![]() ![]() Fix: Non-grouped control groups have their label pluralized. Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active. Fix: Can train shooting and melee on colony mechanoids. Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks. Fix: Abandoning colony pawns text doesn't mention mechs. Fix: Double slab bed is not next to single slab bed in the architect menu. Fix: Genetic metabolism doesn't actually affect hunger rate. Fix: Scenario text cut off if tiny text is disabled. ![]() Fix: Never sleep xenohumans still rest when caravanning alone. Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed. Fix: AbilityOnCooldown key missing Resolve() call. Fix: Embryo implant float menu options missing pawn icon. Fix: Using reimplant ability doesn't give the recipient the correct xenotype icon for custom xenotypes. Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons. Players may still change the name if they adopt the NPC baby within a day of their birth. Babies born outside the player faction are given a real name instead of just "Baby". Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so. Reduced mechanitor ship combat points by half. Tox gas research requires machining instead of electricity. Ensure severityPerDay doesn't become 0 between save/load cycles. Growth moment flavor text no longer appears when a baby becomes a child. Flamebow now triggers "pyromaniac has incendiary weapon" thought. , released Oct 24, 2022- Updated tutorial end message to point players to the correct place for changing storyteller settings. Want your colony featured on the Ludeon Studios Twitter? Tweet us a screenshot Tia Thanks to everyone who has helped us squash those bugs! □□ We really appreciate all the reports and we’re constantly checking our forums, Discord, and Reddit for issues that pop up. Have you found a bug or issue? Please report it on the RimWorld Official Development Discord. Miscellaneous: We added more clarification and feedback to certain menus and alerts for things like xenogerms, buildings that summon mechanoid bosses, and subcore scanners. Royalty: Wearing mechlord armor from Biotech satisfies the Royalty royal title requirement. Temperature genes were also adjusted to be more impactful, for example, heat tolerance was increased, but so was heat weakness. Genes: The time required to extract genes and regrow genes was reduced - your mad scientist efforts should be a lot faster. Cleansweeper mechanoids are available through “basic mechtech” research instead of “standard mechtech”, and tunneler mechanoids are beefier to help with melee combat. You can also leave body disposal to your lifters who can work the crematorium themselves. Fabricors now know how to butcher and cook, and they’ll be serving up hot meals for your colonists in no time. Mechanoids: Labor mechanoids have more work types, are more accessible, and tunnelers have more armor. I’ve added a cumulative changelog below for your enjoyment that covers aaaall of those updates. We tweaked fixes to make them more mod-friendly and have been collaborating with modders to make updates more seamless for everyone. We’ve been pushing updates with hotfixes and improvements for 1.4 and Biotech over the last week. ![]()
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