0.14.1234
Alpha 14 - 0.14.1234 2016年7月15日发布
RimWorld Releases
2016.07.21
0.14.1241 (Alpha 14D)
2016.07.19
0.14.1238 (Alpha 14C)
2016.07.18
0.14.1236 (Alpha 14B)
2016.07.15
0.14.1234 (Alpha 14)
2016.04.06
0.13.1135 (Alpha 13)
2015.08.21
0.12.906 (Alpha 12)
2015.06.10
0.11.877 (Alpha 11)
2015.04.15
0.10.785 (Alpha 10)
2015.02.18
0.9.722 (Alpha 9)
2014.12.15
0.8.657 (Alpha 8)
2014.10.01
0.7.581 (Alpha 7)
2014.08.13
0.6.532 (Alpha 6)
2014.07.04
0.5.492 (Alpha 5)
2014.06.01
0.4.460 (Alpha 4)
2014.04.11
0.3.410 (Alpha 3)
2014.02.26
0.2.363 (Alpha 2)
2014.01.27
0.1.334 (Alpha 1)
2013.10.16
0.0.232 (Pre-Alpha 1)

改动

战斗部分
  • 敌人在近战战斗时不会叠加了,动物不会在死后叠在一起,我们围绕这些做了很多AI的优化。
  • 狩猎的居民发射的子弹/箭矢不再被随机目标阻拦。
  • 现在AI会躲避己方阵营丢出的手榴弹了。
敌人AI
  • 掠夺者不再尝试掠夺爆炸兽和爆炸鼠。
  • 敌人在应对各种陷阱是会更加聪明。
社交
  • 人类现在可能乱伦。
  • 美丽特性现在被细化为四层:非常丑陋/丑陋/漂亮/美丽 。
  • 一些背景故事会强制人物获得对应的特性 (e.g. 模特—>美丽)
建筑
  • 屋顶的出现和消失都需要居民手动建造,不再会凭空出现/消失了。
动物
  • 乌龟不再那么致命了。
  • 动物不会再乱伦。
  • “蹭蹭”现在是一个社交行为,可以被记录,追踪并且带有效果。
界面
  • 现在鼠标滑过就可以看到土壤的具体信息。
  • 贸易界面现在允许你直接输入一个具体数字了。
  • 重做了鼠标右击界面。
随机事件
  • 掠夺者如果他发现你很富裕,会开启“偷窃”模式,尝试抢了东西就走。
  • 绑架的掠夺者现在更加专业了,得手后不会立刻逃跑而是会有人进行掩护。
杂项
  • 全面支持Steam创意工坊。
  • 升级到Unity 5.。
  • 世界生成现在是开启新游戏的一部分。
  • 开启和保存世界时的提示信息现在会及时出现了而非在随后才能被看到。
  • 生成世界的种子现在是单词而非没有语义的随机字母组合。
  • 重做了Mod配置界面。
  • 人类现在会生吃尸体 (尽管他们并不喜欢这样)。
  • 贸易商队现在会带着驼队。
  • 蛔虫和肌肉溶解病现在会消失的更快一些。
  • 重做了古代墓穴的掉落奖励,现在有可能得到塑钢和零件。
  • 现在研究的难度还取决于阵营的科技水平,如果你是部落,那么研究太空飞行的难度会更大。
  • 更多针对Mod的优化,使得制作Mod变得更简单。
  • 以及更多的Bugfix和优化改动。

新内容

场景编辑器
  • New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules.
  • Several built-in scenarios, including one matching the classic RimWorld experience, are included.
  • You can randomize new scenarios.
  • You can customize scenarios with a special interface that allows creation of any scenario you like.
  • Scenarios can be uploaded to or grabbed from Steam Workshop with a single click.
    • ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
    • ScenPart: Planetkiller scenario part: World is destroyed on X date.
    • ScenPart: Climate cycle which makes the world get warmer and cooler over a period of years. Winter is coming.
    • ScenPart: Disable building a given type of building.
    • ScenPart: Pawns start with health condition.
    • ScenPart: Start with items.
    • ScenPart: Map is scattered with items.
    • ScenPart: Configure arrival method (pods or standing)
    • ScenPart: Starting pawns are all between ages X and Y
    • ScenPart: Pawns explode on death (configurable type and radius)
    • ScenPart: All pawns from source (game start/all) have trait X
    • ScenPart: Starting animal(s)
    • ScenPart: Disallow mining
    • ScenPart: Disallow hunting
    • ScenPart: Disallow taming
    • ScenPart: Disallow growing
    • ScenPart: Disable incident
    • ScenPart: Multiplier for any stat on the game (move speed, mining speed, etc)
    • ScenPart: Disallow building
随机事件
  • Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped.
  • Infestations are easier and grow less exponentially.
  • Infestations only appear deeper underground now.
  • Hives now pop out glow pods – bug light sources that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.
  • AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.
社交
  • Added “killed my X” social thoughts so people dislike their loved ones’ killers
  • Added new class of “minor” mental breaks, which can happen at mood under 40%.
  • Added minor mental break: food binge.
  • Added traits: creepy breathing, annoying voice. These are socially repellent.
  • Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire.
物品
  • Added pemmican for low-tech food preservation.
建筑
  • Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power.
  • Added torch lamp
研究
  • Added research (needed for tribes only): complex clothing, electricity
  • Added research (needed for non-tribes only): pemmican
  • Added research: air conditioning, autodoors, gun turrets
动物
  • Added panther for jungle biome. Because I discovered panthers aren’t real and I need to cope with this somehow.
  • Added/replaced animals created by the excellent Kay Fedewa:
    • Caribou
    • Cassowary
    • Deer
    • Emu
    • Arctic fox
    • Fennec fox
    • Red fox
    • Gazelle
    • Husky
    • Ibex
    • Lynx
    • Megatherium (prehistoric giant ground sloth)
    • Ostrich
    • Raccoon
    • Rat
    • Turkey
    • Arctic wolf
    • Timber wolf
界面
  • Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off.
  • There is now an orange glow to help you identify very hot areas.
  • Animals tab now has gender and life stage informational columns
  • Animals tab now has a “slaughter” checkbox column to allow easy slaughtering of many animals
  • Animals tab now has checkbox columns for each trainable, to allow easy training of many animals
杂项
  • You can now play as a tribe in some scenarios.
  • Some traders buy and sell furniture now.

Bug修复

  • Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.
  • Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off.
  • Hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out.
  • You can no longer avoid the ‘executed prisoner’ mood impact by just shooting or starving the prisoner; pawns will get a “prisoner died innocent” thought. A similar solution applies to the deaths of colonists.
  • Solved various powerleveling exploits. Once colonists have learned a certain (high) amount in a day, they’ll learn at a much-reduced rate until the next day.
  • Flowers are no longer good animal feed (reduced nutrition).
  • Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists.

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