环世界A16更新内容一览 rimworld12月21更新了什么
环世界12月21日更新内容一览
RimworldA16-Wanderlust已经发布。改版本添加了球形的世界,以及能用旅行团队四处旅行。在旅行的途中能遭遇,安置新的殖民地
你的游戏会自动升级。这次升级会破坏之前版本的存档。如果你想继续a15的存档,可以用steam的beta功能。
部分改动清单:
球状星球
。。。哎呀总之就是把世界搓成球了,生成星球的时候可以选择温度,降雨量。增加了新生态:冰海。
其他派系会有很多基地,非玩家的派系会有很多的基地
多地图同步
现在在游戏里,允许在多张地图同时活动,并且这些地图的活动都是同步进行的。
重要!重要!的事情来了!现在能设置多个殖民地。但是为了平衡和游戏的流畅度着想,默认的限制是1,也就是说,默认只能设置一个殖民地,如果你想设置多个,要去选项中修改。但是制作者不推荐你这么做,因为可能会非常卡。
旅队:
能用殖民者,囚犯,动物,物资来组建旅队。旅队有最大负重限制。旅队有机率遭到敌对派系和杀人动物的攻击,触发时会自动生成一张临时地图
旅队偶尔会遇到友好的商人并且能交易。也可以去友好的派系交易,并且在友好的派系交易价格要比别的商队来你家的价格要高。
旅队能攻击其他派系基地。攻击时系统会生成一张地图。如果你打败的守军,就能占领这个基地
旅队能建立新殖民地
能放弃现有基地
旅队的移动速度取决于生态,气温,地形,旅队里面殖民者的移动速度以及是否有伤员
旅队在旅行过程中能抛弃人,道具。抛弃人会根据其具体情形,在他们的朋友,亲戚里面产生悲伤的心情,尤其是在被抛弃的人无法生存下去的情况下
旅行胜利:
增加了一个新的游戏结局:有友好的人提供飞船,但是很远,横跨星球。如果能旅行到那里,就能离开星球结束游戏。但是,旅行到那里需要非常长的时间,而且要定期停下收集物资,处理问题
旅行仓:
能建造并发射旅行仓。能把旅行仓的目标设置到地对基地,可以来一波优势很大的骑脸,然后打出gg。也可以降落到地图边缘。
旅行仓可以发射到正在发生战斗的地图,或者已经控制住的基地,来进行物资的补充。还可以把物资发射到被埋伏的旅队地图来增加战斗力。也可以在两个基地之间来回送人,当交通工具用
旅行仓能复数选择并建立发射组
旅行仓需要燃料,燃料可以通过购买,寻找,钻井获得,或者可以用木头或食物来提炼
适用性改进:
新的研究界面
增加了很多事件,问题的提醒,比如屠宰爱宠时会有警告
动物的跟随系统改进,能设定动物是否在征兆,打猎,训练时跟随
药du品与健康
重新平衡药品。增加药品成瘾机率。药品会伤害到身体,比如酒精会损伤大脑,引起肝硬化或肝癌。烟叶会引起哮喘或肺癌。精神药物会损伤肾,清醒剂,果味剂会损伤大脑。用药过量也会损伤大脑
药品利润更大
增加用药方针,来决定是否给成瘾的人吃药
吃药时,即使只吃一支,也有几率造成药物过量
杂项:
重做了手术失误,分为3个等级,轻微,严重,灾难。灾难级会伤害到全身,轻微和严重只会伤害到手术部位附近的部位
重做了交易价格。简化价格计算,增加了丰富的反馈提示
重做了房间对心情的影响。现在,每个角色都对他们的私人房间有一个持续的合理的想法(意思就是会有持续的心情buff)。从吃饭和康复中获得的心情效果更加合理,并有更好的反馈
重新平衡了植物生长的时间
现在,UI可以随意放大。
获救的人有机率会加入殖民地(太空人加入的机率最高。如果环境不适合生存,如高温/低温,有毒辐射等,获救的人一定会加入
携带着物资的动物,现在背上会显示一个背包
在石工台上增加了加工不同石头种类的清单
现在,犯人会在杀死殖民者或试图越狱的时候,被临时标记为有罪,处决有罪的罪犯不会影响心情。
现在,派系的名字更加有趣且多样,能通过独特的社区名字来区分
增加和平难度模式,专为只想建造的玩家打造。禁用了主要的威胁,如入侵
重命名Megatherium -> Megasloth
新的警告:不开心的果体
现在,可以翻译搬背景故事了
新翻译工具
增加小鸡的叽叽声
现在,对于同一派系,最快只能每4天要求一次商队
现在,殖民者在击杀大敌或地方派系领袖后,会获得心情加成
清扫和收获这两项工作成为成批作业(?总之就是优化了AI)
给非殖民者的默认的医疗药物改成了草药。并且会在招降之后自动切换到最好的药物
重新平衡了大多数远程武器,冷却时间更长,瞄准时间更短,尤其是轻武器
20岁以下的人不再有成年的背景故事
成吨的平衡,AI优化,修复bug
Partial change list:
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.
Multiple simultaneous maps
There can now be multiple local maps active at once. For example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time.
The character bar at the top of the screen shows all of your colonists and allows you to change which map you’re looking at. It groups characters togehter by the map they’re on.
You can settle multiple colonies at once. However, for balance and performance reasons, the default limit is one colony at a time. This can be increased in the options menu if you want to experiment, but we don’t recommend it.
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.
Travel victory
New game ending: A friendly person offers a ship, but it is distant, across the world map. If you travel there, you can escape the planet and complete the game. But, traveling there will take a long time and you’ll need to stop at various points to build up supplies or solve problems.
Transport pods
You can build transport pod launchers and transport pods. These let you launch their contents long distances across the world map, over oceans or mountains.
Pods can be targeted on empty world tiles, to send a caravan of people and gear there.
Pods can be targeted on enemy bases, where you can perform "drop-in" raids and drop right on top of the base, or drop outside it - just like raiders do to you!
Pods can be targeted on existing combat maps or other bases you control. This allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control.
Pods are loaded by selecting several and creating a "launch group". An interface like that for creating caravans appears, allowing you to define what and who should be included. The colonists do the detail work.
Transport pods require chemfuel, which can be bought, founded, drilled from the ground, or refined from wood or food using the new refinery building.
Usability improvements
New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart.
Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).
Game now warns you when you order slaughter of a bonded animal (because of the mood impact).
Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them.
Rich soil is darker in color and so easier to see.
Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.
In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming
Drugs and health
Drug rebalance. Increase drug addictiveness in general. Drugs can now damage the body in various ways: Alcohol can cause brain damage or liver cirrhosis or liver cancer, smokeleaf can cause asthma or lung cancer, psychite can damage kidneys, wake-up and go-juice can damage the brain, and generalized overdoses can cause brain damage.
Drugs are more lucrative on the market.
Added a third toggle in drug policy saying whether you can use the drug to feed an addiction, separately from joy usage.
There is now a random chance of a overdose when taking drugs, even if just taking one dose.
Added a way to administer specific drugs to people, including prisoners, animals, and downed people. So you can give Luciferium to someone who needs it.
Malari-block reworked into Penoxycyline, which prevents a wide variety of infections (not just malaria).
Drug chemical effects are modulated by body size. So elephants need a lot of beer to get hammered; squirrels not so much.
Luciferium occasionally heals old wounds/scars. Luciferium is harder to get (less of it in old shrines, higher prices).
Stats now stack differently (more additive, less multiplying) to reduce some exploits.
Misc
Reworked surgery failure into three modes - minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back.
The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though high-quality rooms aren’t absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.
Rebalanced plant growth timings.
UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
Rescued people (especially space refugees etc) should sometimes join the colony. If the environment isn’t survivable (e.g. bad temperature, toxic fallout) they should always join the colony.
Animals carrying inventory now have visible packs on.
Added new separate bills to stonecut each type of stone.
Prisoners are now temporarily marked "guilty" when they do certain actions, like killing a colonist or attempting escape. Guilty prisoners can be executed without mood penalties.
Faction names are now much more interesting and varied, and are separate from specific community names.
New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids.
Rename Megatherium -> Megasloth
New alert: Unhappy nudity
Backstories can be translated now
New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.
Added proper chick peeping sounds.
You can now only request one trader per 4 days from a faction.
Colonists now get mood boosts for defeating big enemies or enemy faction leaders.
Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).
Default medical care for non-colonists is now herbal meds. Switches to best meds on recruit.
Rebalanced most range weapons so more time is in cooldown and less is in aiming - especially for light weapons.
Pawns generated below age 20 now have no adulthood backstory.
Hundreds of other balance improvements, exploit solutions, AI improvements, and bugfixes.