Community Announcements - Koomatzu
0.70.4

-Fixed another bug when recruiting new characters
-Fixed the problems with characters being unselectable
-Improved follow behaviour and made pack gars catch up after a fight
-Fixed a bug when dismantling
-Made a theoretical fix for the 10,000 storage items bug
-Performance improvment when lots of ragdolls are around
-Fixed furniture placement going through walls
-Fixed nests spawning extra squads on load
-Fixed some rare invisible building occurence
-Few little minor fixes with collision and an animal glitch
Community Announcements - Koomatzu
Here are the changelists for the last two patches over the weekend and yesterday:

0.70.2
  • Fixed the worst moving-around-the-map random crash.
  • Fixed some minor dialogue glitches
  • Fixed cannibal cooking crash
  • Fixed the flophouse beds not working
  • Fixed the characters being ragdoll in cages
  • Fixed crash when harpooning animals
  • Fixed a few more smaller random crashes

0.70.3
  • Another possible stability improvement for the random crash, lets find out if it helps or not...
  • Also fixed a few regular crashes
  • Fixed armour quality resetting on load
  • Shopkeeper "welcome" can now be interrupted
  • Fixed nest items spawning too much when re-loading
  • Fixed flophouse beds even more
  • Fixed KO NPCs spotting sneaking characters
  • Fixed too many NPCs having negative medic skill
  • Fixed no-dialogue police chief
  • Slavers wont try to capture animals now
  • Fixed hair vanishing after wearing a helmet
  • Fixed holes in character mesh when removing armour
  • Stopped shopkeepers dropping items when restocking inventory
  • Fixed crash when upgrading certain buildings
  • Fixed the extra characters problem when importing a game with research
  • Fixed the invisible cannibal cages bug
Community Announcements - Koomatzu
0.70.1

Fixes a bunch of, but not all, bugs. More bugfixing updates coming every few days.

The frequent random crash that comes from moving around the map is not fixed yet, but it's our top priority.

BUGFIXES
  • Fixed cannibals getting stuck in home buildings
  • Fixed armour costing only 32 cats
  • Fixed random armour stats bug
  • Fixed a lot of the character movement bugs; stopping, leaving walkable areas
  • Fixed access ramp out of Catun
  • Fixed conversations randomly having no player reply buttons
  • Fixed town guards not helping people, or wrongly attacking you during a battle
  • Fixed time of day being corrupted
  • Removed the "Capture" option, it wasn't supposed to be in the game yet
  • Ctrl+shift+F11 regenerates pathfinding navmesh, handy for when loading an old savegame when level data has changed
  • Fixed keybinding for camera zoom
  • Fixed mysterious low number of female NPCs
  • Fixed accessibility problems with saloon buildings
  • Fixed flophouse layout
  • Mostly fixed the shopkeeper-locks-you-in booby trap
  • Fixed inventory auto-arrange crash (unconfirmed)
  • Removed the option to pick up animals
Community Announcements - Captain Deathbeard
I have just released the new update 0.70.0 on Steam under the "Experimental Build". It's opt-in only at the moment because it was rushed to make the release date so it's still very unstable. Expect it to crash a lot, run slowly, and have lots of bugs. I will be releasing updates every day or two for the next few weeks and aim to get it stable and in the normal public release by Christmas.

My recommendation is only to opt-in if you really want to try it out now, otherwise you should wait a few days for a more stable release.

This first version is 64-bit only for now.

As for the main public branch, it's now been updated to the previous "experimental" version, 0.69. Play this one if you want something more stable. It will be updated to 0.70 when it's stable enough.

0.70.0
This is a massive update that changes a lot of stuff. It was rushed out to reassure people we're still working, expect it to be super unstable and buggy while we spend the next few weeks stabilising it.
Most players might want to wait another week or so before playing this version.
Recommend you import to a new game.
FEATURES
  • 64-bit version available. 32-bit version will continue, but will be less stable due to the memory limitations.
  • Creatures are now mostly coded in. Creatures will be introduced over time, currently we have:
    -The Beak Thing, a blind carnivorous giraffe/bird creature.
    -The Leviathan, a giant thing.
    -Big wolf things
  • New dialog/AI hybrid system that takes into account situation details and remembers what you've done in the past.
  • Thugs and bandits can now harass and rob you rather than always attacking on sight. Thugs in town can insult you, then go outside the gates and jump you when you leave town. NPCs can follow and chase you while they talk or threaten you, and know the difference if you are running away.
  • Changes to relation system, fighting someone in the middle of nowhere has very little effect on faction relations. Individuals can be perceived as temporary enemies or allies.
  • A new terrain engine was necessary for the 64bit build (old one was 32bit closed-source). It looks way worse than the old one because we've run out of texture units for the smooth normals, but we will fix that soon.
  • Dropped items no longer vanish underground, and they can be easily found with visible labels if you hold the ALT key. They are also saved when you save your game.
  • NPC AI now has a schedule. They go to bed at night. Shopkeepers shoo you out of their shop at closing time and lock up for the night.
  • Replaced the pathfinding/movement engine with the Havok AI engine.
  • New buildings available:
    -Corpse furnace, to dispose of bodies.
    -Smelter, to melt down old weapons and armour into iron
  • Characters are less disadvantaged by being outnumbered, your lvl50 warrior can now take out a group of starving bandits without getting mobbed. Basically they will miss more often as he moves around and dodges.
  • More details added to the GUI, including visible calculations for character stats and penalties.
  • Multi-threaded resource loading for smooth creation of models and textures. Shorter loading hiccups when moving around the map.
  • Ragdolls fixed up, less crazy ragdoll behavior. Animation blending between ragdoll and non-ragdoll states.
FEATURES ADDED NOT FINISHED PROPERLY OR USED MUCH YET
  • Buildings can now have multiple floors, but for now only the large house makes use of it. The staircase will intersect furniture from old games. Waiting on the shift to the new world map in a few months, with the new multi-story buildings to take things any further.
  • Added stealth mechanics.
BUGFIXES
  • AI follow behaviour has been improved, so squads don't tend to queue up behind the leader and do that stop/start thing
  • It's now a little easier to click to enter buildings
  • Minor GUI improvements to font size at lower resolutions
  • Fixed NPC view range
  • Fixes to the AI and pathfinder for dealing with walls and gates.
  • Fixed some of the cannibal AI quirks
  • Fixed bug where equipment with positive athletics bonuses weren't applied.
  • Fixed modded dialogue not loading in the construction set
  • Fixed the random crash when switching gender in the editor
Community Announcements - Captain Deathbeard
There's still one major bug we're trying to hunt down that's occuring in a closed source library somewhere and it makes the game crash way too much to be playable, so unfortunately we won't be able to release it today like we hoped.

We'll work over the weekend to look at it, I won't give an exact date but hopefully it will be sorted in the next few days. Sorry to everyone who was hoping to play it over the weekend!

We'll get this unstable version out in the "Experimental" branch in the next few days, and plan to have it stable and running nicely in the main branch before christmas!


Community Announcements - Koomatzu
We’ve made some real headway with the pathfinding this month, we just need to fix a few more bugs and crashes to finish up. Hopefully the new update should be ready for release by next Friday (hopefully!).

No doubt this is going to be pretty buggy since we’ve gone so many months without player bug reports. There will likely be several patches a week until it’s stable again.

What we've been up to this month:

Dialogue:
We now have an extra writer with us, volunteer Alex Z. The dialogue will be an ongoing project, so it will be added gradually over each update as Harald and Alex continue to work on it - Kenshi is later going to have a massive world map so we need a huge load of dialogue to fill it. So far we have a small bit of dialogue ready for the next update, mostly events like bandits harassing and bullying you.

Stealth:
The foundations of the sneak ability are all in the game now, although this will needs lots of balancing before it’s fully working. Sneaking is about all you’ll be able to do at this point, however Otto has started working on furniture and household items which will contain stealable items for Thievery in later updates.



Animals:
Chris has just been finishing up creature nests/ gathering points for population balance and variety. In this next update, we'll be starting you off with a few different creatures including The Beak Thing, The Leviathan, Big Wolf Things and The Crazy Bone Cow. More to come in later updates…



New buildings:
Olly has now finished creating a whole town of new building designs, but these won't be added into the game until the new world map is finished at Beta. We do, however, now have a Smelter to melt down old weapons and armour into iron, plus a Corpse Furnace to dispose of bodies. The Corpse Furnace will be especially useful in later updates for deterring hungry predators.



Weather:
Mike has finished work on the weather coding, however we now need to start on the actual animations before we can add it to the game. Weather effects are planned to be included in the update after next.


If you’re still twitching for more news, you can now follow the team dev log throughout the month in the Updates & Announcements. Or check our most recently updated Changelist here:
http://steamcommunity.com/app/233860/discussions/5/540734423704678439/
Community Announcements - Koomatzu
Here's our progress this month:

Dialogue & AI Programming is at 99%, but the actual content is at 5%.
Stealth Programming is at 90%, but stealth content is at 5%.
Beast Programming is at 80%, while content, again, is at about 5%.
Weather System Programming is almost finished at 95%, but with 0% content.
Pathfinding is at 95% completion.


In a little more detail, here is a list of features we've managed to finish so far, all ready to be released with the next update once the pathfinding is stable enough:

  • Creatures are now mostly coded in. Introducing the Beak Thing, a blind carnivorous giraffe/bird creature.
  • Added stealth!
  • 64-bit version available. 32-bit version will continue, but will get occasional crashes.
  • New dialog/AI hybrid system that takes into account situation details and remembers what you've done in the past.
  • Thugs and bandits can now harass and rob you rather than always attacking on sight. Thugs in town can insult you, then go outside the gates and jump you when you leave town. NPCs can follow and chase you while they talk or threaten you, and know the difference if you are running away.
  • Changes to relation system, fighting someone in the middle of nowhere has very little effect on faction relations. Individuals can be perceived as temporary enemies or allies.
  • A new terrain engine was necessary for the 64bit build. It looks worse than the old one because we've run out of texture units, but only until we upgrade to DX11, then it should look better again.
  • NPC AI now has a schedule. They go to bed at night. Shopkeepers shoo you out of their shop at closing time and lock up for the night.
  • Buildings can now have multiple floors
  • Characters are less disadvantaged by being outnumbered, your lvl 50 warrior can now take out a group of starving bandits without getting mobbed.
  • Basically they will miss more often as he moves around and dodges.
  • More details added to the GUI, including visible calculations for character stats and penalties.
  • Multi-threaded resource loading for smooth creation of models and textures. Shorter loading hiccups when moving around the map.

Pathfinding is coming along slow but steady. At least the longer Sam takes to finish it, the more content that we can add in before it's release :)
Community Announcements - Koomatzu
Come! Let’s torment Chris with a barrage of infinite questions moohahah…

https://www.reddit.com/r/IAmA/comments/2iqxdl/i_am_chris_hunt_indie_game_developer_at_lofi/

Free Steam keys up for grabs too
Community Announcements - Koomatzu
Hi all...
Chris will be doing a Reddit AMA next Thursday 9th October!

The team's been extra quiet this last few months while we grind away at the new path finding system... So if you have any burning questions about the current update-in progress, planned features or anything else, then drop by our AMA for a chat!

It will start from 11am GMT (that's 7am EST and Midday British Summer Time) and it will last throughout the day.

Will post a live link here on the day.
Community Announcements - Koomatzu
So here’s the progress we’ve made this month (with percentages and charts n stuff, due to popular demand ;) :



Dialogue & AI: The actual foundations/ programming of the dialogue are like 75% done, but there just isn’t much actual content yet. Content is <5%. The good news for this though, is that modders will have a lot more power and stuff to play around with.

Stealth: The stealth function itself is pretty much complete, just needs fine-tuning. This will allow you to sneak past enemies etc, and in later updates open up the doors for stealing (once actual steal-able content is added). AI is now scheduled, so shopkeepers now close their shops at night and shoo you out, and guard shifts and patrols change, later leading to possible burglarising. So not much thievery to do yet, but you can use the skill for escaping cannibal camps and avoiding bandits.

Pathfinding: The bane of us all... The foundations have pretty much all been finished for a while now, it’s just a matter of ironing out the butt load of bugs which keep cropping up, hence why we keep saying ‘it’s nearly finished, just a few more weeks now’. So apologies if ETA predictions in the past have felt misleading, at least now we’ve learned our lesson not to be too hasty with our ETAs.

Beasts: The good news is that beasts are going much quicker than we’d originally planned for. It’s still early stages, so at the moment all they can do is basic actions like running and walking. Just need to work on ragdoll and combat animation, plus more normal beast behaviour AI (the unfinished dialogue AI has been making them say some pretty random, mean stuff).

Weather System: Maykol has pretty much finished with the programming for the weather system so now we just need to start on the actual animation and visuals. Later on down the line the different weather will harm characters, damage machinery, ruin farms… that sort of thing. But that’s way ahead.

World Map: This won’t be released until nearer release in the beta version. The terrain is mostly finished now but it still needs most of the texture and foliage doing. We’ve still not started on towns and cultures yet either so it would be too dull to release without more content in it.


...

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