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Kenshi
Asid:
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
Asid:
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
Asid:
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
Asid:
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
Asid:
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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