Rimworld: Anomaly - Void Gods, Golden Cubes and Wall Lights (1.5)

1.0 Unstable changelog
So @Hykal94 asked me to do this 'cos he's on mobile

Tynan Sylvester over on Ludeon said:
Rough change list:

New features
-Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, and can burn. Also added "Soaking wet" which leaves a mood debuff for moving through water. Counter this with bridges
-Added new "Messages" section of the History tab. This section shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.
-Added craftable plate armor with research project
-Improved raids:
--New group kinds (e.g. snipers only)
--New arrival modes: Multiple groups attacking at once and enemy pods landing scattered all over the map
--Balanced raid points to ensure smooth progression
--Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)
-Improved caravaning:
--Better AI: Pack animals now follow colonists to speed up the packing process
--Added Caravan tab with caravan loading progress
--Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
--Caravans now automatically forage for food while traveling
--Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
--Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
-Improved faction relations system:
--New faction relation type: Ally
--Maintaining good faction relations is now more important than before
--Offer gifts to improve faction relations (either by using transport pods, sending caravans, or giving gifts to their traders)
--Visitors of allied factions will now occasionally leave gifts before leaving
-New buildings:
--Watermill generator
--Autocannon turret
--Waterproof conduit
--Butcher spot
--Double sleeping spot
-New scenario: Naked Brutality - start naked with no items
-New traits:
--Tunneler - Don't mind never seeing the sky
--Great memory - slower skill decay
--Tough - take less damage
--Gourmand - eat a lot, random eating binges, cooking skill bonus
--Sickly - get sick often
--Quick sleeper - take less time to sleep
-New incident: "Wild man wanders in"
-New terrain: Soft sand - doesn't allow building medium or heavy structures
-New items:
--Flak pants
--Prosthetic heart
--Bionic spine
--Bionic heart
--Bionic stomach
--Archotech eye
--Archotech arm
--Archotech leg
--Tornado generator
--Patchleather - poor-quality leather made from any combination of other leather
-New designators: Mass-forbid and unforbid
-New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals
-New type of attack: Kick sand/water in eyes
-You can now smooth natural rough rock walls into high-quality walls
-Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness
-Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning)
-New edge shader for blueprints looks much nicer and more visible than before.
-Workbench bills can now be assigned to specific colonists
-Added "Show what will buy" window which shows all items a trader will buy
-Trees' color now depends on the current season
-Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
-Added an animal disease incident that mirrors the human disease incident
-Added tainted-apparel thing filter
-Animals can now be renamed
-Added "Save translation report" button for translators. It generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.
-Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
-Workbench bills can now be copied and pasted
-Colonists now opportunistically haul things while working if their current target is roughly in the same direction
-The player can now request AI-core quests from allies
-It's now possible to craft prosthetic and bionic body parts, grenades, and molotovs
-It's now possible to mass-cancel all designations with a designator's right-click menu
-It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
-You can now drag and reorder colonists in the colonist bar
-Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
-Tons of art has been redone and adjusted (especially the spaceship)
-Random variant art added for some plants
-Mods page now has a search bar so you can easily find one mod in your list of hundreds

Adjustments
-Heavily rearranged the research tree for easier reading
-Joy need is renamed to 'recreation'
-Battles in the Combat tab are now named
-Totally reworked how plants grow. Wild plants after several in-game years should now look more or less as good as at the beginning
-Items of the same type in the Items tab are now grouped together
-Items in the Items tab can now be sorted by mass, market value, etc.
-Instead of shooting them, hunters now execute downed creatures with a neck cut (except explosive creatures)
-When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there
-Removed tornado incident
-Blunt weapons now have a chance to stun the target
-Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)
-Changed deep moving water to chest-deep moving water: walkable but slower than shallow water
-Reworked a ton of text generation to create more sensible, interesting results
-Turrets now require "barrel change" after firing a lot. This consumes steel
-Misc interface tweaks: colonists forming a caravan now have a special icon in the colonist bar, hovering over stats in the stat window now shows their details, added copy to clipboard button in the Combat tab
-Doctors can draw medicine from the same stack at the same time
-Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
-Caravan members can now tend to themselves if self-tend is on
-Insects will no longer attack the colony when harmed by raiders
-Hives will no longer spawn close to enemy bases
-Changed "Beds" research to "Complex furniture" which is now required to build things like end tables and dining chairs
-Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
-No more random deaths from meteorites falling on colonists
-Insects will now go into hypothermic slowdown instead of getting hypothermia
-Caravan speed now depends on the carried weight
-Caravan members now slowly gain social recreation when the caravan is not moving
-Ambush maps now retain information about the caravan's exact sub-tile position, which means that caravans will now continue their journey from the same position after being ambushed
-Death letter now contains information about last, relevant events
-When a health condition in the Health tab is clicked we now seek to appropriate combat log entry
-It's no longer possible to build roof over trees
-Hydroponics now default to grow rice
-Growing trees now requires research and you can now only grow trees which grow naturally in the local biome
-Kind and Psychopath traits will no longer appear together
-Alphabeavers incident now only occurs in biomes with sparse plants
-Plant cut/harvest time now depends on the plant's growth
-Removed scyther blade
-Mechanoids now always die on downed
-Nutrient paste dispensers are now orange when they can be used by prisoners
-Doing passionate work now affects mood instead of recreation
-Deep drills now yield stone chunks if no resource is below
-Drills which run out of valuable resources are now automatically forbidden
-Firefoam poppers will now pop whenever there's a fire in a 3-cell radius
-Exotic goods outlander traders will no longer trade furniture
-Some traders will now buy only some types of animals, not all
-Food poisoning now has three stages it moves through over the course of a day
-Adjusted doctors and patients work priorities a bit so they do urgent work first
-Important world objects are now easier to see when the camera is zoomed out
-Improved pathfinding: colonists should now generate better paths
-Removed "Green thumb" trait
-The player now must choose a route for the caravan before sending it
-Caravans will no longer rest just before reaching their destination
-Heavily reworked how caravan movement speed works. Every tile now has an easy-to-understand, well-explained "movement difficulty" stat
-Bedrolls now have quality ratings
-Removed Electric armor
-Most crafting benches are now uninstallable and reinstallable
-Removed shiv since it's basically a low-quality knife
-It's now possible to craft knives at crafting spots
-Inspired colonists now get a special icon in the colonist bar
-Colonists will now take pemmican to inventory (like meals)
-Frag grenades are no longer a valid hunting weapon
-Ores mined by non-colonists (e.g. insects) now spawn forbidden
-Alerts now also look at caravan members where appropriate
-The permadeath savefile is now also renamed when the colony is given a name
-Improved sapper AI somewhat
-"autostart.rws" is now automatically loaded on start in dev mode, for faster testing
-Combined ribs into rib cage
-Animals' melee damage now scales with life stage
-Plants in the plant selection menu are now sorted by category and name
-Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options
-Minerals and ancient dangers will no longer appear on encounter maps
-Graves now show the person's date of death
-"Vest plate" is now called "Flak vest"
-Tribal factions can now do sapper raids
-Added medical care column to the Assign tab
-Removed Shoddy and Superior item qualities
-Adjusted quality impact on various stats to be less extreme and more steady in most cases
-Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration or from quests
-Generalized "Inspired art" inspiration to "Inspired creativity" which now applies to all crafted items
-Removed the distinction between allowed areas and animal areas
-Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
-Inspiration expiration time is now shown on the inspect pane
-"Improvised turret" is now called "Mini-turret"
-Added minimum crafting skill to various weapon and apparel crafting recipes
-Removed the requirement to pay fee to initiate the item stash quest
-Caravans now get name based on their best negotiator
-Colonists can now wear armor vests with tribalwear
-Minor starvation (below 25% severity) no longer causes miscarriages
-Pets and bonded animals no longer disturb sleep
-When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
-Enemies no longer use single use rocket launchers during caravan ambushes
-Some letters now show information about the related faction relations in the bottom right corner
-It's no longer possible to request military aid from factions which can't use transport pods (they can still give aid spontaneously)
-Various floors now require research. Split hospital beds into "Sterile materials" and "Hospital beds" research projects
-Trading with factions now affects goodwill (1 per 500 silver traded)
-Settling very near another faction base will now cause faction relations loss every quadrum because of anger due to territorial encroachment
-Fulfilling trade requests now gives +5 goodwill
-Destroying a faction base of a mutual enemy now gives +15 goodwill
-All traders are now unwilling to buy tainted apparel
-Caravans who are not moving now have a lower chance of being attacked
-Improved animal fleeing behavior
-No humans now spawn with charge rifle. Charge lance is now usable by humans and craftable. Mechanoids now always destroy anything they drop (including minigun, which was previously recoverable)
-Projectile impacts now wake up nearby people and animals
-Explosive weapons now explode when set on fire
-Wood-powered fires and coolers no longer vanish when fuel is exhausted, they wait to be refueled
-Animals now respond quicker to their master drafting/undrafting
-Fixed issues with animals sometimes randomly opening doors in combat and allowing enemies in
-Improved following behavior so animals following their master will now try to stay close to him
-The prostophile thoughts now accept any artificial body parts, not just bionic
-Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)


Fixes
-Combat log tab should no longer cause lags
-World region names will now display all non-English characters correctly
-Swapped machine pistol and SMG graphics to be correct
-The refugee from the "Downed refugee" quest will now automatically join the colony when approached
-Fixed issues with colonists pathing through blueprints and frames which could interrupt the construction process
-Fixed issues where random buildings in enemy bases were sometimes made of super valuable materials
-Colony wealth now correctly takes into account items in containers (e.g. transport pods)
-Tame animals now affect incident points and wealth
-"Open save data folder" and "Open mods folder" buttons on Mac/Linux now show a dialog box with the folder location instead of failing entirely
-Average armor calculations in the gear tab are now more accurate
-No more faction relations impact if a friendly person is caught in crossfire when firing at a mutually hostile target
-Fixed issues with everyone still remembering the resurrected person's death
-Combat music will now play when there's a fight in any map, not just the player home map

-Many other minor fixes

Cont'd...

Balance
-Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
-World quest destinations appear 10% closer to the player bases.
-Table search radius 25 -> 32
-The "expectations" thoughts progress more rapidly.
-Doubled initial blight size, increase spread rate by 30%.
-Go frenzy inspiration duration 1 day -> 2 days
-For all cases where a world quest has a time limit, increase the time limit by 50%
-Poison ship part plant-killing circle stops expanding at radius 50.
-Wounds are be 50% less likely to become permanent scars.
-Burying corpses takes 2x longer. Digging graves takes 20% longer.
-Increased delay before auto-undraft by 20%.
-Shallow water movement cost 12 -> 22
-Equalized mood penalties for being too hot and too cold.
-Armor is now entirely done with a chance of deflecting the entire hit, instead of a reduction in damage. This means there are fewer wounds, but they are more significant, and it's easier to see the effect armor is having on the battlefield. It also means heat armor can actually prevent people getting set aflame.
-Refactored how apparel armor is calculated to be simpler, and rebalanced all apparel and stuff armor stats. Many thing protect from sharp attacks, few protect from blunt attacks, so blunt damage is now clearly specialized in attacking armored enemies.
-Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
-Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
-Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
-Removed shoddy and superior quality levels. Rebalanced other qualities to have a smoother progression up to Excellent; masterwork and rare are really special quality levels with big stat boosts which can usually only be acquired by special means like quests and inspirations.
-Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
-World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
-Rebalanced plant work speed stat so it is 100% at 8 skill.
-Fixed a bug that caused there to be too many wild animals.
-Small adjustments to some biome disease frequencies and animal densities
-Starting meal count 44 -> 50.
-Rebalanced flammability across the whole game.
-Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
-Extensive rebalance of the probabilities of various pawn kinds spawning with various weapons, tech hediffs, and apparel.
-Allies will come to help more often during fights, and come with enough force to make a difference - but only if they're actually allied in the new diplomacy system.
-Increased base infection chances.
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.
-Trade requests will give more time and much richer rewards, especially for poor colonies.
-Rebalanced beauty of items, buildings, floors, filth, and plants game-wide.
-Rebalanced the intensity and duration of many thoughts.
-Tribal start beginning pemmican 300 -> 400.
-Deep drills cost more and mine slower.
-Items
--Drastically reduced apparel crafting work times, especially for basic items.
--Added minimum crafting skill to various weapon and apparel crafting recipes.
--Reworked power armor/charge rifle crafting cost. They take a lot less components, and some advanced components, and less time.
--Shield belt cost (3x component, 60x plasteel, 5x uranium ) -> (2x component, 50x steel, 10x plasteel). Production time to 50% of current.
--Small sculpture mass 5 -> 3. Large sculpture mass 10 -> 7. Grand sculpture mass 50 -> 25.
--Chocolate market value 6->3
--Packaged survival meal mass: 0.4 -> 0.3 (lighter than pemmican per nutrition). Pemmican daysToRotStart: 80 -> 70. Packaged survival meal ingredients count: 0.5 -> 0.3 (still a bit worse than simple meal and pemmican).
--Increased artillery shell cost by 30%. Reduced artillery accuracy slightly.
-Plants
--All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.
--Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
--Sowing any kind of tree now requires 6 growing skill.
--Sowing trees takes 8x longer.
--Trees can only be sown with a research called "Tree Sowing" that costs 500. Tribals start with this research. It has no prerequisites.
--You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.
--Reduced all tree-type plant's max hit points by to 66% of old values.
--Bomb damage now does 2x damage vs plants.
--Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.
--Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.
--Reduced daylily and rose lifespans.
--Rice, strawberries, healroot, corn, cotton min fertility 50% -> 100%.
--Sand fertility 6% -> 10%.
-Research
--Colonies start game with passive cooler research.
--Colonies no longer start game with batteries and solar panels and nutrient paste research.
--Nutrient paste research cost 600 -> 300.
--Recurve bow research cost 200 -> 400.
--Carpet making research cost 1200 -> 600.
--Autodoor research cost 400 -> 600.
--Shield belt research prerequisite Multi-analyzer -> Microelectronics basics
--Shield belt research cost 3000 -> 1400
--Psychoid pekoe research cost 400 -> 800
--Brewing research cost 700 -> 400
--Refining research cost 1200 -> 700
--Ground-penetrating scanner research cost 7000 -> 4500.
--Complex furniture research cost 700 -> 300, more things require this research now.
--Knife no longer requires smithing research
-Buildings
--Reduced all costs to build the ship components by 30%
--Slowed constructing buildings with all stone types by 20%
--Adjusted minimum construction skill on a variety of buildings (generally adding one where there was none)
--Vitals monitor cost 180 steel -> 70 steel and 3 components
--Vitals monitor power consumption 150 -> 80
--Sandbag cost 6 steel -> 5 steel
--Sterile tile cost 15 silver -> 12 silver
--Standing lamp power usage 75W -> 30W
--Turret power usage 350W -> 100W
--Sandbag fill percent 65% -> 60%
--Bed cost 35 -> 45
--Double bed cost 70 -> 80
--Bedroll cost 50 -> 40
--Double bedroll cost 80 -> 70
--Bedrolls rest effectiveness 0.93 -> 0.95
--Bedrolls comfort 0.6 -> 0.68
--Animal bed cost 45 -> 40
--Battery stored energy max 1000 -> 600
--Battery cost 50 steel, 2 components -> 70 steel, 2 components
--Chemfuel generator fuel consumption rate 4.0 -> 4.5
--Chemfuel generator fuel capacity 25 -> 30
--Transport pod launcher cost 80 steel, 3 components -> 70 steel, 1 component
--Transport pod cost 80 steel, 1 component -> 60 steel, 1 component
--Wind turbine width 5 cells -> 7 cells
--Vanometric power cell output 500W -> 1200W
--Hospital beds cost components instead of medicine.
-Animals
--Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
--Adjusted many animal market values and movement speeds.
--Human leather amount 25 -> 50
--Animals leather amount increased 50% across the board
--Animal train chance reduced 25%.
--Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
--Obedience training steps 1 -> 3.
--Warg damage increased by 15%.
--Warg wildness 80% -> 35%
--All insects main attack cooldowns 2.5 -> 2.9
--Alphabeaver body size 0.6 -> 0.45
--Wild boar trainable intelligence Advanced -> Intermediate (pig still has Advanced)
--Wild boar tusk damage 9 -> 8
--Wild boar speed 5 -> 4.2 (pig is still 3.6)
--Wild boar min comfy temperature -20 -> -15
--Pig bite damage 7 -> 6
--Pig market value 280 -> 200
--Boomalope chemfuel production reduced by 40%
--Boomalope hunger rate 1.0 -> 1.3
--Alpaca move speed 3.8 -> 3.2
--Alpaca leg damage 7 -> 6
--Dromedary leg damage 11 -> 8
--Muffalo speed 3.6 -> 3.5
--Muffalo head cooldown 1.65 -> 2.00
--Muffalo wildness 50% -> 60%
--Wolf wildness 75% -> 85%.
--Wolf trainable intelligence Advanced -> Intermediate
--Wolf bite damage 11 -> 12
--Wolf scratch usage commonality 100% -> 50% per side
--Wolf nuzzle interval 120 -> 240 hours
--Husky, lab body sizes reduced slightly
--Lab hunger rate 0.5 -> 0.4
--Thrumbo hunger rate 4.5->3.5
--Nuzzle target search distance 15 -> 40
--Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3
--Yorkshire terrier nuzzle interval 15 -> 24 hours
--Monkey, chinchilla nuzzle interval 72 -> 48 hours
--Hare, snowhare nuzzle interval 120 -> 72
--Muffalo, alpaca, warg no longer nuzzle
--Tortoise armor 50% -> 30%.
-Drugs:
--Psychoid pekoe psychoid tolerance gain 0.02 -> 0.03
--Psychoid pekoe market value 14 -> 10
--Psychoid pekoe restFallFactor 0.9 -> 0.8
--Hop plant min grow skill 7 -> 3
--Beer fermenting time 10 days -> 6 days
--Alcohol loses hidden 'buzzed' stage;'warm' begins from 0 severity
--Alcohol severity per day -1.0 -> 0.75, so it lasts longer
--Alcohol mood gains all increase +2
--Smokeleaf mood gain 15 -> 13
-Ranged weapons:
--Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
--Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn't change the chance of missing).
--Chain shotgun range 9 -> 12.9, accuracy 40/43/38/32 -> 57/64/55/45
--Minigun forced miss radius 2.4 -> 1.8
--Heavy charge blaster forced miss radius 2.9 -> 1.9
--EMP stun duration is now the same for grenades and shells
--Charge lance is now usable and craftable.
--No human enemies spawn with weapons above industrial tech.
-Melee:
--Removed shiv (since the same role is filled by a low quality knife)
--Debuffed fists very slightly (~5%) in cooldown
--Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS
--Buffed beer bottles, and wood log slightly (~10%) above fists in terms of DPS
--Serious melee weapons (knife on upward) across the board 5%-10% DPS buff
-Various other changes I forgot to include here.
 
If someone can post a screenshot of a pawn in the plate armor thatd be great thanks.
 
What do you mean by mod lists?
Okay, sorry, it's been a bit stressful.
"Mod-lists" meaning popular collections of mods that people use, "trashed" meaning either no longer worth updating or being completely invalidated.

edit: I guess that "modpack" would be the more appropriate term?
Collections of mods that are made to be compatible or complimentary.

edit2: To expand on what I mean by "stressful";
My grandfather wandered into the living room last night a little before 1:00AM, claiming that his mother and brothers( who have been dead for decades) wouldn't stop bothering him, I have had to stay up with him since then in an attempt to comfort him and make sure that he is okay-ish.
 
Last edited:
Okay, sorry, it's been a bit stressful.
"Mod-lists" meaning popular collections of mods that people use, "trashed" meaning either no longer worth updating or being completely invalidated.

ah okay, reread your question, I get it now. My bad.

So from memory, and my 3 hours of play:

1. Coolers/torches do not self destruct anymore, meaning the mod where they don't is no longer needed.
2. Bridges can be built over SHALLOW water, so the bridges mod would be useful for deep water.
3. You can copy paste bills for benches, and restrict a colonist to it - Better Workbench Management is probably out.
4. You can no mass unforbid, but not haul+, meaning allow tool will still be around.
5. You can now make patchleather, so that part of vegetable garden is invalidated.
6. Most of the art for production has been redesigned entirely.
7. You can now tick off dead man's clothing, instead of that weird allow dead man's thing from before.
8. You can now craft certain bionic parts, but it's not as indepth as RBSE or EPOE.
9. Caravan is a hell lot better.

And that's all I can recall atm.
 
1.0 Experimentation
There's been a crap ton of discussion since 1.0 unstable was released and two threads on Ludeon go into detail about it. This is recent, and he's pushing a new formula of sorts when it comes to Armor, trying to replicate and improve the DR/DT system from Fallout 1/2.

I'm pushing another build.

One notable change is that you start with armor in the default scenario now. I'm not 100% sure of this but I want to see how it plays out.

Below I'll post the raw changelog for all changes since the first 1.0 unstable (1936) since I didn't post them before. Here's the sausage being made. The below commits are by a mix of me, ison (Piotr Walczak) and ZorbaTHut (Ben Rog-Wilhelm).

---

Fix: Blueprint graphics for wall/sandbags/door don't match the edge detect shader properly (missing inner solid transparent field)
Removed some text that doesn't pluralize well.
Unified table style so all tables fit the cell more precisely.
A bit more text content.
Added multicount silver graphics.
Adjust some apparel draw sizes. Won't be visible in-game until we fix bug that causes drawSize to do nothing on apparel items.
Added new multicount graphics for steel.
Multi-stackcount graphics for stone blocks.
Various item art improvements.
Add wood log full stack graphic.
Adjust smokeleaf joint graphics for size.
Refined wood log graphics.
Unified health item graphics.
Simplyify body part item graphics.
Uranium is no longer a small-volume ingredient.
Precious lump more likely to form with uranium, less likely with jade.
Made StatPart_Difficulty more sensible (though it's not actually used anywhere :/)
Buff flak vest and flak pants.
Start with flak vest, flak pants, plasteel helmet.
Food poisoning chance is now affected by difficulty.
Wanderer joins letter text specifically notes that you can't question the pawn.
Fill in some text_todo for new body parts.
Wall smoothing work amount 9000 -> 6500.
Changed "abandon" gizmo order.
When RegionTraverser finds a small region, put it to the front of the queue instead of the back.
When health tab is empty, instead of writing "(no injuries)" we now write "(no health conditions)" in the center.
Fix: "Show what will buy" gizmo overlaps "choose landing location" buttons.
Fix: Index out of bounds exception in ToTitleCaseSmart() while generating names.
We no longer warn about proximity goodwill change when settling near permanent enemies because it's pointless.
Fix: "Romance attempt" interaction repetitive text.
Some minor changes to string.Flatten() and string.MergeMultipleSpaces().
GrammarResolver is now more careful while removing excessive whitespace. This fixes issues with incorrect linebreaks in letters.
Rebalanced some prosthetics-related thoughts.
Refine shadow data for buildings.
Clean up some shooting accuracy code, collected constants together.
Clarified refugee pod crash letter and made it specific to the pawn who is crashing. Added _title text output from pawns. So now you can use [PAWN_title] in any text.
Fix minigun and charge blaster balance. Minimum accuracy for ranged weapons changed to 0.01.
Fix: Missing translation tags for direct hit chance and miss radius.
-Balance down watermill 1400 -> 1200 watts. -Healroot grow time 10 -> 7 (crop version only, wild version remains at 10). -Flak pants occupy middle layer (can't be worn under power armor).
Tie forcedMissRadius to whether a weapon is explosive; remove it from non-explosive weapons and adjust accuracy.
Fix: Adjusted forced miss is not applied properly.
Move verb-related ConfigErrors into VerbProperties.
Pass a little extra information into ApplyPatches.
Abstract mod loading into a variety of overridable functions.
Fix: Phrasing mistake.
Fix: Typo.
Added stat minValue where appropriate.
Raiders are no longer allowed to self-tend.
Fix 3443: Colonist with low Animals skill gets 'Product Wasted' when shearing alpaca, but alpaca still has 100% wool
Fix 3439: Item stash contains Silver, Silver, Silver, Silver, and Silver
Fixed back compatibility issue with ScenPart_IncidentBase.
Fix 3435: Backwards compatibility: Issues with missing/changed defs edition
Allow tribalwear for all starts (for naked brutality scenario, mostly).
More content for interaction descriptions.
Fixed issues with hediffs B18 back compatibility.
Fixed some B18 back compatibility issues.
Reduced predator prevalence in most biomes about 30%.
Balance prevalence of harvestable wild plants (mostly reducing raspberries).
Goodwill daily gain and fall for factions reduced 0.5 -> 0.25
Adjusted and added some content for world feature name generation.
Fix: Semi-frequent errors on world generation from name use checking by text generators.
RulePack refactoring. Fix: Tribe factions use outlander union names for name generation.
Rulepacks refactor and naming consistency.
Some minor rule pack refactors.
Fix: Waterwheels don't rotate the right direction.
Integrate backstory translations using the same fuzzy-match logic used for loading.
Improved tribal name generators. Removed various duplicate rules in favor of probability markers.
More naming content for trade ships.
More content for world name generator.
Update string replacement symbols for Tynan easter egg backstory.
More random naming content for pirate factions.
Fix: Some world text still clips with the planet.
Adjust mortar description to explain its inaccuracy.
Exclude wav and png files from VSCode.
Name generation tests now inject the name "Smithee" for ANYPAWN. This is so that rules which require a pawn name (e.g. art titles relating to a Tale about a pawn) get tested as well.
A bit more content for weapon art namer.
Refactor some naming data into global to reduce duplication.
Added more variations to art name generation, and restructured for greater re-use between art types.
Syllables are now global for text generation and renamed to SylE (English) and SylG (Galician).
More content for artwork naming.
Rename some RulePack XML files.
Fix: Art namers don't appear on namer test rulepack list (since their names didn't start with Namer). Renamed them to NamerArtXXX. Fix: Some bracket mistakes from last commit.
Reorganized and renamed various art generation text symbols. Removed a bunch of redundant references (re-defining things already defined in global utility def).
Increase deep counts per cell somewhat (this is balanced because we now have drill-caused infestations)
Credits update (testers)
Delete two meta files that Unity keeps deleting.
Display "(various) x5" instead of just "(various)" when various things are selected.
Grayscale-out disabled Commands.
Fix 3436: Exception while saving Maneuver_Smash_MeleeHit
Fix 3441: Gray turns into __Gray__ when drafted. (Underline on entire textbox rather than name) (maybe)
Fix another smattering of old text-replacement tokens.

What are you guys' experience with armor atm? Most are happy armor is buffed, but not the fact even tribalwear is able to deflect a sniper bullet either.
 
I tried a start with absolutely nothing, died in bed with infected wounds caused by a mad rabbit.
 
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