Rimworld Ideology Expansion and Update 1.3 Announced, Launches “in About 2 Weeks”

Spartacus

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Ludeon Studios have announced the details behind update 1.3 for RimWorld, along with the Ideology expansion.

The base game is a sci-fi colony simulator, where your three shipwrecked survivors are at the whims of one of three “AI storytellers.” Inspired by Dwarf Fortress, players can help their colony thrive however they see fit; fending off other tribes and aliens, crafting, replacing lost limbs with prosthetic and more, taming wildlife, trading, questing, liberating or capturing slaves, and more.

Along with the world being generated from the equator to the core, each colonist’s body, mind, and background are different. Will you pick the perfect squad who can handle anything, or a rag-tag group that will need to overcome their issues to survive? You can even move your colony, if you survive the trip.

Update 1.3 promises to bring new free content and improvements. Those who own the game can already play the beta via the Steam branch preview (right-click RimWorld on Steam select Properties, then select the BETAS tab for branch 1.3).

The free content will include animal fences, egg boxes, straw matting terrain type, a new type of raid capable of breaching your defenses with special tools (depending on the foe), and beards. Quality-of-life improvements include more search bars, a reworked faction goodwill system, drag-move formations, being able to carry downed people wherever, and colonist carrying medicine in their inventory.

The beta will also enable modders to adjust to the update, and even help fix bugs before launch. RimWorld will also continue to support multi-version mods, and can continue to play version 1.2 for as long as they wish. You can find more details and the full changelog for Update 1.3 here [1, 2].

Alongside Update 1.3 will be the Ideology expansion. This will focus on belief systems, social roles, rituals, hunting for ancient relics, and cross-cultural interaction.

Players will be able to have their colony act out a wide variety of belief systems, with different core elements that can be mixed and matched. You can also customize every individual ritual, social role, tattoo, god, and more.
“This expansion lets you create a new belief system and act it out in your colony. You can play as tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light, or transhumanists obsessed with perfecting the human form using exotic technology. Or be nudists, or drug-stupor mystics, or piratical raiders, or charity-focused givers, or pain-loving animal sacrificers, or dance-party techno ravers, or rustic ranching cowboys, or many many more.”
The expansion will also add a new quest category; presenting a “sort of Indiana Jones roguelike-type challenge of breaking into ancient structures and facing unknown dangers inside to get ancient treasure.” The expansion will also add dryad creatures, spacedrone hacking, terminal-worshiping tribal villagers, and the new archonexus ending.

Update 1.3 is set to launch “in about 2 weeks, though this could change,” along with the Ideology expansion.
 

Andrew Anglin

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>animal fences

Not really necessary since you can already designate zones that the animals won't leave. I wonder if zones for animals will be replaced with fences?

That would obviously be better for immersion, etc., but my style of zoning animals for grazing (while preventing them from eating crops) would make zero sense with a fence system.

I guess logically, the current zoning system would be retained and the fences would just protect from predator animals, and could also end up slowing raiders early game.

>beards

That's a long time coming.

>reworked faction goodwill system

Also a long time coming

All of the expansion content sounds good, unlike Royals, which I never even bought. I can't tell if this is a paid DLC or just added to the main game, but I would pay for that ideology system.
 

CharlesWorthing

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The animal fencing system is a real pain in the ass when it comes to loading and unloading pack animals. I am having trouble setting of for a caravan before my guys go nuts from lack of sleep and recreation.
 

Simp Patrol

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I'm not enjoying the ideology aspect very much. Religious restrictions, buffs and debuffs just aren't as fun as overcoming difficult environment. I wish they added guard dogs because the fences don't keep predators out so I have to build a solid outer wall anyway.
 

Andrew Anglin

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The animal fencing system is a real pain in the ass when it comes to loading and unloading pack animals. I am having trouble setting of for a caravan before my guys go nuts from lack of sleep and recreation.
This is nigh game-breaking, frankly.

They're also refusing to just get the animals and go into the stores and load them, instead insisting on rallying them at a rallying point, where all the animals pass out form exhaustion while the pawns are having psychotic breaks.

The way I've nigger rigged it is to have one group pack the animals, then switch them out for a travel group. Or just have everyone pack the animals together, then just let whoever hasn't had a break go on the journey.

I'm not enjoying the ideology aspect very much. Religious restrictions, buffs and debuffs just aren't as fun as overcoming difficult environment. I wish they added guard dogs because the fences don't keep predators out so I have to build a solid outer wall anyway.
I actually do like the ideology. I guess part of it is just that it makes sense in my head that this is what would happen in a survival situation.

I also really like cave bases, and you can build an ideology around that. And ritual public executions of prisoners are just priceless.

The fences are the main problem here. Cats and bears get inside and just hang out. I mean, I get that it didn't make sense that animals would just stay in an assigned area, but this whole situation is totally broken.
 

Amalek

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Ah yes, Rimworld...

I will always fondly remember the times when me and the boys went out dressed in 3. Reich uniforms and Jin-Roh power armor, armed with MP 44s and MG 42s, to go and abduct sluts, to amputate their limbs cut out their tongues and rape them.
The times when we harvested and sold the organs of the shitskins we captured or installed them in Matrix style bioreactors to power our base, the times we just simply fermented their corpses to create gassoline.
The packs of cybernetically enhanced german shepards we unleashed on stone age settlements.
The rice we grew, getting nuzzled by our pet cat Shifty, all the fun we had, fun times indeed.

Tynan had better fix this Patch soon, I'm getting the craving to go out there again.
 
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