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)


V0.50 progress trailer Trailer


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.



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.



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