load folder from ModUpdating.txt.
Post edited September 12, 2020 by HypersomniacLive
high rated
Changelog for Update 1.2.2753 (11 September 2020) - Part II:

Fixes
- Fix: Colonist with a sick thought won't meditate at all.
- Fix: Pawn lend initial description and final letter mismatch.
- Fix: Ability duration on the tooltip is shown in hours even for low values.
- Fix: Gunlink displays shooting accuracy stat offset as %.
- Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
- Fix: Auto-rebuild doesn't work on bridges.
- Fix: Quest prisoners can spawn on door tiles and walk away.
- Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds.
- Fix: Psycast disabled status is not being updated in shrunk mode.
- Fix: Auto mortars are always active.
- Fix: Compressed commands are drawn from top to bottom.
- Fix: Quest reward pawn died before quest was accepted.
- Fix: Not all curve marks being drawn on graphs.
- Fix: Errors on generating long range mineral scanner quest via debug tools.
- Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it.
- Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
- Fix: No mech cluster building is multi-selectable
- Fix: Keyed translations from a mod can't replace existing values with the same key and log an error instead.
- Fix: XML Attribute IsNull only works on simple fields.
- Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
- Fix: Ensure Graphic_RandomRotated preserves the <drawSize> of wrapped graphics.
- Fix: Projectiles were invisible for the first few cells of flight, due to them inheriting and interpolating their launcher's y layer, and being clipped/obscured out of the camera
- Fix: Auto Charge Turret fires when stunned
- Fix: Can't prioritize chatting with a prisoner if some other warden is already doing it.
- Fix: Unfogging adjacent cells of buildings which are more than 1x1 of size doesn't work properly.
- Fix: Grammar errors in a few 'title requirements not met' thought descriptions.
- Fix: Apparel scoring algorithm ignores heat armor.
- Fix: Rescuing downed noble ends shuttle rescue quest.
- Fix: Bandit camp returnees don't unload.
- Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
- Fix: Some wrong import settings on a few UI icon graphics.
- Fix: "Unchangeable" text from visually overlaps with "Clear forced" button in assign-outfits panel.
- Fix: Incorrect memory thought when refugee arrested or violated and incorrect letter text when violated in refugee hospitality quest.
- Fix: Join letter in hospitality refugee quest remains (with disabled accept) if pawn leaves map before quest has ended.
- Fix: Rare exception when changing the "Allowed area" restriction of a colonist in the Schedule tab, while the colonist is performing certain multi-step actions (such as being in the middle of reloading a mortar).
- Fix: Gloomlight would prevent a Sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
- Fix: Bestower quest has a rootSelectionWeight of 1.
- Fix: Quest helper went wild man, now wandering around on map, can't arrest or empire becomes hostile.
- Fix: Drug scheduling for inventory does not function when set to 1.
- Fix: Stellarch and other non-rewardable title holding pawns don't get any permits.
- Fix: Logging null leader error for factions which don't need a leader.
- Fix: Meditation preventing pawn from attending a gathering or giving speech.
- Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
- Fix: Condition causer can be spawned ontop of power conduits (wiping them).
- Fix: lastPsylinkAvailable is reset whenever a game is loaded, causing fewer neuroformer quest rewards.
- Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
- Fix: In custom-difficulty settings, the minimum value of "Turret rearm cost" was set to 1%.
- Fix: Bestowing ceremony doesn't update permit points.
- Fix: Extra newlines in quest descriptions.
- Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
- Fix: Calling a shuttle to a caravan always costs favor instead of initiating cooldown.
- Fix: Resources with null stuffProps can be accepted as "Stony" resources in monuments.
- Fix: NRE when trying to get all pawns with specific mental state in quest part.
- Fix: Shuttle auto-load does not properly work on shuttle assault quest return.
- Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
- Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
- Fix: Animals refusing to eat reachable food when restricted to an area.
- Fix: Exception during reward-giving Quests when custom-difficulty setting "Quest Rewards" is set to 0%.
- Fix: Pawns don't face table when eating.
- Fix: Healer mech serum heals love
- Fix: Player blueprints prevent mech clusters from dropping.
- Fix: Attacking a settlement with a shuttle causes the map to be smaller compared to caravans and transport pods.
- Fix: Some single-use utility items could be used multiple times via shift-clicking.
- Fix: GenStep_MechCluster spawns mech that are awake, but marked as dormant.
- Fix: Pawn keeps meditating with a focus object that has 0 focus offset.
- Fix: "Clear prioritised work" command can interrupt neuroquake cast.
- Fix: Can't rescue invisible colonists.
- Fix: Lack of back-compatibility for mods that use old style of defining offsets in FocusStrengthOffset_BuildingDefs.
- Fix: Caravan food auto selection gives rotting food higher weight.
- Fix: Sick pawns falling out of bed because of trying to do meditation for joy.
- Fix: Errors on viewing bestowing quest while target pawn is not spawned.
- Fix: Uncapitalized first letters in some paragraphs.
- Fix: Arrested Refugee Leader can not be sold, leaves to unusual behavior.
- Fix: The mouse-attachment that indicates what resource is contained in areas found by ground-penetrating radars should show even when the area is fogged (such as under a mountain).
- Fix: Setting the butchering or mining yield to a high value in the custom difficulty settings may not result in actual increased yields.
- Fix: Mission shuttles cannot auto loot.
- Fix: Taking wake-up to inventory same wording as taking wake-up.
- Fix: Non-heat psycasts can be spammed when it shouldn't be possible.
- Fix: GetBuildingDefsForCluster_NewTemp() creates an infinite loop.
- Fix: Teetotalers can use drugs normally by using the new gizmos.
- Fix: JobGiver_OptimizeApparel.ApparelScoreRaw() reads an uninitialized variable which can lead to some weird behavior especially if there are modded races.
- Fix: You can use farskip on the caravan you're in.
- Fix: Received spelt recieved in mood and notification letter for titles.
- Fix: SoundDefOf.MeditationGainPsyfocus plays on loop after done meditating.
- Fix: Prisoner refugee leaves when refugee quest ends normally.
- Fix: Arrested refugees will join the player colony if arrest job is interupted before placing refugee in cell.
- Fix: Permit prerequisites are removed even when you don't have the permit.
- Fix: Can banish quest lodgers through character card UI.
- Fix: Game breaks if quest lodgers have RunWild mental break.
- Fix: Various typos.


- Windows standalone installer, and that of its DLC, updated (1.2.2723 rev655 ⇒ 1.2.2753 rev705): 12 September 2020.
- Linux & Mac not updated yet.