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Update 0.98.48 Out Now

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Update 0.98.48 is out now on the Experimental branch! 0.98.47 is out 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.

For more details on what has been added to the stable branch, please check the patchnotes here

0.98.47

  • Fixed mounted buildings (turrtets and lights) having incorrect town on import
  • Fixed HOLD button not disabling hold mode
  • Fixed an AI glitch with the auto-sit if the target chair was un-built and clashed with ditch resources
  • Fixed dead bodies disappearing when being carried
  • Fixed a crash

0.98.48

  • Added more content for town overrides and faction world states
  • Fixed cannibal/fogmen not kidnapping people if far from town
  • Player owned buildings in towns no longer get erased when a town gets destroyed due to world reaction events
  • Slightly increased the global number of science artifacts to compensate for them spreading out to the new un-released zone
  • Added race limits to certain game starts (eg holy nation start has to be a human), added a few more basic game start-off options
  • Fixed NPCs using the players cages for prisoner storage/collection again.
  • Fixed world apocalypse if you made it to 6:04am on day 3495
  • Fixed looting dead pack animals from caravans not counting as theft
  • Fixed slavers duplicating slave rags when equipping new slaves, resulting in piles of slave clothes everywhere
  • Slavers don’t get so carried away attacking bad slaves that have already been re-captured
  • Fixed some foliage rocks sometimes having incorrect dust colour
  • Fixed negative medic stats never increasing
  • Fixed dialog crowd trigger bug that messed up the Esata event
  • Fixed player towns becoming undiscovered when loaded after imports
  • Fixed a couple small crashes

Update 0.98.49 Out Now

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Update 0.98.49 is out now on the Experimental branch! 0.98.48 is out 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.

For more details on what has been added to the stable branch, please check the patchnotes here.

0.98.49

  • Reduced the number of fog princes in the fog islands
  • Added some undertakers to Mongrel, to help clear up all the bodies
  • Fixed character editor starting race limits
  • Fixed unique characters being duplicated if recruited and you import in their starting town
  • Fixed a couple of crashes
  • Wrote a few more Beep events

Blog #25: Kenshi at Tokyo Game Show!

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We’re excited to announce that we’re going to Tokyo Game Show next month! The show will take place on 20 Sep 2018 – 23 Sep 2018 at Makuhari Messe. Come say hi if you’re at the show – ChrisNat and Sam will all be manning the booth / playing games! Plus, we’re giving away 30 TGS day tickets on Twitter this week, make sure to try and grab one if you can get to Tokyo…

World states

We’ve been pretty vague with details on the world states and town overrides we’ve released over the last month or so, so here’s a brief summary on how it works and what we’ve added so far.

As of update 0.98.48 you can now affect the spawns and town states of:

  • The Holy Nation
  • Shek Kingdom
  • Swampers
  • Slave Traders/Traders Guild
  • United Cities
  • Smaller factions such as Flotsam, Rebel Farmers, Kral’s Chosen, Band Of Bones, Manhunters

How does this work?

Smaller factions are pretty simple: take out their leader (Moll of Flotsam, for example) and the rest of the faction will fall into disarray. Wandering squads from that faction will lessen or disappear entirely, and their hometown will likely become destroyed or even taken over by another faction. It may even cause a knock on effect and spawn a new type of squad.

Larger factions can be a little more complex – taking out their main leader (Tengu, for example) alone won’t necessarily change every town and individual squad of that faction. You’ll likely have to find and destroy the bosses of individual towns or other strategic outposts to have an effect. Your actions might have ripple effects rather than simply effecting that boss’ hometown e.g. taking out the slave farms and camps around a town will greatly reduce it’s access to vital supplies and hence have a negative effect on it, despite the boss still being alive. Taking out the boss of a strong defensive town will mean that nearby towns fall to invading enemies.

So to clarify, ‘town overrides’ does not mean that you as the player can take over towns, but it does mean that you can have an impact on the future of Kenshi inhabitants, both town residents and wandering squads… their fate is in your hands!

In-game tips

To help guide you with this in the game, we’ve added in some small bits of information. If you forge an alliance with a faction that has a vendetta against another faction, some leaders will give you strategic tips on the best ways to take them down, or some of their troops might aid you temporarily in your path of destruction. So far you can talk to Esata, Simion, Moll and the Phoenix. We’ll soon be working on dialogue for the Anti-Slavers too.

 

So that’s all the main factions now released in game! Now we’re just left with refining, perfecting and finishing up a few smaller ones – let us know your feedback in the forums or via Twitter.

 

Update 0.98.53 Out Now (Experimental)

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Update 0.98.53 is out now on the Experimental branch! 0.98.52 is out 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.

0.98.52

  • New animation mod system, allows modders to make animations that don’t clash with existing animations or updates or other mods. Can also make unique animations that are used for specific races or characters.
  • Fixed not being able to escape from your own cages
  • Bleeding is now saved and loaded properly
  • An improvement to the AI bug where they would give up a chase immediately

0.98.53

  • Fixed furniture disappearing from purchased buildings on import
  • Added keybinds to select next/previous character
  • Fixed game not starting if there are non-ascii characters in installed path

2ND GEAR REBALANCE

Released prematurely because I needed to get the above bug-fixes out. I will continue tweaking and experimenting with the armour balances. Please leave feedback in the form of angry rants.

  • Toughness-based damage resistance amplified, so 20% more damage at 0 toughness and 20% less damage at max toughness
  • All shirt armour damage resistances reduced by 40%
  • Global damage decreased 10% to counterbalance the above 2 changes
  • All weapon armour penetration bonuses/penalties increased by 50%
  • Heavy armour coverage reductions from the last rebalance have been reverted
  • Chain and plate damage resistance increased by 0.05, leather lowered by the same amount, also further reduced based on weight class
  • Increased damage and armour piercing of the Heavy Polearm by 10%
  • katana class damage penalty vs robots reduced from 50% to 40%
  • Cleavers get a 10% penalty vs animals
  • Stealth penalties removed from helmets
  • Not yet added, but the plan is to add some hiver-specific armour shirts

Update 0.98.54 Out Now (Experimental)

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Update 0.98.54 is out now on the Experimental branch! 0.98.53 is out 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.

0.98.54

GEAR REBALANCE PART 3

The idea now is that the light/medium armour guys should be able to do more harm and do well 1 on 1, and the heavy guys should handle being outnumbered better and overall last longer
This is a big shake-up for armour. It’s un-tested, so I would appreciate feedback, any items that you think are over-powered or worthless.

  • Heavy armour has penalties to dexterity and attack skills. The idea is that it limits you to being a tank, your attack has been sacrificed a little for defence.
  • Medium armours are designed to be for generalists. Less protection than heavy but only mild skill penalties and so more tactical options.
  • Light and specialist armours are designed to be un-restrictive or even offer bonuses, suitable for rangers or glass-cannon melee ninjas and duelists
  • Armour can penalise dexterity and damage dealing
  • Changed the display of the armour stun damage stats in the armour tooltips to try and make it clearer to understand: it now shows 1 line for the final derived cut resistance, and a 2nd line for the incoming cut damage that gets converted into stun damage. Adding these 2 numbers together will get the total “cut resistance” number that it used to display before.
  • Increased shirt armour cut resist by 10%
  • Reduced plate armour stealth penalty so its still severe but not so total
  • The hiver shirts will be delayed because our artist went on holiday, and employment law says I have to let him.

FIXES

  • Some small tweaks to improve character movement bugs
  • Fixed haul job stealing items from bars if player town radius overlaps
  • Fixed player caravan and military formation spot issues
  • Formation refreshed when value in AI panel changed
  • Fixed bright yellow or white clouds at dusk
  • Fixed AI confusion with almost full inventories when picking items off the ground

Update 0.98.55 Out Now

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Update 0.98.55 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

0.98.55

  • Changed again the tooltip display of the “cut to stun” to again try and make it easier to understand: with the previous update it wasn’t clear if the stun was added or subtracted from the cut resistance. It now shows the total cut resistance like it did before the previous update, and also shows an “efficiency” percentage. eg. 80% cut resist efficiency will leave a 20% stun damage.
  • Samurai armour dexterity penalty removed but overall damage penalty increased to compensate, so blunt weapons don’t get an advantage over swords for samurais
  • Samurai helmet now protects from dust storms
  • Assassins rags dexterity bonus reduced by 0.1
  • Added more stat penalties to the police helmet and reduced blunt resist slightly
  • A few more subtle stat tweaks, generally increased the gap slightly between the heavy, medium and light armours.
  • Fixed a typo in the gui code that was showing the wrong melee defence bonus in the armour tooltip (it showed the attack bonus instead)
  • Spread a few more armour items and blueprints around some of the shops. You can now find blueprints for a faction-neutral version of Holy Chest Plate and the Armoured Hood
  • Added a Blackened chain tagelmust
  • “Self Preservation” AI should now react to charging enemies once they get close
  • Fixed horizon fog blending with clouds

Blog #26: The Final Piece

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The last map quarter

It’s finally coming – the very last section of Kenshi’s world map! We plan to release in two weeks time, hopefully on 17th September. Until then, sit tight and read up on *exactly* what is left to add before Kenshi’s fully finished 1.0 launch!

 

Localisation:

Japanese, German, French, Spanish, Russian and Portuguese translations have been released and are in game. Here are the planned ETAs of each language to be fully finished:

  • Japanese: 85% complete. Expected release November (special thanks to SBDR, Yukaary, Craft, Rijye, netakiriBATTOUSAI, Sillymonkeys, embrion, Masaru Momoyama, dice, ruinstar, Metapo, Tomoya ‘urakata’ Mori, tanpopo for their contribution)
  • German: 96% complete. Expected release October
  • French: 87% complete. Expected release November (Special thanks to Yann, Hasuka and Gauthier for their contribution)
  • Spanish: 68% complete. Expected release TBA
  • Russian: 95% complete. Expected release November (Very special thanks to Sol Lignum)
  • Portuguese Brazilian: 86% complete. Expected release November (Very special thanks to Yuri for his contribution)

World states:

So far this is around 80% complete, very roughly speaking. The world states for the big main factions are finished. We still need to work on town and squad overrides for the new map section, plus a few smaller factions in the current world map. In case you missed it, you can read more about the world states here.

Polish:

And that’s it, Kenshi will now be feature complete – other than a *huge amount* of bug fixing and adjustments. Please keep your feedback coming either in the Steam or Lo-Fi forums and we’ll make sure we get Kenshi running smooth and perfect. As usual your help is much appreciated since we lack the manpower to fully test Kenshi’s huge map, thank you all for your support so far!

Update 0.98.61 Out Now (Experimental)

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Update 0.98.61 is out now on the Experimental branch! 0.98.55 is out 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.

0.98.56

  • Reduced the armour athletics penalties
  • Minor improvements for AI campaigns, should improve them all arriving at the destination at the same time more often
  • Stopped imprisoned NPCs being set as the leader of a campaign
  • Overlapping player towns now get merged, to reduce AI confusion
  • Fixed being able to build inside NPC town radius if player town is nearby
  • Town population building allocation now consistent each game
  • Fixed context menu crash if no player characters
  • Medic job no longer ignored when carrying a hostile npc
  • Fixed a saving bug

0.98.57

  • A fix for picking up characters
  • Fix for a character editor crash for the southern hive

0.98.58

  • Fixed armour dodge stat not applying if it was a bonus
  • Mounted buildings use town of the building they are mounted to
  • Allow dismantling of mounted buildings on player owned buildings in npc towns
  • Fixed being able to build inside NPC town radius if player town is nearby
  • Fixed picking up characters again
  • Fixed dead character animation not updating straight away when picked up, causing rigamortis
  • Random crash fix

0.98.59

  • No more wall termites, now if you seal up your base with no gates the AI will smash the walls down
  • A fix for the animation modding system

TRANSLATION

  • Fixed the french translation not working at all
  • Updated french, spanish and japanese languages

0.98.60

  • hotfix for characters unresponsive to movement bug

0.98.61

  • Big optimisation for the particle system, should run smoother in zones with heavy particles like the deserts
  • Default setting for limb loss option set to “rare”
  • If a leg goes below -100 health (and isn’t amputated) then the character is crippled and has to crawl
  • Wordswaps updated for french, german, portugese
  • Fixed the bug where a group order to attack a target wouldn’t register for some of the characters

Update 0.98.62 Out Now!

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Update 0.98.62 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

0.98.62

  • Stopped characters with robot legs screaming that their feet are burning
  • Fixed some animation bugs when characters are getting up
  • Fixed some camera glitches
  • Made the Dodge stat visible for melee characters
  • Fixed some small AI bugs
  • Fixed underground building check making walls and gates near cliffs float

Update 0.99.2 Out Now (Experimental)

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Update 0.99.2 is out now on the Experimental branch! 0.98.62 is out 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.

0.99

  • The new map section is finally open! I won’t detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.

FIXES

  • An AI fix that should stop characters running off for no reason sometimes

0.99.1

  • Added a few missing armour crafts
  • fixed 2 inaccessible towns (import game if not fixed)
  • fixed staff weapon reach

0.99.2

  • Added leather and chain shirts for the Hivers
  • Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
  • Added a new hat

FIXES

  • Fixed random camera jumps when tracking a character
  • Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the “murder detector” was too sensitive.
  • Fixed dead animals appearing in trader list
  • Fixed NUM+ keybind not saving
  • Few other small fixes and a crash fix

Update 0.99.5 Out Now (Experimental)

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Update 0.99.5 is out now on the Experimental branch! 0.98.62 remains on the main stable branch. Apologies for the delay with this one, we had issues with our main computer breaking down which delayed being able to update the game on Steam (don’t worry, no data or anything was lost).

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.

0.99.5

  • Update to the RTWSM shadow system, improves a lot of the shadow glitches
  • Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
  • Fixed a crash when trying to load corrupt save
  • A few pathfinder/movment fixes
  • Stopped having no shoes affecting ‘looks like a slave’ if you can’t wear shoes
  • Fixed Tinfist not talking
  • Fixed unique prisoners not spawning (requires import)
  • Fixed an NPC duplication bug
  • Fixed slavers continually picking up and dropping targets that are ‘staying low’
  • Fixed Anti-slaver ally bodyguard bug
  • Fixed King Gurgler’s head value
  • Fixed endless dialogue with Crab Queen
  • Added Mourn barman dialogue
  • Fixed Shek pacifier not increasing relations after being paid
  • Fixed Esata leading a war campaign against player ally base
  • Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
  • Changed enemy faction relation penalties for certain alliances. This means you shouldn’t get armies marching to your base simply for allying with a faction. Unless you’ve murdered their friends.
  • Balances to Holy Nation assault repetitions
  • Added Holy Flame to holy bar shop inventories
  • Additions to Boss Simion’s dialogue. He now recognizes carried nobles
  • Adjusted Luquin’s stats to avoid recruiting issues
  • Added armour trader to ally skin bandits (find them in the HQ)
  • Added dialogue for Yamdu, Tengu and Koin
  • Fixed Noble Ohta going missing after world state change
  • Changes to UC world states
  • Added extra ally UC campaigns
  • Added ally UC bodyguards
  • Savant can now give you a certain unnecessary machine blueprint
  • The Hub now sells crossbow bolts

TRANSLATION

  • Japanese version fix for tooltips not displaying line breaks
  • Changed to a more readable font

Blog #27: Version 1.0 Release Date!

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The Big News

Lo-Fi Games is pleased to announce, after a long total of 12 years in development from the moment Chris first created it… Kenshi will reach full release 1.0 on December 6th 2018!

We want to thanks all of our fans from all around the world for their help in supporting us over the years, being patient with us, helping to refine Kenshi with feedback, bug reports, suggestions, and simply enjoying playing Kenshi and boosting us to create something huge.

The finish line is close, now is the last chance to make your voice heard to really help us make Kenshi the best we possibly can. We aren’t taking feature requests anymore and we won’t be adding in any more gameplay features but we’ll be focusing on fixing the last of the bugs and irregularities. Reporting any odd gameplay issues, bugs or imbalances will be massively valuable to us in these next few weeks. No matter how small you think an issue is, or whether you think it’s already been reported, send it in to us anyway!

And don’t worry, even after the 1.0 release we will continue to support the game and work on any fixes we might have missed.

You can share your feedback with us via the Steam forums or our official forums

*Please note that the price will be increasing from £12.99 to £22.99 at version 1.0.

Stable Branch Update

The main branch has also been updated to 0.99.15. Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Here’s what’s been added since 0.98.62…

0.99

The new map section is finally open! I won’t detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.
FIXES

  • An AI fix that should stop characters running off for no reason sometimes

0.99.1

  • Added a few missing armour crafts
  • fixed 2 inaccessible towns (import game if not fixed)
  • fixed staff weapon reach

0.99.2

  • Added leather and chain shirts for the Hivers
  • Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
  • Added a new hat

FIXES

  • Fixed random camera jumps when tracking a character
  • Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the “murder detector” was too sensitive.
  • Fixed dead animals appearing in trader list
  • Fixed NUM+ keybind not saving
  • Few other small fixes and a crash fix

0.99.3

  • Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
    Engineer job doesn’t automatically repair destroyed buildings
  • Japanese translation update
  • Portugese translation update

0.99.4

  • Added L/R mouse button swap option, for left-handed mousers
  • Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
  • Headgear can now have stealth bonuses, but not penalties
  • Fixed player towns sometimes becoming undiscovered on import
  • Fixed crash if mounted building doesn’t exist
  • Fixed a crash in build mode

0.99.5

  • Update to the RTWSM shadow system, improves a lot of the shadow glitches
  • Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
  • Fixed a crash when trying to load corrupt save
  • A few pathfinder/movment fixes
  • Stopped having no shoes affecting ‘looks like a slave’ if you can’t wear shoes
  • Fixed Tinfist not talking
  • Fixed unique prisoners not spawning (requires import)
  • Fixed an NPC duplication bug
  • Fixed slavers continually picking up and dropping targets that are ‘staying low’
  • Fixed Anti-slaver ally bodyguard bug
  • Fixed King Gurgler’s head value
  • Fixed endless dialogue with Crab Queen
  • Added Mourn barman dialogue
  • Fixed Shek pacifier not increasing relations after being paid
  • Fixed Esata leading a war campaign against player ally base
  • Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
  • Changed enemy faction relation penalties for certain alliances. This means you shouldn’t get armies marching to your base simply for allying with a faction. Unless you’ve murdered their friends.
  • Balances to Holy Nation assault repetitions
  • Added Holy Flame to holy bar shop inventories
  • Additions to Boss Simion’s dialogue. He now recognizes carried nobles
  • Adjusted Luquin’s stats to avoid recruiting issues
  • Added armour trader to ally skin bandits (find them in the HQ)
  • Added dialogue for Yamdu, Tengu and Koin
  • Fixed Noble Ohta going missing after world state change
  • Changes to UC world states
  • Added extra ally UC campaigns
  • Added ally UC bodyguards
  • Savant can now give you a certain unnecessary machine blueprint
  • The Hub now sells crossbow bolts
    TRANSLATION
  • Japanese version fix for tooltips not displaying line breaks
  • Changed to a more readable font

0.99.6

  • If you named your faction “Spiders”, your characters would randomly turn into spiders
  • Burning damage no longer affects robot limbs
  • Holy Citizen start now has a holy flame book and better relations. Also you can now buy “the holy flame” from traders in the holy nation
  • Added “harpoon limit” to the graphics options
  • Tweaked ancient science book distribution so it doesn’t go mostly to the ashlands (needs import)
  • Fixed flickering buildings bug
  • Tweaked AI for inquisitors and nobles to stop them patrolling and getting lost
  • Fixed town allocation when starting your outpost by building walls
  • Fixed construction scaffold shadows for some building material modes
  • Fallback RTWSM shader if tessellation unsupported
  • Fixed __DEAD_SQUAD__ sometimes appearing on load
    TRANSLATION
  • French, German, Russian, Portugese added some missing wordswaps

0.99.7

  • Fixed some bars not being used by AI
  • Fixed a bug that would have randomly prevented dialog from triggering with repeat limits
  • Fixed some campaign chains getting broken due to duplicate triggers being disallowed
  • Fixed some campaigns not triggering if player base is nearby to a ruined town of that faction
  • Fixed a crash

0.99.8

  • Fixed hivers being able to wear human shirts
  • Fixed unique NPCs getting lost forever when disappearing in the wilds. Now they will turn up back home when they escape captivity etc. (import required to replace any missing unique NPCs)
  • Another bug fix that should stop NPC squads sometimes getting doubled
  • Fixed thief fence not refreshing money
  • Fixed NPCs getting stuck carrying characters

0.99.9

  • Hive princes can no longer eat foul meat, because they are too good for it. Also they now have 80 HP
  • Fixed characters randomly not eating
  • If you buy a normally-hostile type of slave or prisoner such as a bandit, he will no longer be attacked the moment he leaves his cage
  • Fixed the “grouped” movement speed orders affecting characters when they weren’t part of the group, eg when someone goes off to operate a machine
  • Also fixed a crash
  • Fixed attributes in character stats window displaying incorrectly for animals
    FCS
  • Fixed search function not working properly in translation mode

0.99.10

  • Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
  • Fixed the slave AI in the holy mines
  • Gate guards are a bit stronger
  • Some of the more mild mannered factions should no longer bash your gates down just to casually get past
  • Increased number of simultaneous attack slots for some of the larger creatures
  • Added “training” category to the building options
  • Made final boss a bit harder
  • Added separate factions to Shark bar fights to avoid town civil war outbreaks
  • Fixed being unable to talk to Grey
  • Added dialogue to Bo
    TRANSLATION
  • Updated the base translation data, some dialogs were missed
  • Update to the FCS to fix some related translation problems

0.99.11

  • To help town guards from getting gradually worn down and killed off, leading to town depopulation, gate guard squads can now regenerate over time (as the town would have assigned new guards). Doesn’t yet work if you are permanently resident in the town.
  • Fixed a bunch of crashes

0.99.12

  • Bandit squads used to “occupy” your town in spirit, even if they failed the assault, causing bugs and nuisances. Now they won’t occupy the town if they are defeated first.
  • Fixed a bug with unique characters that join the player getting incorrect world states, which could trigger the wrong dialogs and war campaigns.
  • NPCs can no longer enslave, loot or butcher anyone while they themselves are playing dead
  • NPCs on turrets will now also shoot anything attacking their fellow residents, sometimes they wouldn’t help if they were different factions
  • Fixed another random “not eating in town” bug
  • Shrieking bandit relations can now deteriorate, so they don’t stay neutral forever
  • Lockpicking a slaves shackles now correctly counts as the crime of “slave freeing” rather than burglary
  • Removed player hauling job from general storage
  • Fixed carried characters disappearing when character edtor opened
  • Fixed beard colour on character model for some hairstyle combinations
  • Finished the ragdoll for the land bats
  • Fixed crash moving characters to squads that were saved empty
  • Items on buildings drop to the ground when the building is dismantled

0.99.13

  • Mouse buttons are now reconfigurable
  • More fixes to stop Shark town destroying itself
  • Fixed trade caravans going to some bandit hideouts and starting a fight
  • Fixed town reaction changes sometimes missing part of the town when the town covered multiple zones, so would keep some old residents
  • Kidnapping slaves now counts as “slave freeing” rather than kidnapping
  • Fixed inaccessible roof of the metal wall-house

0.99.14

  • Improved some aggro/law based stuff:
  • Neutral “Military” NPCs no longer have legal immunity unless they are from a town resident faction
  • The act of enslaving now counts as a crime, but only when it’s in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
  • Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn’t mean you can just attack them unprovoked though.
  • Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
  • Slaver caravans won’t take slaves from cages in towns that aren’t slavery friendly
  • Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
  • Anti-slavery factions will fight to free their allies from slavers if they see them get captured
  • Fixed some AI bugs where law enforcers wouldn’t deliver their catches to cages and would get stuck in other tasks
  • Fixed a crash with NPC AI looting
  • GUI buttons no longer pressed on mouseup after drag-selecting
  • Added import Relations option to import game

Update 0.99.23 Out Now

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Update 0.99.23 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

0.99.16

  • Fixed up the slaver AI for the reaver HQ, also passing reaver patrols can gather up more slaves from the cages
  • Slaves no longer protect allies if in obedient slave mode
  • Slaves now get totally balded, because it looks more slavey
  • When an ex-slave finally reaches not-slave status, his hair grows back
  • Fixed imprisoned characters being set as slaves if they were once a slave before, when they shouldn’t be, eg in police cages
  • Fixed not being able to loot bodies while crawling
  • Fixed bar NPCs not healing themselves when wounded
  • Character stats window updates progress when open

0.99.17

  • Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
  • A crashfix

0.99.18

  • Fixes for the Slave escape AI
  • Fixed the western path to Worlds end
  • Fixed slavers taking player’s prisoners
  • Fixed stealth KO on prisoners setting them free
  • Fixed stealth KO on prisoners providing massive easy XP harvesting
  • Fixed broken navmesh in Tower of abuse, infested lab and far east tech lab
  • Fixed a rare random crash in the engine code
  • Fix for Hive hut doorways sometimes getting blocked

0.99.19

  • Added in some missing armour/clothing crafts
  • Tweaked some bounty character’s wanted factions
  • A general AI fix that might have seen them running off to far away buildings
  • Another fix for AI campaigns where they go home without raiding your base first
  • Fix to prevent gaining stealth xp from the person you are carrying
  • Prevented slavers from beating up obedient player slaves when another player in the same squad was getting beaten
  • Fixed a crash when you kidnap a unique NPC and return to their town or something i dunno but i fixed it

0.99.20

  • You can now use tools or brute strength to unlock any lock, door, cage or container. Good for treasure hunters, not so good for thieves. Now non-thief characters won’t feel forced to learn lockpicking
  • Tools are more heavy and expensive than before
  • Tools are single use, they break after opening the lock
  • Using tools is really slow
  • Brute strength only really works with very very strong characters on weak locks (strength needed = 3 x lock hardness)
  • travel shops now sell tools
  • Severed limbs are now properly bloody
  • Fixed hive interiors not showing
  • Fixed bandits not looting food from containers
  • An AI fix for certain gate/wall configurations
  • A fix for AI attacking freed slaves that should be no longer hostile after freeing
  • Fixed the corrupted item icons on ATI cards
  • Slightly more fishmen
  • Slaver cages have better locks, ancient safes have slightly easier ones
  • Fix for campaign data that got some values mixed up, resulting in traders being “war leader” for example
  • Fixed the blurry item icons
  • Tweaked GUI line spacing to try to fix main stats panel on some resolutions
  • Fixed put-in-bed order overriding dismantle order if carrying someone
  • Added sfx to NPCs buying stuff

0.99.21

  • Fix for a suspected crash

0.99.22

  • Escaping from an evil faction cage, like cannibals, no longer tags you as an escaped prisoner
  • Fixed using strength or tools to break out of prisoner poles
  • Fixed tooltips not showing for the “committing crime” and “escaped prisoner” panels
  • Fixed name truncation on character portraits for multi-byte characters
  • Update to the roads to fix NPCs getting stuck with long-range travel

0.99.23

  • Terrain and navmesh updated, probably nothing noticeable, move along

Update 0.99.26

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Update 0.99.26 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

0.99.24

  • Artifact items quantity assigned to locations is directly proportional to town value rather than random (rewards more consistent) (optional: requires import to see changes)
  • AI fix for cases when a base had only one gate and the AI wouldn’t go through
  • When other factions take over a Holy Nation town they break all the emperor statues
  • Fixed the city hero gangs not harassing players
  • Fixed EV_I_SEE_ALLY
  • Fixed indoor combat stat penalty
  • The non-violent food raids go home rather than hang around your food barrels for 4 hours
  • Fixed the Mongrel building in Black Scratch
  • Fixed loading screen when window resized
  • AI fix for guards that dont put the criminals in cages and just hold them while in shopkeeper mode
  • Untestable fix for “give up chase” dialog event triggering when people are just fighting and not even chasing
  • Road editor handles locked roads

0.99.25

  • Fix for raid campaigns repeating their announcement dialog instead of leaving/attacking
  • Floating damage numbers now include the cut-stun efficiency damage factor
  • TRANSLATION
    -Searching for text in FCS translation mode selects the line when dialog is opened
    -Japanese updated

0.99.26

  • AI shopping should now work, traders should buy stuff from your shop counters, NPCs will visit your town if it is set to public
  • Fix for characters being magically freed from cages after healing
  • Walls now twice as tough against smashing
  • Rare fix for AI getting stuck when pathing back home to a locked up base
  • Stopped captured NPCs disappearing on load when their town is destroyed
  • Prisoners who escape from cages will now bash their way out of locked doors instead of getting confused
  • TRANSLATIONS
    -Japanese rolled back due to errors, will update again soon

1.0 Out Now!

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Kenshi version 1.0 is now out!

After 12 years of working alone, working as a six man team, shrinking back to a four man team, and suffering the dreaded year-long pathfinding update disaster of ‘15… we kept going til the end and we finally hit version 1.0.

We want to thank all of our players who have spread the word, supported us along the way and never given up on us during our long development. And of course we want to give a special thank you to all of our moderators (Shidan, Hatsune and Lumi) and contributors (Gauthier, Vlad, Yuri, Yayoi, YangFu, Egoisto.j.k, Tanishi, Urakata and many more!) who have given us their time and help to make Kenshi as good as it can be.

We will still be supporting Kenshi so if you do come across any technical issues we may have missed, just make a report in the bug forums and we’ll look into it asap.

Happy explorations 🙂


Update 1.0.10 Out Now

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Update 1.0.10 is out now!

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

1.0.1

  • French missing data updated

1.0.2

  • Fixed again that pesky bridge in Rebirth
  • A fix for the AI constantly alternating between self preservation and another task
  • Announcement dialogs shouldn’t get repeated, but if they do it won’t keep snapping the camera to the location anymore, only once per raid
  • A fix for characters in crowds sometimes getting pushed through walls
  • Buildings town reassigned when new player outpost created (for walls). If you built your town walls before anything else they would be assigned the wrong town and the AI builders would ignore them.
  • TRANSLATIONS
    • Spanish tweaks
    • French update

1.0.3

  • A small number of people are getting an unexplained random crash, this is an experiment to see if something we did fixes it
  • A bug sometimes gives player buildings the wrong town, not sure how but sypmtoms of this will be the AI not getting food or items or building things. With this update you should be able to fix any broken towns by importing.

1.0.4

  • Fixed being able to reorder research to skip prequisites
  • Fixed multi-line datapanel text overlapping
  • AI fix where a crippled character with un-healable legs would still keep trying to heal them
  • Fixed some bugs with corpse disposal AI
  • Slaves can no longer claim bounties on other slaves in a slave camp
  • Fixed an AI bug in Okran’s Shield where prisoners were all getting piled up by a be
  • TRANSLATIONS
    • Japanese, french, german, portugese, spanish missing data updated

1.0.5

  • Combat spark effects added
  • “Entered new biome” notification sound
  • Fixed a crash that could be caused by a bad mod

1.0.6

  • Truncated research data panel lines if name is too long
  • AI fallback for bad nest locations
  • Fixed game crashing if install path has non-ascii character
  • TRANSLATIONS
    • Changed the launcher saying spanish was incomplete, because it’s not, it’s finished
    • Spanish tweaks for some stat names being too long to fit on their GUI lines

1.0.7

  • Fixed the City Hero gang waiting for you by the wrong gate in Heng.
  • If you defend yourself from the City Heroes or similar bandits you should no longer get attacked by the guards
  • Fixed carpets disappearing from your buildings on re-load
  • 2 crash fixes, one caused by re-ordering the research list

1.0.8

  • A fix that should solve the problem of buildings and walls sometimes getting assigned to the wrong town, which led to bugs like characters not getting food or not building things
  • Nests can no longer spawn in inaccessible locations
  • More NPC AI fallback for bad nest locations
  • The point at which your health causes you to go into a coma, based on toughness, is now moddable in the FCS: [“max toughness ko point”
  • TRANSLATIONS
    • German update

1.0.9

  • Lots of AI fixes for police, so they shouldn’t now forget to heal or release any prisoners
  • Fixed animation modding crash
  • Fixed gamedata modIndex value for modded animation load orde
  • TRANSLATIONS
    • Japanese update

1.0.10

  • Font scaling should be improved, increasing font size should no longer over-increase the line spacing
  • The font scaling slider in the options should no longer crash
  • Fixed animals sometimes replying to human speech
  • Fixed the bridge in Rebirth (again)
  • Doors use name of parent building in context menu
  • AI fix for inacessible walled off towns with an internal gate

Update 1.0.13 Out Now (Experimental)

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Update 1.0.13 is out now on 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, instability.

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

1.0.13

  • Small AI performance optimisation, prevents cases where your frame rate could get destroyed if you were running a huge base with 100’s of machines.
  • Fixed crash if character name uses missing wordswap
  • Also only show one error message per missing wordswap
  • Fixed game not exiting after failing to save.
  • Back thread save icon not stuck on when failing to save
  • Fixed platoons not saving if faction name contains *
  • TRANSLATION
    • French and Russian corrections

Blog #28: New Horizons

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Kenshi Post Launch

How has the Kenshi 1.0 launch gone since December? We think it’s gone pretty good!… Kenshi has been getting some amazing attention since release and we’ve been making enough sales to fund future projects. We’re especially enjoying the reception from our fans, plus fan art and fiction on the Kenshi subreddit since it’s subscriber count blew up to over 12,000!

We’ve been seeing some amazing Let’s Plays from Cohh Carnage, Rycon, Robbaz, Darkosto, Kokoplays, Matthas, and Waiwai, plus more. Not to mention there are too many mods for us to even keep track of. Our average play time is 50 hours per player and we made it to the top 250 reviewed games on Steam in 2018! Plus we had some great articles including The Guardian,  PC Gamer and RPS’s Bestest Bests. All in all, the interaction from our fans has been a great inspiration and motivator for us in these past few months, and we can now proudly say, after the bad rep associated with early access games, we did good on our promise as an early access indie developer.

New To Lo-Fi Games

With Kenshi’s great success, we’ve since expanded our team to begin work on our next project. But hey, that’s still a secret for now…

We now have Vitali, our new 3D Artist, joining us remotely, and hopefully an extra programmer very soon to join us in our UK office. We also have a team of concept artists working with us. Among the various studios we hired was  Studio 5518 who we discovered after finding their own Kenshi fan art – Some of you may recognize this glorious piece of Holy Nation fan art which we shared on our social media some while ago:

Coming up

Before we get too far ahead of ourselves in new projects, we’re still continuing with bug fixing thanks to player bug reports and feedback. We won’t be forgetting Kenshi anytime soon. A Japanese localisation re-haul is also due out this spring, which will address the odd translations and inconsistencies reported to us last year. Likewise, expect a slightly improved French update this spring too.

We’re also working on some merchandise designs for our official shop, due open in the coming months. We’ll be keeping the prices as affordable as possible to thank our fans for all their support, and just because we wanna see you all wearing Kenshi t-shirts. We ran a poll on our Twitter page and after input from our fans, we’ll be carrying on more designs based on the requests we got back.

 

Happy tech hunting!

 

Update 1.0.19 Out Now

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Update 1.0.19 is out now!

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

1.0.14

  • Japanese translation updated (proof reading 70% complete)

1.0.15

  • Fixed characters using low lod terrain height when jumping across the map (could cause characters to appear in weird places, like private buildings if they were in squin)
  • Fixed characters moving super fast after colliding with sloped navmesh edge (could cause who know what kinda issues)
  • Crossbow xp only increases if target is in range (exploit fix)

1.0.16

  • Fixed crash when recruiting someone if leader is following unloaded character
  • Town override states updated on import – fixes towns in map screen
  • Tweak for previous fix in .15

1.0.17

  • Pick lock task now displays 0% if below minimum lockpick threshold
  • Stopped import recalculating player town on buildings that don’t create towns
  • 2 crash fixes

1.0.18

  • Fixed navmesh issues in spider factory and Bastion
  • Fixed treasure not spawning in spider factory

1.0.19

  • Fixed dismantle button not showing on empty containers
  • Fixed odd behaviour when switching to overlapped armour meshes
  • Fixed crash in peeler machine when chracters dont have 7 body parts
    TRANSLATIONS
  • Portugese tweaked to fit GUI, translated tips
  • Russian update

Update 1.0.22 Out Now

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Update 1.0.22 is out now! 1.0.23 is out on the experimental opt-in branch.

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

1.0.22

  • Changes to save file system to attempt to reduce saving errors caused by windows file locks
  • Fixed NPC’s hitting many times at once if you get in a cage during their attack, causing instant death
  • Fixed player orders to bash gate
  • Fixed override towns not updating public state, which could result in aggressive town AI after a faction takeover
  • Fixed items in buildings being unowned if you import the game inside a building
  • Fixed crash if modded skeleton files are missing
  • Fixed a crash in character editor
    FCS
  • Added a check all/active/none button to mod selection
  • Characters can be spawned with robot limbs
  • Fixed a crash exporting translations
    TRANSLATIONS
  • Updated gamedata.pot
  • Japanese update

1.0.23

  • Fixed toggling block,hold,passive,jobs buttons not always working as expected
  • Fixed stealth KO animation restarting without moving if you try to KO someone else
  • Added “toggle HOLD” keybind
  • Characters spawning with robot limbs can be optional
  • Fixed all limbs being missing for characters spawned with at least one robot limb
    TRANSLATIONS
  • Japanese translation complete
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