RimWorld

RimWorld

Empire
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Update: 14 Mar, 2020 @ 8:57am

[Auto-generated text]: Update on 3/14/2020 11:57:22 AM.

Update: 13 Mar, 2020 @ 11:49am

20200313 v.0277 [Cumulative Update Release]
==========
- Removed goodwill changing from all of the following:
>Natural tendency for goodwill threshold
>Requesting trader
>Receiving gift from player
>Exiting the map healthy
>Taking damage while visiting
>Trading with player

- When a colonist from your settlement faction dies while visiting, all of your settlements will lose happiness and gain unrest.
- Added the following variables to Event XML definitions. (Means you can mod your own random events in)
>bool isRandomEvent (Is it a random event)
>bool perpetual (Will the event end when timeTillDue runs down)
>List<Pawn> pawnSpawn (Pawns that spawn with the event)
>int requiredWealth (Player wealth required for event to occur)
>IntRange rangeSettlementsAffected (Number of settlements that can be affected)
>int weight (Event chance)

- Created returnRandomEvent() function to return a random event
- Settlements now lose happiness and gain unrest if you do not have enough silver to pay a bill.
- Created new Random event framework
- Ability to mod in random events
- Random events can proc the player for input on how they wish to handle the event
- Random events have a daily chance to proc
- Created new options class. Part of the new random event framework.
- Options can cost silver to choose
- Options chosen in events can have a chance to succeed or fail.
- Added ability for random events to require a resource to currently be in production
- Added ability for random events to pass on the settlement they are affecting to the next event
- Added ability for events to spawn a random good of a specific category
- Event menu has slightly changed UI.
- Event menu description now has a button that will open a new window with the description
- 30 Random Events Planned
- Added ability for random events to be incompatible with other events
- Food Shortage Event added and tested :)
- Tax time gives you a little letter
- Random events pop up a letter letting you know what the event is and (if there are settlements affected) what settlements that is.
- Fixed a bug with animal tithes only spawning insects.
- Fixed a bug with animal tithes causing the game to stall.
- Made it possible for events to reduce prosperity by a given amount after completing
- Created the following events:
- Forest Fire
- Empty Mines
- Sparse Wildlife
- Missed Supply Delivery
- Independence Petitions
- Death In The Family
- Local Militias Form
- Settling Down
- Wanderlust
- Struck Rich Ore Vein
- Food Surplus
- Unexpected Craftsmanship
- Loyalty Parade
- Dense Wildlife
- Expanded Forestry
- Fixed lots of bugs in regards to random events
- Random events can now have an event be created following completion
- First complex random event added. (User input!)
- Strange Discovery
- Added Moonlit Ritual Chain event
- Added ability for events for be followed by a chance of two different events.
- Added optionDescription to let events give different info at the start and the end to the player.
- Added Blacksmith Inspiration Event
- Added Armorer Inspiration Event
- Added Valuable Animal event
- Added Drug Trade Event
- Fixed some bugs regarding events
- Added automatic compatibility with modded biomes that aren't currently in the mod. They will default to all 1 production stats
- Added Apparel Sweatshop Building
- Added Logging Camp Building
- Forced Work Camp Building
- Buffed Research labs building to +75 research per day from +50
- Nerfed flat land Food modifier to 1.1 from 1.25
- Buffed Expert Craftsmen faction trait weapons and apparel modifier to +25% from +20%
- Nerfed Agricultural Roots faction trait food modifier to 15% from 20% for food. Still +20% for animals
- Nerfed Mining Guild faction trait mining modifier to 20% from 25%
- Nerfed Migrant Housing silver cost from 250 to 1500
- Doubled construction time of all industrial-tech buildings from 1 day to 2 days

- An obscene amount of unlisted bug fixes

Update: 3 Mar, 2020 @ 9:49am

[Auto-generated text]: Update on 3/3/2020 12:49:23 PM.

Update: 1 Mar, 2020 @ 3:20pm

Updates without a changed text up to this one various bug fixes.

Update: 1 Mar, 2020 @ 2:16pm

[Auto-generated text]: Update on 3/1/2020 5:16:02 PM.

Update: 1 Mar, 2020 @ 1:54pm

[Auto-generated text]: Update on 3/1/2020 4:54:48 PM.

Update: 1 Mar, 2020 @ 1:46pm

[Auto-generated text]: Update on 3/1/2020 4:46:18 PM.

Update: 1 Mar, 2020 @ 1:39pm

[Auto-generated text]: Update on 3/1/2020 4:38:54 PM.

Update: 1 Mar, 2020 @ 12:37pm

[Auto-generated text]: Update on 3/1/2020 3:37:06 PM.

Update: 1 Mar, 2020 @ 10:05am

[Auto-generated text]: Update on 3/1/2020 1:05:42 PM.