RimWorld

RimWorld

Update changes (running list) since first unstable Beta19 (renamed from unstable1.0 on 2018/08/06)
Update posts by Tynan... contents of post copied/pasted after link.

Please note if you want to contribute to discussion on the updates, that thread (same thread as where these updates were sourced) on the main forums is the place to do it.

Suggestions and bugs for 1.0 each still go in their respective forums on the ludeon website:
bugs: https://ludeon.com/forums/index.php?board=11.0
suggestions: https://ludeon.com/forums/index.php?board=6.0


Looks like on July 11 (unless he has done multiple edits and this is the last one), Tynan added in a rough change list from B18 --> 1.0unstable, here are those two posts:

**SPECIAL ATTENTION TO TYNAN'S NOTE 3 LINES INTO FIRST POST**


https://ludeon.com/forums/index.php?topic=41766.msg411509#msg411509

Rough change list:

This list may have obsolete elements, I'm not updating it in real time as the development goes on.

New features
-Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, and can burn. Also added "Soaking wet" which leaves a mood debuff for moving through water. Counter this with bridges
-Added new "Messages" section of the History tab. This section shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.
-You can now write job titles for your colonists
-You can now toggle into automatic destroyed building replacement mode. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.
-Added craftable plate armor with research project
-Improved raids:
--New group kinds (e.g. snipers only)
--New arrival modes: Multiple groups attacking at once and enemy pods landing scattered all over the map
--Balanced raid points to ensure smooth progression
--Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)
-Improved caravaning:
--Better AI: Pack animals now follow colonists to speed up the packing process
--Added Caravan tab with caravan loading progress
--Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
--Caravans now automatically forage for food while traveling
--Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
--Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
-Improved faction relations system:
--New faction relation type: Ally
--Maintaining good faction relations is now more important than before
--Offer gifts to improve faction relations (either by using transport pods, sending caravans, or giving gifts to their traders)
--Visitors of allied factions will now occasionally leave gifts before leaving
-New buildings:
--Watermill generator: Generate power from moving water
--Autocannon turret: Heavy long-range turret
--Fabrication bench: Craft advanced components and some advanced tech items.
--Waterproof conduit: Transmit power under water for bases on both sides of a river
--Butcher spot: Butcher without building a bench, at an efficiency penalty
--Double sleeping spot: Sleep with your partner, even in crushing poverty
-New scenario: Naked Brutality - start naked with no items
-New traits:
--Tunneler - Don't mind never seeing the sky
--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 incident: "Wild man wanders in”
-New terrain: Soft sand - doesn't allow building medium or heavy structures
-New items:
--Flak pants
--Prosthetic heart
--Bionic spine
--Bionic heart
--Bionic stomach
--Archotech eye
--Archotech arm
--Archotech leg
--Tornado generator
--Patchleather - poor-quality leather made from any combination of other leather
-New designators: Mass-forbid and unforbid
-New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals
-New type of attack: Kick sand/water in eyes
-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 toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
-Added an animal disease incident that mirrors the human disease incident
-Added tainted-apparel thing filter
-Animals can now be renamed
-Added "Save translation report" button for translators. It generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.
-Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
-Workbench bills can now be copied and pasted
-Colonists now opportunistically haul things while working if their current target is roughly in the same direction
-The player can now request AI-core quests from allies
-It's now possible to craft prosthetic and bionic body parts, grenades, and molotovs
-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.
-Tons of art has been redone and adjusted (especially the spaceship)
-Random variant art added for some plants
-Mods page now has a search bar so you can easily find one mod in your list of hundreds

Adjustments
-Heavily rearranged the research tree for easier reading
-Joy need is renamed to 'recreation'
-Battles in the Combat tab are now named
-Totally reworked how plants grow. Wild plants after several in-game years should now look more or less as good as at the beginning
-Items of the same type in the Items tab are now grouped together
-Items in the Items tab can now be sorted by mass, market value, etc.
-Instead of shooting them, hunters now execute downed creatures with a neck cut (except explosive creatures)
-When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there
-Removed tornado incident
-Blunt weapons now have a chance to stun the target
-Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)
-Changed deep moving water to chest-deep moving water: walkable but slower than shallow water
-Reworked a ton of text generation to create more sensible, interesting results
-Turrets now require "barrel change" after firing a lot. This consumes steel
-Misc interface tweaks: colonists forming a caravan now have a special icon in the colonist bar, hovering over stats in the stat window now shows their details, added copy to clipboard button in the Combat tab
-Doctors can draw medicine from the same stack at the same time
-Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
-Caravan members can now tend to themselves if self-tend is on
-Insects will no longer attack the colony when harmed by raiders
-Hives will no longer spawn close to enemy bases
-Changed "Beds" research to "Complex furniture" which is now required to build things like end tables and dining chairs
-Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
-No more random deaths from meteorites falling on colonists
-Insects will now go into hypothermic slowdown instead of getting hypothermia
-Caravan speed now depends on the carried weight
-Caravan members now slowly gain social recreation when the caravan is not moving
-Ambush maps now retain information about the caravan's exact sub-tile position, which means that caravans will now continue their journey from the same position after being ambushed
-Death letter now contains information about last, relevant events
-When a health condition in the Health tab is clicked we now seek to appropriate combat log entry
-It's no longer possible to build roof over trees
-Hydroponics now default to grow rice
-Growing trees now requires research and you can now only grow trees which grow naturally in the local biome
-Kind and Psychopath traits will no longer appear together
-Alphabeavers incident now only occurs in biomes with sparse plants
-Plant cut/harvest time now depends on the plant's growth
-Removed scyther blade
-Mechanoids now always die on downed
-Nutrient paste dispensers are now orange when they can be used by prisoners
-Doing passionate work now affects mood instead of recreation
-Deep drills now yield stone chunks if no resource is below
-Drills which run out of valuable resources are now automatically forbidden
-Firefoam poppers will now pop whenever there's a fire in a 3-cell radius
-Exotic goods outlander traders will no longer trade furniture
-Some traders will now buy only some types of animals, not all
-Food poisoning now has three stages it moves through over the course of a day
-Adjusted doctors and patients work priorities a bit so they do urgent work first
-Important world objects are now easier to see when the camera is zoomed out
-Improved pathfinding: colonists should now generate better paths
-Removed "Green thumb" trait
-The player now must choose a route for the caravan before sending it
-Caravans will no longer rest just before reaching their destination
-Heavily reworked how caravan movement speed works. Every tile now has an easy-to-understand, well-explained "movement difficulty" stat
-Bedrolls now have quality ratings
-Removed Electric armor
-Most crafting benches are now uninstallable and reinstallable
-Removed shiv since it's basically a low-quality knife
-It's now possible to craft knives at crafting spots
-Inspired colonists now get a special icon in the colonist bar
-Colonists will now take pemmican to inventory (like meals)
-Frag grenades are no longer a valid hunting weapon
-Ores mined by non-colonists (e.g. insects) now spawn forbidden
-Alerts now also look at caravan members where appropriate
-The permadeath savefile is now also renamed when the colony is given a name
-Improved sapper AI somewhat
-"autostart.rws" is now automatically loaded on start in dev mode, for faster testing
-Combined ribs into rib cage
-Animals' melee damage now scales with life stage
-Plants in the plant selection menu are now sorted by category and name
-Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options
-Minerals and ancient dangers will no longer appear on encounter maps
-Graves now show the person's date of death
-"Vest plate" is now called "Flak vest"
-Tribal factions can now do sapper raids
-Added medical care column to the Assign tab
-Removed Shoddy and Superior item qualities
-Adjusted quality impact on various stats to be less extreme and more steady in most cases
-Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration or from quests
-Generalized "Inspired art" inspiration to "Inspired creativity" which now applies to all crafted items
-Removed the distinction between allowed areas and animal areas
-Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
-Inspiration expiration time is now shown on the inspect pane
-"Improvised turret" is now called "Mini-turret"
-Added minimum crafting skill to various weapon and apparel crafting recipes
-Removed the requirement to pay fee to initiate the item stash quest
-Caravans now get name based on their best negotiator
-Colonists can now wear armor vests with tribalwear
-Minor starvation (below 25% severity) no longer causes miscarriages
-Pets and bonded animals no longer disturb sleep
-When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
-Enemies no longer use single use rocket launchers during caravan ambushes
-Some letters now show information about the related faction relations in the bottom right corner
-It's no longer possible to request military aid from factions which can't use transport pods (they can still give aid spontaneously)
-Various floors now require research. Split hospital beds into "Sterile materials" and "Hospital beds" research projects
-Trading with factions now affects goodwill (1 per 500 silver traded)
-Settling very near another faction base will now cause faction relations loss every quadrum because of anger due to territorial encroachment
-Fulfilling trade requests now gives +5 goodwill
-Destroying a faction base of a mutual enemy now gives +15 goodwill
-All traders are now unwilling to buy tainted apparel
-Caravans who are not moving now have a lower chance of being attacked
-Improved animal fleeing behavior
-No humans now spawn with charge rifle. Charge lance is now usable by humans and craftable. Mechanoids now always destroy anything they drop (including minigun, which was previously recoverable)
-Projectile impacts now wake up nearby people and animals
-Explosive weapons now explode when set on fire
-Wood-powered fires and coolers no longer vanish when fuel is exhausted, they wait to be refueled
-Animals now respond quicker to their master drafting/undrafting
-Fixed issues with animals sometimes randomly opening doors in combat and allowing enemies in
-Improved following behavior so animals following their master will now try to stay close to him
-The prostophile thoughts now accept any artificial body parts, not just bionic
-Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)


Fixes
-Combat log tab should no longer cause lags
-World region names will now display all non-English characters correctly
-Swapped machine pistol and SMG graphics to be correct
-The refugee from the "Downed refugee" quest will now automatically join the colony when approached
-Fixed issues with colonists pathing through blueprints and frames which could interrupt the construction process
-Fixed issues where random buildings in enemy bases were sometimes made of super valuable materials
-Colony wealth now correctly takes into account items in containers (e.g. transport pods)
-Tame animals now affect incident points and wealth
-"Open save data folder" and "Open mods folder" buttons on Mac/Linux now show a dialog box with the folder location instead of failing entirely
-No more faction relations impact if a friendly person is caught in crossfire when firing at a mutually hostile target
-Fixed issues with everyone still remembering the resurrected person's death
-Combat music will now play when there's a fight in any map, not just the player home map

-Many other minor fixes

Cont'd...
« Last Edit: 2018-07-11, 00:50:02 by Tynan »


https://ludeon.com/forums/index.php?topic=41766.msg411510#msg411510

Balance
-Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
-World quest destinations appear 10% closer to the player bases.
-Table search radius 25 -> 32
-The “expectations” thoughts progress more rapidly.
-Doubled initial blight size, increase spread rate by 30%.
-Go frenzy inspiration duration 1 day -> 2 days
-For all cases where a world quest has a time limit, increase the time limit by 50%
-Poison ship part plant-killing circle stops expanding at radius 50.
-Wounds are be 50% less likely to become permanent scars.
-Burying corpses takes 2x longer. Digging graves takes 20% longer.
-Increased delay before auto-undraft by 20%.
-Shallow water movement cost 12 -> 22
-Equalized mood penalties for being too hot and too cold.
-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%. Default armor penetration is 1.5% per point of damage, but some weapons vary from this.
-Heat armor can actually prevent people getting set aflame.
-Rebalanced all apparel and stuff armor stats. Many thing protect from sharp attacks, few protect from blunt attacks, so blunt damage is now clearly specialized in attacking armored enemies.
-Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
-Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
-Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
-Removed shoddy and superior quality levels. Rebalanced other qualities to have a smoother progression up to Excellent. Masterwork and legendary are really special quality levels with big stat boosts; Legendary can only be acquired by special means like quests and inspirations while Masterwork can only be crafted rarely at very high skill levels.
-Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
-World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
-Rebalanced plant work speed stat so it is 100% at 8 skill.
-Fixed a bug that caused there to be too many wild animals.
-Small adjustments to some biome disease frequencies and animal densities
-Starting meal count 44 -> 50.
-Rebalanced flammability across the whole game.
-Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
-Extensive rebalance of the probabilities of various pawn kinds spawning with various weapons, tech hediffs, and apparel.
-Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
-Increased base infection chances.
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.
-Trade requests will give more time and much richer rewards, especially for poor colonies.
-Rebalanced beauty of items, buildings, floors, filth, and plants game-wide.
-Rebalanced the intensity and duration of many thoughts.
-Tribal start beginning pemmican 300 -> 400.
-Deep drills cost more and mine slower.
-Items
--Drastically reduced apparel crafting work times, especially for basic items.
--Added minimum crafting skill to various weapon and apparel crafting recipes.
--Reworked power armor/charge rifle crafting cost. They take a lot less components, and some advanced components, and less time.
--Shield belt cost (3x component, 60x plasteel, 5x uranium ) -> (2x component, 50x steel, 10x plasteel). Production time to 50% of current.
--Small sculpture mass 5 -> 3. Large sculpture mass 10 -> 7. Grand sculpture mass 50 -> 25.
--Chocolate market value 6->3
--Packaged survival meal mass: 0.4 -> 0.3 (lighter than pemmican per nutrition). Pemmican daysToRotStart: 80 -> 70. Packaged survival meal ingredients count: 0.5 -> 0.3 (still a bit worse than simple meal and pemmican).
--Increased artillery shell cost by 30%. Reduced artillery accuracy slightly.
-Plants
--All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.
--Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
--Sowing any kind of tree now requires 6 growing skill.
--Sowing trees takes 8x longer.
--Trees can only be sown with a research called “Tree Sowing” that costs 500. Tribals start with this research. It has no prerequisites.
--You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.
--Reduced all tree-type plant’s max hit points by to 66% of old values.
--Bomb damage now does 2x damage vs plants.
--Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.
--Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.
--Reduced daylily and rose lifespans.
--Sand fertility 6% -> 10%.
-Research
--Colonies start game with passive cooler research.
--Colonies no longer start game with batteries and solar panels and nutrient paste research.
--Nutrient paste research cost 600 -> 300.
--Recurve bow research cost 200 -> 400.
--Carpet making research cost 1200 -> 600.
--Autodoor research cost 400 -> 600.
--Shield belt research prerequisite Multi-analyzer -> Microelectronics basics
--Shield belt research cost 3000 -> 1400
--Psychoid pekoe research cost 400 -> 800
--Brewing research cost 700 -> 400
--Refining research cost 1200 -> 700
--Ground-penetrating scanner research cost 7000 -> 4500.
--Complex furniture research cost 700 -> 300, more things require this research now.
--Knife no longer requires smithing research
-Buildings
--Reduced all costs to build the ship components by 30%
--Slowed constructing buildings with all stone types by 20%
--Adjusted minimum construction skill on a variety of buildings (generally adding one where there was none)
--Vitals monitor cost 180 steel -> 70 steel and 3 components
--Vitals monitor power consumption 150 -> 80
--Sandbag cost 6 steel -> 5 steel
--Sterile tile cost 15 silver -> 12 silver
--Standing lamp power usage 75W -> 30W
--Turret power usage 350W -> 100W
--Sandbag fill percent 65% -> 60%
--Bed cost 35 -> 45
--Double bed cost 70 -> 80
--Bedroll cost 50 -> 40
--Double bedroll cost 80 -> 70
--Bedrolls rest effectiveness 0.93 -> 0.95
--Bedrolls comfort 0.6 -> 0.68
--Animal bed cost 45 -> 40
--Battery stored energy max 1000 -> 600
--Battery cost 50 steel, 2 components -> 70 steel, 2 components
--Chemfuel generator fuel consumption rate 4.0 -> 4.5
--Chemfuel generator fuel capacity 25 -> 30
--Transport pod launcher cost 80 steel, 3 components -> 70 steel, 1 component
--Transport pod cost 80 steel, 1 component -> 60 steel, 1 component
--Wind turbine width 5 cells -> 7 cells
--Vanometric power cell output 500W -> 1200W
--Hospital beds cost components instead of medicine.
-Animals
--Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
--Adjusted many animal market values and movement speeds.
--Human leather amount 25 -> 50
--Animals leather amount increased 50% across the board
--Animal train chance reduced 25%.
--Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
--Obedience training steps 1 -> 3.
--Warg damage increased by 15%.
--Warg wildness 80% -> 35%
--All insects main attack cooldowns 2.5 -> 2.9
--Alphabeaver body size 0.6 -> 0.45
--Wild boar trainable intelligence Advanced -> Intermediate (pig still has Advanced)
--Wild boar tusk damage 9 -> 8
--Wild boar speed 5 -> 4.2 (pig is still 3.6)
--Wild boar min comfy temperature -20 -> -15
--Pig bite damage 7 -> 6
--Pig market value 280 -> 200
--Boomalope chemfuel production reduced by 40%
--Boomalope hunger rate 1.0 -> 1.3
--Alpaca move speed 3.8 -> 3.2
--Alpaca leg damage 7 -> 6
--Dromedary leg damage 11 -> 8
--Muffalo speed 3.6 -> 3.5
--Muffalo head cooldown 1.65 -> 2.00
--Muffalo wildness 50% -> 60%
--Wolf wildness 75% -> 85%.
--Wolf bite damage 11 -> 12
--Wolf scratch usage commonality 100% -> 50% per side
--Wolf nuzzle interval 120 -> 240 hours
--Husky, lab body sizes reduced slightly
--Lab hunger rate 0.5 -> 0.4
--Thrumbo hunger rate 4.5->3.5
--Nuzzle target search distance 15 -> 40
--Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3
--Yorkshire terrier nuzzle interval 15 -> 24 hours
--Monkey, chinchilla nuzzle interval 72 -> 48 hours
--Hare, snowhare nuzzle interval 120 -> 72
--Muffalo, alpaca, warg no longer nuzzle
--Tortoise armor 50% -> 30%.
-Drugs:
--Psychoid pekoe psychoid tolerance gain 0.02 -> 0.03
--Psychoid pekoe market value 14 -> 10
--Psychoid pekoe restFallFactor 0.9 -> 0.8
--Hop plant min grow skill 7 -> 3
--Beer fermenting time 10 days -> 6 days
--Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity
--Alcohol severity per day -1.0 -> 0.75, so it lasts longer
--Alcohol mood gains all increase +2
--Smokeleaf mood gain 15 -> 13
-Ranged weapons:
--Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
--Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).
--Chain shotgun range 9 -> 12.9, accuracy 40/43/38/32 -> 57/64/55/45
--Minigun forced miss radius 2.4 -> 1.8
--Heavy charge blaster forced miss radius 2.9 -> 1.9
--EMP stun duration is now the same for grenades and shells
--Charge lance is now usable and craftable.
--No human enemies spawn with weapons above industrial tech.
-Melee:
--Removed shiv (since the same role is filled by a low quality knife)
--Debuffed fists very slightly (~5%) in cooldown
--Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS
--Buffed beer bottles, and wood log slightly (~10%) above fists in terms of DPS
--Serious melee weapons (knife on upward) across the board 5%-10% DPS buff
-Various other changes I forgot to include here.
« Last Edit: 2018-07-11, 00:54:42 by Tynan »
Last edited by BlackSmokeDMax; Aug 6, 2018 @ 6:48pm
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BlackSmokeDMax Jun 21, 2018 @ 7:36am 
update: morning (2018/06/20)

https://ludeon.com/forums/index.php?topic=41766.msg412169#msg412169

I'm pushing another build.

One notable change is that you start with armor in the default scenario now. I'm not 100% sure of this but I want to see how it plays out.

Below I'll post the raw changelog for all changes since the first 1.0 unstable (1936) since I didn't post them before. Here's the sausage being made. The below commits are by a mix of me, ison (Piotr Walczak) and ZorbaTHut (Ben Rog-Wilhelm).

---

Fix: Blueprint graphics for wall/sandbags/door don't match the edge detect shader properly (missing inner solid transparent field)
Removed some text that doesn't pluralize well.
Unified table style so all tables fit the cell more precisely.
A bit more text content.
Added multicount silver graphics.
Adjust some apparel draw sizes. Won't be visible in-game until we fix bug that causes drawSize to do nothing on apparel items.
Added new multicount graphics for steel.
Multi-stackcount graphics for stone blocks.
Various item art improvements.
Add wood log full stack graphic.
Adjust smokeleaf joint graphics for size.
Refined wood log graphics.
Unified health item graphics.
Simplyify body part item graphics.
Uranium is no longer a small-volume ingredient.
Precious lump more likely to form with uranium, less likely with jade.
Made StatPart_Difficulty more sensible (though it's not actually used anywhere :/)
Buff flak vest and flak pants.
Start with flak vest, flak pants, plasteel helmet.
Food poisoning chance is now affected by difficulty.
Wanderer joins letter text specifically notes that you can’t question the pawn.
Fill in some text_todo for new body parts.
Wall smoothing work amount 9000 -> 6500.
Changed "abandon" gizmo order.
When RegionTraverser finds a small region, put it to the front of the queue instead of the back.
When health tab is empty, instead of writing "(no injuries)" we now write "(no health conditions)" in the center.
Fix: "Show what will buy" gizmo overlaps "choose landing location" buttons.
Fix: Index out of bounds exception in ToTitleCaseSmart() while generating names.
We no longer warn about proximity goodwill change when settling near permanent enemies because it's pointless.
Fix: "Romance attempt" interaction repetitive text.
Some minor changes to string.Flatten() and string.MergeMultipleSpaces().
GrammarResolver is now more careful while removing excessive whitespace. This fixes issues with incorrect linebreaks in letters.
Rebalanced some prosthetics-related thoughts.
Refine shadow data for buildings.
Clean up some shooting accuracy code, collected constants together.
Clarified refugee pod crash letter and made it specific to the pawn who is crashing. Added _title text output from pawns. So now you can use [PAWN_title] in any text.
Fix minigun and charge blaster balance. Minimum accuracy for ranged weapons changed to 0.01.
Fix: Missing translation tags for direct hit chance and miss radius.
-Balance down watermill 1400 -> 1200 watts. -Healroot grow time 10 -> 7 (crop version only, wild version remains at 10). -Flak pants occupy middle layer (can’t be worn under power armor).
Tie forcedMissRadius to whether a weapon is explosive; remove it from non-explosive weapons and adjust accuracy.
Fix: Adjusted forced miss is not applied properly.
Move verb-related ConfigErrors into VerbProperties.
Pass a little extra information into ApplyPatches.
Abstract mod loading into a variety of overridable functions.
Fix: Phrasing mistake.
Fix: Typo.
Added stat minValue where appropriate.
Raiders are no longer allowed to self-tend.
Fix 3443: Colonist with low Animals skill gets 'Product Wasted' when shearing alpaca, but alpaca still has 100% wool
Fix 3439: Item stash contains Silver, Silver, Silver, Silver, and Silver
Fixed back compatibility issue with ScenPart_IncidentBase.
Fix 3435: Backwards compatibility: Issues with missing/changed defs edition
Allow tribalwear for all starts (for naked brutality scenario, mostly).
More content for interaction descriptions.
Fixed issues with hediffs B18 back compatibility.
Fixed some B18 back compatibility issues.
Reduced predator prevalence in most biomes about 30%.
Balance prevalence of harvestable wild plants (mostly reducing raspberries).
Goodwill daily gain and fall for factions reduced 0.5 -> 0.25
Adjusted and added some content for world feature name generation.
Fix: Semi-frequent errors on world generation from name use checking by text generators.
RulePack refactoring. Fix: Tribe factions use outlander union names for name generation.
Rulepacks refactor and naming consistency.
Some minor rule pack refactors.
Fix: Waterwheels don't rotate the right direction.
Integrate backstory translations using the same fuzzy-match logic used for loading.
Improved tribal name generators. Removed various duplicate rules in favor of probability markers.
More naming content for trade ships.
More content for world name generator.
Update string replacement symbols for Tynan easter egg backstory.
More random naming content for pirate factions.
Fix: Some world text still clips with the planet.
Adjust mortar description to explain its inaccuracy.
Exclude wav and png files from VSCode.
Name generation tests now inject the name "Smithee" for ANYPAWN. This is so that rules which require a pawn name (e.g. art titles relating to a Tale about a pawn) get tested as well.
A bit more content for weapon art namer.
Refactor some naming data into global to reduce duplication.
Added more variations to art name generation, and restructured for greater re-use between art types.
Syllables are now global for text generation and renamed to SylE (English) and SylG (Galician).
More content for artwork naming.
Rename some RulePack XML files.
Fix: Art namers don't appear on namer test rulepack list (since their names didn't start with Namer). Renamed them to NamerArtXXX. Fix: Some bracket mistakes from last commit.
Reorganized and renamed various art generation text symbols. Removed a bunch of redundant references (re-defining things already defined in global utility def).
Increase deep counts per cell somewhat (this is balanced because we now have drill-caused infestations)
Credits update (testers)
Delete two meta files that Unity keeps deleting.
Display “(various) x5” instead of just “(various)” when various things are selected.
Grayscale-out disabled Commands.
Fix 3436: Exception while saving Maneuver_Smash_MeleeHit
Fix 3441: Gray turns into __Gray__ when drafted. (Underline on entire textbox rather than name) (maybe)
Fix another smattering of old text-replacement tokens.


Next update (morning of 2018/06/21)


https://ludeon.com/forums/index.php?topic=41766.msg412377#msg412377

Pushing another build. Rough change list:

-----

Differentiated colors of different variants of the same faction type.
Remove uranium cost from shield belt.
Applied Jon's new properly-aligned wood floor texture, and made the burned version for it. Applied Jon's proper headless projectile graphics for firefoam and incendiary shells that match the item graphics (e.g. no head).
Rebalanced deep resources: More resources per cell, smaller but more numerous lumps, plasteel and uranium more common, silver moved to same low commonality as jade and gold.
Revert some recent increases to sowing time.
Reduce food poison chances significantly.
Adjusted poker table graphics to standard table style (filling the cells).
Solve a quirk where some items are faster to craft at crafting spot than on proper benches (e.g. tribalwear). Solution: -Set crafting spot to 50% speed. -Crafting spot and butcher spot are both now subject to temperature and outdoors work speed penalties. -Made smokeleaf joint and pekoe makeable at drug lab. -Adjusted work speed penalties, outdoors 80%->90%, bad temperature 60%->70%.
Group melee-related stats away from ranged-related stats.
Group Miss Radius and Direct Hit Chance stats.
Add Direct Hit Chance to shot report.
Fixed bugs, made a debug output for, and rebalanced the code that adjusts backstory selection chances to try to achieve a relatively even spread of work disable commonalities.
Fix 3442: Typo in Mini-Turret's description
Intercept_Object_HitChancePerFillPercent 0.10 -> 0.15
-Random intercept chance for wild projectiles is now the same as hitting cover for world objects adjacent to the target. This solves issues where if two people are hunkered behind sandbags, it can be weirdly likely to hit the neighbor of your true target since the sandbags don’t protect him at all, while they do protect your true target. Unfortunately this doesn’t perfectly solve the issue when the shooter misses *behind* the target since the sandbags aren’t adjacent to the target point. Still have to work on that. -Fix: Shots can randomly intercept targets who are inside the destination cell (now it only hits using the target cell impact code). -Improve on-map shooting debug output. -Increased chance factor for randomly intercepting world objects for wild shots 0.07 -> 0.10. -Intercept_Pawn_HitChanceFactor_LayingDown 0.10 -> 0.15. -Condense shooting-related tunable constants into ShootTunings
Fix: If a hunt target gets up after being downed, it still gets slaughtered in melee.
Added XML translation handles so it's easier to translate list elements.
Added RulePack.rulesFiles field which just instantiates specially formatted Rule_Files so translators can add more Rule_Files. Added MayTranslate attribute.
Fix 3448: Buildings marked for deconstruction yield no resources, so colonists should not refuel them
Added translation repos clone/push scripts.
Minor clarity text changes in bill config dialog.
Open doors no longer always intercept stray bullets. Chance reduced to 5%.


Next update (morning of 2018/06/22)


https://ludeon.com/forums/index.php?topic=41766.msg412605#msg412605

New build going up. Lots more tasks over here to do, thanks for the ongoing feedback everyone!

Raw change log below.

------

Caravan BaseJoyGainPerHour 0.31 -> 0.35
Fix: Smoothed stone floors have no market value.
Condensed all the dependent RoomStats into a single worker class driven by a SimpleCurve in the def instead of using complex case-specific math. Adjusted a few numbers. Renamed defaultScore -> roomlessScore to be clearer.
Refactor cleanliness calculations into a SimpleCurve.
Reviewed heat generation from buildings game-wide. Made a new debug output to help analyze it. Some buildings produce heat that didn’t before (stoves, etc).
Multi-analyzer advanced component cost 2->1.
Fix: Various recipes have no work speed stat, and so work speed is unaffected by injury or traits. -Make chemfuel at organic bench. -Make stone blocks. -Burn drugs/apparel, cremate corpse. To fix, added a UnskilledProductionSpeed stat that is affected by health conditions only.
Reworked brewing speed into drug cooking speed, applied it to brewing, pekoe and smokeleaf. Smokeleaf making is no longer weirdly divorced from all health conditions. Renamed drug production speed to drug synthesis speed to distinguish it better from drug cooking. Reworked recipe skill debug output into a table.
Incendiary launcher can now target locations. Minigun can no longer target locations.
Reduced various infection chances (around 25%).
Watermill cost 340/20/1 -> 280 wood, 80 steel, 3 components.
Increase animal gestation times roughly 20% game-wide.
Adjusted some constructionSkillPrerequisites and UI icon draw sizes. Campfire no longer has a construction skill requirement. Short bow crafting skill requirement 3->2.
Saguaro cactus wood yield 10 -> 20.
Minor text fixes.
Added TranslationHandle attributes where appropriate. Translation handles are now sanitized properly.
Added translation report syntax suggestion for helpTexts.0. Moved some code from Pawn_RotationTracker to FaceTarget() so it can be reused by e.g. JobDriver_SitFacingBuilding which fixes some rotation issues.
Finished working on translation handles. Moved translation handles code to a separate file. Fixed some issues. Translation report now suggests using translation handles instead of raw indexes.
Fix 3451: Faction Kinship of Abetra of def TribeRough has no usable PawnGroupMakers
Added a sound that plays when the build script is finished.
Last edited by BlackSmokeDMax; Jul 24, 2018 @ 12:26am
BlackSmokeDMax Jun 21, 2018 @ 7:36am 
Next update (morning of 2018/06/23)


https://ludeon.com/forums/index.php?topic=41766.msg412859#msg412859

New build! Raw log:

--

Text adjustments on prosthetic appreciation/disgust (since prosthophile/phobe was renamed).
Fix: All character art in the game is slightly offset to the left by one pixel on the north and south view. Corrected apparel. Also resized some oversized art and made minor art fixes.
Wild men now show up in the Wildlife tab.
Fix: All character art in the game is slightly offset to the left by one pixel on the north and south view. Corrected bodies.
Fix: All character art in the game is slightly offset to the left by one pixel on the north and south view. Corrected head and hair art. Also made some minor art corrections (some fuzzy/bright pixels around hair edges).
Add ProstheticAppreciation/Disgust thoughts for Transhumanist/BodyPurist.
Reduce PSD size: Tribal headdress. Centered it (I intend to center the rest of the character art so we don't need a weird offset forever).
Fix: Stuff offsets not applied if stat value is zero or below because of accidental interaction with applyFactorsIfNegative. Also, moved stuff stat offset application after stat factors, since there’s no sense in multiplying a stat’s offset but its own factor. Adjusted gold, and silver beauty stat offsets. Result: Walls made of super expensive materials now have beauty.
Resized ship AI core building (3,3)->(2x2) to make symmetrical ships possible. Resized art to standard size per cell as well and cleaned it up a bit.
Reduce centipede health, armor, and melee attack power. Increase scyther armor.
PointsPer1000Wealth 7.8 -> 7.5
Fix: Shooting small-size targets makes people spray bullets more widely.
Fix: Shot spread suddenly becomes a lot wider if the target lays down (this problem still exists for target size).
Allow multiselect of wild healroot.
Tuned shooting spread curves. Moved shooting spread curves into ShootTunings.
Allow running conduit through smoothed walls.
Set a minimum aimon chance at 2%.
Refactor some shot accuracy code; moved accuracy variables into ShootTunings.
Remove meleeshoot functionality.
Add debug output to tune wild miss results.
Implement new wild-miss behavior.


Next update (morning of 2018/0625)


https://ludeon.com/forums/index.php?topic=41766.msg413248#msg413248

New build is going up! Various further rebalancings and changes. Your existing watermills will be repositioned and stop working - sorry.

Raw change log:
----
Watermill generator requires a 5-wide line of moving water instead of 3-wide.
Fix: Def direction of watermill generator is reversed.
Corrected nutrient paste dispenser def direction and cleaned up some of the art.
Watermill size (4,5) -> (5,6). Including art upscale.
Reordered skills and defined the order in defs so mods can insert skills anywhere.
Fix: Packaged survival meal now has no research prerequisite.
Rename skill: “growing” -> “plants”.
Reduced soaking wet thought impact 10 -> 6. Adjusted text to hint about bridges.
Minor trait commonality adjustments.
Add hediff debug command now shows all HediffDefs on the first page.
Reduced food poisoning impact to no longer down the pawn, but rather slow him and put him in pain.
Fix 3458: Damaged graphic for side-rotated 1x2 table is offset from the table graphic
Humans can now drop their terrain-source filth several times.
Added trash as a variant of human filth.
Change difficulty labels to the traditional ones.
Rearranged construction work priorities. Repair is below construct, and other changes.
Crashlanded scenario now starts with 10 wake-up.
Adjust GiveUpExit mental break text.
Gift silver for one goodwill 20 -> 25.
Nutrient paste dispenser no longer requires research.
Adjusted multi-analyzer art match other table types in style (i.e. tabletop fills cells).
Mining against constructed structures is now much slower than mining against natural walls. This will slow down sappers and insects when they’re digging through your defenses.
Remove construction skill requirement for passive cooler.
Allow opportunistic haul for pawns with hauling work disabled. Loosed up distance limits on opportunistic hauling. Refactor opportunistic haul tunings into new AITuning class.
Rename some classes Tunings -> Tuning
Reduce max world feature text size. When there are giant oceans it was making insanely huge text that Z-fights. Slightly reduced mid-tier feature size as well.
Minor rebalances to trade requests.
Fix: Unnecessary decimals on money amounts in trade request letter.
Debuff trade quest rewards 200%~300% -> 180%~260%.
Buff sandbags 60%->65% coverage.
Clarify skill descriptions.
Marble now has +1 beauty offset. So marble walls have 1 beauty. It’s still the weakest stone type.
Increase theshold for bionic uneasiness from 2 parts to 3 parts.
Last edited by BlackSmokeDMax; Jul 9, 2018 @ 7:10am
BlackSmokeDMax Jun 21, 2018 @ 7:36am 
Next update (night of 2018/06/25)



https://ludeon.com/forums/index.php?topic=41766.msg413441#msg413441

FYI Nothing changed about pawn movement interactions, it's been the same for years now (since we made it so pawns can't overlap in melee situations, to stop insane imba pile-ups).

It's just called Ultratech because that's the tech level; it doesn't necessarily come from a glitterworld. I've been trying to standardize things a bit towards the RW tech levels (Neolithic, medieval, industrial, spacer, ultratech, archotech).

New build is going up. Raw change list:

------

Fix: Stats window displays armor penetration even for weapons that don't interact with armor (e.g. EMP)
Rebalanced several weapons to increase damage per-shot (and thus armor rating) without changing DPS much: -Assault rifle -LMG -Minigun -Charge rifle
Adjusted mining speed vs walls.
Armor penetration stat now has an explanatory description when you select it in the stats page.
Bloodlust social fight chance factor 2x -> 4x.
Heart attack adjustments.
Remove some erroneous newlines in messages.
Crashlanded no longer starts with wake-up.
Rename SimpleCurve2D -> SimpleSurface.
Reduced soaking wet thought impact to -3. Slightly slowed down movement through water. Marsh now counts as a form of shallow water.
Changed steel graphics to be more visible.
Art cleanup: Ship parts.
Change some armor categories (mainly bomb blunt -> sharp)
Reduces armor penetration on some specific weapons.
Fix: Armor stats’ post-process curves are tuned assuming 100% is perfect protection.
Fix 3444: Wide rivers can spawn with unsupported overhead mountains
Fix 3455: Extreme slowdown while right-click prioritize float menu is open
Implemented three-way roll armor system.
Improved art for dessicated animals somewhat.
Made special dessicated version of thin body type and applied it to female/thin bodies. This fixes a bug where clothed dessicated corpses that are thin or female draw the skeleton past the edge of the clothes. Also refactored and simplified body graphic loading code a bit and adjusted head stump graphics.
Fix: Human skin shader is applied to dessicated skull, making it reddish.
Improved art for dessicated humans.
Transport pods now write their contents on the inspect pane.
Tightened up meal graphics.
Changed letter dismissal option text from “OK” to “dismiss”. Thanks, Apple human interface guidelines.
Inspirations are now associated with skills and are more likely if a pawn has passions in those skills. Reduced inspiration skill level requirements.
Non-tribal colonies start with nutrient paste researched. (this is so tribals don’t get it automatically as well).
Revert "Nutrient paste dispenser no longer requires research."
Brawlers can no longer get shooting inspirations.
Animal infection chance factor 0.20 -> 0.10.
Watermill generator now requires heavy terrain, so it can't be built on bridges.
Power armor research cost 1600 -> 3000.


followed by another quick update (morning of 2018/06/26)


next: https://ludeon.com/forums/index.php?topic=41766.msg413509#msg413509

Surprised: No discussion yet about how the armor system has been completely redone with armor penetration, damage diminshment (from gunshot to bruise), etc.

Anyway, quick update going up. Changelog:



-----

Building watermills too close together now makes them less effective (water turbulence).
Adjust naked brutality description.
Reduced “soaking wet” duration and made it happen in rain as well as water.
Fix: Minor issues with time speed slowing in combat.
Autocannon turret is now significantly more powerful and somewhat more expensive.
Fix: Pawns who are incapable of hauling can still do opportunistic hauling jobs.
Multi-analyzer no longer requires advanced components. Plasteel is enough.
Buffed wind turbine power output 15%.
Insect meat is now priced lower than other meat.
Fix: Some text still uses the term “joy” instead of “recreation”.
Last edited by BlackSmokeDMax; Jul 9, 2018 @ 7:11am
BlackSmokeDMax Jun 21, 2018 @ 7:36am 
the following update was posted, shortly afterwards it was retracted due to some errors, then reposted a short while later

next update (morning of 2018/06/27)


https://ludeon.com/forums/index.php?topic=41766.msg413774#msg413774

New build going up! I did a pretty heavy rework to how recreation is handled, I hope it'll be a lot more understandable as well as less failure-prone from here on. Specifically, recreation requirements scale with expectations, the player gets a useful alert if he needs more recreation, and pawns won't spend a ton of time on recreation types they're already bored of.

Raw change log.

Added cocoa tree, for growing your own chocolate. This is a useful recreation source at high expectations levels. It takes a lot of grower skill and sowing time, as well as research.
Explain armor system better in armor rating stat.
Adjusted population intent balance slightly to not be so aggressive about adding people at very low populations.
Increase shotgun stagger, slightly buff autopistol and slightly debuff revolver.
When a recreation tolerance hits 50%, we now disable taking job of that recreation type until it falls to 30%. "Bored". So instead of endlessly doing the same recreation activity which they aren't getting anything from, pawns will have an unfulfilled recreation need instead until more variety of recreation is available.
On recreation tooltip, we now mention the recreation types available current expectations and tolerance fall rate.
Need recreation variety alert now lists kinds from items (chemical, gluttonous).
Added more detail to “need recreation variety” alert. It mentions current expectations level. It lists the recreation kinds extant on the current map, and which building they come from. It says you can check a building’s recreation kinds in its stats.
Expectations and joy tolerance rework. Recreation tolerance drop per day now varies based on expectations. "Need recreation sources" alert now activates whenever there are not enough recreation sources for the specific expectations level on any PlayerHome map. Expectations levels are now defined by defs and queried from a central utility class.
Adjusted quest reward item quality generation.
We explain how to reorder colonist bar in a tooltip now.
Increase centipedes points cost (since their weapons are a bit better now). Sped up centipedes a bit.
Bomb explosion now has stopping power.
Fix 3460: Doe graphics look unusually big
Fix 3462: Watermill generator 'turbulence from another watermill' updating issues
Added flak jacket. Still using jacket art.
Refugees now get "Rescued" thought on rescued.
Reduced frequency of family members of colonists by 50%.
Trade quests now only accept normal or better quality items.
Fix: TryAppendRelationsWithColonistsInfo() doesn't append newlines correctly (no newlines before relationship info).
Bomb and Flame now have defaultArmorPenetration 0.05. Added DamageDef.defaultStoppingPower.
Animals tab now accepts nameless animals as a workaround for nameless animals bug.
Fix 3452: Memory leak detected: map (Map-0) is still live when it shouldn't be; this map will not be mentioned again
Caravan interface: "pause" -> "rest".
Overall armor calculations now correctly handle >100% armor ratings.
Last edited by BlackSmokeDMax; Jul 9, 2018 @ 7:11am
BlackSmokeDMax Jun 21, 2018 @ 7:36am 
next update (late night 2018/06/27)


https://ludeon.com/forums/index.php?topic=41766.msg413969#msg413969

New build. Raw changelog:

--------

Remove unnecessary meta file.
Reversed def directionality of comms console to make sense and match B18 again.
Reversed def directionality of dresser.
Fix: Ship engine graphic reversed east/west.
Fix: Comms console has chair graphic on interaction spot but doesn’t use it.
Plate armor research cost 1800 -> 1400. Plate armor armor rating reduced ~3%.
Relations shifts over time are a bit slower (0.25/day -> 0.20/day)
Exclude Photoshop .psd files from VSCode.
Armor rebalance: Double armor of devilstrand, hyperweave, thrumbofur. Increase other leathers’ armor ratings. Reduce flak pants/jacket to 40/10/10. Thrumbo now has natural armor, but reduced health (thus fewer permanent injuries over long-term use).
Changed Thing.SpecialDisplayStats from a property to a method.
Costed up autocannon turret and made it no longer stuffed.
Royal bed gold cost 10 -> 50
Fix: Some armor can be made on the wrong table.
Reset the minimum ticks until mental break upon mental state recovery. MinTicksBelowToBreak 1500 -> 3000.
Improve transport pod contents output to show stack counts and combine same-def items.
Display manhunter chance even if it's zero.
Less heart attacks for young people.
Adjusted pyro and gourmand special mental break rates. No longer related to mood.
Add special requested name to get around tech problem on website.
Settlement -> SettlementBase, FactionBase -> Settlement
Escape ship map is now considered a PlayerHome.
Fix: Ship quest's computer core is disconnected from the rest of the ship.
Fix 3459: Randomly-generated player faction name is invalid
Fix 3466: Obedience-training an animal doesn't auto-assign master
Fix 3467: Pawn faces the opposite direction when burying a corpse
Fix 3470: ToWild bullets can damage conduits that are underneath walls
Fix 3461: Escape pod notification befriending text is still present if there's a pirate inside
Fix 3468: Back compatibility-related errors with new joy boredom state.
Fix 3464: Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an

note: I didn't misquote the very end there, likely a copy/paste error during Tynan's post creation



next update (morning of 2018/06/28)


https://ludeon.com/forums/index.php?topic=41766.msg414037#msg414037

Balance update. Recreation is getting a bit more love. Deep drilling rethink.

Raw changelog:

----

Fix: Deep drilling gold is insanely fast since portion size is determined by stack size. Fixed by defining deep portion size directly per-def (for steel it changed from 38 to 35).
Rebalanced to make late game production less grindy: -Allow reinstall of deep drills. -Deep drill health 140 -> 300. -Deep drill work per lump 16000 -> 13000. -Deep drill cost 200 steel + 3 components -> 300 steel + 4 components. -Deep drill work to make 5000 -> 10000. -Deep drill power consumption 250 -> 300. -Deep drill research cost 1500 -> 2400. -Deep drill infestations size increased (if player has the points for it) and more randomness to the raid size. -Deep drill infestations cooldown per drill group 8 days -> 7 days. -Long-range mineral scanner MTB 30 days -> 18 days.
Wording changes in a few places.
The player can now research and build flatscreen televisions.
Increased poison ship part radius maximum 50 tiles -> 100 tiles.
Moved pekoe production from crafting spot to campfire and stoves. Normalized the way campfire work speed works; it’s automatically 50% of normal, which allowed removing the custom campfire-only recipes for simple meal, pemmican, burn drugs, and burn apparel.
Fix: Deep drill doesn't give comfort but still has a chair icon for the interaction spot.
Decrease quest start frequency a bit, normalize it between storytellers.


next update (morning of 2018/06/29)


https://ludeon.com/forums/index.php?topic=41766.msg414277#msg414277

New build going up.

Here's the raw changelog:

----

Need recreation sources alert shows the sources you don’t have as well as those you do.
Minor code rearrangement in some caravan-related code.
Added debug command to give plague to people in caravans.
Adjust food poison chance.
Increase raider death rate a bit now that rescue quests are more of a thing.
Made an alert when a pawn is assigned to recreation or in need of recreation is bored of all recreation types, with an explanation of what to do about it.
Rename some ToString methods for consistency.
We can now customize per-ThingDef the work it takes to uninstall a building. Made uninstall work longer for deep drills.
Outlander towns always sell plasteel and uranium.
Rebalanced what long range mineral scanner finds. More variety, more uranium, plasteel is possible.
The game now informs you why a pawn got food poisoning.
Fix: Food poison chance from room doesn’t apply if roomless. Chanced food poison chance from room cleanliness from a factor to an offset.
Slight rebalance on centipede; he's a bit faster now.
We now always let the player know about SiteParts (except ambushes).
Fix: Insects spawned by deep drills attack deep drills.
It's now impossible to shoot in melee.
Fix: It's possible to capture a downed refugee via reform caravan screen even when he's surrounded by sleeping mechanoids.
More FactionBase -> Settlement changes.
Last edited by BlackSmokeDMax; Jul 9, 2018 @ 7:14am
BlackSmokeDMax Jun 22, 2018 @ 8:42am 
next update (evening 2018/06/29)


https://ludeon.com/forums/index.php?topic=41766.msg414488#msg414488

FYI there's a ton of todo I've got stacked up so if something isn't getting addressed it doesn't necessarily mean we're not intending to address it.

New build. This was all ison this time:

----

Fix 3302: Pawns cannot path through colonists engaged in combat
Fix 3481: 'Work to uninstall' displays on info cards of structures that can't be uninstalled
Fix 3473: Exception filling window for Verse.Dialog_InfoCard (artificial body parts)
Fix 3477: Plate Armour lacks an unfinished ThingDef
Outpost site part now mentions how many enemies there are in letters.
GenSteps can now have runtime data. Site cores and parts can now have runtime data. The long-range mineral scanner now says in the letter what kind of mineable resource was found.
PreciousLump sites now expire after 30 days.


next update: (morning 2018/07/01)


https://ludeon.com/forums/index.php?topic=41766.msg414778#msg414778

New build. Bring on the theorycrafting experience-based stories and feedback! Thanks for all given so far, it's very useful. We've got a lot of tasks we're still working through.

----

Hive killed insect jelly 100 -> 60.
Alphabeaver hunger rate 6.0->4.5.
Turrets research cost 400 -> 300.
Door health 250 -> 140.
Shotgun armor penetration 6%->9%.
Fix: Non-square buildings with defaultPlacingRot east or west draw with distorted proportions on the menu.
Hydroponics can now be built on bridges. Set hydroponics basin def direction back to same as B18 (it points the way it faces) and use defaultPlacingRot=east to make it align visually with the benches in the menu.
Basic work type now starts active for everyone.
Fix: Tribals can build chess table.
Clarify penoxycyline.
Rebalance: Infections less likely at low tend quality and more likely at high tend quality.
RaidBeacon endgame sequence threat frequency now scales with difficulty.
Adjusted crafting quality output to produce better and less random results.
Changed quality gen data output from text to table.
Shift various ranged weapons’ firing delays a somewhat from warmup into cooldown to reduce cheese and counterbalance not being able to use them in melee.
Fix: One explosion is not enough to detonate artillery shells.
Made non-mech factions a bit more common in late game raids.
Hydroponics fertility 230% -> 280%.
Made outdoors need a bit stricter.
Rename trait Tunneler -> Indoorsman.
Rearrange research layout a bit.
Adjust animal skill gain rate from tame/train down a bit now that it's repeatable.
Ship startup sequence raid frequency reduced a little bit.
Reduced ship advanced components costs.
Fix: Food poison cause unknown not translated. Some XML cleanup.
Rename ultratech medicine -> glitterworld medicine
Balanced some bionics and archotech body parts a bit.


NOTE: build retracted and then reposted per this post:


https://ludeon.com/forums/index.php?topic=41766.msg414807#msg414807

Last build has a breaking bug, I'm reverting until we can fix it.

EDIT: New fixed build up now
« Last Edit: Today at 07:30:19 by Tynan »
Last edited by BlackSmokeDMax; Jul 9, 2018 @ 7:15am
BlackSmokeDMax Jun 23, 2018 @ 7:04am 
Note from Tynan about updates as of post on 2018/07/02 at about 4am central US time.


https://ludeon.com/forums/index.php?topic=41766.msg415043#msg415043

Also, considering it, I'm not seeing a ton of reports about killboxes. Why is that? Are the new raid strategies making it no longer worth it? Or are y'all just trying to do something different? Have killboxes been successfully reduced to a non-dominating (but still effective) strategy?

I'd like to know, because it'll inform how I balance turrets going forward.

EDIT: Also FYI, y'all have well outpaced our ability to actually implement the notes that I've been taking. Currently we've got about 12 pages of backlogged tasks to work on, so if something's not done yet it doesn't mean we're not planning it. If you want to take a break testing that wouldn't be a terrible idea, since testing data given now will be a bit distorted since it's played in a context of a bunch of problems we've already got plans to fix.
« Last Edit: Today at 04:07:18 by Tynan »

Last edited by BlackSmokeDMax; Jul 3, 2018 @ 9:04am
BlackSmokeDMax Jun 23, 2018 @ 7:05am 
next update: (morning 2018/07/03)



https://ludeon.com/forums/index.php?topic=41766.msg415279#msg415279

New build. No huge changes. Still processing a lot of feedback.

---

Fix: neurotrainers use wrong label for FloatMenu option.
Fix 3484: Major food poisoning doesn't actually affect eating capacity
Fix 3480: 'ProgressToNextPortion' on deep drill's inspection panel is untranslated
Pawns can now use bedrolls while caravaning.
Darkness debuff now longer applies to night owls.
Site letters now mention how many turrets there are.
Site letters now mention how many sleeping mechanoids there are.
Site letters now mention how many manhunting animals there are.
Mini-turret range 22.9 -> 24.9.
Fix: Autocannon turret radius mismatch with placing display radius.
Adjusted training decay rate a bit; slightly harder for low-wildness animals and slightly easier for high-wildness animals.
Adjusted nutrition of grass.
Reduce disease incidence overall ~10%.
Death on downed chance for non colony humans now relates to population intent.
Letter close button text "dismiss" -> "close" for clarity in case of quests. e.g. it's not "dismissing" the quest.
Watermill generator 1200W -> 1100W.
Fix: Assault rifle description mentions three-round bursts.
Fix: Kick dirt in eyes freezes pawn in place for 15 seconds.
Wimp effect is a bit softer.
Fix: Mismatch between the reported reason for a social fight and the social log text of the interaction leading to the social fight.
Fix: Food poisoning cause is almost always unknown.
Increase explosive radius of EMP and firefoam artillery.
Standardize plant immature graphic paths. Change raspberry bush to berry bush and made it blue (for color-blind visibility).
Adjusted mature cocoa tree graphic so it doesn’t look like it’s blighted. Cocoa trees now have an immature graphic.
Impacting drop pods now awaken animals.
Reduces size of hilliness overlay images (512->128).
Tending with tend time left now extends the old time instead of replacing it. Refactored how tending time is managed a bit.
Text: Failed -> Botched


next build (later morning 2018/07/03)


https://ludeon.com/forums/index.php?topic=41766.msg415387#msg415387

Another build because why not.

--

Fix: Invalid map index errors caused by inspector tabs after loading a game and keeping the tab open.
Game of Ur no longer requires chairs to use. But, chairs are still preferred.
Manhunter pack incident letter clarifications.
Manhunter pack incident points factor adjusted.
Reduce sappers and sieges somewhat at high points levels.
Made mining yields (drill and standard) difficulty-dependent. Similar to crop yields.
Rate of enemy non-death down is now difficulty-dependent (this balances the different numbers of enemies at different difficulties).
Caravan pawns no longer get extra joy from eating food. Caravan pawns now periodically get a little bit of Social/Meditative joy.
Turret maintenance cost is now difficuly-dependent (though the top 3 difficulties are the same)
Various needs now freeze while a pawn is in a mental state (recreation etc).
Increase wood stuff HP factor and door base health a bit.
Reduce some armor costs a bit.
Debuff greatbow a bit.
Remove limit on points of friendly raids.
Changed site threat points curve (less enemies).
Changed translation report syntax suggestions format a bit.
Fix: DefInjections duplicates are not detected in some cases. TranslationReport no longer says that a field is not translated if you use indexes instead of named handles.



in the follwing update, that is my bold and italic emphasis to help people notice that note and not read over it.

next update: (morning 2018/07/04)


https://ludeon.com/forums/index.php?topic=41766.msg415631#msg415631

New update. Various changes.

Note that the changelog is in reverse chronological order if some changes seem contradictory.

---

Remove the "they learned your trap locations" mechanics since nobody ever noticed them anyway. Reworked them to "they're smart, they can avoid your turrets and some of your traps".
Refactor FactionTacticalMemory and changed remember chance from 20% to 100%.
Adjust storyteller descriptions.
Caravan.Resting -> NightResting to make its meaning clear.
beCarriedByCaravanIfSick now defaults to true
Sick caravan members now rest in the best available bed when the caravan is not moving. Sick caravan members can now be carried by other pawns.
Tech level research penalty maxes at industrial level, this makes final research projects a lot easier. Rebalanced research projects. Removed Bridges research project.
Rearrange research and remove some dependencies. Adjusted some research prices. Properly format research XML.
Adjust difficulties descriptions.
Recolor berries object to have a more generalized purple color.
Fix berry bush positioning in cell.
Made a bunch of internal classes public.
Tending interval now depends on how many doctors there are in the caravan. Caravan members needing immediate treatment are now treated first.
Made sure that all site parts can always generate at least 1 enemy.
Caravan pawns no longer use JoyKinds they're bored of.


Next update was posted and then withdrawn due to bug:

https://ludeon.com/forums/index.php?topic=41766.msg415834#msg415834

New build! Thanks for the ongoing feedback everyone. Still lots to do over here.

---
EDIT: Build withdrawn due to serious bug.
« Last Edit: Today at 08:56:23 by Tynan »
Last edited by BlackSmokeDMax; Jul 9, 2018 @ 7:08am
BlackSmokeDMax Jun 25, 2018 @ 5:44am 
next update: afternoon (2018/07/05


https://ludeon.com/forums/index.php?topic=41766.msg415902#msg415902

Build is up!

----

Fixed a bunch of issues with doors.
Fix: Sappers never flee.
Fix 3502: ArgumentOutOfRangeException on CaravanRestUtility after trading with Caravan Meeting
Changed gift goodwill impact so the better the current relations the smaller the impact.
New conduit art and power grid overlay art.
Fix: Randy description appears in a scroll box.
Added sniper turret. Normalize naming of some turret-related assets.
Ambush site part threat points now scale with the player colony's strength.
Remove unused duplicate sounds.
Downed refugees can no longer spawn with bleeding wounds (so they don't die while the player is trying to rescue them).
Simplified rules for trap springing. They now never spring on you or allies, and always spring on anyone else. Deadfall traps can now catch wild animals.
Adjusted door closing speed, door health, door heat transfer rate.
Hives can now appear in >= 2 cells areas (instead of 16). Insects will now dig faster in smaller rooms.
Hyperweave is now a possible quest reward. Increased prevalence of power armor and plate armor as a quest rewards.
Bedrolls no longer require research. Because seriously, it's a bag.
Rename pekoe -> tea.
Predators no longer hunt humanlikes.
Food poisoning chance from filth now has a threshold so just a couple bits of dirt won't cause poisoning. Reduces the need for obsessive cleaning micro.
Adjusted outdoors need speeds.
Speed up some wild plant regrow times.
Wind turbine now requires heavy terrain affordance.
Rearrange and rename some plant-related code to cleanly separate fall colors system from PlantUtility.
Comfort need is no longer frozen for caravan members since now it's possible to gain it by using bedrolls.
Fix: Grammar errors in generated text involving animals (indefinite -> definite case).
Infestation letter now points at all hive clusters, not just one. (ship part crash letter too)
Added "Be carried if sick" toggle.



next update: early morning (2018/07/07)


https://ludeon.com/forums/index.php?topic=41766.msg416337#msg416337

New build!

I'm sick, so slowing down slightly in recent days.

----

Added translation info window on main menu.
Fix: World refugee quest incident not related to population intent.
Chance of infection is reduced for small wounds.
Adjusted threat points curve to be a bit less brutal in the early-midgame.
Adjust trap mechanics.
Added flak armor research.
Reduce animal leather amount (but keep it higher than B18). Reduce mechanoid butcher products. Slightly faster wall building and mining. Extend door close time. Speed up thrumbo.
Reduce parka armor.
More apparel covers the neck.
Integrate flak jacket art.
When a predator is hunting a colonist we now send a letter.
Needs tab is now hidden for wild animals.
Predators can now hunt humanlikes at medium difficulty or above.
Ancient shrines now always contain mechanoids or hives.
Quality now affects ranged weapons damage and armor penetration.
It's no longer possible for visitors/traders/travelers to arrive if there's already a hostile but non-hostile to player group on the map (e.g. visitors from another non-hostile to player faction, but hostile to other visitors). The same applies to called traders (they'll wait before entering the map).
Made shield belt more common among quest rewards.
Armor slows pawns a little bit once again.
Rebalance melee a bit, standardize cooldowns.
Buff all sharp melee weapons’ damage ~10%. Refactor and correct melee weapon debug table.
Adjust some biome plant densities.
Adjust some biome animal densities.
Remove efficiency malus from power claw.
Rebalance Alphabeavers.



next update: late night (2018/07/07)

https://ludeon.com/forums/index.php?topic=41766.msg416656#msg416656

New build!

Still lots to do.

---

Fewer ranged weapon qualities have damage impact (only awful, masterwork and legendary.)
Apparel burning bill now excludes belts by default.
Ascetic and gourmand traits are exclusive.
We now send a letter after you research ship basics explaining how the sequence works.
Remove unused ResearchProjectDef.descriptionDiscovered.
Rebalanced points scaling for world challenges.
Tuned some healing rates.
Adjust wild animal spawn rate and manhunter chances.
Points value of one pawn scales somewhat with wealth. So late-game pawn reduction will reduce threats a bit more (hopefully making post-losses recovery and caravans more reasonable).
Rebalance charge/assault rifle to have 3-round burst, rebalance pistols slightly.
Mad animal letter label names the animal.
Make waterproof conduit cost 3 steel.
Fix: you require construction skill to build a Tube TV but not for a Flatscreen TV.
Adjusted some gun ranges.
Adjust weapon index ranges.
Slight buff to assault rifle.
Adjusted quality variance in gear generated for NPCs.
Last edited by BlackSmokeDMax; Jul 9, 2018 @ 7:07am
Bly Jun 25, 2018 @ 8:01am 
Thank you for posting all these patch notes.

Edit: Feel free to delete this or whatever if you need the spot for more patch notes.
Last edited by Bly; Jul 3, 2018 @ 10:57am
BlackSmokeDMax Jun 26, 2018 @ 5:24am 
Next update: morning (2018/07/09)


https://ludeon.com/forums/index.php?topic=41766.msg416994#msg416994

New build! Largely rebalancings on this one.

---

Turrets can now define an inherent accuracy (instead of it being hardcoded at 96%). Rebalanced sniper turret more accurate and slower.
Adjusted apparel optimization algorithm consideration of health. It now ignores health until you hit the frayed/tattered thought thresholds.
Slightly slower research.
Adjust hive tunnel sound distances.
Fix: Redundant text on mad animal letter label.
Pulse-charged munitions requires precision rifling.
Humans can bite. Misc changes to psychite tea.
Adjust berserk pawn max attack distance.
Text adjustments.
Go and work frenzy inspirations last longer.
Slightly increase friendly fire exclusion range and refactor it so it lerps smoothly instead of stair-stepping.
Sappers avoid mining paths a bit more.
Adjusted some warmup and cooldown times on weapons.
Increase steel amount in mapgen. Reduce flak armor cost a bit.
Made smelting slag yield more steel.
Rebalanced stuff stats for melee specialization a bit.
Standardize melee cooldowns into slow, standard, and fast attacks. Rebalance a few melee weapons.
Buff go-juice. Reduce scyther speed slightly. Increase world quest challenge points.
Revert "Adjusted outdoors need speeds."


next update: morning (2018/07/10)


https://ludeon.com/forums/index.php?topic=41766.msg417410#msg417410

New build!

Thanks for all the info ongoing, especially from our newest first-post heroes.

One note - there is a new factor in the history graphs tab called Ramp-Up. This is a balancing factor that's only displayed in dev mode. It would be really good if anyone who plays a year+ game could screenshot this graph and post it here. Thank you.

---

The change list is here for reference but discussion should please focus on experiences you're having in actual play. Thanks.

Refactor GetsPermanent HediffComp, centralized the tunables, and re-tuned it.
Fix: Some tools have null label and id.
Terrain-based attacks now have a constant chance to be chosen (instead of weighting by other attacks damage). Terrain-based attacks can now be used no more than once per 20 seconds.
Added dev mode-only ramp-up history recorder to help balance. Renamed some files to match their classes.
Remove some useless XML data.
Balanced up orbital bombardment and power beam targeters. Reworked bombardment targeter so the explosions come predictably instead of in random timings.
Remove unused weapon bulk stat.
Infestations are a bit tougher.
Anti-grain explosions have special huge damage and armor penetration.
Increase explosion armor penetration and damage.
Sniper turret now consumes uranium instead of steel.
Buff lavish meal mood impact.
Fix: Steel slag chunk smelting yields wrong count.
Fix: Every Thing lists a spurious accuracy stat.
Redesigned threat points ramp-up system so it should actually do something now. Defined the tuning per-storyteller in XML.
Fix: Debug output in CheckSpring.
Added tools debug output.
Melee attacks which deal higher damage are now much more likely to be chosen in melee combat.
Changed animal fleeing behavior. Player animals no longer flee from enemies on sight, so they can fight back. Animals now only flee from ranged weapons.
The prey search radius is now exactly the same as spawned food search radius to avoid situations where a predator is running past a spawned meat and hunts an animal.
Fix: Hives don't spawn initial insects.
Fix: Breath motes don't work.
Made sure that only pawns who can open doors close them.
Hives no longer die in winter.
Fix: Peace talks success letter doesn't mention all gifts.
Fix: Destroy bandit camp quest doesn't mention all rewards in the letter.
Changed predator hunting animal message to match the letter.
Increased predator hunt warning distance to 60 cells (we now send a message if it's hunting a colony animal).
« Last Edit: Today at 08:56:54 by Tynan »


next update: early morning (2018/0711)


https://ludeon.com/forums/index.php?topic=41766.msg417609#msg417609

Quick build to fix some serious bugs.

---

Fix: Pawn dies when scar becomes permanent.
Fix: Carried pawns are sometimes dropped (instead of captured) just before leaving the map to join a caravan.
Guests will now rest in bed until fully healed before leaving the map.
World quest refugees now spawn with warm clothes if needed.
The psychic drone incident drone level now depends on the colony wealth.
Fix: Other caravan members are not properly removed when a caravan is destroyed when all colonists die.


next update: morning (2018/0711)


https://ludeon.com/forums/index.php?topic=41766.msg417677#msg417677

Thanks for the ongoing feedback everyone.

Still looking forward to seeing those Ramp-up graphs!

New build, still lots to do.

---

Remove some redundant verb labels we added by accident.
Adjust raid points curve.
More research adjustments.
Made techprofs more common as quest rewards.
Move sterile materials and television earlier in the prerequisites.
Research rebalance: Increase simple research bench to 75% speed factor. Slower research skill gain. Double research costs of everything including and beyond multi-analyzer. Increase research costs of electricity, microelectronics, geothermal, long range mineral scanner.
Faction goodwill shifts faster.
Wounding rebalance: -Adjust the artificial chance of avoiding limb removal due to damage overkill. Make it damage def-dependent, so cuts and bites are great at limb removal while bullets are less so. -Reduce blunt stun duration 3.5 -> 2. -Rebalance and review other wounding code.
Quest balance adjustments.
Language data update.
Ranged attacks default to 0.5 stopping power instead of 0.
Increase shotgun penetration to 0.14. Fix typo.Adjust door health and speed. Debuff vanometric power cell slightly.
Last edited by BlackSmokeDMax; Jul 11, 2018 @ 6:03am
BlackSmokeDMax Jun 26, 2018 @ 5:29am 
next update: early morning (2018/0712)


https://ludeon.com/forums/index.php?topic=41766.msg417903#msg417903

New build!

Still hoping to see those ramp-up graphs (see my last post for info on how).

Thanks for the ongoing information everyone. Looking forward to more play stories and experience-based feedback.

---

Changelist is for reference, but please refrain from writing thoughts on the changelist alone in this thread. This thread is for experience sharing and discussion of play experiences with the build. (Unlimited theorizing is welcome in other threads of course, I'm just trying to keep things focused here.)

Reduce chance and increase interval of beavers incident.
Adjusted research speed stat so it crosses 100% at level 8.
Swap colored lights and firefoam in the research tree.
Research adjustments:
-Don't send ship battle warning letter in peaceful mode.
-Adjust various research costs.
-Don't require high tech bench for projects before micro electronics.
Factor HealthTuning.ImmunityGainGlobalFactor into all the defs immunityPerDaySick.
Rebalance diseases a bit.
Rebalance immunity effects of beds and resting so being out of bed isn’t quite so deadly.
Added a subtle research speed factor to difficulty settings.
Adjusted some difficulty settings.
Rename hard/extra hard to rough/hard. Adjust difficulty descriptions.
Adjust bow art.
Reduced insect jelly from hives to 30. Increased scar chance to 2%. Made chased person raids tougher. Made frenzy inspirations 8 days long. Reduced food poisoning blood filtration impact so it’s not a death sentence with disease.
Standardize and adjust quest durations and make quests a bit more lucrative earlier. Improved quest feedback in a few cases.
Quest rewards max out sooner.
Made sure UniqueVerbOwnerID() is always unique.
Invalid curMeleeVerb is now removed on load.
Loading a field with Unsaved attribute is now an error.
Tools ids are now generated from their index instead of specified in the xml.
Fix: Incorrect site threat points used while generating rewards.
Site threat points are now distributed equally among all site parts and core to support multi-part sites without making them insanely strong. Added "Spawn site with points" debug option.
Fixed some post-merge issues with rewards.
Bandit camp quest rewards and item stash contents total market value now depends on the site threat points.

hotfix for immunity bug in above patch - morning (2017/07/12)


https://ludeon.com/forums/index.php?topic=41766.msg417941#msg417941

Yeah, immunity was broken. Sorry. I'm pushing a quick fix now. Update in 10 minutes or so.


next update: morning (2018/07/13)


https://ludeon.com/forums/index.php?topic=41766.msg418238#msg418238

New build!

Still lots to do over here, taking notes and tuning. Thank you so much to those who've given feedback. Please keep it coming.

As always, the changelist is here for reference, but please try to stick to experience-based discussion for this thread.

I reworked adaptation system (formerly known as ramp-up) completely; it largely revolves around giving some breathing room after heavy losses to make recovery possible. Trying not to make the effect too extreme though. It should nudge, not dominate the numbers. Anyway, the raw data graph is available and I'd love to see any that anyone can post (ideally started from a new game after this build). There's also a "fun points" :D graph that goes with it.

----

Long range mineral scanner can be tuned to find a specific mineral.
Long range mineral scanner rework:
-It’s a 3x3 building with an interaction spot on one side.
-To work, it must be used by a pawn continuously. This is “Research” work below research in priority. Its chance of finding minerals is factored by the pawn’s Research speed stat.
-Separate LRMSs work totally independently. You can now use as many as you want to find as many precious lumps as you like, though of course it does consume research effort.
Fix: Adaptation double-counts pawns who are downed and killed in the same event.
Fix: Adaptation does not count colonists lost in caravans.
Fix: Adaptation curve can’t draw under zero.
Storyteller adaptation rework:
-Slightly reduce population intent growth speed after population gain.
-Fix: Adaptation does not count kidnapped.
-Adapt are clamped above -40 (not zero).
-Adapt days does not grow for 20 days after game start.
-Retuned adapt days -> points factor curve.
-Retuned adaptation impact of pawn losses and downs.
-Adaptation grows at different rates depending on how high it is (faster when low and slower when high.)
-Reduce adaptation growth rate above zero at low difficulties.
Misc tuning
-Infestations points per hive 200 -> 220.
-Review/reduce eye scar chance factor.
-Increase mini-turret damage, reduce maintenance cost, decrease health.
-Reduce wound healing speed gain from tending.
-Time temporarily jumps to normal speed upon prison break incident.
New debug history graph: Threat points.
Rename rampup -> adaptation
Fix typo.
Moved more constants to SiteTuning.
Removed some more unnecessary parameters from VerbProperties methods.
Fixed minor AdjustedMeleeSelectionWeight() debug output bug.
Refactored verb adjusted damage, AP, cooldown, etc. calculations. Tools debug output now outputs selection weights.
Refactored and cleaned up the verbs/tools/maneuvers system.
beCarriedIfSick now defaults to false for animals.
Techprof subpersona core now gives the technology you're currently researching instead of a random one.
« Last Edit: Today at 05:54:52 by Tynan »

hotfix for bug in above patch - morning (2017/07/13)


https://ludeon.com/forums/index.php?topic=41766.msg418244#msg418244

There's a back compatibility problem, I'm fixing it now. Fix should be up in 10-30 minutes.

another hot fix: morning (2018/07/13)


https://ludeon.com/forums/index.php?topic=41766.msg418310#msg418310

Looks like build is bugged, Ison is fixing it. I'm reverting for now and will push a fixed build as soon as it's ready. ETA 30-120 minutes.

don't know if that is the firefighting bug being fixed, but I did ask on that thread.

Yes, this hotfix is the firefighting bug. (confirmed here: https://ludeon.com/forums/index.php?topic=41766.msg418316#msg418316 )
Last edited by BlackSmokeDMax; Jul 13, 2018 @ 7:52am
BlackSmokeDMax Jun 26, 2018 @ 5:41am 
next update: early morning (2018/07/16)


https://ludeon.com/forums/index.php?topic=41766.msg419010#msg419010

New build!

Still lots to do over here, taking notes and tuning. Thank you so much to those who've given feedback. Please keep it coming.

I definitely appreciate being able to see the adaptation/fun points graphs and hearing the difficulty/storyteller of each given experience.

As always, the changelist is here for reference, but please try to stick to experience-based discussion for this thread.

---

Prisoner resistance: Added a new variable to prisoners called "resistance". It is reduced by a value for each interaction based on prisoner mood and warden stats. Once it hits zero, you can start making real recruitment attempts. If recruiter is inspired, resistance is eliminated in one stage.
Fixed/tuned various minor issues with pawn verbs/tools.
Rename tool commonality -> chanceFactor, fix bug in xml error handling.
Minor fixes to melee damage and injuries code.
Balance doomsday and triple rocket launcher.
Storyteller screen: Rename permadeath to committment mode vs reload anytime mode. Players must choose committment mode on or off. Storyteller scree now notes that you can change settings during play.
Added max gain to quality effect on market value per-quality level to stop crazy wealth gains from high-quality items with high base market values.
Some adjustments to MarketValue stats worker.
Remove often spurious error that appears during debug.
Adjust threat guarantee fraction of threatcycle times to guarantee threats consistently as designed.
Remove unused variables from DamageWatcher.
Reduce chance of wild animals setting off IEDs.
Rename Zone/Area tab to just Zone. LRMS can be tuned for steel. Pawns can sit while using long-range mineral scanner. Speed up tree sowing slightly. Reduce tortoise armor slightly. Reduce hive health to 130. Red letters do short 1x timespeed. Made plate armor lower tech and flak armor higher tech. Extend the time for auto undraft. Expand exclusion zone for watermill generators. Automatic rebuild does not apply outside home area. Fix: Insect spawned and cryptosleep enter/exit sounds are on camera instead of world.
We now accept empty translations as placeholders.
Moved translation report button to the language info box.
Fix: Translation handles don't handle apostrophes correctly.
Added accidentally removed translation handle from Tool.
Fixed StoryWatcher back compatibility bug.
Fixed native verbs errors. Native verbs now use a proper verb tracker.


Next update: early morning (2018/07/17)


https://ludeon.com/forums/index.php?topic=41766.msg419216#msg419216

New build! Nothing too crazy, mostly balancing. Ison is working on some localization system improvements so he's off the main game development atm.

A lot of bugs and other changes are being held off just because I want to get the balance in place first so there's time to test it.

Raw changelog is below. As always, the changelog is here for reference, but posts in this thread should please revolve around play experiences and ideally state the storyteller/difficulty and include screenshots of the "debug" history graphs.

Thank you to all those who gave feedback! I can't reply to each case but I'm certainly reading them all carefully.

---

Spine can now get permanent injuries.
Adjusted tundra and arid shrubland plant and tree density up. Slightly reduce saguaro cactus wood amount. Made tree sand cactus lifespan much longer. Increased all plants’ lifespan.
Prisoners now have expectations the same way colonists do.
Increase "wild man wanders in" incident chance. Textile stuffs now have HP modifiers. For faster plasteel mining, changed mineable from 10,000HP to 8,000HP. Put watermills behind research. Removed waterproofing research. Allow making simple helmet at smithy. Remove friendly chat prisoner interaction mode since it's purposeless and confusing.
Storyteller refinements: -Adjust points per pawn based on wealth. -Adjust adaptation. -Adjust Randy pacing. -Adjust popultion intent curve. -Adjust animal contribution to threat points.
Misc text changes: -Fix typo: "repeated use will produce and addiction" -Fix typo: "Make sure that they get the best medical possible" -Fix spelling: "Commitment mode" -Reload anytime mode tooltip adjustment. -Relabel button: "Choose storyteller" to "Storyteller settings". -Fix: Resistance broken message reverses prisoner and warden. -Wanderer joins letter notes that you can banish sell or kill the joiner if you don't want him, but your people will be disturbed.
TranslationFilesCleaner now handles def injections.
Cleaned up keyed strings formatting.
Refactored MissingInjections() so its def-injections traversal can be reused. Added TranslationFilesCleaner (wip).


next update: morning (2018/07/18)


https://ludeon.com/forums/index.php?topic=41766.msg419556#msg419556

New build!

Of note in this build is the translation cleaner tool. This tool updates translation files and inserts the English data for reference. It'll make translating much, much simpler. Translators, please use it! It's on the main menu when a non-English language is selected.

Raw changelog is below. As always, the changelog is here for reference, but posts in this thread should please revolve around play experiences and ideally state the storyteller/difficulty and include screenshots of the "debug" history graphs.

Still lots to do!

---

Reduce death-on-downed chance.
Tune up quest rewards slightly.
Adjusted population/storyteller tunings.
Spear rework. Reduces its damage, gave it special armor penetration, recoded how stab damage interacts with internal organs (it no longer specifically targets organs unless you hit some external part that contains those organs). Adjusted mechanoid melee attack tools.
Fix: GrammarRequest.includesBare not cleared in Clear()
If non-English language is selected and GrammarResolver fails to resolve a text, we now try again with English rules.
Mechanoids now have some internal body parts and capacities to go with them.
Refined and condensed social ability-related stats.
Tuned health and coverage of some body parts.
Adjust probability of talk topics.
Scale down stone chunk art to 64 pixels.
Misc adjustments: -Reduced minimum adaptation factor. -Removed imprisoned mood debuff thought. -Rewrite armor rating description to be clearer. -Corpses deteriorate slower. -Overlapped watermill power 50% -> 30%. -Mortar min range now ends in .9 so the circle looks nicer. -Flak jacket now insulates like a cloth jacket. -Adjust prisoner resistance. -Adjust mental break chance per time. -Default auto rearm traps to on. -Rename Char ITab to Story.
Adjust animals' manhunter chances and speed.
Removed unnecessary SelectLanguage() from TranslationFilesCleaner.
Fixed minor translation files cleaner issue.
Enabled the "cleanup translation files" button.
Made NormalizedHandle() use white-listed characters instead of black-listed.
TranslationFilesCleaner now keeps comments in full-list injections.
TranslationFilesCleaner now also handles backstories.
Translation placeholders now use TODO symbol instead of an empty string.
Updated the "cleanup translation files" dialog text.
Fix: No missing def injections are detected if no injections of that def are defined.
TranslationFilesCleaner improvements - it now handles full-list injections correctly. Fixed some translation issues.


next update: early morning (2018/07/19)


https://ludeon.com/forums/index.php?topic=41766.msg419848#msg419848

New build! Still lots to do.

As always, please only comment on something you've played and tell the story about what happened when you played it. Theoretical or changelog discussion is fine for other threads but not this one.

And also please bear in mind that not every change is intended to be final. One way to tune things is to push things far and see what happens in testing. This is a fairly well-known game design technique I've been using since we did it on BioShock Infinite. So if something seems weird, there's no need to react beyond just giving your story of what happened with that feature.

Translators: You can now separately translate male and female words for animals and humans, since they're different in some languages.

----

Visitors and traders choose less annoying spots to hang out.
Added caravan animals points contribution factor. Added special points factor for manhunters vs caravans.
Shift old early-threat-reduction factors into adaptation system.
Fine-tune incident chance interaction with population intent.
Psychic drone level based on points, not wealth. Rebalanced effect.
Misc text updates.
Made more animals safe to hunt. We now write the manhunter on damage chance in wildlife tab.
Misc balancing: -Flatten out chances of chemical interest drug binges per mood. -Centipede points cost increased. -Reduce centipede armor. -Made drop pod launcher cheaper. -Ease off outdoors need a bit. -Adjust points bonus for chased refugee. -Make medium slightly easier. -Adjust raid strategy chances. -Reduce alcohol tolerance gain rate so you can safely drink 1 beer per day.
Added MaleAnimal and FemaleAnimal keyed translations.
Translation files cleaner now writes fields in deterministic order (label first, then description, then everything else in alphabetical order).
Integrated Korean language worker.
Last edited by BlackSmokeDMax; Jul 19, 2018 @ 5:51am
BlackSmokeDMax Jun 26, 2018 @ 5:41am 
next update: morning (2018/07/20)


https://ludeon.com/forums/index.php?topic=41766.msg420179#msg420179

Thank you for the ongoing feedback everyone. Especially some of our first-post heroes and few-post vanquishers.

I've just uploaded a new build.

There's new data on the Debug graph that shows some population-related numbers.

If you do give feedback please note your storyteller, biome, and difficulty and ideally post a screenshot of the Debug tab from your History page.

As always, the changelist is here for reference but please don't start discussions or offer opinions based on reading the changelist. Please write about experiences you had in the game, what you think is working and isn't working, and thoughts on what can be done to improve.

Also please bear in mind there's more we're already planning to do. For example, I've asked Ison to rework how damage interacts with body parts with a new design. The effects will be subtle on the outside but one of them will be that internal damage is mitigated depending on its type (e.g. if you get a bruise on your internal organs it'll be weaker than the bruise on the surface, etc). This and many other things are planned.

-----

Fix: If prisoner is guilty in dev mode, you can't see the interaction options.
Traps must be non-adjacent.
Reduced disturbed sleep impact.
Refactored timeSinceLastGain to popAdaptation watcher. Storyteller population intent now relates to time-since-gained prisoner. Made history recorders for population intent and popAdaptation. Lengthened interval between warden-prisoner interactions.
Wealth contribution to threat points curves off at really high wealth levels. Some tiny storyteller adjustments.
Scyther now has less armor than centipede. Centipede: Reduce health, slow down melee attacks, slightly increase speed, only use mechanoid-specific weapons.
Misc balance: -Increase wild animal spawn rate. -Adjust some organ hitpoints/coverages. -Reduce prevalence of indoorsman a bit. -Reduce arrest resist chance a bit.
Fix: HediffStage.label lacks a MustTranslate attribute.
Fix 3493: Caravan pawns don't get recreation-related thoughts
Fix 3490: Moving a large group of drafted pawns ultimately doesn't position correctly
Fix 3522: Prisoners get a fleeing mental break after prison break
Fix 3521: 2 maneuvers when trying to get armor penetration for weapon recurve bow tool 0 capacity Blunt
Fix: Prisoner recruitment chances calculated wrongly. Also re-scaled recruitment difficulty to 0%~100% range and made the central value an even 50%.
Fixed one more potentially bugged verb after loading occurrence.
Fix 3507: Exception in JobDriver tick for pawn Mags-LR driver=JobDriver_ConstructFinishFrame (toilIndex=1)
Fix 3503: Exception in UIRootUpdate: System.IndexOutOfRangeException: Array index is out of range. (interaction cell)
Fix 3518: Exception while saving RimWorld.Pawn_MeleeVerb
Fix 3520: Exception filling window for RimWorld.MainTabWindow_History
TranslationFilesCleaner now saves XML files with UTF-8 header instead of utf-8.
« Last Edit: Today at 07:12:38 by Tynan »


next update: morning (2018/07/21)


https://ludeon.com/forums/index.php?topic=41766.msg420473#msg420473

New build! Mainly some balance changes, there's a bunch more planned, especially relating to friendly fire, wild men, traps, and hunting.

As always, please play it before commenting, and it'd be great if you noted your storyteller, difficulty level, whether it's a new save. Also I'd really love to see the "debug" history graphs for anyone's playthrough of any length. Thanks all.

---

Wild man fixes: -Tune wild man revenge-on-failed-tame chance. -Fix: Stats window doesn’t show wild man revenge-on-tame or revenge-on-damage chances. -Fix: Wild man revenge letters have wrong text. -Fix: Wild man taming attempt text motes show spurious mood/opinion warnings. -Fix: Wild men who are imprisoned can hunt pawns in the prison cell for food (including the warden). Lol.
Reduce turret costs.
Reduce charge lance per-shot damage and increase fire rate a bit.
Misc balance: -Requested military aid is much more powerful. -Flak vest covers neck and shoulders. -EMP stuns a bit longer. -Buff packaged survival meals. -Increase quest frequency slightly. -Ease off midgame difficulty and flatten out the curve. -Increase prisoner chat frequency a bit. -Increase neck health and reduce its coverage a bit. -Speed up mining slightly. -Trap spring chances 80% -> 100%. -IEDs explode faster. -Buff IED explosion size and reduce warning time. -IEDs show their radius while placing and selecting. -Reduce accuracy of heavy charge blaster. -Slow down centipede to 1.9. -Speed up caravans and increase the speed bonus for light travel.
Adjust population intent, adaptation rollback from downed pawn, Randy incident density.
Rename indoorsman to undergrounder.
Nerf outdoors need and reduce random chance of indoorsman trait (still attached to various backstories).
Storyteller select screen text adjustments.
Fix: Can place trap next to trap frame.
Scenario.ExposeData() now removes null ScenParts.
Fix: Carried mass is sometimes calculated incorrectly while trading.
Fix: Wild men harvest hops even though they can't eat them.
Better WorldRenderer error handling.
Better error handling for invalid mods. GenUI.ErrorDialog() no longer causes errors if WindowStack is not initialized yet.
Added some extra exception handling for when a map fails to load.
Fix: Pinned messages cause errors during loading.


next udpate: early morning (2018/07/22)


https://ludeon.com/forums/index.php?topic=41766.msg420722#msg420722

New build. Just some miscellaneous weekend updating.

As always, please play it before discussing it, and I'd love to see the debug history graphs.

-----

Fix: Prisoner tab can be missing key information in case of bad translation or unexpected extra text.
Hunting stealth: Made a new stat called “Hunting stealth” based on Animals and Shooting skills. It affects the chance of a hunted animal going manhunter. Added Animals as a relevant skill to Hunting.
Disabled normal raids during raid sequence with Randy Random. Optimized Randy Random incident selector. Fixed bugs in the test storyteller output with Randy Random.
Rewrote ThreatCycle storyteller component into OnOffCycle component. It is now state-free, repeatable, and easier to configure and predict. Disabled normal threat cycle raids during the ship start sequence.
Animal stats card always says yes or not whether it's a pack animal.
-Debuff devilstrand so it's in line with good leathers. -Wood does not deteriorate. -Reduce ship part health. -Reduce tree sow time. -Remove wild megascarabs since they can't eat plants anyway.
Text adjustments.


next update: mornning (2018/07/23)


https://ludeon.com/forums/index.php?topic=41766.msg421125#msg421125

Many thanks to those who have posted stories, especially with graphs. It really helps tune things. Please keep em' coming.

New build is up. As always, the changelog is just for reference. Please play it before discussing and base your feedback on your experiences.

I would love to hear how traps and turret defenses are fitting together this build. The goal is that complex trap/turret defenses (including killboxes, trap hallways, etc) should be really useful, but shouldn't be a hand-off free win against every threat. (Note that you can reinstall traps now, they do a lot more damage, but they're consumed when used, but they're cheaper. The material a trap is made from makes a big difference in how hard it hits.)

Still lots to do!

Note: There is a bug affecting friendly fire; FF can happen at ranges where it should be impossible if the shot lands in the target cell. This'll be fixed soon. There's also a bug where wild men can wander out of prison if arrested. And many other bugs to be fixed.

---

Trap rework: Double damage, cost to 40, disappear on use. Fixed a bug that made traps do too little damage. Reduced IED cost. Traps can be reinstalled.
Raid arrival mode and strategy can affect raid points on a curve. Adjust raid strategy prevalence.
Rename IncidentTargetType to IncidentTargetTag.
Rework points curve somewhat so different difficulties cap at different numbers.
Fix: No ship reactor raids.
Fix: Chased refugee can happen unreasonably early.
Rebalance animal point costs. Rebalance adaptation, reduce cap.
Add unstable build warning text.
Misc balance/fix: -Adjust devilstrand. -Adjust turret build and maintenance costs, power usage, health. -Turn off atomic refueling for all turrets. -Rename "connected rate" to "grid usage". -Fix: Wrong passive cooler description. -Remove exclusion zone rendering on trap placeworker. -Adjust eye health. -Reduce barracks thought impact by 2. This compensates for disturbed sleep. -Adjust charge lance shot rate. -Fix: Redundant research requirement on sniper turret. -Fix: Infections can kill people without explanation by affecting part efficiency. -Fix: Friendly mortars firing causes forced slowdown. -Adjust wood deterioration rate to 0.5. -Time slowdown on prisoner escape. -Adjust relations gain on heal-and-release. -Animals eat random stuff less. -Drifters should not get guns.

Last edited by BlackSmokeDMax; Jul 23, 2018 @ 6:53am
BlackSmokeDMax Jun 26, 2018 @ 5:41am 
next update: late night (2018/07/23)


https://ludeon.com/forums/index.php?topic=41766.msg421451#msg421451

New build went up a few hours ago. Mostly fixes here.

Note the friendly fire bug has been fixed.

---

Added a "(angers faction)" string to the "Capture" FloatMenu option if it's a member of a non-hostile faction. We now also send a message when that happens.
Crashing drop pods no longer explode.
Fix: Arrested wild men wander out of their prison cell.
Fix: Traps back compatibility errors.
Animals now instantly go to newly assigned animal areas when player assigns them.
Animals' "follow master" setting is now off by default.
Fix: History recorders errors after abandoning the last colony.
We now remove incorrectly loaded history auto recorders after loading.
Fix: CompressUtility streams not disposed properly.
Friendly fire chance, when the shot lands in the cell with the ally, is now scaled by distance from the shooter just like intercept chance.
Cleaned up the reservation system.


next update: early morning (2018/07/25)


https://ludeon.com/forums/index.php?topic=41766.msg421837#msg421837

New build! Still lots to do.

Thanks for everyone giving experience-based and thought-through feedback. Boboid I much appreciate your look at the traps.

Turned out there were some issues in the raid timing generator, it's been fixed so Cassandra should be more consistent now than ever before.

As always the changelog is here for reference but please play it before commenting. This thread is specifically not for theorycrafting (though you can theorize all you want elsewhere of course). Thanks all.

---

Misc text fixes/adjustments.
Remove drill building sounds from wood construction.
Misc balance.
Speed up: -Speed up research 10%. -Speed deep drilling 10%. -Cocoa tree yield adjusted, harvest speed adjusted. -Shift plant work from sow to harvest and speed it up a bit. -Adjust some build speeds. -Made prosthetics and bionics a bit cheaper. -Remove smelting and cremation research. -Devilstrand research is cheaper. -Increase mineable yields. -Improve power armor insulation. -Animal taming/training chance improved. -Made the ship buildings cheaper. -Double snow clearing speed. Factor it by unskilled labor speed. -Increase uranium prevalence.
Traders sell everything at normal price. Trade price base adjusted. Orbital traders carry 30k silver.
Bring back early-game time-based points reduction for year 1. Move the first raider's special conditions into the intro incident maker. Minor storyteller tweaks.
Fix: Adapt days can rise above max.
Deadfall trap damage count is now constant at 5, varying damage amount by stuff. This will also make trap AP vary naturally by stuff.
Fix: Overlapping and mis-timed raids on Cassandra. Fix: Too many mad animal incidents.
Adaptation is no longer affected if your own pawns down each other when not mentally broken (to solve exploit where the player does it on purpose).
Fix: Colony animals hunt and kill rescued refugees/pawns.
All quest letters are now blue.
All quest letters, if just one reward is present, now give a description of the reward.
Bandit camp letter now says how many enemies are at the site. Bandit camp now gives the total value of all the rewards. Sites listing rewards now also list their total value in brackets after the rewards.
Fix: Exotic traders sell 1-2 hyperweave in some cases.
Exiting refugees now know about and avoid player traps.
Death on downed chance no longer applies for rescued pawns.
Fix: Colonists automatically shoot prisoners you're trying to rescue.
The "Chased refugee" letter now lists the number of enemies and their PawnKinds.
Orbital bombardment explosions are now more likely to hit near the center. Orbital bombardment is now 20% longer.
Fix 3365: Error thrown when two hostile factions meet
Fix 3532: Exception filling window for RimWorld.MainTabWindow_Restrict: System.NullReferenceException
Fix: Targeting ground causes errors.


next update: early morning (2018/07/27)


https://ludeon.com/forums/index.php?topic=41766.msg422379#msg422379

New build is up!

Thank you for the ongoing feedback everyone - especially to those who posted play stories and graphs. These kinds of things are essential. Please do keep it coming! I am reading everything and taking notes; if something isn't being addressed it doesn't mean we don't care, it may be on our work queue over here already.

As always, the change log is here for reference but please focus your comments on this thread on the experiences you've had playing the latest build only. Please avoid posting theoretical analysis based on patch notes or reading game data files in this thread (other threads are of course fine).

When you do post feedback please begin your post with this info:

Storyteller:
Difficulty:
Biome:
Commitment mode: (yes/no)
Hours played in the last 2 days:
Complete mod list:


Many thanks.

Also there's some art in this build, but it's not fixed or anything and may be refined further.

----

Integrated some new art from larSyn, still more to do. You can tell the stack size of more items now.
Sniper turret fires slower but does more damage/AP. Rename to uranium slug turret.
Chemical interest/fascination pawns won't have a random binge break if they've got any satisfied drug need.
Armor quality rating has more impact.
Orbital bulk traders always have advanced components.
Food poisoning filth threshold is a bit more forgiving.
Remove bionics negative thoughts for non-body purist. Sorry Jensen.
Storyteller generation of traders (orbital and ground) and several other incident types refactored to be much more consistent.
Building traps no longer expands the home area.
Reworked prisoner interaction frequency so there's no need to micro to optimize it.
Added minimum time between mental break recovery and next mental break.
Misc other balance and fixes.
« Last Edit: Today at 04:13:25 by Tynan »


next update: early morning (2018/07/28)


https://ludeon.com/forums/index.php?topic=41766.msg422668#msg422668

New build!

Thank you so much for the ongoing feedback everyone, especially those who post play reports.

When you do post feedback please begin your post with this info:

Storyteller:
Difficulty:
Biome/hilliness:
Commitment mode: (yes/no)
Current colony age (days):
Hours played in the last 2 days:
Complete mod list:

----

Visitors don't hang out near traps.
Graves don't expand the home zone.
Friendly caravans try harder to avoid stopping near doors.
Rework various art.
All new art for dessicated animals. Each animal now has a unique dessicated look.
Revert orbital trader money amount to ~B18 levels.
Buff wool insulation.
Adjust armor rating quality impacts (it won't cap under legendary on strong armor any more).
Changed quest generation to be more consistent.
Hives now appear in a single cluster, not widely separated groups.
Added "reduce resistance" interaction mode. It's the same as recruit, but without any interaction once resistance is broken.
IEDs now have an auto-rearm option like spike traps do. The autoRearm toggle is no longer ignored if the trap is outside the home area.
Losing one eye now sets sight to 75%, not 50% (the same applies to ears and hearing).
Misc other tweaks and fixes.


« Last Edit: Today at 03:52:17 by Tynan »


Last edited by BlackSmokeDMax; Jul 28, 2018 @ 4:36am
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