アップデート情報 の変更点

*大型アップデート情報 [#n4669eaa]
**Update 1.2 adds new quests, psycasts, gear, and more [#tf0cbfd3]
2020年8月11日火曜日 GoogleChrome翻訳
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.
&color(#003399){互換性: Steamベータブランチを 'version-1.1.2654'に設定して、以前のバージョンで引き続きプレイできます。ただし、このアップデートはsavegamesやほとんどのmodと互換性があるため、ほとんど不要です。多くのmodは、ゲームに付属するModUpdating.txtファイルで概説されているマルチバージョンmodシステムを使用して、すでに1.2に更新されています。};
&color(#001166){互換性: Steamベータブランチを 'version-1.1.2654'に設定して、以前のバージョンで引き続きプレイできます。ただし、このアップデートはsavegamesやほとんどのmodと互換性があるため、ほとんど不要です。多くのmodは、ゲームに付属するModUpdating.txtファイルで概説されているマルチバージョンmodシステムを使用して、すでに1.2に更新されています。};
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 feature mainly for experienced power gamers looking for something just for them.
The larger part of this update is in all the new content. There are several entirely new patterns for quest generation that see you interacting with poor refugees, acting as airborne shock troops for Imperial nobles, or defending crashed shuttles. We built a system that lets your colonists carry utility items or special armor with consumable abilities like grenades, shields, or jump packs. We added a whole new class of psycasts designed for non-combat economic or social purposes. Imperial titles can now give several new kinds of permits including the right to use a shuttle, and there is a new system for choosing between them, so you can customize your noble into different types. Persona weapons now actually have personality with randomized traits. And there are many other additions described in the full list below.
We really hope you like it. Thank you so much to everyone who gave test feedback and helped translate!
***New stuff: Base game(新しいもの:ベースゲーム) [#zd716c26]
- 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(新しいもの:ロイヤリティの拡張) [#g48baf42]
- 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.
&color(#003399){Psycast-Word of Joy:精神的な提案を使用してジョイファズループを頭に埋め込むときに、誰かに幸せで落ち着いた言葉を話します。ジョイファズは、気分を改善するためにターゲットの不快な考えや感覚を抑制します。これには、鈍感と意思決定の副作用があり、意識が低下します。};
&color(#001166){Psycast-Word of Joy:精神的な提案を使用してジョイファズループを頭に埋め込むときに、誰かに幸せで落ち着いた言葉を話します。ジョイファズは、気分を改善するためにターゲットの不快な考えや感覚を抑制します。これには、鈍感と意思決定の副作用があり、意識が低下します。};
- 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.
- 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.
&color(#003399){Psycast-Word of Serenity:落ち着いた言葉と精神的な提案を使用して、人または動物の精神的な休憩を終了します。ターゲットは短い精神的な睡眠に陥ります。psyfocusのコストは、ターゲットの精神的な休憩の強度に依存します。};
&color(#001166){Psycast-Word of Serenity:落ち着いた言葉と精神的な提案を使用して、人または動物の精神的な休憩を終了します。ターゲットは短い精神的な睡眠に陥ります。psyfocusのコストは、ターゲットの精神的な休憩の強度に依存します。};
- 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.
&color(#003399){Broadshield pack:使い捨ての携帯型弾丸シールドプロジェクター。地面に配置すると、弾丸を外すことはできますが、弾丸を入れない円形のシールドが生成されます。ユニットは、燃え尽きるまでの短時間のみ持続するように設計されています。これらは細工することができますが、それを行うには、メカノイドシールドから収穫できる特別なブロードシールドユニットが必要です。};
&color(#001166){Broadshield pack:使い捨ての携帯型弾丸シールドプロジェクター。地面に配置すると、弾丸を外すことはできますが、弾丸を入れない円形のシールドが生成されます。ユニットは、燃え尽きるまでの短時間のみ持続するように設計されています。これらは細工することができますが、それを行うには、メカノイドシールドから収穫できる特別なブロードシールドユニットが必要です。};
--- 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.
&color(#003399){精神的過敏症:使用したときの精神的感度+ 40%。};
&color(#001166){精神的過敏症:使用したときの精神的感度+ 40%。};
--- Psychic sensitizer: Psychic sensitivity +20% when wielded.
&color(#003399){心霊感作者:使用時の心霊感度+ 20%。};
&color(#001166){心霊感作者:使用時の心霊感度+ 20%。};
--- Psychic quiet: Psychic sensitivity -15% when wielded.
--- Psychic fog: Psychic sensitivity -30% when wielded.
--- Kind thoughts: Thought while bonded “[weaponName]’s kind thoughts +6”
&color(#003399){親切な考え:「[weaponName] の親切な考え+6」を結びつけて考えました};
&color(#001166){親切な考え:「[weaponName] の親切な考え+6」を結びつけて考えました};
--- Calm thoughts: Thought while bonded “[weaponName]’s calm thoughts +3”
&color(#003399){穏やかな考え:「[weaponName] の穏やかな考え+3」を結びつけて考えました};
&color(#001166){穏やかな考え:「[weaponName] の穏やかな考え+3」を結びつけて考えました};
--- Mad muttering: Thought while bonded “[weaponName]’s muttering -3”.
&color(#003399){狂ったつぶやき:「[weaponName] のつぶやき-3」を結合している間、考えました。};
&color(#001166){狂ったつぶやき:「[weaponName] のつぶやき-3」を結合している間、考えました。};
--- Mad wailing: Thought while bonded “[weaponName]’s wailing -6”.
&color(#003399){狂牛病の嘆き:「[weaponName] の泣き声-6」を保ったまま考えた。};
&color(#001166){狂牛病の嘆き:「[weaponName] の泣き声-6」を保ったまま考えた。};
--- 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.
&color(#003399){Kill-sorrow:武器で誰かを殺したポーンは、「weaponname's kill sorrow -3」の考えが3日間続きます。スタックしますが、効果はすぐに落ちます。};
&color(#001166){Kill-sorrow:武器で誰かを殺したポーンは、「weaponname's kill sorrow -3」の考えが3日間続きます。スタックしますが、効果はすぐに落ちます。};
--- 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.
&color(#003399){飢えの痛み:精神的な頭痛の頭痛のために結合されている間、飢えが+ 50%};
&color(#001166){飢えの痛み:精神的な頭痛の頭痛のために結合されている間、飢えが+ 50%};
--- 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%).
&color(#003399){心理的瞑想:瞑想によるWielder psyfocusの獲得が10%増加しました(フォーカスの有効性が10%増加するなど)};
&color(#001166){心理的瞑想:瞑想によるWielder psyfocusの獲得が10%増加しました(フォーカスの有効性が10%増加するなど)};
--- 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.
&color(#003399){喉の渇きを殺す:武器が20日以内に誰も殺さなかった場合、結合されたポーンは「[weaponName] の殺傷の渇き-4」の考えを持っています。};
&color(#001166){喉の渇きを殺す:武器が20日以内に誰も殺さなかった場合、結合されたポーンは「[weaponName] の殺傷の渇き-4」の考えを持っています。};
- 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
***Improvements and adjustments(改善と調整) [#u6042fc8]
- 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.
&color(#003399){望ましいpsyfocus UIコントロールはより堅牢です。};
&color(#001166){望ましいpsyfocus UIコントロールはより堅牢です。};
- 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.
&color(#003399){Orbital mechクラスターターゲッターは、条件コーダーでクラスターを生成しなくなりました。};
&color(#001166){Orbital mechクラスターターゲッターは、条件コーダーでクラスターを生成しなくなりました。};
- 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.
&color(#003399){labelMaleとlabel Femaleを特性に追加しました。};
&color(#001166){labelMaleとlabel Femaleを特性に追加しました。};
- 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(テクニカル) [#o822be5a]
- 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(バグの修正) [#wdfdfc0e]
- 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.
&color(#003399){Pawn bioタブ->バックストーリーがpsyfocusタイプのロックを解除したことを示す行の直前のツールチップの二重の空行。};
&color(#001166){Pawn bioタブ->バックストーリーがpsyfocusタイプのロックを解除したことを示す行の直前のツールチップの二重の空行。};
- 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 <costList> 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.
&color(#003399){"Created at"ステータスに、バルクレシピと通常のレシピを持つものの重複があります。};
&color(#001166){"Created at"ステータスに、バルクレシピと通常のレシピを持つものの重複があります。};
- 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.
**RimWorld 1.1 available on unstable Steam branch [#l4eefd32]
''New features''
UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
New Quests tab provides information about available, active, and historical quests.
Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
UI now uses colored text to highlight important words like character names, places, and rewards.
Improved the mod management interface and code.
Mods now have a global package ID which lets them refer to each other.
Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading.
Loading screen now displays present and active expansions and mods.
Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
Added recon armor, a lighter variant of marine armor.
Added EMP launcher weapon. It fires EMP grenades a long distance.
Added smoke launcher weapon. It fires smoke grenades a long distance.
Added smoke grenadier enemy.
Added a planet population slider to the planet generation parameters.
Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep, yak.
Added ‘tortured artist’ trait. The character has a permanent mood debuff, but gets art inspirations from low mood.
「拷問を受けたアーティスト」の特性を追加しました。 キャラクターには永続的な心情デバフがありますが、低い心情から芸術のインスピレーションを得ます。
Added a bunch of new backstories across multiple categories.
Added heatstroke alert for colonists and tame animals.
Added taming inspiration, which makes the next tame attempt very likely to succeed.
Added fertility overlay, which shows terrain fertility in an easy-to-see way.
Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel.
Added portable self-powered comms console for tribal player scenario.
Added an option to choose which kinds of letters pause the game.
Added recipes to burn entire stacks of drugs at once.
Added wooden hand and wooden foot.
Added a variety of new tribal backstories.
Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
Added asexual trait.
Bisexual trait is no longer hidden.
Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
コンテキストメニューの各オプションの横に選択状況に応じたアイコンが表示されるようになりました。 例えば、建築材料を選択する時には材料のアイコンを参照し、投与する薬物を選択する時には薬物のアイコンを参照する。等々。
Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
インフォから他のインフォへのハイパーリンクを追加しました。これはさまざまな場所で使用されます。 たとえば、動物(および人々)の情報カードは、それらから入手できる肉と革の種類にリンクしています。 植物のインフォはその植物の収穫物にリンクしています。 手術のインフォは各成分にリンクしています。 建物のインフォは建築材料にリンクしています。 等々。
Info card now visually displays the object being inspected.
Added weapon biocoding, which makes a weapon only usable by one individual.
For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
Added Greek language localzation created by some wonderful volunteers.

The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.
Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.
Faction icons are now differentiated by shape as well as color, to help out colorblind players.
Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
Added new body impact visual effects for when a creature gets hit by a projectile.
Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
Downed pawns can now be loaded into transport pods like prisoners.
Added confirmation dialog before attacking friendly factions.
Added ‘allow refueling’ toggle to torch, campfire and passive cooler.
Pawns now really like the pawn who rescued them.
Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.
Added an explanatory letter telling players how to get advanced components for the fabrication bench.
Added skill descriptions to combat log text.
Added an arrow that points at the UI during the tutorial.
Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader.
Trade interface now shows the next restock time for settlements.
Added mood boost when prisoner released.
Open caskets now look different from closed ones.
Brawler trait disallows shooting passion.
Colonists attending a party gain recreation value.
Player can now inspect the contents of cryptosleep caskets on a new tab.
Stomach is no longer a vital organ.
Changed animal rescue radius from 30 to 75.
Info card for surgeries now shows the chance of death upon failure.
Info card shows max hit points factor for materials.
Interface now reports the chance of a successful arrest before you try to make it.
Insect hives slowly heal over the course of days.
Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency.
Changed caravan reform to be allowed with sleeping hostiles on site.
Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly.
Added the ability for world sites to have unknown parts.
Rebalanced sleeping sickness.
Rebalanced mechanoid bodypart coverages
Changed rare thrumbo incident to send from 2 to 6 thrumbos.
Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
Trade price improvement from negotiator is now reported on the trade screen.
Tattered apparel and unhappy nudity alerts now shows how many are affected.
Changed and fixed some hotkeys.
Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
Placing turrets now shows min and max range, not just max range.
IEDs now explode when bullets hit them.
Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
Bridges now only support light buildings.
The terrain requirements for building walls now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
Pawns now sometimes take the family name of their partner upon marriage.
Dementia now causes slow skill losses.
Rework stock generation for all trader and settlement types.
Factions tab display changed for clarity; enemy relations are shown with icons.
Bio tab now displays faction icons.
History messages tab layout reworked &#8211; tooltip replaced with a pane on the right side that displays the letter.
Credits now list the memory of colonists who died.
Anasthetic now wears off slowly instead of all at once. The person will be drowsy for some time.
Nimble pawns are now better at avoiding traps.
Increased the selection limit up to 200.
Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.
Renamed sculptor’s table to art bench since it’s not just for sculptures any more.
Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.
Many other balance changes, code improvements, optimizations, and adjustments.

Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
Fix: Enemy settlements could generate with floors on water.
Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level.
Fix: Manhunting animals could attack doors without seeing anyone going through them.
Fix: Corpses wouldn’t create corpse bile.
Fix: Colonists could play horseshoes from a different room.
Fix: Prisoner’s food restrictions were ignored when the food came from the warden’s inventory.
Fix: Duplicate context menu options on campfire when producing psychite tea.
Fix: Can’t give a rescued addict their drug without angering their faction.
Fix: Goodwill change during siege does not end attack.
Fix: Blind guy won’t use recreation.
Fix: Jawless animals can still haul.
Fix: Prisoner gets mood debuff when colonist euthanized.
Fix: Wind turbines register no wind during windy storm.
Fix: Shelves have no path cost and description doesn’t state they hide beauty of things inside of them.
Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
Fix: Pawn with alcohol-induced brain damage are doomed to die.
Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
Fix: Wild animals spawn in sealed underground spaces.
Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
Fix: No forced departure countdown for caravan if there are sleeping mechanoids.
Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
Fix: Even if campfire runs out of fuel during cooking, cooking continues.
Fix: Raiders keep attacking walls forever after their group flees.
Fix: Crashed ship parts that land on bridges are instantly destroyed.
Fix: Duplicate context menu options when opening cryptosleep casket.
Fix: Butchering rotted animal yields fresh meat even if it rots during the job.
Fix: Lag spikes on animal birth in endgame.
Fix: Storyteller choice resets when you reopen the storyteller config page.
Fix: When placing a cooler, the system ignores blueprints and building frames.
Fix: The ‘restore default settings’ tool exits game without saving.
Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
Fix: Age displayed differently in trade screen and on colonist.
Fix: Animals that are wandering won’t follow area restrictions.
Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings.
Fix: Can’t restrict ambrosia in food restrictions.
Fix: Administered beer does not provide nutrition.
Fix: Steadfast and iron-willed traits effects’ are clamped to a small effect.
Fix: When a colonist dies while being rescued, others get no negative thoughts.
Fix: For the ‘drag a character from left behind to selected’ tutorial instruction, it allows you to drag a character anywhere at all, even just within ‘left behind’. It should only accept dragging from left behind to selected.
Fix: It’s possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site.
Fix: Insects can be tamed and hunted after their hives are destroyed.
Fix: Preferred character list not working correctly.
Fix: Power conduit graphic does not display properly on top of grave.
Fix: Change colonist schedule to ‘sleep’ instantly ends the food binge mental state.
Fix: Selecting several beds causes a major performance drop.
Fix: Manhunter pack incident not working on high wealth or difficulty.
Fix: Can see things in undiscovered cells if they peek around the edge of the fog.
Fix: Arrested wild man don’t use nutrient despenser and can’t receive food.
Fix: Military commissar backstory missing Social bonus.
Fix: Allies can sometimes push player pawns out of cover during combat.
Fix: ‘Run in background’ being disabled can make the game stop loading when in the background.
Fix: Player can start with pets his pawns can’t keep tame.
Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present.
Many other fixes.