Monday, May 16, 2016

Rimworld Alpha 3 0.3.410 Update [84MB]




DescriptionPublic build 408 - Alpha 3
More stuff can be translated (credits, traits, designators, thing egories, work tags, more menus).
Languages can be integrated across multiple mods.

Designation egories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
Thing egories (for storage settings, etc) are now modular defs. They can be localized, and modders can add new ones without replacing the whole tree.
Fertilizer pump mod integrated into core.
(in A3) A one-line fix so colonists take stacks of items to storage after crafting them (not just one).
April 9
Internal build 407a/b
Hopefully-final bugfixes.
First fan translation! Integrated TheEisbaer and Haplo’s partial German translation.
April 8
Internal builds 406a/b/c/d
Bugfixes.
Integrated new player crtive content.
April 7
Internal builds 405a/b
In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
Most text is now linked to the translation system.
Lots of bugfixes.
April 4
Internal build 402
Bug fixing and testing.
Most -driven text can now be translated.
Rain now slowly washes away blood.
April 3
Internal build 401
Bug fixes.
More stuff can be translated.
April 2
Internal build 400
Bug fixes.
Added a glow to the button that a tutor concept is talking about. sier to lrn.
Started text translation system.
April 1
Internal build 399
Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
Performance bugfixes.
March 31
Internal build 398
Crap that’s a lot of bug fixing.
March 30
Just some light bug fixing.
March 28
Internal build 395
Bug fixing and many small tunings.
March 27
Testing, grinding down bugs, tuning many small aspects of many systems.
Spent a while de-spaghettifying map initialize , as well as moving the world data out of the map itself.
Colonists now start out with the work types they’re best at enabled, instd of everyone having the same settings.
New alerts make tiny bell noises.
Different tms have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.
March 26
You can now suspend bills without deleting or modifying them for sy later re.
AI will now immediately store items after crting them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.
Testing and grinding down bugs produced over the past few weeks.
Various minor usability improvements.
March 25
Internal build 392
Added a simple planning designation that does nothing so people can plan base layouts rly.
Friendly factions will not help you fight their own friends.
Built up and redesigned AI so factions can fight ch other properly.
Staging enemies no longer assault you on sight. They will hold their staging position and defend. Hopefully pre-emptive attacks become more mningful this way.
Enemies now stage attacks for randomized amounts of time.
Ally forces now hang around a rsonable point nr your base if there are no enemies. After some time, they lve together as a group (they become travelers).
If harmed, traveling groups stop and defend as a group. They resume traveling if they are not harmed for some time.
Roughed in visitor event: groups from non-hostile factions visit the colony, chill for a while, and lve.
March 24
Stonecutter’s table now requires resrch.
Faction relations now msured on a -100 to 100 scale instd of 0-100.
Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Useful in a pinch against tough raids.
Travelers arrive in groups sometimes.
Can no longer place a no roof region where there is a thick roof.
March 17
Internal build 384
Redesigned AI King into a proper state machine so it can handle more complex multi-faction combats and more intrie goals.
Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together.
Crted “get mods” Web link in mods page.
The tutor now properly tches about the bills tab.
Humanoids no longer t raw food unless they are nr-starving at lst.
Added a button to select through things in the same square (you could always do this by slowly clicking)
Colonists don’t t raw food unless urtly hungry or starving.
March 14
Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).
Reworked rly-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.
Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.
Corpse hauling is now globally prioritized above other hauling.
Right-click prioritize menu now gives sensible rsons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)
Bill dialog now warns you if you add a bill that no colonist has the skill to do.
Drafted pawns now automatically bt adjacent fires.
March 13
Added help message about trading from orbital bcon in first-opened trade screen.
Added hot for architect mode.
Merged architect and direct mode for displaying commands. Direct mode now displays commands for selected things along the bottom of the screen, the same way Architect mode does.
Added shortcut for next/previous colonist (default comma and period ).
Game can now natively load dictionaries of data with def references as or values.
March 12
Internal build 379
Launch pad replaced with orbital trade bcon. Trade system clarifiion commences.
Mental brk probability is much lower.
Added a cancel button on the in-progress buildings.
Colonists will now sleep on the ground if exhausted.
Bills no longer vanish on hitting zero count (you can rctivate them without reconfiguring them).
Bill config interface displays ingredient srch radius ring.
Alerts now have a moving arrow to draw attention to critical alerts. They are draw on top of the letter stack and so are more visible.
It is now impossible to place a hopper in an invalid position.
Modders can now crte custom Def subclasses.
Modders can now make custom to define building placement restricters.
Colonists now undraft themselves if they’ve been doing nothing for at lst a quarter of a day and there are no enemies on the map.
March 11
Colonists don’t get sad about being in darkness until they haven’t seen a light for 3-4 hours.
Corpses can now rot.
Pawns now spawn with randomized goodies. Yay, something to stl!
Faction relations change over time.
For modders: Buty and TransmitsPower are now overridable properties of Things and Buildings.
March 10
Faction spawning is now data-driven.
XML loader now warns on finding no usable defs in a file.
XML loader now warns and explains on finding anything besides a proper <li> tag inside a list element.
Added info window for factions.
You can now call factions on the radio and talk to them. You can offer them silver to improve relations.
March 9
Mods list is now scrollable.
Can now individually hide zones.
Tribals now have special names (no more tribal Bob Smiths).
All pawn kinds can now carry stuff in their inventory, like silver, and will spawn with some. Hooray, a rson to attack people!
Crted soft faction relations so factions can get progressively more and less pissed at you.
March 8
Restricted hairdos by faction. No more pirates or tribals in pigtails.
Completed 28th revolution around the sun.
March 7
Tribal raiders now spawn and attack. Crted short bow, grt bow, and handful-of-stones wpons.
Solidified faction relations. They are now reported on the faction overview.
Pawns of warring factions now fight.
Let pawns spawn with minigun and L-15 LMG.
Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
Crted system to track the instigator of damage. Factions turn on you if you damage or kill their members.
Pawns now spawn with backstories from appropriate spawn egory for their faction.
Crted some basic backstory content for tribals.
Started trying to fix save/load.
March 6
Clned up pawn graphics and fixed it so they can be loaded from mods.
Made people spawn per-faction. Started adding tribal raiders.
March 4
Crted name for factions and made content for raider, outlander, and tribal factions.
Raiders come from specific factions and don’t always drop from orbit.
Bedding in and debugging erated faction system.
Added more music from Al.
Various small improvements.
March 3
Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.
Abolished old fixed tms system and stated crting erated faction system. Crte faction overview tab.
March 2
Aptitude has become “average of relevant skills” out of 20 to reduce confusion.
Damage types are now defined in xml definitions.
Recipes can now give skills.
Added more new colony optimism to help se into the rly game.
Bugfixes.
February 28
Fixed external loading.
Crted the Fertilizer Pump external test mod. Adds the fertilizer pump building which uses electricity and slowly crtes a growable soil field around itself.
Finished automated hunting. Colonists will hunt with guns or melee attacks.
Pawns now try to t nice mls when they have the choice over nutrient mls.
Various bugfixes
Minimum System Requirements
Processor: Core 2 Duo @ 2.20 GHz card: GeForce 6600 GTRAM: 2 GBDirectX 9.0cOS : XPFree space: 100MB
Screenshots


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1 comment:

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