Community Announcements - Koomatzu
0.93.19 is out now in the main stable Steam branch!

0.93.19
FIXES
  • Fixed characters not getting up off the ground

Main features added since 0.93.4:
  • Characters get wet, ragdolls now float in water
  • Added a dialogue log window
  • You can now pickup and carry animals
  • Added the functionality to allow game translations
  • Resource storages are no longer infinite
  • Starvation balancing and difficulty options
  • You can now buy and repair ruined buildings that you find
  • Added 2 Shek towns and a new zone in the SW of the active map area
  • Heat haze effect
  • Looting law changes.
  • Thievery rebalance

For more details and a full list of fixes and features you can check our patch notes here.
Community Announcements - Koomatzu
Latest patch notes for 0.93. Note that this is only available on the "Experimental" branch at the moment - to opt-in you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose "experimental". 0.93.4 is the current stable version.

0.93.7
  • Hotfix for debug lines showing on birds
  • Fixed fertility value bug
  • Non-swimming races don't ragdoll float in water

0.93.8
  • When you pass the starvation threshold you now pass out randomly and periodically, instead of forever. Gives you one last chance to find some food and survive.
  • Reduced hunger recovery rate by half. Means you recover from starvation slower, but also means that a full belly lasts longer
    FIXES
  • Fixed the newly introduced hauling AI bugs
  • A few small audio bugs
  • Fixed construction set translation exporter

0.93.9
  • crashfix

0.93.10
  • Fixed another of the new AI hauling bugs and a crash
  • Fixed the high-level rare artifacts not being created when you import a game
  • Fixed some cases of internal town wars kicking off
  • Fixed invisible characters when loading
  • Translation fixes
  • Translation enabled in release
  • Other small AI fixes

0.93.11
  • Fixed building construction progress and research sometimes not progressing
  • included missing translation .pot files
  • bed rental can have different costs
  • Fixed beds getting stuck as occupied if you get out too fast
  • adjusted character appearance calculation. Bulk (eg arm size) comes from strength only. Muscle definition comes from a combination of strength, toughness, athletics, swimming, and dexterity, and is reduced by the cooking + science skills
  • Fixed trader's inventory stack duplication bug
  • Added loaded translations from mods

0.93.12
  • Fixed Splint kits. They now work properly, and will save your life some day. Its now a separate job to medic.
  • Added a gameplay difficulty option for hunger time, higher settings means it takes longer to get hungry
  • You can now buy and repair ruined buildings that you find
  • A few crash fixes
  • Fixed being unable to pickup map items

0.93.13
  • If your prison sentence expires and nobody comes to release you, you can escape without being branded a criminal for escaping
  • Fixed enemy recognition for the GUI (eg when to show red mouse cursor + context menu options)
  • Fixed some of the animal ragdolls, added the missing gorillo
  • Fixed attack range for some animals
  • Increased physical strength bulk multiplier by 50%
  • Moll now has dialogue
  • A few more crash fixes

0.93.14

INTERESTING FEATURES
  • Added 2 Shek towns and a new zone in the SW of the active map area
  • Stolen items can now stack if you put them in machines or storage boxes
  • Heat haze effect
  • A 2nd fix for talking animals because the bulls kept swearing when they joined you
  • Solved the bug preventing walking on roofs
  • Fixed more animal ragdolls

UNINTERESTING FEATURES
  • Default Wanderer now starts with a loincloth so you're more like the other good-for-nothings. Trousers make you feel like you're better than everyone else.
  • Fixed interior reloading when following a character upstairs
  • Limit max attack slots to prevent crash
  • Unclamped GUI scaling for higher resolutions.
  • Stopped ground effect particles appearing indoors
  • Few AI bugs and crashes
  • Fixed patrolling characters stopping
  • Fixed ragdoll characters always facing the same way on load

0.93.15
  • There was a mistake with the foldername instructions in /mods/readme.txt, it's now been corrected.
  • Audio volumes have been re-balanced, footstep sounds don't dominate everything anymore.
  • Fixed another talking animals bug
  • Theoretical fix for hitting KO characters in combat
  • Disabled dust bandit raid campaigns temporarily, until i have time to test and fix them up properly
  • Fixed the AI bug where the shopkeeper would lock the door before telling you to leave, instead of after, and then consider you an intruder
  • Fixed crash when picking up certain animals, and when sometimes using the furnace

0.93.16
  • Fix for a frequent crash introduced in the last update
  • Looting law changes. You don't get tagged as a looter until you actually take an item from someone, and it doesn't count as a crime if the item was stolen from you to begin with, or if the victim is a bandit, criminal or slave.
  • NPCs can also now get tagged as looters, same laws apply.
  • Fixed possible issue with mod's data folders

0.93.17
  • Fixed another random crash that was introduced in the last update that addressed a random crash introduced in the update previous to that one
  • Stealth knock-outs now have a skill-based success chance. Tougher NPCs will be harder to knock out. Percentage chance is displayed.
  • Fixed the robotics skill, healing was using medic skill instead
  • Fixed hydroponic farms crop yield
  • Armour king now has a slightly lighter weapon, so he's way more deadly.
  • A few more maps added to the travel shops
  • Fixed a display error in the weapon stats

0.93.18
    THIEVERY REBALANCE:
  • Kidnapping is now a crime, you can't just pick up sleeping shopkeepers and run off with them. Well, you can, but now there are consequences.
  • Fixed some AI bugs where NPCs don't go to bed. Stopped bar guards taking paying customers out of bed and dumping them outside.
  • Blueprints and maps no nonger count as trade goods and so their re-sale value has the loot penalty
  • All stolen items also count as "loot", so you can no longer sell stolen goods for full price
  • Fences now buy stuff at 50% instead of 25%, to make up for the loot penalty a bit
  • You shouldn't get attacked at shop closing time anymore
    FIXES:
  • Fixed infinite lockpicking sound again
  • Put a minimum cap on bar patrons, so there's less chance of getting empty bars
  • Shouldn't be able to put animals in cages any more (because they don't fit)
  • Some smaller AI and crash fixes
Community Announcements - Koomatzu
Our latest update is now out on Steam Experimental.  To opt-in you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose "experimental". The main stable version will now shift to 0.93.4.

0.93.6
Features
  • Many many content additions, tweaks and small adjustments to things. Current map area content can now be considered mostly complete.
  • Characters get wet
  • Added a dialogue log window
  • Ragdolls now float in water
  • You can now pickup and carry animals
  • Buildings now cast full shadow & reflections even if you are indoors
  • Added the functionality to allow game translations
  • Soft particles (no more harsh ground-intersection lines)
  • Resource storages are no longer infinite, they store between 25-100 items. This is an experiment, let me know if it causes problems
  • When hauling, characters now only grab as many resource items as there is available storage space for
Fixes
  • Fixed vanishing slaves (they were all escaping when their masters got un-loaded)
  • Stopped the talking animals
  • Fix for some navmesh problems when building walls
  • Fixed dropped backpacks lose their items on save.
Community Announcements - Koomatzu

Out Soon: Update 0.93.5

Our next update is almost finished and ready for release on Steam Experimental this week! This won't include the next new map area but it will include a couple of small graphical improvements and fixes.

We've now added character's getting wet up to the waterline (see image above), a dialogue log window (due to popular request), ragdolls floating in water, picking up and carrying animals and a system to allow game translations (shout out to Dertz Lycron and Hasuka for their French and German translation mods on Steam Workshop).

You can follow us on our Trello page for more details on what we're working on.

ETA: Coming end of this week

Community Announcements - Koomatzu
The next map section is out now! Note that this is only available on the "Experimental" branch at the moment - to opt-in you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose "experimental". The main branch will update to 0.92.2, patch notes here.

0.93.0
  • New world map sector unlocked, active area is now double the size. Lots of content to discover. A little rushed, will contine to add final bits of content later.
  • Added hydroponic indoor farming techs
  • Player characters should now attack anything eating their crops
  • Stolen goods can be sold easier, shopkeepers can only detect if it was stolen from an ally faction. (before it was allies and neutrals)
  • Rain now waters the farms and crops
  • Updated some of the high-level research costs

CURRENT STATUS:
  • Currently only runs in DirectX11 mode
  • No more 32-bit support, the game's memory requirements are too high
  • Initial loading time is sometimes pretty long on non-SSDs. The terrain will take ages to load in and things will look weird for a while but once loaded everything should be fine.

Please submit any bug reports to our official forums or the Kenshi Steam forums. Thank you for your help :)
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*
...

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