Community Announcements - Koomatzu
This week, Sam’s been working on the pathfinding bug where characters get stuck on corners and hills. This problem is caused by a bug in Havok that we can’t access, so at the moment he’s just working on a way to work around it. There are a few problems caused by some bugs in the Havok library, so after the next update Sam will have to write his own movement system for the collision part of the pathfinding himself.

Chris and myself have been working on fleshing out the lore - the main factions, conflicts and positions on the map. Oli’s been making a few final rearrangements to the new world map and blending the biomes together to fit with the layout of the faction territories. We’ve also added a function to the dialogue system that allows unlockable conversations that will lead to ongoing/ continuing events with NPCs. Possible conversation spoiler A good example for this is a conversation where smugglers can develop crooked partnerships with corrupt gate guards.

Otto’s been working on a new race which we’ve temporarily called the Hive Men (you may have seen the concept art for them already).

Here are our very rough notes on them so far:
  • Hive based, serve their queens. When a queen dies, the subjects all either die or become lost "Ronin".
  • All male, except the queen. Males are impregnated by the queen.
  • No blood, they are "dry lubricated", silicon based.
  • Wider FOV angle due to eyes on side of heads
  • Very skinny, low strength, high speed + dexterity.
  • Their selfless loyalty to the hive and desire to work hard is enforced by the hive’s pheromones
  • Known for being untrustworthy.
  • Often merchants who sell produce for the hive.
  • Ronin of lost hives become the more interesting individuals.
  • Separate worker and warrior classes.
  • Value the good of the hive above all else, personal benefit and safety is irrelevant.
  • Soldiers/Hammerheads are the soldiers and enforcers. Dumb and aggressive. Shorter, bulkier and stronger.
  • Workers/Tallheads are the workers, industrious, fast. Sometimes sent as traders for more dangerous jobs, because they are more expendable.
  • Bonus to labouring
  • Princes/Hivefaces are the high ranking smart ones- generals, diplomats, assassins, traders.
  • Those that spend too long far away from the hive gain more free will and individuality. Some can die instead.
  • They don't have a concept of individual names
Free Hiveman/Defectors:
  • Spent so long from the hive that they become free and individuals. Choose not to go back. "Defect" to freedom.
  • The most existentially confused and depressed. More so than the Skeletons. Suddenly going from higher purpose to nothing but the self.
  • Hammerheads are too dumb to get free, usually return because they just like having a violent purpose. Those that do remain free usually become bandits or mercs. Military won't take them.
  • Faces are designed to be away and independent for a long time, so they don't have a problem, defecting to freedom is very rare.
  • Tallheads are the usual, as they are smarter than hammerheads and more heavily controlled than faces.
  • Tend to wander a lot, seeking purpose

The Shek (you may remember them referred to as bone people previously) will now be in game alongside the new human character models. The new models should reduce a bit of the CPU load.

Before we can release, the GUI and lighting just need fixing - at the moment, everything in game is completely silver until the shaders are fixed in DirectX11. Apologies for the vagueness on a finish date for this so far, we want to be 100% sure of a date before announcing.
Community Announcements - Koomatzu
Just a short progress report to let you know what we've been up to this week: Oli has been designing a black frontier prison based on the citadel outpost from last week...

Programming-wise, Maykol is still at work on integrating the re-designed GUI; hopefully it will be ready for the last final touches next week. Chris and Sam have both finished slavery mechanics and the DirectX11 upgrade, now back on fixing up the path-finding system and other general bugs which have emerged after adding the new content. We've also finally added the very first torch lights into the game!...

Otto's been working on a range of odd jobs, including models for lights, the latest new race (sorry, no screens just yet), our re-designed logo & avatar, and some WIP sketches for new creature concepts:

Let us know what you think!
Announcement - Valve
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*Offer ends Saturday at 10AM Pacific Time
Community Announcements - Koomatzu
Hi everyone! It looks like we're going to be quiet again for a couple of weeks so just thought I'd fill you in on what's to come. We're hoping to have our next update ready for early April.

0.73.0 will include:
  • Slavery
    There will be a slave camp where players are shackled, shaved, stripped and forced to work in mines. The capture AI will be rather limited at first, but in later updates there will be slave raids and potentially slave markets.

  • New GUI and character editor
    New morphs and improved editing in the character editor. You can check out a latest GUI screen here

  • New character models
    The character editor and character models are primarily aimed to help boost performance, as opposed to simple aesthetic improvement. New character face designs have been created with less bone structure for better optimisation.

  • Performance boost
    Slight improvement in frame rate but still needs further optimisation in future updates. Also fixed the bug where guards won't protect you from bandits
*We may include the 'bone people' as a new playable race, but still contemplating saving it for beta release when the new world map is finished*

Later on: DirectX11

Sam is currently taking a short break from work on the path-finding bugs and is now moving on with the Direct X11 upgrade. As you may have noticed, at the moment the graphics are a little fugly - this is a temporary result of the 64-bit engine upgrade. Direct X11 won't, however, be finished until later after the 0.73.0 release. If you're worried about your computer specs, don't worry, DirectX9 will still be supported.

Please note that fixing up the broken path-finding is still a top priority, we just really don’t want Sam to go insane after being stuck with that ungodly task for a whole year.

UPDATE: This will be delayed a few more weeks for bug fixing. You can read more about progress here
Community Announcements - Captain Deathbeard
This is mainly meant to be a bug-fixing update, but I got carried away and added some AI stuff.
Currently it's only in the opt-in "Experimental" branch, but if it goes will I will update it into the main branch. 32-bit exe is now included too.

  • Wandering adventurers can be hired as bodyguards
  • Unarmed NPCs can loot bodies for a weapon if needed.
  • Some jerks might just loot everything while they're at it.
  • NPCs and bandits will equip gear they loot if it's better than theirs.
  • Armour can be tagged as a uniform. If a faction sees you wearing their looted uniforms...
  • Sell value of loot has been halved.
  • Animal backpacks can no longer be worn by people
  • Fixed problem with characters stopping what they were doing after you place a building
  • A lot of dialog system features and fixes, including the problem where you couldn't talk to following characters because they would run away
  • Fixed characters forgetting their jobs or disabling machines when changing squad
  • Pathfinding improvements for combat pushing NPCs off the navmesh, and NPCs getting stuck on corners of ramps
  • Fixed import games with multiple squads
  • Fixed the cannibals running back to the village and just getting stuck circling in the centre
  • Fixed the chase behavior a bit
Community Announcements - Koomatzu

  • Squad management! Multiple squads, character dismissal. Character cap increased to 50 and can be modded even higher.
  • Made a SmellManager. Bleeding and corpses now stink up the place and attract dangerous animals. Wolves hunt by smell.

  • Finally fixed the Havok loading area crash(?)
  • Fixed speech boxes cutting off text at low resolutions
  • Stealth state is now saved, and the checkbox is fixed
  • Fixed NPCs not being visible when moving the camera around paused
  • Fixed newgame window going off screen at low resolutions
  • Fixed a crash related to building material storages
  • Fixed the framerate drop when building certain walls
  • Fixed a few more little crashes
  • Fixed problem with correct floor visibility when building furniture

How to opt in to Experimental:[/]
Dec 30, 2014
Community Announcements - Koomatzu
Hey all, hope everyone is enjoying the holidays so far! First off, a massive thank you to everyone who has helped us with all the bug & crash reporting since the Experimental release.

Stable Branch Delays

At this point most of the random crashes have been fixed, except for the main, most frequent one that is the main source of the instability in the 0.70.x updates. (This is the crash that usually occurs randomly as a result of moving around the map or loading new towns).

The reason this pesky bugger isn’t getting fixed is because it happens in a Havok library, which is closed off to us. Meaning we can’t fix it directly and have to just experiment with different work-arounds and rely on Havok support for a fix. Havok are working hard on it for us, but until we get an update for this, it’s gonna keep crashing as much as it is.

But in the meantime we will carry on working on fixing all the other bugs and any other crash-fixes as usual. It just means that 0.70.x will stay in the “Experimental” branch for a while longer, ETA unknown at this point.

The forecast for the next month is mostly just going to be bug-fixing, although version 0.71 will have the new multiple squad management feature.

New Character Designs

This month, Otto's been working a lot on new character designs, including improvements to the current human models.

Plus he's also begun work on new races, such as the Bone People:


We also have screenshots of some of Olly's progress with the new world map. This is still many many months from being complete and these biomes will eventually need filling with lots of content. (See for more images)

Wishing everyone a happy new year from Lo-Fi Games! :D
Community Announcements - Koomatzu

-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:

  • 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

  • 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

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.

  • 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

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