The massive free 1.2 update has brought in a whole host of improvements and additions, overhauls quest generation, revamps the utility item and consumables systems, bringing a "custom playstyle system" that will allow you to set up your game just the way you'd like. Let’s see in details.
For many years, some specific balance changes have been requested repeatedly by dedicated players, but I didn't implement them because I thought they would harm the game for more casual players. Now, we added a custom plasystyle system. You can adjust a couple dozen different settings like threat scaling, colonist instakill chances, and crop yield. This means advanced players can set up the game exactly as they prefer. All the old playstyle settings are still available; I expect custom difficulties to be a feature mainly for experienced power gamers looking for something just for them.
Looking over the changelog, which is as long as expected, it sounds excellent. RimWorld has gained a whole new way to tweak your experience with a "custom playstyle system", which allows you to adjust a large number of settings to how you want your game to be. So you could make it a lot easier and more of a building sim and less of a "oh my god everyone is going to die from raiders" sim. There's also a bunch of new visual effects and many new sound effects added in for free too. There's loads more, especially for the Royalty DLC like an entirely new major quest that involves defending a damaged shuttle or assaulting a bandit camp.
The biggest part of the update, however, is an absolute boatload of new content making its debut. For starters, raids have a new system of generating loot. Players successfully completing a raid will gain a "single core reward" like a stack of drugs, medicine, jade, or plasteel. These rewards are chosen semi-randomly and placed in the inventory of the raiders. Wearable belts have also gotten a pretty hefty buff. The Shield Belt works the same as before, but three other items are going to work a little differently now:
·Smokepop Belt - Now triggers on use instead of automatically and can be used multiple times.
·It can also be reloaded with chemfuel.
·Psychic Insanity Lance - Can now be carried and used twice before it's exhausted.
·Psychic Shock Lance - As with the Psychic Insanity Lance, this can now be carried and used twice before it's spent.
There's far too much to cover in this brief article, but we truly hope this guide will help you learn more about this update of RimWorld. Have a nice day!