Rimworld 1.0 - Full Release Is Out! #2 - New Boreal Forest Base [4k]

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Published on ● Video Link: https://www.youtube.com/watch?v=X3VQiVEmJl4



RimWorld
Game:
RimWorld (2018)
Duration: 40:44
6,157 views
141


RIMWORLD 1.0 is here! I'm excited to get back to playing this fantastic game. I'm rusty so things might not go smoothly but sometimes that is fun.

In this episode:

- got a fridge setup and wind power
- researched batteries to store power
- we get raided
- add some dressers and end tables to the bedrooms
- recruit a new pawn

#rimworld

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RimWorld is a scifi western colony builders.

Changes:
Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, can burn, and collapse under damage.
Added new “Messages” section of the History tab. This section shows the last 200 messages and letters you’ve received.
Added low-tech plate armor.
New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals.
Ship end sequence: Starting up the ship reactor now takes 15 days, during which you will be attacked constantly by desperadoes and mechanoids.
New raid arrival mode: Multiple groups.
New raid arrival mode: Enemy pods scattered all over the map.
Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)
Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)
New traits:
Undergrounder: Don’t mind never seeing the sky, don’t mind being in darkness.
Great memory: Slower skill decay.
Tough: Take less damage.
Gourmand: Eat a lot, random eating binges, cooking skill bonus.
Sickly: Get sick often.
Quick sleeper: Take less time to sleep.
New items
New incident: “Wild man wanders in”.
New terrain: Soft sand – doesn’t allow building medium or heavy structures.
New designators: Mass-forbid and unforbid.
Infestations now begin with the insects tunneling towards the colony, which gives the player time to respond.
You can now write job titles for your colonists.
New type of attack: Kick sand/water in eyes.
Condensed leathers together into fewer types. Instead of a separate type for each animal, there are categories.
You can now smooth natural rough rock walls into high-quality walls.
Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness.
Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning).
New edge shader for blueprints looks much nicer and more visible than before.
Workbench bills can now be assigned to specific colonists.
Added “Show what will buy” window which shows all items a trader will buy.
Trees’ color now depends on the current season.
Added tainted-apparel thing filter.
Increased prisoner recruitment chance and added a resistance which must be reduced to zero before recruitment can begin.
Animals can now be renamed.
Animals can now get diseases.
Added an automatic destroyed building replacement toggle. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.
Added translation report tool: Generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.
Added translation cleaner tool: Corrects many common problems in translation files and adds/updates English language reference for every string in the game.
It’s now possible to mass-cancel all designations with a designator’s right-click menu.
It’s now possible to forbid/unforbid all items and rearm all traps with a designator’s right-click menu.
You can now drag and reorder colonists in the colonist bar.
Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
Mods page now has a search bar so you can easily find one mod in your list of hundreds.
In some very bad situations, a mysterious Man in Black may arrive. Can he set things right in these parts?
Armor system reworked into a 3-outcome system with armor penetration. The armor penetration of the weapon is subtracted from the armor value of the armor. This gives an effective armor rating, measured as a percent. We roll a RNG out of 100%. If the result is under half the effective AR, the hit is totally deflected. If the result is over half the effective AR, but under the effective AR, the hit is mitigated – damage is reduced by half and sharp hits are converted to bruise. If the result is over the effective AR, the hit passes the armor and applies normally. As before, armor is applied in sequence from the outside in. AR maxes out at 200%.

and much more...patch notes:




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