These shouldn't appear unless player specifically configures them. Remove most meme associations from vegetarian and carnivore precepts.This particular thought was too limiting for players and not worth having. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content.This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising. Reduce Rancher meme's impact from 3 to 2. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Remove the carnivore precept requirements from the Rancher meme.This reduces annoyances around dealing with bigoted guests and recruits. Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player.This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while. Meme FleshPurity no longer forces the anti-biosculpting precept.Mechanoids are now more likely to arrive by walking in to the map edge. Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3.Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3.This means having slaves won't attract larger threats as much as colonists. Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves).Updated meat eating precept and thought labels and descriptions to better match gameplay.A "Show all" checkbox on ideo dialog shows all hidden precepts.It also displays where you can find it in the architect menu or which buildings produce it. Ideoligion building missing alerts now specify what building it is a variant of. We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes.Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.Meme tooltips now list all prevented precepts instead of just saying how many there are.The old "classic" mode is now called "classic-like" and is one of the "mild" presets.Classic, custom and load buttons are now selectable elements that take effect when the player hits "next". Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Added a new play option that allows playing with Ideology content active, but without the ideoligions system active.Thanks to everyone who helped test on the official dev Discord! And as always, please don't hesitate to review Ideology on its Steam page! This update should be compatible with all saves and mods. There are also a variety of bug fixes and other improvements - see the changelog below. We've also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situations, especially when you're hosting guests from NPC-generated ideoligions. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active - they make nice visual flair if you want them.) This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. Key among those is a new way to play with Ideology content active, but without actually running the ideology system. This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible. Hey everyone, it's time for another update!
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