Rimworld Alpha 16 'Wanderlust' Patch Overview/First Look (for me)
Rimworld Alpha 16 Barky's Patch Overview.
Hey everybody. I've been away for a while, I'm really sorry about that! Been on holiday in Africa. But I'm back for good! And back to my usual schedule. I've made a second channel here for all non-gaming related things. I'll be uploading quite a bit of content there soon! Will get back to this in the next video.
Rimworld Alpha 16 Patch Notes Here:
Spherical planet:
World map is now modeled as a sphere covered with hexagons (and a few pentagons).
New map generation to make nicer mountain ranges, hill clusters, and continents.
Nice backdrop with stars and sun.
Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.
Time zones are now modeled, out of necessity.
New planet generation parameter: temperature. You can make worlds that are overall hotter or overall colder.
New planet generation parameter: rainfall. You can make worlds where there is overall more or less precipitation.
New biome: sea ice.
Factions can now have many bases; non-player factions generate with lots of bases.
Caravans:
Player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface.
Caravans are formed using a special “create caravan” dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. The colonists do the busywork.
Caravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map.
Caravans can be ambushed by enemy factions or manhunting animals. This produces a temporary local map.
Caravans can incidentally meet friendly traders and trade.
Caravans can visit other faction bases and trade with them. Faction bases have more stock and better prices than traders who come and visit your colony.
Caravans can attack faction bases. The game generates a simple faction base map with defenders and loot, and you raid it. If you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.)
Caravans can settle and form new colonies.
You can abandon your bases to shift to new ones.
Caravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry.
It is possible to abandon people and items from caravans. Abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem impossible to survive.
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