List of official update logs for version 1.2 of Ringworld
Basics
Collapse Basics Added improvements, adjustments and bug fixes
World World has recently been updated to version 1.2, which has added a lot of content and also Many bugs have been fixed, which some players may not be aware of yet. Let’s take a look at them in detail below.
Official update log for version 1.2
Basic game
- Custom play style system: New custom play style settings can now be selected. This will open a new menu that allows you to customize a bunch of different settings to your liking. For example, you could make a game with a lot of enemies, but with high yields from crops and mining. Set to:
---The storyteller ignores wealth and replaces it with the element of time. This can derail the game easily, but is suitable for those who want a pure challenge.
---Player-friendly shooting opportunities.
---Opportunity for colonists to instakill. This setting allows you to apply a damage filter to prevent colonists from being killed by one shot, as this would feel arbitrary. Colonists can still be knocked down by one shot and then bleed out quickly, or permanently damaged by one shot.
---Overall threat level
---Major threat switch
---Task threat switch
---Introduction Threat Switch
---Predator Hunting Human Switch
---Extreme Weather Switch
---Harvest, Mining and Slaughter Yield
---Mission Reward
---Loot
---Transaction Price
---Turret Modification Cost
< p>---Scaria scaria rot chance---enemy death---colonial sentiment
---food poisoning chance
---Animal Revenge Opportunity
---GR Opportunity
---Disease Frequency
---Beehive Insect Egg Laying Rate
---Deep Drill Invasion Opportunity
---Ancient Building Threat Switch
---Passive Hive Switch when the texture is generated
- --Toggle to allow/disable players to build traps, turrets and mortars
---Damage Adaptation Growth Rate: Adaptation means Storyteller makes the game more challenging over time , as long as you have no losses. This is separate from the story effects of wealth and population. This adjusts how quickly the challenge grows. ---Damage Adaptation Effect: Adaptation means Storyteller will make the game more challenging over time, as long as you have no losses. This is separate from the story effects of wealth and population. This will adjust the impact of the fitness value on the actual threat. - Raid Loot Generation: Previous raids will only reduce the rewards associated with characters in that raid. Now, each raid yields a single core reward, like a stack of pills, pills, jade, or plasticine. Rewards are selected semi-randomly based on the raider's alignment and placed in some raiders' inventories. This allows us and our users to fine-tune raid rewards and solve the problem of higher rewards for higher difficulty.
-Utility Equipment System: The wearable belt has been expanded into a wearable utility item system. A person can wear a practical item. Utility items can be passive, such as shield belts, but most are abilities that the player can trigger. Most have a certain amount of fees before they run out. Some can be reloaded, while others are consumed by usage.
---Practical Item: Smoke Belt. Previously, this was automatically triggered when the wearer took damage and disappeared after use. It can now be triggered at any time and can be used multiple times and reloaded with chemical fuel. The AI knows how to use this to blur turret shots.
---Practical items: shield belt. Same as before.
---Utility Item: Insanity Gun. Previously, this could only be used directly once. It is now a practical item that can be carried and used twice before running out.
---Practical item: Psychic stun gun. Like the Insanity Gun, this is changed from one single use item to two items.
- Automatic fleet setup: The fleet setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface has also been restructured to request routing first, and clean up the position of some UI elements. Overall, fleet formation requires less effort and fewer clicks.
- "Crush Machinery" Act: This allows the Horde to break down machine corpses without a processing table, albeit at a slower rate.
-New system for caravans encountering map processing time limits. Previously on encounter maps, player caravans would just automatically reform after a certain amount of time. Now, the colonists will be discovered by the enemy after a while. Later, enemy reinforcements will begin their attack. Players can choose when to leave, and the scene can even be played on maps where other enemies are still present (for example, if the player is performing a siege).
- Direct button to use inventory medicines: This makes combat medicines more useful.
-New visual effects
---Building destruction. Screen shake, dust, etc.
---Improvements to orbital bombardment. You can see and hear incoming shells and other details have been improved.
---Electromagnetic pulse condition on machinery or turrets, with arcs and sparks.
-New sound effects:
---Building destruction of various sizes and materials
---EMP explosions and EMP states---Windmills , water wheel, wood generator, chemical fuel generator
---Task accepted, successful, ended, failed---Use mechanical serum
---Acquire toxicity accumulation
---Melee dodge
---Power claw hit/miss
---Human bite hit/miss