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Steam Deck support improvements are coming, but delayed

Hey everyone, just a quick note about the Steam Deck release and RimWorld.

RimWorld works on Steam Deck as it is now, but there are a number of UI issues and some general jankiness we intend to solve with an update.

Our developer who was working on this lives in Ukraine. After delays getting the Deck to him, the current situation there means he won't be making progress any time soon.

Our tech lead Piotr Walczak is taking over Steam Deck integration efforts. However, we probably won't have an integration patch out until after the Deck is released.

To those of you excited to play RW on the Deck - We are excited too! Please look forward to updates that should solve issues you might find. If you can, consider waiting for the update before you dive in. We want the experience to be as great as possible and we're working to make that happen.

We also welcome reports of any issues on the official dev Discord here. Knowing the problems helps us solve them!

Thanks to everyone for your understanding.
- Ty

New RimWorld update stops mechs blowing things up, adds better catering

Another update has landed for the popular survival-simulation game RimWorld. This one is similar to the previous patch back in October, as it also comes with a wide range of fixes and balance tweaks. Some more critical issues have finally been put to bed as well.


Mechs will no longer be so trigger-happy and decide to breach every wall, building, or fence in your settlement. The enemy AI raid strategies have been adjusted so that breachers only appear around a third of the time instead of, like, all the time. They will also focus more on impassable buildings like key defensive walls, instead of those sheds you've got out back.


The catering is also about to get a lot better. The developers have added new management tools so that you can better handle the needs of vegetarian, carnivore, and eat-anything colonists that all live under the same roof. There are even new meal textures that will vary depending on ingredients. The update brings plenty of other miscellaneous changes, too, so make sure you check out the full patch notes for more details. Save games should be compatible.


Read the rest of the story...


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Update 1.3.3200 improves defense tools and raid strategies

Hey everyone - here's a new update for RimWorld for all of you!

This wide-ranging update makes a variety of improvements - see the full changelog below.

One critical adjustment is in the proportion of different raid strategies. Previously, mechanoids were using breach raids far too often. I've been seeing feedback about this for a while, so in previous updates we did make some analysis tools and I tried to adjust things to solve it. Unfortunately, I missed the true issue and the problem persisted. After some recent feedback from Reddit, we made some more analysis tools to figure out what's going on, I was shocked to discover how out of whack the numbers were. I'm not sure how I missed this before, but the game wasn't acting anything like I intended. Please accept my apology for not fixing this earlier.

With this update, breach raids are now present but uncommon, with normal raids forming the main threat. I also tweaked the numbers for human factions so the mix of raid strategies should be healthily varied through the whole game. The game will now also reduce the likelihood of getting two raids from the same faction in a row.

Related to that, players' turrets have been buffed gently. Since we have raids that can handle turrets more intelligently now, we can make the turrets stronger against the attacks against which they are effective. All this is subject to ongoing adjustment, of course.

We also did a bunch of work to improve your ability to handle vegetarian, carnivore, and eat-anything colonists together. Previously, you didn't have the management tools needed to identify and separate these peoples' foods properly; now you do.

Biosculpters also have better feedback to help players anticipate the duration of the biosculpting cycles, since these durations change depending on who goes into the pod.

This update should be compatible with all saves and mods.

Many thanks to Nick Barrash for work on extremely fiddly meal-related AI and visualization, Matt Ritchie for helping investigate breacher issues, and Alex Mulford for helping balance player defense tools. Also thanks to TiaPixel for marketing help and to everyone who offered test feedback for the unstable build on the public RimWorld test Discord server.

As always, please don't hesitate to review Ideology on its Steam page!

Until next time,
Ty

[h2]Combat - Turrets[/h2]

- Mini-turret damage increased from 11 to 12.
- Mini-turret accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24.
- Autocannon damage increased from 25 to 27.
- Autocannon accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5.
- Uranium slug turret damage increased from 50 to 55.
- Uranium slug turret accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44.
- Mortar miss radius reduced from 10 to 9 (when playing without classic mortars active).
- The accuracy of mortars is now related to a pawn's shooting skill. Skill level 8 makes it the same as before. Higher skill will make the mortar more accurate, while lower skill will make it less accurate.
- Turret ammo cost is no longer factored by difficulty.
- Reduced uranium slug turret cost per shot from 3 uranium to 2.666.

[h2]Combat - Enemies[/h2]

- Reduced termite mech's thump cannon range from 25.9 to 24.9.
- Added a way to make special per-faction raid strategy probabilities.
- Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
- Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
- Changed termite thump cannon's damage multiplier versus walls from 4x to 2x (so their damage versus walls dropped from 540 to 270). It now requires 2 shots from a termite to destroy a 300hp steel wall.
- Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56).
- Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
- Adjusted human factions' raid strategy selection weights for slightly more variation.

[h2]Food handling[/h2]

- We now vary meal textures depending on ingredients.
- Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
- Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
- Meal inspect strings now display information regarding their ingredients and who would accept eating them.
- With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
- Meal-related thoughts now display which meal caused the thought.
- Added food restrictions for meat or veg only meals.
- Added special thing filters for meat and veg ingredient-filled meals.
- Add insect meat food restriction and special things filter.
- Add cannibal food restriction and special thing filter.
- Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.

[h2]Misc improvements[/h2]

- Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
- Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
- Add LookTarget to the cure message shown when using healer mech serum.
- Restored the healing message displayed after using a healer mech serum.
- Pawns can now install pre-built furniture even if it is incompatible with their ideo.
- When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu.
- Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
- Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip.
- Some research now requires high tech bench: brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis.
- Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
- Slaves are now worth 75% of colonists in terms of map wealth and population.
- Terminals in worshipful villages now take 3 seconds to hack.
- Changed slag steel chunk mass from 5 to 8 so it doesn't weight less than the steel you get by smelting it.
- Added a loading tip describing fixed wealth mode.
- Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).

[h2]Fixes[/h2]

- Fix: Hood and torture crown have no armor ratings.
- Fix: Transport pods built before last patch have 0 capacity.
- Fix: Uninstalling and reinstalling a mortar resets its cooldown.
- Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
- Fix: Newborn animals from other factions don't leave with faction.
- Fix: High life precept description doesn't properly display mood range.
- Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
- Fix: Autobong doesn't satisfy smokeleaf dependence.
- Fix: Special characters on named precepts can break UI.
- Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
- Fix: Tattoo artwork integration bugs.
- Fix: Error message with def for smeltProducts.
- Fix: Long range mineral scanner took 10x less work to build than similar structures.
- Fix: Work speed penalty reasons formatting issues.
- Fix: Remove gestation period stat for megaspiders and spelopedes, since they do not breed.
- Fix: Slab bed doesn't burn.
- Fix: Potential nullref in CompAbilityEffect_StartRitual.
- Fix: Drum party-related error when ticking AI lord.
- Fix: Blood from scarification is from cutter, not cuttee.
- Fix: Psyfocus ritual reward does not recharge psyfocus to max.
- Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
- Fix: Mortar draws interaction spot when selected.
- Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
- Fix: Paralytic Abasia pawn enslaved throws 10 jobs in one tick when emancipated.
- Fix: Meals with no ingredients cause "ate non-meat" thought.
- Fix: Player-provided saved game had a settlement with a non-functional trade button. It no longer refuses to trade.
- Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs.
- Fix: Saving and loading repeatedly while doors are waiting to close can cause them to become stuck open.
- Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
- Fix: Hauling items into stockpiles occasionally fails with a NullReferenceException. This affected emptying egg box job and possibly others.
- Fix: Bestowing ceremony target is undraftable even after ceremony ended.
- Fix: Hackables can be instantly hacked.
- Fix: Autobong reduces consciousness of mechs.
- Fix: Raiders attacking non-aggressive roamers.
- Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.

Update 1.3.3159 improves caravans, biosculpters, archonexus, and more

Hello everyone! I'm happy to announce a new update for RimWorld and all expansions.

The biosculpters got a focused redesign. Colonists can now automatically do their own age reversal, and initiating a biosculpting cycle takes 1 step instead of 3. There's also less incentive to do weird things like deconstruct and reconstruct the biosculpter. Overall the micromanagement burden should be much lower, especially for large colonies.

We also reworked caravan formation to make it faster and more fluid. The archonexus restart sequence got some love so it's clearer and better-tuned. Finally, there's also a bunch of smaller improvements - see the change list below.

This update was tested as compatible with all savegames and mods.

Thanks to everyone who helped test on the Official dev Discord server, to Matt Ritchie for running the unstable build update cycle, Nick Barrash for the biosculpter rework, and all our other devs for their contributions, and everyone who gave such rich feedback on Discord and on the RimWorld subreddit.

As always, don't hesitate to review Ideology on its Steam page!

Enjoy!
-Tynan

[h2]Biosculpter changes[/h2]

- Transhumanism believers will now automatically take their yearly age reversal cycle if the new “Auto age reverse” toggle on biotuned biosculpter pods is enabled
- All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients (like glitterworld medicine) are collected and carried to the biosculpter by the pawn initiating the cycle.
- It now only requires a single player action to start a pawn on a biosculpter cycle (previously it took two separate actions and waiting for pawns to fill nutrition).
- Biosculpter pods glow green when nutrition is loaded and they’re ready for cycle selection.
- Biotuned biosculpter pods now run cycles 25% faster.
- Biotuning now happens after a cycle is completed instead of when a pawn enters the pod.
- Biosculpters consume 50W of power if no cycle is running, and 200W if a cycle is running, instead of consuming full power all the time.
- Biosculpters now take longer to minify.
- Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam.
- Nutrition is liquified when added to a pod and is no longer ejected if a cycle is cancelled.
- If biosculpter loses power while occupied, we don't animate and we now show how long until eject in inspect string.
- Change pleasure cycle mood bonus from +10 to +15.
- Biotuning duration has been increased to 80 days from 60 days.
- Biosculpter deconstruct yield is down to 25% from 50%.
- Biosculpter construct cost increased from 3 to 4 components.
- Biosculpters don't heal missing eyes if the pawn's ideoligion approves of blindness.

[h2]Caravan improvements[/h2]

- Change caravan packing spot to caravan hitching spot. It's still free, but it does more.
- Caravan hitching post now can be used to keep animals in place on temporary maps.
- Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
- Animals will eat and sleep within their rope area if they're roped to a spot.
- Added an alert that shows when hungry animals are tied to hitching posts.
- Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.
- Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
- Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
- Joy decreases more slowly when a pawn is preparing a caravan.
- Colonists will now look for food in pack animal inventory if no better food sources available.
- Colonists will grab food from pack animal to feed patients if no other food available.
- Colonists can grab medicine from pack animals.
- Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
- Update pen needed alert to take into account hitching post and handling skill for roping removal.
- Remove animal handling skill requirements for roping to pen.
- Save prepare caravan gather items toil tree to disk.

[h2]Archonexus improvements[/h2]

- Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
- Sort items players take to new archonexus settlement more in line with usefulness.
- Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
- Tweak count of items players can bring to new archonexus settlement.
- Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
- Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
- Swap thing icon and info icon in archonexus dialog.
- Reset pawn food and rest levels when starting new archonexus colony.
- Add animation after selecting new archonexus settlement to make moment feel more significant.

[h2]Misc improvements[/h2]

- Ideoligious buildings are no longer expected to be placed in non-home maps.
- Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc...)
- Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
- Pawn beauty stat is now visible even when the value is zero.
- Precept name length is now limited.
- Minor fixes to new colony optimism thought appliance when abandoning settlements or creating new ones.
- New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
- Reduced the amount of ancient junk that spawns on newly-generated maps.
- Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
- Reduce prevalence of breach raids at high points levels.
- Update predators hunting across fences tooltip to match current functionality.
- Ensure the trigger conditions for scarification/blinding are clear to the player.
- Right clicking on ancient junk with drafted pawn shows option to attack.
- Unforbid items in pawn inventory if taken by caravan from temporary map.
- Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitatlity quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
- Added range values to darkness combat stats.
- Added charity events for not helping pilgrims.
- Added hacking progress stat to hackable things.
- Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.
- Provide a config error if def label contains '[', ']', '{', or '}' characters. Added a flag to hide this error.
- Clarify age reversal precept.
- Updated player-created names.

[h2]Fixes[/h2]

- Fix: New colony optimism thoughts are not applied correctly.
- Fix: Gastro-analyzer can be removed by biosculpter.
- Fix: Caravan stuck indefinitely if animal in pen added while caravan pawns moving to exit map
- Fix: Clicking ideo icon on some dialogs uslessly opens copy of same dialog.
- Fix: Royal ascent shuttle can only take 1000kg of colonists.
- Fix: Skip psycast can cause duplication bugs.
- Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
- Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
- Fix: Error on reloading a save with bombardment/salvo spawned on the same tick as save.
- Fix: Multiple instances of minified item dont show correctly in to load part of caravan tab.
- Fix: Exception when pawn dies of malnutrition.
- Fix: Burned tree description states it doesn't drop wood when it does.
- Fix: Exception drawing pawn inspect pane/bio tab/other UI with null extra mini faction.
- Fix: Some ability translation keys are in Royalty but used elsewhere.
- Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.
- Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.
- Fix: numCase subsymbol doesn't work if source number is float.
- Fix: Typos.

Update 1.3.3117 makes multi-ideoligion colonies more viable

EDIT 3: The build is now live for everyone. Thanks to the mod authors of Doors Expanded for updating quickly!

Hey everyone! RimWorld update 1.3.3117 is now out. This one comes with a long list of new stuff and improvements. Full changelist is below.

Multi-ideo viability: One key thing I wanted to do with this update was make it more rewarding to have a colony with diverse beliefs. While it should certainly be possible to run your colony as an ideological monoculture, I always wanted it to be possible to claim the benefits of multiple belief systems at the cost of needing to take a wider diversity of needs into account. This would also make recruiting easier, since it wouldn't be necessary to convert everyone during the recruiting process.

We made several changes to achieve this goal.

Now, colonists can participate in rituals of other ideoligions, strengthen those rituals by their presence, and gain mood and other benefits from them. Bigoted colonists will get a negative thought from participating in other beliefs, but the benefit from the ritual can outweigh their inner conflict. Since rituals can have quite specific effects, it can be very useful to have a wide toolbox of rituals available.

Previously, colonists would be very unhappy if their beliefs were violated by others, and would hate everyone who acted against their beliefs. Now they don't mind as much if something they disagree with is happening elsewhere in the colony, and don't so intensely hate anyone who does something they wouldn't. They will still care as before about their own actions.

Previously, in order to celebrate a ritual, it needed to be obligated by having three believers in the colony. This is no longer the case - just one believer is now enough to initiate a ritual, while obligations to do the ritual still start at three believers.

I'll continue to monitor how this plays out and make adjustments as needed to maximize the number of viable play paths you can choose from.

Compatibility: This update should be compatible with all savegames and mods.

As always, don't hesitate to review Ideology on its Steam page!

[h2]Multi-ideo colony viability[/h2]

- Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
- Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
- Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
- Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
- Ritual setup dialog now says what ideoligion the ritual comes from.

[h2]New stuff[/h2]

- Gaining, changing, or removing a role now requires a simple ritual.
- Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly.
- While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
- Skullspikes now display whose skull is contained inside on their inspect pane.
- Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.
- You can now randomize fluid ideos before applying changes.
- You can now randomize normal memes during fluid ideo reforming.
- Added a "build door" gizmo that displays when a wall or wall blueprint is selected.

[h2]Improvements[/h2]

- Blind pawns' stats are now unaffected by light and darkness.
- Biosculpter bioregeneration cycle now requires 2 glitterworld medicine.
- Adjust the role tooltip area on the pawn's social tab.
- Integrated artwork for bioregeneration cycle gizmo.
- Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.
- Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
- Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
- Increased chance for ancient security crates to spawn in ancient complexes.
- Removed min points limit on security crate spawning in ancient complexes.
- Psytrainer description now shows the description of associated psycasts.
- We now warn player if important plants like anima trees are marked for cutting or in grow zone.
- Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.
- Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.
- We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions.
- Conditions that will be or can be healed by a biosculpter cycle are listed in a confirmation dialog on ordering a pawn to enter or load another into the biosculpter.
- Extreme blood loss reduces consciousness by 40% and sets the capacity's max to 10%.
- Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
- Change to randomized memes for fluid ideo based on feedback.
- Korean language worker updates.

[h2]Technical[/h2]

- Updated to Unity 2019.4.30f1. This should prevent a rare issue where the game would freeze during startup.
- Graphic_RandomRotated now supports random inner graphic correctly.
- Add a temporary workaround for stuck old bestowing ceremony lord. Apply workaround for stuck old bestowing ceremony lord to AnyLordJobPreventsNewRituals too.
- Improve ideo null checks for role change buttons.
- We now cache def short hashes in database. This solves potential performance issue with deep drills.
- Small improvements to SetIdeoRole debug tool.
- Improved pawn portrait error reporting code.
- Changes to fluid ideo meme randomization.

[h2]Fixes[/h2]

- Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
- Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
- Fix: Text of funeral ritual states bonus awards are available after randomizing name.
- Fix: Totemic sculpture is pixelated.
- Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
- Fix: Research command ability icon is pixelated on non-uniform ui scales.
- Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
- Fix: Sunlamp does not trigger blinding light for Darkness pawns.
- Fix: Wild people can be enslaved while arrested.
- Fix: Several issues with ancient junk.
- Fix: Wrong capitalization.
- Fix: Typo soldiarity -> solidarity
- Fix: Missing word in backstory.
- Fix: Wind turbine, neural supercharger and skullspike have no path costs.
- Fix: Extra memes from mods can be hidden in 'choose meme' UI.
- Fix: Leader speech generates "could not reserve" errors.
- Fix: New draft carry system leads to pawns being accidentally 'kidnapped' by guests when they leave.
- Fix: Starting a role change from social tab causes an NRE in JobGiver_AcceptRole.
- Fix: Exception in pawn portrait rendering.
- Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
- Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
- Fix: Typo "Bslinded someone".
- Fix: Removed hard-coded points value being passed into complex debug tool.
- Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
- Fix: Can save/load ideo when you shouldn't be able to.
- Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.
- Fix: Typo in TKey LetterCashing -> LetterChasing.
- Fix: Some ThreatReward_Raid_Joiner texts remain untranslated when using Core only.
- Fix: When a faction is defeated the faction goodwill number and relation label overlap.
- Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner.
- Fix: Exceptions ticking pawns due to null room requirements.
- Fix: You can assign a role changer of non-player ideo on the ritual config screen.
- Fix: Potential nullref related to role change ritual interface.
- Fix: Bestower sometimes arrives malnourished.
- Fix: Gaumaker pods can destroy the tree they are spawned from.
- Fix: Ideology message key displaying without the expansion.
- Fix: Ritual timings are 1 day off.
- Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
- Fix: Missing possessive symbols in text.
- Fix: ShouldConisderNode -> ShouldConsiderNode
- Fix: Gaumaker pods can destroy the tree they are spawned from.
- Fix: Ideology message key displaying without the expansion.
- Fix: In ideo display and edit UIs, elements overlap sometimes if dev edit mode is on.
- Fix: Initial starting ideo incorrectly shows if player selects ideo and clicks back in game start flow.
- Fix: Possible to load a fluid ideo with more memes than is allowed.
- Fix: Disease incident can target colonists in biosculpter.
- Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
- Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
- Fix: Hediffs can be listed more than once as capacity impactors on the health tab.
- Fix: Body part capacity impactors can be listed more than once.
- Fix: Multiple issues with role assign dialog.
- Fix: Generating a mission based quest with debug and not setting the population slate value will generate a quest with 50 population.
- Fix: Wardens stop suppressing slaves if suppression > 50%.
- Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items.
- Fix: Beggar quest causes exceptions with Royalty not installed.
- Fix: "ResolveCaseInsensitiveFilePath: System.IO.DirectoryNotFoundException: Could not find a part of the path"
- Fix: Skip abilities don't update cover grid.