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". 0.93.20 is the current stable version.
FOOD OVERHAUL:
This is the result of some extensive testing, to further balance the hunger system in the way originally intended
hunger time is doubled again. It takes almost twice as long to get hungry.
food nutritional quality is halved, but also food cost is halved too. Remember the yellow and red states are supposed to be starvation, your ribs are showing, you shouldn't be able to fully recover from malnutrition with just 1 meal. So, technically speaking, those 2 above result in the same amount of eating and costs, its just stretched over a slower timeframe now.
Food is no longer a trade good, so you only get 50% of its value when you sell it. Bread won't make you rich anymore. This will double-up as a plot point with the Trader's Guild later on. The cash crop will be drugs and alcohol.
FEATURES:
Added a simple thieves/assassins guild
You can now stealth-knockout sleeping NPCs
Bounties are now assigned by factions. Committing a crime in the Holy Nation won't make you a criminal in the Empire or Shek Kingdom.
Tuned the "spawn" distributions. Should reduce the situations where you defeated a bandit or animal squad and then more and more kept coming to fill the population vacuum.
Also implemented a mild co-existence system, so small time villages don't get instantly wiped out by their dangerous evironment eg the BeakThing-Hiver wars
When your character gets sucked dry by a vampiric creature and dies, it leaves behind all his gear and clothes, just sitting there empty where once was your beloved character.
You can no longer sell a fence back their own items that you stole from them
Athletics XP rate reduced by 25%
NOTES:
A performance improvement is coming soon*
Currently only runs in DirectX11 mode
No more 32-bit support, it's impossible, the game's gotten too big to fit within the 3GB memory limitation. You can still access the older 32-bit version through Steam's [kenshi->properties->betas] tab.
Initial loading time is sometimes pretty long on non-SSDs. The terrain will take ages to load in and things will look weird/white for a while but once loaded everything should be fine.
You won't see all new map content unless you import your savegame after an update
* EDIT: Following commonly asked questions about performance improvement - This is in progress but will be a longer job of upgrading to Ogre v2.0 engine. We have no eta for this yet, but it will likely still be a few months down the line from now.
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". 0.93.20 is the current stable version.
FOOD OVERHAUL:
This is the result of some extensive testing, to further balance the hunger system in the way originally intended
hunger time is doubled again. It takes almost twice as long to get hungry.
food nutritional quality is halved, but also food cost is halved too. Remember the yellow and red states are supposed to be starvation, your ribs are showing, you shouldn't be able to fully recover from malnutrition with just 1 meal. So, technically speaking, those 2 above result in the same amount of eating and costs, its just stretched over a slower timeframe now.
Food is no longer a trade good, so you only get 50% of its value when you sell it. Bread won't make you rich anymore. This will double-up as a plot point with the Trader's Guild later on. The cash crop will be drugs and alcohol.
FEATURES:
Added a simple thieves/assassins guild
You can now stealth-knockout sleeping NPCs
Bounties are now assigned by factions. Committing a crime in the Holy Nation won't make you a criminal in the Empire or Shek Kingdom.
Tuned the "spawn" distributions. Should reduce the situations where you defeated a bandit or animal squad and then more and more kept coming to fill the population vacuum.
Also implemented a mild co-existence system, so small time villages don't get instantly wiped out by their dangerous evironment eg the BeakThing-Hiver wars
When your character gets sucked dry by a vampiric creature and dies, it leaves behind all his gear and clothes, just sitting there empty where once was your beloved character.
You can no longer sell a fence back their own items that you stole from them
Athletics XP rate reduced by 25%
NOTES:
A performance improvement is coming soon*
Currently only runs in DirectX11 mode
No more 32-bit support, it's impossible, the game's gotten too big to fit within the 3GB memory limitation. You can still access the older 32-bit version through Steam's [kenshi->properties->betas] tab.
Initial loading time is sometimes pretty long on non-SSDs. The terrain will take ages to load in and things will look weird/white for a while but once loaded everything should be fine.
You won't see all new map content unless you import your savegame after an update
* EDIT: Following commonly asked questions about performance improvement - This is in progress but will be a longer job of upgrading to Ogre v2.0 engine. We have no eta for this yet, but it will likely still be a few months down the line from now.
The last update nerfed the stolen goods sell values too strongly (15%), they've been increased to 50%. I wanted to fix this before the weekend, because it ruined thievery.
0.93.21
MORE THIEVERY REBALANCE:
Stealth sound overhaul. When sneaking, targets will sometimes hear you. The chance depends on distance and skill. A zero-skill character will be lucky if he can sneak around a shop without being detected. This gives more XP to compensate.
Stealing chances rebalanced
Town guards will investigate buildings that have their doors left open at night. They can recognise intruders.
You can no longer steal from your hired bodyguards if they get knocked out, they will now see it as a betrayal. IF they see it happen, that is.
FIXES:
Dogs shouldn't go to sleep right next to your body after knocking you out anymore
Fixed hired bodyguards not healing your guys
Fixed an AI bug with crafting bench hauling
NOTES:
A performance improvement is coming soon
Currently only runs in DirectX11 mode
No more 32-bit support, it's impossible, the game's gotten too big to fit within the 3GB memory limitation. You can still access the older 32-bit version through Steam's [kenshi->properties->betas] tab.
Initial loading time is sometimes pretty long on non-SSDs. The terrain will take ages to load in and things will look weird/white for a while but once loaded everything should be fine.
You won't see all new map content unless you import your savegame after an update
The last update nerfed the stolen goods sell values too strongly (15%), they've been increased to 50%. I wanted to fix this before the weekend, because it ruined thievery.
0.93.21
MORE THIEVERY REBALANCE:
Stealth sound overhaul. When sneaking, targets will sometimes hear you. The chance depends on distance and skill. A zero-skill character will be lucky if he can sneak around a shop without being detected. This gives more XP to compensate.
Stealing chances rebalanced
Town guards will investigate buildings that have their doors left open at night. They can recognise intruders.
You can no longer steal from your hired bodyguards if they get knocked out, they will now see it as a betrayal. IF they see it happen, that is.
FIXES:
Dogs shouldn't go to sleep right next to your body after knocking you out anymore
Fixed hired bodyguards not healing your guys
Fixed an AI bug with crafting bench hauling
NOTES:
A performance improvement is coming soon
Currently only runs in DirectX11 mode
No more 32-bit support, it's impossible, the game's gotten too big to fit within the 3GB memory limitation. You can still access the older 32-bit version through Steam's [kenshi->properties->betas] tab.
Initial loading time is sometimes pretty long on non-SSDs. The terrain will take ages to load in and things will look weird/white for a while but once loaded everything should be fine.
You won't see all new map content unless you import your savegame after an update
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)
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)
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)
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)