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Offline Asid

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Re: Kenshi
« Reply #15 on: October 13, 2017, 03:35:06 PM »
0.97.4 Out Now (Experimental)
Kenshi - Koomatzu

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

0.97.4
•   Increased chance of death re-balance (I'm trying to make people die more):
 o   Bleeding speed reduced by 33%, but blood clots 50% slower (extra bloodloss, but more time to treat it, but more dangerous when left untreated)
 o   blood regenerates 33% faster (so recovery times are the same)
 o   untreated (red) damage degenerates even when the body part is above 0 health, but at half the speed
 o   injuries overall degenerate 1.5x faster, but the rate is based on the amount of red damage
 o   KO time slightly reduced
•   Small content tweaks and additions to the new map area:
 o   Added a thing to Darkfinger
 o   Added a different thing to Sinkuun
•   Added something awesome to the Deadlands
•   Skimmers much stronger, but move in smaller groups.  Made the ambushes work properly
•   Inventory shift right-click now transfers entire item stack
•   Tweaks to some armour values
•   Fixed the animal feeder having a tiny capacity
•   Fixed slave traders busting down your door to steal your slaves
•   Fixed a bunch of pathfinder bugs that were making characters stop mid-journey
•   Stopped animal limbs from going ragdoll, cus it looked stupid
 

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

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Offline Asid

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Re: Kenshi
« Reply #16 on: January 16, 2018, 07:58:13 PM »
Update 0.97.6 Now Stable
18 OCTOBER, 2017 - KOOMATZU

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

0.97.6

Features
•   Freakin' new map section released!

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

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

Please help us improve the game by reporting any bugs or crashes to the bug reports forum[www.lofigames.com] or Steam forum. Thank you for all your help :)

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Offline Asid

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Re: Kenshi
« Reply #17 on: January 16, 2018, 07:59:54 PM »
Dev Blog #24: The Final Countdown
10 JANUARY   - KOOMATZU



(Original post with images: https://lofigames.com/blog-24-the-final-countdown/)

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

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

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

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

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

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



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

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Re: Kenshi
« Reply #18 on: February 27, 2018, 04:36:27 PM »
Update 0.98.0 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.98.0 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”. 0.97.6 remains on the main stable branch. If opting in, please be aware of bugs, instability and unfinished content - for the best experience we recommend waiting for stable release.
0.98.0

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

BIG FEATURES

BLOOMIN' ROBOT LIMBS!
•   when a limb goes below -100 damage, that limb gets amputated
•   lost legs means you have to crawl on the floor
•   Legs damaged past your KO point also makes you crawl on the floor, until they are bandaged.
•   robot limbs can be added or removed at a Skeleton Bed
•   robot limbs will affect your stats in various ways
•   If you are crawling around on the floor you can still fight really badly as long as you have at least 1 arm.
•   Your amputated limb goes flying through the air. Dogs will run off with it.
•   If your pet dog finds a limb he'll get all defensive and keep running away with it until he finally eats it. Only happens with young dogs, so don't worry he will grow out of it eventually.
•   Limb loss can be reduced or disabled in the options
 
FLIPPIN' CROSSBOWS!
•   Crossbow shops dotted around the world
•   You need ammo too
•   Crossbows and ammo can be crafted in your base
 
BLOOD!
•   Blooooood!
•   Blood gets sprayed on the ground
•   People get covered in blood
•   Blood pools grow around people who are bleeding out
•   Crawling and bleeding people leave a bloody slug trail behind them. So fun.
•   18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
•   New hand-painted inventory item icons. Credit goes to Diogo Santos for making them.
•   Some roaming bandit squads will assault your base and attempt to capture it. If they win they will throw you out and live there themselves, use your stuff, eat all your food. You will have to remove them by force to get your base back.
•   HOLD button replaces the PASSIVE button. This puts characters into "hold position" mode. Stops your characters running off to fight, but now they still fight anything that comes in range. You can use this to position melee guys tactically, to protect your bow units for example, or guard a doorway. Also still serves its original purpose of keeping your weak workers away from combat.
 
FEATURES
•   When playing dead, you can switch to stealth mode and crawl around on the ground giving your buddies first aid or trying to escape without getting noticed
•   The travel shops now sell tent blueprints. These can protect you from acid rain when you are camping.
•   Slavers and Traders guilds have near 0 relations multiplier, so fighting them causes less relations loss but they assign bounties to you instead
•   Swearing filter is now removed from the game, but is still available in the options
•   Hivers now have proper face morphs for the character editor, they can have more variety now, go and give all your hivers plastic surgery cus they're funny
•   When placing buildings, ramps can automatically change to the correct building for the snap target
•   Bandits now loot more food and take meat from downed animals, meaning they will eat your dog.
•   Idle characters now sit around on chairs in your home base. Looks nice, and is a handy way to keep track of who's idle.
•   Using training equipment can now be set as a perma-job
•   Confirmation message added for when selling stolen items, to prevent accidents
•   New keybinds added for stuff in the "orders" panel
•   "Perception" stat added, affects accuracy with shooting in general
•   "Precision shooting" stat added, affects friendly fire chance
•   "Lockpicking" stat added, separated now from the "Thievery" stat, which now just covers stealing. This means that all your characters don't end up inadvertently becoming specialised thieves as a result of escaping cages.
•   Thievery stat XP rate is doubled to compensate for the stat division. Lockpicking rate is the same.
•   "Crossbow smithing" stat added for crafting bows and ammo
 
TWEAKS
•   A new AI sensory system change means that your squad now has to rely on line of sight, which should hopefully stop them running off over the hills to fight enemies
•   The Fog Islands have better natural resources, so it's now a nice place to build. It's lovely, you should move there.
•   Damaged robot limbs don't degenerate
•   You now get a combat XP bonus when a character fights outnumbered
•   Disguises don't count as disguises unless they reach over 40%
•   Skimmers are less edible
•   The "strong" new recruits are now weaker, because thats the spirit of the game.
•   Chance of death default increased 20%. You guys aren't dying enough.
•   You can now camp indoors in old buildings and ruins
•   Overall toughness XP rate reduced by 28%
•   Campfire is now automatic cooking
•   Animals age 2x slower
•   Robots and robotic limb damage is now healed instantly, but wear damage rate has been doubled, and first aid speed is 0.33x slower
 
ECONOMIC BALANCE
•   Weapons and armour are now almost quarter of the price. I think they were so expensive I never bought anything, just looted and stole, missing out on the joys of shopping.
•   Beefed up Armour King's security, because you guys shouldn't steal from him, the best armourer in the world, you should experience the joys of shopping.
•   Gear loot sell price penalty reduced a little to compensate for the cheaper prices
•   As a result of all the above, crafting gear is not so insanely profitable and riches are generally harder to come by
•   Animal skin is worth 8x more money, and makes 4x more leather. Hemp worth 2x more.
•   The prices of food have gone up 10% (because of Brexit)
•   Shops close 2hrs later
•   Stopped nearby towns having vastly different trade markups, trade profit margins are more distance based
•   Improved the shops available in the great desert area
•   Armour blueprints 50% more expensive
•   Chainmail sheets are less profitable
•   Beak Thing nests have more eggs, raiding them should be a profitable adventure
 
FIXES
•   Fixed some bugs with the road based pathfinding
•   Turns out all elder animals were running in the opposite direction of their pathfinders. They were walking backwards cus they're old.
•   Fixed path not changing when clicking on distant terrain more than once
•   Fixed prisoners reacting violently when you bust them out of their cages and calling you "intruder"
•   Fixed a bug with weapon stats within a manufacturing group all being the same
•   Characters can use medkits from their backpack
•   Fixed negative vendor money due to faction prosperity
•   Disabled ordering animals to pick up items
•   Slavers don't magically know when a slave has removed their shackles when they are in a cage
•   Follow task leaves animals outside
•   visiting taxmen etc getting attacked by bandits won't trigger a base assault
•   Fixed AI for the Splint job
•   Fixed AI continually stopping and starting crafting jobs
•   Fixed some bugs with the AI getting stuck with certain complex combinations of perma-jobs
•   Unconcious check for flashing portraits
•   Fixed some bugs with the dialog system picking the wrong target race or changing dialog targets to the wrong person
•   Fixed screen labels never disappearing
•   Fixed potentially infinite wolves
•   Fixed building limited item stack limits being wrong for some items
•   Fixed retreating campaign squads constantly activating when defeated
•   Fixed not being able to build in the corner of a sloping stationhouse
•   Stopped AI trying to put items in unbuilt buildings
•   An improvement to the spawning distribution of squads when multiple separate map areas are active
•   Fixed some disappearing prisoners
•   Fixed walls getting incorrect gatecode if next to a building.
•   A few audio bugs have been fixed
•   Fixed issues with prisoners going missing when the map is unloaded
•   Fixed a stealth XP exploit
•   Finally made a proper ragdoll for the Skimmers. I hate making ragdolls.
•   You can no longer build furniture inside incomplete buildings
•   Fixed slavemasters only gathering 1 slave for work
•   A few tweaks to the navmesh system
•   Lots of small bugs, tweaks and crashes fixed
•   Lots of new bugs and crashes added to replace the ones that we fixed
 
FCS
•   Fixed a bug with the word count in translation mode not including translations of deleted source lines
•   Enabled creating new wordswaps in translation mode
•   Fixed crash in certain older windows versions
 

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

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Re: Kenshi
« Reply #19 on: February 28, 2018, 04:39:39 PM »
0.98.2 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.98.2 is out now on Experimental branch! 0.97.6 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release.

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

0.98.2
•   Tweaked crossbow crafting costs
•   Added storages for crossbow parts and ammo
FIXES
•   Fixed the blank inventory icons
•   Fixed the UC guards killing all the Thieves and Tech Hunter shop owners, resulting in empty shops
•   Fixed the armor & clothing craft benches not working
•   Fixed a crash on startup for AMD cards (possibly... we don't have any AMD cards to try it on)
•   Fixed some mods crashing the game
•   Fixed a bug causing everyone in bandit squads to have crossbows, instead of a small percentage
•   Fixed construction set translation mode skipping character names

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Offline Selva

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Re: Kenshi
« Reply #20 on: March 02, 2018, 12:28:44 PM »
Long time since my last run on Kenshi. I will give it a new try later, it seems that there still some ground to go.
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Archtung Panzer!

Offline Asid

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Re: Kenshi
« Reply #21 on: March 02, 2018, 01:52:31 PM »
Long time since my last run on Kenshi. I will give it a new try later, it seems that there still some ground to go.

Early Access Games are like that.
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Offline Asid

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Re: Kenshi
« Reply #22 on: March 06, 2018, 07:09:14 PM »
Updates

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


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

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

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Re: Kenshi
« Reply #23 on: March 11, 2018, 05:56:42 PM »
0.98.7

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


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

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Re: Kenshi
« Reply #24 on: March 15, 2018, 07:10:12 PM »
0.98.8

-Added some improvements to prevent campaigns blaming you when they are defeated by a 3rd party on the way to your base
-Made some adjustments to prevent passing bandit squads from constantly assaulting your town, though it still should happen often, it shouldn't be so relentless now. Need your feedback for further adjustments.
-Archers won't shoot at people playing dead
-Fixed animals not aging to 100%
-Fixed animals eating a limb and getting so much nutrition they don't need to eat for months
-Fixed adult dogs not fetching severed limbs
-Characters can no longer eat more than 50nu of food in one go
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Offline Asid

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Re: Kenshi
« Reply #25 on: March 22, 2018, 07:18:54 PM »
0.98.9

-Added a rain collector building
-Pet dogs prioritise combat actions over playing with severed limbs once they reach about 30-40% of fully grown
-Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
-If you build a furnace and set someone to work at it they will pick up all the severed limbs lying around and dispose of them
-Bodyguard orders are now always counted as a permanent job
-Stopped the fogmen swarming Mongrel to eat its prisoners
-Fixed right-click order to designate target when shooting from a turret
-Items dropped when dismantling buildings don't get put in invalid places
-Fixed used up items not dissapearing from backpacks
-Stopped buyback of stolen goods triggering fencing check if allied with the faction you stole it from
-Fixed portraits for characters with crouched idle stance
-Fixed robot characters being hungry when using rock bottom start


0.98.10

-You can no longer attempt to pick locks that are beyond your skill level (if it's less than 5% success chance)
-Added cheaper robot repair kits. It's false economy though, you don't get as much for your money
-Robot limbs now store their HP and damages. They wont give you a damaged leg when you first equip one, or do confusing stuff when un-equipping.
-HOLD position mode now limits the range of the medic jobs
-Possible fix for characters in HOLD mode getting all the aggro from enemies, and the aggro confusing medics. Hard to test though, so not sure what will happen this time.
-Some other AI control tweaks, like not going back into your bandit-occupied town to get food
-Weapons "indoors penalty" no longer factors in the weapons bonuses when indoors (basically its a bit harsher now)
FIXES
-Fixed empty food items staying in inventory because there was still a crumb left behind
-Another AI tweak to stop characters running off to fight far away targets
-Fixed animals not getting butchered properly
-Skeleton bed now heals everything
-Fixed campaign AI so that they go home if your town is occupied by bandits
-Fixed bandit town occupation so it doesn't count bandits as occupiers when they are out of the town
-Fixed some cases of disappearing bandit corpses
-Fixed some campaign triggers getting missed


0.98.11

-Lowered the lock lvl of ancient safes to compensate for the lockpick limits. Regular safes are still the same though
-Fixed a bug where butchery items could cause deaths
-Fixed player characters AI accidentally stealing items from towns
-Fixed a critical slowdown bug that could occur at random situations
-A few more fixes for AI medics in HOLD mode
-Fixed crazy stealth multiplier on the Armoured face plates
-Fixed not being able to dismantle camps built inside ruins
-Fixed some gui scaling issues when the window changes size
-Attempt to fix utf-8 save file names
-Advanced options panel shows previously saved values when importing
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Offline Asid

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Re: Kenshi
« Reply #26 on: March 27, 2018, 01:38:02 PM »
0.98.12
-Attack can now be shift-clicked to make a permanent-job, which basically puts the character into an "attack enemies on sight" mode
-You now suffer bloodloss while an amputated limb goes un-bandaged
-Wall termites- A check to see if you've sealed up your town with walls and no gates, it will destroy some of your walls (to prevent a lot of bugs that would happen, and because it's cheating)
-Health is clamped so it cant go lower than 3x -max health
-NPCs relying on dialog events to attack you are now more alert because they can be triggered by sound
-Fixed the tent materials to be double-sided
-Fixes for characters stopping when moving long distances
-Fixed a bug with the robot limb HP when re-equipping
-Fixed a game freeze when picking up NPCs sometimes
-Stopped _DEAD_SQUAD__ appearing on import game
-Gear inventory icons are now colorised
-Removed an erroneous raid that made the anti slavers attack you just for being an ally of UC or HN factions

 
0.98.13
-Fix for a game freeze and slowdown of swamp zone loading times
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Offline Asid

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Re: Kenshi
« Reply #27 on: April 14, 2018, 01:47:13 AM »
0.98.14

-German language now mostly finished except for wordswaps
FIXES
-Fixed the infinite loading bug
-Some small performance optimisations
-Fixed wounds not degenerating
-Fixed the characters still finishing their current order first when being given a new order
-Fix for the Mighty Canhead not attacking on arrival
-Fixed the icons coloring wrong
-Fixed a bug where wall placement would say "too close to a town"
-Fixed a few crashes that could happen from broken mods


0.98.15

-Added extra attack slots to large creatures so they can be hit by more attackers at once
-Fix for some AI bugs and the crafting window showing nothing
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Offline Asid

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Re: Kenshi
« Reply #28 on: May 02, 2018, 05:39:01 PM »
0.98.23 Out Now
Kenshi - Koomatzu

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

Update 0.98.23

LOCALISATION
•   Portugese translation added
•   Japanese translation added

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

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

BLOOD!
o   Blooooood!
o   Blood gets sprayed on the ground
o   People get covered in blood
o   Blood pools grow around people who are bleeding out
o   Crawling and bleeding people leave a bloody slug trail behind them. So fun.
•   WORLD STATES
o   Added various Hive world state reactions throughout the map if anything happens to the Hive queens

SMALL FEATURES
•   18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
•   1 new male & 1 new female face
•   New hand-painted inventory item icons. Credit goes to Diogo Santos for making them.
•   Some roaming bandit squads will assault your base and attempt to capture it. If they win they will throw you out and live there themselves, use your stuff, eat all your food. You will have to remove them by force to get your base back.
•   HOLD button replaces the PASSIVE button. This puts characters into "hold position" mode. Stops your characters running off to fight, but now they still fight anything that comes in range. You can use this to position melee guys tactically, to protect your bow units for example, or guard a doorway. Also still serves its original purpose of keeping your weak workers away from combat.
•   When playing dead, you can switch to stealth mode and crawl around on the ground giving your buddies first aid or trying to escape without getting noticed
•   The travel shops now sell tent blueprints. These can protect you from acid rain when you are camping.
•   Slavers and Traders guilds have near 0 relations multiplier, so fighting them causes less relations loss but they assign bounties to you instead
•   Swearing filter is now removed from the game, but is still available in the options
•   Hivers now have proper face morphs for the character editor, they can have more variety now, go and give all your hivers plastic surgery cus they're funny
•   When placing buildings, ramps can automatically change to the correct building for the snap target
•   Bandits now loot more food and take meat from downed animals, meaning they will eat your dog.
•   Idle characters now sit around on chairs in your home base. Looks nice, and is a handy way to keep track of who's idle.
•   Using training equipment can now be set as a perma-job
•   Confirmation message added for when selling stolen items, to prevent accidents
•   New keybinds added for stuff in the "orders" panel
•   "Perception" stat added, affects accuracy with shooting in general
•   "Precision shooting" stat added, affects friendly fire chance
•   "Lockpicking" stat added, separated now from the "Thievery" stat, which now just covers stealing. This means that all your characters don't end up inadvertently becoming specialised thieves as a result of escaping cages.
•   Thievery stat XP rate is doubled to compensate for the stat division. Lockpicking rate is the same.
•   "Crossbow smithing" stat added for crafting bows and ammo
•   A new AI sensory system change means that your squad now has to rely on line of sight, which should hopefully stop them running off over the hills to fight enemies
•   The Fog Islands have better natural resources, so it's now a nice place to build. It's lovely, you should move there.
•   You now get a combat XP bonus when a character fights outnumbered
•   Disguises don't count as disguises unless they reach over 40%
•   Skimmers are less edible
•   The "strong" new recruits are now weaker, because thats the spirit of the game.
•   Chance of death default increased 20%. You guys aren't dying enough.
•   You can now camp indoors in old buildings and ruins
•   Overall toughness XP rate reduced by 28%
•   Campfire is now automatic cooking
•   Animals age 2x slower
•   Robots and robotic limb damage is now healed instantly, but wear damage rate has been doubled, and first aid speed is 0.33x slower
•   Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though
•   Animals stats are now reduced to 25% when you buy one. This is because animals grew into high stats by default, so they were overpowered because those high stats weren't earned through combat, just time. Now they have to be trained up like everybody else. This doesn't apply to strength and dex, so they still get big and strong naturally without training, just the skills need to be trained.SMALL THINGS
•   Added some improvements to prevent campaigns blaming you when they are defeated by a 3rd party on the way to your base
•   Made some adjustments to prevent passing bandit squads from constantly assaulting your town, though it still should happen often, it shouldn't be so relentless now. Need your feedback for further adjustments.
•   Added a rain collector building
•   You can no longer attempt to pick locks that are beyond your skill level (if it's less than 5% success chance
•   Lowered the lock lvl of ancient safes to compensate for the lockpick limits. Regular safes are still the same though
•   Attack can now be shift-clicked to make a permanent-job, which basically puts the character into an "attack enemies on sight" mode
•   Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
•   Wall termites- A check to see if you've sealed up your town with walls and no gates, it will destroy some of your walls (to prevent a lot of bugs that would happen, and because it's cheating)
•   Added extra attack slots to large creatures so they can be hit by more attackers at once
•   Tweaked the AI senses, you should be able to fight large outpost towers 1 floor at a time, more or less, instead of being mobbed by the whole tower
•   NPCs relying on dialog events to attack you are now more alert because they can be triggered by sound
•   Rebalanced AI vision ranges. If the NPC is in the light and you are standing in darkness, he can't see you. If he's in the darkness and you're in the light, you can be seen a mile away. If you are both in the darkness you can be seen, but only if you are kind of close.
•   You can now use the beds in ruins and bandit hideouts

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

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Offline Asid

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Re: Kenshi
« Reply #29 on: May 10, 2018, 04:36:56 PM »
0.98.25 Out Now (Experimental)
Kenshi - Koomatzu

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

0.98.24
•   Cost to buy buildings in towns has doubled
•   Characters with damaged robot limbs won't keep trying to sleep it off
•   Enabled stealing from prisoners, no thievery XP gains
•   Fixed an AI bug preventing the Medic job from automatically healing NPC allies (eg hired mercs, fellow escapees)
•   Import now has the option to import the unique NPC states, eg if you've killed phoenix, he will still be dead when you import your game
•   Fixed characters getting Toughness XP when getting picked up
•   Fixed Toughness damage resistance not being applied to armour's "cut to stun" damage
•   Toughness damage resistance is now also applied to pierce damage
•   Disabled putting items in dead animals
•   Fixed raid announcement dialogues repeating
•   Additional power requirement added to building upgrade tooltip
•   A rare crashfix and some minor AI fixes

0.98.25
•   Hunger rate now varies with activity:
•   Running around while encumbered or fighting with very heavy weapons will make you get hungry faster
•   Working at mines will make you get hungry faster
•   Sitting around will make you use less energy and get hungry slower
•   Added options sliders to adjust frequency and size of base attacks and AI campaigns
•   Toughness XP gain rate reduced by a third, setting added in FCS
•   You now get some toughness XP when you lose a limb
•   Fixed dead people screaming
•   Fixed a bug where an NPC you did a crime to could magically see you afterwards even if you hid
•   Fixed animals not eating foul meat from animal feeder
•   Fixed NPCs getting stuck confiscating weapons if nothing to take
•   Fixed slavers re-capturing slaves after you buy them
•   Stopped mouse buttons 4 and 5 acting as left mouse button
•   Fixed AI getting food from storage in NPC towns
•   Fixed a crash

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