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 FEATURESBLOOMIN' 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