Kenshi - Koomatzu
0.93.26 is out now! This is on experimental only, 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.

0.93.26
  • Fixed the gate guard dialogs triggering repeatedly
  • Fixed the buggy Flotsam guard approach dialogs
  • Stopped civil wars breaking out in Bad Teeth all the time
  • Weapon prices doubled to match up with the armour prices
  • Fixed missing edgewalkers description
  • Added more treasure 'n stuff
  • Using equipment/ dummies in npc owned buildings is now illegal. You need to join the thieves guild if you want to use training equipment.
0.93.25
  • Some small tweaks to Scorchlanders
  • Added low-tiers to higher level weapon benches, just so its less confusing when you don't have any high level options available to craft there
  • Fixed a bug with food getting super high nutrition levels, and then characters wouldn't eat it because it was too good and they would rather starve to death.
  • Fixed flotsam safehouse
  • Tiny additional map content update. Added some simple tips to the mechanical shop keepers dialog.
Kenshi - Koomatzu
0.93.26 is out now! This is on experimental only, 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.

0.93.26
  • Fixed the gate guard dialogs triggering repeatedly
  • Fixed the buggy Flotsam guard approach dialogs
  • Stopped civil wars breaking out in Bad Teeth all the time
  • Weapon prices doubled to match up with the armour prices
  • Fixed missing edgewalkers description
  • Added more treasure 'n stuff
  • Using equipment/ dummies in npc owned buildings is now illegal. You need to join the thieves guild if you want to use training equipment.
0.93.25
  • Some small tweaks to Scorchlanders
  • Added low-tiers to higher level weapon benches, just so its less confusing when you don't have any high level options available to craft there
  • Fixed a bug with food getting super high nutrition levels, and then characters wouldn't eat it because it was too good and they would rather starve to death.
  • Fixed flotsam safehouse
  • Tiny additional map content update. Added some simple tips to the mechanical shop keepers dialog.
Kenshi - Koomatzu
0.93.24 is out now! This is on experimental only, 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.

0.93.24
  • Performance boost! I measured an average 5-10 fps increase. This is not the main Ogre 2.0 performance update, that comes later.
  • Tons of new weapons! The number has doubled. More interesting blunt and hacking weapons, polearms added, blunt skill unlocked, old ones overhauled visually. Rare and unusual weapons to find.
  • Weapon types have more characteristics and stats have been rebalanced. Weapons can have advantages or penalies when used indoors, and bonus damage against certain opponents or animals.
  • Characters will automatically switch to their side-arm weapon when indoors, if it has less of an indoors penalty than their main weapon.
SMITHING OVERHAUL
  • Crafted weapon quality is limited by character skill
  • Crafted armour quality is entirely dictated by character skill (no need for further research)
  • Crafting has a critical success chance, if character is skillful there is a chance the final item will be one grade higher.
  • material costs and craft time vary by weapon type
  • Crafted gear is now "imprinted" with the name of the smith
  • Scattered appropriate weapon blueprints around the world
SMALL STUFF
  • Labouring skill XP rate increased 50%
  • Inventory interface subtly tuned to be a little nicer to use
Kenshi - Koomatzu
0.93.24 is out now! This is on experimental only, 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.

0.93.24
  • Performance boost! I measured an average 5-10 fps increase. This is not the main Ogre 2.0 performance update, that comes later.
  • Tons of new weapons! The number has doubled. More interesting blunt and hacking weapons, polearms added, blunt skill unlocked, old ones overhauled visually. Rare and unusual weapons to find.
  • Weapon types have more characteristics and stats have been rebalanced. Weapons can have advantages or penalies when used indoors, and bonus damage against certain opponents or animals.
  • Characters will automatically switch to their side-arm weapon when indoors, if it has less of an indoors penalty than their main weapon.
SMITHING OVERHAUL
  • Crafted weapon quality is limited by character skill
  • Crafted armour quality is entirely dictated by character skill (no need for further research)
  • Crafting has a critical success chance, if character is skillful there is a chance the final item will be one grade higher.
  • material costs and craft time vary by weapon type
  • Crafted gear is now "imprinted" with the name of the smith
  • Scattered appropriate weapon blueprints around the world
SMALL STUFF
  • Labouring skill XP rate increased 50%
  • Inventory interface subtly tuned to be a little nicer to use
Sep 22, 2016
Kenshi - Koomatzu
Our next experimental update is coming soon.

The Ogre 2.0 optimisation update is still a few weeks away, but we have a mini update on it’s way which includes a completely separate performance boost. With this, we’ve managed to get an average 5-10 fps increase – with more improvement incoming next month.

We’re also adding tons of new weapons, around double the current selection of weapons to be more specific. You’ll now find rare and unusual weapons, plus more interesting variations of polearms, blunt and hacking weapons and a visual overhaul of the old weaponry. As well as new looks, we’ve also rebalanced and added extra characteristics and stats for more tactical combat – larger weapons, for example, will have penalties when used indoors, and other weapons may inflict bonus damage against certain animals or opponents.



ETA:

Expect 0.93.24 within the next few days. Again, this will not be the Ogre 2.0 update.
Sep 22, 2016
Kenshi - Koomatzu
Our next experimental update is coming soon.

The Ogre 2.0 optimisation update is still a few weeks away, but we have a mini update on it’s way which includes a completely separate performance boost. With this, we’ve managed to get an average 5-10 fps increase – with more improvement incoming next month.

We’re also adding tons of new weapons, around double the current selection of weapons to be more specific. You’ll now find rare and unusual weapons, plus more interesting variations of polearms, blunt and hacking weapons and a visual overhaul of the old weaponry. As well as new looks, we’ve also rebalanced and added extra characteristics and stats for more tactical combat – larger weapons, for example, will have penalties when used indoors, and other weapons may inflict bonus damage against certain animals or opponents.



ETA:

Expect 0.93.24 within the next few days. Again, this will not be the Ogre 2.0 update.
Kenshi - Koomatzu
In my last announcement I said we'd be quiet for a while on the update front, but I totally lied. And Captain Deathbeard ninja'd me with this extra sneaky patch. So note that this is NOT the optimisation or map update announced earlier this week. Just for clarification :)

This is on experimental only, 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.

0.93.23

ECONOMIC BALANCING
Over the last few years the economy of Kenshi has seen some inflation so I've re-balanced it a little
  • Recruits cost a lot more to hire, it's not so easy to rapidly get a bigger squad early on.
  • Cost of books is doubled
  • Bounty amounts for crimes are roughly doubled
  • You can no longer sell armour that is part of another factions uniform
  • Cooking food speed is x3, but ingredient cost is x8. Now the focus is less on waiting around for cooking, and more on running farms and protecting your crops until harvest time.
  • Properly added the research and crafting for the 3 main alcoholic drinks. These are the new cash crop as food was made less profitable in the last update.
  • Chainmail is 50% heavier
AI ANNOYANCE FIXES
  • Tracked down the bug where your character would keep stopping when you are trying to run away from attackers
  • Stopped chars going crazy constantly cursing and chasin' off varmints and ignoring your orders
  • Stopped chars going off to get food in the middle of a fight
  • turrets no longer aim too high for small or young animals
  • some rare cases led to characters running away instead of fighting
FIXES
  • Fixed a crash on save when you had a bounty with a minor faction
Kenshi - Koomatzu
In my last announcement I said we'd be quiet for a while on the update front, but I totally lied. And Captain Deathbeard ninja'd me with this extra sneaky patch. So note that this is NOT the optimisation or map update announced earlier this week. Just for clarification :)

This is on experimental only, 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.

0.93.23

ECONOMIC BALANCING
Over the last few years the economy of Kenshi has seen some inflation so I've re-balanced it a little
  • Recruits cost a lot more to hire, it's not so easy to rapidly get a bigger squad early on.
  • Cost of books is doubled
  • Bounty amounts for crimes are roughly doubled
  • You can no longer sell armour that is part of another factions uniform
  • Cooking food speed is x3, but ingredient cost is x8. Now the focus is less on waiting around for cooking, and more on running farms and protecting your crops until harvest time.
  • Properly added the research and crafting for the 3 main alcoholic drinks. These are the new cash crop as food was made less profitable in the last update.
  • Chainmail is 50% heavier
AI ANNOYANCE FIXES
  • Tracked down the bug where your character would keep stopping when you are trying to run away from attackers
  • Stopped chars going crazy constantly cursing and chasin' off varmints and ignoring your orders
  • Stopped chars going off to get food in the middle of a fight
  • turrets no longer aim too high for small or young animals
  • some rare cases led to characters running away instead of fighting
FIXES
  • Fixed a crash on save when you had a bounty with a minor faction
Sep 13, 2016
Kenshi - Koomatzu
We're gonna have a quiet period for the next few weeks so expect patch releases to be on hold while we work on the next update. Here's what's going on...

NEXT UP:

Our next big update will include another new map area, the southern swamps, and a long awaited performance boost. Our own code has been fully optimised to it’s best, the only thing holding us back from running Kenshi at it’s best performance is the current, rather out of date, rendering engine: Ogre. In order to improve the frame rate we need to completely upgrade the Ogre graphics engine to the latest version 2.0.

Right now, the current Ogre engine that Kenshi uses works only on a single internal thread, meaning that the rendering process for objects in each frame acts like a bottle neck effect. The new engine will have multi-thread support on the slowest elements, significantly reducing the render time and hopefully making Kenshi run much faster for modern computers. Unfortunately this isn’t a quick job – differences in the two engine versions mean that a lot of existing code needs changing and updating to run in the new engine.

ETA:

If all goes smoothly, expect an experimental release by end of October.

***UPDATE: Delayed ETA 4th November***

More info on the next new map faction coming soon!
Sep 13, 2016
Kenshi - Koomatzu
We're gonna have a quiet period for the next few weeks so expect patch releases to be on hold while we work on the next update. Here's what's going on...

NEXT UP:

Our next big update will include another new map area, the southern swamps, and a long awaited performance boost. Our own code has been fully optimised to it’s best, the only thing holding us back from running Kenshi at it’s best performance is the current, rather out of date, rendering engine: Ogre. In order to improve the frame rate we need to completely upgrade the Ogre graphics engine to the latest version 2.0.

Right now, the current Ogre engine that Kenshi uses works only on a single internal thread, meaning that the rendering process for objects in each frame acts like a bottle neck effect. The new engine will have multi-thread support on the slowest elements, significantly reducing the render time and hopefully making Kenshi run much faster for modern computers. Unfortunately this isn’t a quick job – differences in the two engine versions mean that a lot of existing code needs changing and updating to run in the new engine.

ETA:

If all goes smoothly, expect an experimental release by end of October.

***UPDATE: Delayed ETA 4th November***

More info on the next new map faction coming soon!
...

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