Forum > Games Discussion

Kenshi

<< < (8/23) > >>

Asid:
0.98.38 Out Now!
Kenshi - Koomatzu

Update 0.98.38 is out now! This is on the main stable branch.

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

0.98.36
•   Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that's Moll/ Esata/ Simion)
•   Blood splat size is now based on damage
•   You can now pickup allied npcs to help injured slaves escape
•   Added different blueprint item colors for different types of item
•   Selected player characters can have different map marker colour
FIXES
•   Some fixes to popup menu on carried characters
•   Map item crash fix
•   A bunch of character movement fixes
•   Fixed unselectable spotlights mounted on Gate III
•   Fixed campaigns never leaving on victory
•   Fixed unlock sound continually triggering
•   Fixed crash dragging last research item when research completes

0.98.37
•   My mistake, the town override and world reaction stuff wasn't included in the last update, it's in there now
•   AI Campaign leader should now wait for the rest of his forces to catch up before attacking the target town
FIXES
•   Fix for cannibals not healing random prisoners because they were planning to eat them but not for a long time.
•   Fix for campaign AI when the target town vanishes
•   Fixed the missing animation when running in stealth mode while carrying someone
•   Fixed items thinking they were indoors if dropped on a building's ramp
•   Dialogue crowd trigger doesn't affect people already saying something (endless loop fix)
•   Fixed a bug with UTF-8 squad names
•   Fixed player town handle and coverage data not being saved, which should fix a bunch of small bugs, including one of the "walking through walls" issues
•   A couple of stability fixes
 
0.98.38
•   Oh man, the town override world reaction stuff wasn't in that last update either, cus I forgot I had it disabled in release mode. It's in the game for sure now though, for sure.
   o   Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that's Moll/ Esata/ Simion)
•   Arrange buttons added to more containers
•   AI fix when a player outpost is too close to a town

Asid:
Update 0.98.39 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.98.39 is out now on the Experimental branch! 0.98.38 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

0.98.39
•   New savegame system, saving should now be much faster, especially on non-SSD type drives
•   Slaver cage warden now puts dead slaves in the disposal instead of just carrying them around forever
•   Slavers notice if you try stealing slaves by carrying them away
•   Stopped slavers stealing from player cages
•   Fixed a case where robot limbs didn't get healed if you didn't have a medkit
•   Fixed a case where you would be paralysed if someone released you from a prisoner pole
•   Stopped being able to place buildings that create towns in ruins
•   Added some internal data tracking stuff to help hunt down one particular random crash we are getting

Asid:
0.98.45 Changelog


-Finished adding robot limb crafting. It's expensive though, you'll need a lot of AI cores for anything above Economy Limbs
-Though Crash X's plague continues, more in depth we have gone with the debug data, hunting, ever hunting, each day closer to our prey.
-Fixed a blank building interior bug
-Fixed a possible squad disappearance bug

Asid:
Update 0.98.46 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.98.46 is out now on the Experimental branch! 0.98.38 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

0.98.40
•   Hotfix for the autosave loop issue

0.98.41
•   Added a new option to control town assault frequency. Not the events, but the bandits passing by who try to conquer your town. Realised the old option wasn't working properly.
•   It can also be disabled completely. It defaults to [Normal]. For reference, the raid frequency before now was the one named [High], so the default should now be a little calmer. [Bombardment] has no limits whatsoever, so anything could happen.
•   Improved some of the audio ambience for the buildings
•   Fixed a saving bug
WEAPON REBALANCE - All this rebalancing has not been heavily tested yet, so I appreciate feedback.
•   Katana types now have a penalty to armour penetration, to compensate for their superior speed and lightness
•   Katanas have a 10% damage bonus vs humans, but a 50% penalty against robots
•   Hacker types have a bonus to armour penetration, because that's what they're all about.
•   Polearms do more damage
ARMOUR REBALANCE - The idea was to mix things up a little so instead of some armours being better or worse it's now more balanced, the stronger ones have more weaknesses, and the weaker ones have more strengths.
•   Heavy armours now have slightly reduced coverage. No heavy plate armour can have 100% coverage on a bodypart, to reflect the gaps in the plates.
•   Heavy and plate armour now pretty much makes stealth skills impossible, and give a penalty to crossbow skills due to being more cumbersome
•   Chainmail now slows your combat speed slightly, and is a little worse for stealth, the blackened mail is no longer ridiculously better than the others
•   Medium and light armours now have less cut-converted-into-stun damage penalty, especially the coats and leather shirts
•   Plated Rags are now better for stealth
•   Lots of other stat tweaks and changes that you will have to find on your own.

0.98.42
•   Finally finished distributing all the Cross grade weapons in the world. Most of it's in the new map area, but a couple have been moved around in the current zone.
•   Fixed that random crash that has been plaguing us for ages
•   Fixed old squads suddenly appearing from nowhere or duplicating on imports

0.98.43
•   Hotfix for a new, different crash

0.98.44
•   Mini patch to add some more debug data, for it seems the random crash still plagues us after all. I shall call it: Crash X

0.98.45
•   Finished adding robot limb crafting. It's expensive though, you'll need a lot of AI cores for anything above Economy Limbs
•   Though Crash X's plague continues, more in depth we have gone with the debug data, hunting, ever hunting, each day closer to our prey.
•   Fixed a blank building interior bug
•   Fixed a possible squad disappearance bug

0.98.46
•   "Passive" button added back in, to keep certain characters out of trouble
•   Fixed slavers attacking you for kidnapping their slave a split second after buying the slave off you
•   Fixed enemies sometimes rescuing their leader and putting him in your bed because it's nearest and they don't think you're enemies anymore, and then repeatedly picking him back up again once he's in bed because he looks like he needs rescuing again.
•   Fixed bar beds being unusable
•   You know when a machine crafting an item would be at 99% progress just as it ran out of materials? That shouldn't happen anymore.
•   We fixed Crash X, but such creatures are crafty and cannot be trusted, so we have yet to celebrate by painting ourselves in it's blood.


Asid:
Update 0.98.49 Out Now
Kenshi - Koomatzu

Update 0.98.49 is out now on the Experimental branch! 0.98.48 is out 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.

0.98.49 (Experimental Opt-In)
•   Reduced the number of fog princes in the fog islands
•   Added some undertakers to Mongrel, to help clear up all the bodies
•   Fixed character editor starting race limits
•   Fixed unique characters being duplicated if recruited and you import in their starting town
•   Fixed a couple of crashes
•   Wrote a few more Beep events

0.98.48 (Main Stable Branch)
•   Added more content for town overrides and faction world states
•   Fixed cannibal/fogmen not kidnapping people if far from town
•   Player owned buildings in towns no longer get erased when a town gets destroyed due to world reaction events
•   Slightly increased the global number of science artifacts to compensate for them spreading out to the new un-released zone
•   Added race limits to certain game starts (eg holy nation start has to be a human), added a few more basic game start-off options
•   Fixed NPCs using the players cages for prisoner storage/collection again.
•   Fixed world apocalypse if you made it to 6:04am on day 3495
•   Fixed looting dead pack animals from caravans not counting as theft
•   Fixed slavers duplicating slave rags when equipping new slaves, resulting in piles of slave clothes everywhere
•   Slavers don't get so carried away attacking bad slaves that have already been re-captured
•   Fixed some foliage rocks sometimes having incorrect dust colour
•   Fixed negative medic stats never increasing
•   Fixed dialog crowd trigger bug that messed up the Esata event
•   Fixed player towns becoming undiscovered when loaded after imports
•   Fixed a couple small crashes

0.98.47 (Main Branch)
•   Fixed mounted buildings (turrtets and lights) having incorrect town on import
•   Fixed HOLD button not disabling hold mode
•   Fixed an AI glitch with the auto-sit if the target chair was un-built and clashed with ditch resources
•   Fixed dead bodies disappearing when being carried
•   Fixed a crash

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version