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RimWorld 1.3 and the Ideology DLC are officially out now

A big new expansion and a big free update for everyone, RimWorld has expanded once again and so it might be time to dive back in to build just one more colony.

Read the full article here: https://www.gamingonlinux.com/2021/07/rimworld-13-and-the-ideology-dlc-are-officially-out-now

Ideology expansion released!

[h2]Ideology expansion[/h2]
What do you believe? RimWorld - Ideology is now available. Check out the Ideology Steam store page for the full description and details.

[previewyoutube][/previewyoutube]
[h2]Free 1.3 update[/h2]
Players can now update to RimWorld version 1.3 for free. This version was previously tested in a beta branch for 2 weeks. Find the full change log here.

On savegame compatibility:
  • 1.3 will load 1.2 saves no problem.
  • You can load a non-Ideology game with Ideology loaded.
  • You can run either expansion, neither, or both - all configurations will work.


On mod updating: There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another.

If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control.

This document explains the details on how to do it: Multi-version mods in RimWorld

[h2]Links[/h2]

Join the community! I would love it if you guys posted screenshots of your new colonies and belief systems. Please tell me all your stories from your experiences in Ideology.

Ideology and 1.3 release date, plus Gauranlen trees

[h2]RimWorld - Ideology is available on Steam now!
[/h2]

Hi again! Tia here, your resident bug whisperer and announcement bringer.

First, the big announcement. We’ll be releasing RimWorld - Ideology on Tuesday, July 20! At the same time, the free 1.3 update (which is currently in public beta) will become the default version.
You can wishlist Ideology now on its Steam page here! And also look at the original Ideology/1.3 announcement and the social roles update.

If you want to continue on 1.2, you can do that using the Steam betas feature. To do it: Right click RimWorld in the Steam library, click Properties, then on the Betas tab select the branch called version-1.2. This will stay on version 1.2 forever.

For modders: No need to break 1.2 support while adding support for 1.3! Keeping 1.2 support is as easy as leaving the old files in a folder. This document explains how to do it.

As for savegames, saves from 1.2 (and before) will load on 1.3 (assuming no mods break anything). In addition, non-Ideology savegames will load with Ideology. (However, if you do this you won’t be able to customize or randomize your belief system on startup, since the game is already started.)

Let's talk about another feature of Ideology!

Gauranlen trees


Every now and then, a unique Gauranlen pod may sprout near your colony. From this pod you can harvest a Gauranlen seed, and in turn plant a Gauranlen tree wherever you like.

Gauranlen trees are unique because they produce creatures called dryads. The tree nourishes the dryads and, in turn, the dryads protect the tree from predators and fire. These dryads are born from a dryad queen who lives inside the tree (and isn’t seen in gameplay). Each dryad says attached to its mother tree for life.

The first dryads your colonists ever see will be immature dryads. While adorable, these aren’t very useful. They become much more useful after they transform into their various specialized castes.

For this to happen, though, a human must influence the tree. This means carrying out a special ceremony to connect with the Gauranlen tree. While others look on, the connector will approach the tree, touch it, speak to it, and generate a subtle psychic link. This psychic link allows the connector to control which caste the dryads will grow into.

Choose your caste according to your needs. Some castes focus on combat:
  • Clawer dryads are extremely vicious, with high damage output from their long claws. However, they are also quite fragile.
  • Barkskin dryads a chunky and well-armored to soak up incoming damage for your soldiers.
Both kinds of dryads will dutifully enter battle to try and protect your colonists with their lives. The connector can command them like trained animals.



Not all dryads are suited for battle. Some are more useful at home.
  • Carrier dryads are big and gentle, and good at tidying up by hauling items for you.
  • Woodmakers produce wood for you over time. This is important if you worship trees and hate to chop them down!
  • Medicinemaker dryads have large bulbs on their backs that sprout herbal medicine.
  • Berrymaker dryads gradually shed piles of ripe berries.


The tree-connector must maintain and strengthen their bond with the tree by pruning it now and then. A stronger connection means the tree can support more dryads at once - up to four for the strongest connection.

Beliefs matter! Any human can create the above dryad castes. However, some people venerate trees in a special way. For these people, destroying any tree is a crime, and trees have important spiritual significance. This creates challenges - it’s hard to find wood without chopping trees down. However, this belief also has advantages. Tree-lovers can connect with the Gauranlen trees more deeply than others and gain several unique bonuses.

First, a tree-believer can prune faster and better, and thus maintain more dryads in less time.

More importantly, though, only tree-believers can specialize dryads into the gaumaker caste. Gaumakers can come together and produce new Gauranlen pods, which can be planted to create even more Gauranlen trees.

In this way, a colony of tree-venerating nature lovers can grow their Gauranlen orchard over time and become powerful from it, both economically and militarily.



Dryads are awesome. They make quirky ribbit noises, they get tuckered out and fall asleep like other animals, they work hard, and they care about your colonists.

But trees live and die, like everything else. So what happens when a Gauranlen tree dies? The screams of the queen and her children will haunt you…

Bug you later!

Tia

Links:

Info for modders: Multi-version mods

Just a quick PSA for all the modders out there valiantly updating their mods to 1.3.

There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another.

If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control.

This document explains the details on how to do it: Multi-version mods in RimWorld

Thanks all,
Ty

Ideology adds social roles and rituals

[h2]RimWorld - Ideology is available on Steam now!
[/h2]

Welcome back! I’m Tia, and I’m here to bring you more Ideology preview info while we wait for the big release day.

Today, I’m talking about Ideology’s new social roles and rituals. I’m also including another UI shot since everyone loved Spacer Manporkism so much in the reveal announcement. You can wish list Ideology on its store page here!

Social roles


We’ve all had that one favourite colonist. The soldier who made it through hell and back, the medic capable of defying death, the one guy who refuses to do anything useful and spends most of the day binging on insect meat due to lack of tables…

Now you can make use of your colonists’ special strengths by assigning them formal social roles. Each belief system in Ideology defines a roles that believers can take on.

There are three categories of roles:

The leader role can only be assigned to one colonist. Leaders give inspirational speeches, buff combat allies around them, encourage harder work, and play a special role in some rituals. They can even accuse prisoners or colonists of crimes. If they successfully prosecute the defendant in a trial you can punish the accused without social consequence. (Whether the accusations are true or false is up to you.)



The moral guide role can be assigned once for each belief system which is represented by at least three colonists. Moral guides support the mental well-being and spiritual strength of your people, and lead many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure believers that they are correct, and convert non-believers to their own belief system.

Finally, the specialist roles can be assigned to any number of believers. There are a variety of specialist role types - one for each skill. Specialists are better at their primary skill, and also gain a unique ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. Different belief systems each have a specialist type related to their core beliefs. For example, a colony of darkness-worshipping tunnelers will probably have a specialist role focused on mining.

Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.

Rituals


Celebrate your colony’s unique belief system by holding rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out, and really contribute to the story of your colony.

You can hold somber funerals for fallen soldiers, quell rebellious behaviour with public executions, pit slaves and prisoners against one another in vicious gladiator duels, host parties in dance halls or drum circles or around Christmas trees, set hated effigies on fire to watch them burn, or breathe in smokeleaf fumes from a giant bong. There are also scrumptious feasts of human meat, ceremonial blindings and scarifications, skylantern festivals on moonlit nights, and majestic trees with creatures inside of them.



How a ritual plays out depends on the circumstances - who is there (and what roles they hold), the quality of the room it takes place in, the equipment and buildings available, and so on. For example, colonists can have fun at a dance party with just a few people outdoors by clapping and stamping feet. But if you build them a giant nightclub with speakers, a lightball and a richly-decorated room they’ll have more fun and get better outcomes. Early-game rituals are less demanding than those in the late game, so you’ll get benefits at every stage.

Participants that have a good time will leave with mood boosts, and if the ritual was truly spectacular, there may be additional bonuses. We’re talking unlocked psychic powers, new recruits, improved goodwill with your neighbours, and locations of treasure-filled ancient complexes. At the same time, certain rituals may upset spectators and cause a mood deficit - it depends on their personal beliefs.

More on the way




That’s it for now! I hope you’ve enjoyed this post and have gotten a chance to try the 1.3 beta. Remember to wish list Ideology on the Steam store page. You can also read the original 1.3 update and Ideology announcement here.

And we'd love if you joined the discussion on Reddit!

Bye bye!

Tia