![]() ![]() Don't play for too long today guys and gals, it's not good for ya. In the next few hours I will drop a new roadmap for you with our plans regarding Biotech, but for now I'm taking a breather. Fortunately, we can do it with a simple script, but we didn't make it in time. This means we need to change the entirety of the mod. With the new update comes a major change to how backstories are handled in code. Don't hold your breath for it anytime soon, let's give the glorious lad some time. It took a lot of time to write it in the first place. I have been told by legodude17 that this mod will require a full rewrite. Storytellers Expanded will drop in the next few days, for now however, enjoy Randy. This is not hard, but it is time consuming, so instead I prioritized updating bigger, more popular mods. ![]() These mods whilst very simple, require some changes to storyteller code, as well as every single one of them needs a new description due to new storyteller artworks. Vanilla Storytellers Expanded (except Winston Waves) 4 items Description New difficulties with a bunch of custom attributes to create new challenges and unique gameplay experiences Four new improved storytellers, each one unique in their own style These storytellers are meant to enhance your Rimworld experience, in general by improving the threat cycles and story event triggers. There may be quirks, there may be bugs, as always, report them on Steam in the comment section of specific mods.įew mods didn't get updated yet, and I will go over the reasons why right now: My glorious team made sure that as many of our mods are available to play now, with the official launch of RimWorld 1.4 and the DLC. Hey guys! I won't take long, as I know Biotech launched like 10 minutes ago and none of you will probably read it, and I don't blame you! ![]()
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