RimWorld - Alpha 3 (Windows)

seeders: 23
leechers: 1
Added on April 18, 2014 by VIruzin Games > PC
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RimWorld - Alpha 3 (Windows) (Size: 52.2 MB)
 RimWorldAlpha3Win.zip52.2 MB


Description



Here it is! RimWorld! Tested & Working! PLEASE SEED)! If you like the game buy it and support the developer.

Thank you for downloading RimWorld - Alpha 0.3.410 (Windows)

This may show a warning of being a virus, do not worry... its false - positive. Reason being is because the torrent contains a crack.

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Installation:
- Unzip the .ZIP file to your desired location and play.

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Description:
RimWorld is an indie space colony management game developed by Ludeon Studios, an Ottawa-based game studio founded by Tynan Sylvester. Tynan is a game designer and used to work at Irrational Games developing the Bioshock franchise.

If you want to find out what RimWorld looks like, watch some videos.

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Full change list:

Bug Fixes:- Fixed external code loading.- Performance bugfixes.- A one-line fix so colonists take stacks of items to storage after crafting them (not just one).Changes:- Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.- Started refactoring map generation into encapsulated steps and parameterized them.- Pawn decision trees are now defined in XML.- Added simple door. Cheaper, but cannot be powered.- Filled out storyteller moddability.- Finished refactoring map generation into encapsulated, parameterized steps.- Thick rock roofs now drop ‘collapsed rocks’ instead of solid rocks.- Disallowed building very close to the map edge. This discourages weird building patterns that exploit edges and corners and stress game systems.- Resource lister now counts meals.- Started automatic hunting. So far, colonists can go kick animals to death. - Doesn’t work so well for boomrats.- Moved JobDefs into XML.- Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.- Finished automated hunting. Colonists will hunt with guns or melee attacks.- Pawns now try to eat nice meals when they have the choice over nutrient meals.- Aptitude has become “average of relevant skills” out of 20 to reduce confusion.- Damage types are now defined in xml definitions.- Recipes can now give skills.- Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.- Raiders come from specific factions and don’t always drop from orbit.- Bedding in and debugging generated faction system.- Tribal raiders now spawn and attack. Created short bow, great bow, and handful-of-stones weapons.- Solidified faction relations. They are now reported on the faction overview.- Pawns of warring factions now fight.- Let pawns spawn with minigun and L-15 LMG.- Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.- Pawns now spawn with backstories from appropriate spawn category for their faction.- Started trying to fix save/load.- Restricted hairdos by faction. No more pirates or tribals in pigtails.- Mods list is now scrollable.- Can now individually hide zones.- Tribals now have special names (no more tribal Bob Smiths).- All pawn kinds can now carry stuff in their inventory, like silver, and will spawn with some. Hooray, a reason to attack people!- Faction spawning is now data-driven.- XML loader now warns on finding no usable defs in a file.- XML loader now warns and explains on finding anything besides a propertag inside a list element.- You can now call factions on the radio and talk to them. You can offer them silver to improve relations.- Colonists don’t get sad about being in darkness until they haven’t seen a light for 3-4 hours.- Corpses can now rot.- Pawns now spawn with randomized goodies. Yay, something to steal!- Faction relations change over time.- For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.- Launch pad replaced with orbital trade beacon. Trade system clarification commences.- Mental break probability is much lower.- Colonists will now sleep on the ground if exhausted.- Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).- Bill config interface displays ingredient search radius ring.- Alerts now have a moving arrow to draw attention to critical alerts. They are draw on top of the letter stack and so are more visible.- It is now impossible to place a hopper in an invalid position.- Modders can now create custom Def subclasses.- Modders can now make custom code to define building placement restricters.- Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.- Merged architect and direct mode code for displaying commands. Direct mode now displays commands for selected things along the bottom of the screen, the same way Architect mode does.- Game can now natively load dictionaries of data with def references as keys or values.- Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.- Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.- Corpse hauling is now globally prioritized above other hauling.- Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)- Bill dialog now warns you if you add a bill that no colonist has the skill to do.- Drafted pawns now automatically beat adjacent fires.- Redesigned AI King into a proper state machine so it can handle more complex multi-faction combats and more intricate goals.- Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together.- The tutor now properly teaches about the bills tab.- Humanoids no longer eat raw food unless they are near-starving at least.- Faction relations now measured on a -100 to 100 scale instead of 0-100.- Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Useful in a pinch against tough raids.- Travelers arrive in groups sometimes.- Can no longer place a no roof region where there is a thick roof.- Friendly factions will not help you fight their own friends.- Built up and redesigned AI code so factions can fight each other properly.- Staging enemies no longer assault you on sight. They will hold their staging position and defend. Hopefully pre-emptive attacks become more meaningful this way.- Enemies now stage attacks for randomized amounts of time.- Ally forces now hang around a reasonable point near your base if there are no enemies. After some time, they leave together as a group (they become travelers).- If harmed, traveling groups stop and defend as a group. They resume traveling if they are not harmed for some time.- Roughed in visitor event: groups from non-hostile factions visit the colony, chill for a while, and leave.- You can now suspend bills without deleting or modifying them for easy later reactivation.- AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.- Testing and grinding down bugs produced over the past few weeks.- Various minor usability improvements.- Spent a while de-spaghettifying map initialize code, as well as moving the world data out of the map itself.- Colonists now start out with the work types they’re best at enabled, instead of everyone having the same settings.- New alerts make tiny bell noises.- Different teams have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.- Guns are now visible in peoples’ hands when aiming or in certain other circumstances.- Most code-driven text can now be translated. Most text is now linked to the translation system.- Rain now slowly washes away blood.- In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.- Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.- Thing categories (for storage settings, etc) are now modular defs. They can be localized, and modders can add new ones without replacing the whole tree.- Fertilizer pump mod integrated into core.Additions:- Added rich dirt patches.- Added simple ruins generation.- Added basic music system. Added Al’s guitar sting for game start.- Added target amount for bills; colonists won’t do the bill if you have more than the target amount in storage.- Created the Fertilizer Pump external code test mod. Adds the fertilizer pump building which uses electricity and slowly creates a growable soil field around itself.- Added more new colony optimism to help ease into the early game.- Abolished old fixed teams system and stated creating generated faction system. Create faction overview tab.- Created name generator for factions and made content for raider, outlander, and tribal factions.- Added more music from Al.- Created system to track the instigator of damage. Factions turn on you if you damage or kill their members.- Created some basic backstory content for tribals.- Cleaned up pawn graphics and fixed it so they can be loaded from mods.- Made people spawn per-faction. Started adding tribal raiders.- Completed 28th revolution around the sun.- Created soft faction relations so factions can get progressively more and less pissed at you.- Added info window for factions.- Added a cancel button on the in-progress buildings.- Added help message about trading from orbital beacon in first-opened trade screen.- Added hotkeys for architect mode.- Added shortcut keys for next/previous colonist (default comma and period keys).- Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).- Created “get mods” Web link in mods page.- Added a button to select through things in the same square (you could always do this by slowly clicking)- Colonists don’t eat raw food unless urgently hungry or starving.- Stonecutter’s table now requires research.- Added a simple planning designation that does nothing so people can plan base layouts early.- Added a glow to the button that a tutor concept is talking about. Easier to learn.- Started text translation system.- Integrated new player creative content.

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RimWorld - Alpha 3 (Windows)

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All Comments

torrent works fine, easy to install and is clean :) game is also worth downloading!
Thanks :)