RimWorld

RimWorld

Save Our Ship 2
Viser 31-40 af 71 forekomster
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Opdatering: 30. dec. 2020 kl. 12:11

-Fixed ship radiator unfolding, for real this time
-Probably fixed the infamous bug where ships fail to disappear once salvaged. Added a failsafe option to manually remove existing glitched ships; activate dev mode and select the ship on the world map to use this gizmo.
-Archotech pillars are claimable/minifiable as soon as you can reach them, without need to defeat/hack the enemy ship. Commando raids to grab them and flee are now a viable strategy.
-Pawns with archotech skin and lungs no longer avoid vacuum areas
-Shift-clicking allows you to queue multiple pulses of shock/insanity from the archotech spore
-Probably fixed trade ships instantly fleeing
-Clarified that the cloaking device cannot protect your ship from Notoriety-related attacks
-Reduced the mood gain from sacrificing a prisoner to your archotech spore
-Slaughtermelons grow properly
-Fixed a nullref in the Farm Animals incident
-Removing floor over archotech hull tiles no longer degrades them into regular hull tiles
-Can no longer land ships in unexplored areas of a map
-Archotech stomach no longer produces divide-by-zero errors
-Archomutts are nigh-immortal, as intended
-Archolife no longer generates as a heavily diseased starting pet (the Reddit post was hilarious, though!)
-Psychic manipulator's effects now properly depend upon psychic sensitivity
-Probably fixed compatibility with ED-Embrasures
-Clarified that, unfortunately, Tynan will not let us use meditation mechanics without Royalty. If you don't own the DLC, the only way to improve an archotech spore's mood is through sacrifices.
-Fixed an issue for some users who manually deleted space maps and found themselves unable to launch (why you would do this, I don't know, but it seems to be a recurring issue)

Opdatering: 24. nov. 2020 kl. 23:31

-Added an option for adjusting the cooldown time between ship battles.
-Added ship cannons. These low-tech turrets require ammunition but barely produce any heat at all, making them useful backup weapons in an emergency.
-Trade ships no longer fail to spawn under certain circumstances, particularly for users without Royalty installed
-Removed very old version back-compatibility to prevent "Version Update" errors
-Fixed an issue where ship maps might persist after salvaging
-Made it more visually apparent when radiators were usable, even if they are not currently in use.
-Archolife eggs are no longer sold by traders
-Archotech hull tiles are no longer removed when constructing
-Survival belts no longer pop when passing through an airlock
-Observed areas now have an ID number, taken from the sensor's ThingID, and so should never overlap
-Archotech pillars are never for sale
-Fixed a blueprint error upon destruction of a player's ship parts
-Fixed a glitch upon lasers missing a ship
-Fixed an issue where heatsinks would sometimes run into cloaking-device-related NullReferencePointers.
-Significant reduction in toxic exposure from damaged reactors
-Tweaks to individual ships
-Compatibility patch with LWM Deep Storage (thanks, MuggenHor!)

Opdatering: 16. nov. 2020 kl. 14:09

Hotfix to resolve glitches experienced during certain world switches. Thanks to Saakra for help diagnosing and resolving the issue!

Opdatering: 13. nov. 2020 kl. 19:41

-Fixed an issue with saving world grids after switching planets
-Reactors no longer accumulate instability while flicked off
-Can no longer use enemy ships' sensors to observe the planet
-Detached ship parts will no longer cause tick errors upon reload
-*Probably* fixed an issue where pawns in saves with a high MapIndex couldn't pathfind
-NPCs should no longer generate with mechanite cocktails
-Ludicrously large explosions should no longer cause a stack overflow during ship combat
-Archolife creatures can no longer arrive as manhunters

Opdatering: 9. nov. 2020 kl. 17:21

[Auto-generated text]: Update on 11/9/2020 7:21:15 PM.

Opdatering: 9. nov. 2020 kl. 16:26

[Auto-generated text]: Update on 11/9/2020 6:26:17 PM.

Opdatering: 9. nov. 2020 kl. 16:16

New features:
-Radical performance optimizations to space maps, and especially to ship combat
-New archotech-themed endgame questline. To trigger it, you need a functioning ship computer core aboard a ship in orbit, then wait for a psychic drone or soothe to occur.
-"Archotech spore" building with mood requirements
-New research tree unlocked by the archotech spore: everything from new organs to psychic weaponry
-Four endgame quests to unlock a new ending
-New ship components, weapons, shields, and heatsinks - including an expensive "emergency purge port" which rapidly drains heat at the cost of silver.
-Ship sensors can now scan maps from orbit (existing sensors will need to be rebuilt to gain this functionality)
-Holodeck for space-age recreation
-Rebalanced combat which takes more strategy than "build more spinal railguns"
-Full support for multi-ship fleets in combat
-Many more options for starting in space - 8 ships and 4 asteroid bases
-Many more ships to fight, several of which were provided by our incredible community
-Loading screen tips
-Ship hardpoints reduce damage taken by turrets placed atop them

Bugfixes:
-Edge case handling for Abandon Ship command - no more getting stuck with space maps!
-Version Update letter no longer spams infinitely
-Derelict Station goes away after the ship lands
-Trade Ships no longer flee/die instantly
-Notoriety no longer causes endless battles, and can be reduced by paying off a bounty
-Pathfinding in vacuum is improved (thanks, Karim)
-Randy Random non-stop raids no longer occur
-Shuttles can now move on the map even if RimWar is installed. They also no longer trigger errors related to Royalty.
-Reactors say they pump to heat net and actually do
-Cargo no longer spawns on the bottom left corner of ship maps
-Quests dropping pawns at player home no longer spawn shuttles in space
-Fixed an edge case where multi-ship fleets might not recognize defeat
-Fixed lasers causing nullrefs when they miss
-Ship turrets no longer draw too much power from capacitors when power is critically low
-Slightly adjusted duty priority for enemy ship crew
-Minor text corrections
-AI crews will repair their damaged shield generators
-Can no longer manipulate non-owned radiators or shuttlecraft
-Ship reactors now accurately display the effects of overdrive on fuel consumption
-Slightly adjusted cost of uranium fuel pods, required Ship Reactor research in order to produce them

Opdatering: 20. sep. 2020 kl. 1:30

Reverted due to issues

Opdatering: 19. sep. 2020 kl. 19:08

-Many, many bugfixes. If you were experiencing the infamous letter glitch, this should resolve it.
-Rebalanced a tremendous number of features, particularly spinal guns. Made it clearer what they will destroy when they fire.
-Added the ability to abandon ship.
-Added nuclear engines and micro life support.
-Preparations for the upcoming endgame content update.

Opdatering: 13. aug. 2020 kl. 13:19

[Auto-generated text]: Update on 8/13/2020 3:19:33 PM.