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Kenshi
Asid:
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
Asid:
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
Asid:
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
Asid:
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
Asid:
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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