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Update 0.96.5 Out Now

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Update 0.96.5 is out now on Experimental branch! 0.96.4 is now on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and general instability.

0.96.5

  • Characters automatically go to bed if they are wounded and have nothing else to do
  • Characters automatically ditch any spare resource items in containers if they have nothing else to do or are stuck with their current job, this should free up some of the jams
  • Player characters no longer automatically heal or help allies from other factions

FIXES

  • Fixed some items not spawning in nests
  • Fixed some loot items not spawning in nests
  • Jobs mode now saves and loads properly
  • You no longer get XP for stealing from prisoners
  • Turret/light attachment nodes more visible
  • Reduced max sloping value of all buildings
  • The game now only autosaves once if you leave the game paused for ages
  • Fixed AI tolerance for accessing a turret built with the wrong floor ID
  • Fixed characters incorrectly falling over on load due to injury
  • Fixed a possible startup crash
  • Fixed null pointer crash with faction discovery
  • Fixed some characters appearing on the floors above

0.96.4

  • Hotfix! .3 had a crash
  • Added 2 new cannibal raid types

0.96.3

  • Animal backpacks now have way more space, making them useful for setting up bases
  • Beak things now have meat
  • Made cannibals slightly weaker again, added more Beakthings to the Cannibal Plains
  • Reduced the penalty for tresspassing
  • Crime “Assault” doesn’t override other crimes any more, so its easier to see what you did
  • [Jobs] button also no longer skips follow and bodyguard jobs

FIXES

  • EDITOR: Fixed crash opening translations
  • Unbuilt (ie still passable) walls no longer make characters bounce over the top, and can be clicked through to select characters etc
  • Fixed map items pointing to the wrong towns after import
  • Fixed crash on dismantling buildings
  • Fixed building audio “cavernous” setting not working right
  • Fixed cannibals not properly capturing people if they were drawn out of their home town
  • Fixed “He’s in the water” bug when loading a game with ragdolled characters
  • Fixed deadcat bar having no inventory
  • Fixed the Empire taxman assault triggering when it wasn’t supposed to
  • Flipped the default setting for “Invert mouse Y”, because people start the game without checking through the options first and then freak out because the camera is the wrong way around
  • Fixed map item inventory sounds

Update 0.96.12

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Update 0.96.12 is out now on Experimental branch! 0.96.11 is now on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and general instability.

0.96.6

BALANCES

  • Sped up some production buildings
  • Added automatic fabric looms tech to lvl 4
  • Removed bread from Food Store
  • If you upgrade a building that produces its own construction material (eg farms, iron refinery) then it will absorb its own inventory contents towards the upgrade cost

FIXES

  • Fixed a dialogue bug that skipped relations and money checks
  • Fixed a duplication bug in the grass system
  • Fixed a rare NPC population duplication bug
  • Possible fix for a turret upgrade related crash

0.96.7

  • Halved the “water avoidance” factor in the pathfinding for player characters, let’s see how it works out.
  • Fixed unlock shackles action not working
  • Kidnapping failure should now result in the victim getting up and attacking you properly
  • Fixed a bug that could cause a possible persistent slowdown after a raid
  • Fixed a possible crash if a player-given order is impossible in the first frame
  • Fixed unbuilt lights contributing to light level
  • Fixed empty faction list when importing
  • Fixed a turret-related crash
  • Stopped potential infinite sound loop when loading a game mid-loop

0.96.8

  • Added some missing components for the Robotics Storage
  • Improved the auto-sleeping AI bugs, not sure if it’s perfect yet. Planning to add an AI control panel later on to enable/disable things
  • Added missing combat skill effect to backpack tooltips
  • Fixed inquisitors randomly attacking you when innocent
  • Fixed a shadow artifact

0.96.9

  • Added AI control options panel
  • NPCs now have random faces
  • Fixed floor number of dropped items
  • Fixed mouse traces for items on upper floors
  • Fixed visibility for items with no collision (Fancy Rug)

0.96.10

  • Iron spiders have more iron plates and electrical components, to make them worth harvesting
  • Tweaked farm fertility calculations
  • Fixed missing face options in character editor
  • Fixed some logic bugs in the dialog system
  • Fixed battery drain amount
  • Fixed stealing stuff without holding alt
  • Fixed wall previews being red when valid
  • Fixed outsideFurniture property when confirming multiple buildings at once
  • Fixed indoor particles (again)
  • Building sound emitters can stop if nobody is working

CONSTRUCTION SET

  • Fixed crash loading translation with missing original line variant
  • Fixed translation line disappearing if translated to empty
  • Changed translation ORIGINAL_MODIFIED state colour to orange (easier to see)

0.96.11

  • Fixed the stupidly big move marker
  • Fixed the broken hydroponic farms from last update
  • Fixed occasional non-aggressive robot spiders
  • Fixed creating too many face morphs
  • Fixed animal inventory window for different sized inventories
  • Fixed interior edit mode floor visibility
  • Disabled deleting parent building in interior edit mode

0.96.12

  • Some of the katana attacks now have reduced max-hits per attack, meaning they are less effective against groups. (Mainly the downward combo, but I also increased the power a little, this makes katanas more of a duelists weapon.)
  • Fixed bug where conversations cut out after an interjection
  • Hive traders will sometimes visit your base
  • Doubled cost of animals
  • Shek slaves get their horns cut off
  • Lowered the price mark-up on illegal goods in the SW empire towns, the idea is that you only get the huge markups when you travel far east to the new empire regions
  • Fixed navmesh not always updating when building walls
  • GUI updated if window size changes
  • AI options load/save fix
  • The Empire can now harass your base if you build on their territory

 

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you 🙂

Dev Blog #22: Unlocking The North

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Summer plans

We were hoping for a full release of Kenshi in the upcoming few months, but alas, we realise we were a tad overenthusiastic in our estimate. We need to get things running as smoothly as possible rather than rushing a release, and although this means a slight delay in Kenshi’s complete release, a few months extra of finishing touches and polish seems well worth it in our opinion. Compared to the long development so far, we feel like Kenshi can wait that much longer.

This means you can expect an estimated release closer to early 2018. With this in mind though, we do still plan on releasing the next map quarter end of this summer. So, either way, there will be new content to play with soon!

What’s coming up

In yesterday’s latest release, 0.96.12, we released the first of our new base visit campaigns: visiting traders and Empire tax collectors. We’ll be releasing more player base visits and diplomatic dialogues along with the next map area, the north eastern quarter of the map. This will be United Cities territory, mainly desert land similar to the old placeholder map. It will also include the Slave Traders and Traders guild factions – no new major factions for these sections, though there should be plenty of new ones to play with in the south eastern quarter later this year.

Update 0.96.17 (Experimental)

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Update 0.96.17 is out now on Experimental branch! 0.96.11 is now on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and general instability.

0.96.17

  • Features
    • First of the diplomacy dialogue added, starting with the Shek Kingdom. You can now influence relations via dialogue in the Shek HQ.
  • Fixes
    • Cannibals weren’t eating people because they would rather sit down and relax. Fixed that now, prepare for horror.
    • Corpse flies sound integrated
    • Wind generator sound intensity based on rotation speed
    • Fixed again the hive trader not leaving after finishing his announcement
    • Fixed characters sometimes moving while still getting up off the floor
    • Fixed slope calculation for building placement
    • Fixed a road following bug
    • Sound emitter fixes
    • Fixed preview building usage nodes becoming invalid if you change floor
    • Fixed select all button sometimes switching squads
    • Fixed portraits and squad tabs never flashing
    • Fixed dead characters not updating if no living characters are left

 

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you 🙂

Update 0.96.27

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Updates now available for the main and experimental branches!  Firstly, on the main branch…

0.96.26

Main features:

GUI

  • GUI updated if window size changes
  • Added font size option slider
  • Squad panel drop target hidden to make reordering squads easier

Food

  • Added some race-specific foods. Hivers can eat raw and foul meat.
  • Animals need to eat now.  You’ll need a backpack with food in for them.  You can stop them eating via the AI options.
  • Animals will eat food dropped on the ground
  • Animals will eat food out of the storages at your home base, if “feed animals” is enabled in the AI options
  • Added a special animal feeding barrel.

Misc

  • Some of the katana attacks now have reduced max-hits per attack, meaning they are less effective against groups. (Mainly the downward combo, but I also increased the power a little, this makes katanas more of a duelists weapon.)
  • Hive traders will sometimes visit your base
  • Doubled cost of animals
  • Shek slaves get their horns cut off
  • Lowered the price mark-up on illegal goods in the SW empire towns, the idea is that you only get the huge markups when you travel far east to the new empire regions
  • Fixed up the slave shipment chain- slaver caravans gather up slaves and deliver to work camps.  ”Freelance” hunters deliver them to the nearest slave shop.
  • Mounted turrets and lights repositioned when parent building is upgraded
  • Splinting now splints over blunt damage as well
  • Splinting can also apply to non-limbs, to help counter work quality penalties when crafting etc.
  • You now get back slightly more materials when you dismantle buildings, and the number has been added to the FCS global settings
  • Bodies don’t disappear so fast when being eaten by spiders
  • Corpse flies sound integrated
  • Wind generator sound intensity based on rotation speed
  • Altered the player AI to choose nicer beds to sleep in
  • Unique NPCs that escape captivity can now travel all the way back home to resume their lives
  • Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
  • Updated translation base data

 

0.96.27 is now out on the experimental branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and general instability.

0.96.27

  • Slightly reduced upper tier heavy armour resistance, to make the top tiers less overpowered
  • Regenerated world navmesh to speed up zone loading times
  • Improved navmesh splicing (whatever that means)
  • Changed physics xml and bin files to use Ogre resource manager (fixes steam mods)

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you 🙂

Update 0.97.4 (Experimental)

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Update 0.97.4 is out now on Experimental branch! 0.96.27 is on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and general unfinishedness – for the best experience we recommend waiting for stable release.

0.97.4

  • Increased chance of death re-balance (I’m trying to make people die more):
    • Bleeding speed reduced by 33%, but blood clots 50% slower (extra bloodloss, but more time to treat it, but more dangerous when left untreated)
    • blood regenerates 33% faster (so recovery times are the same)
    • untreated (red) damage degenerates even when the body part is above 0 health, but at half the speed
    • injuries overall degenerate 1.5x faster, but the rate is based on the amount of red damage
    • KO time slightly reduced
  • Small content tweaks and additions to the new map area:
    • Added a thing to Darkfinger
    • Added a different thing to Sinkuun
  • Added something awesome to the Deadlands
  • Skimmers much stronger, but move in smaller groups.  Made the ambushes work properly
  • Inventory shift right-click now transfers entire item stack
  • Tweaks to some armour values
  • Fixed the animal feeder having a tiny capacity
  • Fixed slave traders busting down your door to steal your slaves
  • Fixed a bunch of pathfinder bugs that were making characters stop mid-journey
  • Stopped animal limbs from going ragdoll, cus it looked stupid

 

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you 🙂

0.97.6 Out Now

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The north east corner of the map has now been unlocked for the stable version. This unveils the United Cities lands, and some other special places to explore.

0.97.6

Features

  • Freakin’ new map section released!

Balance

  • Skeletons now accumulate small amounts of wear and tear damage as they get repaired over and over. This wear damage can be repaired at a Skeleton Repair Bed.
  • Destroyed buildings now cost 50% more to buy
  • Added bull backpacks back to the holy farms
  • Reduced faction penalties in Narko’s Trap
  • Megabeasts made stronger
  • Increased HP of soldier/worker hiver heads, both to reflect their bony appearance and to compensate for inability to wear helmets
  • Restricted a few more headgear items for hive workers
  • Put more in place to stop taxman visits if you leave your base
  • Stopped characters getting resources and food to eat from shop counters
  • Inventory shift right-click now transfers entire item stack
  • Tweaks to some armour values
  • Degeneration rate of red damage that is above the 0 mark is halved
  • Updated medical panel GUI to cover the new wound degeneration
  • Skimmers much stronger, but move in smaller groups.  Made the ambushes work properly
  • Increased chance of death re-balance (I’m trying to make people die more):
    • Bleeding speed reduced by 33%, but blood clots 50% slower (extra bloodloss, but more time to treat it, but more dangerous when left untreated) blood regenerates 33% faster (so recovery times are the same)
    • Untreated (red) damage degenerates even when the body part is above 0 health, but at half the speed
    • Injuries overall degenerate 1.5x faster, but the rate is based on the amount of red damage
    • KO time slightly reduced
    • AI panel options kept on import game
    • No corpse flies or smell on dead robots

Fixes

  • Fixed ragdolls not colliding with foliage rocks
  • Fixed a bug where the overhead attack sometimes went undetected and got through a characters defences
  • Fixed gate-code bug when wall ramps are loaded
  • Fixed crafting building crash when recipe has fewer items
  • Flies sound actually stops at a distance (still needs attenuation)
  • Fixed dead npcs not being saved
  • Fixed artifacts disappearing from shops (like the ancient science books)
  • Stopped items disappearing from crafting buildings when recipe changes
  • Improved lag with ragdolls going to sleep (when many ragdolls)
  • Fixed crash dismantling buildings
  • Fix for engineer job not fetching building materials
  • A bunch of level fixes like repositioning buildings, fixing blockages etc
  • Fixed a stealing exploit
  • Bunch of fixes for slavery AI
  • Fixed crash building walls
  • Fixed the animal feeder having a tiny capacity
  • Fixed slave traders busting down your door to steal your slaves
  • Fixed a bunch of pathfinder bugs that were making characters stop mid-journey
  • Stopped animal limbs from going ragdoll, cus it looked stupid

 

Please help us improve the game by reporting any bugs or crashes to the bug reports forum or Steam forum. Thank you for all your help 🙂

Dev Blog #23: Guts N’ Bolts

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Time for a short and sweet update on development, and it’s great news! Last year we released a breakdown of planned features that would likely have to be scrapped from the final game, but we’ve now been able to start work on two of those luxury features: Ranged combat and dismemberment & robotic limbs.

Limb loss and crossbows still aren’t set for release for a while yet, but until then we’ll have the last map section ready to explore. Rough ETA of the SE map quarter within the next two months.


Blog #24: The Final Countdown

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This will be a big year for Lo-Fi Games and all of our players, old and new, as the last map quarter is finally coming to a finish.

It will be our final big update before we fully release Kenshi this year.

We don’t like to spoil what’s coming in the new south east area, so we’ll keep details brief. Anybody who’s been following us on Twitter will know that we’ve been working on two of our luxury features that we originally thought we wouldn’t have time to add in – limb loss and blood. Blood still needs lots of work, at the moment it’s buggy… very buggy. Kenshi citizens practically explode like blood balloons at the slightest jab of a nodachi… Needless to say, blood probably won’t make it into game until after the next update with the new map.

Injured characters who have crippled their legs (or completely lost them) will now desperately fight from the ground if they have at least one arm left, and crawl around leaving a slug trail of blood. But also on the subject of crawling, characters will be able to crawl around healing allies while unseen in Playing Dead mode. Hopefully you’ll find that the new animations and messy blood pools add a whole new level of grisly atmosphere to combat. And if your squad do happen to lose an arm or a leg, or all four, you’ll be able to buy robotic replacements from shops in town.

Then of course we’ve got hand held crossbows with new Perception and Precision shooting stats.

Diplomacy should be complete in the next update – the most important campaigns being revenge attacks for all of the factions’ fallen leaders. Apart from that we just need to finish up and test a couple of base inspections from the pushiest, rule abiding factions: the UC and Holy Nation.

 

If all goes well, we hope to release the last map quarter, crossbows and robotic limbs within a month’s time. Until then keep an eye on our Twitter or Facebook pages for more updates 🙂

Update 98.0 Out Now (Experimental Branches)

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アップデート内容翻訳です
Japanese patchnote translation, with huge thanks to player Trantez.

Update 0.98.0 is out now on Experimental branch! 0.97.6 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release.

0.98.0

It’s the best update ever. It adds and tweaks a lot of things that together change the game experience a bit. It’s a good time to try starting a new game if you were thinking about it.

BIG FEATURES

  • BLOOMIN’ ROBOT LIMBS!
    • when a limb goes below -100 damage, that limb gets amputated
    • lost legs means you have to crawl on the floor
    • Legs damaged past your KO point also makes you crawl on the floor, until they are bandaged.
    • robot limbs can be added or removed at a Skeleton Bed
    • robot limbs will affect your stats in various ways
    • If you are crawling around on the floor you can still fight really badly as long as you have at least 1 arm.
    • Your amputated limb goes flying through the air. Dogs will run off with it.
    • If your pet dog finds a limb he’ll get all defensive and keep running away with it until he finally eats it. Only happens with young dogs, so don’t worry he will grow out of it eventually.
    • Limb loss can be reduced or disabled in the options

 

  • FLIPPIN’ CROSSBOWS!
    • Crossbow shops dotted around the world
    • You need ammo too
    • Crossbows and ammo can be crafted in your base

 

  • BLOOD!
    • Blooooood!
    • Blood gets sprayed on the ground
    • People get covered in blood
    • Blood pools grow around people who are bleeding out
    • Crawling and bleeding people leave a bloody slug trail behind them. So fun.
    • 18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
    • New hand-painted inventory item icons. Credit goes to Diogo Santos for making them.
    • Some roaming bandit squads will assault your base and attempt to capture it. If they win they will throw you out and live there themselves, use your stuff, eat all your food. You will have to remove them by force to get your base back.
    • HOLD button replaces the PASSIVE button. This puts characters into “hold position” mode. Stops your characters running off to fight, but now they still fight anything that comes in range. You can use this to position melee guys tactically, to protect your bow units for example, or guard a doorway. Also still serves its original purpose of keeping your weak workers away from combat.

 

  • FEATURES
    • When playing dead, you can switch to stealth mode and crawl around on the ground giving your buddies first aid or trying to escape without getting noticed
    • The travel shops now sell tent blueprints. These can protect you from acid rain when you are camping.
    • Slavers and Traders guilds have near 0 relations multiplier, so fighting them causes less relations loss but they assign bounties to you instead
    • Swearing filter is now removed from the game, but is still available in the options
    • Hivers now have proper face morphs for the character editor, they can have more variety now, go and give all your hivers plastic surgery cus they’re funny
    • When placing buildings, ramps can automatically change to the correct building for the snap target
    • Bandits now loot more food and take meat from downed animals, meaning they will eat your dog.
    • Idle characters now sit around on chairs in your home base. Looks nice, and is a handy way to keep track of who’s idle.
    • Using training equipment can now be set as a perma-job
    • Confirmation message added for when selling stolen items, to prevent accidents
    • New keybinds added for stuff in the “orders” panel
    • “Perception” stat added, affects accuracy with shooting in general
    • “Precision shooting” stat added, affects friendly fire chance
    • “Lockpicking” stat added, separated now from the “Thievery” stat, which now just covers stealing. This means that all your characters don’t end up inadvertently becoming specialised thieves as a result of escaping cages.
    • Thievery stat XP rate is doubled to compensate for the stat division. Lockpicking rate is the same.
    • “Crossbow smithing” stat added for crafting bows and ammo

 

  • TWEAKS
    • A new AI sensory system change means that your squad now has to rely on line of sight, which should hopefully stop them running off over the hills to fight enemies
    • The Fog Islands have better natural resources, so it’s now a nice place to build. It’s lovely, you should move there.
    • Damaged robot limbs don’t degenerate
    • You now get a combat XP bonus when a character fights outnumbered
    • Disguises don’t count as disguises unless they reach over 40%
    • Skimmers are less edible
    • The “strong” new recruits are now weaker, because thats the spirit of the game.
    • Chance of death default increased 20%. You guys aren’t dying enough.
    • You can now camp indoors in old buildings and ruins
    • Overall toughness XP rate reduced by 28%
    • Campfire is now automatic cooking
    • Animals age 2x slower
    • Robots and robotic limb damage is now healed instantly, but wear damage rate has been doubled, and first aid speed is 0.33x slower

 

  • ECONOMIC BALANCE
    • Weapons and armour are now almost quarter of the price. I think they were so expensive I never bought anything, just looted and stole, missing out on the joys of shopping.
    • Beefed up Armour King’s security, because you guys shouldn’t steal from him, the best armourer in the world, you should experience the joys of shopping.
    • Gear loot sell price penalty reduced a little to compensate for the cheaper prices
    • As a result of all the above, crafting gear is not so insanely profitable and riches are generally harder to come by
    • Animal skin is worth 8x more money, and makes 4x more leather. Hemp worth 2x more.
    • The prices of food have gone up 10% (because of Brexit)
    • Shops close 2hrs later
    • Stopped nearby towns having vastly different trade markups, trade profit margins are more distance based
    • Improved the shops available in the great desert area
    • Armour blueprints 50% more expensive
    • Chainmail sheets are less profitable
    • Beak Thing nests have more eggs, raiding them should be a profitable adventure

 

  • FIXES
    • Fixed some bugs with the road based pathfinding
    • Turns out all elder animals were running in the opposite direction of their pathfinders. They were walking backwards cus they’re old.
    • Fixed path not changing when clicking on distant terrain more than once
    • Fixed prisoners reacting violently when you bust them out of their cages and calling you “intruder”
    • Fixed a bug with weapon stats within a manufacturing group all being the same
    • Characters can use medkits from their backpack
    • Fixed negative vendor money due to faction prosperity
    • Disabled ordering animals to pick up items
    • Slavers don’t magically know when a slave has removed their shackles when they are in a cage
    • Follow task leaves animals outside
    • visiting taxmen etc getting attacked by bandits won’t trigger a base assault
    • Fixed AI for the Splint job
    • Fixed AI continually stopping and starting crafting jobs
    • Fixed some bugs with the AI getting stuck with certain complex combinations of perma-jobs
    • Unconcious check for flashing portraits
    • Fixed some bugs with the dialog system picking the wrong target race or changing dialog targets to the wrong person
    • Fixed screen labels never disappearing
    • Fixed potentially infinite wolves
    • Fixed building limited item stack limits being wrong for some items
    • Fixed retreating campaign squads constantly activating when defeated
    • Fixed not being able to build in the corner of a sloping stationhouse
    • Stopped AI trying to put items in unbuilt buildings
    • An improvement to the spawning distribution of squads when multiple separate map areas are active
    • Fixed some disappearing prisoners
    • Fixed walls getting incorrect gatecode if next to a building.
    • A few audio bugs have been fixed
    • Fixed issues with prisoners going missing when the map is unloaded
    • Fixed a stealth XP exploit
    • Finally made a proper ragdoll for the Skimmers. I hate making ragdolls.
    • You can no longer build furniture inside incomplete buildings
    • Fixed slavemasters only gathering 1 slave for work
    • A few tweaks to the navmesh system
    • Lots of small bugs, tweaks and crashes fixed
    • Lots of new bugs and crashes added to replace the ones that we fixed

 

  • FCS
    • Fixed a bug with the word count in translation mode not including translations of deleted source lines
    • Enabled creating new wordswaps in translation mode
    • Fixed crash in certain older windows versions

 

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you 🙂

0.98.7 Out Now (Experimental)

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— (βアップデート:
Japanese patchnote translation, with huge thanks to player Trantez)

Update 0.98.7 is out now on Experimental branch! 0.97.6 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release.

0.98.1
  • Fixed the tent blueprints not unlocking
  • You now get a small amount of dexterity XP from reloading
  • Fixed some of the bad automatic inventory icons
  • Fixed AI bug when trying to fight with a broken right arm

0.98.2
  • Tweaked crossbow crafting costs
  • Added storages for crossbow parts and ammo

FIXES

  • Fixed the blank inventory icons
  • Fixed the UC guards killing all the Thieves and Tech Hunter shop owners, resulting in empty shops
  • Fixed the armor & clothing craft benches not working
  • Fixed a crash on startup for AMD cards (possibly… we don’t have any AMD cards to try it on)
  • Fixed some mods crashing the game
  • Fixed a bug causing everyone in bandit squads to have crossbows, instead of a small percentage
  • Fixed construction set translation mode skipping character names

0.98.3
  • Fixed the Ammobox that I threw together too fast
  • Fixed an AI bug with the sitting when idle
  • Prevented idle sitting when in hold position mode
  • Fixed robot limb health clamping to 100 when loading a game
  • Fixed the slavers “gathering slaves for shipping” AI
  • Portugese translation complete

0.98.4
  • Should fix issue some were having with AI not doing production jobs
  • Fixed robot limb health clamping to 100 when loading a game
  • fixed being unable to dismantle camping stuff when built indoors
  • Fixed another AI bug with the sitting when idle going into other peoples buildings and triggering out of home town
  • Fixed GUI having excess line spaces at larger text sizes
  • Possible fix for a crash when selecting Garru
  • Fixed crash when finishing crossbow crafting
  • Stopped pet dogs from eating corpses (they just eat limbs now)
  • Removed accidental mods

0.98.5
  • Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though.
  • Potential fix for the clothing display bug on AMD cards
  • Fix for shop keepers going missing
  • Fixed crash picking up corpses
  • Fixed a bug with town gates not getting opened
  • Fixed holy nation slavers constantly re-dressing slaves
  • NPCs are less aggressive about healing KO’ed neutrals, they won’t bash down your gates to heal your enemies for example
  • Fixed crash in crafting list window

0.98.6
  • Fixed bodyguard-type NPCs having x-ray vision and running off attacking every enemy in the area
  • Fixed public beds being free to use
  • Fixed the ammobox being really tiny
  • Stopped characters under “hold position” mode running to open doors in combat

0.98.7
  • Characters now get covered in blood
  • Animals stats are now reduced to 25% when you buy one. This is because animals grew into high stats by default, so they were overpowered because those high stats weren’t earned through combat, just time. Now they have to be trained up like everybody else. This doesn’t apply to strength and dex, so they still get big and strong naturally without training, just the skills need to be trained.
  • Adult player dogs no longer play with limbs, though they still collect limbs and carry them around a bit, they eat them quickly and don’t run off. Adult wild dogs still run off with limbs.
  • it now takes about 20 seconds for a bandit to butcher your pet dog, so you have a chance to stop him
  • Characters won’t sit around idle if they are selected
  • Being in HOLD mode while sneaking no longer ruins your sneaking
  • Fixed “use turret” orders not working when too far away
  • Changed the ranged combat target selection function to be more flexible, let me know if things improve or not with target selection
  • Fixed a miscalculation in the strength XP gain rate for encumbered martial arts combat. It was like 10x too high, now it’s the same rates as using a heavy weapon.
  • Fixed the FCS character random weapon selection
  • Possible missing wordswap fix
  • AI improvements for town guards roaming too far from town
  • Possible AI fix to help stop Shark getting wiped out by spiders

 

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you 🙂

Update 0.98.23 Out Now

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98.23 is now out in the main stable branch! For more details on bug fixes and small additions, check the full change log via the Kenshi launch panel. We still need to balance attacks and campaigns, please share your feedback or bug reports in the Steam forums or official forums to help us. Thank you 🙂

Update 0.98.23

  • LOCALISATION

    • Portugese translation added
    • Japanese translation added
  • BLOOMIN’ ROBOT LIMBS!

    • when a limb goes below -100 damage, that limb gets amputated
    • lost legs means you have to crawl on the floor
    • Legs damaged past your KO point also makes you crawl on the floor, until they are bandaged.
    • robot limbs can be added or removed at a Skeleton Bed
    • robot limbs will affect your stats in various ways
    • If you are crawling around on the floor you can still fight really badly as long as you have at least 1 arm.
    • Your amputated limb goes flying through the air. Dogs will run off with it.
    • If your pet dog finds a limb he’ll get all defensive and keep running away with it until he finally eats it. Only happens with young dogs, so don’t worry he will grow out of it eventually.
    • Limb loss can be reduced or disabled in the options
  • FLIPPIN’ CROSSBOWS!

    • Crossbow shops dotted around the world
    • You need ammo too
    • Crossbows and ammo can be crafted in your base
    • Storages for crossbow parts and ammo
  •  BLOOD!

    • Blooooood!
    • Blood gets sprayed on the ground
    • People get covered in blood
    • Blood pools grow around people who are bleeding out
    • Crawling and bleeding people leave a bloody slug trail behind them. So fun.
  • WORLD STATES

    • Added various Hive world state reactions throughout the map if anything happens to the Hive queens
  • 18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
  • 1 new male & 1 new female face
  • New hand-painted inventory item icons. Credit goes to Diogo Santos for making them.
  • Some roaming bandit squads will assault your base and attempt to capture it. If they win they will throw you out and live there themselves, use your stuff, eat all your food. You will have to remove them by force to get your base back.
  • HOLD button replaces the PASSIVE button. This puts characters into “hold position” mode. Stops your characters running off to fight, but now they still fight anything that comes in range. You can use this to position melee guys tactically, to protect your bow units for example, or guard a doorway. Also still serves its original purpose of keeping your weak workers away from combat.
  • When playing dead, you can switch to stealth mode and crawl around on the ground giving your buddies first aid or trying to escape without getting noticed
  • The travel shops now sell tent blueprints. These can protect you from acid rain when you are camping.
  • Slavers and Traders guilds have near 0 relations multiplier, so fighting them causes less relations loss but they assign bounties to you instead
  • Swearing filter is now removed from the game, but is still available in the options
  • Hivers now have proper face morphs for the character editor, they can have more variety now, go and give all your hivers plastic surgery cus they’re funny
  • When placing buildings, ramps can automatically change to the correct building for the snap target
  • Bandits now loot more food and take meat from downed animals, meaning they will eat your dog.
  • Idle characters now sit around on chairs in your home base. Looks nice, and is a handy way to keep track of who’s idle.
  • Using training equipment can now be set as a perma-job
  • Confirmation message added for when selling stolen items, to prevent accidents
  • New keybinds added for stuff in the “orders” panel
  • “Perception” stat added, affects accuracy with shooting in general
  • “Precision shooting” stat added, affects friendly fire chance
  • “Lockpicking” stat added, separated now from the “Thievery” stat, which now just covers stealing. This means that all your characters don’t end up inadvertently becoming specialised thieves as a result of escaping cages.
  • Thievery stat XP rate is doubled to compensate for the stat division. Lockpicking rate is the same.
  • “Crossbow smithing” stat added for crafting bows and ammo
  • SMALL CHANGES

      • A new AI sensory system change means that your squad now has to rely on line of sight, which should hopefully stop them running off over the hills to fight enemies
      • The Fog Islands have better natural resources, so it’s now a nice place to build. It’s lovely, you should move there.
      • You now get a combat XP bonus when a character fights outnumbered
      • Disguises don’t count as disguises unless they reach over 40%
      • Skimmers are less edible
      • The “strong” new recruits are now weaker, because thats the spirit of the game.
      • Chance of death default increased 20%. You guys aren’t dying enough.
      • You can now camp indoors in old buildings and ruins
      • Overall toughness XP rate reduced by 28%
      • Campfire is now automatic cooking
      • Animals age 2x slower
      • Robots and robotic limb damage is now healed instantly, but wear damage rate has been doubled, and first aid speed is 0.33x slower
      • Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though
      • Animals stats are now reduced to 25% when you buy one. This is because animals grew into high stats by default, so they were overpowered because those high stats weren’t earned through combat, just time. Now they have to be trained up like everybody else. This doesn’t apply to strength and dex, so they still get big and strong naturally without training, just the skills need to be trained.SMALL THINGS
      • Added some improvements to prevent campaigns blaming you when they are defeated by a 3rd party on the way to your base
      • Made some adjustments to prevent passing bandit squads from constantly assaulting your town, though it still should happen often, it shouldn’t be so relentless now. Need your feedback for further adjustments.
      • Added a rain collector building
      • You can no longer attempt to pick locks that are beyond your skill level (if it’s less than 5% success chance
      • Lowered the lock lvl of ancient safes to compensate for the lockpick limits. Regular safes are still the same though
      • Attack can now be shift-clicked to make a permanent-job, which basically puts the character into an “attack enemies on sight” mode
      • Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
      • Wall termites- A check to see if you’ve sealed up your town with walls and no gates, it will destroy some of your walls (to prevent a lot of bugs that would happen, and because it’s cheating)
      • Added extra attack slots to large creatures so they can be hit by more attackers at once
      • Tweaked the AI senses, you should be able to fight large outpost towers 1 floor at a time, more or less, instead of being mobbed by the whole tower
      • NPCs relying on dialog events to attack you are now more alert because they can be triggered by sound
      • Rebalanced AI vision ranges. If the NPC is in the light and you are standing in darkness, he can’t see you. If he’s in the darkness and you’re in the light, you can be seen a mile away. If you are both in the darkness you can be seen, but only if you are kind of close.
      • You can now use the beds in ruins and bandit hideouts
  • ECONOMIC BALANCE

    • Weapons and armour are now almost quarter of the price. I think they were so expensive I never bought anything, just looted and stole, missing out on the joys of shopping.
    • Beefed up Armour King’s security, because you guys shouldn’t steal from him, the best armourer in the world, you should experience the joys of shopping.
    • Gear loot sell price penalty reduced a little to compensate for the cheaper prices
    • As a result of all the above, crafting gear is not so insanely profitable and riches are generally harder to come by
    • Animal skin is worth 8x more money, and makes 4x more leather. Hemp worth 2x more.
    • The prices of food have gone up 10% (because of Brexit)
    • Shops close 2hrs later
    • Stopped nearby towns having vastly different trade markups, trade profit margins are more distance based
    • Improved the shops available in the great desert area
    • Armour blueprints 50% more expensive
    • Chainmail sheets are less profitable
    • Beak Thing nests have more eggs, raiding them should be a profitable adventure

 

0.98.25 Out Now (Experimental)

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Update 0.98.25 is out now on Experimental branch! 0.98.23 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.24

  • Cost to buy buildings in towns has doubled
  • Characters with damaged robot limbs won’t keep trying to sleep it off
  • Enabled stealing from prisoners, no thievery XP gains
  • Fixed an AI bug preventing the Medic job from automatically healing NPC allies (eg hired mercs, fellow escapees)
  • Import now has the option to import the unique NPC states, eg if you’ve killed phoenix, he will still be dead when you import your game
  • Fixed characters getting Toughness XP when getting picked up
  • Fixed Toughness damage resistance not being applied to armour’s “cut to stun” damage
  • Toughness damage resistance is now also applied to pierce damage
  • Disabled putting items in dead animals
  • Fixed raid announcement dialogues repeating
  • Additional power requirement added to building upgrade tooltip
  • A rare crashfix and some minor AI fixes

0.98.25

  • Hunger rate now varies with activity:
  • Running around while encumbered or fighting with very heavy weapons will make you get hungry faster
  • Working at mines will make you get hungry faster
  • Sitting around will make you use less energy and get hungry slower
  • Added options sliders to adjust frequency and size of base attacks and AI campaigns
  • Toughness XP gain rate reduced by a third, setting added in FCS
  • You now get some toughness XP when you lose a limb
  • Fixed dead people screaming
  • Fixed a bug where an NPC you did a crime to could magically see you afterwards even if you hid
  • Fixed animals not eating foul meat from animal feeder
  • Fixed NPCs getting stuck confiscating weapons if nothing to take
  • Fixed slavers re-capturing slaves after you buy them
  • Stopped mouse buttons 4 and 5 acting as left mouse button
  • Fixed AI getting food from storage in NPC towns
  • Fixed a crash

0.98.27 Out Now!

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Update 0.98.27 is out now! This is on the main stable branch. … Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.27

  • German language is now in game! Translation is mostly complete but there may be brand new dialogue that still needs translating.
  • Crossbow damage increased by around 20%Crossbows now affected by the global combat damage multiplier
  • Crossbow global damage multipliers added to FCS
  • When you select a character who is being carried by another player character, you will give orders to the carrier instead
  • Shop guards don’t track your position when they can’t see or hear you, they go by your last known position
  • Fixed a freeze when you press CONFIRM in the character editor that increases in size based on how long you spent on your character, if blood was enabled
  • Severed limbs on the ground disappear after 24 hours
  • Fixed ally campaigns, where allied factions came to support you against a common enemy campaign but left too soon
  • Fixed the import with “NPC states” causing previously encountered living NPCs to be missing (requires re-import to fix)

0.98.26

  • Added a target distance influence to the “protect allies” AI
  • Police no longer take your weapons when you are arrested (unless they were stolen)
  • Police only confiscate stolen items if they are recently stolen, and not stolen from a bandit
  • Fixed another AI problem where escaped slaves and prisoners could be “magically” spotted by police
  • Fixed hostile campaigns not looting food
  • Fixed AI stealing building materials from towns
  • Fixed player AI not auto-using beds
  • Fixed player idle AI all trying to sit in the same chair
  • Fixed player characters trying to sleep in NPC beds
  • Fixed characters attacking police when released from prison if in HOLD mode
  • Fixed items disappearing from animal inventory if right clicked when your inventory is full
  • Fixed characters not attacking when ordered
  • Fixed another termites bug
  • Character sleeping position not affected by character height
  • Fixed shackles display bug on single robot legs
  • Fixed crossbow range, dodge, and hunger rate tooltips
  • Stopped animals patrolling towns from going indoors

0.98.25

  • Hunger rate now varies with activity:
  • Running around while encumbered or fighting with very heavy weapons will make you get hungry faster
  • Working at mines will make you get hungry faster
  • Sitting around will make you use less energy and get hungry slower
  • Added options sliders to adjust frequency and size of base attacks and AI campaigns
  • Toughness XP gain rate reduced by a third, setting added in FCS
  • You now get some toughness XP when you lose a limb
  • Fixed dead people screaming
  • Fixed a bug where an NPC you did a crime to could magically see you afterwards even if you hid
  • Fixed animals not eating foul meat from animal feeder
  • Fixed NPCs getting stuck confiscating weapons if nothing to take
  • Fixed slavers re-capturing slaves after you buy them
  • Stopped mouse buttons 4 and 5 acting as left mouse button
  • Fixed AI getting food from storage in NPC towns
  • Fixed a crash

0.98.24

  • Cost to buy buildings in towns has doubled
  • Characters with damaged robot limbs won’t keep trying to sleep it off
  • Enabled stealing from prisoners, no thievery XP gains
  • Fixed an AI bug preventing the Medic job from automatically healing NPC allies (eg hired mercs, fellow escapees)
  • Import now has the option to import the unique NPC states, eg if you’ve killed phoenix, he will still be dead when you import your game
  • Fixed characters getting Toughness XP when getting picked up
  • Fixed Toughness damage resistance not being applied to armour’s “cut to stun” damage
  • Toughness damage resistance is now also applied to pierce damage
  • Disabled putting items in dead animals
  • Fixed raid announcement dialogues repeating
  • Additional power requirement added to building upgrade tooltip
  • A rare crashfix and some minor AI fixes

Update 0.98.31 Out Now

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Update 0.98.31 is out now, with Spanish and Russian languages now updated! This is on the main stable branch.

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

 

0.98.31

  • You can now select a carried character and use the context menu to “Put down” on the portrait, instead of having to hunt down which of your characters was carrying them
  • Fixed bug with armour crafting material costs being too low
  • Made the pack bull less slow
  • Your stealing chance will now be tested against the nearest victim on the same floor, which will fix some situations where you got a too-easy steal chance because an npc was directly above you
  • Fixed the carry animation when running at high speeds
  • Tweaked model for the short cleaver
  • Fixed attack selection distance bugs for scaled up animals like the megaraptor
  • Boots are now dropped when both legs are lost
  • Boots are now refreshed when attaching robot limb if wearing one boot
  • Splint kits now disappear when used up
  • 2 crash fixes
  • Fencing an item now also factors in if the victim was from the same town, not just the same faction

 

0.98.30

Features

  • Russian language added and updated

Bug fixes

  • Re-added Toppers (weapon and blueprint) to the game, though they are rare
  • Added toughness as a bonus stat for Hivers, to compensate for low HP and reflect their spindly downtrodden insecty natures.
  • Sped up crop harvest speeds a bit
  • UC farm shops now sell a more global selection of crops
  • Reduced encumbrance and injury dodge penalties so martial artists don’t become sitting ducks
  • Fixed the base translation gamedata.pot being in french
  • Fixed slavers unable to tag you as an obedient slave when in stealth mode
  • Fixed slavers and police destroying your items when trying to store them
  • A fix with the NPC AI getting confused when healing you when you have a robot limb
  • NPC captors can now heal robots
  • Importing a game no longer resets the “Day”
  • Fixed martial arts skill in the main GUI displaying the base stat instead of the derived
  • Fixed Seto not joining you when you give the bugmaster to the shek
  • Fixed player HOLD AI so that when you give a specific attack order they move forward to reach the target
  • Fixed farmer skill calculation on crop yield display
  • Fixed some more termite issues
  • Fixed some wall AI bugs
  • Fixed a bug/exploit where you could get stealth XP in your own buildings
  • Fixed another AI running off miles away to attack someone bug
  • Fixed thievery checks being skipped if wearing full backpack
  • Fixed characters playing dead skipping thief dialog event
  • Missing directx dependencies error caught with more relevant message

 

0.98.29

  • Crossbow crafting playtested and fine tuned
  • Moved crossbow parts and spring stell crafting to the arrow bench
  • Fixed more the AI for crossbow crafting
  • Fixed the predicted quality GUI for crossbow crafting
  • Fixed crossbow crafting using wrong ingredients and wrong rates
  • Added some acid resistance to the chain hoods
  • Fixed mouseover in character stats panel
  • Fixed characters teleporting to different floors when exiting beds and cages
  • Player cage default action is no longer PICK_LOCK

 

0.98.28

Features

  • Spanish translation updated (65% complete)

Bug Fixes

  • Tuned some of the stat penalties, ranged stats should get less severe penalties for injuries and hunger, friendly fire should be less of a problem
  • Added a crossbow storage locker
  • Fixed an AI bug with engineers collecting resources from the ground
  • Fixed the “forage animals” AI job
  • Fixed the AI bug with the crossbow parts storage box
  • Rebalanced ore mines (drill was slower than the manual rocks)
  • Fixed characters dropping their carried allies/prisoners to go and have a sit down
  • Characters in offscreen update mode stop and switch modes at screen edges (fixes suddenly appearing onscreen, which looks like teleporting/spawning)
  • Fixed patrolling characters going into some buildings when they shouldn’t
  • A few rare pathing fixes
  • A rare crash fix

 


Update 0.98.32 Out Now (Experimental)

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Update 0.98.32 is out now on Experimental branch! 0.98.31 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.32

  • Added a pause button to incomplete buildings so that you can put them on hold and your engineers will build other stuff instead
  • Player characters can now automatically throw KO intruders out of the base (check AI options)
  • Fixed campaigns going to empty bases, and they could get confused if you had 2 bases in the same active area and one was empty. They can now redirect too.
  • Fixed AI bug relating to distance with the turret jobs
  • Turret gunners should feed themselves properly now
  • Stopped characters with the “rescue” job from rescuing dead allies and putting them in beds
  • Fixed the Yabuta bandits existing in the desert before you have freed Yabuta (requires import)
  • Fixed a medic AI bug (usually with slavers)
  • “Ditching resources” task now includes raw meat
  • Fixed a thievery XP exploit

Update 0.98.34 Out Now!

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Update 0.98.34 is out now! This is on the main stable branch.

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

 

0.98.33

  • Re-Jiggered the map item system. Maps are now more useful, they will always unlock different locations to the ones you already know. There are now better maps in the shops that can specifially show you where to potentially find Ancient Science books or Engineering Research or whatever you are looking for.
  • It’s now possible to lose your pursuers properly. Before, when you were caught stealing or sneaking they would track you artificially wherever you ran. Now they will only be able to remember where they saw you last, plus a bit of extra projection (he went thataway), then they lose the trail.
  • Changed the auto eject intruders AI to a normal job assigned from the context menu
  • Fixed auto eject job from forcing walk mode
  • Added an auto eject job for throwing out of buildings, if you have a building in another factions town
  • AI no longer shoots at crawling characters with turrets. This way when bandits take over your base and pile your guys outside the gate you can crawl away without getting shot by the turrets
  • Changed medical state for robots from “Unconscious” to “Rebooting”
  • Some AI improvements to the occupy town behaviors. Bandits often thought they had occupied a town prematurely.
  • If your town has been occupied by bandits it no longer deters hostile campaign events. It still deters non-hostile ones, like traders and taxmen, so you don’t get in trouble when the bandits don’t pay your taxes
  • Crawling characters will now get up (if they can) when they are under attack
  • Medical tooltips now show the point at which you will die, useful when you have a worn-out robot character and don’t know what his HP is
  • Rain collector no longer works in acid rain
  • Research and crafting queues are now re-orderable with drag and drop

FIXES

  • Fixed the hydroponic farms just giving 1 item per plant, instead of 2 or 3
  • Stopped being able to snap buildings to structures you don’t own
  • Another medic/robotics AI fix
  • Slightly improved turret snap node selection
  • Fixed bodyguard squad map markers becoming the wrong colour when platoon unloaded
  • Additional logging in game launcher for debug purposes

 

0.98.34

  • More fixes to the campaign AI, fixed premature retreats and cancellations when changing target
  • Fixed that bug where you would randomly see corrupted geometry flash up on the screen
  • Cannibals should now heal their captives if carrying them on a long journey
  • Fixed Luquin
  • Fixed Rebirth guards not catching escaping slaves
  • Fixed a crash with a certain map item
  • Fixed some escaped slave NPCs still getting tagged as escaped prisoners

0.98.35 Out Now (Experimental)

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Update 0.98.35 is out now on Experimental branch! 0.98.34 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.35

  • The extra stun damage % in armour also now applies to pierce damage. Means that heavy armour guys still get a little stun damage from crossbows
  • Fixed non bandits and cannibals not detecting prison escapes
  • Stopped blood drips under water
  • Fix for engineer job conflicts with resource ditching
  • Fixed a few more bugs that could break AI campaigns
  • Engineer job now ignores jobs that are outside of closed gates
  • Increased stat-penalty light levels tolerance, so it doesn’t have to be so bright
  • Fixed illegal goods fencing tooltip
  • Added extra checks to prevent animals spawning in nests on top of player
  • Fixed some characters not floating in water when unconcious
  • Fixed police not healing prisoners
  • Fixed prison sentence time tooltip
  • Fixed character position when exiting cages

0.98.39 Out Now (Experimental)

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Update 0.98.39 is out now on the Experimental branch! 0.98.38 remains on the main stable branch.

To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi[www.lofigames.com] forums. Thank you

0.98.36

  • Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that’s Moll/ Esata/ Simion)
  • Blood splat size is now based on damage
  • You can now pickup allied npcs to help injured slaves escape
  • Added different blueprint item colors for different types of item
  • Selected player characters can have different map marker colour

FIXES

  • Some fixes to popup menu on carried characters
  • Map item crash fix
  • A bunch of character movement fixes
  • Fixed unselectable spotlights mounted on Gate III
  • Fixed campaigns never leaving on victory
  • Fixed unlock sound continually triggering
  • Fixed crash dragging last research item when research completes

 

0.98.37

  • My mistake, the town override and world reaction stuff wasn’t included in the last update, it’s in there now
  • AI Campaign leader should now wait for the rest of his forces to catch up before attacking the target town

FIXES

  • Fix for cannibals not healing random prisoners because they were planning to eat them but not for a long time.
  • Fix for campaign AI when the target town vanishes
  • Fixed the missing animation when running in stealth mode while carrying someone
  • Fixed items thinking they were indoors if dropped on a building’s ramp
  • Dialogue crowd trigger doesn’t affect people already saying something (endless loop fix)
  • Fixed a bug with UTF-8 squad names
  • Fixed player town handle and coverage data not being saved, which should fix a bunch of small bugs, including one of the “walking through walls” issues
  • A couple of stability fixes

 

0.98.38

  • Oh man, the town override world reaction stuff wasn’t in that last update either, cus I forgot I had it disabled in release mode. It’s in the game for sure now though, for sure.
    • Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that’s Moll/ Esata/ Simion)
  • Arrange buttons added to more containers
  • AI fix when a player outpost is too close to a town

 

0.98.39

  • New savegame system, saving should now be much faster, especially on non-SSD type drives
  • Slaver cage warden now puts dead slaves in the disposal instead of just carrying them around forever
  • Slavers notice if you try stealing slaves by carrying them away
  • Stopped slavers stealing from player cages
  • Fixed a case where robot limbs didn’t get healed if you didn’t have a medkit
  • Fixed a case where you would be paralysed if someone released you from a prisoner pole
  • Stopped being able to place buildings that create towns in ruins
  • Added some internal data tracking stuff to help hunt down one particular random crash we are getting

Update 0.98.46 Out Now (Experimental)

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Update 0.98.46 is out now on the Experimental branch! 0.98.38 remains on the main stable branch.

To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.40

  • Hotfix for the autosave loop issue

0.98.41

  • Added a new option to control town assault frequency. Not the events, but the bandits passing by who try to conquer your town. Realised the old option wasn’t working properly.
  • It can also be disabled completely. It defaults to [Normal]. For reference, the raid frequency before now was the one named [High], so the default should now be a little calmer. [Bombardment] has no limits whatsoever, so anything could happen.
  • Improved some of the audio ambience for the buildings
  • Fixed a saving bug

WEAPON REBALANCE – All this rebalancing has not been heavily tested yet, so I appreciate feedback.

  • Katana types now have a penalty to armour penetration, to compensate for their superior speed and lightness
  • Katanas have a 10% damage bonus vs humans, but a 50% penalty against robots
  • Hacker types have a bonus to armour penetration, because that’s what they’re all about.
  • Polearms do more damage

ARMOUR REBALANCE – The idea was to mix things up a little so instead of some armours being better or worse it’s now more balanced, the stronger ones have more weaknesses, and the weaker ones have more strengths.

  • Heavy armours now have slightly reduced coverage. No heavy plate armour can have 100% coverage on a bodypart, to reflect the gaps in the plates.
  • Heavy and plate armour now pretty much makes stealth skills impossible, and give a penalty to crossbow skills due to being more cumbersome
  • Chainmail now slows your combat speed slightly, and is a little worse for stealth, the blackened mail is no longer ridiculously better than the others
  • Medium and light armours now have less cut-converted-into-stun damage penalty, especially the coats and leather shirts
  • Plated Rags are now better for stealth
  • Lots of other stat tweaks and changes that you will have to find on your own.

0.98.42

  • Finally finished distributing all the Cross grade weapons in the world. Most of it’s in the new map area, but a couple have been moved around in the current zone.
  • Fixed that random crash that has been plaguing us for ages
  • Fixed old squads suddenly appearing from nowhere or duplicating on imports

0.98.43

  • Hotfix for a new, different crash

0.98.44

  • Mini patch to add some more debug data, for it seems the random crash still plagues us after all. I shall call it: Crash X

0.98.45

  • Finished adding robot limb crafting. It’s expensive though, you’ll need a lot of AI cores for anything above Economy Limbs
  • Though Crash X’s plague continues, more in depth we have gone with the debug data, hunting, ever hunting, each day closer to our prey.
  • Fixed a blank building interior bug
  • Fixed a possible squad disappearance bug

0.98.46

  • “Passive” button added back in, to keep certain characters out of trouble
  • Fixed slavers attacking you for kidnapping their slave a split second after buying the slave off you
  • Fixed enemies sometimes rescuing their leader and putting him in your bed because it’s nearest and they don’t think you’re enemies anymore, and then repeatedly picking him back up again once he’s in bed because he looks like he needs rescuing again.
  • Fixed bar beds being unusable
  • You know when a machine crafting an item would be at 99% progress just as it ran out of materials? That shouldn’t happen anymore.
  • We fixed Crash X, but such creatures are crafty and cannot be trusted, so we have yet to celebrate by painting ourselves in it’s blood.
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