Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on May 12, 2017, 03:26:12 PM

Title: Kenshi
Post by: Asid on May 12, 2017, 03:26:12 PM
(http://cdn.edgecast.steamstatic.com/steam/apps/233860/header.jpg?t=1485441128)

“A free-roaming squad based PC game with RPG elements, focusing on open-ended sandbox gameplay features rather than a linear story.
Choose to be a thief, a bandit, a rebel, a warlord or a mercenary.
You can be a trader, a doctor, a peacekeeper, a business man, an explorer, or a mere slave...
The list goes on, but you've got to stay alive first...


Official Site: Here (https://lofigames.com/)
Official forum: Here (https://www.lofigames.com/phpBB3/)
Steam: Here (http://store.steampowered.com/app/233860/Kenshi/)
Youtube Channel: Here (https://www.youtube.com/user/CaptainDeathbeard/videos)

Free Demo:  Here (http://www.lofigames.com/phpBB3/viewtopic.php?f=12&t=8428&sid=dc0a13145ed7a3901de0e48398d2bd08)


Single-player sandbox


Beta Trailer (30/03/16)
https://youtu.be/yTCW10GGGZo


V0.50 progress trailer Trailer
https://youtu.be/04FxigBFiRU


About This Game
A free-roaming squad based RPG. Focusing on open-ended sandbox gameplay features rather than a linear story. Be a trader, a thief, a rebel, a warlord, an adventurer, a farmer, a slave, or just food for the cannibals. Research new equipment and craft new gear. Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business. Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert. Train your men up from puny victims to master warriors. Carry your wounded squad mates to safety and get them all home alive.


Features

Character Customization

(https://lofigames.com/wp-content/uploads/Squad.jpg)

Edit your characters, build up their strengths and watch them endure and grow. Train Your Skills in Robotics, Thievery, Engineering, Medicine, Weapon Smithing and more!


Squad-Based Control

(https://lofigames.com/wp-content/uploads/rts-.jpg)

Play with one character or control a whole team; an army, even. Combat is Real-Time Strategy style with a choice of ranged and melee fighting styles


Build Your Base

(https://lofigames.com/wp-content/uploads/town-.jpg)

Create and run your own city, manage an empire or simply wander the lands as a lone drifter. Research upgrades such as industry tech, weaponry crafting and trade goods


Wounds Affect Gameplay

(https://lofigames.com/wp-content/uploads/Medic.jpg)

Complex medical system where injured characters limp, crawl, bleed to death or pass out from starvation. Stem blood loss to avoid predators and carry your wounded squad mates to safety


Open-ended Gameplay

(https://lofigames.com/wp-content/uploads/World.jpg)

An original sandbox world. Lay siege as a warlord or make your riches as a trader… There are endless game style possibilities and the world will never stop moving


Train hard

(https://lofigames.com/wp-content/uploads/level-scaling.jpg)

There is no level-scaling, the world does not level up along with you. At the start of the game almost everyone will be stronger than you and you’ll have to use your cunning to survive


Survive

(https://lofigames.com/wp-content/uploads/Capture.jpg)

Escape capture from deadly slavers & cannibal prisons, rescue your squad mates from grisly death and get them all home alive


Start A Faction

(https://lofigames.com/wp-content/uploads/canibal.jpg)

Keep to yourself, form an alliance or oppose other factions and territories of the world… good or bad


And Much More To Come…

(https://lofigames.com/wp-content/uploads/roadmap.jpg)

See our  roadmap (https://lofigames.com/road-map/) to read more about upcoming features…
Title: Re: Kenshi
Post by: Asid on May 13, 2017, 03:32:20 PM
Dev Blog #21: Diplomacy
11 MAY   - KOOMATZU

So, it's been a while since our last dev blog, mainly because we've been working on bug fixes (hence the more frequent updates), and not-so-bloggable bits and pieces. But bug squashing aside we now have a few upcoming features to share. So, what are our plans coming up to release this year? Since Kenshi’s optimization and engine upgrades are in game and all finished, we’re now down to the last few to-do’s on our list: Localisation, Diplomacy and, of course, the last half of the map with all it’s shiny new content - no major new factions but plenty of new towns and dangerous lands to explore.

Translation
With thanks to Dominic Wirth, Yuri Nikolai, Vladimir Byzov (Aka Sol Lignum), Marie Libert and Paola Grana, we’re working on Portuguese, Russian, Spanish, German and French official translations. Given the potential 250,000 word count, however, don’t expect full localisation for six months from now at the very least.

New map
The desert is returning to us, people. Those who mourn the old map should be pleased to hear that a rather large chunk of the new area will be more ‘traditional’ in desert style. i.e. less rocky, more sandy.

And the rest of the map? Well, that’s for you to explore yourself, don’t get greedy now.

Diplomacy
This is the last big important feature coming to Kenshi. It's a little tricky to plan given that Kenshi lies somewhere between RTS and RPG in play style, so we’re going to need to work differently to most games. Typically in RTS games, you start off with some sort of world presence, putting you in a believable position for bartering with neighbours. This is the missing piece that we need in order to keep diplomacy interesting while also keeping some sort of realism to the world of Kenshi - why would a dominant world power, for instance, be interested in an alliance with some nameless chump armed with nothing but a rag loincloth and a rusty sword? Well, There are a few ways.

First off, we have player town level, a way for your character to build (literally) a presence in the world so that they might actually peak a diplomat’s interest, earn their place as a reputable power in the world. Secondly, we have wealth: depending on each faction (i.e. the greedier nations) this may include town taxation or simply buying your way into their black, dead corrupted hearts. Potentially, this may also include base visits where you can offer tribute or hand over prisoners. And, last but not least, our next main route to an alliance (if you're feeling particularly badass) is through kidnapping/murdering their most powerful enemies... Take any of these paths to impress a faction, and they should willingly make a formal pact with you - so long as you’re not sleeping with the enemy.

But! What in Narko’s hell happens to the Okranites, for example, if you take down the Holy Phoenix himself (blessed be his name)? This is where another complex web of reactions come into play. The paladins might retaliate and send a particularly angry assault to your base, whilst your United Cities allies might simultaneously send an army to defend you from that very attack - you’re a valuable and respected ally in their plans after all. And then what? What becomes of the holy plains? Do the downtrodden women of the nation start a violent man-hunt? Do the lands erupt into a colossal Narko-worshipping skeleton orgy? Or do the Okranites simply pick themselves up, brush themselves off, replace the Phoenix with his reborn child successor and continue burning she-devils and foreign heretics? That, my friends, you’ll have to find out for yourselves.
Title: Re: Kenshi
Post by: Asid on May 22, 2017, 07:01:02 PM
0.95.40 Out Now
Kenshi - Koomatzu

Now on the stable branch:

0.95.36
•   Can loot backpacks on the ground
•   Acid damage changed to stun damage to prevent constant AI healing attempts
•   Can only put empty backpacks inside other backpacks
•   Fixed un-enterable armory in Mongrel
•   Fixed placing characters in unbuilt beds and cages
•   Fixed Task_UnlockDoor doing nothing for cages
•   Fixed characters building nearby stuff without geting out of bed
•   Fixed infinite nest population bug
•   Player characters only get food from player owned containers
•   Fixed dropped items appearing on the floor above in buildings with low ceilings

0.95.37
•   Fixed the acidentally recruitable ninjas everywhere.  If you got any then you should free them back into the wild.
•   Fixed the Y-house roof
•   NPCs should now react properly when you free them from a prison
•   Fixed the missing Megaraptor
•   Fixed prisoners being immediately freed by law enforcers
•   Added Shek guards to collect bounties from

0.95.38
•   Borderless window option added to the launcher. True fullscreen mode re-enabled.
•   Fixed monitor selection sometimes not working
•   Sped up the speed of sawing through shackles (and fixed a crash)
•   River raptors in Okrans Pride mainly only spawn from nests now
•   Fixed the goat ragdoll
•   Removed a debug cheat game-start that was left in by accident

0.95.39
•   Temporarily disabled true fullscreen mode 'cus it's broken and I don't want new players getting confused

0.95.40
•   Fix for anyone with fullscreen mode set in their cfg getting broken screen resolution
•   gorillos are a bit stronger
•   Fixed a case where animals could freeze in combat against someone in defensive mode
•   Fixed the inability to path inside the metal warehouse building

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
Title: Re: Kenshi
Post by: Asid on June 20, 2017, 05:09:11 PM
Update 0.95.43 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.95.43 out now on Experimental branch! 0.95.42 is now 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 and general instability.

0.95.41
•   Fixed bounty clearing immediately when you get put in jail, resulting in no GUI info
•   Fixed Shek guards attacking you on sight because they remember something bad you did ages ago
•   Turret accuracies tweaked to require more skill
•   Turret max reload speed now more skill dependent because it no longer uses "accuracy perfect skill" to adjust
•   Added missing acid protection to all the Plate Jackets
•   Samurai body armour chest coverage changed from 90->100%
•   Fixed random crash on loading mid-game

0.95.42 (Stable)
•   Fixed a bug that could potentially make a savegame crash on load

0.95.43 (Experimental)
•   lights no longer consume power during the day
•   made cannibals slightly stronger
•   Reduced instances of town guards overzealously attacking you for tresspassing in private buildings
•   Fixed town radius not expanding correctly (causes all sorts of weird problems)
•   Fixed selling and buyback prices for stolen items
•   You can now use medkits from your backpack
•   Fixed item group placement orientations
•   Right click menu on doors is only instant when locked
•   Fixed duplicated node removal
•   Fixed reversed animations not starting (specifically put down character)
•   Fixed some patrols never starting
•   Added 'I dont have a splint kit' character message
•   Fixed characters colliding with who they are carrying (caused jitter on pickup)
•   Added level editor save warning when player towns exist
•   Fixed duplicated town nests when loading
•   Fixed nests being diferent when loaded from ingame menu
•   Fixed occupied nest cages being duplicated when loaded
•   Fixed speed groups not being created for characters loaded in group speed mode
•   Fixed harpoons being drawn before thier material is set up
•   Added loading progress bar
•   Fixed paying for beds again when loading
•   Fullscreen mode re-enabled

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you
Title: Re: Kenshi
Post by: Asid on June 28, 2017, 05:01:05 PM
Update 0.95.44 (Experimental)
Kenshi - Koomatzu

Update 0.95.44 out now on Experimental branch! As before, 0.95.42 is 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 to experimental, please be aware of bugs and general unstableness.

0.95.44

OPTIMISATION
•   Huge terrain system optimisation, frame rate should be better when looking at the horizon now, and also more detailed. Unfortunately won't do much good for those with slow systems who already have the view distance and terrain detail way down.
•   Secondary lod threshold for distant terrain
•   Initial loading state continues until everything is loaded
•   Changed slow startup load sequence to happen behind splashscreen logos
•   Some general small optimisations to the code

FEATURES
•   Replaced "chase" button with a "jobs" enable button, so you can stop your characters trying to run back to base to do their jobs when they are away from home
•   Dropping an character who isn't an ally now knocks them out, to help with capturing slippery bounties
•   Characters now prioritise eating higher-grade food first
•   Mouse traces ignore collision of destroyed building walls
•   Added some of the system messages to the dialogue log window

FIXES
•   Added borderless option to ingame options
•   Shop signs no longer clickable, causing characters to pathfind upstairs instead of to the ground floor
•   Fixed crosbow strings flickering
•   Fixed the non-aggressive armory spiders
•   Fixed some missing cannibal village squads, and possible cannibal raids not activating
•   Fixed a crash when loading games in the GOG release
•   Fixed random flat foliage
•   Rewritten interior building placement building collision checks
•   Fixed corpse flies sometimes not appearing
•   Fixed the random missing apostrophes
•   Fixed placing buildings on top of foliage rocks with collision
•   Fixed material when dismantling non instanced buildings
•   Fixed buildings with offsets in build icons

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you 🙂

Title: Re: Kenshi
Post by: Asid on June 29, 2017, 04:22:26 PM
Update 0.96.1 (Experimental)
Kenshi - Koomatzu

Update 0.96.0 out now on Experimental branch! As before, 0.95.42 is 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 to experimental, please be aware of bugs and general unstableness.

0.96.1
•   Fixed the "show markers" option not being saved properly
•   Made the new hideous green markers a little more subtle. Our artist is on holiday, he will fix them up nice when he gets back.

0.96.0
•   Added character mouse movement and camera rotation markers (designed to help beginners, disable them in the options if you don't need them)
•   Halved the athletics penalty of samurai armour
•   The bread oven is now automated, but cooks at half the speed
•   AI must get up before applying first aid
•   Fixed arm ragdoll with damage from blocked punches
•   Paried punch sound no longer metalic with sparks
•   Added loading progress bar
•   Fixed a potential rare AI bug with certain gates built on slopes

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you
Title: Re: Kenshi
Post by: Asid on June 30, 2017, 05:27:19 PM
Update 0.96.2 (Experimental)
Kenshi - Koomatzu

Update 0.96.2 out now on Experimental branch! As before, 0.95.42 is 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 to experimental, please be aware of bugs and general unstableness.

0.96.2
•   Construction shops now have blueprints for most of the decorative furniture like tables and carpets
•   You can now build a lot closer to ruins
•   Placing buildings now has an adjustable slope-matching setting, so you can make more upright buildings
•   The disable jobs button now doesn't disable medical type jobs

FIXES
•   Fixed a bug that was preventing victims from screaming when they were being eaten alive.
•   Fixed furniture sometimes not being buildable above floor 0
•   Fixed some talking animals
•   Possible fix for escaping fog men tagging you as a criminal
Title: Re: Kenshi
Post by: Asid on July 06, 2017, 04:32:26 PM
Update 0.96.5 (Experimental)
Kenshi - Koomatzu

Update 0.96.5 is out now on Experimental branch! 0.96.4 is now 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 and general instability.

0.96.5
•   Characters automatically go to bed if they are wounded and have nothing else to do
•   Characters automatically ditch any spare resource items in containers if they have nothing else to do or are stuck with their current job, this should free up some of the jams
•   Player characters no longer automatically heal or help allies from other factions
FIXES
•   Fixed some items not spawning in nests
•   Fixed some loot items not spawning in nests
•   Jobs mode now saves and loads properly
•   You no longer get XP for stealing from prisoners
•   Turret/light attachment nodes more visible
•   Reduced max sloping value of all buildings
•   The game now only autosaves once if you leave the game paused for ages
•   Fixed AI tolerance for accessing a turret built with the wrong floor ID
•   Fixed characters incorrectly falling over on load due to injury
•   Fixed a possible startup crash
•   Fixed null pointer crash with faction discovery
•   Fixed some characters appearing on the floors above

0.96.4
•   Hotfix! .3 had a crash
•   Added 2 new cannibal raid types

0.96.3
•   Animal backpacks now have way more space, making them useful for setting up bases
•   Beak things now have meat
•   Made cannibals slightly weaker again, added more Beakthings to the Cannibal Plains
•   Reduced the penalty for tresspassing
•   Crime "Assault" doesn't override other crimes any more, so its easier to see what you did
•   [Jobs] button also no longer skips follow and bodyguard jobs
•   FIXES
•   EDITOR: Fixed crash opening translations
•   Unbuilt (ie still passable) walls no longer make characters bounce over the top, and can be clicked through to select characters etc
•   Fixed map items pointing to the wrong towns after import
•   Fixed crash on dismantling buildings
•   Fixed building audio "cavernous" setting not working right
•   Fixed cannibals not properly capturing people if they were drawn out of their home town
•   Fixed "He's in the water" bug when loading a game with ragdolled characters
•   Fixed deadcat bar having no inventory
•   Fixed the Empire taxman assault triggering when it wasn't supposed to
•   Flipped the default setting for "Invert mouse Y", because people start the game without checking through the options first and then freak out because the camera is the wrong way around
•   Fixed map item inventory sounds

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum[www.lofigames.com] so that we can fix as soon as we can. Thank you

Title: Re: Kenshi
Post by: Asid on August 04, 2017, 12:34:16 AM
Update 0.96.12
Kenshi - Koomatzu

Apologies for the delay posting the patchnotes - Yesterday's update 0.96.12 is out now on Experimental branch! 0.96.11 is now 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 and general instability.

0.96.6
BALANCES
•   Sped up some production buildings
•   Added automatic fabric looms tech to lvl 4
•   Removed bread from Food Store
•   If you upgrade a building that produces its own construction material (eg farms, iron refinery) then it will absorb its own inventory contents towards the upgrade cost
FIXES
•   Fixed a dialogue bug that skipped relations and money checks
•   Fixed a duplication bug in the grass system
•   Fixed a rare NPC population duplication bug
•   Possible fix for a turret upgrade related crash

0.96.7
•   Halved the "water avoidance" factor in the pathfinding for player characters, let's see how it works out.
•   Fixed unlock shackles action not working
•   Kidnapping failure should now result in the victim getting up and attacking you properly
•   Fixed a bug that could cause a possible persistent slowdown after a raid
•   Fixed a possible crash if a player-given order is impossible in the first frame
•   Fixed unbuilt lights contributing to light level
•   Fixed empty faction list when importing
•   Fixed a turret-related crash
•   Stopped potential infinite sound loop when loading a game mid-loop

0.96.8
•   Added some missing components for the Robotics Storage
•   Improved the auto-sleeping AI bugs, not sure if it's perfect yet. Planning to add an AI control panel later on to enable/disable things
•   Added missing combat skill effect to backpack tooltips
•   Fixed inquisitors randomly attacking you when innocent
•   Fixed a shadow artifact

0.96.9
•   Added AI control options panel
•   NPCs now have random faces
•   Fixed floor number of dropped items
•   Fixed mouse traces for items on upper floors
•   Fixed visibility for items with no collision (Fancy Rug)

0.96.10
•   Iron spiders have more iron plates and electrical components, to make them worth harvesting
•   Tweaked farm fertility calculations
•   Fixed missing face options in character editor
•   Fixed some logic bugs in the dialog system
•   Fixed battery drain amount
•   Fixed stealing stuff without holding alt
•   Fixed wall previews being red when valid
•   Fixed outsideFurniture property when confirming multiple buildings at once
•   Fixed indoor particles (again)
•   Building sound emitters can stop if nobody is working
CONSTRUCTION SET
•   Fixed crash loading translation with missing original line variant
•   Fixed translation line disappearing if translated to empty
•   Changed translation ORIGINAL_MODIFIED state colour to orange (easier to see)

0.96.11
•   Fixed the stupidly big move marker
•   Fixed the broken hydroponic farms from last update
•   Fixed occasional non-aggressive robot spiders
•   Fixed creating too many face morphs
•   Fixed animal inventory window for different sized inventories
•   Fixed interior edit mode floor visibility
•   Disabled deleting parent building in interior edit mode

0.96.12
•   Some of the katana attacks now have reduced max-hits per attack, meaning they are less effective against groups. (Mainly the downward combo, but I also increased the power a little, this makes katanas more of a duelists weapon.)
•   Fixed bug where conversations cut out after an interjection
•   Hive traders will sometimes visit your base
•   Doubled cost of animals
•   Shek slaves get their horns cut off
•   Lowered the price mark-up on illegal goods in the SW empire towns, the idea is that you only get the huge markups when you travel far east to the new empire regions
•   Fixed navmesh not always updating when building walls
•   GUI updated if window size changes
•   AI options load/save fix
•   The Empire can now harrass your base if you build on their territory
 

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)

Title: Re: Kenshi
Post by: Asid on August 04, 2017, 12:35:18 AM
Dev Blog #22: Unlocking The North
Kenshi - Koomatzu

SUMMER PLANS

We were hoping for a full release of Kenshi in the upcoming few months, but alas, we realise we were a tad overenthusiastic in our estimate. We need to get things running as smoothly as possible rather than rushing a release, and although this means a slight delay in Kenshi’s complete release, a few months extra of finishing touches and polish seems well worth it in our opinion. Compared to the long development so far, we feel like Kenshi can wait that much longer.

This means you can expect an estimated release closer to early 2018. With this in mind though, we do still plan on releasing the next map quarter end of this summer. So, either way, there *will* be new content to play with soon!

WHAT’S COMING UP

In yesterday’s latest release, 0.96.12, we released the first of our new base visit campaigns: visiting traders and Empire tax collectors. We’ll be releasing more player base visits and diplomatic dialogues along with the next map area, the north eastern quarter of the map. This will be United Cities territory, mainly desert land similar to the old placeholder map. It will also include the Slave Traders and Traders guild factions – no new major factions for these sections, though there should be plenty of new ones to play with in the south eastern quarter later this year.
Title: Re: Kenshi
Post by: Asid on August 25, 2017, 03:10:01 PM
Update 0.96.18 (Experimental)

Update 0.96.18 is out now on Experimental branch! 0.96.11 is 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 and general instability.



Features
•   Diplomacy dialogue of all major factions now added. You should now be able to trigger dialogue in HQs of the swamp, Holy Nation, Shek Kingdom and Flotsam Village.

Fixes
•   Fixed Shek HQ dialogue not triggering in 0.96.17
•   Fixed the random lag problem from 0.96.17
•   Tweaked the medic AI so it shouldn't run off too far
•   Fixed crash when approaching a certain village
•   Bit of memory clean up for stray homeless squads
•   Altered the player AI to choose nicer beds to sleep in
•   Stopped medkits increasing charges when skill is > 100
•   Unique NPCs that escape captivity can now travel all the way back home to resume their lives
•   Fixed foliage showing inside the ancient lab
•   Fixed escape menu fade out not being full screen
•   Fixed expand stats button becoming stuck on screen
•   Fixed a crash on exit for turrets
Title: Re: Kenshi
Post by: Asid on September 06, 2017, 05:35:19 PM
0.96.21 Out Now (Experimental)


Update 0.96.21 is out now on Experimental branch! 0.96.11 is now 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 and general instability.

0.96.21
•   Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
•   Tweaked dust settle amounts
•   Stopped mounted buildings in towns from creating player outposts inside the NPC town
•   Fixed character name tags appearing in character editor
•   Stability fixes

0.96.20
•   Added font size option slider
•   Fixed a bug where NPCs could sometimes get moved through walls when running off-screen. This was the bug many people thought was enemies spawning in their bases. Should now be fixed.
•   Fix for animal animation bugs, especially for leviathans
•   Few fixes for windmill audio
•   Fixed corpse flies audio positioning
•   Fixed expand stats button appearing when gui is hidden
•   Fixed paladins not having their gear set as uniforms

0.96.19
•   Hotfix for the farm growth rate bug caused by an optimisation in 0.96.18
•   Fixed the Rebirth slave delivery AI

Title: Re: Kenshi
Post by: Asid on September 07, 2017, 06:18:17 PM
0.96.22 Out Now (Experimental)
Kenshi - Koomatzu
(6th September 2017 Patchnotes)

Update 0.96.22 is out now on Experimental branch! 0.96.11 is now 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 and general instability.

0.96.22
•   Animals will eat food dropped on the ground
•   Animals will eat food out of the storages at your home base, if "feed animals" is enabled in the AI options
•   Pretty sure that the goats were eating themselves
•   Some small fixes
Title: Re: Kenshi
Post by: Asid on September 18, 2017, 06:54:49 PM
0.96.26 Out Now
Kenshi - Koomatzu

Now available on the main branch...


Main features:

GUI
•   GUI updated if window size changes
•   Added font size option slider
•   Squad panel drop target hidden to make reordering squads easier

Food
•   Added some race-specific foods. Hivers can eat raw and foul meat.
•   Animals need to eat now.  You'll need a backpack with food in for them.  You can stop them eating via the AI options.
•   Animals will eat food dropped on the ground
•   Animals will eat food out of the storages at your home base, if "feed animals" is enabled in the AI options
•   Added a special animal feeding barrel.

Misc
•   Some of the katana attacks now have reduced max-hits per attack, meaning they are less effective against groups. (Mainly the downward combo, but I also increased the power a little, this makes katanas more of a duelists weapon.)
•   Hive traders will sometimes visit your base
•   Doubled cost of animals
•   Shek slaves get their horns cut off
•   Lowered the price mark-up on illegal goods in the SW empire towns, the idea is that you only get the huge markups when you travel far east to the new empire regions
•   Fixed up the slave shipment chain- slaver caravans gather up slaves and deliver to work camps.  "Freelance" hunters deliver them to the nearest slave shop.
•   Mounted turrets and lights repositioned when parent building is upgraded
•   Splinting now splints over blunt damage as well
•   Splinting can also apply to non-limbs, to help counter work quality penalties when crafting etc.
•   You now get back slightly more materials when you dismantle buildings, and the number has been added to the FCS global

settings
•   Bodies don't disappear so fast when being eaten by spiders
•   Corpse flies sound integrated
•   Wind generator sound intensity based on rotation speed
•   Altered the player AI to choose nicer beds to sleep in
•   Unique NPCs that escape captivity can now travel all the way back home to resume their lives
•   Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
•   Updated translation base data

Title: Re: Kenshi
Post by: Asid on September 28, 2017, 01:22:07 PM
New map section released for "Experimental" build
27 SEPTEMBER - CAPTAIN DEATHBEARD

The north east corner of the map has now been unlocked, unveiling the United Cities lands, and some other special places to explore.

We'll be fine tuning it next as we get player feedback, we also need to fill out a few more of the new biome arrival dialogues.

It should be coming to the "stable" build some time next week.

0.97.0
•   Freakin' new map section released!
•   Skeletons now accumulate small amounts of wear and tear damage as they get repaired over and over. This wear damage can be repaired at a Skeleton Repair Bed.
•   Destroyed buildings now cost 50% more to buy
•   Fixed artifacts disappearing from shops (like the ancient science books)
•   Stopped items disappearing from crafting buildings when recipe changes
•   Improved lag with ragdolls going to sleep (when many ragdolls)
•   Fixed crash dismantling buildings
•   Bunch of small fixes and tweaks
Title: Re: Kenshi
Post by: Asid on October 13, 2017, 03:35:06 PM
0.97.4 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.97.4 is out now on Experimental branch! 0.96.27 is 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.

0.97.4
•   Increased chance of death re-balance (I'm trying to make people die more):
 o   Bleeding speed reduced by 33%, but blood clots 50% slower (extra bloodloss, but more time to treat it, but more dangerous when left untreated)
 o   blood regenerates 33% faster (so recovery times are the same)
 o   untreated (red) damage degenerates even when the body part is above 0 health, but at half the speed
 o   injuries overall degenerate 1.5x faster, but the rate is based on the amount of red damage
 o   KO time slightly reduced
•   Small content tweaks and additions to the new map area:
 o   Added a thing to Darkfinger
 o   Added a different thing to Sinkuun
•   Added something awesome to the Deadlands
•   Skimmers much stronger, but move in smaller groups.  Made the ambushes work properly
•   Inventory shift right-click now transfers entire item stack
•   Tweaks to some armour values
•   Fixed the animal feeder having a tiny capacity
•   Fixed slave traders busting down your door to steal your slaves
•   Fixed a bunch of pathfinder bugs that were making characters stop mid-journey
•   Stopped animal limbs from going ragdoll, cus it looked stupid
 

Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)

Title: Re: Kenshi
Post by: Asid on January 16, 2018, 07:58:13 PM
Update 0.97.6 Now Stable
18 OCTOBER, 2017 - KOOMATZU

The north east corner of the map has now been unlocked for the stable version. This unveils the United Cities lands, and some other special places to explore.

0.97.6

Features
•   Freakin' new map section released!

Balance
•   Skeletons now accumulate small amounts of wear and tear damage as they get repaired over and over. This wear damage can be repaired at a Skeleton Repair Bed.
•   Destroyed buildings now cost 50% more to buy
•   Added bull backpacks back to the holy farms
•   Reduced faction penalties in Narko's Trap
•   Megabeasts made stronger
•   Increased HP of soldier/worker hiver heads, both to reflect their bony appearance and to compensate for inability to wear helmets
•   Restricted a few more headgear items for hive workers
•   Put more in place to stop taxman visits if you leave your base
•   Stopped characters getting resources and food to eat from shop counters
•   Inventory shift right-click now transfers entire item stack
•   Tweaks to some armour values
•   Degeneration rate of red damage that is above the 0 mark is halved
•   Updated medical panel GUI to cover the new wound degeneration
•   Skimmers much stronger, but move in smaller groups.  Made the ambushes work properly
•   Increased chance of death re-balance (I'm trying to make people die more):
  o   Bleeding speed reduced by 33%, but blood clots 50% slower (extra bloodloss, but more time to treat it, but more dangerous when left untreated) blood regenerates 33% faster (so recovery times are the same)
  o   Untreated (red) damage degenerates even when the body part is above 0 health, but at half the speed
  o   Injuries overall degenerate 1.5x faster, but the rate is based on the amount of red damage
  o   KO time slightly reduced
  o   AI panel options kept on import game
  o   No corpse flies or smell on dead robots

Fixes
•   Fixed ragdolls not colliding with foliage rocks
•   Fixed a bug where the overhead attack sometimes went undetected and got through a characters defences
•   Fixed gate-code bug when wall ramps are loaded
•   Fixed crafting building crash when recipe has fewer items
•   Flies sound actually stops at a distance (still needs attenuation)
•   Fixed dead npcs not being saved
•   Fixed artifacts disappearing from shops (like the ancient science books)
•   Stopped items disappearing from crafting buildings when recipe changes
•   Improved lag with ragdolls going to sleep (when many ragdolls)
•   Fixed crash dismantling buildings
•   Fix for engineer job not fetching building materials
•   A bunch of level fixes like repositioning buildings, fixing blockages etc
•   Fixed a stealing exploit
•   Bunch of fixes for slavery AI
•   Fixed crash building walls
•   Fixed the animal feeder having a tiny capacity
•   Fixed slave traders busting down your door to steal your slaves
•   Fixed a bunch of pathfinder bugs that were making characters stop mid-journey
•   Stopped animal limbs from going ragdoll, cus it looked stupid
 

Please help us improve the game by reporting any bugs or crashes to the bug reports forum[www.lofigames.com] or Steam forum. Thank you for all your help :)

Title: Re: Kenshi
Post by: Asid on January 16, 2018, 07:59:54 PM
Dev Blog #24: The Final Countdown
10 JANUARY   - KOOMATZU

(https://lofigames.com/wp-content/uploads/screenshot_195.png)

(Original post with images: https://lofigames.com/blog-24-the-final-countdown/)

This will be a big year for Lo-Fi Games and all of our players, old and new, as the last map quarter is finally coming to a finish.

It will be our final big update before we fully release Kenshi this year.

We don't like to spoil what's coming in the new south east area, so we'll keep details brief. Anybody who's been following us on Twitter will know that we've been working on two of our luxury features that we originally thought we wouldn't have time to add in - limb loss and blood. Blood still needs lots of work, at the moment it's buggy... very buggy. Kenshi citizens practically explode like blood balloons at the slightest jab of a nodachi... Needless to say, blood probably won't make it into game until after the next update with the new map.

Injured characters who have crippled their legs (or completely lost them) will now desperately fight from the ground if they have at least one arm left, and crawl around leaving a slug trail of blood. But also on the subject of crawling, characters will be able to crawl around healing allies while unseen in Playing Dead mode. Hopefully you'll find that the new animations and messy blood pools add a whole new level of grisly atmosphere to combat. And if your squad do happen to lose an arm or a leg, or all four, you'll be able to buy robotic replacements from shops in town.

Then of course we've got hand held crossbows with new Perception and Precision shooting stats.

Diplomacy should be complete in the next update - the most important campaigns being revenge attacks for all of the factions' fallen leaders. Apart from that we just need to finish up and test a couple of base inspections from the pushiest, rule abiding factions: the UC and Holy Nation.



If all goes well, we hope to release the last map quarter, crossbows and robotic limbs within a month's time. Until then keep an eye on our Twitter or Facebook pages for more updates :)
Title: Re: Kenshi
Post by: Asid on February 27, 2018, 04:36:27 PM
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 FEATURES

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
 
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 :)
Title: Re: Kenshi
Post by: Asid on February 28, 2018, 04:39:39 PM
0.98.2 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.98.2 is out now on Experimental branch! 0.97.6 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.

0.98.1
•   Fixed the tent blueprints not unlocking
•   You now get a small amount of dexterity XP from reloading
•   Fixed some of the bad automatic inventory icons
•   Fixed AI bug when trying to fight with a broken right arm

0.98.2
•   Tweaked crossbow crafting costs
•   Added storages for crossbow parts and ammo
FIXES
•   Fixed the blank inventory icons
•   Fixed the UC guards killing all the Thieves and Tech Hunter shop owners, resulting in empty shops
•   Fixed the armor & clothing craft benches not working
•   Fixed a crash on startup for AMD cards (possibly... we don't have any AMD cards to try it on)
•   Fixed some mods crashing the game
•   Fixed a bug causing everyone in bandit squads to have crossbows, instead of a small percentage
•   Fixed construction set translation mode skipping character names

Title: Re: Kenshi
Post by: Selva on March 02, 2018, 12:28:44 PM
Long time since my last run on Kenshi. I will give it a new try later, it seems that there still some ground to go.
Title: Re: Kenshi
Post by: Asid on March 02, 2018, 01:52:31 PM
Long time since my last run on Kenshi. I will give it a new try later, it seems that there still some ground to go.

Early Access Games are like that.
Title: Re: Kenshi
Post by: Asid on March 06, 2018, 07:09:14 PM
Updates

0.98.3
-Fixed the Ammobox that I threw together too fast
-Fixed an AI bug with the sitting when idle
-Prevented idle sitting when in hold position mode
-Fixed robot limb health clamping to 100 when loading a game
-Fixed the slavers "gathering slaves for shipping" AI
-Portugese translation complete


0.98.4
-Should fix issue some were having with AI not doing production jobs
-Fixed robot limb health clamping to 100 when loading a game
-fixed being unable to dismantle camping stuff when built indoors
-Fixed another AI bug with the sitting when idle going into other peoples buildings and triggering out of home town
-Fixed GUI having excess line spaces at larger text sizes
-Possible fix for a crash when selecting Garru
-Fixed crash when finishing crossbow crafting
-Stopped pet dogs from eating corpses (they just eat limbs now)
-Removed accidental mods

 
0.98.5
-Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though.
-Potential fix for the clothing display bug on AMD cards
-Fix for shop keepers going missing
-Fixed crash picking up corpses
-Fixed a bug with town gates not getting opened
-Fixed holy nation slavers constantly re-dressing slaves
-NPCs are less aggressive about healing KO'ed neutrals, they won't bash down your gates to heal your enemies for example
-Fixed crash in crafting list window
Title: Re: Kenshi
Post by: Asid on March 11, 2018, 05:56:42 PM
0.98.7

-Characters now get covered in blood
-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.
-Adult player dogs no longer play with limbs, though they still collect limbs and carry them around a bit, they eat them quickly and don't run off. Adult wild dogs still run off with limbs.
-it now takes about 20 seconds for a bandit to butcher your pet dog, so you have a chance to stop him
-Characters won't sit around idle if they are selected
-Being in HOLD mode while sneaking no longer ruins your sneaking
-Fixed "use turret" orders not working when too far away
-Changed the ranged combat target selection function to be more flexible, let me know if things improve or not with target selection
-Fixed a miscalculation in the strength XP gain rate for encumbered martial arts combat. It was like 10x too high, now it's the same rates as using a heavy weapon.
-Fixed the FCS character random weapon selection
-Possible missing wordswap fix
-AI improvements for town guards roaming too far from town
-Possible AI fix to help stop Shark getting wiped out by spiders


0.98.6
-Fixed bodyguard-type NPCs having x-ray vision and running off attacking every enemy in the area
-Fixed public beds being free to use
-Fixed the ammobox being really tiny
-Stopped characters under "hold position" mode running to open doors in combat
Title: Re: Kenshi
Post by: Asid on March 15, 2018, 07:10:12 PM
0.98.8

-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.
-Archers won't shoot at people playing dead
-Fixed animals not aging to 100%
-Fixed animals eating a limb and getting so much nutrition they don't need to eat for months
-Fixed adult dogs not fetching severed limbs
-Characters can no longer eat more than 50nu of food in one go
Title: Re: Kenshi
Post by: Asid on March 22, 2018, 07:18:54 PM
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
Title: Re: Kenshi
Post by: Asid on March 27, 2018, 01:38:02 PM
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
Title: Re: Kenshi
Post by: Asid on April 14, 2018, 01:47:13 AM
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
Title: Re: Kenshi
Post by: Asid on May 02, 2018, 05:39:01 PM
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

Title: Re: Kenshi
Post by: Asid on May 10, 2018, 04:36:56 PM
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

Title: Re: Kenshi
Post by: Asid on May 17, 2018, 06:03:10 PM
Update 0.98.27 Out Now
Kenshi - Koomatzu

Update 0.98.27 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[/u]

0.98.27
•   German language is now in game! Translation is mostly complete but there may be brand new dialogue that still needs translating.
•   Crossbow damage increased by around 20%Crossbows now affected by the global combat damage multiplier
•   Crossbow global damage multipliers added to FCS
•   When you select a character who is being carried by another player character, you will give orders to the carrier instead
•   Shop guards don't track your position when they can't see or hear you, they go by your last known position
•   Fixed a freeze when you press CONFIRM in the character editor that increases in size based on how long you spent on your character, if blood was enabled
•   Severed limbs on the ground disappear after 24 hours
•   Fixed ally campaigns, where allied factions came to support you against a common enemy campaign but left too soon
•   Fixed the import with "NPC states" causing previously encountered living NPCs to be missing (requires re-import to fix)

0.98.26
•   Added a target distance influence to the "protect allies" AI
•   Police no longer take your weapons when you are arrested (unless they were stolen)
•   Police only confiscate stolen items if they are recently stolen, and not stolen from a bandit
•   Fixed another AI problem where escaped slaves and prisoners could be "magically" spotted by police
•   Fixed hostile campaigns not looting food
•   Fixed AI stealing building materials from towns
•   Fixed player AI not auto-using beds
•   Fixed player idle AI all trying to sit in the same chair
•   Fixed player characters trying to sleep in NPC beds
•   Fixed characters attacking police when released from prison if in HOLD mode
•   Fixed items disappearing from animal inventory if right clicked when your inventory is full
•   Fixed characters not attacking when ordered
•   Fixed another termites bug
•   Character sleeping position not affected by character height
•   Fixed shackles display bug on single robot legs
•   Fixed crossbow range, dodge, and hunger rate tooltips
•   Stopped animals patrolling towns from going indoors

Title: Re: Kenshi
Post by: Asid on June 13, 2018, 02:01:24 PM
Update 0.98.31 Out Now
Kenshi - Koomatzu
12th June:

Update 0.98.31 is out now, with Spanish and Russian languages now updated! 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

 

0.98.31

•   You can now select a carried character and use the context menu to "Put down" on the portrait, instead of having to hunt down which of your characters was carrying them
•   Fixed bug with armour crafting material costs being too low
•   Made the pack bull less slow
•   Your stealing chance will now be tested against the nearest victim on the same floor, which will fix some situations where you got a too-easy steal chance because an npc was directly above you
•   Fixed the carry animation when running at high speeds
•   Tweaked model for the short cleaver
•   Fixed attack selection distance bugs for scaled up animals like the megaraptor
•   Boots are now dropped when both legs are lost
•   Boots are now refreshed when attaching robot limb if wearing one boot
•   Splint kits now disappear when used up
•   2 crash fixes
•   Fencing an item now also factors in if the victim was from the same town, not just the same faction


 
0.98.30

Features
•   Russian language added and updated
Bug fixes
•   Re-added Toppers (weapon and blueprint) to the game, though they are rare
•   Added toughness as a bonus stat for Hivers, to compensate for low HP and reflect their spindly downtrodden insecty natures.
•   Sped up crop harvest speeds a bit
•   UC farm shops now sell a more global selection of crops
•   Reduced encumbrance and injury dodge penalties so martial artists don't become sitting ducks
•   Fixed the base translation gamedata.pot being in french
•   Fixed slavers unable to tag you as an obedient slave when in stealth mode
•   Fixed slavers and police destroying your items when trying to store them
•   A fix with the NPC AI getting confused when healing you when you have a robot limb
•   NPC captors can now heal robots
•   Importing a game no longer resets the "Day"
•   Fixed martial arts skill in the main GUI displaying the base stat instead of the derived
•   Fixed Seto not joining you when you give the bugmaster to the shek
•   Fixed player HOLD AI so that when you give a specific attack order they move forward to reach the target
•   Fixed farmer skill calculation on crop yield display
•   Fixed some more termite issues
•   Fixed some wall AI bugs
•   Fixed a bug/exploit where you could get stealth XP in your own buildings
•   Fixed another AI running off miles away to attack someone bug
•   Fixed thievery checks being skipped if wearing full backpack
•   Fixed characters playing dead skipping thief dialog event
•   Missing directx dependencies error caught with more relevant message

 

0.98.29

•   Crossbow crafting playtested and fine tuned
•   Moved crossbow parts and spring stell crafting to the arrow bench
•   Fixed more the AI for crossbow crafting
•   Fixed the predicted quality GUI for crossbow crafting
•   Fixed crossbow crafting using wrong ingredients and wrong rates
•   Added some acid resistance to the chain hoods
•   Fixed mouseover in character stats panel
•   Fixed characters teleporting to different floors when exiting beds and cages
•   Player cage default action is no longer PICK_LOCK
 


0.98.28

Features
•   Spanish translation updated (65% complete)
Bug Fixes
•   Tuned some of the stat penalties, ranged stats should get less severe penalties for injuries and hunger, friendly fire should be less of a problem
•   Added a crossbow storage locker
•   Fixed an AI bug with engineers collecting resources from the ground
•   Fixed the "forage animals" AI job
•   Fixed the AI bug with the crossbow parts storage box
•   Rebalanced ore mines (drill was slower than the manual rocks)
•   Fixed characters dropping their carried allies/prisoners to go and have a sit down
•   Characters in offscreen update mode stop and switch modes at screen edges (fixes suddenly appearing onscreen, which looks like teleporting/spawning)
•   Fixed patrolling characters going into some buildings when they shouldn't
•   A few rare pathing fixes
•   A rare crash fix
Title: Re: Kenshi
Post by: Asid on June 17, 2018, 10:50:14 PM
Update 0.98.32 Out Now (Experimental)
13 June - Koomatzu

Update 0.98.32 is out now on Experimental branch! 0.98.31 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[www.lofigames.com] forums. Thank you

0.98.32
•   Added a pause button to incomplete buildings so that you can put them on hold and your engineers will build other stuff instead
•   Player characters can now automatically throw KO intruders out of the base (check AI options)
•   Fixed campaigns going to empty bases, and they could get confused if you had 2 bases in the same active area and one was empty. They can now redirect too.
•   Fixed AI bug relating to distance with the turret jobs
•   Turret gunners should feed themselves properly now
•   Stopped characters with the "rescue" job from rescuing dead allies and putting them in beds
•   Fixed the Yabuta bandits existing in the desert before you have freed Yabuta (requires import)
•   Fixed a medic AI bug (usually with slavers)
•   "Ditching resources" task now includes raw meat
•   Fixed a thievery XP exploit

Title: Re: Kenshi
Post by: Asid on June 26, 2018, 07:30:24 PM
Update 0.98.34 Out Now
Kenshi - Koomatzu

Update 0.98.34 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

 
0.98.33
•   Re-Jiggered the map item system. Maps are now more useful, they will always unlock different locations to the ones you already know. There are now better maps in the shops that can specifially show you where to potentially find Ancient Science books or Engineering Research or whatever you are looking for.
•   It's now possible to lose your pursuers properly. Before, when you were caught stealing or sneaking they would track you artificially wherever you ran. Now they will only be able to remember where they saw you last, plus a bit of extra projection (he went thataway), then they lose the trail.
•   Changed the auto eject intruders AI to a normal job assigned from the context menu
•   Fixed auto eject job from forcing walk mode
•   Added an auto eject job for throwing out of buildings, if you have a building in another factions town
•   AI no longer shoots at crawling characters with turrets. This way when bandits take over your base and pile your guys outside the gate you can crawl away without getting shot by the turrets
•   Changed medical state for robots from "Unconscious" to "Rebooting"
•   Some AI improvements to the occupy town behaviors. Bandits often thought they had occupied a town prematurely.
•   If your town has been occupied by bandits it no longer deters hostile campaign events. It still deters non-hostile ones, like traders and taxmen, so you don't get in trouble when the bandits don't pay your taxes
•   Crawling characters will now get up (if they can) when they are under attack
•   Medical tooltips now show the point at which you will die, useful when you have a worn-out robot character and don't know what his HP is
•   Rain collector no longer works in acid rain
•   Research and crafting queues are now re-orderable with drag and drop
FIXES
•   Fixed the hydroponic farms just giving 1 item per plant, instead of 2 or 3
•   Stopped being able to snap buildings to structures you don't own
•   Another medic/robotics AI fix
•   Slightly improved turret snap node selection
•   Fixed bodyguard squad map markers becoming the wrong colour when platoon unloaded
   Additional logging in game launcher for debug purposes
 
0.98.34
•   More fixes to the campaign AI, fixed premature retreats and cancellations when changing target
•   Fixed that bug where you would randomly see corrupted geometry flash up on the screen
•   Cannibals should now heal their captives if carrying them on a long journey
•   Fixed Luquin
•   Fixed Rebirth guards not catching escaping slaves
•   Fixed a crash with a certain map item
•   Fixed some escaped slave NPCs still getting tagged as escaped prisoners

Title: Re: Kenshi
Post by: Asid on June 26, 2018, 07:31:31 PM
Update 0.98.35 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.98.35 is out now on Experimental branch! 0.98.34 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

0.98.35
•   The extra stun damage % in armour also now applies to pierce damage. Means that heavy armour guys still get a little stun damage from crossbows
•   Fixed non bandits and cannibals not detecting prison escapes
•   Stopped blood drips under water
•   Fix for engineer job conflicts with resource ditching
•   Fixed a few more bugs that could break AI campaigns
•   Engineer job now ignores jobs that are outside of closed gates
•   Increased stat-penalty light levels tolerance, so it doesn't have to be so bright
•   Fixed illegal goods fencing tooltip
•   Added extra checks to prevent animals spawning in nests on top of player
•   Fixed some characters not floating in water when unconcious
•   Fixed police not healing prisoners
•   Fixed prison sentence time tooltip
•   Fixed character position when exiting cages


Title: Re: Kenshi
Post by: Asid on July 19, 2018, 04:27:57 PM
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

Title: Re: Kenshi
Post by: Asid on July 26, 2018, 02:55:17 PM
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

Title: Re: Kenshi
Post by: Asid on August 02, 2018, 12:04:07 AM
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
Title: Re: Kenshi
Post by: Asid on August 03, 2018, 01:35:31 PM
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.


Title: Re: Kenshi
Post by: Asid on August 14, 2018, 09:51:42 PM
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

Title: Re: Kenshi
Post by: Asid on August 16, 2018, 07:41:58 PM
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.

Title: Re: Kenshi
Post by: Asid on August 21, 2018, 11:20:11 PM
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

Title: Re: Kenshi
Post by: Asid on August 25, 2018, 12:04:40 AM
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
Title: Re: Kenshi
Post by: Asid on August 29, 2018, 01:06:42 PM
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
Title: Re: Kenshi
Post by: Asid on August 31, 2018, 11:37:48 AM
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

Title: Re: Kenshi
Post by: Asid on September 05, 2018, 10:31:04 PM
Blog #26: The Final Piece
Kenshi - Koomatzu

The last map quarter

It’s finally coming - Update 0.99, the very last section of Kenshi’s world map! We plan to release the map in two weeks time, hopefully on 17th September. Until then, sit tight and read up on *exactly* what is left to add after 0.99 before Kenshi’s fully finished 1.0 launch!
Localisation:

Japanese, German, French, Spanish, Russian and Portuguese translations have been released and are in game. Here are the planned ETAs of each language to be fully finished:

•   Japanese: 85% complete. Expected release November (special thanks to SBDR, Yukaary, Craft, Rijye, netakiriBATTOUSAI, Sillymonkeys, embrion, Masaru Momoyama, dice, ruinstar, Metapo, Tomoya 'urakata' Mori, tanpopo for their contribution)
•   German: 96% complete. Expected release October
•   French: 87% complete. Expected release November (Special thanks to Yann, Hasuka and Gauthier for their contribution)
•   Spanish: 68% complete. Expected release TBA
•   Russian: 95% complete. Expected release November (Very special thanks to Sol Lignum)
•   Portuguese Brazilian: 86% complete. Expected release November (Very special thanks to Yuri for his contribution)

World states:

So far this is around 80% complete, very roughly speaking. The world states for the big main factions are finished. We still need to work on town and squad overrides for the new map section, plus a few smaller factions in the current world map. In case you missed it, you can read more about the world states here.

Polish:

And that’s it, Kenshi will now be feature complete - other than a *huge amount* of bug fixing and adjustments. Please keep your feedback coming either in the Steam or Lo-Fi forums and we’ll make sure we get Kenshi running smooth and perfect. As usual your help is much appreciated since we lack the manpower to fully test Kenshi’s huge map, thank you all for your support so far!

Title: Re: Kenshi
Post by: Asid on September 11, 2018, 10:17:13 PM
Update 0.98.61 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.98.61 is on the Experimental branch! 0.98.55 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.

0.98.56
•   Reduced the armour athletics penalties
•   Minor improvements for AI campaigns, should improve them all arriving at the destination at the same time more often
•   Stopped imprisoned NPCs being set as the leader of a campaign
•   Overlapping player towns now get merged, to reduce AI confusion
•   Fixed being able to build inside NPC town radius if player town is nearby
•   Town population building allocation now consistent each game
•   Fixed context menu crash if no player characters
•   Medic job no longer ignored when carrying a hostile npc
•   Fixed a saving bug

0.98.57
•   A fix for picking up characters
•   Fix for a character editor crash for the southern hive

0.98.58
•   Fixed armour dodge stat not applying if it was a bonus
•   Mounted buildings use town of the building they are mounted to
•   Allow dismantling of mounted buildings on player owned buildings in npc towns
•   Fixed being able to build inside NPC town radius if player town is nearby
•   Fixed picking up characters again
•   Fixed dead character animation not updating straight away when picked up, causing rigamortis
•   Random crash fix

0.98.59
•   No more wall termites, now if you seal up your base with no gates the AI will smash the walls down
•   A fix for the animation modding system
TRANSLATION
•   Fixed the french translation not working at all
•   Updated french, spanish and japanese languages

0.98.60
•   hotfix for characters unresponsive to movement bug

0.98.61
•   Big optimisation for the particle system, should run smoother in zones with heavy particles like the deserts
•   Default setting for limb loss option set to "rare"
•   If a leg goes below -100 health (and isn't amputated) then the character is crippled and has to crawl
•   Wordswaps updated for french, german, portugese
•   Fixed the bug where a group order to attack a target wouldn't register for some of the characters

Title: Re: Kenshi
Post by: Asid on October 15, 2018, 11:18:19 PM
Update 0.98.62 Out Now!
Kenshi - Koomatzu

Update 0.98.62 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

0.98.62
•   Stopped characters with robot legs screaming that their feet are burning
•   Fixed some animation bugs when characters are getting up
•   Fixed some camera glitches
•   Made the Dodge stat visible for melee characters
•   Fixed some small AI bugs
•   Fixed underground building check making walls and gates near cliffs float

Title: Re: Kenshi
Post by: Asid on October 16, 2018, 12:01:05 AM
Update 0.99.2 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.99.2 is out now on the Experimental branch! 0.98.62 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.

0.99
•   The new map section is finally open! I won't detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.
FIXES
•   An AI fix that should stop characters running off for no reason sometimes

0.99.1
•   Added a few missing armour crafts
•   fixed 2 inaccessible towns (import game if not fixed)
•   fixed staff weapon reach

0.99.2
•   Added leather and chain shirts for the Hivers
•   Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
•   Added a new hat
FIXES
•   Fixed random camera jumps when tracking a character
•   Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the "murder detector" was too sensitive.
•   Fixed dead animals appearing in trader list
•   Fixed NUM+ keybind not saving
•   Few other small fixes and a crash fix

Title: Re: Kenshi
Post by: Asid on October 29, 2018, 04:00:18 PM
Update 0.99.5 Out Now (Experimental)
Kenshi - Koomatzu

Update 0.99.5 is out now on the Experimental branch! 0.98.62 remains on the main stable branch. Apologies for the delay with this one, we had issues with our main computer breaking down which delayed being able to upload the game to Steam (don't worry, no data or anything was lost).

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.

0.99.5
•   Update to the RTWSM shadow system, improves a lot of the shadow glitches
•   Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
•   Fixed a crash when trying to load corrupt save
•   A few pathfinder/movment fixes
•   Stopped having no shoes affecting 'looks like a slave' if you can't wear shoes
•   Fixed Tinfist not talking
•   Fixed unique prisoners not spawning (requires import)
•   Fixed an NPC duplication bug
•   Fixed slavers continually picking up and dropping targets that are 'staying low'
•   Fixed Anti-slaver ally bodyguard bug
•   Fixed King Gurgler's head value
•   Fixed endless dialogue with Crab Queen
•   Added Mourn barman dialogue
•   Fixed Shek pacifier not increasing relations after being paid
•   Fixed Esata leading a war campaign against player ally base
•   Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
•   Changed enemy faction relation penalties for certain alliances. This means you shouldn't get armies marching to your base simply for allying with a faction. Unless you've murdered their friends.
•   Balances to Holy Nation assault repetitions
•   Added Holy Flame to holy bar shop inventories
•   Additions to Boss Simion's dialogue. He now recognizes carried nobles
•   Adjusted Luquin's stats to avoid recruiting issues
•   Added armour trader to ally skin bandits (find them in the HQ)
•   Added dialogue for Yamdu, Tengu and Koin
•   Fixed Noble Ohta going missing after world state change
•   Changes to UC world states
•   Added extra ally UC campaigns
•   Added ally UC bodyguards
•   Savant can now give you a certain unnecessary machine blueprint
•   The Hub now sells crossbow bolts

TRANSLATION
•   Japanese version fix for tooltips not displaying line breaks
•   Changed to a more readable font

Title: Re: Kenshi
Post by: Asid on November 02, 2018, 11:48:54 AM
0.99.6

-If you named your faction "Spiders", your characters would randomly turn into spiders
-Burning damage no longer affects robot limbs
-Holy Citizen start now has a holy flame book and better relations. Also you can now buy "the holy flame" from traders in the holy nation
-Added "harpoon limit" to the graphics options
-Tweaked ancient science book distribution so it doesn't go mostly to the ashlands (needs import)
-Fixed flickering buildings bug
-Tweaked AI for inquisitors and nobles to stop them patrolling and getting lost
-Fixed town allocation when starting your outpost by building walls
-Fixed construction scaffold shadows for some building material modes
-Fallback RTWSM shader if tessellation unsupported
-Fixed __DEAD_SQUAD__ sometimes appearing on load

TRANSLATION
-French, German, Russian, Portugese added some missing wordswaps
Title: Re: Kenshi
Post by: Asid on November 06, 2018, 01:19:35 PM
0.99.7


-Fixed some bars not being used by AI
-Fixed a bug that would have randomly prevented dialog from triggering with repeat limits
-Fixed some campaign chains getting broken due to duplicate triggers being disallowed
-Fixed some campaigns not triggering if player base is nearby to a ruined town of that faction
-Fixed a crash
Title: Re: Kenshi
Post by: Asid on November 06, 2018, 01:19:59 PM
0.99.8


-Fixed hivers being able to wear human shirts
-Fixed unique NPCs getting lost forever when disappearing in the wilds. Now they will turn up back home when they escape captivity etc. (import required to replace any missing unique NPCs)
-Another bug fix that should stop NPC squads sometimes getting doubled
-Fixed thief fence not refreshing money
-Fixed NPCs getting stuck carrying characters
Title: Re: Kenshi
Post by: Asid on November 06, 2018, 01:20:22 PM
0.99.9


-Hive princes can no longer eat foul meat, because they are too good for it. Also they now have 80 HP
-Fixed characters randomly not eating
-If you buy a normally-hostile type of slave or prisoner such as a bandit, he will no longer be attacked the moment he leaves his cage
-Fixed the "grouped" movement speed orders affecting characters when they weren't part of the group, eg when someone goes off to operate a machine
-Also fixed a crash
-Fixed attributes in character stats window displaying incorrectly for animals
FCS
-Fixed search function not working properly in translation mode
Title: Re: Kenshi
Post by: Asid on November 09, 2018, 12:10:05 AM
Update 0.99.10 Out Now (Experimental)
Kenshi - Koomatzu

0.99.10
-Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
-Fixed the slave AI in the holy mines
-Gate guards are a bit stronger
-Some of the more mild mannered factions should no longer bash your gates down just to casually get past
-Increased number of simultaneous attack slots for some of the larger creatures
-Added "training" category to the building options
-Made final boss a bit harder
-Added separate factions to Shark bar fights to avoid town civil war outbreaks
-Fixed being unable to talk to Grey
-Added dialogue to Bo

 

0.99.11 Out Now (Experimental)

-To help town guards from getting gradually worn down and killed off, leading to town depopulation, gate guard squads can now regenerate over time (as the town would have assigned new guards). Doesn't yet work if you are permanently resident in the town.
-Fixed a bunch of crashes
Title: Re: Kenshi
Post by: Asid on November 13, 2018, 02:54:18 PM
Update 0.99.11 Out Now (Experimental)
Kenshi - Koomatzu


0.99.12
-Bandit squads used to "occupy" your town in spirit, even if they failed the assault, causing bugs and nuisances. Now they won't occupy the town if they are defeated first.
-Fixed a bug with unique characters that join the player getting incorrect world states, which could trigger the wrong dialogs and war campaigns.
-NPCs can no longer enslave, loot or butcher anyone while they themselves are playing dead
-NPCs on turrets will now also shoot anything attacking their fellow residents, sometimes they wouldn't help if they were different factions
-Fixed another random "not eating in town" bug
-Shrieking bandit relations can now deteriorate, so they don't stay neutral forever
-Lockpicking a slaves shackles now correctly counts as the crime of "slave freeing" rather than burglary
-Removed player hauling job from general storage
-Fixed carried characters disappearing when character edtor opened
-Fixed beard colour on character model for some hairstyle combinations
-Finished the ragdoll for the land bats
-Fixed crash moving characters to squads that were saved empty
-Items on buildings drop to the ground when the building is dismantled
Title: Re: Kenshi
Post by: Asid on November 17, 2018, 12:12:07 AM
Final Map Out Now On Stable, Plus... 1.0 Coming Soon!
Kenshi - Koomatzu

Final Release...

Lo-Fi Games is pleased to announce, after a long total of 12 years in development from the moment Chris first created it… Kenshi will reach full release 1.0 on December 6th 2018!

We want to thanks all of our fans from all around the world for their help in supporting us over the years, being patient with us, helping to refine Kenshi with feedback, bug reports, suggestions, and simply enjoying playing Kenshi and boosting us to create something huge.

The finish line is close, now is the last chance to make your voice heard to really help us make Kenshi the best we possibly can. We aren’t taking feature requests anymore and we won’t be adding in any more gameplay features but we’ll be focusing on fixing the last of the bugs and irregularities. Reporting any odd gameplay issues, bugs or imbalances will be massively valuable to us in these next few weeks. No matter how small you think an issue is, or whether you think it’s already been reported, send it in to us anyway!

And don’t worry, even after the 1.0 release we will continue to support the game and work on any fixes we might have missed.

You can share your feedback with us via the Steam forums or our official forums.

*Please note that the price will be increasing from £12.99 to £22.99 at version 1.0.

https://youtu.be/zP4zOTSx2s8


Stable Branch Update
The main branch has also been updated to 0.99.15. Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Here's what's been added since 0.98.62...

0.99
The new map section is finally open! I won't detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.

FIXES
•   An AI fix that should stop characters running off for no reason sometimes

0.99.1
•   Added a few missing armour crafts
•   fixed 2 inaccessible towns (import game if not fixed)
•   fixed staff weapon reach

0.99.2
•   Added leather and chain shirts for the Hivers
•   Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
•   Added a new hat
FIXES
•   Fixed random camera jumps when tracking a character
•   Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the "murder detector" was too sensitive.
•   Fixed dead animals appearing in trader list
•   Fixed NUM+ keybind not saving
•   Few other small fixes and a crash fix

0.99.3
•   Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
Engineer job doesn't automatically repair destroyed buildings
•   Japanese translation update
•   Portugese translation update

0.99.4
•   Added L/R mouse button swap option, for left-handed mousers
•   Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
•   Headgear can now have stealth bonuses, but not penalties
•   Fixed player towns sometimes becoming undiscovered on import
•   Fixed crash if mounted building doesn't exist
•   Fixed a crash in build mode

0.99.5
•   Update to the RTWSM shadow system, improves a lot of the shadow glitches
•   Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
•   Fixed a crash when trying to load corrupt save
•   A few pathfinder/movment fixes
•   Stopped having no shoes affecting 'looks like a slave' if you can't wear shoes
•   Fixed Tinfist not talking
•   Fixed unique prisoners not spawning (requires import)
•   Fixed an NPC duplication bug
•   Fixed slavers continually picking up and dropping targets that are 'staying low'
•   Fixed Anti-slaver ally bodyguard bug
•   Fixed King Gurgler's head value
•   Fixed endless dialogue with Crab Queen
•   Added Mourn barman dialogue
•   Fixed Shek pacifier not increasing relations after being paid
•   Fixed Esata leading a war campaign against player ally base
•   Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
•   Changed enemy faction relation penalties for certain alliances. This means you shouldn't get armies marching to your base simply for allying with a faction. Unless you've murdered their friends.
•   Balances to Holy Nation assault repetitions
•   Added Holy Flame to holy bar shop inventories
•   Additions to Boss Simion's dialogue. He now recognizes carried nobles
•   Adjusted Luquin's stats to avoid recruiting issues
•   Added armour trader to ally skin bandits (find them in the HQ)
•   Added dialogue for Yamdu, Tengu and Koin
•   Fixed Noble Ohta going missing after world state change
•   Changes to UC world states
•   Added extra ally UC campaigns
•   Added ally UC bodyguards
•   Savant can now give you a certain unnecessary machine blueprint
•   The Hub now sells crossbow bolts
TRANSLATION
•   Japanese version fix for tooltips not displaying line breaks
•   Changed to a more readable font

0.99.6
•   If you named your faction "Spiders", your characters would randomly turn into spiders
•   Burning damage no longer affects robot limbs
•   Holy Citizen start now has a holy flame book and better relations. Also you can now buy "the holy flame" from traders in the holy nation
•   Added "harpoon limit" to the graphics options
•   Tweaked ancient science book distribution so it doesn't go mostly to the ashlands (needs import)
•   Fixed flickering buildings bug
•   Tweaked AI for inquisitors and nobles to stop them patrolling and getting lost
•   Fixed town allocation when starting your outpost by building walls
•   Fixed construction scaffold shadows for some building material modes
•   Fallback RTWSM shader if tessellation unsupported
•   Fixed __DEAD_SQUAD__ sometimes appearing on load
TRANSLATION
•   French, German, Russian, Portugese added some missing wordswaps

0.99.7
•   Fixed some bars not being used by AI
•   Fixed a bug that would have randomly prevented dialog from triggering with repeat limits
•   Fixed some campaign chains getting broken due to duplicate triggers being disallowed
•   Fixed some campaigns not triggering if player base is nearby to a ruined town of that faction
•   Fixed a crash

0.99.8
•   Fixed hivers being able to wear human shirts
•   Fixed unique NPCs getting lost forever when disappearing in the wilds. Now they will turn up back home when they escape captivity etc. (import required to replace any missing unique NPCs)
•   Another bug fix that should stop NPC squads sometimes getting doubled
•   Fixed thief fence not refreshing money
•   Fixed NPCs getting stuck carrying characters

0.99.9
•   Hive princes can no longer eat foul meat, because they are too good for it. Also they now have 80 HP
•   Fixed characters randomly not eating
•   If you buy a normally-hostile type of slave or prisoner such as a bandit, he will no longer be attacked the moment he leaves his cage
•   Fixed the "grouped" movement speed orders affecting characters when they weren't part of the group, eg when someone goes off to operate a machine
•   Also fixed a crash
•   Fixed attributes in character stats window displaying incorrectly for animals
FCS
•   Fixed search function not working properly in translation mode

0.99.10
•   Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
•   Fixed the slave AI in the holy mines
•   Gate guards are a bit stronger
•   Some of the more mild mannered factions should no longer bash your gates down just to casually get past
•   Increased number of simultaneous attack slots for some of the larger creatures
•   Added "training" category to the building options
•   Made final boss a bit harder
•   Added separate factions to Shark bar fights to avoid town civil war outbreaks
•   Fixed being unable to talk to Grey
•   Added dialogue to Bo
TRANSLATION
•   Updated the base translation data, some dialogs were missed
•   Update to the FCS to fix some related translation problems

0.99.11
•   To help town guards from getting gradually worn down and killed off, leading to town depopulation, gate guard squads can now regenerate over time (as the town would have assigned new guards). Doesn't yet work if you are permanently resident in the town.
•   Fixed a bunch of crashes

0.99.12
•   Bandit squads used to "occupy" your town in spirit, even if they failed the assault, causing bugs and nuisances. Now they won't occupy the town if they are defeated first.
•   Fixed a bug with unique characters that join the player getting incorrect world states, which could trigger the wrong dialogs and war campaigns.
•   NPCs can no longer enslave, loot or butcher anyone while they themselves are playing dead
•   NPCs on turrets will now also shoot anything attacking their fellow residents, sometimes they wouldn't help if they were different factions
•   Fixed another random "not eating in town" bug
•   Shrieking bandit relations can now deteriorate, so they don't stay neutral forever
•   Lockpicking a slaves shackles now correctly counts as the crime of "slave freeing" rather than burglary
•   Removed player hauling job from general storage
•   Fixed carried characters disappearing when character edtor opened
•   Fixed beard colour on character model for some hairstyle combinations
•   Finished the ragdoll for the land bats
•   Fixed crash moving characters to squads that were saved empty
•   Items on buildings drop to the ground when the building is dismantled

0.99.13
•   Mouse buttons are now reconfigurable
•   More fixes to stop Shark town destroying itself
•   Fixed trade caravans going to some bandit hideouts and starting a fight
•   Fixed town reaction changes sometimes missing part of the town when the town covered multiple zones, so would keep some old residents
•   Kidnapping slaves now counts as "slave freeing" rather than kidnapping
•   Fixed inaccessible roof of the metal wall-house

0.99.14
•   Improved some aggro/law based stuff:
•   Neutral "Military" NPCs no longer have legal immunity unless they are from a town resident faction
•   The act of enslaving now counts as a crime, but only when it's in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
•   Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn't mean you can just attack them unprovoked though.
•   Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
•   Slaver caravans won't take slaves from cages in towns that aren't slavery friendly
•   Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
•   Anti-slavery factions will fight to free their allies from slavers if they see them get captured
•   Fixed some AI bugs where law enforcers wouldn't deliver their catches to cages and would get stuck in other tasks
•   Fixed a crash with NPC AI looting
•   GUI buttons no longer pressed on mouseup after drag-selecting
•   Added import Relations option to import game

0.99.15
•   Fixed missing import faction relations option
•   Added something to help prevent your bodyguard NPCs from attacking your allies if they are enemies
•   Tweaked the Forage AI to hopefully prevent butchering certain friendly animals like caravan mules
•   Town shek now react to player HN ally with 'Thug hunter' rather than attack
•   Fixed Reavers sending out Slave Traders to raid player base
Title: Re: Kenshi
Post by: Asid on November 20, 2018, 12:13:57 AM
0.99.16

-Fixed up the slaver AI for the reaver HQ, also passing reaver patrols can gather up more slaves from the cages
-Slaves no longer protect allies if in obedient slave mode
-Slaves now get totally balded, because it looks more slavey
-When an ex-slave finally reaches not-slave status, his hair grows back
-Fixed imprisoned characters being set as slaves if they were once a slave before, when they shouldn't be, eg in police cages
-Fixed not being able to loot bodies while crawling
-Fixed bar NPCs not healing themselves when wounded
-Character stats window updates progress when open

 
 
0.99.17
-Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
-A crashfix



0.99.18
-Fixes for the Slave escape AI
-Fixed the western path to Worlds end
-Fixed slavers taking player's prisoners
-Fixed stealth KO on prisoners setting them free
-Fixed stealth KO on prisoners providing massive easy XP harvesting
-Fixed broken navmesh in Tower of abuse, infested lab and far east tech lab
-Fixed a rare random crash in the engine code
-Fix for Hive hut doorways sometimes getting blocked
Title: Re: Kenshi
Post by: Asid on November 21, 2018, 02:58:24 AM
0.99.19


-Added in some missing armour/clothing crafts
-Tweaked some bounty character's wanted factions
-A general AI fix that might have seen them running off to far away buildings
-Another fix for AI campaigns where they go home without raiding your base first
-Fix to prevent gaining stealth xp from the person you are carrying
-Prevented slavers from beating up obedient player slaves when another player in the same squad was getting beaten
-Fixed a crash when you kidnap a unique NPC and return to their town or something i dunno but i fixed it
Title: Re: Kenshi
Post by: Asid on November 23, 2018, 12:55:07 AM
0.99.20

-You can now use tools or brute strength to unlock any lock, door, cage or container. Good for treasure hunters, not so good for thieves. Now non-thief characters won't feel forced to learn lockpicking
-Tools are more heavy and expensive than before
-Tools are single use, they break after opening the lock
-Using tools is really slow
-Brute strength only really works with very very strong characters on weak locks (strength needed = 3 x lock hardness)
-travel shops now sell tools
-Severed limbs are now properly bloody
-Fixed hive interiors not showing
-Fixed bandits not looting food from containers
-An AI fix for certain gate/wall configurations
-A fix for AI attacking freed slaves that should be no longer hostile after freeing
-Fixed the corrupted item icons on ATI cards
-Slightly more fishmen
-Slaver cages have better locks, ancient safes have slightly easier ones
-Fix for campaign data that got some values mixed up, resulting in traders being "war leader" for example
-Fixed the blurry item icons
-Tweaked GUI line spacing to try to fix main stats panel on some resolutions
-Fixed put-in-bed order overriding dismantle order if carrying someone
-Added sfx to NPCs buying stuff


0.99.21
-Fix for a suspected crash


0.99.22
-Escaping from an evil faction cage, like cannibals, no longer tags you as an escaped prisoner
-Fixed using strength or tools to break out of prisoner poles
-Fixed tooltips not showing for the "committing crime" and "escaped prisoner" panels
-Fixed name truncation on character portraits for multi-byte characters
-Update to the roads to fix NPCs getting stuck with long-range travel
Title: Re: Kenshi
Post by: Asid on November 27, 2018, 01:14:47 AM
0.99.23 (Experimental)
-Terrain and navmesh updated, probably nothing noticeable, move along

Moved to stable Branch as well

 

0.99.24 (Experimental)
-Artifact items quantity assigned to locations is directly proportional to town value rather than random (rewards more consistent) (optional: requires import to see changes)
-AI fix for cases when a base had only one gate and the AI wouldn't go through
-When other factions take over a Holy Nation town they break all the emperor statues
-Fixed the city hero gangs not harassing players
-Fixed EV_I_SEE_ALLY
-Fixed indoor combat stat penalty
-The non-violent food raids go home rather than hang around your food barrels for 4 hours
-Fixed the Mongrel building in Black Scratch
-Fixed loading screen when window resized
-AI fix for guards that dont put the criminals in cages and just hold them while in shopkeeper mode
-Untestable fix for "give up chase" dialog event triggering when people are just fighting and not even chasing
-Road editor handles locked roads
Title: Re: Kenshi
Post by: Asid on November 28, 2018, 02:14:35 PM
0.99.25 (Experimental)


-Fix for raid campaigns repeating their announcement dialog instead of leaving/attacking
-Floating damage numbers now include the cut-stun efficiency damage factor
TRANSLATION
-Searching for text in FCS translation mode selects the line when dialog is opened
-Japanese updated
Title: Re: Kenshi
Post by: Asid on December 01, 2018, 01:14:36 AM
Update 0.99.26 Out Now
Kenshi - Koomatzu
Update 0.99.26 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

0.99.24
•   Artifact items quantity assigned to locations is directly proportional to town value rather than random (rewards more consistent) (optional: requires import to see changes)
•   AI fix for cases when a base had only one gate and the AI wouldn't go through
•   When other factions take over a Holy Nation town they break all the emperor statues
•   Fixed the city hero gangs not harassing players
•   Fixed EV_I_SEE_ALLY
•   Fixed indoor combat stat penalty
•   The non-violent food raids go home rather than hang around your food barrels for 4 hours
•   Fixed the Mongrel building in Black Scratch
•   Fixed loading screen when window resized
•   AI fix for guards that dont put the criminals in cages and just hold them while in shopkeeper mode
•   Untestable fix for "give up chase" dialog event triggering when people are just fighting and not even chasing
•   Road editor handles locked roads


0.99.25
•   Fix for raid campaigns repeating their announcement dialog instead of leaving/attacking
•   Floating damage numbers now include the cut-stun efficiency damage factor
•   TRANSLATION
-Searching for text in FCS translation mode selects the line when dialog is opened
-Japanese updated


0.99.26
•   AI shopping should now work, traders should buy stuff from your shop counters, NPCs will visit your town if it is set to public
•   Fix for characters being magically freed from cages after healing
•   Walls now twice as tough against smashing
•   Rare fix for AI getting stuck when pathing back home to a locked up base
•   Stopped captured NPCs disappearing on load when their town is destroyed
•   Prisoners who escape from cages will now bash their way out of locked doors instead of getting confused
•   TRANSLATIONS
-Japanese rolled back due to errors, will update again soon

Title: Re: Kenshi
Post by: Asid on December 05, 2018, 02:35:31 PM
(Experimental)


0.99.27
-Fix for Rebirth town size being too low, confusing the guards AI
-Fixed the bridge in Rebirth
-An AI fix where newly recruited characters were missing the "protect allies" job
-Prevent passing squads from stopping to relax in hostile towns if they pass by
-Fixed anti-slaver allied dialogue
-Possible fix for characters sometimes slowing to a walk when nearing their destination
-More nice loading screens

 
0.99.28
-Fix for many of the ally aid campaigns not triggering
-Fixed prison sentence times not saving, so all prisoners got pardoned on reload


0.99.29
-Fixed newly built walls collision being passable so you couldn't walk on top until the game was re-loaded
-Gate guards in Mongrel should stay closer to the gate and not go off getting lost fighting in the foglands so much.
-Walls made 2.5 times tougher again, they should now be approx 25% as tough as their equivalent gates
-[Dismantle] button now asks if you are sure, except for walls because you might want to delete a lot of them some day
-a rare crash fix
-Fixed the collision
-Some other technical mumbo-jumbo
TRANSLATIONS
-Spanish update (99% complete)


0.99.30
-Stack now has a functioning police station
-Flotsam has a bakery
-Fixed characters getting fed an invisible meal when getting in a cage if tagged as escaping
-Fixed slaves picking their own shackles not counting as a crime because they were considered part of the enslaving faction
-Changed the over-aggressive skeletons in HN territory
-Fixed a crash

 
0.99.31
-Fixed the missing audio problem from last update
-More fog princes in the Fog Islands, to make sure people get eaten
Title: Re: Kenshi
Post by: Asid on December 06, 2018, 02:23:06 PM
1.0 Out Now!
Kenshi - Koomatzu

Kenshi version 1.0 is now out!

After 12 years of working alone, working as a six man team, shrinking back to a four man team, and suffering the dreaded year-long pathfinding update disaster of ‘15... we kept going til the end and we finally hit version 1.0.

https://youtu.be/nN3BXvRGjBo


We want to thank all of our players who have spread the word, supported us along the way and never given up on us during our long development. And of course we want to give a special thank you to all of our moderators (Shidan, Hatsune and Lumi) and contributors (Gauthier, Vlad, Yuri, Yayoi, YangFu, Egoisto.j.k, Tanishi, Urakata and many more!) who have given us their time and help to make Kenshi as good as it can be.

We will still be supporting Kenshi so if you do come across any technical issues we may have missed, just make a report in the bug forums and we’ll look into it asap.

Happy explorations :)
Title: Re: Kenshi
Post by: Asid on December 11, 2018, 12:06:25 AM
1.0 Out Now!
1.0.0
-390 updates later
-1611 occurences of the word "fix"
-Number of years passed unknown
-Thankyou to all the supporters, forum moderators and bug reporters for all your hard work
TRANSLATIONS:
-Russian updated (100%, thanks Vlad!)
-French updated
Showing 1-5 of 5 comments


1.0.1
-French updated (99%)


1.0.2
-Fixed again that pesky bridge in Rebirth
-A fix for the AI constantly alternating between self preservation and another task
-Announcement dialogs shouldn't get repeated, but if they do it won't keep snapping the camera to the location anymore, only once per raid
-A fix for characters in crowds sometimes getting pushed through walls
-Buildings town reassigned when new player outpost created (for walls). If you built your town walls before anything else they would be assigned the wrong town and the AI builders would ignore them.
TRANSLATIONS
-Spanish tweaks
-French update

 
1.0.3
-A small number of people are getting an unexplained random crash, this is an experiment to see if something we did fixes it
-A bug sometimes gives player buildings the wrong town, not sure how but sypmtoms of this will be the AI not getting food or items or building things. With this update you should be able to fix any broken towns by importing.

 
1.0.4
-Fixed being able to reorder research to skip prequisites
-Fixed multi-line datapanel text overlapping
-AI fix where a crippled character with un-healable legs would still keep trying to heal them
-Fixed some bugs with corpse disposal AI
-Slaves can no longer claim bounties on other slaves in a slave camp
-Fixed an AI bug in Okran's Shield where prisoners were all getting piled up by a bed
TRANSLATIONS
-Japanese, french, german, portugese, spanish updated


1.0.5
-Combat spark effects added
-"Entered new biome" notification sound
-Fixed a crash that could be caused by a bad mod
Title: Re: Kenshi
Post by: Asid on December 12, 2018, 02:13:28 PM
1.0.6

-Truncated research data panel lines if nameis too long
-AI fallback for bad nest locations
-Fixed game crashing if install path has non-ascii characters

TRANSLATIONS
-Changed the launcher saying spanish was incomplete, because it's not, it's finished
-Spanish tweaks for some stat names being too long to fit on their GUI lines
Title: Re: Kenshi
Post by: Asid on December 14, 2018, 11:07:17 PM
1.0.7
-Fixed the City Hero gang waiting for you by the wrong gate in Heng.
-If you defend yourself from the City Heroes or similar bandits you should no longer get attacked by the guards
-Fixed carpets disappearing from your buildings on re-load
-2 crash fixes, one caused by re-ordering the research list

 

1.0.8
-A fix that should solve the problem of buildings and walls sometimes getting assigned to the wrong town, which led to bugs like characters not getting food or not building things.
-Nests can no longer spawn in inaccessible locations
-More NPC AI fallback for bad nest locations
-The point at which your health causes you to go into a coma, based on toughness, is now moddable in the FCS: ["max toughness ko point"]
TRANSLATIONS
-German update
Title: Re: Kenshi
Post by: Asid on December 14, 2018, 11:08:03 PM
Free Demo

 here (http://www.lofigames.com/phpBB3/viewtopic.php?f=12&t=8428&sid=dc0a13145ed7a3901de0e48398d2bd08)
Title: Re: Kenshi
Post by: Asid on December 19, 2018, 01:41:14 PM
Updated Roadmap

Kenshi has now left Early Access and is fully released.

What does this mean for Kenshi’s future? It means that there will be no new features added, Kenshi is feature complete, but we will be continuing to fix all crashes and bugs reported to us. Localisations (in German, French, Spanish, Portuguese, Russian and Japanese) have all been finished and are in game, however we have been noticing a couple of small issues popping up since release, so we will continue to refine these.

BUGS & CRASHES
Right now we are working hard on bug fixes – We understand crashes and bugs can be frustrating, you can report all instances in our Steam or Lo-Fi forums and we’ll look into it asap.

LOCALISATION
We’ve had a few issues reported including some missing strings which didn’t export and text not fitting in GUI buttons. We’re on it and should have an update out within the week. We also had reports from Japanese players that the translation is inaccurate and… not so good. So we have employed an experienced video game proofreader to refine this. You should see gradual improvement patches for Japanese over the next few months, we aim to be finished with all edits by March 2019. We welcome any feedback from all non-English speaking players!

LUXURY FEATURES
We’ve seen some confusion amongst the community about luxury features and optimisation upgrades coming. Just to clarify, we will not be adding any more features or engine changes to Kenshi. Fortunately we were able to add a few luxury features before release including crawling combat, unarmed combat, dismemberment, blood and ranged combat. However no more luxury features will be being added.
Title: Re: Kenshi
Post by: Asid on January 11, 2019, 12:10:08 AM
1.0.10


-Font scaling should be improved, increasing font size should no longer over-increase the line spacing
-The font scaling slider in the options should no longer crash probably
-Fixed animals sometimes replying to human speech
-Fixed the bridge in Rebirth (again)
-Doors use name of parent building in context menu
-AI fix for inacessible walled off towns with an internal gate
TRANSLATIONS
-Small updates for Spanish, German, Portugese
Title: Re: Kenshi
Post by: Asid on February 07, 2019, 12:05:06 AM
1.0.13
-Small AI performance optimisation, prevents cases where your framerate could get destroyed if you were running a huge base with 100's of machines.
-Fixed crash if character name uses missing wordswap
-Also only show one error message per missing wordswap
-Fixed game not exiting after failing to save.
-Back thread save icon not stuck on when failing to save
-Fixed platoons not saving if faction name contains *
TRANSLATION
-French and Russian updated


1.0.12
-Fixed getting neverending assaults from the Holy Nation if you killed all of their leaders
-Fixed another crash related to animation modding
-Fix for an Black Dragon assault that could never end in some situations


1.0.11
-Added death items to the Skin Bandits to make them less frustrating
-Fixed skin bandits just dropping captives at the town entrance
-Fixed crash when adding combat animations in a mod
-Fixed a rare case where characters could get stuck on the edge of an obstacle
-French spelling fix
Title: Re: Kenshi
Post by: Asid on June 15, 2019, 08:38:38 PM
Blog #28: New Horizons
22 FEB @ 3:34PM   - KOOMATZU

Kenshi Post Launch

How has the Kenshi 1.0 launch gone since December? We think it’s gone pretty good!... Kenshi has been getting some amazing attention since release and we've been making enough sales to fund future projects. We're especially enjoying the reception from our fans, plus fan art and fiction on the Kenshi subreddit since it's subscriber count blew up to over 12,000!

We've been seeing some amazing Let's Plays from Cohh Carnage, Aviticus Dragon, Rycon, Robbaz, Darkosto, Kokoplays, Matthas, and YY, plus more. Not to mention there are too many mods for us to even keep track of. Our average play time is 50 hours per player and we made it to the top 250 reviewed games[steam250.com] on Steam in 2018! Plus we had some great articles including The Guardian[www.theguardian.com],  PC Gamer and RPS's Bestest Bests. All in all, the interaction from our fans has been a great inspiration and motivator for us in these past few months, and we can now proudly say, after the bad rep associated with early access games, we did good on our promise as an early access indie developer.

New To Lo-Fi Games

With Kenshi's great success, we've since expanded our team to begin work on our next project. But hey, that’s still a secret for now...

We now have Vitali, our new 3D Artist, joining us remotely, and hopefully an extra programmer very soon to join us in our UK office. We also have a team of artists working with us on the concept for our next game. Among the various studios we hired was  Studio 5518 who we discovered after finding their own Kenshi fan art - Some of you may recognize this glorious piece of Holy Nation fan art[www.artstation.com] which we shared on our social media some while ago.

Coming up

Before we get too far ahead of ourselves in new projects, we're still continuing with bug fixing thanks to player bug reports and feedback. A Japanese localisation re-haul is also due out this spring, which will address the odd translations and inconsistencies reported to us last year. Likewise, expect a slightly improved French update this spring too.

We're also working on some merchandise designs for our official shop, due open in the coming months. We'll be keeping the prices as affordable as possible to thank our fans for all their support, and just because we wanna see you all wearing Kenshi t-shirts. We ran a poll on our Twitter page and after input from our fans, we'll be carrying on more designs based on the requests we got back.


Happy tech hunting!

UPDATE: There seems to be a few misunderstandings that we're abandoning Kenshi. So we've clarified that our next plans are actually to work on the prequel, which Kenshi will share the same future engine and upgrades with - here.  https://steamcommunity.com/app/233860/discussions/5/1846946102843828452/

Title: Re: Kenshi
Post by: Asid on June 15, 2019, 08:38:53 PM
Update 1.0.29 Experimental
14 JUN @ 12:37PM - SAM


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[www.lofigames.com]. Thank you.

1.0.29
•   Fixed a random crash
•   Fix for some situations where a carried person would never get put down if they died
•   Passive characters wont fire turrets unless attacked
•   Fixed dropping items onto portraits when view is scrolled

1.0.28
•   Japanese translation rollback to v1.0.22, last known best version. There is currently a mix-up with the japanese translation that we are working to fix, but we're not doing well because we don't understand japanese.


Title: Re: Kenshi
Post by: Asid on June 15, 2019, 08:39:45 PM
Kenshi 2 is already in development
PC Gamer
21 Mar

Kenshi took developer Lo-Fi Games around 12 years to create, and it finally left Early Access in December. It's great—just give our Kenshi review a read—and more than a bit weird. And a follow-up to the massive post-apocalyptic sandbox is already in development.

The Kenshi 2 announcement was made without much fanfare, hidden away in the Steam updates and announcements forum (cheers, ResetEra). Lo-Fi was planning on working in peace without the pressure that comes from announcing a new game, but pressure from another direction made the developer reconsider.

"Our original plan was to keep the new project quiet so we could work on it without public pressure and then do a big press release when we had something to show," studio founder Chris Hunt explains. "However it seems lots of people are getting confused or angry about us not still tinkering with Kenshi or leaving the world of Kenshi behind, so I'm going to go ahead and announce early what we are working on now, as I think it will put most people at ease."

Kenshi 2 will be set before the first game, a whole 1,000 years earlier, letting Lo-Fi dig into the world's history. This is when the Old Empire was apparently top dog. That's the ancient civilisation whose ruins you'll find scattered around Kenshi, so presumably we'll be taking a trip back to before the apocalypse.

It will use the same engine as the first game, though it's being upgraded for performance. The upgrade will benefit the original Kenshi, too, as it will be applied as a free update. Other features could also be shared across the games.

"Why keep the same engine? Because a completely new engine would break everything and take another million years to finish," says Hunt. "By sticking with the same code we are making the decision to prioritise gameplay instead of graphics. (Not to mention a much faster release date)."

What that release date will be is still a mystery. Probably sooner than 2030, though.

Title: Re: Kenshi
Post by: Asid on June 20, 2019, 05:14:34 PM
Update 1.0.31 Out Now
20 Jun @ 5:07pm - Sam

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/b58013b5fa50169ebd1007b0802c64eb31018e4b.jpg)

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

Title: Re: Kenshi
Post by: Asid on August 06, 2019, 11:48:58 PM
Kenshi v1.0.33
6 Aug @ 4:19pm - Sam

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/7480a5bab0f3652c763a7ce6b07412f3369fa545.jpg)

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

Title: Re: Kenshi
Post by: Asid 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.

Title: Re: Kenshi
Post by: Asid 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

Title: Re: Kenshi
Post by: Asid 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

Title: Re: Kenshi
Post by: Asid 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.

Title: Re: Kenshi
Post by: Asid 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.

Title: Re: Kenshi
Post by: Asid 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

Title: Re: Kenshi
Post by: Asid on November 28, 2019, 01:14:42 AM
Kenshi v1.0.40
Wed, 27 November 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/f765b1315491ed6ae8fe5815cddca3b879ce5ca1.jpg)

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.


Title: Re: Kenshi
Post by: Asid 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


Title: Re: Kenshi
Post by: Asid 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



Title: Re: Kenshi
Post by: Asid on January 12, 2020, 02:11:14 PM
December Community Update
Sun, 12 January 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/06bb4670dbb86ee28ab532e477b6be95821e200b.jpg)


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/fe38159cc668487d92df0c345a0972591b33fd8e.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/5fc2a24a7318f0eca098b4fb5408d69aa59bccd8.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/4d6d00df82cc9e1ecf93239457300084d2bc914a.jpg)

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!

Title: Re: Kenshi
Post by: Asid on January 22, 2020, 03:52:07 PM
Kenshi v1.0.44
Wed, 22 January 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/0829323b77b66a73d3e1daa42c78f0a92c32e082.jpg)


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.


Title: Re: Kenshi
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/f07651d0061998dc132271e4b26da188d92e2b8b.jpg)

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://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/354bffca3f768879c33a03feb8136970d0819f93.jpg)
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...

Title: Re: Kenshi
Post by: Asid on February 12, 2020, 01:00:26 PM
Kenshi: English Trailer
Jan 30, 2020

https://youtu.be/Xd1XnmwD8zE



Title: Re: Kenshi
Post by: Asid on February 29, 2020, 12:11:29 AM
Kenshi v1.0.45b
Fri, 28 February 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/f0603f4e26b21fd8230d804012c8a951684fab43.jpg)


Translations:

•   Added Korean Language support.


Korean fans can check out the official press release on Newswire https://www.newswire.co.kr/newsRead.php?no=901848 . Once again Lo-Fi would like to extend a huge thanks to Jeffrey Jeoung, BusanDaek, Byunghyun An, Son Byeong-gwan and all the others who worked hard on the fan translation that paved the way for the official release.

Bug Fixes:

•   Fixed dialogue interrupts not working on announcements when another NPC interjected. Could affect certain player base raids.
•   Fixed crash dismantling cages with an unconscious occupant.
•   Kidnapped pack beasts from wandering traders will no longer have their inventory automatically re-stocked.
•   Fixed possible crash when dismantling a turret that is being used (which should be impossible)
•   FCS/MODDING
•   Fixed crash if modded character mesh has UVs outside 0-1 range (other than head)
•   Fixed an issue with CHARACTER "stealth stats" property
•   Fixed crash if character model failed to load due to missing skeleton file

Title: Re: Kenshi
Post by: Asid on March 17, 2020, 02:57:39 PM
February Community Update
Mon, 16 March 2020

In this month’s community update we wanted to acknowledge teaming up on the trailer, share some important news regarding the recent Korean translation, and provide some more details on what’s going on with Kenshi 2.

New Trailer

At the end of January we contacted Kokoplays to work with us on a new video that would coincide with our latest patch. The main aim was to give potential players an honest look at the game and an overview of what publications and users think of it. If you missed it, check it out below:

https://youtu.be/9Qr9gNdHEW0



We’re incredibly pleased to see all the positive comments about the result, making it a notable entry for our new YouTube channel  https://www.youtube.com/c/LoFiGames which also offers Japanese, Chinese and Korean versions of the same video. In future we’d like to do more collaborative projects with members of the community, level up awesome ideas that might otherwise stay on the drawing board, and celebrate alongside the fans that make Kenshi great.

Korean Translation update

At the end of last month we pushed a patch with a number of bug fixes alongside the official support for Korean language text, thanks to detailed user feedback and the assistance of a freelance third party to verify, we’ve been made aware that the quality of this translation hasn’t met a standard we’re happy with.

Our current plan is to revisit this translation with a much stronger emphasis on context and error checking to update it as soon as possible, current projections put this at around 10 weeks. Unfortunately this has also lead us to reconsider Korean social media efforts. In the meantime, Korean Twitter and Facebook coverage is set to continue for at least another month, keeping users updated on the status of the translation.

Korean Wiki – looking for editors

On a more positive note, due to the popularity of Wikis in eastern gaming communities we worked with a member of our existing English Fandom Wiki team to start up a Korean version, mirroring a number of key pages to assist new users.

With the initial setup out of the way we’re now looking for Korean community members to take over. The Korean Wiki can be found here https://kenshi.fandom.com/ko/wiki/Kenshi_%EC%9C%84%ED%82%A4

GUI Development

In the interests of shedding more light on the Kenshi 2 progress from the technical team, this month we’re sharing some thoughts on the ongoing work underpinning GUI development directly from programmer Harrison:

    “Hey, im Harrison aka Boodals, the newest programmer at LoFi. Ever since I was first hired in November, I've been working on remaking the GUIs from Kenshi 1 in Unreal Engine for Kenshi 2. Its too early in development to know everything that the GUIs need to be able to do, so we're just copying the designs (graphics & layout) from K1, and focusing entirely on getting the functionality working so we can test things. That means they currently look like uglier versions of the K1 GUIs, so there's no point in showing any pictures yet, somebody will make them look pretty at some point in the future.

    The GUIs in Kenshi 1 were made using a programming library called MyGUI, which allows modders to reskin GUIs, and move individual GUI elements (buttons, text, sliders, etc) around by changing specific files. However, the GUI's functionality was hard-coded in the game's source code, which cannot be changed by modders. This means you cannot make a mod which adds a new button, only change what every button looks like, or move existing buttons around.

    For Kenshi 2, we are using Unreal Engine which comes with it's own GUI system called Unreal Motion Graphics, or UMG for short. UMG is tied closely to Unreal's Blueprint scripting system, which is used to give the GUIs functionality.

    We don't entirely know how modding will work for K2, but when we looked at other Unreal games that allow modding (such as ARK: Survival Evolved), both UMG and Blueprint is completely available. So in theory, modders will be able to change the game's GUIs, and script them to be able to do just about anything. This is in addition to the Forgotten Construction Set, so mods that add or change weapons, armour, items, buildings, and most other things in K1 will still be possible.”


Harrison first took up coding to make mods for various games before pursuing it as a career choice, which gives us another great point of insight as we make a conscious effort to support the community’s efforts again in Kenshi 2.


Materials Research

Elsewhere in the programming team, there’s been an ongoing investigation of Unreal’s material system which governs a huge number of visual elements and object interactions. Ranging from basic properties such as colour and transparency to complex physics based lighting and weather functions. We’re not just aiming to step up the visual quality in Kenshi 2, it also gives us a great opportunity to make the world itself feel more dynamic (which is part of what’s pushed us to search for a full time technical artist).

Finally, there’s a whole lot more going on behind the scenes with other members of the programming and art teams for Kenshi 2; all of which would be working closely with the successful applicants for each of the roles we’re hiring for. On the topic of abstract studio stuff, we also fixed some of the stranger behaviour with the sign-ups for our mailing list meaning we’ll look for more excuses to use it in the near future, also making it a great alternative way of getting these news posts for fans of Kenshi that prefer to stay outside of Steam’s ecosystem.


Title: Re: Kenshi
Post by: Asid on April 15, 2020, 11:24:47 AM
Kenshi v1.0.46
Tue, 14 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/221ee5636b4be1eba7658dd1d4fe96bedaef9613.jpg)


Features:

•   Added some DirectX dlls to assist users experiencing installation issues.

Bug Fixes:

•   Fixed a random dialogue crash.
•   Fixed a crash when dropping things in character portrait panels.
•   Moved save complete message to after the back thread is finished copying files.
•   Fixed 2 crashes that could happen from missing mod data.
•   Fixed animal trading window not closing if confirm button is cancelled.


Due to a small error pushing the update this is tagged in the changelog as 1.0.47


    Fixed a random dialogue crash.
    Fixed a crash when dropping things in character portrait panels.
    Moved save complete message to after the back thread is finished copying files.
    Fixed 2 crashes that could happen from missing mod data.
    Fixed animal trading window not closing if confirm button is cancelled.



Due to a small error pushing the update this is tagged in the changelog as 1.0.47
Title: Re: Kenshi
Post by: Asid on April 21, 2020, 12:21:11 AM
March Community Update
Mon, 20 April 2020


In this month’s community update we’re working from home, welcoming several new hires to Lo-Fi and learning a bit more about performance considerations in Kenshi 2.

Developing from a safe location

As represented through parody on our Instagram, we’re encouraging everyone to stay at home if they can and as no exceptions to the rule, everyone at Lo-Fi has been working remotely. It’s taken us a little while to adjust but we’re now fully in the swing of things; our latest series of Kenshi 1 bug fixes have just been deployed to the stable branch and Kenshi 2 progress marches on.

Welcome reinforcements

To continue ramping up development for Kenshi 2 we’re excited to introduce some new faces to the team (starting remotely of course). Already hard at work, Victor Goossens, is our new Technical Artist and Sarah Keates, our new Office Administrator – both of which bring more structure to our workflow in the studio. Additionally over the next few weeks we’re welcoming Mohammad Rezazadeh as our Lead 3D Artist and Craig Tinney, as a Junior Programmer, each adding additional talent to push Kenshi 2 forward. Finally, with the popularity of the waterways picture shared in a previous update, fans will be happy to welcome back well known freelance artist Calum Alexander Watt.

Technically art or Artfully technical?

Joining us this month, Victor gives a better explanation of what a technical artist does along with a sneak peak of work that would make Bob Ross proud:

“Hi guys! I'm Victor, or Mr4Goosey (after my last name, Goossens)! I’m happy to say I’m Lo-Fi’s new Technical Artist (I’ll call it TA for short, so that doesn’t stand for Teaching Assistant here). Most of you are probably not really sure what that means, though. In a nutshell, my job as a Technical Artist is to be a bridge between the art department and the programming department. I do artsy things that are too technical for the artists, and I do technical things that are too artsy for the programmers.

I’ve been doing indie-development on all kinds of projects for years now. I got into game development as a programmer, but quickly developed a passion for creating beautiful things – bringing me to the specialized niche that is Technical Art.

Most of the work I do relates somehow to what your graphics card is doing while you’re playing games; I handle lighting, all kinds of color-balancing, and most importantly, I deal with shaders, the ‘code’ that tells your graphics card what every pixel on your screen should look like. Having specialized in Unreal Engine 4, a lot of the shader-work I do is actually material-based (using UE4’s node system). That doesn’t necessarily make the job much simpler (you still need to understand how rendering engines and graphics cards work), but definitely a bit easier to understand at a basic level. I also work with artists to work out any kinks in their work flow, as well as dealing with performance-budgets and optimization.

You might now be wondering what that means for Kenshi in the larger scheme of things. As you guys probably know we’ve decided to move to Unreal Engine 4 for Kenshi 2. Having years of experience in UE4, I’ll be working to smooth out the transition from Ogre, helping the team get used to Unreal’s way of working. Unreal Engine 4 has an incredibly powerful and versatile rendering engine – if you know how to work with it, because that power comes at the cost of complexity. The plan is for Kenshi 2 to be graphically above and beyond anything we could ever do in Ogre, and I’m here to make sure that we can actually pull that off. An easy example for that is what I’m actually working on right now:

https://youtu.be/rFzzThMA3nc


Kenshi 2’s new Time-of-Day system, and primarily, its clouds! Kenshi’s fully dynamic lighting and environment is a massive challenge to represent properly, and it means things like clouds just cannot be left static. Kenshi’s new clouds grow, move and morph over time – all without melting your graphics card! Next up is just about every other material in Kenshi...”


The final piece

Last but not least, we’re still searching for a lead programmer to join us, keeping us on track to complete Kenshi 2 before all of this apocalypse malarkey. In the meantime, keep your eyes on our Twitter and Facebook pages for some new events and once again, if you prefer updates directly into your inbox, sign up for our mailing list here.

Title: Re: Kenshi
Post by: Asid on May 29, 2020, 12:43:07 AM
Kenshi v1.0.47b
Thu, 28 May 2020


Korean language update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/1fb4102ef140190ca3164e8f4661dab4114a8053.jpg)

Update 1.0.47b is out now! This deploys a significant update to the Korean translation. We'll be continuing to monitor the quality over the next few weeks so please include feedback below.

1.0.47b

•   Korean Language update

Title: Re: Kenshi
Post by: Asid on June 16, 2020, 12:49:16 AM
May Community Update
Mon, 15 June 2020

‘Caliburn’ here, it’s past time for another instalment of Kenshi development updates. As our second entry while working from home and with several new members of staff joining the team there’s been a significant amount of ‘onboarding’ this month. To start I wanted to go over two ongoing major localisation projects and a recent virtual event for Kenshi. Lastly, we’re sharing updates on Kenshi 2, taking this month to talk a bit more about the narrative and technical sides of building a large sandbox.

Localising Kenshi
In the past we’ve spoken about our passion for providing Kenshi in other languages, but we’ve rarely delved into exactly what that entails. As two major languages are still due to be re-released, along with this month’s progress update it’s a good chance for us to touch on the concept of translation vs localisation.
As any animation or foreign cinema fan would attest to, finding the nearest equivalent word to throw on a subtitle track is a very hit and miss experience. Often when a language is spoken, we use sayings and euphemisms to communicate a certain meaning that resonates with one culture but, even if translated, might be completely meaningless in another. On the simpler side, for anyone in their mid-20’s that grew up with the English dub of Pokémon here’s a ‘jellydonut’.

https://youtu.be/p3KNAtmHov0

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/684e90f45f3104077c4f9b589bfb999b2a2f2d07.jpg)

Except that’s actually onigiri or rice balls. As the western audience would have been unlikely to eat rice balls a decision was made to dub them as donuts and call it a day. A much closer cultural equivalence would have been something along the lines of a sandwich, dumpling, or pasty. None of that covers the visual side of what fans see on Ash’s adventure so at best it’s still a very crude way of trying to relate that Brock was nice enough to pack some lunch for their journey. If you understand that and are now thinking what they could have done instead then congratulations, you just took a crash course in localisation.

In Kenshi’s upcoming Japanese localisation, a lot of corrections have been made to dialogue that baffled Japanese players. For example, currently some ironies are translated with opposite meanings which leads to confusion when players need to make dialogue choices. Similarly, Meg has been replacing nonsensical direct translations with their Japanese equivalent phrases, e.g. the current 'eat boots' is now correctly translated as 'kick your ass'. Work is also being done to change proverbs that made no sense in Japanese culture. Players won't see 'out of the frying pan' in the middle of conversation (referring to 'out of frying pan into the fire') and will instead find a Japanese equivalent saying for a worsening situation. All this amounts to a near complete rewrite of our current Japanese text and requires a degree of thoughtful research - it’s a very time-consuming process.

Meanwhile, for the Korean localisation, we’ve recently released a major update. As we mentioned before we revisited it with a different team, but we also decided to collaborate with fan Jeffrey Jeoung to assist with quality assurance. This helped us by breaking through the language barrier which prevented us from otherwise checking on the quality of translations.

Kenshi x Indie Live Expo
A quiet side effect of the ongoing current pandemic is the effect it’s having on live events across game development, whilst not as pressing of a concern as many other topics it’s easy to forget we’re in the middle of the busy season for live expos.

Lo-Fi is excited to share, following the positive outcome of our last physical event in Shanghai, we worked with PLAYISM again to take part in our first digital event – Indie Live Expo 2020.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/6cc150bd78299a11cf3c5dc467cb6bdfb1a2d6d3.png)

Hosted by the famous Ryu’sOffice in Japan, live streams were broadcast in English, Japanese and Chinese with aims ‘to promote friendship, fellowship, and enthusiasm through the medium of video games.’ A cause we were more than happy to add weight to.

The event covered a range of different indie titles and initiatives including personal messages from beloved industry figures ZUN (Touhou Project), Toby Fox (Undertale, Deltarune) SWERY (The GoodLife / White Owls Inc.) and KazuyaNino (TYPE-MOON).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/4d3c9aa84145911835472517362acad8b26ab53c.png)

Finally as many of the Kenshi Discord community can attest to, I’m also a huge Evangelion fan so it’s incredibly exciting mention that in advance of ‘Thrice upon a time’there’s an ongoing Evangelion inspired game jam which was announced during the event.

Where to watch: YouTube (EN)/ YouTube (JP) / Twitch (EN) / Bilibili (CN)
For more information check out the Indie Live Expo website.

Just communication.
Similar to the real world, Kenshi 2 is going to be pretty big. Previously when talking to Nat she confirmed that whilst we still don’t have a marketing friendly measured size to rally behind, it’ll be bigger than Kenshi 1. This raises two important questions: how do we make it feel alive and how will it work from a technical standpoint? Below Nat touches on the first point and the magic of the ‘narrative bark’.

    “Hello! For the last few months, I've been working on the little pieces of information that subtly unfold the various histories and cultures of Kenshi's world. Writing for a sandbox game can be a little different to other RPGs where the developers normally have more control over what the player hears and sees (and even what the NPCs do!). So, for Kenshi, I need to reflect the necessary information differently while also making sure the world feels alive and immersive.

    A few months back, I talked about roughly structuring our first factions' layouts on the world map, but now my job is to zone in on the individual cities and their own mini conflicts. I've been planning out what I like to call the 'Carrots' - the local goals or tempting secrets for the player to explore. I then list out all the possible ways I can convey that information, using in-game item descriptions and different dialogues, or visually with assets. We're strictly against traditional quest systems in Kenshi, so it's important for me to tell the player what they can do indirectly through the environment instead, planting seeds in your minds and making you want to do things for yourselves.

    One of those 'dribbles' of information involves writing dialogue Barks. Barks are the short bits of dialogue that NPCs blurt out either in reaction to something, or just completely ambient comments - the ambient comments are the ones that I've been writing and they're perfect for breathing life into a world, reinforcing goals and lore, and simply interacting with the player to really make them feel part of the world. BUT... I have to write a lot of those suckas while actually keeping them interesting and nonintrusive. They can be a bit mind numbing to work on but they're one of my favourite methods to paint a picture of a town via gossiping and general musings from citizens.

    If you'd like to read more about my process with writing barks, I've written a much more in-depth article on gamasutra or you can follow me on Twitter”


Beautiful World.
As readers already know, Kenshi 2 is in development using Unreal Engine 4 which is a major jump from an aging implementation of OGRE. Following on from the narrative elements of the world, Victor, our technical artist, has kindly offered to answer some questions about the technical aspects.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/9eb65c6d5d50acdbbae13b69cf7a9c32cf2ac91d.png)

Starting with a major pain point then, moving across large areas in Kenshi 1 leads to lots of ‘loading’ pauses. How does Unreal handle huge maps and will that help with this?

    “UE4 has a system called World Composition - it allows us to divide the world into cells which are then automatically loaded as the camera approaches them. It can do that asynchronously, meaning it doesn't lock up the game; it's loading the data as a background task. We can divide buildings and such over these cells in order to keep them unloaded and have them automatically come in when needed. World Composition is also built to work with Unreal Engine's Landscape system.

    Unfortunately, the stock Landscape system isn't explicitly designed for a world as massive as Kenshi 2. While we still intend to use world composition, there’s additional exploration going into third party options for the landscape system to go even further. It’s important for us to get this right as currently Kenshi 2's world is expected to end up even bigger than Kenshi’s ~1000km2.”


That’s pretty huge, I can’t think of that many other games with similar scale. I appreciate it’s not your field, but will World Composition mean no more units running into the sky?

    “Ideally, but this also relates to pathing. We haven’t finalised exactly how pathing will be handled in Kenshi 2, but our current expectation is that we'll be working with Recast (UE4's stock navmesh which is well-tested and reliable). So tentatively, no more people walking off into the big blue yonder.

    UE4 and Recast allow us to generate the navmesh where we need it with a large amount of flexibility, and it should, theoretically, handle our world really well. Either way, I'm confident we'll have a lot less weird pathing going on than we do in the original game.”


You’ve mentioned streaming bits of world in and unloading it on the fly but let’s talk about building larger spaces. In talks from Unreal Fest it seemed like developers can make presets for objects or types of buildings, set the area boundaries then let the engine create an entire city for them to edit. Do we have anything like that helping us with Kenshi 2?

    “Things like city-spawners are something that we can use, but because of the oddities about Kenshi's world and a bunch of specifics, we also can't rely on a generalised system. If we do want to end up using things like generators, we’ll be developing a tool internally. One other big problem with these sorts of things is that if it’s relied on too much then the world ends up feeling ‘same-y’.

    On the other hand, while it’s a lot of work for an artist to go through and manually put all the buildings and pots and pans in the right spot, it means they really are in a spot that does them justice. We do use modular (re-useable) pieces where we can, but we’re being careful with not overdoing them, after all we want Kenshi 2’s world to feel unique and distinct.”


What about when adding details to natural biomes?

    “Natural environments are a lot easier to automate with those kinds of tools – at least for the menial stuff like grass placement. Of course, we could manually position every blade of grass, but that would be a nightmare. What we actually do is procedurally place grass in the right spots determined by our level designer.

    There are also other procedural tools we can easily integrate into our workflow for natural assets – for example Unreal has native Speedtree integration. Speedtree is a tool that allows us to make foliage “species” and generate as many unique trees in that species as we want. It makes the foliage-creation a lot less tedious than needing to manually model them.”


If everything is going to be nicely dressed up, how do you deal with performance hits for all that extra detail?

    “For starters, Kenshi 1 didn't use LODs (dynamic changes in level of detail) which meant operating with a massively constrained tri-budget for near-camera-detail. Kenshi 2 make heavy use of LODs, and we’re massively helped in that area by UE4's semi-automatic LOD generation systems. Essentially, we can have extra detailed meshes up-close, and turn them into simpler low-detail meshes when they’re further away. This all happens without any extra work on the artist's end.”


So that covers some basic software optimisations, what about from a hardware perspective - Kenshi runs an older version of OGRE that’s famously single threaded so what’s the difference with Unreal and Kenshi 2?

    “It’s a huge shift here, really. When Kenshi development started, multi-threaded CPUs really weren’t that common yet, nor were the cores nearly as fast as they’re becoming now. For context, at the time Intel’s i3/i5/i7 release scheme didn’t even exist. In development, it’s important to work on systems that help as many people as reasonably possible to be able to play - Back then that meant there was no reason to go beyond a single-thread. It’s an incredibly complicated thing to code so it wasn’t worth the development time.

    That’s different now, even the average user runs 4 CPU cores. Unreal Engine, by default, runs its render-thread on a separate core. Kenshi 2 runs almost all of its logic on extra threads, of which there are now more, and they’re faster. The gains made by proper multi-threading are massive at this point. Another thing which makes a big difference is that so many rendering-bottlenecks of the past decade have gone from being handled on the CPU to being on the GPU, which is significantly faster for calculations that need to happen hundreds of thousands of times per frame. GPUs have gotten exponentially faster over the past decade, and that’s power we can properly tap into.”


A lot of this works on paper but what can you do to know if you’re getting it right as it’s being made?

    “This sort of thing is for a large part just developing some sort of instinct for what you should and shouldn’t do. If you show me the profiler statistics for a given scene, along with a wireframe, I can generally pretty quickly figure out where any slowdowns are coming from. It’s difficult to explain why in each case, that goes incredibly deep, but you get a feel for the patterns of what works and what consequences certain choices have.

    During initial development, you work on rough ideas, generally without hugging tight performance limits for everything. Once something’s working, then it’s time to start looking whether the current cost is reasonable, and where you can easily scrape some frame time off it. The big analytical guns come out when you run into major performance problems. Generally, there’s a certain benchmark you want to hit for acceptable performance at minimum specs. Once you’re unable to hit that benchmark, it’s time to stare at lots-and-lots of numbers – indicators of how costly parts of a scene are – and go through what you can deduce from them. Starting with the worst offenders, you ‘scrape some stuff off’, ever more aggressively. Optimisation’s basically a circle, it repeats as you go. Scenes keep growing and therefore getting more expensive, so you work your ass off to make sure you’re still meeting the benchmark by tearing the existing stuff apart more. The scene grows again and the cycle repeats.


Finally, Epic just announced Unreal 5, as it’s supposedly seamless to migrate there’s talk of us moving along with it. Are there any features that you saw and immediately thought ‘that would be perfect for Kenshi’?

    “As a technical artist, I’m incredibly excited to see what Unreal Engine 5 will bring us. If it delivers everything Epic has been marketing so far such as the lighting and geometry changes, it could be a massive game-changer.

    That said, we don’t know how the final implementation will turn out so we can’t count on it yet. The promotional material stresses that porting should be easy, and I’m confident it will be, but based on current information swapping from UE4 to UE5 won’t automatically mean much. The major gains with the new tech aren’t user-oriented, they’re things that will make a massive difference for the art creation workflow and we’re already in the middle of that. We also can’t work according to the new idealised workflow either. Obviously, as it wouldn’t be worthwhile to sit here twiddling our thumbs until UE5 comes out and make everything then, the current plan is to just continue developing as before and see what we can do when it arrives.

    Speculating on a hypothetical Kenshi 3 though… I imagine our workflow would be fundamentally different using UE5 as compared to our current art-pipelines, and I imagine it’d be significantly more time-efficient. That’s all very speculative though, so don’t get too excited.”


---

This month’s blog was a lengthy undertaking so I’m looking forward to hearing thoughts and questions from the community in the comments. As ever you can join us on Twitter and Facebook where we have a soon-to-be-confirmed creator competition in the works. If you’d like a none-Steam way to keep up with the studio, blogs are available on our website and via our mailing list.

Cheers,

Sam ‘Caliburn’ Hills


Title: Re: Kenshi
Post by: Asid on July 08, 2020, 12:26:56 AM
Kenshi 1.0.48 (Experimental Branch)
Tue, 7 July 2020

(https://steamcdn-a.akamaihd.net/steam/apps/233860/ss_67316693597e7caa0fbf75e850252e29dab0e416.1920x1080.jpg?t=1592828431)

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

Features:
•   Due to recent windows updates causing even more save issues when the game is installed in the C:/Program Files/ folder, Saves can now optionally be stored in the user directory instead of the install path. It can be set in the options.
•   Added Stun Recovery Rate and Robot First Aid Speed constants to FCS


Bug Fixes:
•   Fixed FCS 'xp rate athletics' constant doing nothing


Title: Re: Kenshi
Post by: Asid on July 17, 2020, 02:15:47 AM
Kenshi v1.0.50
Thu, 16 July 2020
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/65e72343683f0ef3b957107c2d5c747495d0c5f3.jpg)

Update 1.0.50 is out now! This moves a number of fixes including the new option to change saved game location to the main branch. We'll be continuing to monitor the quality over the next few weeks so please include feedback below.

Features:
•   Due to recent windows updates causing even more save issues when the game is installed in the C:/Program Files/ folder, Saves can now optionally be stored in the user directory instead of the install path. It can be set in the options.
•   Added Stun Recovery Rate and Robot First Aid Speed constants to FCS


Bug Fixes:
•   Fixed FCS 'xp rate athletics' constant doing nothing
•   A crash fix for rare situations resulting from missing meshes


Title: Re: Kenshi
Post by: Asid on August 05, 2020, 12:11:20 AM
July Community Update
Tue, 4 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/5b5e67a3617e268d821d3182401789c46d832e15.jpg)

‘Caliburn’ here again for another update on Kenshi. As with previous posts, I’ll start by recapping a few things going on with the continued support for the first Kenshi. For this blog’s special section, we’re catching up with some of the team at Lo-fi to find out what’s keeping them sane in isolation before finally getting to development news on Kenshi 2.

Experiment recursion.
In the past month we’ve once again been making use of the experimental branch, most notably around an issue users reported with saved games following the latest windows update. Many players had stated they were unable to save, load, or experienced crashing when they tried. In Kenshi’s latest v1.0.50 update saves default to the Windows user directory, fixing any potential issues linked to system permissions. Please keep in mind that if you wish to edit a saved game the new location to check is
C:Users<YourUsername>AppDataLocalkenshisave.


Defined interpretation.
Hinted above, after consulting with the forum mods we’ve made some overdue changes to bug reporting flow – namely better collating more widely popular bugs, cleaning up a number of older topics, and providing a more visible response to new ones. This will likely mean pushing for a stricter adherence to the bug reporting format as I work to ensure they can be reproduced and turn them into meaningful notes to the programming team to progress. The end goal here is to keep fixing issues for in Kenshi 1 in a more transparent way, giving users more feedback on if it’s feasibly possible to fix and where we’re at with their reports. For a more worded explanation of the changes check out the pinned topic here.

Hey, Fans!
In past blog posts we’ve mentioned hiring a number of new team members to expand the studio for Kenshi 2. Over the next few updates, since we’re focussed on an important Kenshi 2 subproject (details further down) I’m taking the opportunity to catch up with different team members and share a little bit of who they are, what they’re up to outside of the studio, and how they’re doing working from home.

Guy ‘Warls’ Warley – Concept Artist
I’m Guy, a concept designer with a background in graphic design, illustration and advertising. I joined the team in November 2019 and have been working on concepts for the architecture, furniture, and characters that inhabit the world of Kenshi 2.

Home setup:
For my home setup I recently purchased a Wacom Cintiq Pro 24, replacing my Wacom Intous 3. After spending 12 years with the Intuos 3 (which is still going strong) it’s a big upgrade. I initially thought it was going to take a lot of time to get used to the switch but I’m already really enjoying it and using it every day. The Cintiq is connected to my MacBook Pro (Retina, 15-inch, Mid 2015) which works pretty well running things like Photoshop.

Thoughts on working on Kenshi from home:
I am quite used to working at home and have got into a good routine over the years. I do miss working in the office though, it’s much easier to talk through different areas of the project with everyone in the same room, much less typing!

Life balance:
I have been spending the lockdown back in my hometown near East Yorkshire by the coast. Running and walking are the main things keeping me going. I’m also doing some yoga in the mornings, I’m rubbish at it but enjoying it anyway.

In my free time I’ve been working on several of my own illustrations, such as the album covers for three different electronic artists that I finished recently.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/8d6191fc6af1d5f0fb51321a68e8c5fbe40976d5.jpg)

Other freelance projects I’ve worked on that people might recognise include art for mud-and-lasers RPG ‘Lancer’ and a cover for the gritty future comic ‘The Hand Unseen’. Right now, I’m working on some posters based on my favourite Studio Ghibli films which follow on from other personal projects like last year’s Akira poster.

Victor ‘Mr4Goosey’ Goossens – Technical Artist
I’m Victor, or Mr4Goosey. I’ve been doing indie-dev on my own projects for over half a decade, and I’ve spent part of that doing it for a living. I got fed up of running my own business and decided to look for a full-time job in the industry, leading me to Lo-Fi. I wanted to combine my love for making pretty things with interests in logic and programming, which is why I’m now a technical artist.

Home setup:
I’m running a custom PC with a Ryzen 7 2700X and a GTX1080. For peripherals, I’ve got a Decus mouse and a Razer Blackwidow (Green switches) both with lovely wrist-rests. Finally, for screens I’m running a 34” LG Ultra-wide which I’m looking to replace with something less bulky and a 27” AOC monitor on the side.

Thoughts on working on Kenshi from home:
Thanks to past projects I’m used to working from home, so it’s really not that special to me, ironically being in an office will take more getting used to. It’s nice to be in my own place and have access to my stuff, but when everything happens in the same room it’s easy to lose sight of the boundaries between work and life. It can also be hard to get to know the team properly when we’ve not properly met. All in all, I’m looking forward to being in-office; working from home feels less efficient and enjoyable than being together with people, plus it gets lonely and boring.

Life balance:
I’ve started another gamedev project in my spare time, though I’ve been trying to get away from my computer too. Out of my new interests the main one that helps is blacksmithing. Unfortunately, I don’t have a forge yet – that’ll probably have to wait until I’ve moved to the UK, but as I’m mostly focussed on armouring, I can do quite a lot anyway. It’s a steep learning curve, but it’s really cool to produce something like a piece of armour out of nothing.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/64fbbcc79ce8dd4e4c058689210d2646bfa013c4.jpg)

I’m also just getting into electronics and robotics. It’s something I’ve been putting off for as long as I’ve been doing gamedev, but I’m hoping to get started on it properly now. First steps are reading up on basic electronics (I wouldn’t be able to give you a definition of a “servo”), because that’s the main part I’m lacking. I’m hoping I can get the hang of that then get properly stuck in!

Lastly, I’ve been doing more gamedev. I’ve recently started playing around with Phyronnaz’s Voxel Plugin for UE4, and I’m currently trying to make a small, relaxing game in which you build a low-poly eco dome with cute animals in it. Not sure exactly where it’ll be going, but I’m hoping to release it on Steam for a few bucks at some point in a similar vein to Islanders.

Harrison ‘Boodals’ – Programmer
I’m Harrison, or Boodals, the programmer who was hired back in November. Up until now I've been working on remaking the GUIs from Kenshi 1 in Unreal Engine, but now that we've hired Craig, I can shift my efforts onto less urgent tasks, such as code cleanliness and stability. I won’t go into too much detail, but I'd call it more of a support role, making the other programming jobs easier and faster, and discouraging code which could be unstable.

Home setup:
Since we started working from home, I've been using my own PC for most tasks. We do all have laptops to work on, but I don’t have the desk space to fit mine. Using my PC also allows me to test the GUIs I previously spoke about on a 4k screen to make sure everything functions correctly at higher resolutions.

Thoughts on working on Kenshi from home:
Working from home is pretty great, mainly due to lie-ins and easy access to snacks (ha-ha), but it does come with its downsides. Not being able to quickly speak to other developers or show each other what we're working on makes it harder to get stuff done. We're exploring several apps and programs to minimize this, but you can't beat being in the same room.

Life balance:
Outside of work, the lockdown really hasn't affected me too much, as I'm one of the lucky ones who isn't bothered by being locked in. I moved house just before the lockdown started, so I've been hanging out with my new housemates and their cat, whom I pay tribute to in the form of pets every time I pass through Her domain (stairs, hallway, kitchen…)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/0bb2ef5e6d60336ebe72793fc52234fe71093d29.jpg)

Declarative prologue.

The team have been hugely busy this month working on a ‘vertical slice’ of Kenshi 2, which I have the pleasure of sharing snippets of today.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/4f7c6e34496d403128eaeff824cd4ce47982c341.jpg)

For those unaware of the terminology, a vertical slice is a portion of near-finished quality game which then allows a studio to visualise some of what they’re up to. It’s traditionally distinct from a prototype in that the quality is much higher leaving less room for flexibility but for us we’re blurring that line a bit and using it primarily as a tangible design tool. Internally nicknamed ‘Concrete Neon’, it’s about having a space to test and iterate on some of Kenshi 2’s ideas by taking them away from a design document and experiencing how they might actually be played.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/7fc29584706ffdd131ce95bbe6cee89dad8750a7.jpg)

Sharing some thoughts on our first major milestone, Chris compares Concrete Neon to founding Kenshi’s Holy Nation and his hands on approach to game design: “Anyone who played the [Kenshi 1 early access] map in it's earliest incarnation will remember that only a small area around the holy nation was active, the rest was greyed-out and you couldn't go there, because it wasn't finished. This gives us a test bed to get everything working early on so we can play the game and experiment. I'm not a very formal designer, my technique is iterative because my ‘special skill’ is playing a game for a while and then going "hunger needs to be 0.8x slower and strength needs to raise 1.12x faster instead of 1.08x". It's also better that way because I can approach the design as a player rather than as a game designer. I don't like game designers.”

---

This month’s blog post was intended for last so ran a little late, but we’d love to hear your thoughts in the comments – with so many players following different game development projects it’s a great place to reflect. As ever you can join us on Twitter and Facebook where we still have an upcoming creator competition to announce once we’ve worked out the prizes... If you’d like a none-Steam way to keep up with the studio, blogs are available on our website and via our mailing list.

Cheers,

Sam ‘Caliburn’ Hills


Title: Re: Kenshi
Post by: Asid on September 30, 2020, 02:31:12 PM
August Community Update
Wed, 30 September

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/49ed166106c87551f4d9c3ef4912a9cecea504c5.png)

Hi there, here comes another community update on Kenshi. In this update, we’ll go over the decisions and changes that were made on the Discord server, Kenshi's milestone, and introduction to Lo-Fi’s team members, followed by some visual sneak peeks on what to expect for Kenshi 2.

The Future of Discord Server

https://discord.com/invite/5Z8qXPF

As some of you may have known, Caliburn (Sam) who has been keeping the community up to date and was leading Lo-Fi's marketing has moved on which resulted in some internal reshuffles that we hope have gone unnoticed.

The most significant decision that was made in the past weeks was the ownership of Kenshi's Community Discord server that has now gone back to the community led by Seth Knight who was voted to the admin role by the group of moderators. For those who have not been aware, there has been an ongoing discussion on Community Server's ownership and its purpose, but they are now set at rest, and the server is back in good hands.

Kenshi's Community Discord server has always been a place to share ideas, creation, and experiences of all things Kenshi by the community, however, it was not designed as a means to communicate with the developer. Now with the growing Lo-Fi team who are involved in different aspects of the game development, we have decided to set up a new official Discord server for the team to interact and receive feedback from the community. We will work closely with Seth and other moderators to ensure that the community's requests are reflected, and there will be more opportunity for us to work together on things such as online events. We will announce the launch of the official Discord server once it is ready.

Major Milestone

After 12+ years of development and less than 2 years of the official release, Kenshi has hit a milestone of 1 million global sales. We wouldn't have made it this far without the support of the community who's been there from the very early stage and have continued to come back to Kenshi throughout the years. Proceeds gained from Kenshi are now invested in developing Kenshi 2, with the expanded team of 15 and a new office in Bristol.

Keeping everyone safe is our priority with COVID, so we are taking time setting up the office with only those who are comfortable to come in for work. Considering where things are heading in the UK, it will be a while when we can fully kit the office and show some pictures in the blog, but we are fully intending to do so in the future!

Hello Everyone!

In the last update, we've introduced several new team members who have joined the studio for the development of Kenshi 2. We'll continue the introduction of 3 members this month on who they are and what they are up to outside of work.

Christopher Schlesag – Concept Designer & Illustrator

I'm Christopher, a concept designer and illustrator from Germany. I have been working on Kenshi 2 for the last 5 months and recently moved to Bristol to work at the Lo-Fi Games office. I'm involved in the creation of various visual elements of the project and strive to make the world of Kenshi more immersive with every design I create. The main focus of the last few months has been the design of various props; refining and improving the visual language set forth by Kenshi 1.

(Some of the light-fixtures I designed further below as a taste of what's to come)

Life Balance:
Outside of work I spend a lot of time on things that keep one inspired, like traveling, reading, movies, or playing games (thou there isn't any traveling going on right now).
But the majority of my free time is spent on improving my skills as an artist, and working on personal paintings.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/8a6714ba853ee057219a79d63a487251022bcec2.jpg)
(Image of my personal painting)

Above is a digital painting I did some time ago, I still have a long way to go before I can be content with this and other paintings, but if you're interested you can see more of them on my Instagram or Twitter. I only recently set up social media profiles, but I will post more of my creations in the future.

Paul Crilley – Writer

I’m Paul Crilley, and I’m a Scotsman who has been adrift in South Africa for twenty-something years (and I’m still not used to the heat or humidity). I recently joined the team to work as a writer on Kenshi 2 and am having an absolute blast.

Over the years I’ve worked in television, novels, computer games, and comics. My most recent series, Poison City, and the sequel Clockwork City, about a supernatural police force based in Durban, South Africa, has been optioned for television by Jerry Bruckheimer Productions and CBS. Whether it goes into production or not is another matter entirely.

I was one of the contract writers on Star Wars: The Old Republic back in the day. On the comics front, my most recent work was Star Wars Adventures, for IDW. I also planned out a comic book mini-series for IDW called, X-Files: Conspiracy. The mini-series brought together Mulder & Scully, The Crow, Ghostbusters, the Teenage Mutant Ninja Turtles, and the Transformers. I wrote 3 of the 6 issues of that series. I also adapted the characters I created for the Wizards of the Coast D&D setting Eberron (the fantasy detectives Abraxis Wren and Torin) for comics, also for IDW.

Home setup:
My home setup is a mishmash of books, a cluttered desk, a whiteboard, and walls entirely covered in movie posters and old calendar pictures from over the years. (Lord of the Rings, Discworld, GoT, etc). I cannot stand bare walls and need to be surrounded by the clutter I have collected. I have a desktop PC for gaming, and the novel and scriptwriting work gets done of the MacBook.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/d4c0538f0391e6801ff0f6f42678572b5168a6da.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/25ad20d82ea72f78f5633859e9f6ce37bd2bbfe0.jpg)

Life Balance:
It’s difficult finding a balance when you work from home. Nothing has changed during lockdown on that front, as I’ve worked from home my whole professional career. What *is* difficult is working from home while having a five-month baby demanding so much attention. I find that I get more work done at night. (I’ve always been a night owl.) So I do a few hours during the day in-between feedings and putting the little terror to sleep, but from 6pm onwards, when he’s down for the night, that’s when my writing day really starts. I usually go on till about 1 or 2 in the morning, with probably one brief feeding for the baby. I need to get back into gym again, as they only recently opened up again, but finding the time to do that is going to be a challenge.

Meg (Gumstar) – PR & Community Management

I'm Meg or Gumstar, and I've been working behind the scene for Kenshi on Japan for a few years. With the departure of Caliburn, I've stepped in to help out the team on PR & Community Management.

Life Balance:
I live in London near several parks, and I walk or run every morning to breathe fresh air and declutter my mind. I've always been a city-dweller, but somehow this lockdown has made me crave for nature like never before.
I've been observing a family of swans since early spring when the parent swans started to incubate. With 'The Ugly Duckling' being one of my favourite childhood tales, it’s been fascinating to see the development of cygnets, when they looked nothing like swans in spring to now when they are perfectly shaped grey swans. They'll soon shed their feathers and will become indistinguishable from their parents. As elegant as they are, I can't help but notice how they look like the distant cousins of certain Kenshi creatures when they thrust their heads into the water :)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/13b82865ae84904bce20e3f61025dbff7a8fc7fc.png)

Details, Details, Details

Kenshi 2 goes back 1,000 years from Kenshi 1, and it was undoubtedly a different world from what we are familiar with in Kenshi 1. Some inhabitants would have changed over the years accompanied by transformation in social and cultural dynamics, something that is inevitable given the timespan.

In the past updates, we've shown some concept art from Calum Alexander Watt representing some initial thoughts on the world of Kenshi 2. Now that we are further along in the world-building stage, Christopher, our Concept Artist and Illustrator has been busy working out the details on props that are used by Kenshi 2's inhabitants in their daily life, as in the external light fixtures below.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4597640/ccf4937697db4f3fd5c1e99f643ae2c63379c07b.jpg)

Kenshi 2 is developed with Unreal Engine, which allows further details in visual appearances and animation that would not have been possible in the technical setup used by Kenshi 1. We are happy to reveal an example of a creature that lived over 1,000 years with their uncanny survival instincts.

https://youtu.be/btGsK1ogv6I


We've been late with this month's update, but we love to hear your thoughts, especially on our visual reveals on Kenshi 2. As ever, you can join us on Twitter and Facebook, and if you'd rather receive this blogpost in a non-Steam way, they are available on our website and via our mailing list.


Title: Re: Kenshi
Post by: Asid on October 06, 2020, 11:31:40 PM
Kenshi 1.51 (Experimental Branch)
Tue, 6 October 2020

(https://steamcdn-a.akamaihd.net/steam/apps/233860/ss_67316693597e7caa0fbf75e850252e29dab0e416.1920x1080.jpg?t=1592828431)

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

•   Fixed deleting saves from new save location

•   Fixed bar squads not spawning in Heng due to multiple towns in one zone

•   Fixed issue with initial player health if race was changed during character creation



Title: Re: Kenshi
Post by: Asid on November 19, 2020, 12:42:13 AM
COMMUNITY UPDATE: #39
Wed, 18 November 2020

Snappy Alignment Modes

Hi there, here comes another community update on Kenshi. In this update, we'll go over, a sneak peek on new modes to place interior objects and furniture in Kenshi 2, some news from the Studio, and more introduction to Lo-Fi's team members.

Interior Object and Furniture Placement Modes in Kenshi 2

One of the key elements of Kenshi is the Building feature; finding the right spot to build an outpost or buying some buildings as a base and filling the external and interior space with furniture and objects. Building feature continues to be the key element of Kenshi 2, with enhanced modes that enable players to build and place objects with ease.

In this update, we asked Craig (his profile below) about the new modes for interior object placement for Kenshi 2. You'll find below some sneak peek videos and descriptions on what we could expect from the feature.

    Kenshi 2 will feature a number of tools to help placing objects indoors substantially easier. Let's start with the improvements made to the Kenshi 1 method of placing furniture, now called Free-Placement Mode.

    As the name suggests, this mode allows you to place furniture at any valid location at whatever rotation the player sees fit. We've now added collision correction to this mode to allow players to place objects up against walls and other objects much easier. There's also an option to allow you to snap the rotation of your object against whatever you collide against, making alignment to walls and other pieces of furniture much easier.

https://youtu.be/hukTfrCorxg


    For some objects, however, this mode is not exactly ideal. Say I want a neat line of hydroponic farms inside the building, we could try and line them up neatly by hand, which could take some time, or we could use the new Grid Snapping Mode for perfect alignment.

https://youtu.be/m57-N9ezWTA


    But what if you want to align objects at an angle? What if you want some things aligned differently? Well, that's where our final new mode, Furniture Alignment Mode comes in handy. Now players can select any interior object and generate a grid to align to the building.

https://youtu.be/BgP7Nc09PJI


    With these new tools, it'll be easier than ever to create interior layouts for Kenshi 2.



Below are the interior views of the building provided by Nicolò (his profile below). Furniture is still being modelled (no spoilers!) so you'll only see the shapes here, but the images demonstrate how the objects are placed against the curved walls and straight alignments such as shelves and internal walls.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4597640/2e277a5dd634e0af1124bb8ebe06421bf459db26.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4597640/95f5918fdaccc423f4d47cdd6989d021ef33e30b.png)


News from the Studio: Another Lockdown and A Virtual Event

Starting 5 November, England has gone back into another lockdown for at least a month, which means everyone at Lo-Fi is now working from home. The lockdown can be difficult for some members who prefer to work in the Studio, but we're planning lots of online gaming sessions to keep our team from going stir crazy!

We are all embracing remote communication and online meetings during the lockdown, but our virtual experience reached new heights when we attended the China Game Fest in late October. Lo-Fi set up a virtual booth within the virtual conference centre where visitors walked around led by a friendly virtual escort. The event was visited by more than 50,000 visitors over the 3 days (23rd – 25th) with impressive media coverage in China.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4597640/335a82881608a5514459917c7ff352e6bc009205.png)

Hello Everyone, from Chris, Nicolò and Craig!

In the last update, we introduced several new team members who have joined the Studio for the development of Kenshi 2. We'll continue the introduction of 3 members, old and new, on who they are, how they are set up at home, and what they are up to outside of work.


Read on... (https://steamcommunity.com/games/233860/announcements/detail/2901968855886154357)


Title: Re: Kenshi
Post by: Asid on January 23, 2021, 02:06:44 AM
Kenshi update 1.0.51 is out now.
Fri, January 22, 2021

(https://cdn.akamai.steamstatic.com/steam/apps/233860/ss_67316693597e7caa0fbf75e850252e29dab0e416.1920x1080.jpg?t=1592828431)

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

Fixes:
Fixed deleting saves from new save location
Fixed bar squads not spawning in Heng due to multiple towns in one zone
Fixed issue with initial player health if race was changed during character creation

Title: Re: Kenshi
Post by: Asid on February 16, 2021, 02:58:38 AM
COMMUNITY UPDATE #40
Mon, 15 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4597640/a9073553c47bca400ad73994d7832d24aee5db78.jpg)

Gates! Environment shots! Discord!

Hey everyone, happy new year to you all! Since the last update we’ve had a Christmas party, a Christmas break, a new year and a new national lockdown in the UK, so we’re all working from home again due to that pesky old C-word that we’d rather not mention. Regardless of being locked down, spirits are up and good progress is being made with Kenshi 2. Check it oooot:

The Official Kenshi Discord is here

We have launched an official Kenshi Discord server. We’re not looking to replace the community Discord in the slightest, and we have the utmost respect for its moderators and participants, thank you for being part of something very special! Instead, we’d like to create something complimentary: a place for mini updates from us and somewhere where you can quickly and easily have a direct line to Lo-Fi Games (though we do have a sequel to a certain game to make so forgive us if we’re not always too quick to respond).

We’re very keen to hear from you about what you’d like to see the Official Kenshi Discord look like, so do please jump in and let us know.

Giveaways! Ask the devs! Competitions!

From time to time we'll be hosting Steam key giveaways and competitions where we'll be asking the community to take part by sending questions for the devs and posting mods and screenshots. Keep an eye out for info on these in the Discord server.

An "ask the devs" channel has been added from the off where we'll pick our favourite questions from the fans to answer on a monthly basis.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4597640/78106fceedc9ec60b018083dd677cb68c2edd7cc.png)
https://discord.com/invite/R6258etsHE


A smidgin of Kenshi 2 content

Environmentalism

From Environment Artist Oliver Hatton: "At the moment we're putting together two adjoining biomes so we can get to see all the amazing buildings and characters in situ, doing their thing. This biome blending will also help us identify any problems that are bound to arise, things like town sizes, over-budget texture limits and so on.

The voxel terrain can be fun to work on, with overhangs and caves being possible and re-editing areas much more hands-on than with elevation maps."

And now towns and settlements are beginning to emerge on the map, we should begin to get a much clearer view of the world. It'll be like our own little working death valley where we can test out a lot of the pain and suffering to come."

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4597640/cf015444b5fecc204b6eaf15c845312555eba84f.jpg)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4597640/5b821ff89efc9fd2d9278c092ab42e976dd2fe7d.jpg)

Read on...... (https://steamcommunity.com/games/233860/announcements/detail/2923366026547635254)

Title: Re: Kenshi
Post by: Asid on October 04, 2021, 11:45:10 PM
Community Update #42: Kenshi 2 Hivers Info plus T-Shirts Available Now
Mon, 4 October 2021

Hi everyone, welcome to our next community update. Sorry it's been a while but it's pretty difficult to put these together without spoiling juicy details to you. Relax (enjoy death), though, because we will be releasing another update much, much quicker than usual after this one to help satiate your cravings for more Kenshi 2 #content.

Things are good with the Lo-Fi team; we’re making excellent progress, sharpening our tools and constantly evolving our processes. That sounds like corporate nonsense we know, but the detail would bore you and basically it means we’re getting Kenshi 2 made at a good rate. We are fully on schedule, and even ahead of schedule in some areas, we’re just not telling you what that schedule is just yet.

Kenshi T-shirts and Stickers Available Now

So a few of you have been asking for merch and we are pleased to announce that we’ve partnered with the awesome folks at RobaRoba. They’re a spin-off of the excellent Indiebox, so they’re highly experienced with distribution and production.

We’re launching with a total of six different shirts for you to get your hands on. They’re going to be available in a range of sizes and will ship to a wide range of countries. For now, we’re only stocking the shirts in black but we will soon be adding some more colours, more fits and variations, and more merch in general.

Until the RobaRoba site fully launches, which should be today, you will need to sign up to the newsletter on their site for early access. You can
buy shirts now as long as you do this!

Check out our official Kenshi shirts! https://steamcommunity.com/linkfilter/?url=https://robaroba.gg/collections/lo-fi-games

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4597640/48d53cb48d1c7352e1ece9d4fa9e746b3c3f79df.png)

Read on...... (https://steamcommunity.com/games/233860/announcements/detail/2958287948734588551)
Title: Re: Kenshi
Post by: Asid on December 13, 2021, 11:44:26 PM
Community Update #43: More Merch, FCS Updates, Japanese Language Overhaul & More
Mon, 13 December 2021


And yes, there's some Kenshi 2 stuff in here too!

Greetings, oh followers of Kenshi, are you well? We hope so. Here in the UK we’re largely preparing for the festive season by hoping to Okran that Christmas isn’t cancelled for the second year running. Wish us luck and stay safe out there!

We promised we’d have an update to you as quickly as we could get it out there so here we are. We’re still working on a lot of top secret stuff we can’t yet talk about but here’s what we can show you:

Kenshi 2 Modding - District Divider

https://youtu.be/ep8a4OMGzYs


We’re doing everything in our power to make sure modders are going to be given a lot of the same tools we’re developing to create Kenshi 2. Here’s the district dividing tool for you to have a gander at. Sexy right?

This new system will allow settlements/towns/cities to be created with different districts for wealth, faction, race, you name it. Squads can belong to multiple districts or none at all. If you want a district in your NPC town for everyone called Dave, now you can!

Kenshi 2 Outtakes - Here Comes the Hotstepper

(https://steamcommunity.com/linkfilter/?url=https://lofigames.com/wp-content/uploads/big-footsteps.gif)

For the older players out there, you may remember how in Goldeneye on the N64, pretty much everything could cause an explosion if you looked at it for long enough (well, okay if you shot it a few times). Here’s our accidental tribute to that. It won’t be making it to the final product.

Kenshi 2 - Lighting

https://youtu.be/q1smNQ7n6zc

https://youtu.be/-_ikv8qYnkA

WARNING: THIS IS NOT EXACTLY HOW KENSHI 2 WILL LOOK. WE’VE MADE THESE PREPOSTEROUS LIGHTING CONDITIONS PURELY FOR THE SAKE OF SHOWING OFF TRANSITIONS.

 Read on.... (https://steamcommunity.com/games/233860/announcements/detail/3104665808080321003)

Title: Re: Kenshi
Post by: Asid on January 31, 2022, 10:43:38 PM
Kenshi 1.057 and experimental FCS 2.1 update
Mon, 31 January 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/233860/ss_67316693597e7caa0fbf75e850252e29dab0e416.1920x1080.jpg)


Minor Japanese translation update plus FCS update in experimental branch

Small updates to Japanese translation in main branch plus experimental release of FCS v2.1.

FCS update currently found in experimental branch until next update.

FCS 2.1 Changelog:

Added documentation for FCS
Adapted from our own in-house documentation
Non-comprehensive, but it's a start!
Added improved item search functionality
Recursive property and reference searching
E.g.
find squads with more than 10 skeletons
(In Squads section) squad.v0 > 10; squad.race = skeleton
find research items with ingredients with values over 1000 cats
(In Research section) cost.value > 1000
Building shells requiring construction materials with ingredients that have a value over 100 cats
(In Building Shell section) construction.ingredients.value > 100
Added ability to search using Regex
e.g.
Find all dialogue lines with numbers in text
(In _lines section) text ? (\b[0-9]+\b)
Significantly improved performance of item filtering
Added an "Everything" section to search through all items at once
Added a new panel when translating conversations
Now displays what dialogue package references the conversation being translated as well as what event trigger can start this conversation
Added additional functionality to the "Set field" window
Can now remove references in addition to adding them
Can bulk modify values with addition, subtraction, division and multiplication
e.g.
Can now select all research items and halve the amount of items required to complete
Can select any number of weapons and multiply bleed damage multipliers by 1.5
Added spell check feature
Works for any multi line item property
e.g.
Descriptions for items, races, and buildings
Dialogue lines
Added option in merge window to show previously skipped changes
Added multi line display on single lines for change list and merge mod windows
Added ability to open items from the merge window
Added tree view for notes
Dialogue lines now parented to conversations
Added ability to more easily navigate merge and todo trees with arrows keys (left and right now expand and collapse nodes)
Added categories and filtering options to errors window
Added error reporting on more problems loading def files
Added number of errors to the errors window title
Added error to be displayed if fcs.def has invalid FCSEnum value
Added lots more error types as well
Added derived score to dialogue lines display
Added additional UI for Todo window, added delete option
Added ability to use Ctrl-A to select all items in a list
Added a reset columns function to turn off all custom columns at once
Added dialogue keyboard shortcuts
Ctrl+1-5 : change speaker
Ctrl+L : add line
Ctrl+I : add interjector
Added ability to restore backups when loading mods
Added modified dialogue lines under owning dialogue in change list
Added ability for TripleInt properties to be displayed with % signs
Added ability to show % symbols when displaying values in custom columns
Added copy dialogue line stringID action to dialogue editor
Added MODIFIED_MISSING item state
Added a warning when deleting an item with locked propertiesAdded check to stop accidentally trying to open hundreds of items at once
Added combined description panels in dialogue package editor
Added 'Expand Link' to dialogue context menu
Added warnings to a dialogue line translation when original text is changed
Added ability to change mod folder location in fcs_settings.def
Added ability for events to display descriptions from FCS_enums.def
Added assets folder path to fcs_settings.def
Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
Added restore option if a dialogue line was deleted by the active mod
Added additional checks to avoid creating invalid links when merging mods

Updated translation mode with new features/fixes
When updating duplicated text, a new option is given to update just the text in this conversation vs everywhere else
Opening a conversation no longer always opens a new form, if one is already open it is brought to the front
Updating duplicate text now refreshes all nodes/forms with updated text
Renamed ToDo toolstrip button to Notes and added an icon
Improved resizing behaviour of Errors window
Improved resizing behaviour of Notes window
Pressing down arrow key in 'add reference' window switches focus to item list
List References window opens all selected items when OK pressed
Clear changes command in error list resolves 'Modified item undefined error'
Listing references now shows what field item is referenced by
Added a bit more info when displaying what dialogue lines have effects that reference an item
Standardised descriptions in fcs.def when referencing val0/1/2
Sometimes we had val1/2/3 for extra confusion

Bug Fixes
Fixed custom column duplication
Fixed potential duplication of global settings and artefacts lists
Fixed todo list sometimes not filtering correctly
Fixed mod version number being overwritten
Fixed removed fields not appearing in misc section if there is a reference list of the same name
Fixed cleanup if there is a reference list with the same name as a removed field
Fixed system thinking a mod has changed if you just select a reference property
Fixed merge dialogue showing extra DELETED items
Fixed change list not displaying MODREF values correctly
Fixed some other incorrect uses of GameData Desc flags
Fixed custom column menu bug introduced by adding the reset command
Fixed reverting items not reverting all subitems
Fixed crash reverting subitems in change list
Fixed crash deleting items that own subitems
Fixed being able to modify locked dialogue packages
Fixed crash when cloning items
Fixed reverting MODIFIED_MISSING items
Fixed merge changes with only NEWREF or NEWINST data being tagged as conflicts
Fixed save file backups being deleted if save failed
Fixed exception opening missing reference errors in translation mode
Fixed bug deleting items that are deleted by a later mod
Fixed being unable to delete broken dialogue lines
Fixed being able to edit deleted line items
Fixed some issues with forms owned by merge dialogue
Fixed close all button making some windows unopenable


Title: Re: Kenshi
Post by: Asid on March 23, 2023, 12:24:38 AM
Heaps of localisation updates, weight bug fix (CN), and font bug fix (global)
Wed, 22 March 2023


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4597640/a1e00b4ba7a65ec88ef7b224a861f4666ad65664.jpg)

Small Localisation Updates for Spanish, Portuguese (Brazil), German, French & Japanese
We’re not officially updating Kenshi really, outside of the odd FCS update when we add transferable features for the Kenshi 2 version, but yet here we are.


Most of the updates are specifically for localised versions of Kenshi but we have a couple of minor additions that affect all versions:

First up, we’ve fixed an issue that caused the options screen to use the default font size when returning to the game after close, despite the options menu belligerently claiming it’s been changed.

Secondly, we've added some default keybinds to make SteamDeck/controller etc. configurations easier to set up. Simply press the button that resets your keybinds to these default settings and start customising from there.

Small Localisation Updates for Spanish, Portuguese (Brazil), German, French & Japanese

Lo-Fi’s Localisation Team has been steaming ahead since last October, after the new localisers for Spanish, Portuguese (Brazil), German, and Chinese (Simplified) joined the team. One of the first things they looked into, before tackling Kenshi 2, was to look into Kenshi’s non-dialogue related text, including UI, tips, and item descriptions for inconsistencies, mistranslations, and language-specific issues.

We are happy to announce that Spanish, Portuguese (Brazil), German, French and Japanese corrections are now completed with some of the key changes that are outlined below.

Spanish
There were many inconsistencies in gamedata, such as,‘‘blueprints’ translated into multiple words, and ‘Beak Things’ and ‘Skimmers’ translated into two different words. Beak Things are now consistently called ‘Pinchostruo’ and Skimmers ‘Patineto’.

Some mistranslated words are also corrected, including "Armour King’ changed from “armadura del rey” (the king’s armour)” to “Rey de la armadura”.

Some skill-related verbs such as ‘crafting’ and ‘farming’ are also using correct tenses.
Most of the lore-related notes and documents are re-translated and should be easier to read compared to the previous translations.

German

    Quotation marks and ellipses (…) are now properly displayed. No more text gaps!
    Translated previously untranslated text
    Fixed text overflow on certain UI elements
    Some incorrect skill name translations were fixed
    Generic NPC names are now correctly gendered to match the NPC’s gender (for example: Bauer/Bäuerin, Söldner/Söldnerin)
    Fixed many naming inconsistencies, including Rebirth and the Skeleton race
    Skimmers now retain their English name and Skimsands was accordingly changed to “Skimwüste”
    The “Gutters” faction is now correctly called “Ausweider”
    Reworked many UI texts, item descriptions, tips and tutorials to fix errors and increase legibility


Portuguese (Brazil)
All the game interface (except dialogues) has been reviewed and polished in Portuguese. Players should notice several improvements to the previous translation, including:

    Fixing of typos, grammar, and UI display issues (such as the infamous /OA/)
    Consistency within gameplay elements (e.g., "equipe" instead of "grupo/equipe" for "squad") and lore elements (e.g., "Talho Negro" instead of "Arranhão/Talho Negro" for "Black Scratch")
    Fixing of overflowing and cut-off text. There may be more work to do, but we’ve fixed what we could find
    Generic NPC names now display according to the specific character's gender (e.g., "Padeiro" or "Padeira" for "Baker")
    Instructional text and item descriptions have been mostly re-written for improved clarity
    A few tweaks to give the Portuguese localization more flavour (e.g., instead of the awkward "areiaíche" for "dustwich", we now have "sandubareia")


French
A few fixes and improvements, such as:

    Untranslated text that used to appear in English is now translated into French
    Improved translation of some GUI elements
    Fixed some errors with items and their descriptions
    Generic names now display according to the character’s gender (e.g., "marchand" or "marchande" for “trader")


Japanese
Some untranslated texts have now been translated into Japanese. Speed-related displays such as miles/hr are shown in Japanese. Some instructional and help texts have been edited further for easier reading.

It’s been a long time coming, but the team wishes all players, new and old, to enjoy the new update that will make it easier to play Kenshi in their respective languages.


Item weight bug fix for Simplified Chinese
We’ve made a small but significant change to fix a bug that made the weight of items display incorrectly in Simplified Chinese; Previously, 1 kg was displayed as the equivalent of 1111 kg and 9 kg displayed as 1119 kg etc.

The weights of all items should now display correctly. Thanks to everyone that pointed this out.

Steam Spring Sale
That’s all for now, just a little space here for us to mention that we’re currently 55% off in the Steam Spring Sale. Catch you next time!

-55%  £22.99  £10.34

Wed, 22 March 2023
Title: Re: Kenshi
Post by: Asid on March 24, 2023, 12:09:26 AM
Kenshi 1.0.62 Patch Notes (experimental)
Thu, 23 March 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4597640/ef8915fccac3e00b5e8cd47fec12df773e7be8e1.jpg)

1.0.62 (experimental)

    Town names are no longer saved so they can be changed by translations and mods
    Characters can spawn with items in their belt slot
    A fix for sometimes not playing the correct ambient audio bank
    Fixed gui stats displaying differently when paused (for crossbows)
    A mystery path following bug fix
    Fixed game crashing when dialogue censorship was switched on
    Changed default font size from 0 to 4
    Fixed new game starts window displaying incorrectly with larger font sizes
    Fixed a crash on exit
    FCS
    Fixed dialogue effects showing as invalid in translation mode for kenshi1
    Fixed crash entering translation mode

Title: Re: Kenshi
Post by: Asid on June 12, 2023, 11:17:48 PM
Kenshi is 55% off! Top tips for new players inside, new keyboard layout graphic
Mon, 12 June 2023

(https://clan.akamai.steamstatic.com/images/4597640/e6b2a042c53ad92f2a98ef23dff4016db0a224d3.jpg)

Midweek Madness Sale - 12th-19th June!

Start your week on a high note with Kenshi at 55% off! That’s right! From the 12th till the 19th of June, you can grab the title that one player with 1,964 hours on record called “weird”.

-55% £22.99 £10.34


Our reviews speak the true true


With waaaaay over a million players, a 95% positive review score from 69,000 reviews (nice), Kenshi might just be the non-linear, post-apocalyptic, open-world sandbox, base-building, limb loss simulator you’ve been sleeping on.

If you’re sat on the fence, just listen to some of the many reviewers with 1,000+ hours in Kenshi:


“It’s ok I guess” (1,147 hours)

“Pretty good” (1,913 hours)

“Please send help” (1,780 hours)

“It’s fine I think” (1,949 hours)

Kenshi?


Still unsure? Check out our Steam page for trailers, screenshots and the usual bumf. Or perhaps watch this Cool Kid Croc video to see a brave attempt at a 100-day solo run.


A brand spanking new Kenshi keyboard layout graphic

Here’s something for both new and old players alike - even the diehard fans might find something you didn’t know in here. It’s a brand-spanking new keyboard graphic (cue fireworks). Have at ye:

(https://clan.akamai.steamstatic.com/images//4597640/4b393996efd308602e0078a9a007d558d69b59b3.jpg)

Printable Version

(https://clan.akamai.steamstatic.com/images//4597640/c8a56aabb4718a05768092a72992086cb011216c.jpg)


Getting Started in Kenshi

For those of you new to Kenshi…prepare yourselves for a harsh world with a learning curve that will hit you in the face, tie you up and then sell you to slavery before you’ve figured out whether that dog is going to eat you or not.

In Kenshi, you’re not special, you’re not the chosen one, and you need to work hard to get anywhere, but oh boy are the rewards worth it.

In a free-roaming, open-world game where you can (properly) choose your own path, that doesn’t give you quests or a linear story, you might be needing a few tips to get started. Don’t worry, we got you covered with this compilation of tips from our (sometimes helpful but usually meme-laden) social media.

Even if you’re a hardcore player, there might be something helpful in here.

Read on: https://steamcommunity.com/games/233860/announcements/detail/3654154968387135175

Title: Re: Kenshi
Post by: Asid on March 27, 2024, 12:33:01 AM
Kenshi 1.0.67 - Experimental Branch
Tue, 26 March 2024

(https://clan.akamai.steamstatic.com/images/4597640/2dbfb4ef3b8bc0339dba6445f9b5b7a68f66b805.jpg)

1.0.67

Added free camera mode for screenshots and videos. Toggle with ;

If you experience any issues after the update, please read this post on how to report crashes or bugs and make a post in the Lo-Fi Games forum, ensuring that you’re nice to our lovely moderators.

(https://lh7-us.googleusercontent.com/I4LoiDE-pxefCcflp5AKHUXZeh2M9AthqGP3N75T7xrJ7J7IPJGpnE_joWxfQC1UjAU0DH1aQQqZn24vQDBDChH28T-8za2EiI1LqYaJy5zl_tLcvMUK0vULCg9u_tzi1kz5SFXDKWLK-X8G1-R2ps8)
https://discord.com/invite/R6258etsHE

(https://clan.akamai.steamstatic.com/images//4597640/b8ae5854788dfa521e31a00e4da732bf980337b4.jpg)