12 Δεκεμβρίου 2013
I'm a bit overdue for a news post here, so here's an update.
I got a bit carried away and I've added tons of new features to the game, but all those features still need proper finishing off and stabilisation which is why I'm not releasing it yet. However christmas is coming and I'm thinking you guys would appreciate some new features to play with over the holidays, so I'm aiming to get the next update out for christmas, even if it means delaying a feature or two.
- Female characters are now in the game (can't recruit females in demo version though)
- Cannibal faction. They capture people and take them back to their camps and put them in cages. In future versions they'll eat your guys one limb at a time until you can rescue them.
- All NPC squads and patrols are persistent throughout the game world. They don't spawn/unload, they wander seamlessly. If a town or faction suffers heavy losses, then you will notice there are less of them around.
- You can now pick locks on doors and cages. New "thievery" skill. No stealth system yet though.
- Your characters have proper portrait icons on the GUI
- More sound effects and tweaks
- New weapon type- Cleaver
- Weapon types now have different bleeding effect damage multipliers
- Some passing patrols will heal wounded strangers (ie you)
- World map color-codes towns and outposts so you know which are hostile
- Resource containers now have infinite capacity. This stops AI production from blocking up and confusing both players and AI, and I think is a nice easy alternative to DF style leaving excess resource items all over the floor.
- Fixed some bugs with Town markers, you're less likely to create multiple towns by accident, or see a town from a past game
- The game now keeps rendering when the window doesn't have focus. This will help those with multi-monitor setups
- The science skill was increasing 10x faster than it should, that is now fixed.
- Loading/saving fixed for when carrying characters / being carried
- Fixed the right-click menu on character portraits not working
- Fixed the game not being saved if you don't enter a save name
- Hopefully fixed the key-binding bug
- Fixed ceiling fans appearing on the floor, but it will only fix new games or towns you haven't visited yet
- Fixed faction relations not loading/saving properly.
FEATURES DISABLED UNTIL A FUTURE RELEASE
- Assaults! Bandits and other factions will approach your base and talk, giving you a chance to grovel, pay, join or anger them. This way you can avoid impossible fights at the early stages. Diplomacy in Kenshi is all through face-to-face dialogue with NPCs.
- Deferred shading system. Night time will be darker, towns will be lit up at night and you'll need torches to travel in the dark.
I'm aiming to release within a week.
12 Νοεμβρίου 2013
The next update is getting delayed more and more, so here's an update for you guys on what's going on and why:
Female characters are ready, but they are currently all bald so I wanted to wait for a few hairs before I release them. But that has to wait because Sam is overhauling the shaders into a deferred lighting system (which will allow for lamps and illuminated towns at night). THEN our technical artist can get the hair sorted out and looking better than it is currently, as well as export all the new ones that are currently just sitting around. Then Sam can start on the hardware instancing (FPS boost).
Oliver and Sergey are working on the new world map, but you won't see any of that for a long time because it's a suprise.
Now for what I'm doing: Faction Diplomacy.
This will be a part of what addresses the current "nothing much to do after a certain point" problem.
Diplomacy in Kenshi is entirely face-to-face. So now for instance, a Dust Bandit Boss or a United Cities Taxman can walk up to your base, yell at you until you talk to them, and then do something like demand taxes, threaten you, offer support, or launch full-scale assaults at you, all while giving you ways of potentially avoiding an ♥♥♥-kicking through dialogue/bribery/♥♥♥-kissing etc.
This should also give me the same functionality needed for things like hiring NPC guards or patrols to protect your base.
Once I have all that done I will continue to add to the content over time, more factions and more interaction types. Eventually I'll also add capturing/arrest/kidnapping into the equation and things will get really interesting.
So in other words, give it another couple of weeks for a major update.
"This level of thoughtfulness and ambition is why I learned to love the PC in the first place and I’ll be damned before I put on my cynical hat before I have good reason."
– Rock Paper Shotgun
Σχετικά με το παιχνίδι
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 mercenary, a business owner, a doctor, a bandit... the list goes on. 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.
Freeform gameplay in a seamless game world stretching over 400 square kilometers. The game will never seek to limit you or restrict your personal play style.
Custom design as many characters as you want and build up a whole squad to fight for you.
Original take on the RTS-RPG hybrid genre. No "hero" characters with artificially stronger stats than everybody else- Every character and NPC you meet is potentially an equal, and has a name, a life.
Build a base where you can research new technologies, upgrade your defences and craft new gear.
You are not the chosen one. You're not great and powerful. You don't have more 'hitpoints' than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
Variation and possibilities of gameplay. Be good, be evil, be a business man, be a thief, live in a town, live in the desert, join the army, fight the army, travel alone, travel in hordes, build a fortress, raze a city.
Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business.
Carry your wounded squad mates to safety and get them all home alive.
Dynamic, ever changing world. Support or hinder whoever you wish, or keep to yourself, the world won't stop moving. This is not just a "game", you are living and surviving in a simulated world.
Absolutely no Level-scaling. The world does not level up along with you, and the shops don't change their inventory to only items matching your level. At the start of the game almost everyone will be stronger than you, and survival will always be a struggle.
Realistic medical system that affects gameplay. A character with a wounded leg will limp or crawl and slow the party down, wounded arms means you must use your sword one-handed or not at all. Lose an eye and it will affect your field of vision. Blood loss means you can pass out, and the blood will attract predators. Exhaustion affects performance and is increased by equipment weight, weather, blood loss and thirst. Severed limbs will need expensive robotic replacements.
Intelligent AI that allows for characters to reason and work towards long-term goals and desires. Squads work together and carry their wounded to safety. Characters can be setup to take care of micromanagement for you.
Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert.
Independently developed with no design influences, or alterations dictated by men in gray suits who have never played a game before in their lives.
Original game world. There are no fantasy-knock-off cliches. No magic.
Realistic physics simulation. PhysX Technology provided under license from NVIDIA Corporation. © 2002-2011 NVIDIA Corporation. All rights reserved.
- Memory:2 GB RAM
- Graphics:Pixel shader 3.0 capable card
- Hard Drive:1500 MB HD space
- OS:Windows 7
- Memory:4 GB RAM
- Hard Drive:2 GB HD space
PhysX Technology provided under license from NVIDIA Corporation. © 2002-2011 NVIDIA Corporation. All rights reserved.
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