There is a whole new quest category that presents a sort of Indiana Jones roguelike-type challenge of breaking into ancient structures and facing unknown dangers inside to get ancient treasure. Or be nudists, or drug-stupor mystics, or piratical raiders, or charity-focused givers, or pain-loving animal sacrificers, or dance-party techno ravers, or rustic ranching cowboys, or many many more.You can mix and match different core elements of your belief system, and also customize every individual precept, ritual, special social role, venerated animal and weapon, culture and style, unique building, tattoo, clothing, background narrative, god, and beard preference.Ideology makes your story into your story more than ever before.This comes with a bunch of extra content. You can play as tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light, or transhumanists obsessed with perfecting the human form using exotic technology. This expansion lets you create a new belief system and act it out in your colony. People want to have a sense of authorship over their stories.I thought: What if we made a system that lets players explicitly express all those different ways of life?That’s what we’ve spent the last 15 months working on with Ideology. For many years I’ve seen players create colonies with their own special themes - minimalist nomads, raiding pirates, mad cannibals, drug-worshippers. RimWorld has always been about role-playing and storytelling. Until then, please follow news on the RimWorld news page, and don’t forget to add Ideology to your wishlist! When the expansion becomes available, you’ll find a full description of it here. Play as piratical nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, and many more.Many features aren’t yet announced, so this page is just a placeholder for now. MayRequire="Ideology" -> MayRequire="" in a few places.RimWorld - Ideology gives every person in the game a belief system.Precept.PlayerWarning -> GetPlayerWarning.Fix: Not using local map variable in Alert_IdeoBuildingDisrespected.Fix: Iterating forwards through knownExpansions instead of backwards.Fix: Tattoos add transparency to pawn skin background.Fix: Couples made of a slave/colonist pair want to sleep together, despite not being able to share a bed.Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.Fix: Checking reachability in ClosestThing_Global_Reachable.Fix: Checking all beds instead of just humanlike ones for room owner.Fix: Potential error when ritual participants target a bed.Bed room owners are now calculated by love cluster rather than pawn relationship pair. Fix: Royal titles wanting personal bedrooms don't like love clusters.Fix: Pawns can extract skulls from corpses that have lost their head since designation.Fix: Potential NRE when ritual participants target a bed.Fix: Dryads prioritize rest over drafted follow.Fix: Animals portraits blank on ritual setup dialog.Fix: Women constantly using the styling station to get a beard that they are not allowed to have.Use faster HasHead property instead of GetNotMissingParts().Any(x =>.).Moved hard-coded hair colors to ColorDefs. Improvements to styling station dialog based on feedback.You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all.Auto-slaughter config allows you to control bonded animal slaughter specifically.Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can happen even when no tree connector pawns are present.Slave weapon noticing distance reduced from 10 to 6.9. Tune slave rebellion chances a bit lower, and reduce the effects of some factors.When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.This makes it easier to expand an ideoligion starting from just one person. This is configurable in difficulty settings. Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion.I much appreciate everyone who has helped out! We're continuing to collect feedback and improve everything we can. Please let us know on the official dev Discord if you have a problem and we'll get right on it! Hey all, another update! This one hits a lot of various points game-wide.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |