

This makes it more favourable to hold a choke point against primarily melee opponents using melee weapons. Melee attacks can now be dodged, and particularly skilled melee fighters can dodge better. Previously, if an attacker would score a hit, the defender always took damage. Melee combat also got a bit of polish in this version. Hopefully this will be fixed in Alpha 18.

As with all new features, there are usually some kinks to be worked out. The new settlement does not get the game condition, unless it’s a game condition from a mod, in which case the mod maker can avoid this problem. However you can still escape these permanent game conditions by settling in another place via caravan. Although multiple colonies are still a fairly new feature, the new update improves the multi-colony experience by making some of these conditions into Game or World conditions, which allows them to affect more than one settlement, and if the conditions are permanent, they should (in theory) affect all settlements until the end of the game. Game conditions can affect the whole world (kinda)Īlso in Alpha 17, there are some changes to things like the Solar Flare condition, which would previously would only affect a single colony. This is a game which has a very active modding community, so this is also a welcome change. This is a major improvement and significantly improves scope for mod compatibility… if modders take advantage of it and mod users realise that it’s not a magic bullet.Īdditionally, there is now support for mod settings and all sorts of other cool modding stuff. In Alpha 17, you can patch individual entries in an XML definition (with conditionality, if necessary). Previously, if you wanted to override something in the game, you would need to either override the entire definition in XML, or make an assembly file to change just the one part you wanted to change. This can make maps more interesting as colonists and their enemies alike have to cross at particular places.Īlso in this update are some much-needed improvements for modders. If you settle on a map with a river or have a hostile caravan encounter on one, you’ll find that there are parts which you can move across and some that you can’t. The world map generation itself take a tiny bit longer because rivers are being run downrange in a more realistic way, and the building of ancient and modern roads are also being simulated. You can’t do any road-building with caravans, however. Using flagstones (also added in this version) you can build your own outdoor-styled paths. They add some flavour to a world map which was previously populated only by settlements. The first and most obvious thing about this update is that there are road systems. I thought that it would be nice to write a review of the latest update to RImWorld now that it’s been out for a while and I’ve had a chance to play it.
