The year is now split into seasons instead of months.Yeah if you open the dev console you can see that sensory mechanites, guru worms, and other persistent diseases have a timer running in the background that goes down by a certain amount when they're treated. (This means that years are exactly as long as before in actual play time, just divided into a smaller number of longer days.) New double bed royal bed is now gold-trimmed and fancyĬolonists can now visit sick people in bed to cheer them upĭays are now twice as long as before, with years being half as many days. Hi-tech is required for some projects.Ĭharacter records which keep stats on each character like number of kills, injuries, surgeries, etc.Ĭolonists in relationships can share beds Various new lower and higher-tech production buildings New fueled buildings: stove and generator Ground-traveling trade caravans from other factionsĭeeper research tree with more low-tech options and more things to research ∜omponents resource used for machinery and electronics cats catch squirrels)Īnimals can gnaw corpses apart directly nowĭecide how colonists should auto-respond to threats: flee, attack, or ignore? ![]() ![]() Some animals are now predators, including colony pets (e.g. Many more animals, some of which will hunt people Insect hives are dangerous but produce succulent insect jelly Self-reproducing, spreading underground insect hives New chronic diseases: Carinoma, asthma, hearing loss New exotic infections: Gut worms, mechanite infections which give abilities at a cost of pain or fatigue, trauma savantism People may get in social fights with those they dislike (even neutrals and enemies do this) Lovers, fiancees, marriages, ex-lovers, ex-spouses Opinion system pawns care about dozens of memories and situations to determine their opinions of each other Ill be back in March.Ĭolonist family and social relationship system / Social relationships with friends, rivals, family, chats, arguments, and fights Tons of other over and under-the-hood improvements.Ĭant wait to get it to you guys. Prisoners pick the locks, get out, seek weapons and work as a group to escape. New firefoam popper provides a way to combat fire besides punching it. can come back later as raiders, visitors, joiners, etc. People who leave the map while traveling, fleeing, being kidnapped, etc. But no kids (yet thats a whole other ball of wax). People can have social fights from social interactions gone wrong. Social interactions play out different ways with different effects, depending on who is communicating and what they think of each other. you botched my surgery and cut my eye out I hate you! Or, youre my brother I love you!). People have opinions of each other which change with circumstances (e.g. your colonists brother can appear as a refugee (or a raider!)Ĭolonists develop lover relationships and break them off. Here is a quick overview of some stuff thats been added:Ĭolonist family and social relationship system.īrothers, sisters, parents, children, aunts, uncles and so on are all randomly generated. ![]() Things are progressing as fast as they ever have, so the next alpha will be the biggest jump in features youve seen by far. Piotr is working full time, slamming those designs into the game and refining the technicals. Im working reduced time, keeping up with website, PR, paperwork and legal essentials, while writing designs. This was with Cassandra - I think she needs a bit of tweaking.Įverything is rolling forward smoothly just as it was described in the last blog post. Figuring out how to even create one took me way longer than it should have (and I ended up watching a Let's Play).Įnded up getting kinda steamrollered by an alien "poison" artifact that landed very close to the base, and I had 4 colonists (one of whom is a pacifist) and nothing remotely close to powerful enough to take on the mechanoids. Not having the "animal areas" visible on the map unless you try to edit them is just plain dumb. Tynan really needs to take a step back and have a good hard think about the UIs he's created for area management, and the various different patterns and actually choose one and stick with it. The UI for the animal stuff is horrendous. I feel like the rate of recruitment opportunities is much lower. So far, it's been a fun old RimWorld just like previously, just with more stuff to play with (and to go wrong, of course Trying the game out after a bit of a hiatus of a couple of alphas, so the animal taming and joy elements are new to me this time around.
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