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Offline Asid

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Kenshi
« on: May 12, 2017, 03:26:12 PM »


“A free-roaming squad based PC game with RPG elements, focusing on open-ended sandbox gameplay features rather than a linear story.
Choose to be a thief, a bandit, a rebel, a warlord or a mercenary.
You can be a trader, a doctor, a peacekeeper, a business man, an explorer, or a mere slave...
The list goes on, but you've got to stay alive first...


Official Site: Here
Official forum: Here
Steam: Here
Youtube Channel: Here

Free Demo: Here


Single-player sandbox


Beta Trailer (30/03/16)



V0.50 progress trailer Trailer



About This Game
A free-roaming squad based RPG. Focusing on open-ended sandbox gameplay features rather than a linear story. Be a trader, a thief, a rebel, a warlord, an adventurer, a farmer, a slave, or just food for the cannibals. Research new equipment and craft new gear. Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business. Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert. Train your men up from puny victims to master warriors. Carry your wounded squad mates to safety and get them all home alive.


Features

Character Customization



Edit your characters, build up their strengths and watch them endure and grow. Train Your Skills in Robotics, Thievery, Engineering, Medicine, Weapon Smithing and more!


Squad-Based Control



Play with one character or control a whole team; an army, even. Combat is Real-Time Strategy style with a choice of ranged and melee fighting styles


Build Your Base



Create and run your own city, manage an empire or simply wander the lands as a lone drifter. Research upgrades such as industry tech, weaponry crafting and trade goods


Wounds Affect Gameplay



Complex medical system where injured characters limp, crawl, bleed to death or pass out from starvation. Stem blood loss to avoid predators and carry your wounded squad mates to safety


Open-ended Gameplay



An original sandbox world. Lay siege as a warlord or make your riches as a trader… There are endless game style possibilities and the world will never stop moving


Train hard



There is no level-scaling, the world does not level up along with you. At the start of the game almost everyone will be stronger than you and you’ll have to use your cunning to survive


Survive



Escape capture from deadly slavers & cannibal prisons, rescue your squad mates from grisly death and get them all home alive


Start A Faction



Keep to yourself, form an alliance or oppose other factions and territories of the world… good or bad


And Much More To Come…



See our roadmap to read more about upcoming features…
« Last Edit: January 21, 2019, 05:48:34 PM by Asid »

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Offline Asid

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Re: Kenshi
« Reply #1 on: May 13, 2017, 03:32:20 PM »
Dev Blog #21: Diplomacy
11 MAY   - KOOMATZU

So, it's been a while since our last dev blog, mainly because we've been working on bug fixes (hence the more frequent updates), and not-so-bloggable bits and pieces. But bug squashing aside we now have a few upcoming features to share. So, what are our plans coming up to release this year? Since Kenshi’s optimization and engine upgrades are in game and all finished, we’re now down to the last few to-do’s on our list: Localisation, Diplomacy and, of course, the last half of the map with all it’s shiny new content - no major new factions but plenty of new towns and dangerous lands to explore.

Translation
With thanks to Dominic Wirth, Yuri Nikolai, Vladimir Byzov (Aka Sol Lignum), Marie Libert and Paola Grana, we’re working on Portuguese, Russian, Spanish, German and French official translations. Given the potential 250,000 word count, however, don’t expect full localisation for six months from now at the very least.

New map
The desert is returning to us, people. Those who mourn the old map should be pleased to hear that a rather large chunk of the new area will be more ‘traditional’ in desert style. i.e. less rocky, more sandy.

And the rest of the map? Well, that’s for you to explore yourself, don’t get greedy now.

Diplomacy
This is the last big important feature coming to Kenshi. It's a little tricky to plan given that Kenshi lies somewhere between RTS and RPG in play style, so we’re going to need to work differently to most games. Typically in RTS games, you start off with some sort of world presence, putting you in a believable position for bartering with neighbours. This is the missing piece that we need in order to keep diplomacy interesting while also keeping some sort of realism to the world of Kenshi - why would a dominant world power, for instance, be interested in an alliance with some nameless chump armed with nothing but a rag loincloth and a rusty sword? Well, There are a few ways.

First off, we have player town level, a way for your character to build (literally) a presence in the world so that they might actually peak a diplomat’s interest, earn their place as a reputable power in the world. Secondly, we have wealth: depending on each faction (i.e. the greedier nations) this may include town taxation or simply buying your way into their black, dead corrupted hearts. Potentially, this may also include base visits where you can offer tribute or hand over prisoners. And, last but not least, our next main route to an alliance (if you're feeling particularly badass) is through kidnapping/murdering their most powerful enemies... Take any of these paths to impress a faction, and they should willingly make a formal pact with you - so long as you’re not sleeping with the enemy.

But! What in Narko’s hell happens to the Okranites, for example, if you take down the Holy Phoenix himself (blessed be his name)? This is where another complex web of reactions come into play. The paladins might retaliate and send a particularly angry assault to your base, whilst your United Cities allies might simultaneously send an army to defend you from that very attack - you’re a valuable and respected ally in their plans after all. And then what? What becomes of the holy plains? Do the downtrodden women of the nation start a violent man-hunt? Do the lands erupt into a colossal Narko-worshipping skeleton orgy? Or do the Okranites simply pick themselves up, brush themselves off, replace the Phoenix with his reborn child successor and continue burning she-devils and foreign heretics? That, my friends, you’ll have to find out for yourselves.

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Offline Asid

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Re: Kenshi
« Reply #2 on: May 22, 2017, 07:01:02 PM »
0.95.40 Out Now
Kenshi - Koomatzu

Now on the stable branch:

0.95.36
•   Can loot backpacks on the ground
•   Acid damage changed to stun damage to prevent constant AI healing attempts
•   Can only put empty backpacks inside other backpacks
•   Fixed un-enterable armory in Mongrel
•   Fixed placing characters in unbuilt beds and cages
•   Fixed Task_UnlockDoor doing nothing for cages
•   Fixed characters building nearby stuff without geting out of bed
•   Fixed infinite nest population bug
•   Player characters only get food from player owned containers
•   Fixed dropped items appearing on the floor above in buildings with low ceilings

0.95.37
•   Fixed the acidentally recruitable ninjas everywhere.  If you got any then you should free them back into the wild.
•   Fixed the Y-house roof
•   NPCs should now react properly when you free them from a prison
•   Fixed the missing Megaraptor
•   Fixed prisoners being immediately freed by law enforcers
•   Added Shek guards to collect bounties from

0.95.38
•   Borderless window option added to the launcher. True fullscreen mode re-enabled.
•   Fixed monitor selection sometimes not working
•   Sped up the speed of sawing through shackles (and fixed a crash)
•   River raptors in Okrans Pride mainly only spawn from nests now
•   Fixed the goat ragdoll
•   Removed a debug cheat game-start that was left in by accident

0.95.39
•   Temporarily disabled true fullscreen mode 'cus it's broken and I don't want new players getting confused

0.95.40
•   Fix for anyone with fullscreen mode set in their cfg getting broken screen resolution
•   gorillos are a bit stronger
•   Fixed a case where animals could freeze in combat against someone in defensive mode
•   Fixed the inability to path inside the metal warehouse building

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 :)

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Offline Asid

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Re: Kenshi
« Reply #3 on: June 20, 2017, 05:09:11 PM »
Update 0.95.43 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.95.43 out now on Experimental branch! 0.95.42 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.

0.95.41
•   Fixed bounty clearing immediately when you get put in jail, resulting in no GUI info
•   Fixed Shek guards attacking you on sight because they remember something bad you did ages ago
•   Turret accuracies tweaked to require more skill
•   Turret max reload speed now more skill dependent because it no longer uses "accuracy perfect skill" to adjust
•   Added missing acid protection to all the Plate Jackets
•   Samurai body armour chest coverage changed from 90->100%
•   Fixed random crash on loading mid-game

0.95.42 (Stable)
•   Fixed a bug that could potentially make a savegame crash on load

0.95.43 (Experimental)
•   lights no longer consume power during the day
•   made cannibals slightly stronger
•   Reduced instances of town guards overzealously attacking you for tresspassing in private buildings
•   Fixed town radius not expanding correctly (causes all sorts of weird problems)
•   Fixed selling and buyback prices for stolen items
•   You can now use medkits from your backpack
•   Fixed item group placement orientations
•   Right click menu on doors is only instant when locked
•   Fixed duplicated node removal
•   Fixed reversed animations not starting (specifically put down character)
•   Fixed some patrols never starting
•   Added 'I dont have a splint kit' character message
•   Fixed characters colliding with who they are carrying (caused jitter on pickup)
•   Added level editor save warning when player towns exist
•   Fixed duplicated town nests when loading
•   Fixed nests being diferent when loaded from ingame menu
•   Fixed occupied nest cages being duplicated when loaded
•   Fixed speed groups not being created for characters loaded in group speed mode
•   Fixed harpoons being drawn before thier material is set up
•   Added loading progress bar
•   Fixed paying for beds again when loading
•   Fullscreen mode re-enabled

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

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Offline Asid

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Re: Kenshi
« Reply #4 on: June 28, 2017, 05:01:05 PM »
Update 0.95.44 (Experimental)
Kenshi - Koomatzu

Update 0.95.44 out now on Experimental branch! As before, 0.95.42 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 to experimental, please be aware of bugs and general unstableness.

0.95.44

OPTIMISATION
•   Huge terrain system optimisation, frame rate should be better when looking at the horizon now, and also more detailed. Unfortunately won't do much good for those with slow systems who already have the view distance and terrain detail way down.
•   Secondary lod threshold for distant terrain
•   Initial loading state continues until everything is loaded
•   Changed slow startup load sequence to happen behind splashscreen logos
•   Some general small optimisations to the code

FEATURES
•   Replaced "chase" button with a "jobs" enable button, so you can stop your characters trying to run back to base to do their jobs when they are away from home
•   Dropping an character who isn't an ally now knocks them out, to help with capturing slippery bounties
•   Characters now prioritise eating higher-grade food first
•   Mouse traces ignore collision of destroyed building walls
•   Added some of the system messages to the dialogue log window

FIXES
•   Added borderless option to ingame options
•   Shop signs no longer clickable, causing characters to pathfind upstairs instead of to the ground floor
•   Fixed crosbow strings flickering
•   Fixed the non-aggressive armory spiders
•   Fixed some missing cannibal village squads, and possible cannibal raids not activating
•   Fixed a crash when loading games in the GOG release
•   Fixed random flat foliage
•   Rewritten interior building placement building collision checks
•   Fixed corpse flies sometimes not appearing
•   Fixed the random missing apostrophes
•   Fixed placing buildings on top of foliage rocks with collision
•   Fixed material when dismantling non instanced buildings
•   Fixed buildings with offsets in build icons

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 🙂


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Offline Asid

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Re: Kenshi
« Reply #5 on: June 29, 2017, 04:22:26 PM »
Update 0.96.1 (Experimental)
Kenshi - Koomatzu

Update 0.96.0 out now on Experimental branch! As before, 0.95.42 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 to experimental, please be aware of bugs and general unstableness.

0.96.1
•   Fixed the "show markers" option not being saved properly
•   Made the new hideous green markers a little more subtle. Our artist is on holiday, he will fix them up nice when he gets back.

0.96.0
•   Added character mouse movement and camera rotation markers (designed to help beginners, disable them in the options if you don't need them)
•   Halved the athletics penalty of samurai armour
•   The bread oven is now automated, but cooks at half the speed
•   AI must get up before applying first aid
•   Fixed arm ragdoll with damage from blocked punches
•   Paried punch sound no longer metalic with sparks
•   Added loading progress bar
•   Fixed a potential rare AI bug with certain gates built on slopes

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

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Offline Asid

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Re: Kenshi
« Reply #6 on: June 30, 2017, 05:27:19 PM »
Update 0.96.2 (Experimental)
Kenshi - Koomatzu

Update 0.96.2 out now on Experimental branch! As before, 0.95.42 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 to experimental, please be aware of bugs and general unstableness.

0.96.2
•   Construction shops now have blueprints for most of the decorative furniture like tables and carpets
•   You can now build a lot closer to ruins
•   Placing buildings now has an adjustable slope-matching setting, so you can make more upright buildings
•   The disable jobs button now doesn't disable medical type jobs

FIXES
•   Fixed a bug that was preventing victims from screaming when they were being eaten alive.
•   Fixed furniture sometimes not being buildable above floor 0
•   Fixed some talking animals
•   Possible fix for escaping fog men tagging you as a criminal

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Offline Asid

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Re: Kenshi
« Reply #7 on: July 06, 2017, 04:32:26 PM »
Update 0.96.5 (Experimental)
Kenshi - Koomatzu

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

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


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Offline Asid

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Re: Kenshi
« Reply #8 on: August 04, 2017, 12:34:16 AM »
Update 0.96.12
Kenshi - Koomatzu

Apologies for the delay posting the patchnotes - Yesterday's 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 harrass 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 :)


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Offline Asid

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Re: Kenshi
« Reply #9 on: August 04, 2017, 12:35:18 AM »
Dev Blog #22: Unlocking The North
Kenshi - Koomatzu

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.

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Offline Asid

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Re: Kenshi
« Reply #10 on: August 25, 2017, 03:10:01 PM »
Update 0.96.18 (Experimental)

Update 0.96.18 is out now on Experimental branch! 0.96.11 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 and general instability.



Features
•   Diplomacy dialogue of all major factions now added. You should now be able to trigger dialogue in HQs of the swamp, Holy Nation, Shek Kingdom and Flotsam Village.

Fixes
•   Fixed Shek HQ dialogue not triggering in 0.96.17
•   Fixed the random lag problem from 0.96.17
•   Tweaked the medic AI so it shouldn't run off too far
•   Fixed crash when approaching a certain village
•   Bit of memory clean up for stray homeless squads
•   Altered the player AI to choose nicer beds to sleep in
•   Stopped medkits increasing charges when skill is > 100
•   Unique NPCs that escape captivity can now travel all the way back home to resume their lives
•   Fixed foliage showing inside the ancient lab
•   Fixed escape menu fade out not being full screen
•   Fixed expand stats button becoming stuck on screen
•   Fixed a crash on exit for turrets

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Offline Asid

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Re: Kenshi
« Reply #11 on: September 06, 2017, 05:35:19 PM »
0.96.21 Out Now (Experimental)


Update 0.96.21 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.

0.96.21
•   Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
•   Tweaked dust settle amounts
•   Stopped mounted buildings in towns from creating player outposts inside the NPC town
•   Fixed character name tags appearing in character editor
•   Stability fixes

0.96.20
•   Added font size option slider
•   Fixed a bug where NPCs could sometimes get moved through walls when running off-screen. This was the bug many people thought was enemies spawning in their bases. Should now be fixed.
•   Fix for animal animation bugs, especially for leviathans
•   Few fixes for windmill audio
•   Fixed corpse flies audio positioning
•   Fixed expand stats button appearing when gui is hidden
•   Fixed paladins not having their gear set as uniforms

0.96.19
•   Hotfix for the farm growth rate bug caused by an optimisation in 0.96.18
•   Fixed the Rebirth slave delivery AI


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Re: Kenshi
« Reply #12 on: September 07, 2017, 06:18:17 PM »
0.96.22 Out Now (Experimental)
Kenshi - Koomatzu
(6th September 2017 Patchnotes)

Update 0.96.22 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.

0.96.22
•   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
•   Pretty sure that the goats were eating themselves
•   Some small fixes

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Re: Kenshi
« Reply #13 on: September 18, 2017, 06:54:49 PM »
0.96.26 Out Now
Kenshi - Koomatzu

Now available on the main branch...


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


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Offline Asid

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Re: Kenshi
« Reply #14 on: September 28, 2017, 01:22:07 PM »
New map section released for "Experimental" build
27 SEPTEMBER - CAPTAIN DEATHBEARD

The north east corner of the map has now been unlocked, unveiling the United Cities lands, and some other special places to explore.

We'll be fine tuning it next as we get player feedback, we also need to fill out a few more of the new biome arrival dialogues.

It should be coming to the "stable" build some time next week.

0.97.0
•   Freakin' new map section released!
•   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
•   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
•   Bunch of small fixes and tweaks

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