Here are the patch notes for the latest experimental build:
0.95.3
Added a block for "thrust" direction, so you can now block unarmed and animal attacks
Tweaked the formula for character muscle visibility. Its no longer affected by strength (which now only affects bulk) or toughness. The idea is to make characters end up looking a bit different to each other based on their skills (as opposed to everyone just ending up big and muscular)
--the new formula is: max(dexterity, martialArts) * 3.f + (athletics + swimming) - (cooking + science); FIXES
Fixed a bug that was messing up the combat movement and making everybody bunch up too close
Fixed block animations not playing. How did nobody notice that?
Fixed some flickery animations and some animation bugs
0.95.4
Added dodging to the combat system. You dodge when unarmed, and it can also be used to break out of stun-lock states
Characters now have rear-direction block animations
Tweaked the camera limit so you can look upwards a little more
A messagebox now tells you what item caused you to get arrested for smuggling
Made block animation blending look a little nicer
Added sound effect for barefoot characters
Added the plastic surgeon to empire towns
Added a few more combat stance animations for different weapons FIXES
Fixed bounties getting deducted instead of awarded
Fixed a bug with populating towns (mongrel was a victim)
Fixed AI cores not getting spawned (needs import)
Fixed NPCs coming into your base to work at your farms
Fix for charater direction jittering when moving very slowly
Fixed some visual bugs in the wetness system
Fixed crash upgrading turrets in while use
More tweaks for crowded combat movement
Fixed the bar squads duplicating when loading a game or returning to an area
0.95.5
Added some feedback arrows to stealth mode
Added options setting for displaying the floating damage numbers
Here are the patch notes for the latest experimental build:
0.95.3
Added a block for "thrust" direction, so you can now block unarmed and animal attacks
Tweaked the formula for character muscle visibility. Its no longer affected by strength (which now only affects bulk) or toughness. The idea is to make characters end up looking a bit different to each other based on their skills (as opposed to everyone just ending up big and muscular)
--the new formula is: max(dexterity, martialArts) * 3.f + (athletics + swimming) - (cooking + science); FIXES
Fixed a bug that was messing up the combat movement and making everybody bunch up too close
Fixed block animations not playing. How did nobody notice that?
Fixed some flickery animations and some animation bugs
0.95.4
Added dodging to the combat system. You dodge when unarmed, and it can also be used to break out of stun-lock states
Characters now have rear-direction block animations
Tweaked the camera limit so you can look upwards a little more
A messagebox now tells you what item caused you to get arrested for smuggling
Made block animation blending look a little nicer
Added sound effect for barefoot characters
Added the plastic surgeon to empire towns
Added a few more combat stance animations for different weapons FIXES
Fixed bounties getting deducted instead of awarded
Fixed a bug with populating towns (mongrel was a victim)
Fixed AI cores not getting spawned (needs import)
Fixed NPCs coming into your base to work at your farms
Fix for charater direction jittering when moving very slowly
Fixed some visual bugs in the wetness system
Fixed crash upgrading turrets in while use
More tweaks for crowded combat movement
Fixed the bar squads duplicating when loading a game or returning to an area
0.95.5
Added some feedback arrows to stealth mode
Added options setting for displaying the floating damage numbers
0.95.0 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”. 0.93.28 is the current stable version.
0.95.0
Unlocked more of the map with a new major faction.
FIXES
Characters don't randomly get wet when created
Small fixes for stuff like light emissive materials, a road-following bug, weird grass shinyness during rain
0.95.1
Fixed the fog islands zone
Fixed some problems with importing
Fixed random black inventory icons
Fixed characters in character editor showing on top of each other at start.
Fixed a few crashes
Please report any bugs or problems to the Steam forum or official forum so that we can fix as soon as we can. Thank you :)
0.95.0 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”. 0.93.28 is the current stable version.
0.95.0
Unlocked more of the map with a new major faction.
FIXES
Characters don't randomly get wet when created
Small fixes for stuff like light emissive materials, a road-following bug, weird grass shinyness during rain
0.95.1
Fixed the fog islands zone
Fixed some problems with importing
Fixed random black inventory icons
Fixed characters in character editor showing on top of each other at start.
Fixed a few crashes
Please report any bugs or problems to the Steam forum or official forum so that we can fix as soon as we can. Thank you :)
Patch notes for 0.94. 0.93.28 is the current stable version.
0.94.0
Note: The new map area isn't 100% finished, wait a few more updates if you want to explore it at it's best. As a result I've made a last minute decision to not release the very bottom part of the map until next update.
FEATURES
Active map area has (almost) doubled! New content and factions!
You should notice a general performance improvement. The towns are still the slowest spots to be in, but they should have improved, especially the Holy Nation cities.
Smuggling is now a career option. Buy narcotics or illegal goods and sell them wherever they are illegal to make huge profits. (You'll have to find where to buy/sell them yourself)
It now gets wet when it rains. But, get this, it stays dry indoors.
SPECIAL SUPRISE FEATURE
Unarmed combat added. It's designed to be a lot more challenging than learning a weapon. Probably will need further balancing, hasn't been fully tested in long-term gameplay.
NOTABLE FIXES
Overhaul of the the animation blending system, combat animations should blend more smoothly now
Fixed up the combat movement/flocking system
Also fixed most of the jittering in the movement system (not perfect yet)
Fixed the holy nation bounty collection
Fixed a common situation where NPCs wouldn't help defend their teammates if they weren't looking
Slightly reduced the cut damage of the Falling Sun
Combat XP rate is now also multiplied if you change the global combat damage option
0.94.1
Fixed vanishing furniture on import game
Fixed the main GUI displaying the wrong values for attack and defence skills
Removed a few things from the Stenn Desert to speed up performance
Fixed bar characters not spawning
Fixed some destroyed buildings not appearing in towns
Fixed randomly black buildings
Fixed a few crashes and visual bugs
0.94.2
Hotfix for the crashing, sorry i didn't notice sooner
0.94.3
Temporary fix for a random crash in the terrain engine
Broken turrets fix (couldn't reload)
Some memory optimisations
Other small things
0.94.4
A crashfix related to firing turrets
0.94.5
Some small AI tweaks, including a max range to AI weapon looting
Fix for invisible harpoons
0.94.6
Possible fix for the performance slowdown some people have reported since v94.3
slaves are now valued by skills
Fixed turrets to save how many harpoons they have loaded
Fixed interior not shown when inside a building and paused
0.94.7
hotfix for the crash when arriving in certain areas
Please report any bugs or problems to the Steam forum or official forum so that we can fix as soon as we can. Thank you :)
Patch notes for 0.94. 0.93.28 is the current stable version.
0.94.0
Note: The new map area isn't 100% finished, wait a few more updates if you want to explore it at it's best. As a result I've made a last minute decision to not release the very bottom part of the map until next update.
FEATURES
Active map area has (almost) doubled! New content and factions!
You should notice a general performance improvement. The towns are still the slowest spots to be in, but they should have improved, especially the Holy Nation cities.
Smuggling is now a career option. Buy narcotics or illegal goods and sell them wherever they are illegal to make huge profits. (You'll have to find where to buy/sell them yourself)
It now gets wet when it rains. But, get this, it stays dry indoors.
SPECIAL SUPRISE FEATURE
Unarmed combat added. It's designed to be a lot more challenging than learning a weapon. Probably will need further balancing, hasn't been fully tested in long-term gameplay.
NOTABLE FIXES
Overhaul of the the animation blending system, combat animations should blend more smoothly now
Fixed up the combat movement/flocking system
Also fixed most of the jittering in the movement system (not perfect yet)
Fixed the holy nation bounty collection
Fixed a common situation where NPCs wouldn't help defend their teammates if they weren't looking
Slightly reduced the cut damage of the Falling Sun
Combat XP rate is now also multiplied if you change the global combat damage option
0.94.1
Fixed vanishing furniture on import game
Fixed the main GUI displaying the wrong values for attack and defence skills
Removed a few things from the Stenn Desert to speed up performance
Fixed bar characters not spawning
Fixed some destroyed buildings not appearing in towns
Fixed randomly black buildings
Fixed a few crashes and visual bugs
0.94.2
Hotfix for the crashing, sorry i didn't notice sooner
0.94.3
Temporary fix for a random crash in the terrain engine
Broken turrets fix (couldn't reload)
Some memory optimisations
Other small things
0.94.4
A crashfix related to firing turrets
0.94.5
Some small AI tweaks, including a max range to AI weapon looting
Fix for invisible harpoons
0.94.6
Possible fix for the performance slowdown some people have reported since v94.3
slaves are now valued by skills
Fixed turrets to save how many harpoons they have loaded
Fixed interior not shown when inside a building and paused
0.94.7
hotfix for the crash when arriving in certain areas
Please report any bugs or problems to the Steam forum or official forum so that we can fix as soon as we can. Thank you :)
***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
***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
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