Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
RimWorld
Update 1.1.2589 adds shuttle pads and more
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle.
This update should be compatible with savegames and mods (except ModSwitch, see below). We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here.
Big thanks to everyone who helped test this update! Changelist below.
Note: The shuttle will only be used for newly-generated quests, so if you have a royal endgame quest on your savegame already, expect the stellarch to arrive in a drop pod as in the previous version.
Improvements
- Add ship landing beacon, which can be used to create landing pad for shuttles. Shuttles will land there if possible for dropoff and pickup of characters during quests. It requires microelectronics research. - Historical quests can now be deleted. - We now calculate the best UI scale when the game is first started. - Reworked royal title inheritance rules so they will avoid designating unknown pawns as heirs. - Add creepy sound to psychic droner and make it a bit quieter. - Optimized research tab. - We no longer show mood thought bubbles for unimportant pawn (e.g. spamming them on raiders during battles). - FireFoam graphic improved. - Hostility mode dropdown now displays icon. - Add custom art and name for the light charge blaster used by mech turrets. - "Select monument marker" now only selects the monument instead of moving the camera. - Implemented QuestNode_AddRangeToList. - Improve debug output for future incidents. - Updated player-created names and backstories from those who bought Name in Game access.
Text
- Change label for downgrade psychic amplifier to extract psychic amplifier and clarify the description. - Added decree expiry info to quest tab. - Prisoner ITab displays prison break interval as "Never" if incapable of breaking out. - Add a paragraph to pain focus tooltip, showing relation between pain level and current entropy recovery bonus. - Mining yield difficulty factor factored into the readable stat. Added difficulty calculation explanation for stat description in info cars on mining and crop yield. - Royal Title info tab now shows the list of title privileges. - Fix: Miscapitalized symbol BodyPart in grammar system. - Fix: Bad 'worldtribal' symbol in tribal faction name generator. - Fix: Bio mentions "Squirrel Boy" even if the pawn is female. - Improve debug and player-visible output when grammar system can't resolve something. - Added some missing translation symbols to BattleLogEntry_MeleeCombat. - Misc other text fixes.
Tuning
- Monument quests now let the player choose which material to use for building the structures (Note: floor materials are still fixed). - Adjusted the frequency of various misc incidents. Easy on the cargo pods. - Make extracting psychic amplifiers more difficult. - Increase chance random mech clusters a bit and reduce the min points. - Inferno turret fires slower and costs more for the storyteller to use. - Significantly reduce health of large mech turrets. - Remove minRefireDays from ManhunterPack incident. - Reduce explosive mortar radius from 3.5 to 2.9. - Royal ascent quest now is sent after 35 days instead of 18, at the earliest. - Royal aid soldiers now arrive with biocoded armor. - Quest giving factions get annoyed if you destroy their monument within 15 days after building it. - Build monument decree quest now causes a minor negative mood if the player if the monument is destroyed within 15 days. - Increase health of mech problem causers. - Firefoam filth cleaningWorkToReduceThickness increased to 100.
Fixes
- Fix: Steles generate over ancient danger walls, opening up the ancient danger. - Fix: Allies punch through roof unnecessarily when arriving in drop pods. - Fix: Decree unmet thought not disappearing after a monument was built. - Fix: Dragging while scrolling doesn't work in the mod menu. Remove remaining performance bottlenecks, should be substantially faster on large mod counts. - Fix: Rat attacking door by biting fails resolving grammar. - Fix: Scars getting a random painCategory on loading save if their existing value matched the random defaultValue. - Fix: Pain focus/psychic entropy limit tooltips appearing above main entropy tracker tooltip. - Fix: Mech clusters not waking up from grenades/melee in some cases. - Fix: Erroneous warning on downgrading royal implants. - Fix: Food poisoning ignoring pawn hediffs that modify food poisoning chance. - Fix: Language worker not being passed correct gender information for _titleDef and _titleIndef pawn rules. - Fix: Assemblies loading in reverse order, which makes dependency management awkward. - Fix: Missing cataphract armor graphic. - Fix: Mech clusters don't attack wild men. - Fix: Blocky shadow on countdown activator. - Fix: WorkGiver_Merge not using CanStackWith, which makes pawns not merge some stacks of modded items. - Fix: Bugs caused if a pawn's apparel wore out to nothing. - Fix: Alert_CannotBeUsedRoofed checking non-player buildings. - Fix: Death letters are sent by change heir quest when title holder or heir died even after monument constructed. - Fix: Pawn flee and attack motes showing in the corner of the map instead of on the pawn. - Fix: Can place monument blueprints outside buildable area. - Fix: Royal ascent quest did not fail when Empire became hostile and could actually be accepted in this state. - Fix: Missing ambient sound from fallen psychic drone ship part. - Fix: Fog is generated incorrectly on maps with condition causers - Fix: Can't use the Esc key to leave the mod screen. - Fix: Pawns inheriting title having their heir sometimes set to a pawn that will die in the same tick. - Fix: Incorrect description on foor poisoning chance factor for artificial stomachs. - Fix: Recruitment chance shows values beyond 100%. - Fix: Combat suppliers don't buy or sell certain kinds of armor. - Fix: Temporary faction members can't equip their biocoded weapons if they have a weapon equipped. - Fix: DrawMouseAttachments corrupts things of def list. - Fix: Some quests can't generate because of an error in QuestNode_GetFaction. - Fix: Trade request quest is not ended when the faction becomes hostile. - Fix: Title inheritance letter paragraphs not correctly capitalized. - Fix: Psychic harmonizer doesn't work in caravans. - Fix: Able to load quest helpers onto drop pods. - Fix: Downed refugee and prisoner willing to join quests don't add description constants - Fix: Sites with no map generated not included into ThoughtWorker_PsychicDrone check. - Fix: Game is stuttering heavily with psychic ship event. - Fix: Psychic droner ship part not affecting caravans nearby the player map. - Fix: Factionless quest shuttles don't show gizmos. - Fix: Redressed pawns arrive starving or exhausted. - Fix: Incorrect rounding when purchasing royal favor from tribute collector. - Fix: 'Could not find player faction' random error. - Fix: UI root exception on using rotate gesture on Mac touchpad. - Fix: Downed pawns can start mental breaks initiated by traits. - Fix: Factionless pawns with a harmonizer causes an error. - Fix: One internal variable name in QuestNode_GetRandomPawnKindForFaction marked for translation. - Fix: CameraJumper.TrySelect always moves the camera because TryHideWorld returns incorrect values. - Fix: Colonist left unburied thought appears for quest lodgers and helpers. - Fix: Mech cluster can wake up undiscovered hive. - Fix: Monument quest description sometimes needlessly splits stuff into two entries, even though they're the same but in a different order. - Fix: Comms console keeps saying 'already in progress' forever when trying to change heir for pawn that already had its heir changed once. - Fix: Change heir quest part not saving some data. - Fix: Factionless leaving lodgers can be assigned hostile factions and they'll fight each other - Fix: Misalignment in recon armor north/south views. - Fix: Quest helpers can make decrees. - Fix: Female Imperial traders show up with wrongly gendered headgear.
Update 1.1.2579
Here's another polishing update for RimWorld!
The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees.
We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling.
This update should be compatible with all savegames and mods.
- Added conceited titles system. Titles can be conceited or not. NPC titles are usually conceited, player-earned titles usually not. Non-conceited titles don't incur work restrictions or some other restrictions. Increased reigning time to balance this. - Many more implants are now removable. - Single-use targeters, artifacts, and antigrain shells are now high frequency quest rewards. - Reduce faction goodwill rewards at higher reward values. - Psyfocus gear has much better cold insulation. - Royal favor reward per prisoner reverted from 4 to 3. Royal favor reward for gold 0.02 -> 0.015. - Royal vest no longer covers arms, shoulders and neck. Ruffle tie shirt now also covers arms and neck. - Hunting decrees no longer target any animal with a faction. - Added "Select monument marker" command to monument-related buildings and blueprints. - Monument markers now allow placing only matching blueprints. - Pawns now have their apparel unlocked when they are recruited. - Added an alert to tell players when a monument marker is missing blueprints. - Stellarch title is now replaced with Consul when recruited. Replaced royal pawn resistance factor with an offset. - Reworked how monument quests choose monument sizes to better avoid choosing unreasonable sizes. - Renouncing title, dying or being kidnapped now ends ongoing decrees. - Silver and gold tiles are now merged on the architect menu. - Add a note about being conceited/non-conceited to the Title gained letter. Move back compatibility measures to BackCompatibilityConverter_Universal. - Added 'Show Materials' button to info card if def is buildable and has stuff. - Hyperlinks to things with any default stuff open the info card with the default stuff, instead of null stuff. - Can no longer request imperial traders with pawns who do not have the required title. - Adjust bulk cooking recipes work time to be in line with single meal cooking work times. - Deep mineral scanner now takes into account terrain affordance required to place a deep drill. - Disable relations gain from recent quest helpers. - Optimize mod screen to better handle large mod lists. - Buildings which are exactly what we need no longer prevent placing a monument marker. So it's possible to continue building a previously canceled monument. - Workaround for a bug which places a door and a wall in the same cell (most likely caused by mods) and makes the monument impossible to finish. - When generating monuments, we now explicitly remove colliding walls, just to be sure. - Forced weather in quests will no longer be dry thunderstorm because it's too difficult. - Change wild man to be tameable in prison, instead of being recruited. Don't allow hunting imprisoned wild men. Remove "Ate without a table" thought for them. - Added missing translation keys for goodwill change reason military aid and trade caravan. - Wild man now shows wildness in info card, tweaked wild man to be equally hard to tame as gazelles. - Added gender constant to RulesForPawn to make translating quests easier. - Quests generally try to avoid generating duplicate names now. - Psychic hangover now reapplies on psycast use, opposed to when entropy reaches zero. - Cleaned up alignment and coloring of many pieces of character art. - Added OTHERPAWN symbol to Thought to make translating some thought descriptions possible. - Various internal technical improvements.
Bugfixes
- Fix: Too few traders, and some other incidents not appearing correctly. - Fix: Deep drill infestation happening on peaceful difficulty. - Fix: Game not ending if last pawn is kidnapped immediately (it sometimes ended due to other events happening that cause the game ender to check again, but sometimes it just didnt ever end). - Fix: Royals appearing with no amplifier, but having abilities. Reworked debug spawning to select an appropriate title. Added a debug check for abilities/amplifiers. - Fix: Prisoner listed twice in prison break letter. - Fix: Slow learner and too smart traits can appear together. - Fix: Quest raids act weird if you become neutral during the quest. - Fix: Harvest decree miscounts harvested plants if they are placed in an existing pile. - Fix: Raiders attack sleeping mechanoids - Fix: Danger music not playing during raid. - Fix: Hospitality quest fails to generate a description if Empire is hostile and a royal pawn is still spawned on the map - Fix: Royal can try to initiate speech when downed. Also fix starting a speech when there's noone to attend. - Fix: SlateRefs not properly translated. - Fix: Rounded numbers make nonsense comparisons in room requirements alert, like 120/120 impressiveness being insufficient. - Fix: ModContentPack using incorrect packageId when there are both steam and non-steam versions of the same mode. - Fix: Renounce title float menu and confirmation dialog text using incorrect title label. - Fix: Mod languages don't count towards AnyContentLoaded check. - Fix: Patch operations iterate on the same collection they remove elements from. - Fix: psycasters can use psytrainers for ablities they already have - Fix: Mech Cluster Buildings deconstruct instantly. - Fix: "No acceptable food" alert doesn't count chocolate as acceptable. - Fix: AvailableForGoodwillReward only returns true if a pawn has ever been a helper. - Fix: Shoot tooltip lists manhunter chance for humans who cannot go manhunter. - Fix: Renounce title confirmation dialog saying 'He lost these permissions...' instead of 'He will lose these permissions...' - Fix: Item stash quest not showing hyperlinks to reward items. - Fix: Duplicate errors in debug log on startup. - Fix: Goodwill impact when applying non-aggressive pyscasts like Skip to quest lodgers. - Fix: Some logs using lower-case mod packageIds. - Fix: Text rendering issues with UI scaling. - Fix: Mod reordering not working if scrolled down. - Fix: Active quest not completed after objectives met (mech clusters). - Fix: Titled pawns don't rest if they can't reach their throne to reign. - Fix: Solar panel showing in the unlocks for electricity. - Fix: Exception when dead pawn receives new rank from royal favor quest reward. - Fix: Horseshoe pins and hoopstone rings showing watching spots not when selected. - Fix: Setting pawns title above Count results in exception. - Fix: Various typos.
Update 1.1.2575
This update includes various new features, adjustments and bug fixes.
- Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish. - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait. - Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster. - We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios. - Added bulk recipes for pemmican and drugs. - Restricted hunting decrees from targeting colony animals. - Make mortar/bullet shields shut down when the cluster is defeated. - Added new visual effects that play when something is disabled by EMP (makes it clearer when mechs and their builds are EMP-affected). - Monument blueprints are now automatically placed when a monument marker is placed. They're also automatically removed when the player cancels the monument.
- Reduce hospitality threat frequency from 18h to 24h and adjusted rewards to match. - Reduce love enhancer impact 50%. - Give more time for harvest decrees, especially with fast-growing plants.
- Fix: Trade request quest can request and give the same ThingDef - Fix: Trade request quest generation fails in rare cases - Fix: Harvest decrees can ask for cave plants. - Fix: Missing CanPawnAcceptQuest check in QuestsTab. - Fix: Tribal faction namer uses undefined key. - Fix: Traveling colonists not being able to accept quests and refactor MainTabWindow_Quests. - Fix: When the Steam version fails to initialize the Steam API, clicking on a mod requirement throws an exception. - Fix: Pawns losing ownership of their bed/throne if sent in transport pods. - Fix: Random error from NaturalRandomQuestChooser; total weight is zero - Fix: NamesFromRulepack debug output causes errors when root keyword isn't r_name. - Misc minor typo fixes.
Update 1.1.2571
Balance updates and bugfixes today!
If you're willing to help test the unstable build in future, please join us here: https://discord.gg/EV2PNt7
Feedback is welcome all around. The most direct place to offer it is the Discord channel above, but I'm watching forums, Reddit, and everywhere else I can collect feedback. Thanks in advance to those who contribute thoughts, and to all those who have offered feedback so far.
Changes:
- Baron can now do Animals work. - Count can now do commoner work. Count is now only unable to do same as Baron, plus Animals. - Balanced down ultratech and bladelink melee weapons a bit. Reduced illegal bladelink usage detection chance 5% to 3%. - Psychic entropy base recovery rate reduced from 5 to 4. - Improve psychic entropy recovery rate on pawns without psychic amplifiers from 4 to 8. - Psycasts rebalance: ---- Painblock duration 30 to 120. ---- Burden duration 30 to 20. ---- Blinding pulse radius 5 to 4, range 25 to 20. ---- Entropy link duration 60 to 120. ---- Beckon range 25 to 20, duration 10 to 8. ---- Vertigo pulse range 25 to 20, cost 25 to 30. ---- Wallraise range 25 to 20, cost 25 to 35. ---- Smokepop range 25 to 20, cost 35 to 30. ---- Berserk cost 35 to 40, range 25 to 15, duration 30 to 15. ---- Berserk pulse cost 60 to 65, range 25 to 15, duration 60 to 15. ---- Invisibility cost 30 to 45, range 10 to 15. ---- Manhunter pulse radius 30 to 28, cost 40 to 50. - Psychic harmonizer impact reduced 20%. - Psychic hangover now affects manipulation and its mood impact is increased from 8 to 12. - Psychic melee weapons are now biocodable. - Unstable power cell, mortar, and bullet shields now have market value since they can be claimed and used by the player. - Mech cluster spawning now handles collisions better (and doesn't wipe other buildings if it doesn't have to). - Condition causers terrain affordance needed: Light -> Heavy - Play sounds when psychic entropy limiter is toggled on or off. - Fix: Steam builds sometimes have no steam_appid.txt because STEAM is not defined in BuildMaker - Fix: Food batch boundary issue when interacting with animal using food that might have already been reserved. Also fixed uneeded default value for QuestNode_Letter. - Fix: Error producing cast in QuestPart_letter. - Fix: Potential attempt at destroying equipment when no equipment is held. - Fix: Helpers leave after fixed 10 days during raid quests even if there are multiple raids. - Fix: Circadian half-cycler breaks parties. - Fix: Temporary faction members who are downed, put in bed, then quest is complete aren't tendable. - Added dead pawn filter for look targets to letter quest node to fix spurious message.
Update 1.1.2570 released
This is a continuation of yesterday's unstable testing with some updates.
If you're willing to help test the unstable build for compatibility in future, please join us here: https://discord.gg/4YMfu6
Changelog:
- Player-created content update. - Fix: Nuclear Stomach not having zero food poisoning chance - Fix: Escaping prisoners being able to equip bladelinked/biocoded weapons. - Refactored mech cluster position finder to be more robust and flexible. - Fix: Room requirements debuff for royals in caravan. Only apply debuffs on player home maps. - Fix: Some mechanoids showing up as "dormant" after awakening. - Fix: No mech wake-up sound on LordJob_SleepThenAssaultColony. - Fix: Link plasmasword and zeushammer having no detection chance. - HaulAIUtility now checks whether the worktable is spawned when deciding if hauling unfinished thing is allowed.
Update 1.1.2569 on unstable branch
This update is available on Steam's unstable branch fo testing.
We're testing to ensure full save and mod compatibility. If you're willing to help test the unstable build for compatibility, please join us here: https://discord.gg/FYBsdNX
Change list:
- Increased mini-turret range 25->29. - We no longer generate big mech clusters if there's no space for them to spawn anyway (we keep the points, they're just more compact). - We no longer generate quests to build monuments bigger than possible (e.g. due to bad terrain). - Quests are now consistently sorted by date in the quests tab. - Low-tech weapons are no longer biocodable. - Psychic animal pulser no longer affects player faction animals. - Adjust tuning of chemical desire traits. - Add tip about changing storyteller and difficulty through the options menu. - Columns and urns are now marked as inert for AI purposes. - Pawns can no longer haul away unfinished things that have a bound bill, are located on the worktable or touch the worktable. - Expand title rewards letter to include the delivery information (to colony/directly to inventory). - Fix: Apparel wearout damage applies to world pawns, so they eventually become naked. - Fix: Ground-penetrating scanner text flickering. - Fix: Turrets in smoke can target enemies adjacent to them. - Fix: Mods cannot override patches (reported by NotFood). - Fix: LordToil_HuntEnemies looking for random spot outside colony ownedpawns are not spawned. - Fix: Mechanoid ship part disappeared with error message. - Fix: Incorrect tip. - Fix: Modded floors with 0 market value break monument generation - Fix: Aesthetic nose lacking addedPartProps - Fix: Bad grammar in title rewards letter.
EDIT: Updated.
- Fix: Pawns will move primary equipment to inventory if pawn becomes incapable of manipulation. - Remove spurious error "Added def X without an associated modContentPack". Patched defs don't need to have modContentPack. - Fixed sorting of quest tabs. - Reworked FindDropPodLocation validator in IncidentWorker_CrashedShipPart. - Fix: Mech cluster quests fail to mention some condition causers in their threat list.
Update 1.1.2567 released
Just a small balancing update this weekend.
Balancing will continue as we collect more feedback from across the Internet.
- Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold. - Inferno turret now has longer cooldown and lower accuracy. - Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret. - Mech turrets health changed from 280 to 250. - Random mech clusters no longer come as as raid strategy but as their own incident. - Increase faction relations rewards for quests. - Fix incorrect black line on the Royalty main menu background. - Adjusted donkey and caribou body size (donkey is no longer bigger than a yak). - Added some loading tips.
Update 1.1.2566 released
This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX
Change log:
- Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated. - Significantly reduced the frequency of random mech clusters (unconnected to quests). - Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds. - Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280. - Hosting quest worst case raids timing is no longer as severe. - Giving a speech from the throne now trains social skill. - Fix: Banished pawns still send letters about forgetting decrees. - Fix: Bad image for info card on some walls. - Fixed Scenario editor breaking when ThingCount scenPart is null due to def not present - Janissaries, Troopers and Cataphracts no longer can come with the "Brawler" trait. - Fix: It's possible to defeat condition causers simply by entering the map and leaving. We no longer remove the WorldObject if there's any not destroyed condition causer. - It's now possible to move the camera with a float menu open. - Fix: Middle-mouse camera dragging stops if the mouse goes over a UI menu while dragging - Fix: Royal guests arrive with tattered clothes - Fix: Pawns are deep-saved twice if the player saves the game while drop pods with quest pawns are mid air. - Fix: Wrong title being reported in violation letter for illegal psycasts. - Fixes to implants base defs
Update 1.1.2565 released
This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX
Change log:
- Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed - Fix: Tortured artist gets inspiration after being hit by berserk psycast. - Most traders now buy musical instruments. - A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known. - Fix: Cloth sandbags not displaying as 1.0 color. - Fix: A count was used as a caravan guard for the empire - Show detection chance for illegal psycasts attached to the mouse. - All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if the player made him equip it). - Fix: some mech cluster building can be deconstructed but won't drop anything. Fix mech capsule not being deconstructible. - Use SketchThing.OccupiedRect in AnyThingOutOfBounds function. - Fixed: IEDs spawn shells when destroyed. - Traders can no longer sell slaves with royal titles. - PawnGenerationRequest properties are now public. - Change CellHasCrops check to early out if no plants found. - Add an out of bounds check to CanSpawnClusterAt. - Pawn lend quest no longer sends shuttles onto maps that don't have enough pawns available. - Removed pawn beauty stat min/max clamping. - Changes to shuttle landing spot finder based on feedback. - Reworked field hand and drill arm so their stats don't fight each other. Instead of reducing manipulation, they now affect movement speed. - Waterproof conduit cost reduced 40 steel -> 10 steel.
Update 1.1.2564 released
This update contains balance changes and bugfixes.
If you're willing to help test, please join the testing Discord server: https://discord.gg/ryKTFr Thanks!
Changes:
- Mech turret balance: Charge blaster turret cooldown 3.5->4.5 seconds. Inferno cannon turret cooldown 8.5->11.5 seconds Inferno cannon miss radius 3.5->3.9. - Update player-created content: 172 names added. - Languages updated. - Ground-penetrating scanner rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days. - Ground-penetrating scanner now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find. - Fixed a bug that could cause deep ores to generate outside the buildable area. - Hunting decrees are now cancelled if there are not enough animals of the asked type left on the map. - Monument markers, when canceled, can now be reinstalled again instead of disappearing. - Mech clusters are now a lot less likely to fail finding position on difficult maps. - Only inherited titles are now being removed from pawns after resurrection. So a resurrected pawn will keep his title if it wasn't inherited by someone else upon his death. - Pawns with psychic harmonizers are now unaffected by others' harmonizers, to prevent runaway feedback loops. - You can no longer lend colonists who are unfit for work. - Removed errors from non-unique quest names - Production decrees now only use more common stuff like wood, steel, and cloth, to reduce cases of near-impossible decrees. - Add related quest gizmo to quest hives. - Add "select hives" button to infestation kill quest so you can see which hives you need to kill. - Fixed a bug that would cause insect kill quests to end only on killing every hive on the map (instead of every quest-spawned hive). - Fixed a bug that would cause downed quest guards to never leave if they were injured during the quest and later healed. - Fixed a bug that caused toxic spewers to affect caravans no matter where they are. - Fixed a bug that made throne comfort not apply while reigning. - Fixed a bug that could cause banished pawns to get stuck if they're on their way to a bed. - Fixed pawn lend quest returning pawns to a random colony map instead of the map they were picked up from. - If a nickname is empty in the character creation screen, the pawn's first name is used in the tooltips instead of an empty string. - Fixed a bug that cause debug log spam after adding entropy link via dev tools and opening health tab. - Optimized monument marker ticking to prevent performance loss with large monuments (checking for completion).