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Update 0.74.10

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0.74.9 is now available as the main version on Steam. Here’s the latest release on Experimental:

0.74.10

  • Fixed the stray outpost showing on the map
  • Fixed characters going back to open the gate when they go outside the base
  • Fixed the bounty/slave panel position in the GUI
  • Fixed an AI bug with crafting machines

Update 0.74.16 Experimental

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New update out now! For the time being, this is available via Steam Experimental only, please see how to opt-in here.

0.74.15

  • Fixed some certain savegames crashing on load
  • Fixed some certain savegames/imports getting stuck on the loading screen
  • Fixed player buildings being un-built on import
  • Fixed the missing Alt-key item labels
  • Did a little internal rewrite that should stop the occasional various bugs arising from NPC or building handle IDs changing. Might also cause unforseen bugs as it’s a new untested system.

 

0.74.16

  • Totally new movement system:
    • Eliminates the frame rate spikes
    • Improves performance
    • Stops NPCs always getting stuck and flickering back and forth (probably still get some bugs though, it’s a new system)
  • Totally new AI sensory system:
    • All NPCs now use field of view and line of sight
    • You can avoid detection, fight a guard without raising the alarm etc
    • Its totally awesome and cleverly made so it doesn’t hurt the frame rate with tons of characters all LOS checking eachother
    • Probably will cause a lot of new bugs because it’s a fundamental system with far-reaching gameplay consequences
  • Slave escapes:
    • You can free slaves and they’ll react and escape and thank you and try to escape with you and sometimes join you once you get away.

NOTES:

  • A change to the time system means you may end up with problems like getting stuck tagged as a slave for 99999 hours or a wandering trader that never leaves your town- import game to fix it.

Update 0.74.17

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Now in the stable branch on Steam

0.74.17

  • Possible fix for random situations where characters dont move
  • Toned down the strength and number of the dog packs
  • Fixed recruitment (and other dialog) “sorry i cant afford it” bug
  • More fixing for player characters not loading if you load a game and they are far away
  • There was a bug where excessive numbers of squads were being saved, causing bloated savegames
  • Fixed a potential load crash

Prioritizing Stability

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A change to the roadmap

Most of our planned content has been temporarily put on hold due to a change in plans. As you might already know, we’ve been prioritizing bug fixing and stability over the last month or so. This means that our 0.8 New Lands release will be delayed until further notice and we won’t be hitting a summer release as we originally hoped, however most people should be happy to know that the game will at least reach a more playable state instead. Hence why we’ve been pretty quiet on the blog. Work on dialogue and lore is still continuing though.

 

Changelogs

Here are the changelogs for the minor patches we’ve released over the last week. As of now, 0.74.21 is in stable branch and 0.74.22 is in the experimental (read how to opt in to experimental here) on Steam.

Just remember to import your game when playing a new update.

0.74.18
  • Just stability fixes
0.74.19
  • Player characters can see better now, won’t ignore things so much
  • A fix for potential problems with navmesh backwards compatability in previous saves
0.74.20

There seems to be a lot of bug reports lately of the game crashing when loading certain savegames. These are NOT caused by corrupted savegames, but are crashes from loading certain stuff. If you experience this, send us your savegame, we will fix the bug and your savegame will work again after the next update.

  • Fix for randomly broken combat movement
  • Fix for some of the loadgame crashes
0.74.21

Some savegame “corruptions” it turns out are caused by not importing your savegame after update 0.74.14. Import if you have problems, report the bug if you still have problems.

  • If you have a savegame with a missing squad or characters vanishing “into the void” then loading your game with “reset squad positions” will now recover everyone. We are currently tracking down the root cause of this bug.
  • Crashfix for certain situation deleting interiors
  • Fixed a small typo in the perception system that made everybody not see other neutral NPCs
  • Added audio to the perception system (work in progress)
0.74.22
  • Fixes for wall placement
  • Fixed 2 movement AI bugs making slavers and possibly town NPCs idle around some times
  • Stability fixes
  • Updated the prospecting GUI window

Update 0.74.24

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Our recent patches over the last week, available in the Steam stable branch:

0.74.23

  • Fixed the bug where characters could still “see” their squadmates from miles away and would run across the map to help them
  • Fixed re-captured slaves going back to escaped slave status
  • Fixed the “chase” mode order, so characters shouldn’t run off so much, but it’s not been tested much yet
  • Bandits won’t get so obsessed with picking up dropped items they cant get to
  • a possible fix for characters getting teleported outside of the known world
  • fixed the wandering trader AI doing nothing
  • Fixed turrets doing 1 damage again. Naughty turrets.
  • Fixed the dismantle all button on walls
  • Fixed wall placement snapping to position the wrong way around
  • Fixed character AI preferring melee to using turrets
  • Lots of AI bugfixes relating to fighting with turrets, and attacking gates (WIP)

 

0.74.24

  • Fixed creature nests not spawning anything
  • Fixed the suicidal follow AI behavior
  • Fixed breaking shackles with brute strength
  • Fix for the player outpost renaming
  • Stability fixes

Update 0.74.29 + Giant Swamp Frogs

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Feature-wise, progress for Kenshi has been trickling along slowly this past month or two, however we now finally have some screens of what our artists have been working on while the programmers fix bugs:

swampfrog

^ Another new creature, a giant frog from the swamplands area of the new world map, all modeled up but still in need of animating. Note that Swamp Frogs aren’t yet released in game.

land1 land2

^ More mystery ruins for the New Lands

land3 land4

^ Scaffolds of a mining town on the border of the Tar Sands. (Eventually there will be buildings on the flat tops with bridges connecting the flat-topped islands of rock/ small settlements. The tarry canyon bottoms will be fog-filled, unconnected from the tops and poisonous. So far, this is all procedural)

And in our latest update, Chris recently added the small feature of Mercenary Shops. You’ll now be able to hire temporary mercs to defend your base – these are currently only in the Experimental build and you’ll need to import to a new game for them to appear.

Changelogs

Now for the latest stability patches from over the last week, available now on Steam. Remember to import to a new game with new updates:

0.74.25

  • Possible fix for characters vanishing into the void
  • Fixes for the auto-jobs AI getting stuck. If it still happens in any situations I will need someone to send me a savegame for it.
  • Improvement to the “reset positions” import function that will recover missing squads
  • Fix for when engineers stand idle as a result of an unreachable building
  • A fix for the prospecting window
  • A few more small things and stability fixes
  • Fix for 32-bit mode not running

0.74.26 (Stable version)

  • Walls now don’t affect pathfinding until they are 20% built
  • Another possible fix for characters vanishing into the void
  • Some more auto-job AI fixes
  • Re-enabled civilian NPCs
  • More stability
  • Fixed characters running on the spot when the navmesh updates

0.74.27

  • AI fixes for the slave camp
  • Another fix for “reset positions” not recovering all squads
  • Fix for character movement overshooting the destination
  • More small fixes for movement and AI
  • Lights don’t work until you finish building them

0.74.28

  • 2nd AI fix for movement overshooting the destination
  • Bugfix that was causing increased loading times at startup
  • Small combat animation fix
  • Dogs are less bitey, have more time between attacks

0.74.29 (Experimental opt-in version)

  • Added a mercenary guild that can be hired to guard your base. Need to import a new game to see their shops appear in towns
  • Fixed the “Day” always being 1 in some cases
  • A fix for getting stuck in doors
  • More stability improvements

 

Please keep sending in your crash dumps and bug reports, it’s been a massive help so far, thank you to everyone!

CURRENT STATUS:

Updates will continue to focus on bug-fixing and stability for the near future, my goal is to get a reasonably stable version released before we carry on with major features.
For this period Steam updates will be frequent- every day or two-, and the “Stable” and “Experimental” versions of the game will be similar. Once a stable build is achieved I will release a new standalone installer for the non-Steam folks. Most of our work will depend on the awesome players who send in crashDump files and buggy save games.

Upcoming 0.75.0

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Sorry for the delay of the latest update, it has grown into a big one again. I have added thievery to the game now, along with AI crime-recognition and prison sentences, but consequently need a lot of time to balance everything. Currently there are a lot of situations where it’s too easy (eg standing behind a shopkeeper and stealing from under his nose) or has unrecognised contexts (eg AI forgetting about crimes, or ignoring alarms), all of which I am currently hunting down and ironing out.

I hope to make a rough release next week, it will be in the experimental build only until I finish fixing all the bugs.

Here are the additions so far:

0.75.0

  • Town populations slowly regenerate when residents die. Killing off a lot of NPCs that are affiliated with a nearby town will weaken that town slightly, it’s possible to wipe out all the cannibal patrols roaming near a cannibal village for example. Currently “homeless” factions like the bandits are not affected by this.
    Crime system
  • You can now steal from shops
  • Crimes are recognised by the AI
  • Police can put a bounty on your head and arrest you
  • Civilians can raise the alarm and call police attention to a crime
  • Pickpocketing: NPC is alerted if he notices you stealing from his inventory while he sleeps
  • Selling stolen items has a chance of getting you in trouble, especially if you try to sell things back to the victim
  • Updated traders inventory:
    • To trade with a shop you need to talk to the trader character.
    • Interacting with the containers, counters, chest, etc. will be considering stealing. (Work In Progress)
    • The traders inventory is infinite, so you can sell stuff more easily
    • The trader stores his shop inventory in the actual containers around the shop. This means you can steal stuff from them.
    • Some item containers now have locks. Traders keep the more valuable items in the more secure containers
  • Added a node system to building placement. It ensures that any machines and storage you place is always accessible by characters and fixes a lot of bugs like when characters tried to access a storage box through a wall
  • Emissive lighting added
  • Added AI ability for super long-range pathfinding, even when zones in between start and destination are unloaded

Update 0.75.0 Out Now

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The thievery update is out, in the “experimental” Steam branch only for now. It’s probably unstable and still in need of further balancing, so it’s there as opt-in for those who want to try it out.

0.75.0

  • -Town populations slowly regenerate when residents die. Killing off a lot of NPCs that are affiliated with a nearby town will weaken that town slightly, it’s possible to wipe out all the cannibal patrols roaming near a cannibal village for example. Currently “homeless” factions like the bandits are not affected by this.
  • -brought back the town info tooltip on the mapscreen to show population information. I will rely on player feedback for balancing it.
  • -Crime system (in progress)
  • -You can now steal from shops
  • -Crimes are recognised by the AI
  • -Police can put a bounty on your head and arrest you
  • -Civilians can raise the alarm and call police attention to a crime
  • -Pickpocketing: NPC is alerted if he notices you stealing from his inventory while he sleeps
  • -Selling stolen items has a chance of getting you in trouble, especially if you try to sell things back to the victim
  • -Sleeping NPCs are woken up by noise, but it’s easier to rob them
  • -Police confiscate weapons and stolen goods. Then they sell them.
  • -Updated traders inventory:
  • -To trade with a shop you need to talk to the trader character.
  • -Interacting with the containers, counters, chest, etc. will be considering stealing. (Work In Progress)
  • -The traders inventory is infinite, so you can sell stuff more easily
  • -The trader stores his shop inventory in the actual containers around the shop. This means you can steal stuff from them.
  • -Some item containers now have locks. Traders keep the more valuable items in the more secure containers
  • -Added a node system to building placement. It ensures that any machines and storage you place is always accessible by characters and fixes a lot of bugs like when characters tried to access a storage box through a wall
  • -Emissive lighting added
  • -Added AI ability for super long-range pathfinding, even when zones in between start and destination are unloaded
  • FIXES
  • -Fixed orders panel black text-on-black tooltips
  • -Fixed item labels not showing when loading a game with items on ground
  • -A few small movement system fixes
  • -Fixed undo when building walls
  • -Fixed game unpausing or closing the pause menu when autosaving.
  • -Fixed unpausing game possiblity while on the in-game main menu.
  • -Fixed/updated research window.

Dev Blog #7: Storm Interiors

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Now that the big bug fixing phase is over, we’ll get back to the dev blogs… Here are a few little things we’ve been working on lately:

Tweaks & bug fixes

Mostly, everyone is working on smaller bug fixes while Chris finishes up the thievery system. The shadow system is currently being upgraded so that it runs faster, thanks to some suggested techniques from Linda. Mike’s also started adding the ability to swim for the Newlands. You can follow the bug fixing in more detail on our Trello.

World Design:

Otto’s created some new interiors for various buildings. Here’s a new standard building interior for the Storm Building:

interior interior2 interior3

And as for the biome design, Oli’s been positioning the roads and main travel routes while Chris has been populating our first New Lands town. We still have a way to go before we can release the New Lands to the public – this includes technical fixes like shaders and performance improvements; weather; resources; ruins; and then gameplay elements and gamedata.

grass

 

Dialogue:

I’ve gone back to working on basic dialogue packages for a few various personalities – basically reactions to certain events (crimes for example), plus a few more escape events. To keep things realistic, we changed some of the conditions for the existing escapes so that the imprisoned npc will now be able to distinguish whether you’re his/her captor or not. This all still needs some bug fixing and more testing before it can be released into the game. I’ve also taken on a super helpful volunteer, Gauthier, who has been helping me flesh out the lore of the individual factions to be more coherent and in-depth.

Dev Blog #8: First Town

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We don’t have any updates planned for a while, but in the mean time here are some of the features we’ve been working on…

New Launcher

We’re almost finished on the new game launcher which will fix the resolution selection issues that a lot of people have been having. It also adds the option to select which monitor to use and mods selection. Mike’s also working on a fix for using the best video card for people who have dual video cards.

Kenshi Launcher

Design Stuff

Our first new town is complete! Check it out:First city First town night First Town-Day

We also have our new Bat creature modeled and rigged ready for animation:

bat thing

Annnd I’m just gonna chuck in this Swamp pest which I’d totally forgotten about. He was finished a few weeks back:

swampduck

The new interiors (from our last Dev Blog) are almost finished with over 20 different new designs for all the bars, shops, prisons, residential houses, barracks and temples etc. Otto’s also added paint for the different faction armours – just to be clear though, this doesn’t mean that gear will be customizable by the player, just that there will be a better variety of armour.

Attacks

I’ve almost finished a few attack dialogues specific to the Empire, Holy Nation, Dust Bandits, Shek Kingdom and Starving Bandits. With these, the player will have the opportunity to talk their way out of fights instead of just having mindless all-out battles. They still need a lot more testing, plus the way in which the attacks are triggered still needs some balancing too. I’ve also added a couple of new recruit personalities for the bars.

Dev Blog #9: War!

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Just a couple of teasers from our progress this last couple of weeks! You should be able to expect our next content update around the end of this month, until then, hold tight…

War

War campaign AI is now underway so that NPC factions will be able to invade and attack towns. We also now have two new movement formations for NPC squads based on the type of faction that the squad is from.

Firstly, we have military (box shaped):

Formationsgroup

And caravan (line shaped):

Formations2

Fog

We’ve gone back to working on the weather system too.  Here’s our first screengrab of volumetric fog…

fog

Now that we have basic fog, we have a base for other weather effects such as storms and twisters.

General bits…

Just a few small improvements, Maykol’s been improving the general behavior with switching between floors, plus he’s added support for an extra floor on buildings. We’ve also gotten started improving the camera movement and rotation, especially when moving around buildings, floors and following characters. And we’ve also had a small performance boost after doing some multi-threading to the AI.

 

 Hopefully we’ll have plenty of stuff ready by the end of the month – it’s been another long update and we appreciate everyone’s patience :)

 

 

Dev Blog #10: Assaults

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Assaults

This month we’ve been working on bringing back town assaults for release in the next update. Instead of random attacks like before, assaults will now be dynamic, they’ll come from an actual camp or town with a real population count. Basically, this means that you’ll have the option to destroy your attackers at their source, either by assassinating their leader or by just weakening their faction in general by wiping out large numbers of them.

Chris has designed 17 unique bandit groups so far, so we’ll eventually have a lot more variety than the standard Dust Bandits and Starving Bandits. We’ve got racist Shek warlords, sadistic nobles, extortionist mercs… attackers will be able to conscript victims to serve in their own army, or they’ll eventually be able to take over and occupy your town. Here’s the different bandit types we have planned:

  • Looters/Raiders – Hit & run attacks
  • Slave makers – Raid to enslave victims to sell to the trade guild
  • Extortionists – Primarily about dialog where they make threats and ask for something
  • Warlord – Conquer their target towns and occupy.  Tend to just conquer one or a few places and hold them
  • Ravagers – Conquer towns but just destroy and pillage them, then move on to the next.  Can devastate a whole biome.
  • Racist – Attacks/raids are triggered by the presence of a certain race
  • Conscriptor – Enslaves people but keeps them for own use

Environmental Hazards

Mike’s started updating our current particle system so that we can use volumetric fog (see our last Dev Blog) to create new types of weather effects and biome hazards. We also have a few mask designs which will be used to protect from these enviromental hazards:

masks

 

Character Trading

We now have a new GUI window for trading characters. With this system, you’ll be able to rent mercs, bail your squad out of prison, buy your guys back from slavers… or even sell them off to the slavers instead.

CharTradingWindow

 

Upcoming updates

For those of you who prefer frequent updates, prepare yourselves – our next few updates will be slow and steady with lots of new content every few months or so. Basically, less frequent updates will help massively speed up our progress until Beta… We’re determined to pick up our pace and hit Beta next year 😀

UPDATE 0.76.0

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Note: This is available on opt-in Steam experimental only

Apologies for the delay with this update, we are currently working a lot on content for the new world map and hoping to release the first part of it in the next major update. Much of our work here has been to get the last necessary fundamental systems in place before we make the move to the new world map and the focus moves towards content and balance.

Note that as it’s such a big update, lots of bugs and instabilities are likely until I can get through all the bug-reports. The Stable Build of the game I will leave as it is until the new world map is ready.

0.76.0

  • Huge optimisation that uses more multi-threading for the game code and AI, improving performance significantly when there are a lot of characters around.
  • AI War Campaigns, NPC factions can now launch proper missions. This is similar to the faction assaults feature that was around in an older version, except the difference is it’s now a fully dynamic system. If assaults are coming repeatedly they can be stopped by decimating that faction’s base of operations.
  • Towns and nests can now be wiped out.
  • Random bandit camps, allowing the bandit factions (among others) to have a population source, which can therefore regenerate, run low, or be wiped out.
  • Races now have different bonuses and penalties to certain stats
  • Render optimisation for the lights, it appears they were slowing things down a lot
  • Bars now have a variety of random goons who all sit together: mercenary groups, thieves (with fences to sell stuff to), bounty hunters colorisation maps added to faction armours
  • AI squads now move in formation
  • You can now buy and sell slaves
  • You can now pay the bounty on a character to get him out of prison

NOTABLE FIXES

  • Made our own game launcher (old one was a default part of Ogre engine), which hopefully fixes some of the config problems people had with DX11
  • Fixed the shortage of nests
  • Fixed being unable to use beds and cages
  • Fixed the overpopulation of the slaver camp
  • Fixed some more pathfinding/collision bugs
  • Fixed a ragdoll display bug

0.76.0 Latest Patch Notes

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0.76.5

12th November patch notes:

  • Added more content for slave buying/selling. Buying slaves is now cheaper but it has random results. You can also sell bandits or someone you’re carrying.
  • Fixed the thief fence. He has more money, buys at a low price, and doesn’t sell his own clothes.
  • Fix for traders spawning under the floor
  • Various crash and performance fixes
  • Crash when stealing with right-click

 

0.76.4

9th November patch notes:

  • Fixed some bugs with the AI invasions, and with vanishing AI squads, plus a related crash.
  • Fixed a bug that caused huge loading times and performance hit to savegames where you had travelled a lot
  • Fixed a possible trader crash
  • Crashfix when ocassionally picking up items from the ground
  • There’s a bug that only some people get where it crashes when saving. I don’t know why, so I tried some stuff that might help or might not. I need more information, or a savegame if it happens only in a particular game.
  • Some more stability fixes, and improvements to the formation movement

 

0.76.3

8th November patch notes:

  • -Fixed nests and camps not being spawned
  • -A few more random crash fixes that were reported

 

0.76.2

6th November patch notes:

  • Fixed the athletics skill not increasing
  • Fixed the “location” of characters when they ragdoll and slide down a hill
  • Fixed wandering trader AI jittering and freaking out after staying in a town more than 6 hours
  • Fixed the BUY button on houses not functioning
  • Fixed 2 random crashes
  • Fixed the crashdump zip getting a truncated filenam
  • Fixed newly bought&freed slaves getting tagged as escapees when save/loaded
  • Fixed again the walls, I had fixed the scales for them but there were still old, badly scaled collision files that i have now replaced
  • Fixed the bugs with corpses, incorrect ragdolls, location etc

 

0.76.1

5th November patch notes:

  • Solved the savegame error where it didn’t save your squad if most of them were knocked out
  • Walls were scaled differently. This was not supposed to be in the release version yet, they’ve been set back to normal again. Sorry for breaking your base walls. Super-sorry if you just rebuilt your base walls to match the new scales.
  • Fixed issue with alt+tab and fullscreen.
  • Fixed big fonts with resolutions larger than 1920.

Lore Of Kenshi #1: The Holy Nation

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This is somewhat long overdue, but here’s the first part of our new series covering the lore of Kenshi! We’ll be releasing our new world map in sections, starting with the first area in our next upcoming update (release date TBA). First up will be the homeland of the revamped Holy Nation, with added weather effects, brand new content and dialogue. To mark each new map biome release, we’ll try our best to add a sneak peak into the background and lore of the main factions – So, first up…

Warning! Spoilers!

We’re not going to give away any secrets per se, but one of the reasons why we’ve put off sharing stuff so far is because we don’t want to ruin the fun for everyone. Part of the fun of open world games, is exploring the world and it’s stories for yourself. So on that note, beware of spoilers.

 

The religion of Okran

The religion of Okran was born from an ancient doctrine which told the story of Okran, a god who sacrificed itself to save the planet by splitting into two lifeforms: one of light and one of darkness. While many people in the world of Kenshi worship both gods, the Holy Nation worship only the god of light whom they believe prevailed over it’s inner darkness (as each and every one of us should do). According to Holy Nation myth, Okran threw his dark counterpart (the temptress god, Narko) down into the abyss, the underworld of Kenshi. While Okran lives on the topside of the world, Narko is said to lie within the roots of the trees, hidden from light where she tempts and controls the unfaithful.

 

Holy Nation beliefs

In Holy Nation territory, women are generally oppressed and used as society’s scapegoats. Other non-human races are treated with disdain and usually enslaved in the name of Okran. All in all, it’s a pretty racist and sexist place to live.

Man was created in the human image of Okran, Lord Of Light;
Woman was created in the image of Narko, Demoness of Darkness.
Seek caution, children of Okran!
An impure race is an unholy one, they must be rebirthed to serve the cause of Okran, lest they join the cause of darkness.
An unrestrained woman is an idle one, she must be subdued, lest she seduce and tempt the purity of man into the darkness with her.

– Volume I, Scripture of Radiance by Phoenix I

The Holy Nation particularly hates the Skeleton race, a race they believe to be a threat to civilisation. In the Holy Nation’s mission to protect the world against them, all Skeletons and their sympathisers are destroyed and burned as heretics.

It’s to save the world though. So it’s totally okay.

The Agents of Darkness infest the world as unholy vermin,
  The darkness that caused the world’s First Extinction.
  The Agents of Darkness possess the idle man as Darkened,
  But it is the faithful man who will prevent the world’s Second Extinction.
  Through Okran’s Divine Flame, all evil will be erased and cleansed.
  Slay the enemy with fire, purge the world of darkness..

– Volume III, Scripture of Radiance by Phoenix I

 

THE HOLY LEADER

Introducing…

The Holy Lord Phoenix Himself (blessed be his name), Phoenix LXII.

phoenix

Phoenix LXII, blessed be his name, is the leader of the Holy Nation, the 62nd Phoenix in an ancient lineage of reincarnated Lawgivers. The Lawgiver is said to be the messenger of Okran, the chosen saviour who once unshackled men from a savage life to a holy purpose under the law of god. On Phoenix I’s deathbed he announced that he would be reborn again into the body of the next first born male, and his descendants have directly enforced ‘Okran’s will’ ever since.

In particular, the Holy Lord Phoenix LXII, blessed be his name, is one of the harshest in the line of the Phoenixes. Brought up and indoctrinated in isolation during the whole of his childhood, he was lumbered with the responsibility of judging his own family at the young age of 16. He sentenced them to be purged in the Divine Flame and has unrelentingly cast the judgement of Okran ever since.

 

Massive shout out to our volunteer, Gauthier, who has also helped massively with the Holy Nation and other lore of Kenshi :)


Dev Blog #11: Holy Nation Territory

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In the lead up to our first part of the New Lands map release, last week we introduced you to the lore of our first big faction, the Holy Nation. So next up, we’re going to share a few more landscape screenshots to give you a sneak preview of what’s to come.

Structures and Wreckages

Oli’s still populating the world with towns, farms and mine camps as well as scattered old, ruined building remains. Now that we have the code in place for it, larger buildings are being revamped to include more floors than previously. Just a couple of our finished outposts and remains:

Towns1 Towns2

screen

PLus

land wreckage

And we now have bridges:

Bridge

Next up, we’ll be working on some hill hut designs for native villages etc.

Landscape

One of the hardest parts of world design is filling the land with enough content to keep things interesting. As well as towns and ancient remains, we’ve needed to add smaller detailed features like land textures and sprite plants. As well as adding the main stuff like towns and structures, Oli’s constantly adding new details and textures to the world…

landscape1 landscape2 landscape3

 

The first part of the new map will be released in our next update. ETA for this is still unknown.

The Beta is coming

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You may have noticed we have been very quiet over the last few months without releasing any updates.  The reason is we are on our final run to the beta release with the new world map!
This means all core features and content will be in the game and we can finally focus entirely on stability, bug-fixing and polish.  (Features and content may still be added in the future, but not until after a full stable 1.0 release)

I won’t give an exact date for the beta release because it will depend on how smoothly things go, but it will be in a few weeks from now, probably early February.  Here are the details:

NEW WORLD (0.80.0)
Due to the sheer size of the new map the first release will be restricted to a certain area only.  This area will gradually expand with more updates, but the main focus now is going to be on stability and polish.

Content:

  • Entirely new world map.  More detailed and polished, new factions, new content, things to explore.  Its’ like Kenshi 2.  Crazy.  I should have called it Kenshi 2 and charged for it again, but I didn’t.  Damn.
  • Entirely revamped research tech-tree, new technologies and balance.
  • Totally new buildings.  Multiple floors, and you can mount turrets on the rooftops.
  • New power system.  Generators require fuel, wind power fluctuates with the wind strength, batteries compensate for fluctuations.
  • Revamped farming system and different crops.
  • New animals, and new races with own strengths and weaknesses.
  • There’s water now.  Rivers to cross and oceans to drown in.
  • Camping- You can build easy camp beds and fires for survival when travelling
  • Bandit camps, somewhere for them to retreat to and stage assaults.

camps

Build camps while travelling

races

New sub-races and Skeleton race in the character editor

 

Gameplay:

  • Buildings are now made with multiple materials.  Machinery requires iron and sometimes copper.
  • Thievery is improved, buildings have things to steal, guards are more alert.
  • NPCs use the stuff in their homes, guards train, people sit etc
  • Guards in buildings and shops now descreetly sort of follow you about, keeping an eye on you
  • Fixed getting busted for stealing from accidental clicks.  You can look inside unlocked containers, and lock picking has to be chosen through the right-click menu.
  • Reduced labour/engineering speed penalty at level 1 from 0.25x to 0.5x. This will speed things up slightly at the lower levels when starting out
  • Stealth skill is easier to train in non-hostile environments.
  • Increased trade profitability by 50%, this combined with thievery should provide decent alternatives to looting as a profession in the early game stage.
  • Leather crafting now requires you to hunt for animal skins
  • Tons of bugfixes.

buildings

Revamped farming system and totally new buildings

Engine:

  • New fancy shadow system, looks nicer and more importantly runs faster.
  • New terrain engine.  Runs faster, looks nicer and shows more detail for distant mountains
  • A lot of fundamental engine optimisations have been done, this may temporarily cause new bugs, but hopefully speed things up
  • Overhauled with a new PBR & HDR global lighting system, should make a great improvement to the visual quality  -(Credit for this goes to Linda MacGill and Igor Frolov of Bug Zen!)

landscape

New world map and shadow system

Dev Blog #12: Map UI

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What have we be working on lately?  First up…

Road cutting

Over the last week we’ve been cutting roads into the landscape for the soon-to-be-released section of the new world. In order to make the road look natural, like it actual belongs in it’s environment, it needs to be leveled, deepened and given embankments. The map below shows the road system we have so far: the dark area shows the whole world being made, the inner box shows the sample world that we’ll be releasing first – this will be a similar size to the current map used in Kenshi.

We’ve also made some general alterations to the landscape such as changing the foliage types and distributions, and adding two new hive villages.

RoadMap

Stuff!

The new big bad world is gonna need a lot of new content to fill it, right? New biomes are great and all, but not without actual interactable items within it. So, we’ve modeled some lil’ bits to steal from Kenshian hoarders, skins for leather making, farmable resources and actual tools – so hopefully when we add the mechanics for it in the future, gone will be the days that you have to hack away at a stone mine with an imaginary pick axe like some kinda chump.props1

Character editor

The character editor now includes different sub races with their relative attributes and stat bonuses. We now have three different sub races for the hivers, plus for the humans, we have two types: Scorchlanders (AKA Sundemons) and Greenlanders. Including the Skeletons and Shek, all our races are now complete (in case anybody was wondering what happened to the Stenn we had featured in our concept art from last year, they’re no longer a planned race).

Kenshi_NewCharacterEditor

Sexy map window

We’ve revamped the map window! This week we’ve finished adding new marker icons for towns, villages, outposts, nests etc, plus a marker for the player’s position. Icon colouring will show whether they’re allies, enemies or neutral to the player’s faction. We’ve also got zoom in/ out with zoom level based information, basically this means that the amount of markers shown depends on the zoom level.

Kenshi_NewMap

Terrain system

We’ve carried out a few minor fixes to the terrain system and shadow system. Not only should the new terrain system now run a little faster than the old one, but view distance has also been improved. This means distant horizons now have more detail, plus it  fixes the disappearing terrain bug:

horizon1

Just lookit the horizon on that… #saucyhorizonhorizon2

Other bits…

– Externalized the text’s colors used in game and some other stuff so now they can be modded by the players.
– Created a tool for automatic LODs creation for the meshes to improve the drawing performance of distant objects.
– General bug fixing.
– Added more interior layout designs for building variations
– Fixed the keyboard keys to change floor. (Pg Up/Down)
– Swimming! Zomg!

 

Dev Blog #13: Hive Villages

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Yesterday we had some server issues with our website, apologies for the inconvenience, but all is fixed and now we’re back with another progress update for you! The last week or two has mainly involved tweaks and adjustments all round, starting with the environmental stuff…

Environment

Last week we were unable to take many screenshots due to a problem with the lighting – Sam’s spent the week balancing this and it’s mostly running nicely now, although water reflection still needs some fixing. Oli’s mostly been making minor adjustments to the road terrain, Artery biome foliage and adjustments to the collision on the storm buildings. Other than smaller tweaks and fixes we’ve finished adding and texturing roof cover awnings…Town

Plus we now have Hive villages in-game, with their own building types:hive interior hive village

At this point we’ve finalized most of Kenshi’s creatures in game now, this week we finished animating and adding in the Gorrillo:

gorillos

Next up we’ll be working on another new ‘scary’ biome and the new GUI player map (the first section we’ll be releasing in our next update is shown in the rectangle area):

GUI_Map

Industry

Programming-wise, we’ve mostly been fixing bugs and balancing, however this week Maykol’s almost finished with the crafting bench update. The changes for the latest include saving partial used items for crafting, improving the layout so the item names appear properly, adding an image of the item and changing the item’s crafting requirement to the specific item.

As a new enemy for farmers, we’ve also added pest AI for Swamp Raptors to destroy and eat crops – these walking trash cans will eat just about anything, from rotting corpses to cotton plants!Swamp raptor

… Better keep on your toes and protect your crops 😉

Dev Blog #14: Hunger

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We’ve had a lot of content to cram in before our beta release and it’s been a long update – so thank you all for your patience and support so far! Most of the main features are almost finished so our primary task from here on out is game balancing and bug fixing. Game balancing is actually the more time consuming part of adding features so don’t get too hyped up for a release soon, we still don’t have an ETA as there’s still a lot to clean up. Kenshi needs to age like a fine old cheese to reach it’s beautiful not-so-buggy state…

Anyway, here’s what we’re working on right now:

Hunger

Hunger has now been added so it will be possible to die of starvation over a long amount of time. Character appearances will change to reflect the state of physical strength or malnutrition  – again this is early stages and needs a lot of testing and balance.

starved1

Tech-tree Revamp

We’ve now finished adding lots of different foods, crops (cotton, cacti…), boozes, a new power system (dependent on fuel or wind strength) and, of course, you’ll be able to start hunting skins for leather making. Research has been re-balanced so that it’s faster, plus it’s gonna cost items/artifacts instead of Cats from now on.

leather

Destruction & Peril

Finished work on the destroyed versions of buildings! Enough said.

Kenshi-Before&After

Crime & Assassination

Thievery needs a lot more balancing but it’s improved greatly since the current available experimental version. Buildings have things to steal, guards are more alert and we’ve fixed it up so the player doesn’t get busted for accidental clicks, or from looking inside unlocked containers. At the moment, we’re doing a lot of testing to make sure it’s not too easy/ too hard, and citizens are reacting normally etc.

The crime reactions in the dialogue has needed a lot of editing this week, if the reactions are too specific or too vague it can become too noisy and ends up sounding like jibberish. So it’s needed a good amount of testing to make sure the reactions fit all possible situations and to make sure people react realistically.

screenshot_3071

We’re also in the middle of adding the assassination ability, a way to knock people out in stealth mode.

Water

We’ve pretty much finished improving water reflection in-game now, plus Oli’s also added some more details like floating scum etc.

river water

scum water

swamp water

 

*** The above content has not been released yet. This will be added in the next update, Beta 0.90, ETA to be announced.

Click here for details on the current playable version of Kenshi, available on Steam experimental opt-in ***

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