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Re: Kenshi
« Reply #75 on: June 20, 2019, 05:14:34 PM »
Update 1.0.31 Out Now
20 Jun @ 5:07pm - Sam



Translations:
•   Added Chinese language support – After working alongside external partners in China we’ve added Simplified Chinese as an additional language option, feedback for this would be appreciated.
•   Japanese language support progress – Following the previous translation rollback we are currently reviewing the Japanese translation with the help of our Japanese community manager Meg and expect to finish with an additional update.

Bug Fixes:
•   Fixed some additional stability issues
•   Fix for some situations where a carried person would never get put down if they died
•   Fixed dropping items onto portraits when view is scrolled

Miscellaneous:
•   Passive characters wont fire turrets unless attacked

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Re: Kenshi
« Reply #76 on: August 06, 2019, 11:48:58 PM »
Kenshi v1.0.33
6 Aug @ 4:19pm - Sam



This patch includes a number of changes which have passed the previous experimental branch version and additional fixes directly to the live branch.

Translations:
•   French translation updated to correct some errors
•   Chinese translation updated to correct some errors
•   Changed Chinese Language font - Following community feedback we have reviewed the Chinese language font with our translation partners and changed the font to one which is more legible.

Bug Fixes:
•   Random crash fix
•   Fixed dismantle button missing from turret info data panel if upgradeable
•   Fixed crash in Escape Cannibal Cage tutorial
•   Fixed clothing being chosen for characters before race limiter is set up
•   Fixed boots spawning on characters with no legs
•   Fixed boot slot not being disabled for characters spawned with no legs
•   Fixed crash when making savegame names ending in '...'
•   Fixed getting stealth XP when in a cage

Steam Community Forums:
•   We're currently working to update the stickied posts and consolidate some of the information into a more readable format. These updated stickies will be translated into other languages where possible.
•   Added Chinese language sub-forum on the Steam Community Forum - Our Chinese translation partners will be assisting us with user feedback here
•   Added Japanese language sub-forum on the Steam Community Forum - Our Japanese community manager will be assisting with user feedback here
•   Added Russian language sub-forum on the Steam Community Forum

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Re: Kenshi
« Reply #77 on: September 26, 2019, 02:33:37 PM »
Kenshi/Kenshi 2 Development News
Thu, 26 September 2019

Directly from Chris Hunt, Lo-Fi Games CEO and the man behind Kenshi:

"Good news everyone! There has been a change of plans with development, and we have switched to the Unreal engine!


Now, what does that mean?

GOOD SIDE:

•   Amazing graphics with little effort
•   Better performance
•   Less work for us long-term, as we don't have to worry about engine bugs and features. We can focus more on gameplay.
•   Fancy features, like maybe cloth physics for example
•   Better stability probably?
•   New pathfinding system


BAD SIDE:

•   More work for us short-term, porting is a huge job
•   We have less control over the engine
•   Modding support will be more complicated, Unreal is a difficult engine to work with and has limitations in this respect. I don't know the engine well enough to say how exactly. The likely scenario is "more powerful but more difficult". The FCS will remain the same, but will control less stuff. Mod support will be a high priority for us though, so don't worry.
•   Kenshi 1 update now uncertain:
Here's the kicker: Porting Kenshi 1 to Unreal engine is now way more work than making Kenshi 2, because we have to port assets and make the old stuff work, where for Kenshi 2 we are making the assets from scratch in the Unreal-compatible way. We have started porting Kenshi 1, but I'm not sure whether to finish it because it is a lot of extra work and will delay Kenshi 2


So I'd like some feedback from people. Personally I feel like it would be better to focus on Kenshi 2, which will have exciting new features, new content and world to explore and mechanics to play with, rather than remaking kenshi 1, which would be essentially the same game."

To get some more definitive feedback we've also put up a poll here: https://www.strawpoll.me/18697532

P.S. This does not mean Epic Exclusive, it's just a game engine choice. Don't panic.

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Re: Kenshi
« Reply #78 on: October 04, 2019, 05:09:42 PM »
Kenshi v1.0.35 (Experimental Branch)
Fri, 4 October 2019


Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums.

Miscellaneous:

•   Stopped NPCs thinking animals are weak because they don't have weapons


Bug Fixes:

•   Fixed a crash if loading an invalid item in a character inventory (eg from a missing mod)
•   Fixed particle effects of buildings on roofs
•   Fixed crash if character dies while rearranging squads
•   Fixed missing temples in Holy Nation towns
•   Fixed DC_IS_NEARLY_KO being unhandled (it is a duplicate of DC_NEARLY_KO)
•   Fixed some dialog not triggering as DC_IS_ENEMY always returned true
•   Some minor fixes to the navigation mesh


Translations:

•   Chinese language updated to include user suggestions from the Steam Community forums.
•   German language has been updated to change a few words to shorter alternatives.


Special thanks to: 'Prd' for helping us to pinpoint the issue behind the missing Holy Nation temples, 'RustledJimm' for flagging a few dialogue errors, and 'Good luck' for extensive feedback on the Chinese Translation

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Re: Kenshi
« Reply #79 on: October 10, 2019, 02:15:20 PM »
Kenshi v1.0.36 (Experimental Branch)
Thu, 10 October 2019

Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

•   Fixes for a few building interior visibility bugs
•   A fix for NPCs sometimes dying if you knocked them out and then left the area, now it takes their health into account.
•   Fixed bounty dialogue not triggering if you hand in Eyegor
•   Additional crash fixes

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Re: Kenshi
« Reply #80 on: October 29, 2019, 02:33:00 PM »
Kenshi v1.0.37 (Experimental Branch)
Tue, 29 October 2019

Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

Gameplay changes:

•   Slaves are now only fed up to 100 if not in a cage, instead of 115.
•   Pet animals now heal 2x speed when KO'd, as they have no other means of healing and spend too much of their lives in comas.
•   Holy farm storage is no longer full of ration packs.
•   The GUI tooltip now also shows your bounty even if you are a slave.


Bug Fixes:

•   Fixed AI bug where a guard captures someone out of the boundaries of the town, and keeps picking them up and putting them down again.
•   Slave status is no longer reset when you are arrested by police. Slaver caravans should come by and collect slaves, but mods could prevent this, meaning that a slave could get arrested and trapped in a police station forever. Now its possible to wait-out a sentence.
•   Fixed AI stalling when crafting items when different input items are needed.
•   Fixed inventory item limit being ignored when AI moves large item stacks.
•   Reduced characters running through the air or underground when zones are loading in the background.

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Re: Kenshi
« Reply #81 on: October 30, 2019, 02:52:53 PM »
October Community Update
Wed, 30 October 2019

About a month ago we reached out to fans across the globe and spoke about working with Unreal Engine, technical hang-ups on porting Kenshi, the potential to focus on Kenshi 2, and shared the seemingly important newfound British tradition for non-binding votes on important subjects.

As of writing, the poll stands at over 22,000 votes, 81% of which would like Lo-Fi to focus on Kenshi 2 and giving the game a more expansive feature set. Beyond the binary nature of the poll, the community wrote thousands of comments to explain their thoughts, concerns and wish lists which we’re always interested in, and finally something about an ‘Epic Game Store exclusive’, which we clarified we’re not interested in.

Today I’m happy to share that the team is focussed on Kenshi 2.

Kenshi 2 update news:

Our current plan is to bring everything together into a monthly format and make all news available in the most popular Kenshi user languages via mediums most appropriate to each language. This has lead us to launch some additional social channels which we’d love to hear from you on.

English speakers:
For our English speaking audience there’s our website, Steam news, Twitter, Facebook and our parody Instagram.

Japanese speakers:
For Japanese users, in addition to our website, Steam news, and Niconico, you can now find us on Twitter @KenshiJP – this will allow us to give you more information on Kenshi 2 and welcome you to take part in competitions hosted by Lo-Fi games or the Kenshi community.

Chinese speakers:
Finally for Chinese users, there’s our website, Steam news and two additional new platforms, Bilibili and Weibo – while both are a bit of an experiment for us, it represents an exciting way for us to hear your thoughts on Kenshi and share content directly from the studio.

Additionally, sign ups are enabled for email newsletters which we may use in the future.


Events and competitions:

For starters, check out the ongoing Halloween modding competition ran by the Kenshi Community Discord team. It’s a great chance to win a selection of awesome games (provided as Steam keys) from the community prize pool, perfect for playing whilst eating a stash of holiday candy.

To get involved:

1.   Join the Kenshi Community Discord
2.   React to the ‘Server – Events’ role in the ‘#server-roles’ channel
3.   Submit a suitably spooky Kenshi mod on either the Steam Workshop or Nexus Mods
4.   Link your devilish creation in the ‘#event-submissions’ channel
5.   Submissions close November 30th.

It’s no secret that we’ve been spending more time amongst Kenshi’s user base, those of you already following us on social media have seen us celebrating fan art, memes, screenshots, and highlighting some of the more creative mods made by players – We’d like to level things up again, so in addition to the awesome Halloween event hosted by the Discord community this month, once our merchandise is available we’ve got a whole host of ideas for fans to win some physical goodies.

Merchandise:

Creating merchandise has been a little slower than we first imagined but we’re in the home stretch now that we’ve found a good partner to help us with the process. We’re working closely with the team at Merchandise.Game, whose experience includes providing merch for Smite, Furi, Paladins, Playerunknown’s Battlegrounds and other major titles – all sold in a variety of currencies and delivered globally.
Supporting Kenshi 1:

Despite the focus on Kenshi 2’s development, we’re still committed to bug fixes for Kenshi 1. As of writing one option we’re exploring is the idea of a public bug tracker similar to the way browsers like Firefox and Chrome allow users to report issues, link connected issues together for investigation and give more realistic feedback on the progression of their issue. This could be Bugzilla, Mantis or something else entirely.

In the meantime, when reporting an issue please follow the format outlined in the forum sticky  https://steamcommunity.com/app/233860/discussions/1/2686880925143327962/  , many issues take a significant amount of time to investigate without reproduction steps or, despite how prolific they may seem to the reporter, can’t be reproduced on our systems at all which is far from ideal.

From everyone at Lo-Fi Games, have a spooky Halloween and let your uninitiated friends know they can pick up Kenshi 33% off for the duration of the holiday sales. There’ll be more information on Kenshi 2’s development in the next update.

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Re: Kenshi
« Reply #82 on: November 18, 2019, 11:50:34 PM »
Kenshi v1.0.38 & v1.039 (Experimental Branch)
Mon, 18 November 2019


Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

1.0.38
"These 2 insidious random crashes were fixed with the help of the player Kapaer. He is a total genius who managed to track down the crashes on his own system and make a mod that hacked the game and fixed them. Thanks to this and the info he provided we were able to use the memory addresses to track down the problems at the source. Kapaer's name has been added to the game in his honour." - Chris

Kapaer's fixes:

•   Fixed a random crash that would happen if someone caught someone else committing the crime of assault against nothing (no victim)
•   Fixed a random crash when picking up characters, or something related to that. Would only happen with certain people's PCs, so was hard to catch. There is a small chance that this could fix the passable walls bug too.


Bug Fixes:

•   Clamped a value to hopefully avoid the cursed money item bug, where you would pick up a coin and get minus a billion cats
•   Mostly fixed the issue with characters patrolling into private buildings
•   Fixed interior visibility in build mode
•   Fixed interior not loading correctly if you complete a building while inside it
•   Fixed item labels being cut off at certain resolutions


1.0.39
A few additional fixes have been added prompting an update to the original post and a newer version number.

Additional Bug Fixes

•   Fixed a crash with the new fix for the previous ragdoll crash
•   Fixed bodyguard betrayal triggering more than once per betrayal, leading to oversize relation penalties. Penalty should be 20 to reputation.
•   A bunch of small stability fixes to the FCS

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Re: Kenshi
« Reply #83 on: November 28, 2019, 01:14:42 AM »
Kenshi v1.0.40
Wed, 27 November 2019



Patch is live v1.0.40 pushing previous experimental branch updates to the main Kenshi branch for all users. Below is a collated list of all of the patches included in this update.

Gameplay changes:

•   Slaves are now only fed up to 100 if not in a cage, instead of 115.
•   Pet animals now heal 2x speed when KO'd, as they have no other means of healing and spend too much of their lives in comas.
•   Holy farm storage is no longer full of ration packs.
•   The GUI tooltip now also shows your bounty even if you are a slave.
•   Stopped NPCs thinking animals are weak because they don't have weapons


Bug Fixes:

•   Fixed a crash if loading an invalid item in a character inventory (eg from a missing mod).
•   Fixed particle effects of buildings on roofs.
•   Fixed crash if character dies while rearranging squads.
•   Fixed missing temples in Holy Nation towns.
•   Fixed DC_IS_NEARLY_KO being unhandled (it is a duplicate of DC_NEARLY_KO).
•   Fixed some dialog not triggering as DC_IS_ENEMY always returned true.
•   Some minor fixes to the navigation mesh.
•   Fixes for a few building interior visibility bugs.
•   A fix for NPCs sometimes dying if you knocked them out and then left the area, now it takes their health into account.
•   Fixed bounty dialogue not triggering if you hand in Eyegor
•   Fixed AI bug where a guard captures someone out of the boundaries of the town, and keeps picking them up and putting them down again.
•   Slave status is no longer reset when you are arrested by police. Slaver caravans should come by and collect slaves, but mods could prevent this, meaning that a slave could get arrested and trapped in a police station forever. Now its possible to wait-out a sentence.
•   Fixed AI stalling when crafting items when different input items are needed.
•   Fixed inventory item limit being ignored when AI moves large item stacks.
•   Reduced characters running through the air or underground when zones are loading in the background.
•   Fixed a random crash that would happen if someone caught someone else committing the crime of assault against nothing (no victim).
•   Fixed a random crash when picking up characters, or something related to that. Would only happen with certain people's PCs, so was hard to catch. There is a small chance that this could fix the passable walls bug too.
•   Clamped a value to hopefully avoid the cursed money item bug, where you would pick up a coin and get minus a billion cats.
•   Mostly fixed the issue with characters patrolling into private buildings.
•   Fixed interior visibility in build mode.
•   Fixed interior not loading correctly if you complete a building while inside it.
•   Fixed item labels being cut off at certain resolutions.
•   Fixed a crash with the new fix for the previous ragdoll crash.
•   Fixed bodyguard betrayal triggering more than once per betrayal, leading to oversize relation penalties. Penalty should be 20 to reputation.
•   A bunch of small stability fixes to the FCS.
•   Additional crash fixes.


Translations:

•   Chinese language updated to include user suggestions from the Steam Community forums.
•   German language has been updated to change a few words to shorter alternatives.


Special thanks to: 'Kapaer' for contributions to a number of crash fixes originally outlined in the Kenshi v1.0.38 (experimental) update, 'Prd' for contributions leading to fixing issues with missing Holy Nation temples, 'RustledJimm' for listing a number of dialogue errors and 'Good luck' for extensive feedback on the Chinese Translation originally outlined in the Kenshi v1.0.35 (experimental) update.


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Re: Kenshi
« Reply #84 on: December 17, 2019, 01:10:57 PM »
Kenshi v1.0.41 (Experimental Branch)
Mon, 16 December 2019


Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

1.0.41

•   Removed the "Disable civilians in towns" option as it was causing some issues with things like Waystations being unpopulated, and no longer made a noticable performance gain. Thanks to Victory Forever for spotting that one.
•   Fixed use cursor appearing on player built tables
•   Fixed stealing backpacks from animals not counting as stealing
•   Backpack contents marked as stolen when you steal a backpack

FIXES

•   Fixed a crash with the new fix for the previous new fix for the previous ragdoll crash
•   Fixed translations, fonts and audio when kenshi install path contains non-ascii characters
•   Fixed texture loading error handling- with invalid textures (eg from file corruption or a broken mod) you now just get black, instead of a crash


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Re: Kenshi
« Reply #85 on: January 07, 2020, 11:25:26 PM »
Kenshi v1.0.43 & v1.0.44 (Experimental Branch)
Tue, 7 January 2020

Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums


1.0.43

Bug Fixes:
•   Fixed character editor crashing if character model fails to load from a mod
•   Fixed interior layout editor mod tracking (level editor)
•   Fixed crash with the restricted food tooltip for some mods
•   Fixed restricted food tooltip potentially missing some races
•   Fixed a few minor dialog bugs


Translations:
•   Chinese updated

1.0.44

Bug Fixes:
•   Hotfixed the recent character editor infinite loading fix breaking new games
•   Added 'character limit reached' message when buying animals
•   Fixed building town allocation when placing town markers
•   Added error number to CRASHDUMP FAILED log message (description was garbled)
•   A fix for animals walking into buildings



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Re: Kenshi
« Reply #86 on: January 12, 2020, 02:11:14 PM »
December Community Update
Sun, 12 January 2020




Now that the holiday season is officially behind us and Michael Bublé prepares to return to hibernation, there’s a lot to look back on in 2019. It’s important to remember though with a lot of time away from the studio December was a slower month overall.

(If you’re just here for the latest Kenshi 2 gossip, scroll down a bit)

A Year of Updates

First and probably most importantly, in December 2018 Kenshi made it to version 1.0 marking the end of a long trip as one of the original titles in Steam Greenlight. As of writing it also looks like we’re fated to be the last to graduate.

Taking our place as torch-bearers for Valve’s first foray into pre-release support, we’ve pushed a huge number of post-release updates and continue to polish Lo-Fi’s first project. Last month, in addition to highlighting a
large patch, we touched on release frequencies – the gist of which is to continue liberal use of the experimental branch and periodic combined releases on the main branch when we’re happy with the stability.

Journey into the East



Another huge focus of last month was our attendance at WePlay as indiePlay awards finalists in Shanghai, China. Chris and Nat travelled across the globe to meet fans, translation partners, and gracefully accept defeat surrounded by a crowd chanting ‘Kenshi!’ right to the end.



Whilst we would have rather taken the crown, losing to Touhou, another game series with a rich history that started as a one-man passion project, feels somewhat poetic. Congratulations to ZUN https://en.wikipedia.org/wiki/Touhou_Project#Development for realising a high school design idea as an iconic game series and Team Ladybug for taking it in a fresh direction with Touhou Luna Nights.

A slow boat to Japan(ese)

As a final note on last month’s Kenshi progress, fans waiting for updates to the Japanese translation and localisation haven’t been forgotten. Initially we were optimistic that it wouldn’t take long to correct but unfortunately it required a lot more work than we realised. Meg, our Japanese community manager, has been putting a lot of time into this and currently estimates it to be about 80% finished. We’ll share more news when appropriate via the official Japanese Twitter to keep everyone informed.

Recast replaces Havok

Switching to a more modern engine gives us an opportunity to change things in ways that are otherwise difficult for Kenshi, first of which is the technology behind navigation mesh generation (or navmeshes). A navmesh essentially defines which parts of the environment a character can travel through, understanding positions for height changes, terrain types, and obstacles which is fed into systems for pathfinding.

Kenshi 1 used Havok AI™, seen elsewhere in several popular titles and made by the same team behind the well known Havok Physics™. Kenshi 2 will use a different system called Recast, it has a well documented integration with Unreal Engine https://docs.unrealengine.com/en-US/API/Runtime/Navmesh/Recast/index.html  in addition to being open source allowing us a much greater degree of control and adaptability. Greater control of Navmesh generation is the first step towards better path finding in Kenshi 2.

Additional technical information on Recast can be found on the git project page here https://github.com/recastnavigation/recastnavigation

Level editor v2

As mentioned in our previous update, we’re not just creating brand new stuff – there are a number of important items for us to keep so that modding remains within reach of the wider community. Right now we have a functional version of the level editor ported for Kenshi 2 giving us time to define an appropriate feature set. This approach pairs well with more complicated functions such as terrain editing directly in the Unreal Editor. If this is a tool you use regularly it would be great to hear from you in the comments.

Game Merchandise.game



Also requested by fans, we have a small update on the status of merchandise. Before the holidays we caught up with the team at merchandise.game who’ve been working with us on our first drop of Kenshi gear. As we’re close to production there was some discussion about whether or not we should open pre-orders, in the end we decided it would be a better if we simply wait for initial stock and order more based on the sales. Assuming no issues with the paperwork Kenshi merchandise could be on their store and ready to ship as soon as next month.

We’d like to take the opportunity to thank everyone for an amazing 2019 and wish you all the best of luck with any resolutions you’ve made. To our fans getting ready for lunar new year at the end of the month, don’t forget to sweep before you enjoy the holidays!

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Re: Kenshi
« Reply #87 on: January 22, 2020, 03:52:07 PM »
Kenshi v1.0.44
Wed, 22 January 2020




Bug Fixes:

•   Removed the "Disable civilians in towns" option as it was causing some issues with things like Waystations being unpopulated, and no longer made a noticable performance gain.
•   Fixed use cursor appearing on player built tables.
•   Stealing backpacks from animals now correctly flags as stealing.
•   Fixed building town allocation when placing town markers.
•   Fix for animals walking into buildings.
•   Additional fix related to previous ragdoll crash.
•   Fixed translations, fonts and audio when kenshi install path contains non-ascii characters.
•   Fixed restricted food tooltip potentially missing some races.
•   Fixed a few minor dialog bugs.
•   Fixed texture loading error handling - with invalid textures (eg from file corruption or a broken mod) you now just get black, instead of a crash.
•   Fixed crash with the restricted food tooltip for some mods.
•   Fixed character editor crashing if character model fails to load from a mod.
•   Fixed interior layout editor mod tracking (level editor).

Changes:

•   Added 'character limit reached' message when buying animals.
•   Added error number to CRASHDUMP FAILED log message (description was garbled).
•   Cleaned up list of races that can eat restricted food in item tooltip.
•   Backpack contents marked as stolen when you steal a backpack.

Translations:

•   Chinese updated


Special thanks to 'Victory Forever' for spotting the issue around disable civilians and waystations.


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Re: Kenshi
« Reply #88 on: February 12, 2020, 12:51:13 PM »
January Community Update
Wed, 12 February 2020


It’s a new month and I am once again asking you to read a developer update. In addition to pushing another sizeable patch to the main branch, we’re adding a new official language soon and sharing a small peak into what’s going on with Kenshi 2.

New language – Korean:

We’re now in the final stages of introducing support for one more language to Kenshi – Korean, which we expect to include in a patch toward the end of February. Adding Korean to Kenshi follows a hugely inspirational community effort to localise the game client, paired with the help of our external translators to see it through to the finish.



Huge thanks to Jeffrey Jeoung for helping us to officialise his translation mod, as well as BusanDaek, Byunghyun An, Son Byeong-gwan and all others who worked hard alongside him on the fan translation.

Korean players can follow along with the press releases onNewsWire and Ruliweb. Additionally, join us as we trial run our Korean social media channels for Twitter and Facebook.

Subscribe to our YouTube channel:

On the topic of new content channels, we’re also finally graduating from using Chris’ personal YouTube. You can now subscribe to the official Lo-Fi Games YouTube channel for video content directly from the studio and to ensure this tweet ages poorly.


https://www.youtube.com/channel/UCzCkna5yBQVb2CyfYukkxPg

Merchandise – Not quite for sale:

As nearly everyone is aware, there have been a number of precautions taken to limit the spread of the coronavirus across the globe, particularly in China. As our merchandise partners use manufacturing facilities in China this has understandably lead to a delay in creating Kenshi products. We’ll have an update on the status of merchandise in a future post once things are back to normal.

The continuity teller:

Following the announcement of Kenshi 2 the speculative flood gates opened on feature lists and lore questions, specifically how various topics in Kenshi might be explained in the events of Kenshi 2. As before, our answers will remain limited allowing each user to explore the world and come to their own conclusions (unless we have to end any more astrophysics arguments…). What we can share is some of the thoughts behind it all, directly from Natalie:

    “I’m currently working on the foundations of Kenshi’s story and content, which means a lot of switching between open world design and writing world lore (... I may or may not have ended up with my own endless encyclopedia of Kenshi lore at this point). First up I’ve had to map out the ruins which need preserving from kenshi 1, comparing three different timelines to make sure the layout and history are consistent.

    This takes a huge amount of time, essentially working on two different world timelines as I go back and delve more into Kenshi’s ancient history. It all helps in keeping the explorable ruins nice and interesting, plus it helps to work out the evolution of its current factions, making for some really original cultures. So my working map right now has a bunch of overlays from the different timelines, plus the current faction’s territories, their safe(ish) zones, danger zones, wtf?!? zones, wildlife and enemy territories.

    I’m constantly working back and forth between fleshing out the main faction lore, making a list of squads in that territory, mapping out the town locations, working out the individual town conflicts and stories, plus figuring out all of their gameplay roles, goals, motives, and traits. After a rough placement around the world, I’ve begun concentrating on a 1/6th of the map portion (one of the safer zones) and fleshed it out with any split off groups that may have conflicted with its main faction, any dens, bases and other more interesting POIs. Spider diagrams have become my best friend at this point :’)

    It’s been a slow process. The map is… considerably bigger than Kenshi 1’s; it’s a challenge to fill it with interesting content as well as balance it for a desolate, wild atmosphere. I’m conscious of not filling the world with shallow or empty content, instead focusing more on the individual towns and their micro-cultures. Admittedly I have to keep reigning myself in from overcomplicating the whole thing - this is a sandbox game with subtle, environmental story-telling, not a heavily story-driven RPG.

    It feels like I’ve had to scrap a lot of ideas so far but I’m starting to pick up some momentum as everything finally clicks nicely into place. World building and writing is a lot like sculpting a statue or painting, you have to constantly add, tweak, delete, repeat… it takes some patience but it’s all part of the process!”


For some additional musings on the inner workings of Kenshi such as NPC dialogue and world building, check out Natalie’s blog entries on Gamasutra.

The quiet sounds of progress:

Last month in addition to continuing our search for a tech lead, our programming team have been working on a number of systems to help in creation of the game. This includes everything from basic camera controls and map markers all the way to physics events such as building collision. As we’re still very early in development a lot of their time is laying the groundwork for certain elements of Kenshi 2 that are still under wraps, undoubtedly users will have a lot of fun speculating over this in the comments and we look forward to revealing more about this in a few months time.

Finally for any fans agonising over what to do for their special somebody this valentines day, why not tell them how to sign up for the Kenshi mailing list before treating them to a gourmet meal of the finest foodcubes and a glass of grog (assuming you’re old enough). If that doesn’t win them over then at least it should slow them down for when the skin spiders eventually turn up...

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Offline Asid

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Re: Kenshi
« Reply #89 on: February 12, 2020, 01:00:26 PM »
Kenshi: English Trailer
Jan 30, 2020





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