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Kenshi
Asid:
Blog #25: Kenshi At Tokyo Game Show
Kenshi - Koomatzu
We’re excited to announce that we're going to Tokyo Game Show next month! The show will take place on 20 Sep 2018 – 23 Sep 2018 at Makuhari Messe. Come say hi if you’re at the show - Chris, Nat and Sam will all be manning the booth / playing games! Plus, we’re giving away 30 TGS day tickets on Twitter this week, make sure to try and grab one if you can get to Tokyo...
World states
We’ve been pretty vague with details on the world states and town overrides we’ve released over the last month or so, so here’s a brief summary on how it works and what we’ve added so far.
As of update 0.98.48 you can now affect the spawns and town states of:
• The Holy Nation
• Shek Kingdom
• Swampers
• Slave Traders/Traders Guild
• United Cities
• Smaller factions such as Flotsam, Rebel Farmers, Kral’s Chosen, Band Of Bones, Manhunters
How does this work?
Smaller factions are pretty simple: take out their leader (Moll of Flotsam, for example) and the rest of the faction will fall into disarray. Wandering squads from that faction will lessen or disappear entirely, and their hometown will likely become destroyed or even taken over by another faction. It may even cause a knock on effect and spawn a new type of squad.
Larger factions can be a little more complex - taking out their main leader (Tengu, for example) alone won’t necessarily change every town and individual squad of that faction. You’ll likely have to find and destroy the bosses of individual towns or other strategic outposts to have an effect. Your actions might have ripple effects rather than simply effecting that boss' hometown e.g. taking out the slave farms and camps around a town will greatly reduce it's access to vital supplies and hence have a negative effect on it, despite the boss still being alive. Taking out the boss of a strong defensive town will mean that nearby towns fall to invading enemies.
So to clarify, ‘town overrides’ does not mean that you as the player can take over towns, but it does mean that you can have an impact on the future of Kenshi inhabitants, both town residents and wandering squads… their fate is in your hands!
In-game tips
To help guide you with this in the game, we've added in some small bits of information. If you forge an alliance with a faction that has a vendetta against another faction, some leaders will give you strategic tips on the best ways to take them down, or some of their troops might aid you temporarily in your path of destruction. So far you can talk to Esata, Simion, Moll and the Phoenix. We’ll soon be working on dialogue for the Anti-Slavers too.
So that's all the main factions now released in game! Now we're just left with refining, perfecting and finishing up a few smaller ones - let us know your feedback in the forums or via Twitter.
Asid:
Update 0.98.53 Out Now (Experimental)
Kenshi - Koomatzu
Update 0.98.53 is out now on the Experimental branch! 0.98.52 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.
0.98.52
• New animation mod system, allows modders to make animations that don't clash with existing animations or updates or other mods. Can also make unique animations that are used for specific races or characters.
• Fixed not being able to escape from your own cages
• Bleeding is now saved and loaded properly
• An improvement to the AI bug where they would give up a chase immediately
0.98.53
• Fixed furniture disappearing from purchased buildings on import
• Added keybinds to select next/previous character
• Fixed game not starting if there are non-ascii characters in installed path
2ND GEAR REBALANCE
Released prematurely because I needed to get the above bug-fixes out. I will continue tweaking and experimenting with the armour balances. Please leave feedback in the form of angry rants.
• Toughness-based damage resistance amplified, so 20% more damage at 0 toughness and 20% less damage at max toughness
• All shirt armour damage resistances reduced by 40%
• Global damage decreased 10% to counterbalance the above 2 changes
• All weapon armour penetration bonuses/penalties increased by 50%
• Heavy armour coverage reductions from the last rebalance have been reverted
• Chain and plate damage resistance increased by 0.05, leather lowered by the same amount, also further reduced based on weight class
• Increased damage and armour piercing of the Heavy Polearm by 10%
• katana class damage penalty vs robots reduced from 50% to 40%
• Cleavers get a 10% penalty vs animals
• Stealth penalties removed from helmets
• Not yet added, but the plan is to add some hiver-specific armour shirts
Asid:
Update 0.98.54 Out Now (Experimental)
24 August - Koomatzu
Update 0.98.54 is out now on the Experimental branch! 0.98.53 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.
0.98.54
GEAR REBALANCE PART 3
The idea now is that the light/medium armour guys should be able to do more harm and do well 1 on 1, and the heavy guys should handle being outnumbered better and overall last longer
This is a big shake-up for armour. It's un-tested, so I would appreciate feedback, any items that you think are over-powered or worthless.
• Heavy armour has penalties to dexterity and attack skills. The idea is that it limits you to being a tank, your attack has been sacrificed a little for defence.
• Medium armours are designed to be for generalists. Less protection than heavy but only mild skill penalties and so more tactical options.
• Light and specialist armours are designed to be un-restrictive or even offer bonuses, suitable for rangers or glass-cannon melee ninjas and duelists
• Armour can penalise dexterity and damage dealing
• Changed the display of the armour stun damage stats in the armour tooltips to try and make it clearer to understand: it now shows 1 line for the final derived cut resistance, and a 2nd line for the incoming cut damage that gets converted into stun damage. Adding these 2 numbers together will get the total "cut resistance" number that it used to display before.
• Increased shirt armour cut resist by 10%
• Reduced plate armour stealth penalty so its still severe but not so total
• The hiver shirts will be delayed because our artist went on holiday, and employment law says I have to let him.
FIXES
• Some small tweaks to improve character movement bugs
• Fixed haul job stealing items from bars if player town radius overlaps
• Fixed player caravan and military formation spot issues
• Formation refreshed when value in AI panel changed
• Fixed bright yellow or white clouds at dusk
• Fixed AI confusion with almost full inventories when picking items off the ground
Asid:
Update 0.98.55 Out Now (Experimental)
-Changed again the tooltip display of the "cut to stun" to again try and make it easier to understand: with the previous update it wasn't clear if the stun was added or subtracted from the cut resistance. It now shows the total cut resistance like it did before the previous update, and also shows an "efficiency" percentage. eg. 80% cut resist efficiency will leave a 20% stun damage.
-Samurai armour dexterity penalty removed but overall damage penalty increased to compensate, so blunt weapons don't get an advantage over swords for samurais
-Samurai helmet now protects from dust storms
-Assassins rags dexterity bonus reduced by 0.1
-Added more stat penalties to the police helmet and reduced blunt resist slightly
-A few more subtle stat tweaks, generally increased the gap slightly between the heavy, medium and light armours.
-Fixed a typo in the gui code that was showing the wrong melee defence bonus in the armour tooltip (it showed the attack bonus instead)
-Spread a few more armour items and blueprints around some of the shops. You can now find blueprints for a faction-neutral version of Holy Chest Plate and the Armoured Hood
-Added a Blackened chain tagelmust
-"Self Preservation" AI should now react to charging enemies once they get close
-Fixed horizon fog blending with clouds
Asid:
Update 0.98.55 Out Now
Kenshi - Koomatzu
Update 0.98.55 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
0.98.55
• Changed again the tooltip display of the "cut to stun" to again try and make it easier to understand: with the previous update it wasn't clear if the stun was added or subtracted from the cut resistance. It now shows the total cut resistance like it did before the previous update, and also shows an "efficiency" percentage. eg. 80% cut resist efficiency will leave a 20% stun damage.
• Samurai armour dexterity penalty removed but overall damage penalty increased to compensate, so blunt weapons don't get an advantage over swords for samurais
• Samurai helmet now protects from dust storms
• Assassins rags dexterity bonus reduced by 0.1
• Added more stat penalties to the police helmet and reduced blunt resist slightly
• A few more subtle stat tweaks, generally increased the gap slightly between the heavy, medium and light armours.
• Fixed a typo in the gui code that was showing the wrong melee defence bonus in the armour tooltip (it showed the attack bonus instead)
• Spread a few more armour items and blueprints around some of the shops. You can now find blueprints for a faction-neutral version of Holy Chest Plate and the Armoured Hood
• Added a Blackened chain tagelmust
• "Self Preservation" AI should now react to charging enemies once they get close
• Fixed horizon fog blending with clouds
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