Community Announcements - Koomatzu
0.92.2
0.92.2 is out now on the Steam experimental branch! If you haven't opted in to experimental already, you can find instructions on how to opt-in here.

Changes:
  • Fixed the huge bounty bug when unlocking shackles. If you have a character with an insanely huge bounty then sorry I ruined his future.
  • Fixed huge knockout times when wearing shackles
  • Sped up some of the super slow farm harvest times
  • Stopped the unusually long-range cannibal raids
  • Fixed all the weapons having the wrong price
  • Holy nation characters freak out more when they see Skeletons
Upcoming
It's almost time for the release of our next map section and that means introducing the new inhabitants. But...


No! We ain’t tellin’ you nothin'!

That’s right, you’re gonna have to suck it up and wait! Mooohuahahaha! Our next area is going to be full of mystery and rugged, unexplored terrain for you to discover yourself; your reward being ancient artifacts, forgotten ruins and forbidden lands.

This won’t be as civilised as the current Holy Nation territory so you won’t be stumbling across any new major factions just yet. And you also won’t have to worry so much about racist zealots chasing down your skeleton characters on robot hunts, so that’s a plus. But don't worry, we’ll have plenty of other nasties to replace the peril of the Holy Nation - we’re not letting you off that easy.

The next part of the map will expand out to the north western coast and will double the size of our current released area. This will bring the total playable area so far to roughly 90 square miles of terrain. We’ll also be releasing lore books and notes for those who want to learn more about the history and culture of some of the societies in Kenshi.

We’re aiming to release this Friday 1st July. After that, we’ll be working on the next major faction to the south western area of the map.
Community Announcements - Koomatzu
Apologies, this is a little late, but here are the patch notes for yesterday's update (note, this is for the opt-in experimental branch only):

Features
  • Steam Workshop support added, new modding structure. All mod files need to be in kenshi/mods/modname/ instead of kenshi/data/. Other data files like textures should go in these folders too.
  • Loads of new audio and new animal sounds
  • Holy Nation Rebirth slave camp finished
  • Added holy nation slave delivery caravan to take prisoners to rebirth
  • Weather and birds systems improved
  • Game speed >>> button now speeds the game up to 5x instead of 3x
Fixes
  • Fog islands were too foggy
  • Big memory optimisation
  • Lots of small technical fixes
  • Fixed the/a random stopping AI bug when following roads

The next update, 0.93.0, will unlock a new world map sector, doubling the size of the current active area.
Community Announcements - Koomatzu
The latest Newlands version has now moved over to the main Steam branch (AKA the stable branch). If you're already opted in to Experimental there will be no noticeable change for you. Although it's considerably more stable now, it's still very heavy on performance and RAM, these will be optimised further over time but until then:

For performance issues: Reduce the terrain detail and view distance and turn off shadows.
For low memory: Reduce the texture quality and view distance.

It's recommended if you get problems that you uninstall kenshi before updating to the beta version. Steam update can sometimes leave old data files in there that can cause the game to crash, so this cleans them all out before installing.

You can't load old savegames but you CAN import your squad without buildings and research.

The 'Oldland' version will still be available through Steam in the other branches. To play the older version, you have to right-click on Kenshi in your Steam games list -> properties -> betas tab)

You can find the original patchnotes covering the latest content here. In the next update we'll be adding workshop support.

Next map section release TBA
Community Announcements - Koomatzu
https://youtu.be/JskyLU9AoeU

Kole has released the official Kenshi soundtrack today, available on Steam, Amazon and Bandcamp for $5

ALBUM INFORMATION
Around 50 minutes of music total. The Steam and Bandcamp OST versions also includes charts from the score, behind the scenes videos from both recording sessions, & artwork.

TRACK LISTING
  • Kenshi
  • Scorching Wind
  • Sands at Dusk
  • Fertile
  • The Wildgrass
  • As It Is
  • Yearn for Night
  • Breath of the World
  • Bog
  • Descend
  • Pit
  • Ashen Air
NOTES ABOUT THE SOUNDTRACK
The music system in Kenshi has been designed in such a way, that as you play through the game the engine randomly selects from a handful of different musical elements to create new compositional excerpts. It is this ambient approach and "non-player interactivity" of the music that reinforces Kenshi's indifferent tone. Obviously for a traditional Soundtrack release we can not recreate the randomization of this music system (yet). However, we can get close and musically sculpt each track with wide brushstrokes to capture the same feeling.

In addition to the gameplay music, the Kenshi Original Soundtrack features the Main Title and a few other traditional recordings that can be heard throughout the game. Put on a good set of headphones and let the music transport you to the windy dunes, overgrown swamps, and unexplored wilderness of Kenshi. Thank you and I hope you enjoy!


Follow & Tweet @kolemusician with your favorite Kenshi memory for a chance to win a digital copy of the Original Soundtrack!
Community Announcements - Koomatzu
There will be a whole bunch of patches over the next week while we stabilise the game, we'll add them all here in one place. Check back frequently for updates detail below...

Current Game Status & FAQs

Currently, 0.90.0 is very heavy on performance and RAM, these will be optimised further over time.
  • For performance issues: Reduce the terrain detail and view distance and turn off shadows.
  • For low memory: Reduce the texture quality and view distance.
You can't load old savegames but you CAN import your squad without buildings and research.

The update is only available on the "Experimental" branch at the moment, because I'm unsure of it's stability. (you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose "experimental". Leave the 'beta code' field blank.). The old version will still be available through Steam in the other branches.
 
Patchnotes

0.90.1
  • Imposed limitations and a fix for importing old-world savegames
  • Enabled the missing playable races
0.90.2
  • Stopped new games starting in deadly towns.
  • Fixed getting stuck when trying to add building materials
  • Fixed some of the crashes at startup that some people were getting
  • Pets no longer need to eat. This is a temporary measure, later I will figure out a feeding method or something.
0.90.3
  • Added missing Dialog.mod file. Tons of content was missing there, and caused some crashes
  • Fixed crash when purchasing buildings
  • There are some big long slowdowns and freezes in the game at random times when zones are unloaded. Optimised these in a gung-ho kinda way to get it out quick. Will go over it more carefully later.
  • Robot repair kits now available at construction traders. Not in the holy empire though.
  • Hive faction shop was missing tons of item types
  • More fixes for starting in bad towns
0.90.4
  • Fixed dialogue crash after stealing stuff.
  • Fixed getting cooked food item from campfire.
  • Fixed research consuming the required amount of items.
  • Food now properly consumed from backpack
  • Finished fixing the long freezes and slowdowns properly. My previous solution probably was causing bugs, which will now be fixed. Performance should be smoother.
  • Fixed the black stripes on the terrain some people were getting.
  • Random nest items no longer spawn under the floor in buildings
0.90.5
  • Meat is worth more nutrition and cooks way faster
  • Can't reproduce the Paladins in Wildlife faction bug, so I think it was because of the missing mod file before. Will enforce save imports for this version and see if it still happens.
  • Fixed animals unable to attack
  • Fixed multiple characters showing all at once in the character editor
0.90.6
  • Books are now a little more common, and can be found in the holy empire towns
  • Fixed random buildings getting navmesh-blocked so nobody could get inside
  • Added a mercenary squad to the Waystation bar to help the freedom seekers start
0.90.7
  • Hunger now drains slower when you are KO
  • Fixed the repeat bounty exploit
  • Fixed beak things & bulls unable to attack
  • Eating stacked food no longer depletes the whole stack
  • Fixed imported squads having an empty build list
  • Bread is crafted much faster
  • Fixed crash with research bench lvl IV
  • Fixed player characters not updating properly offscreen
  • Bunch 'o crash fixes, particularly with the research window
0.90.8
  • Added missing cooking stove
  • Night time is now less dark
  • Fixed camera refusing to descend
0.90.9
  • Fixed some of the major navmesh issues in border zone
  • Bunch 'o crash fixes
  • Another improvement to load-time framerate slowdowns
  • Hivers no longer get injury penalties at full health
  • Fixed hunger penalty for some skeleton NPCs
0.90.10
  • Fixed some issues with mines
  • Fixed fuel storage only storing 1 item
  • Fixed crash when dismantling buildings
  • Added crop yield values when placing farms (this should avoid placing farms that won't give crops)
  • Fixed animals inventory weight.
  • Fixed in crafting buildings: saving/loading of inputs and items, stacking outputs (when possible), crafting times
  • Fixed the crazy long food crafting times
  • weapons and backpacks are left behind if a character is eaten
0.90.11
  • Fixed underground interiors selection
  • Removed already learnt research from the research list.
  • Fixed bug with adding building materials to certain buildings
  • Performance optimisations
  • Crash fixes
  • Fixed characters flickering on some systems
0.90.12
  • Crash fixes
0.90.13
  • Restored the muscle/skinny effect on characters
  • Fixed the inability to build campfires, and they are now free to build
  • Fixed the skeletons texture
  • Fixed the bug with wrong damage amounts showing when hit by animals
  • Fixed a farm AI bug
  • Fixed the hovering turrets bug
0.90.14
  • Stopped people freaking out so quickly when you enter their houses
  • Fixed sometimes when you buy a house a resident remains and calls the guards
  • Fixed a navigation bug with moving inside towns with walls
  • Fixed assassination dummy upgrading to wrong thing, and the missing iron refinery III
0.90.15
  • Fixed the missing audio
  • Player town location is now adjusted when you destroy buildings
  • Town walls are now passable until they are 80% complete, also the material now reflects this better
  • Fixed engineers not doing anything if they didn't have the materials already
0.91.0
  • Improved back-threaded resource loading, for slightly smoother load times
  • Fixed a bug that was causing progressive framerate decay in the last 2 updates
  • Fixed batteries thinking they were wind generators
0.91.1
    I've put v0.90.10 as a separate branch on steam, as that was quite a stable version and there are some big bugs going on in the latest versions
  • Crash fixes
0.91.2
  • Game now runs on 2-core CPUs
  • Hivers now react to crime
  • NPCs react properly to failed knockouts
  • Added hemp-based fabric loom
  • You can now eat while using turrets
  • Fixed character editor crash with ragdoll characters
  • Other small tweaks and fixes
0.91.3
  • Characters now defend their farms from river raptors and other pests
  • Fixed a bug with stealing chance calculation when stealing from containers
  • You can now eat while using turrets
  • Fixed the turrets missing neutral targets
0.91.4
  • Finished fixing up turrets. They're a bit more powerful at higher skill levels
  • Building doors have 3x more hitpoints
  • NPCs no longer lose their short-term memory when you load a game
  • Characters now prefer to eat higher level food items, so they won't eat up all the raw ingredients if they have a proper meal. They also won't eat ingredients until they reach 200 hunger instead of 250.
0.91.6
  • AI doesn't get confused when the output of a crafting bench changes, will now clear out all the old items and continue working
  • Improvements to item collection/delivery AI
  • Fixed the combat stumble-toughness threshold, stronger characters should get stunlocked less
  • Fixed up the building & wall placement, its a lot nicer now
  • Added a few small buildings, like ceiling fans and electric light posts
  • Shift-click on an animal corpse will create an auto-loot job for gathering meat & leather
  • Fixed right click movement in wall ramps
  • Fixed GUI threading issues
  • Fixed dropped item losing STOLEN tag
  • Can now move building previews again after placing them
  • Fixed stolen items behavior
  • Lots of smaller bugfixes
0.91.7
  • Building inventory is now imported when you import game
  • More stumble fixes
  • Fixed crash when starting with texture quality setting too low
  • Lots of small uninteresting fixes
0.91.8
  • Characters in home base now automatically get food from storage when they need to eat
  • Characters outside of home base share food with squadmates if it's in their backpack
  • Fixed combat missing attacks when on steep slopes
  • Fixed unable to build wall ramps
  • Fixed "auto-arrange" button sometimes losing items
  • Fixed the cheap research costs bug
0.91.9
  • Fixed un-blockable animals
  • Turret guards can now go and get food too
  • Fixed AI pathfinder confusion with floors of objects
  • Fixed AI taking all the food he can carry instead of just one item
0.91.10
  • Turret gunners change to better targets more often
  • Lots of fixes to the general crafting/hauling AI
  • Added turrets with spotlights
  • Fixed assassination dummy training wrong skill
  • Fixed random crash when buying buildings
0.91.11
  • Fixed un-healable animals
  • Added new game start, and wandering trader starts with a pack animal
  • A few more AI fixes
0.91.12
  • Fixed a display bug in the stat XP progress bars in the stats window. It should now show progress correctly
  • Fixed the Dust King bounty exploit
  • Some memory optimisations
  • A few crash fixes
0.91.13
  • Emergency quickfix for a random crash
0.91.14
  • AI fixes for taking wrong materials from machines
  • AI fix for getting confused with food deliveries when hungry
  • Crash fixes
0.91.15
  • Mainly crash fixes
  • Fixed animal hair disappearing in character editor
  • Fixed mouse tracing building through terrain
  • Fixed harpoons material
  • Fixed character visibility on upper floors
0.91.16
  • NOTE: For modders, there are now skinned character model templates available on the lo-fi forums
  • Added an optional "no hunger" mod for those who don't like starving to death cold and alone.
  • Dogs have a little more meat on them (3 instead of 1)
  • Fixed a bug where a character could become un-hittable in combat if not tagged as enemy
  • Bunch of fixes for the law enforcement AI dealing with prisoners and loot confiscation
  • Fixed blank items icons
  • Fixed issues with upgrading and dismantling walls
0.91.17
  • Hunger time is now 50% longer
  • Fixed items missing from containerss in non-shop NPC buildings
  • Some fixes for building placement
  • There was a bug a few versions back that damaged a setting on your interior buildings. Symptoms would be the AI having trouble reaching the object, getting confused, standing on the wrong floor... You can fix it now by rebuilding the navmesh with ctrl+shift+F11 when in your base.
0.91.18
  • Quickfix for a possible freeze. Not sure if it was a freeze, but quickfix just in case.
0.91.19
  • Have done a bit of tweaking to the sensory system. You are now harder to see and hear when you are in a different building or on a different floor, this means for example that you could fight your way up a tower floor by floor without instantly triggering every enemy in the area.
  • Spiders now eat you by sucking out your sweet sweet juices, instead of eating you from the legs up like everything else does. There aren't any spiders in the current map, I just wanted to mention it.
  • Fixed moving characters sometimes going under the terrain when loading
  • Fixed items sometimes being dropped if you move them too fast
  • Fixed an issue with preview building altitude
  • Added cheek fatness slider (for now only human female characters)
  • Much crash fixes

*To submit crash reports and bugs, please use our Steam forum or offical forum and we'll look into it as soon as we can*
Community Announcements - Captain Deathbeard
NEW WORLD (0.90.0)
Due to the sheer size of the new map the first release will be restricted to a certain area only. This area will gradually expand with more updates, but the main focus now is going to be on stability and polish.

This first build will be full of bugs and instability, please send us crashdumps and bug reports so we can fix it up ASAP.

The update is only available on the "Experimental" branch at the moment, because I'm unsure of it's stability. (you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose "experimental")

Content:
  • Entirely new world map. More detailed and polished, new factions, new content, things to explore. Its' like Kenshi 2. Crazy. I should have called it Kenshi 2 and charged for it again, but I didn't. Damn.
  • Entirely revamped research tech-tree, new technologies and balance. Research is faster, but has a cost in items or artifacts.
  • Totally new buildings. Multiple floors, and you can mount turrets on the rooftops.
  • New power system. Generators require fuel, wind power fluctuates with the wind strength, batteries compensate for fluctuations. Fuel can be made from crops.
  • Revamped farming system and different crops.
  • New animals, and new races with own strengths and weaknesses.
  • There's water now. Rivers to cross and oceans to drown in.
  • Camping- You can build easy camp beds and fires for survival when travelling
  • Things and places to find. Bandit bases, old labs, ruins.
Gameplay:
  • Hunger is now a thing. You can die of starvation although it takes a long time. Your characters appearance reflects their state of physical strength or malnutrition.
  • Buildings are now made with multiple materials. Machinery requires iron and sometimes copper.
  • Thievery is improved, buildings have things to steal, guards are more alert.
  • Leather crafting now requires you to hunt for animal skins
  • Nice new zoomable world map window. It's so nice.
  • Your stats are now affected by injuries and malnutrition.
  • Certain animals might now eat your crops, your dead bodies, and sometimes even your unconscious bodies.
  • NPCs use the stuff in their homes, guards train, people sit etc
  • Guards in buildings and shops now descreetly sort of follow you about, keeping an eye on you
  • Fixed getting busted for stealing from accidental clicks. You can look inside unlocked containers, and lock picking has to be chosen through the right-click menu.
  • Reduced labour/engineering speed penalty at level 1 from 0.25x to 0.5x. This will speed things up slightly at the lower levels when starting out
  • Stealth skill is easier to train in non-hostile environments.
  • Increased trade profitability by 50%, this combined with thievery should provide decent alternatives to looting as a profession in the early game stage.
  • Characters with a turret job will automatically use whichever turret has enemies in its line of fire.
  • New long-distance move command, so you can click on distant terrain and your characters will run there
  • Tons of bugfixes.
Engine:
  • -New fancy shadow system, looks nicer and more importantly runs faster.
  • New terrain engine. Runs faster, looks nicer and shows more detail for distant mountains
  • Long-range pathfinding system. You can click on any visible distant mountain and your characters will find their way there, following roads.
  • A lot of fundamental engine optimisations have been done, this may temporarily cause new bugs, but hopefully speed things up
  • Bit of an overhaul to the animation system, runs faster and combat animation should be a little smoother and have more functionality
  • Overhauled with a new PBR & HDR global lighting system, should make a great improvement to the visual quality
    -(Credit for this goes to Linda MacGill and Igor Frolov of Bug Zen!)

CURRENT STATUS:
  • Currently only runs in DirectX11 mode, DirectX9 mode will be fixed later
  • No more 32-bit support, the game's memory requirements are too high
  • Not sure how it runs/looks on ATI and non-nVidia graphics cards.
Community Announcements - Koomatzu
Okay, this is another super short post this week, as we've mostly been working on not-so-newsworthy stuff like fixes and minor tweaks for the GUI, water shaders, terrain seams and... you get the idea.

Dust Storms

We've made good progress on particle and weather effects - here are our new dust storms:





Eventually weather effects will affect gameplay, particularly industry function and wind generators etc. Dust storms and other weather effects won't be released in game for quite a while yet though, ETA way after Beta.


Player Controlled Animals

Some of you might remember that we had a poll a few months back about AI and player controlled animals. Although AI control came out as the most popular vote from players, in the end, we've decided to make them player controlled. AI control would have been considerably more complicated and time consuming to implement in the long run, at least not an amount of time we have to spend on a non-core feature. Either way, animal squad mates are now complete and all ready to go for the Beta update!


Stealth Icon

In our last blog we mentioned finishing a number of animations. Well, sneaking is also one of those new animations too, plus last week we've added a new player name tag with stealth and light amount icons. Here you can see an example of the new 'stealth meter' in action...





*** The above content has not been released yet. This will be added in the next update, Beta 0.90, ETA end of March. 

Click here for details on the current playable version of Kenshi, available on Steam experimental opt-in ***
Community Announcements - Koomatzu
Happy Monday everyone! As we'd set out in our last post, this last week has mainly been tweaking and fixing things so it's gonna be a short blog entry today. Other than balancing, we still have some populating to do in order to perfect the first section for release, right now it's still looking just a little bare bones and lonely. We've recently added some border town ruins, a boss hideout and more, but it still needs a few more gems before it's ready.

World Map

The full map (GUI) itself has now been finished. You'll find consumable map items around the world that will contain town locations to add as a marker on your interface. Maykol's just finished creating a unique item distribution system that will add these kinds of items throughout the world, which should give consistent allocations for all players and play-throughs (although some mods could change where each item would be). The trader's inventory fill algorithm has also been improved to give a better distribution of the items in the different containers.



Player Controlled Animals

Some of you may have noticed that taming is marked as a luxury feature on our Trello page, this will only be added if we have the time and funding at a later date. However we have still been working on player controlled animals which you'll be able to buy from traders, this has mainly just involved adapting and fixing up the current squad menus such as the character editor, inventories, trading & looting, actions and portraits. Animal player characters should be finished in time for our 0.90 release.

Animation

All of our new character animations are now complete, we have positions for kneeling in worship or submission, using objects like machines and research benches, sleeping on the floor and other more realistic movements. See our fog man cannibal ritual in action below with the new animations!

https://youtu.be/rt-zx8UnwNY

In other news...

This week will be Otto's last week with Lo-Fi Games as he goes back home to Sweden. Hopefully it won't be the last we hear from him, you'll be missed, Otto, good luck :)

 

*** The above content has not been released yet. This will be added in the next update, Beta 0.90, ETA end of March (In case some of you have noticed, this has changed from 0.80 to 0.90 because of the addition of extra features)

Click here for details on the current playable version of Kenshi, available on Steam experimental opt-in ***
Community Announcements - Koomatzu
We've had a lot of content to cram in before our beta release and it's been a long update - so thank you all for your patience and support so far! Most of the main features are almost finished so our primary task from here on out is game balancing and bug fixing. Game balancing is actually the more time consuming part of adding features so don't get too hyped up for a release soon, we still don't have an ETA as there's still a lot to clean up. Kenshi needs to age like a fine old cheese to reach it's beautiful not-so-buggy state...

Anyway, here's what we're working on right now:

Hunger

Hunger has now been added so it will be possible to die of starvation over a long amount of time. Character appearances will change to reflect the state of physical strength or malnutrition  - again this is early stages and needs a lot of testing and balance.



Tech-tree Revamp

We've now finished adding lots of different foods, crops (cotton, cacti...), boozes, a new power system (dependent on fuel or wind strength) and, of course, you'll be able to start hunting skins for leather making. Research has been re-balanced so that it's faster, plus it's gonna cost items/artifacts instead of Cats from now on.



Destruction & Peril

Finished work on the destroyed versions of buildings! Enough said.



Crime & Assassination

Thievery needs a lot more balancing but it's improved greatly since the current available experimental version. Buildings have things to steal, guards are more alert and we've fixed it up so the player doesn't get busted for accidental clicks, or from looking inside unlocked containers. At the moment, we're doing a lot of testing to make sure it's not too easy/ too hard, and citizens are reacting normally etc.

The crime reactions in the dialogue has needed a lot of editing this week, if the reactions are too specific or too vague it can become too noisy and ends up sounding like jibberish. So it's needed a good amount of testing to make sure the reactions fit all possible situations and to make sure people react realistically.



We're also in the middle of adding the assassination ability, a way to knock people out in stealth mode.


Water

We've pretty much finished improving water reflection in-game now, plus Oli's also added some more details like floating scum etc.






 

*** The above content has not been released yet. This will be added in the next update, Beta 0.90, ETA to be announced.

Click here for details on the current playable version of Kenshi, available on Steam experimental opt-in ***
Community Announcements - Koomatzu
We're back with another progress update! The last week or two has mainly involved tweaks and adjustments all round, starting with the environmental stuff...

Environment

Last week we were unable to take many screenshots due to a problem with the lighting - Sam's spent the week balancing this and it's mostly running nicely now, although water reflection still needs some fixing. Oli's mostly been making minor adjustments to the road terrain, Artery biome foliage and adjustments to the collision on the storm buildings. Other than smaller tweaks and fixes we've finished adding and texturing roof cover awnings...



Plus we now have Hive villages in-game, with their own building types:





At this point we've finalized most of Kenshi's creatures in game now, this week we finished animating and adding in the Gorrillo:



Next up we'll be working on another new 'scary' biome and the new GUI player map (the first section we'll be releasing in our next update is shown in the rectangle area):



Industry
Programming-wise, we've mostly been fixing bugs and balancing, however this week Maykol's almost finished with the crafting bench update. The changes for the latest include saving partial used items for crafting, improving the layout so the item names appear properly, adding an image of the item and changing the item's crafting requirement to the specific item.

As a new enemy for farmers, we've also added pest AI for Swamp Raptors to destroy and eat crops - these walking trash cans will eat just about anything, from rotting corpses to cotton plants!



... Better keep a close eye on your crops ;)


FAQ note: You should still be able to import your characters and tech into the new update, however you won't be able to import buildings. Release date still TBA.
...

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