Aussie Deals: Rift Apart + DualSense Package Deal and More!

Amazon AU has a great deal going on if you dig on Lombaxes and DualSenses. Details of that await you below, as do a raft of other AAA titles that are low on price and big on escapism. That’s just what you need to wile away the hours of a lockdown.

Purchase Cheaply for PC

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Notable Sales for Nintendo Switch

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Exciting Offers for XO/XS

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Product Savings for PS4/PS5

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Battlefield V, Microsoft Flight Simulator 2020, The Ascent | Xbox Game Pass Show

Game Pass has a lot of games, and twice a month there’s more coming, and some leaving. It can be a lot to keep track of, not to mention figuring out what to play from its massive library. That’s why we created the Game Pass Show.

Join Persia to learn what’s new, what’s leaving, and what you should consider playing. This week, Game Pass sees the arrival of Microsoft Flight Simulator 2020, The Ascent, Blinx: The Time Sweeper, and more. Persia also takes the time to elaborate on what she’s been playing: No Man’s Sky. Also, make sure to stick to the end for the pick of the week.

Guilty Gear Strive’s Next Fighter Is Goldlewis Dickinson, Who Fights With An Alien-Filled Coffin

Arc System Works has just revealed the first DLC character for the season pass of Guilty Gear Strive, and it’s another strange one that will undoubtedly confuse folks who haven’t played this game before. In the latest reveal trailer, we get to see the fighting debut of Goldlewis Dickinson, who is the Secretary of Absolute Defense for Guilty Gear’s take on the United States of America. He marks the first post-launch fighter to be added to the game’s roster for season pass holders, and he’ll make his debut on July 27.

For the uninitiated, Goldlewis Dickison is a new character that made appearances in the story campaign of Guilty Gear Strive, though some fans believe he made an early appearance in the background of the Neo New York stage in Guilty Gear Xrd. Regardless, he will now be a playable fighter in Strive, and his weird moveset and bizarre backstory certainly makes him in good company alongside the likes of Faust and Ramlethal. What makes Goldlewis so unusual is that not only does he have access to a mini-gun and a cybernetic eye that can summon orbital lasers, but he also carries around a large coffin, which is holding a mysterious alien coming from Area 51.

Now Playing: Guilty Gear Strive – Official Goldlewis Dickinson Gameplay Reveal Trailer

We get to see Goldlewis and his mysterious partner in action during the trailer, and he certainly looks to be an oddball character–which are usually the most fun to play as in Guilty Gear games. Seeing his heavy swings of the coffin makes Goldlewis appear to be another heavy fighter like Potemkin, but he’s also got some weird tricks that he can pull out on short notice. Along with his firearms, Goldlewis also has a partner stashed inside a container. This blue, spectral alien can assist Goldlewis with launcher attacks and other cross-ups, but it can also summon strange extraterrestrial objects into the fight, such as a spiked drone that will move close to the opponent for additional damage.

Season pass holders will be able to play as Goldlewis early on July 27. If you don’t have the season pass, then you can purchase him individually on July 30, three days after his debut. So far, Goldlewis Dickinson is the only announced character for the Season 1 pass, which includes access to a total of five characters, two new stages, additional color palettes, and a bonus story mode. However, according to the video, the next fighter will be released sometime in August, with other additions coming later into 2021 and into early 2022.

Guilty Gear Strive has only been out for a month, and it’s quickly become a popular entry in the series, selling over 500,000 copies worldwide. In our full review, we gave the game an 8/10 and stated: “Like all Guilty Gears, [Strive] is a game of extremes. If you’ve tried the series and fallen off because of its complexities, I wouldn’t expect a different outcome. If you’re up for a challenge, or just want a cool, sharp-looking fighting game to mess around with, Strive knows all the right moves.”

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Netflix’s Subscriber Base is Growing, But Not In North America

Netflix’s subscriber base is growing, but not in North America — in fact, its subscriber base in North America dropped by almost half a million in the second quarter of 2021, which the streaming giant blames on the ongoing COVID-19 pandemic. 

This news comes by way of The Hollywood Reporter, which reports that Netflix topped its expectations for the second quarter after raising its subscriber count by 1.5 million. This brings its total subscriber base to 209 million. 

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However, despite that growth, which was largely shouldered by a net of more than one million new subscribers in the Asian-Pacific region, the company saw its North American subscriber base drop by 400,000. In terms of revenue, the company delivered $7.3 billion in the second quarter, up from the $7.16 billion in the first quarter. 

In the most respects, the news is positive for Netflix. Lower marketing and content spending resulted in margins that have never been higher, with average revenue per user in the U.S. and Canada sitting at $14.54 in the second quarter —higher than any other streaming service on the market, according to Netflix. That average revenue per user number sits below $10 in the Latin America and Asia-Pacific markets, though. 

As for why North America’s subscriber base has dropped, and why the company has struggled in 2021 versus previous years in its history, Netflix says COVID-19 is to blame. 

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“It really boils down to COVID, frankly,” Netflix CFO Spencer Neumann said on a company earnings call. “For us, at a minimum, it creates some short-term choppiness in the business trends.” 

Netflix is expecting “3.5 million net subscriber adds in the 3rd quarter of 2021.” This represents a shift in subscriber count expectations from the company that has aimed higher in year’s past. This modest expectation of 3.5 million likely stems from the company’s first quarter, which saw it add just 4 million subscribers despite forecasting 6 million. Netflix reportedly added 15.8 million subscribers in the same quarter in 2020. 

“We had those 10 years that were smooth as silk, and we are just a little bit wobbly right now,” Netflix Co-CEO Reed Hastings said on the call.

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Despite that wobbliness, Netflix is “betting that a return to more normalized film and TV production and an increased cadence of originals later this year will help it return to growth,” according to THR. 

Perhaps Netflix’s venture into video games will help fuel new growth for the company, which just hired ex-EA and Facebook executive Mike Verdu to lead its game development. Netflix revealed today that it will focus on mobile games first in this new venture, saying that it won’t charge an additional fee for games in doing so.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

We Need to Talk About Tom Clancy’s XDefiant – Unlocked 503

With word from Battlefield 2042 developer DICE that cloud computing will soon level up the capabilities of first-person shooters, we discuss what we’d like to see and what we think we’ll see. Plus: what we hope the studio formerly known as DICE LA will be up to next, Dark Souls 3’s new FPS Boost on Xbox Series, and more!

Subscribe on any of your favorite podcast feeds, to our new YouTube channel, or grab an MP3 download of this week’s episode. For more awesome content, check out the latest episode of IGN Unfiltered, featuring an interview with The Elder Scrolls Online boss Matt Firor about his RPG roots, the future of the popular MMORPG, and what else the studio is working on as part of the Xbox Studios family:

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Oh, and you can be featured on Unlocked by tweeting us a video Loot Box question! Tweet your question and tag Ryan at @DMC_Ryan!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Valve’s Steam Deck Has Much Better Memory Than Initially Suggested

Valve announced its ambitious new portable PC platform, the Steam Deck, last week, with three distinct models with varying technical specifications to choose from. One facet of all three that was standard, however, was the amount of RAM each one will ship with, which now seems a lot better than initially suspected.

In the original technical specifications, Valve noted that the 16GB of LPDDR5 memory was running in dual-channel, with an expected bandwidth of 5,500 MT/s. The latter figure is still correct, but Valve has updated the official product page to reflect that the memory is, in fact, quad-channel, not dual, offering up a lot more bandwidth to the APU powering the device.

This confirms what some had already suspected when first presented with the technical specifications, given that the expected bandwidth relative to the APU powering the Steam Deck didn’t seem to add up.

What this means is that the APU will have much more memory bandwidth to utilize, which is very important given its architecture. An APU is a combination of a CPU and GPU on the same silicon, which means that both share the same memory pool. This is different to traditional desktop PCs and laptops, where the CPU has exclusive access to your system’s RAM (usually dual-channel DDR4 memory) while your GPU has its own memory which is generally much faster and contains a much wider bandwidth (most GPUs ship with GDDR6 or GDDR6X memory today).

In the case of the Steam Deck, having more memory bandwidth means better shared allocation between the GPU and CPU, which means better performance when playing games. Not that anything has changed since Valve opened preorders for the Steam Deck, but at least now you can rest assured that you’re getting what is pretty standard for this type of setup.

Overwatch Summer Games 2021 Now Live With Six New Legendary Skins

Overwatch‘s Summer Games event is now live across all platforms, bringing back the limited-time Lucioball and Lucioball Remix matches as well as a wide array of new cosmetics, some of which were teased ahead of time. The event will run through August 10.

Throughout the three-week event, you can play nine games per week (for a total of 27) to unlock weekly rewards. Winning a game will count double as two games. Any games played in Quick Play, Arcade, or Competitive will count towards those goals. The rewards for those milestones will be sets of new Epic skins:

  • Week 1: Ocean King Winston
  • Week 2: Sunset Pharah
  • Week 3: Nihon Hanzo

Of course, the Summer Games event will also introduce several new Legendary skins that are obtainable through regular loot boxes or in the shop. You can see each of those in the screens below.

Overwatch Summer Games Legendary Skins

  • Sprinkles Mei
  • Mermaid Symmetra
  • Poolside Ashe
  • Scuba Sigma
  • Referee Orisa

Gallery

This will be the first time since the Summer Games annual event started that it coincides with the actual Summer Olympics. The Summer Games began as a riff on the Olympics, with the multi-national Overwatch characters sporting outfits to honor their home countries. Since then it’s become more about general summer fun and goofs, which is how we get Bob with a flamingo on his head and Mei flinging ice cream scoops.

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All iiRcade Cabinets Get $100 Discount, Free Shipping

The startup iiRcade has been picking up steam in recent months with its at-home arcade cabinets, with special editions on the way for games like Mutant Football League and Space Ace. If you’re interested in picking one up, now’s the perfect time, as all cabinets are $100 off and come with free shipping.

Running through Labor Day, the sale includes all cabinets–which means both the standard blue-and-orange design as well as special editions based on specific games–and the free shipping goes to $100, so if your region would have a higher fee than that, you may still see some charge.

L-R: Black Edition Dragon's Lair, Classic Bartop, Retromania, Classic with Stand
L-R: Black Edition Dragon’s Lair, Classic Bartop, Retromania, Classic with Stand

Current iiRcade cabinets that are eligible for the discount (with discounted prices) include:

Unlike competitors such as Arcade1Up (which are seeing increased prices recently on certain systems) the iiRcade uses an online store to supplement its 11 included games. Big-name licensed games on the store include R-Type and its sequel, Shadow Dancer, Space Harrier, Dead Cells, Windjammers, and ToeJam And Earl: Back in the Groove. With the Black Edition, you can also apply a Double Dragon skin or use your own, like I did to turn my cabinet into a Strikers 1945 model. For more on the system, check out our iiRcade review.

RimWorld’s Latest Expansion Is Out Now, Lets You Celebrate Christmas

RimWorld, the space-colony sim from Tynan Sylvester and Ludeon Studios, received both a major update and a new expansion today. The expansion, titled Ideology, has been in development for the last 15 months and will give players extra control over the story of their colony, while the update changes nearly every facet of the game.

Ideology, which according to a post on Steam partially written by Tynan took 15 months to develop, is meant for the players that created themed colonies. “For many years I’ve seen players create colonies with their own special themes — minimalist nomads, raiding pirates, mad cannibals, drug-worshippers,” wrote Tynan. “People want to have a sense of authorship over their stories.”

To that end, the Ideology expansion will let players create a belief system that members of their colony follow. Players can create a colony of “tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light,” just to list two examples given by Tynan.

Additionally, players can expect a boatload of extra content to come with the expansion. Ideology adds new quests, creatures, and a new ending. Of course, Ideology is also completely moddable.

Along with Ideology, today marks the arrival of the 1.3 update for RimWorld, a massive patch that changes nearly every aspect of the game.

Starting with animals, players can now expect them to stop being lazy layabouts and instead pick up some slack. They’ll be more productive following the update, but some will now need to be kept in pens and led around by farmers, who will also clear out the new egg boxes for chickens.

Raids are also getting a rework, becoming a slightly larger threat. Enemies will now execute a “breach raid” to get past your defenses, making some of RimWorld’s infamous heat traps for raids obsolete. Tribal enemies will hack through walls with axes, pirates will use grenades, and mechanoids will use a new device called a “termite.” To make fighting easier for players, colonists can also carry around medicine and use it on the battlefield.

You can find a full list of everything coming in RimWorld’s 1.3 update down below.

RimWorld 1.3 Update Patch Notes

Pens and animals

  • Pen system: Create pens for your farm animals to keep them organized and safe.
  • Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
  • Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
  • Handlers will use ropes to lead animals from one location to another, or out of a pen.
  • Some animals will now roam if they are not contained within a pen.
  • Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
  • Added animal flap. It is a door that allows animals to pass through while insulating the temperature.
  • Added egg box. Tame egg-laying creatures will lay inside the box and the eggs can be used for food. Haulers will automatically empty the box when it is full.
  • Added new floor type: Straw matting. Filth is produced 95% less on this floor which makes it useful for barns with messy animals. Since animal filth has been reworked, animals should be kept in barns to prevent unnecessary filth in colonist buildings.
  • Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.
  • Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.
  • Tame animals can now be released to the wild.

Breach raids

  • Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.
  • Added new mechanoid type: Termite. The termite is a medium-sized mechanoid that specializes in burrowing, digging, and breaking through defensive structures. Defenders must decide between eliminating the termite before it digs through their defenses, or waiting for it to emerge.
  • New weapon: Breach axe. A combined blade and tool-head attached to a sturdy haft. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head.

Miscellaneous

  • Added facial hair for pawns. The style of hair is based on the pawn’s background.
  • Added visual wound and prosthetic overlays on pawns.
  • When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.
  • Added new meal types: Vegetarian and Carnivore fine/lavish meals. These are made exclusively of vegetable/meat ingredients
  • Added a search box for many dialogs and tabs.
  • Added VFX for:
  • Research bench.
  • Gun/mortar recoil.
  • Digging graves.
  • Chopping trees.
  • Sowing plants.
  • Harvesting plants.

Improvements and adjustments: Base game

Goodwill

  • All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
  • Goodwill with factions gradually shifts towards the faction’s natural goodwill.
  • Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
  • Guest status with a faction is reset upon gifting a pawn to that faction.

Animals and plants

  • Raiders no longer actively attack passive colony animals.
  • Animals tab life stage tooltip now also shows the animal’s exact age.
  • Wild plants spawned during gameplay start at 15% growth instead of 5%.
  • Plants newly sown by players start at 0.01% growth.
  • PlantHarvestYield stat above 100% gives a bonus to yield.
  • Improved “Non-ideal temperature” plant inspect string and prevented it from saying “Not growing” if it is in fact growing very slowly.
  • Animals are unwilling to eat plants under 10% growth.
  • Herbivores rebalance:
  • Hunger rate reduced by 50%.
  • Adult age is reduced by 33%.
  • Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
  • Reduced toxic fallout buildup by 50%.
  • Grass nutrition reduced from 0.7 to 0.5.
  • Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
  • Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type.
  • Indoor rooms with non-water flooring can have animal filth or trash spread on them.
  • Rain washes away more filth types.
  • Increased meat yields by 30%.
  • Damaged corpses give 33% less meat and leather amounts.
  • Animals can be assigned to animal beds. These beds can be designated as medical.
  • Change boomalope trainability to None.
  • Releasing a bonded animal has a negative effect on mood, similar to slaughtering.
  • Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.
  • Traders that sell animals try to generate with at least one pair of core farming animals.

Combat, weapons, gear

  • Added a challenge mode option for reinforced barrels. These barrels are essential for building and maintaining mortars, but the mortars are more accurate and shells are cheaper to make. Reinforced barrels can be acquired from sieges as quest rewards and purchased from traders.
  • You can keep the old 1.2 mortars with the challenge mode option “classic mortars”, so players can choose either style as they wish.
  • Every 20 shots, mortars must have their barrel changed.
  • Mortars forced miss chance changed from 13 to 10. This is reversed with classic mortars storyteller option.
  • Reduced steel cost of all mortar ammo by 10. This is reversed with classic mortars storyteller option.
  • Grenade throws are rendered in an arc.
  • Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
  • War veil renamed to veil.
  • Disabled shooting gizmos when a shield belt is equipped.
  • When a pawn is drafted while eating from inventory they will return the food to their inventory.
  • Pawns can take medicine into their inventory.
  • Drafted pawns can tend to others in the field. They will use medicine if they are carrying any.
  • Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn’t affect various special buildings like mech cluster condition causers.

Pawns

  • Drafted pawns can be ordered to repair buildings. This is separate from the “prioritize” order.
  • On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.
  • Hediff tooltips of grouped hediffs are now separated from each other.
  • Hediff stages can now override hediff labels.
  • Hediff tooltips of grouped hediffs are now separated from each other.
  • Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.
  • Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.
  • Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.
  • Changed the “Want to sleep with x” thought to “Sleeping alone”. Sharing a bed with any lover or spouse will prevent this thought.
  • Adjusted “Kind” trait description.
  • Pawns now try a lot harder to avoid wearing tattered apparel.
  • On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
  • Assigning pawns to beds updates the room role, if possible.
  • Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
  • Guests with “AllWork” disabled will no longer opportunistically haul.
  • Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
  • Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
  • Non-cannibals dislike those that wear human leather apparel.
  • When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
  • Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
  • Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
  • Smoothed out addiction chances based on the pawn’s tolerance.
  • Prisoner escape chance is multiplied by the number of exits the prisoner has.
  • Escaping prisoners will attack enemies with weapons they pick up, including orbital bombardment targeters, orbital power beam targeters, and tornado generators.

Caravans

  • Optimized caravan automatic food selection.
  • Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.

Miscellaneous

  • Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
  • Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
  • Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.
  • Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.
  • Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).
  • Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.
  • Doors not owned by the player can be forbidden.
  • Change sandbags and barricades fill percents from 57% to 55%.
  • Build designators no longer default to def-defined default if there is none of that type of resource on the map.
  • Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.
  • Saving is temporarily disabled while selecting a world tile at the beginning of the game.
  • Edited the color of error log messages to improve readability.
  • Mod incompatibility warnings are now colorblind friendly.
  • Modders can appear on the credits screen.
  • Mods can now define lists of authors instead of just specifying a comma-separated list of names.
  • Update LanguageWorker_Russian.Pluralize to match the behavior requested by translators.
  • Added debug setting: Never force normal speed.
  • Optimized map mesh generation and drawing.
  • Redrew persona core art.
  • Added a Thing category for wool.
  • maintenanceCostFactor has a minimum of 1%.
  • Wildlife tab refinements.
  • Balanced distant fight points adjustment and pawn combat points.
  • JoyUtility.JoyKinds strings are now always line lists.

Improvements and adjustments: Royalty

  • High-shields also stop orbital strikes and aerodrone strikes, the same way they stop mortars.
  • The bestowing ceremony is now a gathering that everyone can attend.
  • Throne speeches have been re-tooled into rituals.
  • Neuroquake rebalance:
  • Neuroquake lists its duration explicitly in the casting warning message.
  • Unconsciousness from casting does not scale with psychic sensitivity.
  • Unconsciousness from casting lasts 5 days instead of 3.
  • The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12.
  • Casting warmup changed to 12 seconds.
  • Neuroquake only drives pawns berserk within a radius of 60, instead of the entire map.
  • Updated imperial grenadier to use plain marine armor instead of grenadier armor.
  • NPC shuttle pads now always use concrete or paved tiles as flooring.
  • Shuttles leave uranium instead of steel when killed.
  • Pawns lent to another faction have their wounds tended more competently.
  • Refactored shuttles into generic Transport ships. These ships follow a series of jobs which can be controlled by quest logic, UI, and Lords. Transport ships are tracked while flying, loading, unloading, etc.
  • Adjusted royal apparel colors. Empire pawns spawn with apparel materials that scale to their social rank.
  • Anima tree inspect pane no longer lists duplicates affecting building labels.

Technical

  • Save games in the load menu are populated asynchronously.
  • Most motes have been changed from a Thing to use its own threaded system for increased performance. These are called “Flecks”.

Bugfixes

  • Fix: Mods can’t use “.tar” translations to do def injections on custom def types from other mods.
  • Fix: Smoke doesn’t persist on the map on save load.
  • Fix: Error “Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab”.
  • Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
  • Fix: IncidentParms does not save pawnCount.
  • Fix: SharesElementWith accessing wrong second index
  • Fix: Betraying temporary colonists doesn’t display a timer.
  • Fix: Food binging pawns try to eat recreational drugs.
  • Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
  • Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
  • Fix: DamageWorker.ExplosionCellsToHit incorrectly adds cells to adjWallCells
  • Fix: Monument quests aren’t failed after the map is removed.
  • Fix: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork.
  • Fix: “Build copy” shrine commands sometimes appear white.
  • Fix: Alignment issues on some body artwork.
  • Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
  • Fix: Glow pods cause screen shake when they expire.
  • Fix: Setting prisoners’ food restriction to “Nothing” will make colonists feed them ambrosia and beer.
  • Fix: Using the “change material” button on weapon info cards does not update stat readout.
  • Fix: Projectiles not visible on the first cell of flight.
  • Fix: Meals can stack with incompatible ingredients.
  • Fix: In peaceful mode, ancient dangers can be generated with hostile mechs.
  • Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.
  • Fix: Brawler guards can still arrive with ranged weapons.
  • Fix: Incorrect relations gain info in prisoner tab during mental break.
  • Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
  • Fix: During food binges, sometimes pawns will use recreational drugs.
  • Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
  • Fix: Incorrect neuroquake cast time.
  • Fix: Animals can try to cheer a patient up unsuccessfully, causing an error.
  • Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
  • Fix: Stun psycast does not interrupt minigun salvo.
  • Fix: Reform caravan dialog uses incorrect translation key.
  • Fix: Double period in quest text.
  • Fix: Typos in backstories.
  • Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.
  • Fix: Pawn tooltip obscures ability’s mouse attachment info for some abilities.
  • Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
  • Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
  • Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.
  • Fix: Anima trees can display negative meditation values.
  • Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
  • Fix: Translation of (psylink) “level” cannot be capitalized.
  • Fix: Word of Joy counts as a hostile act.
  • Fix: Pawn having a mental break on entering a hostile map is drafted.
  • Fix: Offset doesn’t work for attached motes.
  • Fix: DrawLine() overdraw.
  • Fix: The alphabeaver event will still happen even if the outdoor temperature is below their minimum comfortable temperature.
  • Fix: Firefoam IED radius is larger than drawn.
  • Fix: Inheritance attribute overrides other attributes like Class.
  • Fix: Ambush letter doesn’t have all ambush pawns as look targets.
  • Fix: Graphic_Random not rendering shadows.
  • Fix: Some monument buildings have enclosed floored areas.
  • Fix: LanguageWorker_English “a unique” to “an unique”.
  • Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.
  • Fix: Misc uncapitalized letters after colons.
  • Fix: Non-hauler asked to deliver resources gives the wrong message.
  • Fix: Lent pawns tended to horribly by the host faction.
  • Fix: Anima trees can display negative meditation values.
  • Fix: Haul icon remains when stockpile is expanded to include items.
  • Fix: Dictionary null key for label pawnGroups.
  • Fix: Too much honor for Yeoman ceremony : ceremony failed – impossible to gain the yeoman psylevel.
  • Fix: Bestower can social fight and die while waiting for ceremony. Don’t make the bestower faction hostile if he was guilty.
  • Fix: Error “Transition !canMoveToSameState and target is source: DefendBase”
  • Fix: Pawn having a mental break on caravan is drafted upon entering a map.
  • Fix: XML Inheritance attributes overrides other attributes like Class.
  • Fix: Scribe can’t load a list of generic elements of type coming from a different assembly.
  • Fix: Bed resting hunter causes “lacks ranged weapon” alert.
  • Fix: Meditation z-fighting with other meditation vfx.
  • Fix: Television viewing area throws NRE if selected near map edge.
  • Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
  • Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.
  • Fix: RimWorld.Designator_Dropdown.GetDesignatorCost(Verse.Designator des) is not null-safe.
  • Fix: Rescue shuttle lands on crashed shuttle and wipes it.
  • Fix: Removing a zone with “Shrink zone” designator while the zone is selected leaves the zone’s UI open.
  • Fix: Typo in tool cabinet description.
  • Fix: After disabling a work type, pawns can pick up the same job right after.
  • Fix: Unclaimed beds say ‘for colonist use’.
  • Many more fixes!

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