RimWorld

RimWorld

[B19] Psychology
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Update: 28 Sep, 2018 @ 12:56am

- Pawns better respect personal space while hanging out; you should see them occupying the same square much less often.

Update: 27 Sep, 2018 @ 4:36am

- Added a new social thought that reduces opinion of a colonist's lover for every quadrum that they spend on different maps, until the opinion bonus for the relationship is nullified.

Update: 27 Sep, 2018 @ 2:39am

- Added a message to the player when an election is cancelled due to no suitable party spot.
- Increased the weight parent nodes have on personality traits.

Update: 23 Sep, 2018 @ 3:16am

- Colonists interested in romancing are 400% more likely to romance.
- Fixed a bug with conversations that occurred off-map.

Update: 12 Sep, 2018 @ 7:55pm

- Adjustments to how a pawn's personality is calculated. The raw rating has a slightly larger and more balanced impact on the final rating, so that extreme ratings are less common.
-Adjustments to how a pawn's personality is displayed in the Psyche tab. It should now more accurately represent variations from the norm, with polynomial rather than hacked-together linear interpolation (i.e. closer to a bell curve).
- Social fight chances from conversations are now affected by the population; smaller colonies (fewer than 8 colonists) will be less likely to start social fights as colonists put aside their differences to survive.
- As part of significant reworks to the conversation system, the controversiality of personality traits has been adjusted. The range of controversiality is now tighter, and the maximum is lower, so hugely impactful conversations will be less common.
- Pawns' differences when discussing a conversation topic have been adjusted. Opinion difference is now on a cubic curve rather than cubic interpolation, so there is a plateau of moderate disagreement before severe disagreement rather than a steady curve downwards.
- Colonists in relationships were always more severely affected by disagreements. However, they are also now more severely affected by agreements, so they'll celebrate their similarities just as much as they rue their differences.
- How Friendly a pawn is now affects the strength of positive opinions from conversations. It already affected how often people started conversations with the pawn.
- In short, these changes should lead to more reasonable, individual, and balanced personalities and conversations among colonists.

Update: 9 Sep, 2018 @ 6:30pm

- Colonists who have been a part of your colony for over a year will now gain a permanent positive opinion of each other based on how long they've survived together.
- Some tweaks to hanging out.
- Fixed an error with social fights started by conversations.
- Fixed an error when trying to arrest someone with a pawn that's incapable of Social.

Update: 9 Sep, 2018 @ 3:57pm

Mistaken upload.

Update: 9 Sep, 2018 @ 3:56pm

[Auto-generated text]: Update on 9/9/2018 6:56:00 PM.

Update: 8 Sep, 2018 @ 4:26pm

- Adjusted the text for social fights started by conversations to accurately reflect who started the fight.
- Social fights are now affected by the Aggressiveness of both the initiator and the recipient, instead of just the initiator. This is important especially because the recipient was blamed for the fight.
- Mayor visit thoughts adjusted.
- Bunch of optimizations.

Update: 8 Sep, 2018 @ 8:51am

- Made some more optimization passes at personalities and improved the performance reporting a bit.
- Pawns are now less likely to start social fights over conversations the less Aggressive they are.
- Instead of being a 50-50 chance, whether a social fight is cathartic or angering is now based on how Aggressive a pawn is, since Aggressive pawns are more likely to think fighting is a valid way to solve disagreements.
- Pawns who win a social fight will now get a positive thought about it.
- Pawns will no longer bite each other in social fights.