RimWorld

RimWorld

Most Recent Changes A17 unstable
2017/05/09


Corrected shooter accuracy calculation tables. Updated shooting accuracy description a bit.
Fix: Psychic insanity lance doesn't work if the target is sleeping.
Fix: Pawns in TradeShips are affected by the outdoor temperature.
Fix: Player doesn't always start in the earliest warm twelfth in southern hemisphere because EarliestTwelfthInAverageTemperatureRange() always starts looking from the first twelfth.
Fix: DateReadout sometimes reports incorrect date because it doesn't recache.
Fix: ListerBuildings is not notified when a building changes its faction. Fix: ListerBuildingsRepairable is updated incorrectly when a building changes its faction.
Fix: Caravan gear can sometimes disappear when swapping with equipped one.
Fix: Graves have a Claim command which doesn't do anything.
Fix 2979: Pawns can run out of path nodes while pathing to Fire
Fix: Event destinations can spawn adjacent to settlements.
Fix: It's impossible to forbid making advanced helmets of plasteel because the option is hidden. Fix: Advanced helmet uses UFT without stuff even though it's made of stuff.
Fix: Mining no longer creates rock rubble.
Add time-advance debug actions.
Remove unused generateMeleeOnly flag.
Fix: Map seeds don't generate the same result every time.
Improve ThingStuffPair text output.
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Showing 1-6 of 6 comments
Stormsong May 9, 2017 @ 1:37pm 
Thank you for bringing this here.
ministrog May 9, 2017 @ 2:32pm 
@OP,

The link you gave on that other thread had tynan show the previous accuracy table. I'm looking at the newest update now and it's pretty damn different. The tables as it is right now in UA17:
http://steamcommunity.com/sharedfiles/filedetails/?id=922659502
BlackSmokeDMax May 9, 2017 @ 2:35pm 
Originally posted by Schrödinger:
@OP,

The link you gave on that other thread had tynan show the previous accuracy table. I'm looking at the newest update now and it's pretty damn different. The tables as it is right now in UA17:
http://steamcommunity.com/sharedfiles/filedetails/?id=922659502

Yep, think he made changes since that thread. Believe that thread happened yesterday just prior to a patch, and then there was another patch today where he mentioned again that those numbers were changing:

"Corrected shooter accuracy calculation tables. Updated shooting accuracy description a bit."
ministrog May 9, 2017 @ 2:37pm 
Yah was wondering if you think it look more balanced. There certainly less 'packing' as that other fellow in the ludeon forums was talking about. Sniper seem to be now effective for only lvl 17 shooters and above.
BlackSmokeDMax May 9, 2017 @ 3:10pm 
From an early play through I am liking it. But don't think I've really played long enough to tell. Going straight by the numbers I think I like what I see. I'd rather have the "feel" for it before really making up my mind.
ministrog May 9, 2017 @ 4:04pm 
I get your point. In previous alpha builds like A16, I was suspicious of something else affecting accuracy. If you increase the difficulty, your pawns overall accuracy would drop but the tooltip would display the same numbers. Now in UA17, the tooltip appears to reflect what I've been experiencing. If it says 50% accuracy shot from pawn XYZ, I would see 1/2 maybe 1/3 shots connecting.

Mind you, from what I can tell, the tooltip also mentions shooter % which might be the numbers from the table (or whatever function that table derives it's number from).

On a seperate issue, if you activate dev mode and hit the raid 3000 point button, the game turns into a slide show on my PC. As soon as they start attacking, it runs fine again. I think it's something to do with the AI figuring out the pathing for 1251672935 raiders (I couldn't count how many out there).

Edit: I was messing around with a shotgun toting trigger-happy pawn. They're pretty damn strong at 7 tile range lol.
Last edited by ministrog; May 9, 2017 @ 4:11pm
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Date Posted: May 9, 2017 @ 12:37pm
Posts: 6