RimWorld

RimWorld

Rim War
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Update: Oct 3, 2020 @ 12:31pm

[Auto-generated text]: Update on 10/3/2020 1:31:45 PM.

v0.9.4.0
New:
o Added improved interaction between caravans and Rim War units
- Can initiate trade with traders and settler units
- Can initiate attacks on hostile units
- The visibility of a caravan will determine if a hostile combat unit will detect the caravan
- If detected and in close proximity (~1 tile) warbands and scouts may demand tribute from the caravan or will simply ambush the caravan
- If detected, hostile scouts will pursue the caravan (~3 tiles)
- Friendly warbands and scouts may be engaged (future updates will add features to bribe or request assistance from these units)
- Hostile units will only engage the player caravan once; however, if the player targets the hostile unit for interaction then the unit will be free to engage the player again
o Additional information will be displayed when selecting a unit on the world map
o Framework added for event sites
- future updates will change how Rim War units interact, these event sites will be a limited duration engagement that will allow the player to participate
- events will leave historic markers for a period of time to show "hot spots" and may be further adapted to allow the player to enter the site of old battles

Tweaks:
o Caravan targets are now saved
o Adjusted caravan incident handling to accommodate Rim War units
o Settlement points required to generate a trader changed from 1000 -> 500
o When interacting with a unit on the world map, the generated incident will be with the correct faction
- Note: not all modded factions have defined traders or combatants; engaging these units in actions they can't perform should be disabled but may generate errors
o Scouts will now move 10% faster, warbands will move 20% slower

Bug Fixes:
o Factions will no longer attempt to send Traders to a player's town if the faction def has no kinds of traders
o Factions will no longer attempt to launch or send warbands or scouts at a player's town if the faction def has no combat group makers

Update: Sep 27, 2020 @ 5:48pm

[Auto-generated text]: Update on 9/27/2020 6:48:20 PM.

New:
o Added compatibility with RimCities

Tweaks:
o Combat actions will result in a net loss of combat power
o Traders resupply internally will grant the destination city a small bonus to net combat power
o Reduced combat power attributed to new cities - this affects both the combat power cities have at the start of a game and settlements created by settlers
o Reduced incremental settlement growth

Bug Fixes:
o Error generated when consolidating points to a parent settlement
o Fixed a bug where warbands were always being destroyed after combat

Update: Sep 27, 2020 @ 10:36am

[Auto-generated text]: Update on 9/27/2020 11:36:53 AM.

Debug tool tweaks.

Update: Sep 26, 2020 @ 5:21pm

[Auto-generated text]: Update on 9/26/2020 6:21:26 PM.

New:
o Added an option to unrestrict all events - disabled by default; when enabled, the storyteller will continue to generate random events such as raids and caravans

Tweaks:
o Overhauled Rim War association of settlements into a world comp instead of a data field reference; this will improve tracking of key fields and reduce update dependencies and invalid references
o Rim War now allots a grace period at the start of a new game before it will take hostile actions against the player (1-3 days)
o Incremental growth for settlement power will stop at 25000 points
o Tweaked behaviors to be less one-sided in their actions
o Scouts and Warbands generate with reduced combat power
o Introduces a dynamic AP scale to moderate actions against the player
- Any action taken against the player increases the amount of AP needed to act against the player
- Settlements and Factions increase AP over time
- AP needed to act against the player reduces over time
o Rival faction will start with increased combat power
o Traders and Settlers engaging in combat with a Caravan will now generate the appropriate kind of pawns

Bug Fixes:
o Fixed a bug preventing hostile scouts from engaging player caravans
o Players will get an appropriate message during a settlement attack when the AI reinforcements arrive
o Fixed a bug that would generate an error if the player abandoned their only colony
o Fixed a bug where caravans would not be attacked if the caravan did not have any trade goods

Update: Sep 15, 2020 @ 12:32am

[Auto-generated text]: Update on 9/15/2020 1:32:32 AM.

Improved destination tracking and validation.
Improved destroyed world object detection to prevent war object actions against destroyed/despawned settlements and other war objects.

Update: Sep 13, 2020 @ 6:19pm

[Auto-generated text]: Update on 9/13/2020 7:19:05 PM.

Added temporary exception handling for troubleshooting.

Update: Sep 13, 2020 @ 11:56am

[Auto-generated text]: Update on 9/13/2020 12:56:31 PM.

Changes to GetClosestSettlementInRWDTo and victory condition validation

Update: Sep 12, 2020 @ 10:10pm

[Auto-generated text]: Update on 9/12/2020 11:10:36 PM

v0.9.2.6 - Beta

New:
o Added option to game start to randomize the relations between factions
o Added option for a new game to disable the Rim War Victory condition
o Improved faction detection for factions created or destroyed during gameplay
o Added functionality to allow adding the mod to existing saves

Tweaks:
o Adjusted default settings and available range of some settings
o Ally reinforcements should be less aggressive (updated incident handling)
o Auto correction added for cooldown timers when settlement action settings were adjusted

Bug Fixes:
o Fixed a bug that could cause remove the faction relation between two factions if their relation level changed
o Additional null checking and error handling for object generated incidents
o Added check to validate rival faction existence when performing history or event logging.

Update: Sep 12, 2020 @ 1:34am

[Auto-generated text]: Update on 9/12/2020 2:34:16 AM.

v0.9.2.5 - Beta
New:
o Added button to Rim War objects to dev remove/delete

Tweaks:
o Improved destination selection for rim war objects - this should reduce / fix issues with stuck objects
o Improved detection for destroyed factions; once factions no longer have a settlement (last settlement is destroyed) it should remove all faction rim war objects as well
o Removed the mods interaction with faction relation adjustments - this was causing bugs with other game behavior (DLC). This will be re-designed in the future as needed.

Bug Fixes:
o Reworked how player Caravans target and "follow" Rim War objects - this should fix the player caravan "stuck" bug
o Diplomacy options to declare war, alliance, and peace now check that the requirements are met

Update: Sep 11, 2020 @ 1:05am

[Auto-generated text]: Update on 9/11/2020 2:04:58 AM.

v0.9.2.4 - Beta
Multiple performance tweaks