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Kenshi
Asid:
Community Update #43: More Merch, FCS Updates, Japanese Language Overhaul & More
Mon, 13 December 2021
And yes, there's some Kenshi 2 stuff in here too!
Greetings, oh followers of Kenshi, are you well? We hope so. Here in the UK we’re largely preparing for the festive season by hoping to Okran that Christmas isn’t cancelled for the second year running. Wish us luck and stay safe out there!
We promised we’d have an update to you as quickly as we could get it out there so here we are. We’re still working on a lot of top secret stuff we can’t yet talk about but here’s what we can show you:
Kenshi 2 Modding - District Divider
We’re doing everything in our power to make sure modders are going to be given a lot of the same tools we’re developing to create Kenshi 2. Here’s the district dividing tool for you to have a gander at. Sexy right?
This new system will allow settlements/towns/cities to be created with different districts for wealth, faction, race, you name it. Squads can belong to multiple districts or none at all. If you want a district in your NPC town for everyone called Dave, now you can!
Kenshi 2 Outtakes - Here Comes the Hotstepper
For the older players out there, you may remember how in Goldeneye on the N64, pretty much everything could cause an explosion if you looked at it for long enough (well, okay if you shot it a few times). Here’s our accidental tribute to that. It won’t be making it to the final product.
Kenshi 2 - Lighting
WARNING: THIS IS NOT EXACTLY HOW KENSHI 2 WILL LOOK. WE’VE MADE THESE PREPOSTEROUS LIGHTING CONDITIONS PURELY FOR THE SAKE OF SHOWING OFF TRANSITIONS.
Read on....
Asid:
Kenshi 1.057 and experimental FCS 2.1 update
Mon, 31 January 2022
Minor Japanese translation update plus FCS update in experimental branch
Small updates to Japanese translation in main branch plus experimental release of FCS v2.1.
FCS update currently found in experimental branch until next update.
FCS 2.1 Changelog:
Added documentation for FCS
Adapted from our own in-house documentation
Non-comprehensive, but it's a start!
Added improved item search functionality
Recursive property and reference searching
E.g.
find squads with more than 10 skeletons
(In Squads section) squad.v0 > 10; squad.race = skeleton
find research items with ingredients with values over 1000 cats
(In Research section) cost.value > 1000
Building shells requiring construction materials with ingredients that have a value over 100 cats
(In Building Shell section) construction.ingredients.value > 100
Added ability to search using Regex
e.g.
Find all dialogue lines with numbers in text
(In _lines section) text ? (\b[0-9]+\b)
Significantly improved performance of item filtering
Added an "Everything" section to search through all items at once
Added a new panel when translating conversations
Now displays what dialogue package references the conversation being translated as well as what event trigger can start this conversation
Added additional functionality to the "Set field" window
Can now remove references in addition to adding them
Can bulk modify values with addition, subtraction, division and multiplication
e.g.
Can now select all research items and halve the amount of items required to complete
Can select any number of weapons and multiply bleed damage multipliers by 1.5
Added spell check feature
Works for any multi line item property
e.g.
Descriptions for items, races, and buildings
Dialogue lines
Added option in merge window to show previously skipped changes
Added multi line display on single lines for change list and merge mod windows
Added ability to open items from the merge window
Added tree view for notes
Dialogue lines now parented to conversations
Added ability to more easily navigate merge and todo trees with arrows keys (left and right now expand and collapse nodes)
Added categories and filtering options to errors window
Added error reporting on more problems loading def files
Added number of errors to the errors window title
Added error to be displayed if fcs.def has invalid FCSEnum value
Added lots more error types as well
Added derived score to dialogue lines display
Added additional UI for Todo window, added delete option
Added ability to use Ctrl-A to select all items in a list
Added a reset columns function to turn off all custom columns at once
Added dialogue keyboard shortcuts
Ctrl+1-5 : change speaker
Ctrl+L : add line
Ctrl+I : add interjector
Added ability to restore backups when loading mods
Added modified dialogue lines under owning dialogue in change list
Added ability for TripleInt properties to be displayed with % signs
Added ability to show % symbols when displaying values in custom columns
Added copy dialogue line stringID action to dialogue editor
Added MODIFIED_MISSING item state
Added a warning when deleting an item with locked propertiesAdded check to stop accidentally trying to open hundreds of items at once
Added combined description panels in dialogue package editor
Added 'Expand Link' to dialogue context menu
Added warnings to a dialogue line translation when original text is changed
Added ability to change mod folder location in fcs_settings.def
Added ability for events to display descriptions from FCS_enums.def
Added assets folder path to fcs_settings.def
Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
Added restore option if a dialogue line was deleted by the active mod
Added additional checks to avoid creating invalid links when merging mods
Updated translation mode with new features/fixes
When updating duplicated text, a new option is given to update just the text in this conversation vs everywhere else
Opening a conversation no longer always opens a new form, if one is already open it is brought to the front
Updating duplicate text now refreshes all nodes/forms with updated text
Renamed ToDo toolstrip button to Notes and added an icon
Improved resizing behaviour of Errors window
Improved resizing behaviour of Notes window
Pressing down arrow key in 'add reference' window switches focus to item list
List References window opens all selected items when OK pressed
Clear changes command in error list resolves 'Modified item undefined error'
Listing references now shows what field item is referenced by
Added a bit more info when displaying what dialogue lines have effects that reference an item
Standardised descriptions in fcs.def when referencing val0/1/2
Sometimes we had val1/2/3 for extra confusion
Bug Fixes
Fixed custom column duplication
Fixed potential duplication of global settings and artefacts lists
Fixed todo list sometimes not filtering correctly
Fixed mod version number being overwritten
Fixed removed fields not appearing in misc section if there is a reference list of the same name
Fixed cleanup if there is a reference list with the same name as a removed field
Fixed system thinking a mod has changed if you just select a reference property
Fixed merge dialogue showing extra DELETED items
Fixed change list not displaying MODREF values correctly
Fixed some other incorrect uses of GameData Desc flags
Fixed custom column menu bug introduced by adding the reset command
Fixed reverting items not reverting all subitems
Fixed crash reverting subitems in change list
Fixed crash deleting items that own subitems
Fixed being able to modify locked dialogue packages
Fixed crash when cloning items
Fixed reverting MODIFIED_MISSING items
Fixed merge changes with only NEWREF or NEWINST data being tagged as conflicts
Fixed save file backups being deleted if save failed
Fixed exception opening missing reference errors in translation mode
Fixed bug deleting items that are deleted by a later mod
Fixed being unable to delete broken dialogue lines
Fixed being able to edit deleted line items
Fixed some issues with forms owned by merge dialogue
Fixed close all button making some windows unopenable
Asid:
Heaps of localisation updates, weight bug fix (CN), and font bug fix (global)
Wed, 22 March 2023
Small Localisation Updates for Spanish, Portuguese (Brazil), German, French & Japanese
We’re not officially updating Kenshi really, outside of the odd FCS update when we add transferable features for the Kenshi 2 version, but yet here we are.
Most of the updates are specifically for localised versions of Kenshi but we have a couple of minor additions that affect all versions:
First up, we’ve fixed an issue that caused the options screen to use the default font size when returning to the game after close, despite the options menu belligerently claiming it’s been changed.
Secondly, we've added some default keybinds to make SteamDeck/controller etc. configurations easier to set up. Simply press the button that resets your keybinds to these default settings and start customising from there.
Small Localisation Updates for Spanish, Portuguese (Brazil), German, French & Japanese
Lo-Fi’s Localisation Team has been steaming ahead since last October, after the new localisers for Spanish, Portuguese (Brazil), German, and Chinese (Simplified) joined the team. One of the first things they looked into, before tackling Kenshi 2, was to look into Kenshi’s non-dialogue related text, including UI, tips, and item descriptions for inconsistencies, mistranslations, and language-specific issues.
We are happy to announce that Spanish, Portuguese (Brazil), German, French and Japanese corrections are now completed with some of the key changes that are outlined below.
Spanish
There were many inconsistencies in gamedata, such as,‘‘blueprints’ translated into multiple words, and ‘Beak Things’ and ‘Skimmers’ translated into two different words. Beak Things are now consistently called ‘Pinchostruo’ and Skimmers ‘Patineto’.
Some mistranslated words are also corrected, including "Armour King’ changed from “armadura del rey” (the king’s armour)” to “Rey de la armadura”.
Some skill-related verbs such as ‘crafting’ and ‘farming’ are also using correct tenses.
Most of the lore-related notes and documents are re-translated and should be easier to read compared to the previous translations.
German
Quotation marks and ellipses (…) are now properly displayed. No more text gaps!
Translated previously untranslated text
Fixed text overflow on certain UI elements
Some incorrect skill name translations were fixed
Generic NPC names are now correctly gendered to match the NPC’s gender (for example: Bauer/Bäuerin, Söldner/Söldnerin)
Fixed many naming inconsistencies, including Rebirth and the Skeleton race
Skimmers now retain their English name and Skimsands was accordingly changed to “Skimwüste”
The “Gutters” faction is now correctly called “Ausweider”
Reworked many UI texts, item descriptions, tips and tutorials to fix errors and increase legibility
Portuguese (Brazil)
All the game interface (except dialogues) has been reviewed and polished in Portuguese. Players should notice several improvements to the previous translation, including:
Fixing of typos, grammar, and UI display issues (such as the infamous /OA/)
Consistency within gameplay elements (e.g., "equipe" instead of "grupo/equipe" for "squad") and lore elements (e.g., "Talho Negro" instead of "Arranhão/Talho Negro" for "Black Scratch")
Fixing of overflowing and cut-off text. There may be more work to do, but we’ve fixed what we could find
Generic NPC names now display according to the specific character's gender (e.g., "Padeiro" or "Padeira" for "Baker")
Instructional text and item descriptions have been mostly re-written for improved clarity
A few tweaks to give the Portuguese localization more flavour (e.g., instead of the awkward "areiaíche" for "dustwich", we now have "sandubareia")
French
A few fixes and improvements, such as:
Untranslated text that used to appear in English is now translated into French
Improved translation of some GUI elements
Fixed some errors with items and their descriptions
Generic names now display according to the character’s gender (e.g., "marchand" or "marchande" for “trader")
Japanese
Some untranslated texts have now been translated into Japanese. Speed-related displays such as miles/hr are shown in Japanese. Some instructional and help texts have been edited further for easier reading.
It’s been a long time coming, but the team wishes all players, new and old, to enjoy the new update that will make it easier to play Kenshi in their respective languages.
Item weight bug fix for Simplified Chinese
We’ve made a small but significant change to fix a bug that made the weight of items display incorrectly in Simplified Chinese; Previously, 1 kg was displayed as the equivalent of 1111 kg and 9 kg displayed as 1119 kg etc.
The weights of all items should now display correctly. Thanks to everyone that pointed this out.
Steam Spring Sale
That’s all for now, just a little space here for us to mention that we’re currently 55% off in the Steam Spring Sale. Catch you next time!
-55% £22.99 £10.34
Wed, 22 March 2023
Asid:
Kenshi 1.0.62 Patch Notes (experimental)
Thu, 23 March 2023
1.0.62 (experimental)
Town names are no longer saved so they can be changed by translations and mods
Characters can spawn with items in their belt slot
A fix for sometimes not playing the correct ambient audio bank
Fixed gui stats displaying differently when paused (for crossbows)
A mystery path following bug fix
Fixed game crashing when dialogue censorship was switched on
Changed default font size from 0 to 4
Fixed new game starts window displaying incorrectly with larger font sizes
Fixed a crash on exit
FCS
Fixed dialogue effects showing as invalid in translation mode for kenshi1
Fixed crash entering translation mode
Asid:
Kenshi is 55% off! Top tips for new players inside, new keyboard layout graphic
Mon, 12 June 2023
Midweek Madness Sale - 12th-19th June!
Start your week on a high note with Kenshi at 55% off! That’s right! From the 12th till the 19th of June, you can grab the title that one player with 1,964 hours on record called “weird”.
-55% £22.99 £10.34
Our reviews speak the true true
With waaaaay over a million players, a 95% positive review score from 69,000 reviews (nice), Kenshi might just be the non-linear, post-apocalyptic, open-world sandbox, base-building, limb loss simulator you’ve been sleeping on.
If you’re sat on the fence, just listen to some of the many reviewers with 1,000+ hours in Kenshi:
“It’s ok I guess” (1,147 hours)
“Pretty good” (1,913 hours)
“Please send help” (1,780 hours)
“It’s fine I think” (1,949 hours)
Kenshi?
Still unsure? Check out our Steam page for trailers, screenshots and the usual bumf. Or perhaps watch this Cool Kid Croc video to see a brave attempt at a 100-day solo run.
A brand spanking new Kenshi keyboard layout graphic
Here’s something for both new and old players alike - even the diehard fans might find something you didn’t know in here. It’s a brand-spanking new keyboard graphic (cue fireworks). Have at ye:
Printable Version
Getting Started in Kenshi
For those of you new to Kenshi…prepare yourselves for a harsh world with a learning curve that will hit you in the face, tie you up and then sell you to slavery before you’ve figured out whether that dog is going to eat you or not.
In Kenshi, you’re not special, you’re not the chosen one, and you need to work hard to get anywhere, but oh boy are the rewards worth it.
In a free-roaming, open-world game where you can (properly) choose your own path, that doesn’t give you quests or a linear story, you might be needing a few tips to get started. Don’t worry, we got you covered with this compilation of tips from our (sometimes helpful but usually meme-laden) social media.
Even if you’re a hardcore player, there might be something helpful in here.
Read on: https://steamcommunity.com/games/233860/announcements/detail/3654154968387135175
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