Newer entries can be viewed on the next work log.
July 1 2015
- A bunch of bugfixes.
- Added Al’s warg sounds.
- Added Al’s treatment sounds.
- Steam Workshop immediate in-game subscribe and unsubscribe works.
- Steam Workshop Cloud save support works.
- Siegers can never use only melee weapons (too exploitable).
June 30
- Steam/non-Steam build process works.
- Steam Workshop basically works: mod uploading, updating, and consuming.
June 29
- Bugfixing.
- Work on Steam Workshop integration: Proper mod uploading and updating.
- Improved mods page interface.
- Started creating proper Steam/non-Steam build process using #defines.
June 28
- Some relaxing Sunday bugfixing.
June 27
- Some late-night bugfixes.
June 26
- Several bugfixes.
- Started Steam Workshop integration.
June 25
- Even more bugfixes and adjustments.
- Sappers now avoid mining through high-health ores and barriers.
- Mods config page shows load order of mods.
- Reorganize and clean up options menu and graphics settings (which are now AA settings)
June 24
- Bunches of bugfixes.
- Major fixes and refinements to sapper, escort, and defend AI.
June 23
- Learned about and worked on email deliverability/key distribution.
- Created support page at http://ludeon.com/blog/support/
- Reworked automatic download link/Steam key distributor at http://rimworldgame.com/getmygame/
June 22
- Lots of bugfixes.
- Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.
- Adjusted a bunch of sound volumes, added medicine used sound, reorganized sound files.
June 21
- Some late-night bugfixes.
June 19
- Tons of bugfixes!
- Work on Steam integration.
June 18
June 17
- Website backend work.
- Misc fixes and adjustments to A11.
June 16
- Website backend work and PHP learning.
June 15
- Updated/cleaned up main menu image.
- Misc fixes.
- Website backend work and PHP learning.
June 12
June 11
- Reworked rimworldgame.com with new screenshots, text, and fancybox screenshot zoomer.
June 10
- Bugfixes.
- Released Alpha 11.
June 9
- Some misc bugfixes and interface adjustments.
June 8
- Misc fixes and adjustments.
- Autodoors can no longer be opened/closed remotely (too exploitable). They can still be held open or closed, you just need a colonist to do it.
June 7
- Added invert command for areas.
- Area manager shows area color and other improvements.
- Renamed home/snow clear/no roof regions to areas for consistency.
June 5
- Bugfixes and adjustments.
June 4
- Lots of bugfixes and adjustments.
June 3
- More bugfixes and tunings.
- Refined allowed areas interface to better support rapid mass changing of areas.
- Traps spring less frequently or not at all on small creatures.
- Population intent applies partially to Randy so population gain will be a bit less rapid at high populations for him.
- Added auto-rearm option for traps.
- Population control on storyteller can’t reduce incident chances to zero any more; there is always a tiny chance. Just to maximize variety.
June 2
June 1
- Colonists respect allowed areas in all work and joy situations including skygazing and walks.
- Colonists specifically go to allowed areas if they are outside them.
- Area management dialog: Add new, delete, rename.
- Colonists ignore assigned allowed areas that have zero cells.
- We draw area restrictions while mousing over the option to select them.
- Misc fixes and optimizations.
- Heavy optimizations to verb cast position search algorithm.
May 31
- Colonists respect assigned allowed areas for most situations.
- Further work on allowed areas: assigning them on overview tab.
May 29
- Bugfixes and tunings.
- Toxic fallout kills plants and accelerates corpse and meal rotting.
- Rename deltawolf - > warg.
- Started work on arbitrary area restrictions for colonists: basics, designators, icons, drawing, selection for colonists, coloring, feedback on inspect pane.
May 28
- Various bugfixes and adjustments.
- Crematorium and smelter produce heat.
- Toxic buildup causes vomiting.
- Zones now automatically create home region around themselves when created.
May 27
- Lots of bugfixes and tunings.
- Toxic fallout creates a visible weather-like screen overlay.
May 26
May 25
May 24
- Some misc late-night bugfixes.
May 22
May 21
- Toxic fallout and volcanic winter map conditions have nicely overlayed and lerped sky color impacts. Refactored sky color system.
- Refactor and cleanup to graphic data and buildables. GraphicDatas can now have arbitrary draw sizes and are not dependent on ThingDefs in any way.
May 20
- Game detects version of saved games and worlds and displays them on the file lists, color coded, with helpful tooltips.
- Save data path can now be modified using a command line switch for easy USB installs and other such cases.
- Added volcanic winter incident and map condition.
- Refactored weather code.
May 19
- Misc bugfixes.
- Added psychic soothe incident.
- Added chased refugee incident. A refugee radios for help; you can accept them into the colony but a raid will follow them.
- Added toxic fallout incident and map condition (slowly poisons creates not under roofs).
- Toxic buildup can cause other permanent health issues (dementia).
- Cleanup and refactor of HediffDefs and related code.
May 18
- Violating guests with surgery now angers their faction (does not happen for beneficial surgery). Added warning for this.
May 16
- Various bug fixes.
- You can now perform surgeries on non-prisoner guests.
May 15
- Raiders opportunistically burn crops (but not if it’s raining on them).
- We no longer allow setting central cells of large unwalkable buildings on fire.
- Misc bugfixes.
May 14
- Added IED bomb trap.
- Added IED incendiary trap.
- Added research projects for IEDs.
- There is always at least one hostile tribe at game start.
- Misc bugfixes.
May 13
- Started: Enemy factions remember the locations of discovered traps and avoid them in future.
- Refactored graphic data to be better encapsulated in the XML so it’ll be easier for things to switch graphics without hacks (for changing between armed/unarmed trap graphics).
- Various work on deadfall trap: slows down movement, triggers only rarely on friendlies, friendlies path around it, friendlies don’t wander onto it, armed/unarmed graphics, spring sound, arming sound, damage changes with stuff and is shown on info card.
- Added trap rearming: designator, designation, job, workgiver, jobdriver.
May 12
- Many fixes and adjustments to sapper-related code.
- Started adding deadfall trap.
May 11
- The Sapper raid strategy and pawn duties now basically work. The raid spawns with at least one sapper (who has grenades), paths into the colony through walls and avoiding turret fields of fire, and uses explosives and mining to pass any walls or other blockers in the way. Still lots of cleanup work to do on this.
- Created escort duty and attendant AI behaviors. Non-sappers can now escort the sappers.
- Misc fixes and adjustments.
May 8
- Refactored raid styles into encapsulated RaidStrategyDefs.
- Working on improving raid AI to not fall into traps over and over...
May 7
- All pawns will do job interrupt checks when taking damage, and they do interrupt checks more often and more intelligently during combat. Result: now it’s pretty much impossible to cheese units like Centipedes, landing many shots as they struggle to get to their destination.
- Enemies flee from turrets that are about to explode.
- Enemies no longer take unpowered turrets as primary targets (though they’ll still opportunistically trash them).
- Refinements and refactoring to enemy combat AI.
- Various bugfixes and adjustments.
May 6
- Refactored job/stance system so job/toil ending won’t constantly cancel busy stances.
- Manhunter and berserk broken states produce visible status particles.
- Misc fixes.
May 5
- Misc fixes.
- Separated berserk state from manhunter (animal berserk) state.
- Manhunter animals will not attack doors. They’ll hang around just outside the door. This is trained in a tutor note.
- Reworked wolfpack event and applies it to all biomes. Wolves will arrive, stalk around looking for non-animal prey for several days (not passing doors), then leave. Thanks to J.W. for the Kickstarter reward idea for this.
May 4
- Fixed enemies so they can ignite buildings again.
- It's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors.
- Colonists will automatically, opportunistically pack meals into their inventory.
- Damage doesn’t affect market value or apparel armor until it is down to a certian percentage.
- Restructured save data a bit to consistently put game version and mods at the top.
May 1
- Various bug fixes.
- Colonists now benefit from chairs at work benches.
April 30
- Optimizations to sound sustainer update code and rain/snow/snow melt/atmospheric deterioration code.
- Various bug fixes.
April 29
- Optimized plants to need less memory.
- Improved deep profiler.
- Optimized game loading somewhat.
- Improved calculation of initial work settings.
- Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations.
- Wrote code for building 2D tables by feeding in two lists of values and a method that takes two values and generates a result.
April 28
- Refactored time assignments as defs.
- Colonists interrupt joy activities if they enter a Work timetable setting.
- Added new hairs donated by Shinzy.
- Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).
- Colonists are smarter about choosing skygaze positions near where they are so they don’t end up walking around a whole colony.
- Added stripping designator and job giver (under Hauler worktype) to reduce stripping micromanagement.
- You can toggle allowing sowing in a growing zone.
- Door locking is now changed to door forbidding to reflect its actual meaning.
- Added new “long” tick interval to optimize plant ticks. Yields a significant performance gain in maps with many plants.
April 27
- World data now saves into map file to prevent game state confusion with multiple saves on one world.
- Added copy/paste functionality for storage zone/building settings.
- Can now reverse designate mining.
- Refactored and rearranged inspect pane for pawns.
- Current timetable assignment is shown on inspect pane.
- Added “allow all” button to ThingFilter interface.
- Reworked designation graphics.
April 24
- Misc AI fixes. They’ll be smarter about responding to changing conditions (less ignoring threats because they’re busy on a previous-chosen job).
- Misc other fixes, inclusing a very difficult 4-hour bugtrace. Whew.
April 23
- Misc refactoring and bugfixing.
- We can now check and end jobs only if they are overridden by another job.
April 22
- Misc refactoring and bugfixing.
April 21
- Lots of bugfixes, for A10 and A11.
- (A10) Re-tuned apparel optimization AI to strongly prefer anything over going naked, and to have a lower threshold for apparel replacement in general.
- (A10) Fires optimized.
April 20
- Building a door over a wall will no longer lose the wall’s resources; the builder will properly deconstruct the wall first.
- Various bugfixes and adjustments.
- (A10) Various bugfixes and tuning adjustments.
- (A10) Alpha 10d released.
April 19
- (A10) Some late-night bugfixes.
April 17
- (A10) Bugfixes.
- (A10) Reworked joy thoughts into more categories.
- (A10) Various balance changes to increase pacing.
- (A10) Alpha1c released.
April 16
- Added new joy activity: build snowman.
- (A10) Balance changes, adjustments, and bugfixes.
- (A10) Locking doors is instant again (as it’s really forbidding them, not locking them).
- (A10) Trees are sowable again.
- (A10) Alpha 10b released.
April 15
- Various fixes.
- Alpha 10 released.
- Added random mood variation.
- Terrain is now stored in two layers so floors can be removed.
April 14
- Various fixes and updates.
- (A11) Game now warns you if you load a map with a different mod list than you saved it with.
- (A11) Started integrating ice sheet mod.
April 13
- Balance changes and bugfixes.
April 12
April 10
- Misc bugfixes and adjustments.
April 9
April 7
April 6
April 5
- Finished up reverse designation.
- Hit points/quality ranges are only configurable when they’re relevant to something in the filter.
- Reworked challenge scale into a difficult setting that scales multiple variables.
- Various bugfixes.
April 4
- Added vents.
- Various UI layout improvements. Bill repeat mode can now be changed without opening the bill details dialog.
- First pass at allowing universal reverse-designation wherever possible (e.g. select something then use the button to designate it).
April 1
- Misc bugfixes and code cleanup.
- Added item quality filter for storage settings, outfits, and other thing filters.
March 31
- Various optimizations and refactorings.
March 30
- Misc bugfixes.
- Renamed fun back to joy (more general concept, and linguistically distinct from !FUN!).
- Replaced time assignment selection drop-down with an interactive legend.
- Renamed simple health to “hit points” to disambiguate from pawn health with body parts etc.
- Started adding health percent range filter for stockpiles, bill ingredients, etc.
- Created a new UI element for adjusting FloatRanges.
March 29
March 27
March 26
- Visitors now again rest and eat as needed so they don’t collapse from exhaustion.
- Only colonists and prisoners have beauty, comfort, or space needs.
- Siegers will give up sieging and assault after a randomized period. But artillery is now a bit faster-firing.
- Refactored thought system extensively.
- New ‘interrupted job stack’ allows pawns whose jobs are interrupted (e.g. by vomiting) to resume them automatically. e.g. They’ll stay in bed even after vomiting.
- Misc fixes and adjustments.
March 25
- Added new fun activity: go for a walk.
- Added more warning messages for translating fields that shouldn’t be translated.
- Misc bugfixes and optimizations.
- Renamed psychotic to berserk.
March 24
- Refactored how pawns choosing different types of actions into a single priority sorter ThinkNode so they can be tuned better for timetable assignments.
- Extremely tired colonists can fall asleep on the spot.
- Colonists who are not super tired will wake even if not fully rested if their sleep timetable ends.
March 23
- Colonists can now begin with cryptosleep sickness.
- Added timetables designer so you can assign activities to each colonist per-hour. http://puu.sh/gNmLf/830892c474.jpg
March 22
March 20
- There are now various kinds of fun. Repeated use of the same kind of fun builds up a tolerance, reducing its impact. Colonists will prefer fun sources they are not already tolerant to. Result: it’s beneficial to provide a variety of fun sources.
March 19
- Added social relax fun activity. They will relax together around a table or campfire, with beer if possible.
- Added armchairs, makeable from any fabric or leather.
- Added minor need for comfort, assigned comfort values to all chairs and beds and created thoughts for comfortable and uncomfortable.
- Added dining chairs.
- Colonists will attempt to sit in chairs while gathering around a fire.
- Colonists chat less when not relaxing and chat more when relaxing.
March 18
- Added meditation and praying fun activities.
- Only some pawns will ever pray.
- Added television (purchasable).
- Added telescope for amateur astronomy (purchasable).
- Reorganized sound files.
- Added sound for uninstalling something.
- Change “deconstruct” command to “uninstall” with a different icon for minifiable things.
- Colonists will now sit in chairs to watch TV if possible.
March 17
- Added chocolate: purchasable and fun to eat with no health effects (if only it was so consequence-free in real life).
- Added horseshoes game with attendant behaviors, sounds, and graphics.
- Added billiards table and attendant behaviors, sounds, and graphics. Also added an alert if it’s up against an obstruction (as it cannot be used in this case).
March 16
- Fun seeker AI implemented
- Added fun giver: drink alcohol
- Colonists gain fun from learning skills they are passionate about
- Added fun activity: skygazing.
- Only colonists have the fun need.
- Renamed joy to fun.
- Implemented chess table as a fun source.
- Reworked pawn reservation system to support multiple-pawn reservations, so two pawns can play chess together.
- Misc bugfixes.
March 15
- Some late-night refactoring and clarification of the new needs UI.
- Stubbed in the new Joy need with attendant thoughts and mood impacts.
March 13
- Upscaled and improved some old item graphics that were still at 32x32 resolution.
- Refactored needs to use defs and a shared interface. This will make them easier to develop, manage, and mod.
- Reworked thoughts tab into a Needs tab with all needs and thoughts.
- Reworked a bunch of animal dessicated corpse graphics.
- Reworked how beauty need is fulfilled and rebalanced it.
March 12
- Misc bugfixes.
- Streamlined prisoner settings interface.
- Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
- Optimized construction AI, especially in cases where there are lots of blueprints (e.g. flooring a large area).
March 11
- Misc bugfixes.
- Updated to Unity 4.6.3
March 10
- Lots of misc fixes and improvements. Fixed/Mantis’d all the bugs in the public forums.
March 9
- Colonists now attempt to optimize their own apparel by automatically switching to apparel which has greater health, is higher quality, or is more suited to the season, within the parameters of their assigned outfit.
- If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.
- Added learning tutor note to direct players to the history tab of the overview window.
March 6
- Began work on automatic outfits management system: Outfit definitions, outfit selection overview interface, outfit management and editing dialog.
- Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
March 5
- Standardized mote definition data so modders can easily use custom motes.
- Characters will now sometimes resist arrest.
- You can now set a minimum skill level on bills.
- Optimized AI combat position search code.
- Visitors will now carry away wounded guests from their faction.
- Hunted animals will occasionally fight back. Some animals always fight back.
- Doctors now automatically rescue downed colonists.
- Separated race intelligence levels (humanoid/tool user/animal) from mechanoid status in race definition to provide more flexibility for modders.
- Rebalanced and refactored bleeding, hunger/malnutrition, and rest.
March 4
- Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.
- New game button is not shown on main menu until a world is created. Load game isn’t shown until there’s a game to load.
- Trees are no longer sowable. Traders carry wood.
- Added modal training to explain switch flicking designations.
- Shortened work type labels in overview.
- Lots of misc rebalancing and fixes.
March 3
- Continued refactoring health system for greater flexibility.
- Refactored into health diff components: has verbs
- Starvation and blood loss are now staged and affect consciousness as they worsen.
- Corrected and streamlined health tooltips.
- Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
- Rebalanced terrain/floor beauty.
- Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread.
March 2
- Refactored AI system so doctors now heal patients before feeding them.
- Refactored health diff system to be able to combine different types of effects freely using a component framework.
- Health tab now displays overall bleeding rate.
- Refactored into health diff components: discoverable, disappears, gets old, self-healing, treatable, infecter.
Feb 26
- Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
- Colonists slowly learn crafting while stonecutting.
Feb 25
- Misc fixes and adjustments.
- Colonists now learn properly from doing surgery and treating patients.
- Reduced skill degradation rate.
- Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
- Hunters will now approach and execute downed animals at close range.
- UI now puts shadows behind white text in winter daylight in top left and bottom left of screen.
Feb 24
- Misc fixes and adjustments.
Feb 23
- Various bugfixes.
- Integrated end credits song from Al.
- Reworked equippable code to be a ThingComp so anything can be equippable.
- Beer can now be wielded as a weapon (like wood).
- Passion flames are now displayed subtly on the work overview screen.
Feb 22
- Fixed and adjusted various things.
- Organized a bunch of bug reports.
Feb 20
- Various fixes and adjustments.
- Released Alpha 9 hotfix.
- Nudist mood bonus for nudity is greater; nudists also now get a small mood debuff when wearing clothes. Same for prosthophile.
Feb 19
- Refactored letter/history record system. History now only records bad urgent events like raids.
Feb 18
- Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
- Refactored how old age injuries are gained so they can be entirely data-driven.
- Added dementia.
- Released Alpha 9.
- Misc fixes and adjustments.
Feb 17
- Misc fixes and adjustments.
- Game-wide pass on balancing beauty.
Feb 16
- Misc fixes and adjustments.
Feb 15
- Killed a very hard-to-find hard crash bug.
Feb 13
- You guessed it - even more misc fixes and adjustments.
Feb 12
- Misc fixes and adjustments.
- Added a ton more text content to improve the variety and descriptiveness of generated art descriptions.
Feb 11
- Misc fixes and adjustments.
- Rebalanced melee combat and personal shields in light of tester feedback.
Feb 10
- Misc fixes and adjustments.
- Rebalanced ranged weapons using calculated balance tables.
Feb 9
- Misc fixes and adjustments.
- Rebalanced crops and melee weapons using calculated balance tables.
Feb 8
- A few bugfixes and adjustments.
Feb 7
Feb 6
- Misc fixes and adjustments.
Feb 5
- Misc fixes and adjustments
Feb 4
- Misc fixes and adjustments
Feb 3
- Misc fixes and adjustments.
- Added pause on load option.
- Surgeons can now operate using herbal or glitterworld medicine.
Feb 2
- Misc fixes and adjustments.
Jan 30
Jan 29
- Added hangovers.
- Added direct consume command.
- Refinements and bugfixing on flood-fill for fog clearing and zone creation.
- Misc bugfixes.
- Major reorganization and reprioritization of ideas reservoir.
Jan 28
- Further work and refactor on mental breaks and binging.
- When colonists get very drunk a tale will be recorded for future use in art descriptions.
- Added chemical fascination trait (increases alcohol use and creates random binges).
- Added teetotaler trait (no drug or alcohol use of any kind).
- Random time intervals can now be expressed in “mean time between events” format.
- Created new graphic that can look different for different stack counts. Used for beers.
Jan 27
- Colonists can now mental break across a wider range of moods. This will allow ‘softer’ mental breaks.
- Added ‘binging’ mental break state.
Jan 26
- Health system refactoring.
- Needs handling and mental break state handling refactoring.
- Alcohol suppresses pain and thus allows pawns to stay standing where otherwise they’d collapse from pain.
Jan 25
- Health system refactoring and misc fixes.
Jan 23
- Continued work on intoxication.
- Further refactored health system.
- Misc fixes.
Jan 22
- Added hops, brewing and beer. Started work on intoxication, addiction.
- Added ‘low expectations’ and ‘high expectations’ mood modifiers.
- Added command to make trade beacon automatically generate a matching stockpile.
- Refactoring and optimizations to health system.
Jan 21
- Finished up new sculpture sizes with different art.
- High-quality guns can have engravings on them.
- Added tales: created artwork, struck ore
- Game can now generate random artwork descriptions not relating to any particular tale when necessary (e.g. for art on enemies’ weapons). http://t.co/mJhFc2Oq6f
Jan 20
- Added tales: hunted, was on fire, went psychotic, gave up, did surgery
- High-quality weapons can now have artistic engravings on them.
- Started work on differentiating three sizes of sculpture: small, large, and grand (2x2 cells)
- Misc bugfixes.
- Optimized pawn apparel drawing code a bit.
Jan 19
- Work on tale system generating descriptions even without certain keywords being resolvable by marking bad parts of the grammar tree when symbols are not found, backing up the tree, and trying other branches.
- Added tales: landed in pod, captured, vomited
- Created language postprocessor class to deal with a/an issues and sentence capitalization.
Jan 18
- Work on linking tale system together with gameplay, so tales are generated from actual gameplay and stories and used for art pieces.
Jan 17
- More work on tale grammar/story generation.
- Misc fixes.
Jan 16
- Old people will tend to spawn with higher skills.
- Misc adjustments and bugfixes.
- Started the Tale system.
Jan 15
- Misc bugfixes and refinements.
- Refinements and optimizations to trade interface.
- Added power switch donated by Haplo (greatly simplified, without auto-switching functions).
- Items can write their quality on the map the same way they can write stack count.
Jan 14
- Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
- It is no longer to possible to create or have non-contiguous zones.
- Misc bugfixes.
Jan 13
- Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
- Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
- Reworked ship takeoff sequence into a proper whiteout with nice credits.
- Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
- Temperature now equalizes mainly through walls.
Jan 12
- Siegers now receive artillery shells and periodic replenishment thereof.
- Machining table now allows manufacturing artillery shells.
- Artillery shells can explode from damage and chain-react.
- Factions now have named leaders drawn from Pirate Kings.
Jan 9
- You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
- Refactored graphics database to use one unified code path for all graphic types.
- GUI now caches constructed labels to avoid memory alloc.
- Artillery cannons now require artillery shells to fire and are more powerful.
Jan 8
- Changed gun names to refer to categories of weapon instead of specific models.
- Guns now have quality levels which affect accuracy.
- Added bad thought for wearing tattered clothes.
- Apparel wears out over very long periods of use.
- Some diseases now cause people to vomit.
- People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
Jan 7
- There is now a chance that surgeries will fail, either in a minor way or catastrophically, and controlled by medical skill.
- Colonists will now ignore previous reservations when choosing fires to put out if the fire is close to them.
- Misc optimization.
- Misc bugfixes.
- Weapons and have health which affects their effectiveness (damage for melee weapons, accuracy for ranged weapons).
- Different types of pawns start with gear at different randomized health ranges.
- Gear, weapons, and inventory can be is damaged by explosions even while being worn.
Jan 6
- Better automatic colony generation for rapid testing.
- AI optimization - various.
- AI optimizations - colonists will no longer do ingredient searches for bills that failed an ingredient search within the last 7-9 seconds.
- Bugfixes.
- Reworked trader stock generation. Created tradeTags. They’ll actually carry glitterworld medicine now.
- Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
Jan 5
- Finished up core of AI optimization for hauling. Massive gains have been achieved.
- Optimized fire.
Jan 4
- AI optimization on hauling: a system that caches a list of items that need to be hauled (not forbidden, undesignated, or already in optimal storage).
Jan 3
- AI optimization. Lots of AI optimization.
Jan 2
- Optimized power nets tick.
- Continued performance testing, optimization, and auto-test work.
- Cached buildings in need of repair to speed up repair WorkGiver.
Jan 1 2015
- Misc bugfixes and balance changes.
- Started work on automatic generation of colonies for performance and other testing.
Dec 31
- Expanded/refactored code for wind turbine wind area.
- Reworked raid/ally group generator to sometimes generate groups of pure melee fighters. Rebalanced enemy group generation.
- Pawns will now do a local prioritized search for food before switching to global prioritized search. So they’ll eat a bad meal in the base before crossing the map to get a tasty one.
- Folded melee damage and damage multiplier stats together.
Dec 30
- Finished personal shield.
- Integrated new weapon art from Rho.
- Game now records total real playtime per colony.
- Added deconstruct button to buildings.
- Trade count changes faster when there are more items in a stack.
- Certain items will now deteriorate over time if left outside.
- Apparel becomes damaged when owner dies from violence.
- Apparel actually takes the damage it absorbs as armor.
- Uranium ore now appears as a minable natural rock.
Dec 29
- Refactored mote system somewhat.
- Further work on personal shield.
Dec 28
Dec 22
- Misc balance changes and bugfixes.
- Improved feedback of small-volume ingredients in bill interface.
- Refactored tutorial system so more tutor items are displayed as unobtrusive alerts. Unified and added some tutor items.
- Added some dark backgrounds so readouts will be easier to read on snowy maps.
- Added warning when loading world file from old version.
- Switched font to Arial, which is antialiased and will look the same on all platforms.
- Colonists are now bothered by people walking around inside the room while they sleep.
- Autosave interval is now configurable.
Dec 21
- Tuned and unified learning rates.
- Tuned seasonal temperature shifts in northern latitudes.
Dec 19
- Sound refinements for Al.
- Bugfixes.
- Properly disallowed harvesting body parts or bionics from corpses.
- Added heavy SMG and imported Rho’s gun art.
- Hunters will now take breaks if they’re failing to kill anything.
Dec 18
- Added psychic foil helmet.
- Added “We have struck X” letter for when miners discover a new valuable mineral.
- Mood bar is now visible in miniature on pawn inspect pane.
- Reworked how pawns generate their ages. Humans can now generate up to 100 years old.
- Added frailty chronic injury. Balanced up chronic injuries.
- Old people have grey hair.
- Refined main UI.
- You can now use the beauty inspection tool to see a visualization of the beauty in an area.
- Added max and min generation ages for various pawn kinds (no teenaged tribal chieftains or geriatric mercenaries).
Dec 17
- Reworked a bunch of sound code for Al.
- Designation failures are now properly reported.
- Deconstruct designator auto-claims buildings if necessary.
- Measurement numbers are now displayed while dragging certain kinds of designations (mining, walls, planning, etc).
- Various bugfixes.
Dec 16
- Rebalanced gold and silver ore commonality, pawn skill gain and loss rates, item creation quality from creator skill.
- Added post-process curve to reduce prices traders will pay for very expensive items.
- Rebalanced parkas so they reduce work speed.
- Cremation is now a hauler job.
- Mood now affects work speed.
Dec 15
- Various bug fixes and adjustments.
- Bill interface now shows the name of the worker assigned to a bill.
- Cut fertilizer pump (to provide a more meaningful long-term choice between soil farming and hydroponics).
- Fixed colonists planting on days when the plants would obviously die that night.
- Added teak tree.
Dec 14
Dec 12
- Bugfixes.
- Ancient shrines are now sealed when generated and sometimes contain even more fun surprises when opened.
- People newly woken from cryptosleep have cryptosleep sickness for a while.
- Added corn and rice crops.
- Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
- Added an alert for fires in the home region.
Dec 11
- Various bugfixes and adjustments.
- Most production buildings and furniture are now passable.
Dec 10
- Alpha 8 released.
- Wrote a new time-of-day calculator that determines a proper sun glow from latitude, time of year, and time of day. Now, equatorial regions have the same long days year-round, while northern areas have shallow days or varying lengths, and can even have no proper night at certain times of year.
- Alpha 8 hotfixed released.
Dec 9
- Five misc bug fixes.
- A9: Crafters now learn during crafting, not just at the end.
- A9: Map generation is now in a def and moddable again.
Dec 8
- Misc improvements. Refactored stats to use StatParts components which can be composited and re-used easily in XML.
- A9: Immunity development speed is now a visible stat.
- A9: Apparel now have quality levels which affect insulation and armor.
- A9: Cryptosleep shrines only generate underground.
- A9: Stuff affects work to make for apparel, weapons, and so on.
- A9: Added debug auto-analysis log for plant data to help balance plant growth and reproduction.
Dec 5
- Various bugfixes and adjustments.
- A9: Stopped people aging while in cryptosleep. Refactored age and birthday mechanics to separate chonological age from biological age.
Dec 4
- More bugfixes!
- A9: Refactored explosion code so it can be fully customized and modded for each DamageDef.
Dec 3
- Bugfixes.
- Redesigned log interface.
Dec 2
- Bugfixes.
- Cleaned up designation sound hooks.
- Created rough-fade terrain shader for more natural-looking terrain transitions.
Dec 1
- Various bugfixes and adjustments.
- Optimized map generation and loading. Spawning items in dev mode is now 15x faster.
- Temperature is written specifically for the cell the mouse is over.
- Rebalanced temperature equalization out of rooms.
Nov 30
- Even more various bugfixes and adjustments.
Nov 28
- You guessed it! Various bugfixes and adjustments.
Nov 27
- Various bugfixes and adjustments.
Nov 26
- Various bugfixes and adjustments.
Nov 25
- Various bugfixes and adjustments.
Nov 24
- Improved health tab layout. Treated wounds are now displayed with an icon; all health diffs are displayed on one line.
- Various bugfixes and adjustments.
Nov 23
- You can set temperature display to celsius, fahrenheit, or Kelvin.
- Rebalance nutrient paste: cheaper to produce, more nutritious, worse mood impact. It is now the cheapest food by a noticeable margin, but makes people unhappy. Wound infections are much more common. Stone walls are very slow to build.
- Various bugfixes and adjustments.
Nov 22
- Items and people will now burst into flame if in an extremely hot room.
- Various bugfixes and adjustments.
Nov 21
- New ambient insect sounds for jungle.
- Hooked in tons of new sounds for new kinds of recipes and so on.
- Added campfire (temporary heat source).
- Lots of adjustments and bugfixes.
Nov 20
- Reworked AI policy for interacting with cold. Colonist will now go into hypothermic areas if they are not too hypothermic themselves or if there are no warm areas, and will specifically seek warmth if hypothermic.
- Bugfixes.
Nov 19
Nov 18
- Balanced and bugfixed projectile free intercept code..
- You can now release prisoners.
- Various bugfixes.
Nov 17
- Automatic tutor can teach lessons in the entry menus. Added lesson for world map camera movement.
- Can now build power conduits under buildings and walls without first deconstructing them.
- Adjusted tutor and added minimum inter-lesson time to reduce risk of overwhelming the player and better handle super low-priority lessons.
- Various UI improvements.
- Cryptosleeping enemies have group assault behavior when woken up.
- Bugfixes.
Nov 15
- Tailoring now uses the ‘unfinished thing’ concept and takes a long time.
- Deconstructing things now takes time.
- Piles of bugfixes and adjustments.
Nov 14
- Unfinished things can be restarted on a different bill than the one they were originally created on.
- Melee weapons are crafted using the Unfinished Things concept. Some of them take a very long time to craft.
- Misc bugfixes and refactorings.
Nov 13
- At the start of art creation, ingredients are combined into an unfinished artwork. The worker can leave and continue working on the art. This allows artworks to take multiple days to complete.
- Pathfinding bugfixes and optimizations.
Nov 12
- Refactored trader stock generation into separate classes for better encapsulation and mod extendibility.
- Traders now carry art.
- Item quality affects market value.
- Pawn generate with items of appropriate randomized quality levels.
- Refactored name generation system for greater flexibility and extensibility.
- Artworks now record their authors and have generated names.
Nov 11
- Refactored the minification/installation system. Instead of the installed building containing the minified source item, the minified item contains the building.
- Created quality component. Crafted things can now have different quality levels. Quality levels are randomized on creation based on the relevant skill of the person who crafted the item (generally Artistic or Crafting).
- Quality affects art beauty.
- Quality affects melee weapon damage.
Nov 10
- Can install sculptures.
- Can deconstruct sculptures to return them to uninstalled mode.
- Multiple sculpture graphics. Game draws the correct one on the sculpture, the placement ghost, and the blueprint.
- Updated to Unity 4.5.5.
Nov 7
- Abstract sculptures can be created at the sculpting table. Installation spots can be designated.
Nov 6
- Started art.
- Added heat wave and cold snap incidents.
- Pathfinding optimization.
Nov 5
- Explosions and fires clear snow. Evil AI persona creates snow.
- Snow falls in an uneven Perlin pattern. It’s prettier.
- Snow mesh generation algorithm to be faster and nicer-looking.
- Wrote a new, prettier snow shader that creates a series of nice-looking randomized edges as it fades out.
- Steam vents, geothermal plants, stoves, and crematoria all heat up the room they’re in.
- Snow is worn away when humanoid or larger pawns walk over it.
Nov 4
- Finished heatstroke.
- Refactored ancient cryptosleep shrine generation.
- Snow roughed in. It falls, stays on the ground, melts in warmth, and is visible (but quite ugly), slows down characters, makes footprints, can save/load.
- Added snow clearing region designators and job.
- Added message at start of first summer telling player to start storing food for winter.
Nov 3
- All relevant plants have leafless graphics for winter.
- Cultivated plants die when leafless.
- Peoples’ breath creates visible steam in cold weather.
- Refactored thought system to group related thoughts together as stages of the same thought. Cleaner code and XML.
- Created multiple stages for mood effects from being too hot and too cold.
- Raw potatoes, berries, meat, and herbal medicine will rot and can be refrigerated to prevent rotting.
- Plants become leafless based on local temperature, not season.
- Crashed ship part evil AI now kills nearby plants and also makes them turn brown and leafless.
- Started work on heatstroke.
Oct 31
- More apparel generation refinements: Avoid generating coats without shirts underneath. Add a bit more randomness to the selection algorithm to provide more variation and not have tribal chiefs always spawning with parkas because they want to spend their cash. Give free parkas to drifters and other poor characters in winter so they don’t spawn and immediately die of hypothermia.
- Added tuque.
- Optimized health code.
- Started work on deciduous plants losing their leaves in winter.
Oct 30
- Rewrote apparel generation. New system is now based on generating entire prospective outfits and evaluating them based on a set of priorities which are reduced as more sets are tried and rejected. This will allow us to make people spawn with parkas when it is cold out, as well as reduce data definition workload, improve expandability, and avoid goofy situations where someone spawns naked except for an expensive helmet.
Oct 29
- Season changes are announced with messages.
- Added parka.
- Temperatures now equalize through doors, especially while they are open.
- Added cold/warm preference traits.
Oct 28
- Hypothermia now grows starts hidden and has a shivering stage before progressing to serious hypothermia.
- AI code cleanup and optimization.
- Float menu now shows multiple columns in extreme situations where there are too many options to fit on the screen.
- Adjusted disease event chances to be a bit less harsh in the early game and when there is already a lot of disease.
Oct 27
- Animals that don’t like the current seasonal temperature will leave the map and will not spawn into the map. So certain animals come and go with the seasons as though migrating/hibernating.
- Created initial colonist danger avoidance AI so they can avoid areas that are too hot or cold to survive in their current apparel.
- Temperature control buildings use Commands and so can be configured while multi-selected.
- Reduced the number of key bindings to configure by collapsing most of them into reusable ‘misc’ bindings.
Oct 26
- Refactored temperature code somewhat.
Oct 24
- Prices for apparel, weapons, and other items are now, by default, calculated from the ingredients and work needed to make them.
- Got generation of RecipeDefs from ThingDefs working.
- All melee and neolithic weapons and most apparel are craftable now.
- Added weaponsmithing table.
- Removed research requirement for tailoring.
Oct 23
- Refactored how graphics are defined and loaded.
- Stats cleanup.
- Fixed bad Unity save data path on Mac.
Oct 22
- Refactored and cleaned up stat categorization and display.
- Bionic arm replaces arm from the shoulder on down, so can heal/replace shot-off shoulders.
- Skill degradation is slower.
- LL cleanup.
Oct 21
- Spent most of the day bashing my head against brick walls trying to get Linux to run and do anything useful, and trying to the the launcher to run on Mono runtime.
- Built new Ludeon Launcher and sent to testers.
Oct 20
- Created downloads quota reset admin tool.
- Launcher now reports downloads quota to user.
- Launcher now downloads user’s app list from server on startup instead of just assuming it from local files.
- Users can now log in with email or username.
- Lots of bugfixes and cleanup for Ludeon Launcher.
Oct 18
- Finished porting Ludeon Launcher to WinForms.
- Tons of launcher cleanup and feature additions.
Oct 17
- Started changing the entire Ludeon Launcher to use WinForms. Because it, you know, actually works.
Oct 16
- Struggling with Gtk.
- Ludeon launcher gives player a choice whether to update or not.
- Various launcher cleanup and fixes.
Oct 15
- Ludeon Launcher built and runs clean on Windows.
- Created Ludeon Launcher auto-installer with NSIS.
- Ludeon Launcher installer auto-installs Gtk# libraries as needed.
- Tons of cleanup.
Oct 14
- Trying to get Ludeon Launcher to build so it will run on another machine.
Oct 13
- Ludeon Launcher: Code cleanup. Refactored lladmin to be a normal scriptable command line program. Added key note field.
Oct 10
- Reworked stats display into a unified listing for both calculated stats and hardcoded stats.
Oct 9
- Integrated Haplo’s wind turbine.
- Added disallow-all button to storage settings panel.
- Lots of small improvements and adjustments.
- People now have thoughts and mood changes in response to prisoner organ harvests.
Oct 8
- Ludeon Launcher: Fixed and refined server app updating code. Entire toolchain now works on Windows.
Oct 7
- Migrated ludeon.com to GoDaddy and set up SSL.
- Refactored thought defs and stat defs to use the def/worker pattern for better extensibility and flexibility.
Oct 6
- Ludeon Launcher: General code refinement.
Oct 3
- Melee weapons can now be made of stuff. Reworked stats system and added melee damage and agility stuff stat factors.
- Added longsword and mace.
- Piles of small adjustments and fixes.
Sept 30
- Stone smoothing is back and is now done with a special designation that smooths any rough stone terrain into the appropriate smooth version.
- Adjusted stone colors.
- There are now different rough and rough-hewn terrain types for each type of stone.
- Ancient structures are built from random stone and metal types.
- There are now different types of natural mountains and stone chunks, which produce different types of stone blocks, which can be used separately to make structures.
Sept 29
- Various small adjustments.
- Started work on different rock types making different rock chunks and blocks.
- Plants now seed from off-map.
- Modders can define recipes onto work tables in the recipe without overriding the work table. Use the list called <thingsToUseRecipe>
- Cabin fever now considers giant unroofed areas to be ‘outdoors’ even if they can’t touch the map edge (small skylights are still not sufficient).
- Added some high-end enemies for the late game: mercenary bruiser and mercenary elite.
- Different leather types can have different statistics now.
- Stats output with nice formatting.
Sept 27
- Various endgame balance improvements.
Sept 26
- Renamed metal to steel.
- Rock chunks now generate more and less at different parts of the map.
- Flammability is now a curve, not an on/off setting. More flammable things will grow fires faster, which creates a distinct disadvantage for otherwise-excellent wood structures.
- Added auto-close to float menu for stuff selection.
- Rebalanced plant growth.
- Reworked armor system to do both damage resistance and deflection chance.
- When siegers are starving, they switch to assault mode.
Sept 25
- Bugfixes.
- (Started work on Alpha 8 branch during A7 testing.)
- Stuffs now have categories. You can only make things from a stuff of the appropriate category.
- Gun turret is now made from stuffs (partially; you can use any metal to make the base).
Sept 24
Sept 23
Sept 22
Sept 19
- More bugfixes and tunings.
- Created a beauty inspection tool and did a balance pass on beauty.
Sept 18
Sept 17
- Bugfixes and various tunings and fixes.
Sept 16
- Bugfixes and optimizations.
Sept 15
- Locked door now shows icon on the map.
- Rebalanced plasteel.
- Bugfixes.
Sept 12
Sept 11
- Separated the concepts of pawns laying down versus sleeping.
- Bugfixes.
Sept 10
- Artillery no longer forces time speed to normal.
- Bugfixes.
Sept 9
- Factions now have bases represented on the world map (though they don’t do anything - this is just to make the faction code make sense).
- Balanced mineable resource amounts in maps with fewer rocks.
- Bugfixes.
Sept 8
- Refactored material management system to track the source shader instead of base material.
- Bugfixes.
Sept 5
- Visitors and raiders carry their own food. Visitors will eat their own food before chowing down on the colony’s supplies.
- Doors are now lockable. Locked doors open for no one
- Rebalanced storyteller to pay more attention to population and less to wealth, and to ramp up slower.
- Refactored traders so they sometimes carry strange items outside their normal stock.
- Fixed melee weapon spawning balance.
- Bugfixes.
Sept 4
- Diseases are now generated separately from other incidents, and are configured per-biome (e.g. lots of malaria in the jungle).
- Float menu
- Bugfixes.
Sept 3
- World now generates with different stone types. Currently sandstone, granite, limestone, marble, slate.
- Resource readout (screen top left) now has a mode where entries are listed in collapsible categories.
Sept 2
- Bed rest effectiveness is now a stat.
- ThingAmounts now load with custom XML for tighter XML formatting.
- Added support for multiple mineable ore types, including masked recoloring of shared rock graphics. Current ores are metal and silver.
- Ores appear with different commonalities.
- Added gold and gold ore.
- Added plasteel and compacted plasteel (ancient rubble, mineable for plasteel).
Sept 1
- Bugfixes.
- Door opening speed is now a modifiable stats. Stone doors open slow, wood doors fast.
Aug 31
- Finished main part of graphic refactor code. Almost all graphic drawing code including linkDrawers is now encapsulated in Graphic and its subclasses.
Aug 29
- Continued major refactor of drawing code. Working on encapsulating all drawing functionality into Graphic and its subclasses.
Aug 28
- Refactoring and bugfixing on stuff and damage systems.
- Added power conduit wall. You can build any wall with a power conduit inside.
- Split armor stat into five separate categories: blunt, piercing, temperature, electric, toxic.
- Races can now have native armor again. Used for megascarab and mechanoids.
- Reworked info card and stats window displays to work without having a thing instance. This lets you look at stats of things before building them.
- Work to build is now a modifiable stat. It takes longer to build things out of stone, metal is in the middle, and wood is quite quick.
- Refactored graphics system to encapsulate more functionality in the Graphic class so gameplay code can know less about how it is being rendered.
Aug 27
- Door and powered door can now be made out of arbitrary stuffs.
- Walls can now be made of arbitrary stuffs.
- Walls made of different stuffs draw with the correct color and pattern (bricks, smooth, planks).
- Stuff can now override the sound for bullets impacting things made of it.
- Various other buildings can now be made out of stuffs.
- Stuffs can now apply both offsets and factors to stat values.
- Apparel made of different stuff have different damage deflection chances now. e.g. leather duster is better armor than cloth duster.
- Stats card merged with info card and cleaned up to display more stats, categorized, in a unified way.
Aug 26
- Buildings now take the color of the stuff they’re made from.
- Created color masking system so we can apply stuff color only on portions of the final thing’s image (e.g. silver beds have silver legs and frames, but not silver sheets).
- Extended color masking system so it can now apply two separate colors through two separate masks. This is used for having beds whose frames change color with the stuff they’re made from, while their sheets change color with their current assigned purpose.
Aug 25
- Wrote a system to allow us to use custom code to load XML for specific objects, which will make the XML for defining stats much cleaner.
- Refined stuff system and fixed bugs.
- Adjusted cramped thought thresholds.
- Buildings now use the proper construction animation and sounds depending on what they’re built from.
Aug 22
- Started work on a system to building things out of arbitrary materials and seeing the effects on the thing. Extensive work refactoring numbers like price, flammability, health, and beauty into stats which can be modified. Continued to expand and generalize the stats readout so it work with these stats as well and shows everything modifying them.
Aug 21
- Pawn race can now override the base value for any stat. Currently used for move speed.
- Equipment (weapons etc) can affect stats.
- Apparel can now affect any stat, including work speed, psychic sensitivity (tinfoil hats!), social impact, etc.
- Various bugfixes and improvements.
Aug 20
- Finished centralizing and feeding back pawn stats. Combined SkillNeedDef and PawnStatDef.
- Created stats report dialog that allows inspecting a character’s stats and their causes, including skills, health conditions, and traits.
Aug 19
- Started centralizing pawn stats calculations so we can feed them back (pawn stats being things like recruit chance, move speed, melee damage factor, which are affected by diverse sources like traits, skills, and health efficiencies.
- Added neurotrainer, a purchasable one-use device that improves skills.
- Fixed final issues with new trade interface.
Aug 18
- Reviewed ison’s health system code, various cleanup started.
- Traders can now generate items by category, so they can generate any food, any raw resource, and so on.
- Traders now randomize prices slightly within their assigned categories.
- Traders now deal in and carry apparel, body parts, prosthetics, and AI persona cores.
Aug 14
- New trade interface finished.
- Characters can be inspected on trade interface. Character and health tabs are viewable.
- Some traders will not will deal in people or weapons.
Aug 13
- Further work on trade interface.
Aug 12
- Started reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.
- Clothes are now generated out of cloth as often as all leathers combined.
- Certain items now no longer have stuffs (e.g. no cloth power armor).
- Bugfixes.
Aug 11
- Leathers from different animals now have distinctive colors.
- Colors are stored for cloth and leather and are inherited by clothing made from those items.
- Colonists now start in synthread clothes. Space refugees start in synthread or hyperweave.
Aug 8
- Bugfixes.
- Implemented properly-structured credits record. Translations can now have proper credits. All credits for all translations will be assembled and shown on the main credits page.
Aug 7
- Bugfixes.
- Languages can now be set to never use tiny text. Useful for Asian languages which are illegible at really small sizes.
- All flesh creatures yield their own kind of leather when butchered.
- You can now grow cotton plants. Cotton plants yield cloth.
- You can produce shirts, pants, and cowboy hats from cloth or leather.
July 31
- Bugfixes.
- Started stuff system.
July 30
- Bugfixes.
- Fixed pawn reservations so multiple pawns can now be going to take from one meal stack at the same time as long as there are >1 meals.
July 29
- Various bugfixes.
- All GUI text functionality is now cleanly wrapped in the Text class. This allowed huge optimizations on font handling.
- Misc optimizations.
July 28
- Coastlines now generate on the map to match the coast of the chosen world square. Some biomes have ponds as well.
- You can now change storyteller in-game using the options menu.
- Various bugfixes and tunings.
July 26
- Bugfixes and optimizations.
- Redesigned skill listing for greater clarity.
July 25
- Lots of bugfixes.
- Raiders sometimes drop medicine.
- Urgent bad letters now flash red 30% of the width of the screen so you don’t forget about them.
July 24
- Various improvements and bugfixes.
- Can now manually assign beds to specific colonists.
- Can have colonists doing bills drop the products on the ground instead of storing them (let the haulers take them away).
- Clarified prisoner rooms effects on colonist behavior by drawing a glowing field in the room when the prisoner bed is selected and reporting items as “prison room” instead of “socially improper”.
July 23
- Various bugfixes and small improvements.
July 22
- Various bugfixes and tunings.
- Added alert for colonists needing medical treatment.
- When raids have lots of points, we now bias their selection in favor of high-value pawns. This reduces pawn spam.
- Metal from enemy structures and mechanoids is auto-forbidden.
- Rainfall drops off at higher elevations.
July 21
- Implemented traits: nudist, psychopath, bloodlust, industriousness spectrum, psychic sensitivity spectrum, cannibal.
- Wrote translation system that can inject translations into nested def data structures and lists.
- Refactored and debugged squad brain state transitions.
- Hooked in some hats to spawn in-game.
- Various bugfixes and adjustments.
July 18
- Implemented traits: nervousness spectrum, neurotic spectrum, move speed spectrum, natural mood spectrum.
- Implemented proper trait system with trait degrees.
- Bugfixes.
- Plants can now have different commonalities in different biomes.
July 17
- Added megascarab (giant desert beetle).
- Refactored world references so the current world is stored in exactly one place for the whole game.
- Added patches of mud terrain in temperate forest biome.
- Different biomes have different ambient sounds (no night insects in the desert).
- Added poplar tree.
- Refactored rotting graphics so you can share dessicated version graphics.
- Implemented basic temperate forest and desert biomes.
- World gen now avoids generating areas with zero rainfall.
- Rainfall view on world map is now clearer.
- Added deer.
July 16
- Various tunings and bugfixes.
- Added iguana.
- Psychic drone event is back. It now affects one randomly-chosen gender.
- Storyteller challenge scale is now separate from storyteller choice. Phoebe Friendly is now Billie Basebuilder and is distinguished by long intervals between threats (her threats can still be huge if your challenge scale is set high).
- Siegers now go into assault mode after taking a certain percentage of losses or losing all artillery.
- Sieging artillery will now sometimes attack random colony buildings, not just the closest colonist (to reduce exploitability).
- Amount of local rain depends on rainfall in your worldsquare.
- Added biome info button to world viewer.
- Made a second oak tree graphic variant.
July 15
- Various code cleanup.
- Rewrote rainfall map generation algorithm for world.
- Finished refactoring squad brains to use a state graph.
- Mechanoid ship part defenders now assault the colony when the ship part is badly damaged.
July 14
- Refactorings and bugfixes.
- Started refactoring squad brain to work using a graph of states and transitions.
July 11
- Integrated a bunch of new sounds from Al.
- Refactored power code out of Building class and into the PowerComp components.
- Added a button to force a power-using applicance to connect to a different powernet, for situations where an applicate has connected to a pillar or something but has other power nearby.
- Many bugfixes.
July 10
- More refinements to world generation.
- Map generation now uses the same noise code as world generation.
- Maps generation is now seeded with data from the world and the map position in the world, so if you land on the same place in the same world (generated from the same seed), you’ll get the same map.
- Fixed map save/load; it re-loads with the separately-saved world map on load.
- Integrated Al’s new entry screen music.
July 9
- Worlds are now generated separately from individual maps, so you can now play multiple games in the same world.
- Worlds are generated from defined seed strings, so you can share worlds and landing spots by sharing the seeds.
- Worlds now have rainfall. Biomes stubbed in and generated on map: tundra, boreal forest, temperate forest, tropical rainforest, desert.
July 8
- World view modes work: Full, elevation, temperature, fertility, biomes.
- Tweaked world generation more. Tall mountains are rarer, most of the world is flat plains. Temperature isn’t so noisy.
- Added overview tab to see world map during gameplay.
- Overview tab displays local map position on world map.
- Game generates names for new worlds.
- Worlds sometimes have oceans at the edges.
July 7
- Advancements in world generation: oceans, glaciers, defined latitudes, interactions between elevation, temperature, latitude, fertility, basic biome assignment.
- Basic biomes.
- World view pans and zooms, gives info about world.
- Started world render mode selection.
- Long eclipses no longer kill all the grass on the map (silent Alpha5 hotfix).
July 6
- Improvements to map generation: fertility and temperature.
July 4
- Mentally broken people no longer have normal thoughts.
- Default map size is now 250.
- Meals are now stackable.
- Bugfixes.
- Alpha 5 released.
July 3
July 2
- Bugfixes.
- Fixed plant ecology so it should be more stable over time.
July 1
- Bugfixes.
- Reviewed metrics from testers’ play sessions and adjusted balance of sieges.
June 29
June 27
- Bugfixes and tunings in storytellers.
- Finally got orthographic projection and immediate-mode render to texture working for world rendering. Changed map generation to drive off of worldsquare hilliness and fertility. (Alpha 6)
June 26
June 25
- Got basic selection of landing site working and started generating maps from the properties of the corresponding world square. (Alpha 6).
- Bugfixes and tunings.
June 24
- Got generated world rendering in GUI (Alpha 6).
- Bugfixes.
June 23
- Started basic world generation (Alpha 6).
- Created ship graphics.
- Bugfixes.
June 22
- Bugfixes, UI adjustments, tuning.
June 21
- Bugfixes, testing, and tuning.
June 20
- Added mortar research project and increased research costs across the board.
- Added biome spawn restriction to animals so modders can make maps with other biomes.
- Added psychic drone incident.
- Added a way to force-close the console in case it is spamming errors.
- Added training to teach that players can set what will be grown in a growing zone.
- Adjusted map generator to not produce utterly empty deserts.
- Bugfixes.
June 19
- Implemented manual targeting of mortars.
- Bugfixes.
June 18
June 17
- Removed loyalty and fear for now. Mental breaks now depend only on mood (renamed from happiness).
- Reworked storyteller ramp-up so it can reset more deeply in extreme situations.
- Split ‘witnessed death’ thought into ally and stranger versions.
- Bugfixes.
June 16
- Hooked in PDB loading per this thread so modders can use code debuggers to step though their code.
- Reservations are now faction-specific so colonist and enemies can now both reserve the same thing.
- Raiders will now opportunistically kidnap incapacitated colonists and leave.
- Game displays time passed as a date with months and years.
- XML data saving can now be set to not save values that match their defaults. It also now saves fields in the correct order with defName at the top.
- Created bad thought for being naked.
- Refactored how weapon accuracy is defined. Instead of an abstract “accuracy” variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.
- Language data can now have friendly names in their native language (e.g. “Français” instead of ‘fr-FR’).
June 13
- Reworked starting equipment so it now comes in your drop pods. Added alerts for making starting stockpiles, unforbidding starting resources, and taking starting weapons. Starting beds removed.
- Architect panel shows names of needed resources and offers an info window about the construction you’re considering.
- Created AI persona core item, needed to build ship computer core.
- Colonists can enter longsleep pods.
- Ship can be launched.
- Game counts more stats: colonists killed, colonists launched.
- Ship computer gives reports on the ship’s status and whether it can be launched.
June 12
- Started making launchable ship: structural beam, longsleep pod, computer core, reactor, engine are roughed in.
- Ship research projects created.
- XML saver will now no longer save most data that matches defaults. Makes cleaner, easier-to-edit XML files.
- Added Al’s new sounds for artillery battles.
- Got 4-view graphics working.
- Created 4-view graphics for bed, royal bed, metal stool, wood stool, metal table, wood table.
- Mining plain rock sometimes leaves rock debris.
June 11
- Started work on getting 4-view graphics working for all things (not just pawns).
- Reorganized ThingDef.
- Added AI ThinkTree insertion tag nodes so modders can cooperatively insert decision nodes into the AI’s decision tree structure without overwriting it or each other.
- Updated Unity to version 4.5.
- Added scyther mechanoid type: fast, doesn’t use cover, accurate and deadly charge lance weapon.
- Raiders now leave after doing sufficient damage.
- Improvements to combat AI, especially Centipedes.
- Add cabin fever thought for it colonists don’t go outdoors for days.
- Orbital drop raiders are less numerous but can now punch through thin roofs.
- Starting resources no longer generate on top of starting guns.
June 10
- Integrated Haplo’s “agent revealed” event.
- Reworked storytellers further. Unusable events should (silently) clog up the event queue less often and make balancing cleaner and easier.
- Various sound improvements.
- Made crashed ship part graphics.
- Crashed ship part makes ever-increasing psychic drone which drives colonists mad over time.
- Crashed ship part kills nearby plants.
June 9
- Integrated and rewrote Haplo’s ship part crash incident. Added extra psychic effects and mechanoid defenders.
- Created dry explosive (non-incendiary) mortar.
- Metal graphic replaced.
- Language choice is now on the main menu and is done with flag images.
- Integrated royal bed into main game.
- Bugfixes.
June 7
- For Alpha4f hotfix: Stone wall health raised from 400 to 650. Nerfed pila from 45 to 30 damage. Merged wood planks and logs, cutting the sawmills, until we have a system to handle this elegantly without creating excessive early-game blockages and near-duplicate constructions. Balance rework on Cassandra and Randy storytellers. Fixed animal insanity waves.
June 6
- Turrets can now require manning to work. This is the case for artillery.
- Raiders who drop into your base get less points to spend.
- Sieging raiders will eat and sleep.
- Siege AI now properly spends points to create emplacements.
- Sieging enemies now fight fires around their emplacements.
- Siege AI now properly splits sieging enemies between construction and defense duties.
- Nerfed pila.
June 5
- Sieging enemies can actually build their fortifications and artillery.
- Smarter siege sandbag placement.
- Added artillery warmup time and minimum range.
- Made mortar graphics.
June 4
- Fixed up mote (particle) registry and saturation. Optimized fire in large amounts.
- Finished namespace split between Verse and RimWorld.
- Added a sound option for ended sustainers to fade out over a defined number of seconds.
- Created basic incendiary mortar structure.
- Siege AI places mortar blueprints and drops construction supplies.
June 3
- Work on storyteller ramp-up (released in hotfix Alpha4d).
- Added “Need Sawmill” alert (released in hotfix Alpha4d).
- Normalized the way TraitDefs are handled.
- Al’s requested improvements to sound editing system: sustain interval random range, start delay range, animal call and angry-scream sound triggers.
- Started creating sieges: enemies can now choose and take siege positions, receive supplies from orbit, place sandbag blueprints.
June 2
- Added special filter options for storage and bills: Allow buried, allow colonist corpses, allow stranger corpses.
- Added (but did not use) basic biome support for plants.
- Added an option to automatically make a home region around new construction. Defaults to on.
- Created RimWorld namespace and moved a ton of RimWorld-specific code into it.
June 1
- Released Alpha 4.
- Added “Need home region” alert.
- Bugfixes.
May 31
- Minor bugfixes and balancing.
- Made Alpha 4 release video and tech explanation video.
May 30
- Corrected and imported new player creative content.
- Bugfixes.
- Roughly reorganized game code into new namespaces: Base for Unity interfaces, Verse, Verse.AI and Verse.Sound for the tile-based game engine, unnamed for RimWorld-specific code.
May 29
- AI storyteller rebalancing.
- Bugfixes.
May 14-28
May 13
May 12
- Various weapon, storyteller, and mechanoid rebalancing from tester feedback.
- Bugfixes.
May 11
- Rebalanced AI storytellers further.
- Bugfixes.
May 10
- Trees can now be farmed.
- Balance changes to wood economy in response to tester feedback.
- Bugfixes.
May 9
- Created basic colony wealth counter and colony recent damage record.
- Created statistics overview page.
- Rewrote storytellers to drive raid strength off colony wealth and recent damage taken, with colony combat strength as a secondary factor.
- Cleaned up sound effects content.
- Worked on edit-while-playing system to make it work more consistently with sounds and not require restarts.
- Bugfixes.
May 8
- Added hand sawmill, electric sawmill, short wood table, long wood table, wood wall, wood floor, crematorium.
- Changed various old buildings to be specific metal variants.
- Changed simple door to wood door.
- Bed is now made of wood.
- Redid door graphics.
- Improved stone wall graphics.
May 7
- Added log, boards, and the ability to chop trees down for logs.
- World now generates with trees.
- You now begin the game with survival pack meals instead of raw potatoes.
- Added machining table. Basically, it’s a butcher table that lets you disassemble dead mechanoids for parts (just metal for now).
- Bugfixes.
May 6
- Added slag debris refining.
- Made mechanoid graphics, renamed Scyther to Centipede.
- Reworked which drop pods leave debris after opening.
- Refactored code for killing, vanishing, cancellation, and deconstruction of things together into a single Destroy method with a mode.
- Bugfixes.
May 5
- Bugfixes.
- Refactored region-graph item finding and reachability checking to more clearly handle various cases of different characters being willing/able to pass through various kinds of doors.
- Added colored lights, just ‘cause.
- Added more mapgen variation. Now it will sometimes generate with a lot more soil and rock and less sand.
May 4
- Some late-night bugfixes.
May 2
- Bugfixes on audio authoring system.
- Added basic global reverb. Gets wetter as camera altitude rises.
- Added sound event visualizer.
- Reorganized sound events and added more. Updated sound events listing.
May 1
- Mechanoid raids.
- Created charge blaster and inferno cannon weapons for mechanoids.
- Renamed and reorganized song files.
April 30
- Got mechanoids spawning into the game.
- Added pilum weapon for tribals and rebalanced their weapons to have fewer rock-throwers.
- Opened up new “Ludeonicrous” map sizes: 325, 350, 400. Not tested or recommended, but who am I to stop you?
- Reorganized how factions are created to be more data-driven and moddable.
- Created training about how arresting people angers their faction.
- Moved MapConditions (Solar flare, eclipse, etc) into defs so they can be expanded and modded.
- Build script now copies a number of select source code files into the build for modder reference.
April 29
- Projectile damage types are now data-driven so modders can define weapons with new new damage types.
- Game now auto-defaults OS language on first startup.
- Added inspector text for pawn mental break states (dazed wander, psychotic, panic fleeing, etc).
- Some pawns will panic and flee individually if badly injured (not colonists, yet).
- Decoupled Building_Storage from SlotGroupParent as per this thread.
- Rewrote how rooms determine if they’re touching a map edge.
- Work, food, and other searches now use breadth-first search through the region graph to find items, followed by a global search if no item is found in the first 30 regions.
- Created a reachability cache to cache results of reachability check traversals between rooms. So if you reach-check the same room to the same other room twice the check will be nearly free.
April 28
- Regions now maintain lists of items which they contain. Some closest-item searches now traverse the region graph to find items (thus avoiding the need to iterate every item on the map). Started integrating AI code with this.
- Game now only loads full data for active language (loading them all was becoming a problem with 8+ translations in the game).
April 27
- Fixed region graph bugs.
- Started implementing region-wise breadth-first-search-powered item search for finding the closest work, food, and other targets.
- Reorganized designation categories. Added production, decoration, power, misc. Deleted buildings.
April 26
- Refactored region graph by removing door portals as a concept. Now doors are their own tiny one-square regions with standard edge-span links to adjacent regions. This is simpler, more consistent, more extensible, and can handle cases with multiple doors adjacent to each other.
April 25
- Optimized region and room update algorithm which runs when the map changes. It now reuses the largest existing room in almost every possible case, avoiding the need to flood-fill a new one from scratch. Before this all started, map changes cost 5ms on my machine because they reflooded every room on the map at the square level. Now they cost 0.05ms, a 100x speedup. Even better is that the new algorithm is insensitive to map size.
April 24
- Got region graph working in first version with regions linked by portals and edge spans. Needs optimization and integration into various specific problem solutions.
- Got rooms generating from the region graph.
April 23
- Started designing and implementing region graph to be used for reachability determination, hierarchical pathfinding, room finding, danger detection and spatial markup, closest-object search, and potentially other purposes. This is a major project.
April 22
- Added simple deep profiling recorder to help trace the rare long-startup bug.
- Various bugfixes.
April 21
- Tuning: Healing is slower. More time between raids. Effective farming now takes more space (reduce turtling).
- Got automated import of fan translations working.
- Various bugfixes.
April 20
April 17
- More stuff can be translated.
April 16
- Research-driven modifications to game data are now data-driven and can be defined in XML. Does not support nested data yet, but you can write a short script to do the modification and reference that.
- All thought definitions are now in XML and can be modded and translated. Thought conditions reference code using namespace, class, and method name.
- Wrote system to play Al’s tension music in dangerous situations.
- Modders can now add map components using a generalized map component framework.
- People now get minor negative thoughts for eating off the ground. Build tables.
- Bugfixes.
April 15
- Weathers are now defined as standard defs for easy modding and translation.
- Everything can now be translated except backstories.
- Translations now fall back on English is there is no translated value instead of displaying translation keys.
- Improved the stability of the game when loading with malformed mod data.
- Sun lamps display their grow-light radius while placing.
- Hunters now carry hunted animals home automatically. Hunted animal corpses are not forbidden.
- Bugfixes.
April 14
- Various bugfixes.
- Optimized lighting flood fill using techniques from pathfinding. On a 150x150 test map with 6 lights, CPU time went from 5.2ms to 1.4ms and memory alloc went from ~88Kb to 24 bytes. Yay.
- Optimized pawn work searches. These were causing slowdowns in large colonies with lots of items by allocating a lot of heap memory for each item scanned, and for each square in which one might store each item scanned.
April 13
- Various bugfixes.
- Refactored item dropping code to better report results with items that could not be dropped or could only be partially dropped (into existing stacks).
April 12
- On Alpha3 branch: Some final bugfixes. Silent-released Alpha3d, Alpha3e.
April 11
- On Alpha3 branch: Some bugfixes for rare bugs found by public. Released Alpha3c.
- On Alpha4 branch: Bugfixing and tweaking.
April 10
Public build 408 - Alpha 3
- More stuff can be translated (credits, traits, designators, thing categories, work tags, more menus).
- Languages can be integrated across multiple mods.
- Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
- Thing categories (for storage settings, etc) are now modular defs. They can be localized, and modders can add new ones without replacing the whole tree.
- Fertilizer pump mod integrated into core.
- (in A3) A one-line fix so colonists take stacks of items to storage after crafting them (not just one).
April 9
Internal build 407a/b
- Hopefully-final bugfixes.
- First fan translation! Integrated TheEisbaer and Haplo’s partial German translation.
April 8
Internal builds 406a/b/c/d
- Bugfixes.
- Integrated new player creative content.
April 7
Internal builds 405a/b
- In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
- Most text is now linked to the translation system.
- Lots of bugfixes.
April 4
Internal build 402
- Bug fixing and testing.
- Most code-driven text can now be translated.
- Rain now slowly washes away blood.
April 3
Internal build 401
- Bug fixes.
- More stuff can be translated.
April 2
Internal build 400
- Bug fixes.
- Added a glow to the button that a tutor concept is talking about. Easier to learn.
- Started text translation system.
April 1
Internal build 399
- Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
- Performance bugfixes.
March 31
Internal build 398
- Crap that’s a lot of bug fixing.
March 30
- Just some light bug fixing.
March 28
Internal build 395
- Bug fixing and many small tunings.
March 27
- Testing, grinding down bugs, tuning many small aspects of many systems.
- Spent a while de-spaghettifying map initialize code, as well as moving the world data out of the map itself.
- Colonists now start out with the work types they’re best at enabled, instead of everyone having the same settings.
- New alerts make tiny bell noises.
- Different teams have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.
March 26
- You can now suspend bills without deleting or modifying them for easy later reactivation.
- AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.
- Testing and grinding down bugs produced over the past few weeks.
- Various minor usability improvements.
March 25
Internal build 392
- Added a simple planning designation that does nothing so people can plan base layouts early.
- Friendly factions will not help you fight their own friends.
- Built up and redesigned AI code so factions can fight each other properly.
- Staging enemies no longer assault you on sight. They will hold their staging position and defend. Hopefully pre-emptive attacks become more meaningful this way.
- Enemies now stage attacks for randomized amounts of time.
- Ally forces now hang around a reasonable point near your base if there are no enemies. After some time, they leave together as a group (they become travelers).
- If harmed, traveling groups stop and defend as a group. They resume traveling if they are not harmed for some time.
- Roughed in visitor event: groups from non-hostile factions visit the colony, chill for a while, and leave.
March 24
- Stonecutter’s table now requires research.
- Faction relations now measured on a -100 to 100 scale instead of 0-100.
- Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Useful in a pinch against tough raids.
- Travelers arrive in groups sometimes.
- Can no longer place a no roof region where there is a thick roof.
March 17
Internal build 384
- Redesigned AI King into a proper state machine so it can handle more complex multi-faction combats and more intricate goals.
- Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together.
- Created “get mods” Web link in mods page.
- The tutor now properly teaches about the bills tab.
- Humanoids no longer eat raw food unless they are near-starving at least.
- Added a button to select through things in the same square (you could always do this by slowly clicking)
- Colonists don’t eat raw food unless urgently hungry or starving.
March 14
- Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).
- Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.
- Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.
- Corpse hauling is now globally prioritized above other hauling.
- Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)
- Bill dialog now warns you if you add a bill that no colonist has the skill to do.
- Drafted pawns now automatically beat adjacent fires.
March 13
- Added help message about trading from orbital beacon in first-opened trade screen.
- Added hotkeys for architect mode.
- Merged architect and direct mode code for displaying commands. Direct mode now displays commands for selected things along the bottom of the screen, the same way Architect mode does.
- Added shortcut keys for next/previous colonist (default comma and period keys).
- Game can now natively load dictionaries of data with def references as keys or values.
March 12
Internal build 379
- Launch pad replaced with orbital trade beacon. Trade system clarification commences.
- Mental break probability is much lower.
- Added a cancel button on the in-progress buildings.
- Colonists will now sleep on the ground if exhausted.
- Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
- Bill config interface displays ingredient search radius ring.
- Alerts now have a moving arrow to draw attention to critical alerts. They are draw on top of the letter stack and so are more visible.
- It is now impossible to place a hopper in an invalid position.
- Modders can now create custom Def subclasses.
- Modders can now make custom code to define building placement restricters.
- Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.
March 11
- Colonists don’t get sad about being in darkness until they haven’t seen a light for 3-4 hours.
- Corpses can now rot.
- Pawns now spawn with randomized goodies. Yay, something to steal!
- Faction relations change over time.
- For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
March 10
- Faction spawning is now data-driven.
- XML loader now warns on finding no usable defs in a file.
- XML loader now warns and explains on finding anything besides a proper <li> tag inside a list element.
- Added info window for factions.
- You can now call factions on the radio and talk to them. You can offer them silver to improve relations.
March 9
- Mods list is now scrollable.
- Can now individually hide zones.
- Tribals now have special names (no more tribal Bob Smiths).
- All pawn kinds can now carry stuff in their inventory, like silver, and will spawn with some. Hooray, a reason to attack people!
- Created soft faction relations so factions can get progressively more and less pissed at you.
March 8
- Restricted hairdos by faction. No more pirates or tribals in pigtails.
- Completed 28th revolution around the sun.
March 7
- Tribal raiders now spawn and attack. Created short bow, great bow, and handful-of-stones weapons.
- Solidified faction relations. They are now reported on the faction overview.
- Pawns of warring factions now fight.
- Let pawns spawn with minigun and L-15 LMG.
- Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
- Created system to track the instigator of damage. Factions turn on you if you damage or kill their members.
- Pawns now spawn with backstories from appropriate spawn category for their faction.
- Created some basic backstory content for tribals.
- Started trying to fix save/load.
March 6
- Cleaned up pawn graphics and fixed it so they can be loaded from mods.
- Made people spawn per-faction. Started adding tribal raiders.
March 4
- Created name generator for factions and made content for raider, outlander, and tribal factions.
- Raiders come from specific factions and don’t always drop from orbit.
- Bedding in and debugging generated faction system.
- Added more music from Al.
- Various small improvements.
March 3
- Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.
- Abolished old fixed teams system and stated creating generated faction system. Create faction overview tab.
March 2
- Aptitude has become “average of relevant skills” out of 20 to reduce confusion.
- Damage types are now defined in xml definitions.
- Recipes can now give skills.
- Added more new colony optimism to help ease into the early game.
- Bugfixes.
February 28
- Fixed external code loading.
- Created the Fertilizer Pump external code test mod. Adds the fertilizer pump building which uses electricity and slowly creates a growable soil field around itself.
- Finished automated hunting. Colonists will hunt with guns or melee attacks.
- Pawns now try to eat nice meals when they have the choice over nutrient meals.
- Various bugfixes.
February 27
- Disallowed building very close to the map edge. This discourages weird building patterns that exploit edges and corners and stress game systems.
- Added basic music system. Added Al’s guitar sting for game start.
- Resource lister now counts meals.
- Added target amount for bills; colonists won’t do the bill if you have more than the target amount in storage.
- Started automatic hunting. So far, colonists can go kick animals to death. Doesn’t work so well for boomrats.
- Moved JobDefs into XML.
- Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.
February 26
- Finished refactoring map generation into encapsulated, parameterized steps.
- Added simple ruins generation.
- Thick rock roofs now drop ‘collapsed rocks’ instead of solid rocks.
February 25
- Started refactoring map generation into encapsulated steps and parameterized them.
- Added rich dirt patches.
- Pawn decision trees are now defined in XML.
- Added simple door. Cheaper, but cannot be powered.
- Filled out storyteller moddability.
- Bugfixes.
364 - February 24
Februray 23
- Bugfixes.
- Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
February 22
Internal builds 361b/362
February 21
Internal builds 360a/b/c, 361a
- Finished up stone economy with stone walls.
- Bugfixes.
- Added blasting charges back in as a mod.
- Started working on getting code loading with mods.
February 20
Internal build 359
- Tons more bugfixes.
- Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.
- Added gather spots so you can make idle colonists gather around certain tables.
- Added stone economy: stonecutter’s table, crafting worktype, stone cutting workgiver, stone blocks thing, stone tiles floor, low stone wall, high stone wall.
February 19
Internal build 358
February 18
- Extensive refactoring and bugfixing.
February 17
- Bugfixing and prepping for internal test cycle.
- Added max ingredient search radius for bills.
- Added qualitative descriptions to skill levels.
- Skills now decay over time when at very high levels.
- Created the passion system, which affects learning rate according to characters’ natural inclination towards different subjects. As in real life, anyone can learn anything that they’re willing to do, but you learn a lot faster if you’re naturally interested in the subject.
- Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.
- Mods can now override core game data as well as add to it.
- Storytellers are now defined in XML.
- Made turret look and sound weak to match its functionality.
February 14
- Migrated all remaining Thing data into XML.
- Rewrote how thing component data is handled (it’s no longer defined per enum on a centralized list) and migrated it all into XML.
- Rewrote XML inheritance to inherit data about subelements and permit inheritance chaining (e.g. pawn->animal->squirrel).
- Set up apparels to spawn according to who they are, data-driven.
- Some late-night optimization, especially to the reachability checker, which, although not an expensive algorithm, can be called thousands of times in a frame, and so needs to be fast as hell.
February 13
- Finished decent refactoring of effects system so it can be data-driven. Different meals/recipes can make different effects while being eaten/worked on.
- Finished refactoring out the Interactive interface; all AI actions are now specified in AI code, not in the things they interact with.
- Factored out a lot of EntityDefinitions. These are now used as mini-categories, not individual entity identifiers, so modders can add more entities easily.
- Migrated pawn kind definitions (sniper, drifter, refugee, etc) into XML.
- Migrated research project definitions into XML.
February 12
- Refactoring day.
- Converted a bunch of old AI code into the new consistent toil format.
- Converted all building definitions from hardcoded into XML.
- Started modularizing EffectMakers and making them data-driven.
February 11
- Recipe ingredients are now configurable and work using categories. You can tell your colonists what to butcher, and whether or not it should include people.
- Balance: Colonists self-extinguish 2.5x more often.
- Created cook stove and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
- Advanced meal types require advanced cooking skills.
- Added varied food types from plants: potatoes, agave, and berries.
- Added release-mode console GUI so modders can properly debug their content without going insane.
February 10
- Refactoring day.
- Cleaned up and pumped up map save/load to be able to handle all sorts of funky cross-references. This was originally so I could save a colonist’s job with a true reference to the specific work order they were in the process of carrying out.
- Blasting charges cut (until they can be balanced properly).
- Skill needs are now data-driven so you can define specific relationships between skills and different recipes’ efficiency and work time.
February 7
- Started creating the “bill” interface so you can tell your colonists what to create at a recipe station. e.g. What meals to cook, what to butcher, etc.
- Reactions are now called recipes.
- Created a data-driven default settings system for storage buildings. Hoppers default to not accepting human meat.
February 6
- Finished basic new AI failure condition framework.
- Thoughts are now moddable definitions.
- Cannibalism causes bad thoughts, differently depending on whether it’s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.
- Integrated first-pass weather and ambient sounds.
February 5
- AI: The old code for having AIs watch for job failure conditions is creaking under the strain. I’ve cut it and started a new, more modularized failure condition watcher infrastructure. Now, when the JobDriver defines the high-level behaviors, the action and failure conditions won’t have to be coupled together. You’ll be able to configure and stack together failure conditions appropriate to the job being done. This allows reuse of behavior code in different contexts (e.g. Hauling a resource to a stockpile, hauling a resource to a building site, hauling a resource to a table for reaction site have different fail conditions but can use the same hauling core code).
- Started integrating Al’s ambient sounds.
February 4
- AI: Started the reaction/butchery/cooking system. Working on a generalized reactions framework that characters will follow to transmute one set of items into another.
- Letters now have varying urgencies. More urgent gets a hotter color. The most urgent ones also bounce occasionally to get your attention.
- Readjusted probabilities of solid and shuffled pawn bios appearing.
- Combined pawn RaceDefinitions into general ThingDefinitions. All pawn definitions now generate meat definitions.
February 3
- Guns and equipment, plants, and apparel are all now loaded from XML. Added rose decorative plant.
February 2
- Mods can now load content cross-references and images. Content handling is much cleaner overall. In progress. Created Royal Bed test mod.
February 1
- Added mod browser. Restructured mod data to be configurable. You can now install mods and run them in parallel. Created mod metadata screen (author, description, etc). http://puu.sh/6GuGD.jpg
- Stockpiling AI: when on hauling runs, colonists now pick up extra resources from nearby piles even if they can’t carry all of them.
- Cooks taking food to hoppers now more perf-efficient and cooks will no longer fill hoppers that are already nearly full.
January 31
- Trader kinds (farm vessel, slave trader) etc are now in XML and moddable.
- For modding, I cleaned up the load sequence so it loads every definition in the game and all mods before resolving all references between them.
- For modding, decoupled many references that found ThingDefinitions via their entitytypes, so we can have lots of definitions that share entitytypes. Now they use the ThingDefinitions directly.
- Created a no-roof region similar to the home region. The game won’t generate roofs in these regions. In addition, player-constructed roofs are removed when no-roof regions are added.
- Some small optimizations.
January 30
- Restructured how map section meshes are rebuilt to eliminate the in-between step that allocated large amounts of data. Now things print directly onto the mesh’s working data, which is a major optimization. Code is cleaner now too.
January 29
- Ridiculously huge performance improvements across the board due to simple rewriting of old perf-blind code. For example, we no longer draw the whole map every frame(!) - and tons of others.
January 28
- Plant growing zones added, along with AI to find and interact with them. Redesigned work AI to handle work on locations as well as things.
- Added an options menu button to open your saves folder (nobody can find the damn thing).
- Added an options menu button to reset the adaptive tutor.
- Mac version now places Mods folder inside the app package to make the install cleaner.
- Cleanup and optimization: TargetPacks and DamageInfo are now structs for better GC performance. Made system to save TargetPacks when they refer to Things. Various other.
January 27
- Started some heavy refactoring of how different items fill different slots in a square.
January 26
Internal build 334a/b, Alpha 1 Release Candidate 5 and public Alpha 1
- Bugfixes.
- Added adaptive tutor messages for opening comms, setting storage priorities, and growing food.
January 25 -
Internal builds 333a/b/c/d, Alpha 1 Release Candidates 1/2/3/4
- Various pre-release fixes.
January 24
Internal build 332
- Created a consistent PathMode system to explicitly handle the difference between pathing to a square and pathing to adjacent to a square or thing, in all methods and interfaces that handle finding paths or checking reachability. Ambiguity between these was causing subtle bugs.
- Performance optimizations and a worryingly large number of bugfixes.
- Integrated Ricardo’s new menu background screen. Not animated yet, but you get the idea.
- You now start with three guns, to alleviate problems with early-battle balance. The battles are supposed to get harder as you go along, not easier.
January 23
Internal build 331
January 22
Internal build 330
- Adaptive tutor now saves its estimates of the player’s knowledge as a separate file that will persist between games. Delete Knowledge.xml (in savegames’ parent folder) to reset it.
- Retuned adaptive tutor and reworked the internal numbers to all be percentages.
- Major optimizations on the algorithm for regenerating rooms. Will help during mining.
- Fixed some deep bugs in hard-case stockpiling (e.g. dropping food in a sealed room packed with food).
- Deconstructing is now done by designating a target, which the colonists go deconstruct.
January 21
Internal build 329
- Worker AI rejiggered to allow prioritization of different classes of targets within one work type. The upshot is that they’ll try to finish existing unfinished buildings before carrying resources to blueprints.
- Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
- Rho did nicer thicker outlines for characters.
- Various bugs fixed.
January 20
- Stockpiling AI: Created cooking stub work type. Currently it only loads food into dispenser hoppers, so you can set this activity at a different priority than hauling.
- Refined and tuned the adaptive tutor, added about six new concepts to teach.
- Did a ton of low-hanging-fruit optimizations, greatly increasing the performance of the game and reducing memory allocations about 50%.
- Small usability changes and bug fixes.
January 19
- A pile of bugfixes, especially for stockpiling AI.
- Continuing to tune the adaptive tutor and put in more lessons and cues.
January 17
- Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
- Terrain, building, and terrain scatterable definitions are now all moddable. Concept definitions (used by the adaptive tutor) as well.
- Stockpiling AI bug fixes.
- Various bug fixes.
- Imported the latest player creative content.
January 16
- Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
- Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
- Various bug fixes.
- Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
- You can now rename stockpiles.
- Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
January 15
- Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
- Various bugfixes.
January 14
- A pile of bugfixes for stockpiling AI.
- Updated credits.
January 13
- AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
- Unified thing dropping placement code.
- Kassandra is now Cleopatra.
January 12
- Integrated storyteller portraits in entry menus.
- Various further bugfixes, some stockpile related, some old bugs.
January 10
- Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
- Had to scrap and try a new approach to having fixed default categories on the storage buildings.
January 9
- Spent all day fixing bugs found by testers in the stockpiling AI system (and in other systems). Great thanks to Semmy for finding a huge number of bugs in this one.
- AIs now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.
January 8
- Many, many bug fixes for stockpiling-related stuff.
- Redid storage allowance system into a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-category interface.
- Added jacket from Rho.
January 6 2014
Back after a lull over Christmas.
- First attempt at basic stockpiling system. Many bugs are still in.
- Lots of other little changes, most related to stockpiling. I’ve had to redo trading, money, how dispensers use food, how things are sold and resources reclaimed, and how things are built.
- Lots of new art from Rho.
December 21
- AI: Worked on containers so the can fill with different things. No longer an ad-hoc system, there is now a globally-used way to contain several objects in a container.
- Started refactoring toils to not have state and not depend on specially-configured lambda expressions instantiated per-instance. That way of doing it didn’t work well, it wasn’t clean. I’m trying another approach where the toils themselves are strictly static data.
December 20
December 17
First testing version in a while after a lot of structural rework and post-crunch cleanup.
- Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
- Created live-modding system, which allows modification of game content while the game is running. This includes the package editor and the definition editor.
- Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the mod system.
- Created apparel system and introduced the first batch of apparel from Rho’s art.
- Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
- Various other changes.
- Live authoring: Solving a problem with data entry going directly into the target variable and being validated constantly. Attempted to create another gui object to handle a temporary modified but not committed variable. Failed and backtracked.
December 14
- My first attempt at creating a definition editor worked ok, but it has some problems because it directly reads and sets all the data in realtime every frame. Performance is a problem. So is the fact that some datatypes aren’t amenable to being edited this way - even typing digits into a float is problematic. I’m going to try a new retained-mode approach. Beginning today.
December 13
- Debugged.
- Worked out a way to layer pawn graphics according to context.
Dec 12
- Invented a way to store multiple sounds in a container and play them together. This propagated through the whole sound management systems, both the definitions and realtime elements. But it works well!
December 11
- Arbitrary coloring of character skin and hair. Separated hair from body. Worked out how to make skin color-changeable while retaining nice saturated shadows. Ways to manage masses of character appearance content and choose among it using various databases with various markup data.
December 8
- Did a lot of work over the last few days arranging the data structures and data flows around the audio system to work. It’s been a real challenge working out how to structure this. Question abound, like: How should filters apply to audio sources? What runtime data structures should we create to track the state of audio sources, and what should we leave in the definitions? How do we have different parts of the audio system reference each other - say, the parameter mappings referencing the filters?
November 30
- Most of today was spent on making the debug output system much more configurable and useful for more types of output. I also worked out a way to do the ASR envelope sustainer stuff for audio (after some failed tries).
November 29
- Fixed apparel system with triple-indexed addressing system.
November 28 2013
- Worked out a new system for creating and managing audio sources to handle arbitrary mixed sustained sounds. Started the pawn apparel system using Rho’s new content; began conceiving the triple-indexed material database (texture, material, color).
November 7
- 254b (public build)
- Added warning popup for loading old saves with new versions. This is not supported.
- Fixed a number of serious issues, including roofs not building over large indoor constructions, crashes on building at the edge of the map, wardens convincing prisoners endlessly, and landing pods destroying designated areas.
November 6 (late)
- Added Chill Callie Classic storyteller, the more relaxed version of Cassandra.
- Abolished cycles - dates are measured in days only.
- Walls now short circuit as well as power conduits.
- Blasting charges cost more.
- Added a toggle to run the game even when the window isn’t focused.
- Bugfixes and code cleanup.
November 6
- Fixed a serious bug in Cassandra which was blocking events at high populations.
- Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.
- Attempted to fix the black screen bug
November 3
- 250 (public build)
- Reorganized enemy attack AI to acquire turret targets even without line of sight.
- Many bugfixes in prep for public alpha
November 2
- Added video quality levels. Mostly it just turns off AA.
- T and G are now zoom keys
- Traders now stay around for two days, not a half day.
- Reorganized options menu.
- Fixed various bugs
November 1
- -Split repair from construction
- -Beating the fire on a burning pawn stuns them.
- -Firefighters will extinguish nearby friendly pawns even outside home zones.
- -Melee attacks incap more than guns and explosives.
- -Cannot speed up time while a colonist is on fire
- -Short throws will no longer have large inaccuracies
- -Redid how the game uncovers fog at map start.
- -Bugfixes.
October 31
- Totally refactored how equipment and verbs are managed under the hood.
October 29
- Plants and such no longer cover bullets as well as sandbags.
- Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
- R-4 charge rifle now has a unique sound.
- Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).
October 27
- You can now prioritize colonists’ tasks individually.
- Levels now cap at 20 (as designed).
- Power connectors report power net status.
- You can now dump meals in dumping areas.
- You can now click on names in the overview to center on the colonist.
- Overview now displays health of wounded colonists.
- Optimizations and bugfixes.
October 25
- Hid the trait system to avoid confusion (since traits do nothing).
- All weapons now have unique graphics.
- Rewrote storage square management system to use the generalized work reservation manager.
- Lots of bugfixes.
October 24 2013
- Added map size adjustment in an advanced menu at game start.
- Fast-forwarding is disabled during combat where you are under attack.
- Added max selection size and max drag designate size.
- Added raiders: sniper squad and mercenary squad.
- Balanced down hydroponics growth rate.
- Charged batteries now explode while burning.
- Some electrical devices now short-circuit and cause fires if left out in the rain while running.
- Split shooting accuracy breakdown into misses due to equipment and misses due to skill.
- Rebalanced shooting and melee to make skill more important.
- Drafted colonists no longer interrupt when melee attacked.
- Traders are now rarer but carry more goods.
- Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
- Smoothed out and softened how AI Storytellers handle colony population.
- Colonists now gain bad thoughts from sleeping outside.
- Added skills (which do nothing yet): cooking, medicine, artistic, crafting
- Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
- Added credits screen.
- Replaced all noncommercial free sounds and attributed those under attribution licenses.
- Various bugfixes and balance adjustments.