Kenshi - Koomatzu
***UPDATE: Expect delays for October's optimization update. New ETA 4th November, if all goes smoothly. Apologies for the inconvenience.***


Update 0.93.28 has now been moved over to the main stable branch. Please report any bugs via our Steam or Official forums and we'll look into them as soon as possible.

0.93.28
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.
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.
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
WEAPONS
  • 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
MISC FEATURES:
  • Performance boost! I measured an average 5-10 fps increase. This is not the main Ogre 2.0 performance update, that comes later.
  • 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%
  • Labouring skill XP rate increased 50%
  • Inventory interface subtly tuned to be a little nicer to use
  • Weapon prices doubled to match up with the armour prices
  • 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.
  • 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
  • Tiny additional map content update. Added some simple tips to the mechanical shop keepers dialog.
  • The AI now knows when it is in a chase, and should give up properly when they lose sight of you.
  • Food ingredients are now shown in the item tooltip and crafting window
Kenshi - Koomatzu
***UPDATE: Expect delays for October's optimization update. New ETA 4th November, if all goes smoothly. Apologies for the inconvenience.***


Update 0.93.28 has now been moved over to the main stable branch. Please report any bugs via our Steam or Official forums and we'll look into them as soon as possible.

0.93.28
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.
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.
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
WEAPONS
  • 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
MISC FEATURES:
  • Performance boost! I measured an average 5-10 fps increase. This is not the main Ogre 2.0 performance update, that comes later.
  • 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%
  • Labouring skill XP rate increased 50%
  • Inventory interface subtly tuned to be a little nicer to use
  • Weapon prices doubled to match up with the armour prices
  • 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.
  • 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
  • Tiny additional map content update. Added some simple tips to the mechanical shop keepers dialog.
  • The AI now knows when it is in a chase, and should give up properly when they lose sight of you.
  • Food ingredients are now shown in the item tooltip and crafting window
Oct 6, 2016
Kenshi - Koomatzu
0.93.28 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.

0.93.28
  • Fixed weapon smith critical successes not working
  • Fixed inaccurate gui info in the weapon smith
  • Armour smithing capped at "specialist" grade (unless you get a critical success)
  • Added missing armoured rags to the crafting bench
  • Fixed "get out of my house" dialog events when you were in a cage
  • Fixed "intruder" events when you just get released from prison, also added a notification
Oct 6, 2016
Kenshi - Koomatzu
0.93.28 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.

0.93.28
  • Fixed weapon smith critical successes not working
  • Fixed inaccurate gui info in the weapon smith
  • Armour smithing capped at "specialist" grade (unless you get a critical success)
  • Added missing armoured rags to the crafting bench
  • Fixed "get out of my house" dialog events when you were in a cage
  • Fixed "intruder" events when you just get released from prison, also added a notification
Kenshi - Koomatzu
0.93.27 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.

0.93.27
  • The AI now knows when it is in a chase, and should give up properly when they lose sight of you
  • Removed the empty weapon smithing techs, they were left in by mistake, it's supposed to cap at mkIII
  • Fixed the incorrect rum recipie
  • Fixed closed doors being passable by animals
  • Police shouldn't lock you up in private buildings anymore, so you don't get arrested again for tresspassing when you are released
  • Food ingredients are now shown in the item tooltip and crafting window
  • Some small fixes for characters getting stuck in certain situations

***Please submit all bug reports here. Thank you.
Kenshi - Koomatzu
0.93.27 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.

0.93.27
  • The AI now knows when it is in a chase, and should give up properly when they lose sight of you
  • Removed the empty weapon smithing techs, they were left in by mistake, it's supposed to cap at mkIII
  • Fixed the incorrect rum recipie
  • Fixed closed doors being passable by animals
  • Police shouldn't lock you up in private buildings anymore, so you don't get arrested again for tresspassing when you are released
  • Food ingredients are now shown in the item tooltip and crafting window
  • Some small fixes for characters getting stuck in certain situations

***Please submit all bug reports here. Thank you.
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
...

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