Kenshi - Koomatzu
Update 0.98.38 is out now on the Experimental branch! 0.98.36 remains on the main stable branch.

To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi[www.lofigames.com] forums. Thank you

0.98.36
  • Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that's Moll/ Esata/ Simion)
  • Blood splat size is now based on damage
  • You can now pickup allied npcs to help injured slaves escape
  • Added different blueprint item colors for different types of item
  • Selected player characters can have different map marker colour
FIXES
  • Some fixes to popup menu on carried characters
  • Map item crash fix
  • A bunch of character movement fixes
  • Fixed unselectable spotlights mounted on Gate III
  • Fixed campaigns never leaving on victory
  • Fixed unlock sound continually triggering
  • Fixed crash dragging last research item when research completes
 
0.98.37
  • My mistake, the town override and world reaction stuff wasn't included in the last update, it's in there now
  • AI Campaign leader should now wait for the rest of his forces to catch up before attacking the target town
FIXES
  • Fix for cannibals not healing random prisoners because they were planning to eat them but not for a long time.
  • Fix for campaign AI when the target town vanishes
  • Fixed the missing animation when running in stealth mode while carrying someone
  • Fixed items thinking they were indoors if dropped on a building's ramp
  • Dialogue crowd trigger doesn't affect people already saying something (endless loop fix)
  • Fixed a bug with UTF-8 squad names
  • Fixed player town handle and coverage data not being saved, which should fix a bunch of small bugs, including one of the "walking through walls" issues
  • A couple of stability fixes
 
0.98.38
  • Oh man, the town override world reaction stuff wasn't in that last update either, cus I forgot I had it disabled in release mode. It's in the game for sure now though, for sure.
    • Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that's Moll/ Esata/ Simion)
  • Arrange buttons added to more containers
  • AI fix when a player outpost is too close to a town
Kenshi - Koomatzu
Update 0.98.35 is out now on Experimental branch! 0.98.34 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release… Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.35
  • The extra stun damage % in armour also now applies to pierce damage. Means that heavy armour guys still get a little stun damage from crossbows
  • Fixed non bandits and cannibals not detecting prison escapes
  • Stopped blood drips under water
  • Fix for engineer job conflicts with resource ditching
  • Fixed a few more bugs that could break AI campaigns
  • Engineer job now ignores jobs that are outside of closed gates
  • Increased stat-penalty light levels tolerance, so it doesn't have to be so bright
  • Fixed illegal goods fencing tooltip
  • Added extra checks to prevent animals spawning in nests on top of player
  • Fixed some characters not floating in water when unconcious
  • Fixed police not healing prisoners
  • Fixed prison sentence time tooltip
  • Fixed character position when exiting cages
Jun 22, 2018
Kenshi - Koomatzu
Update 0.98.34 is out now! This is on the main stable branch.

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

 
0.98.33
  • Re-Jiggered the map item system. Maps are now more useful, they will always unlock different locations to the ones you already know. There are now better maps in the shops that can specifially show you where to potentially find Ancient Science books or Engineering Research or whatever you are looking for.
  • It's now possible to lose your pursuers properly. Before, when you were caught stealing or sneaking they would track you artificially wherever you ran. Now they will only be able to remember where they saw you last, plus a bit of extra projection (he went thataway), then they lose the trail.
  • Changed the auto eject intruders AI to a normal job assigned from the context menu
  • Fixed auto eject job from forcing walk mode
  • Added an auto eject job for throwing out of buildings, if you have a building in another factions town
  • AI no longer shoots at crawling characters with turrets. This way when bandits take over your base and pile your guys outside the gate you can crawl away without getting shot by the turrets
  • Changed medical state for robots from "Unconscious" to "Rebooting"
  • Some AI improvements to the occupy town behaviors. Bandits often thought they had occupied a town prematurely.
  • If your town has been occupied by bandits it no longer deters hostile campaign events. It still deters non-hostile ones, like traders and taxmen, so you don't get in trouble when the bandits don't pay your taxes
  • Crawling characters will now get up (if they can) when they are under attack
  • Medical tooltips now show the point at which you will die, useful when you have a worn-out robot character and don't know what his HP is
  • Rain collector no longer works in acid rain
  • Research and crafting queues are now re-orderable with drag and drop
FIXES
  • Fixed the hydroponic farms just giving 1 item per plant, instead of 2 or 3
  • Stopped being able to snap buildings to structures you don't own
  • Another medic/robotics AI fix
  • Slightly improved turret snap node selection
  • Fixed bodyguard squad map markers becoming the wrong colour when platoon unloaded
  • Additional logging in game launcher for debug purposes
 
0.98.34
  • More fixes to the campaign AI, fixed premature retreats and cancellations when changing target
  • Fixed that bug where you would randomly see corrupted geometry flash up on the screen
  • Cannibals should now heal their captives if carrying them on a long journey
  • Fixed Luquin
  • Fixed Rebirth guards not catching escaping slaves
  • Fixed a crash with a certain map item
  • Fixed some escaped slave NPCs still getting tagged as escaped prisoners
Kenshi - Koomatzu
Update 0.98.32 is out now on Experimental branch! 0.98.31 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release... Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.32
  • Added a pause button to incomplete buildings so that you can put them on hold and your engineers will build other stuff instead
  • Player characters can now automatically throw KO intruders out of the base (check AI options)
  • Fixed campaigns going to empty bases, and they could get confused if you had 2 bases in the same active area and one was empty. They can now redirect too.
  • Fixed AI bug relating to distance with the turret jobs
  • Turret gunners should feed themselves properly now
  • Stopped characters with the "rescue" job from rescuing dead allies and putting them in beds
  • Fixed the Yabuta bandits existing in the desert before you have freed Yabuta (requires import)
  • Fixed a medic AI bug (usually with slavers)
  • "Ditching resources" task now includes raw meat
  • Fixed a thievery XP exploit
Kenshi - Koomatzu
12th June:

Update 0.98.31 is out now, with Spanish and Russian languages now updated! This is on the main stable branch.

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

 
0.98.31
  • You can now select a carried character and use the context menu to "Put down" on the portrait, instead of having to hunt down which of your characters was carrying them
  • Fixed bug with armour crafting material costs being too low
  • Made the pack bull less slow
  • Your stealing chance will now be tested against the nearest victim on the same floor, which will fix some situations where you got a too-easy steal chance because an npc was directly above you
  • Fixed the carry animation when running at high speeds
  • Tweaked model for the short cleaver
  • Fixed attack selection distance bugs for scaled up animals like the megaraptor
  • Boots are now dropped when both legs are lost
  • Boots are now refreshed when attaching robot limb if wearing one boot
  • Splint kits now disappear when used up
  • 2 crash fixes
  • Fencing an item now also factors in if the victim was from the same town, not just the same faction
 
0.98.30

Features
  • Russian language added and updated
Bug fixes
  • Re-added Toppers (weapon and blueprint) to the game, though they are rare
  • Added toughness as a bonus stat for Hivers, to compensate for low HP and reflect their spindly downtrodden insecty natures.
  • Sped up crop harvest speeds a bit
  • UC farm shops now sell a more global selection of crops
  • Reduced encumbrance and injury dodge penalties so martial artists don't become sitting ducks
  • Fixed the base translation gamedata.pot being in french
  • Fixed slavers unable to tag you as an obedient slave when in stealth mode
  • Fixed slavers and police destroying your items when trying to store them
  • A fix with the NPC AI getting confused when healing you when you have a robot limb
  • NPC captors can now heal robots
  • Importing a game no longer resets the "Day"
  • Fixed martial arts skill in the main GUI displaying the base stat instead of the derived
  • Fixed Seto not joining you when you give the bugmaster to the shek
  • Fixed player HOLD AI so that when you give a specific attack order they move forward to reach the target
  • Fixed farmer skill calculation on crop yield display
  • Fixed some more termite issues
  • Fixed some wall AI bugs
  • Fixed a bug/exploit where you could get stealth XP in your own buildings
  • Fixed another AI running off miles away to attack someone bug
  • Fixed thievery checks being skipped if wearing full backpack
  • Fixed characters playing dead skipping thief dialog event
  • Missing directx dependencies error caught with more relevant message
 
0.98.29
  • Crossbow crafting playtested and fine tuned
  • Moved crossbow parts and spring stell crafting to the arrow bench
  • Fixed more the AI for crossbow crafting
  • Fixed the predicted quality GUI for crossbow crafting
  • Fixed crossbow crafting using wrong ingredients and wrong rates
  • Added some acid resistance to the chain hoods
  • Fixed mouseover in character stats panel
  • Fixed characters teleporting to different floors when exiting beds and cages
  • Player cage default action is no longer PICK_LOCK
 
0.98.28

Features
  • Spanish translation updated (65% complete)
Bug Fixes
  • Tuned some of the stat penalties, ranged stats should get less severe penalties for injuries and hunger, friendly fire should be less of a problem
  • Added a crossbow storage locker
  • Fixed an AI bug with engineers collecting resources from the ground
  • Fixed the "forage animals" AI job
  • Fixed the AI bug with the crossbow parts storage box
  • Rebalanced ore mines (drill was slower than the manual rocks)
  • Fixed characters dropping their carried allies/prisoners to go and have a sit down
  • Characters in offscreen update mode stop and switch modes at screen edges (fixes suddenly appearing onscreen, which looks like teleporting/spawning)
  • Fixed patrolling characters going into some buildings when they shouldn't
  • A few rare pathing fixes
  • A rare crash fix
 
May 15, 2018
Kenshi - Koomatzu
Update 0.98.27 is out now! This is on the main stable branch. Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you[/u]

0.98.27
  • German language is now in game! Translation is mostly complete but there may be brand new dialogue that still needs translating.
  • Crossbow damage increased by around 20%Crossbows now affected by the global combat damage multiplier
  • Crossbow global damage multipliers added to FCS
  • When you select a character who is being carried by another player character, you will give orders to the carrier instead
  • Shop guards don't track your position when they can't see or hear you, they go by your last known position
  • Fixed a freeze when you press CONFIRM in the character editor that increases in size based on how long you spent on your character, if blood was enabled
  • Severed limbs on the ground disappear after 24 hours
  • Fixed ally campaigns, where allied factions came to support you against a common enemy campaign but left too soon
  • Fixed the import with "NPC states" causing previously encountered living NPCs to be missing (requires re-import to fix)
0.98.26
  • Added a target distance influence to the "protect allies" AI
  • Police no longer take your weapons when you are arrested (unless they were stolen)
  • Police only confiscate stolen items if they are recently stolen, and not stolen from a bandit
  • Fixed another AI problem where escaped slaves and prisoners could be "magically" spotted by police
  • Fixed hostile campaigns not looting food
  • Fixed AI stealing building materials from towns
  • Fixed player AI not auto-using beds
  • Fixed player idle AI all trying to sit in the same chair
  • Fixed player characters trying to sleep in NPC beds
  • Fixed characters attacking police when released from prison if in HOLD mode
  • Fixed items disappearing from animal inventory if right clicked when your inventory is full
  • Fixed characters not attacking when ordered
  • Fixed another termites bug
  • Character sleeping position not affected by character height
  • Fixed shackles display bug on single robot legs
  • Fixed crossbow range, dodge, and hunger rate tooltips
  • Stopped animals patrolling towns from going indoors
0.98.25
  • Hunger rate now varies with activity:
  • Running around while encumbered or fighting with very heavy weapons will make you get hungry faster
  • Working at mines will make you get hungry faster
  • Sitting around will make you use less energy and get hungry slower
  • Added options sliders to adjust frequency and size of base attacks and AI campaigns
  • Toughness XP gain rate reduced by a third, setting added in FCS
  • You now get some toughness XP when you lose a limb
  • Fixed dead people screaming
  • Fixed a bug where an NPC you did a crime to could magically see you afterwards even if you hid
  • Fixed animals not eating foul meat from animal feeder
  • Fixed NPCs getting stuck confiscating weapons if nothing to take
  • Fixed slavers re-capturing slaves after you buy them
  • Stopped mouse buttons 4 and 5 acting as left mouse button
  • Fixed AI getting food from storage in NPC towns
  • Fixed a crash
0.98.24
  • Cost to buy buildings in towns has doubled
  • Characters with damaged robot limbs won't keep trying to sleep it off
  • Enabled stealing from prisoners, no thievery XP gains
  • Fixed an AI bug preventing the Medic job from automatically healing NPC allies (eg hired mercs, fellow escapees)
  • Import now has the option to import the unique NPC states, eg if you've killed phoenix, he will still be dead when you import your game
  • Fixed characters getting Toughness XP when getting picked up
  • Fixed Toughness damage resistance not being applied to armour's "cut to stun" damage
  • Toughness damage resistance is now also applied to pierce damage
  • Disabled putting items in dead animals
  • Fixed raid announcement dialogues repeating
  • Additional power requirement added to building upgrade tooltip
  • A rare crashfix and some minor AI fixes
Kenshi - Koomatzu
Yesterday evening's changelog for update 0.98.25 out now on the Experimental branch. 0.98.23 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release... Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you

0.98.24
  • Cost to buy buildings in towns has doubled
  • Characters with damaged robot limbs won't keep trying to sleep it off
  • Enabled stealing from prisoners, no thievery XP gains
  • Fixed an AI bug preventing the Medic job from automatically healing NPC allies (eg hired mercs, fellow escapees)
  • Import now has the option to import the unique NPC states, eg if you've killed phoenix, he will still be dead when you import your game
  • Fixed characters getting Toughness XP when getting picked up
  • Fixed Toughness damage resistance not being applied to armour's "cut to stun" damage
  • Toughness damage resistance is now also applied to pierce damage
  • Disabled putting items in dead animals
  • Fixed raid announcement dialogues repeating
  • Additional power requirement added to building upgrade tooltip
  • A rare crashfix and some minor AI fixes
0.98.25
  • Hunger rate now varies with activity:
  • Running around while encumbered or fighting with very heavy weapons will make you get hungry faster
  • Working at mines will make you get hungry faster
  • Sitting around will make you use less energy and get hungry slower
  • Added options sliders to adjust frequency and size of base attacks and AI campaigns
  • Toughness XP gain rate reduced by a third, setting added in FCS
  • You now get some toughness XP when you lose a limb
  • Fixed dead people screaming
  • Fixed a bug where an NPC you did a crime to could magically see you afterwards even if you hid
  • Fixed animals not eating foul meat from animal feeder
  • Fixed NPCs getting stuck confiscating weapons if nothing to take
  • Fixed slavers re-capturing slaves after you buy them
  • Stopped mouse buttons 4 and 5 acting as left mouse button
  • Fixed AI getting food from storage in NPC towns
  • Fixed a crash
May 1, 2018
Kenshi - Koomatzu
98.23 is now out in the main stable branch! For more details on bug fixes and small additions, check the full change log via the game launch panel. We still need to balance attacks and campaigns, please share your feedback or bug reports in the Steam forums or official forums to help us. Thank you :)

Update 0.98.23
  • LOCALISATION
    • Portugese translation added
    • Japanese translation added
  • BLOOMIN' ROBOT LIMBS!
    • when a limb goes below -100 damage, that limb gets amputated
    • lost legs means you have to crawl on the floor
    • Legs damaged past your KO point also makes you crawl on the floor, until they are bandaged.
    • robot limbs can be added or removed at a Skeleton Bed
    • robot limbs will affect your stats in various ways
    • If you are crawling around on the floor you can still fight really badly as long as you have at least 1 arm.
    • Your amputated limb goes flying through the air. Dogs will run off with it.
    • If your pet dog finds a limb he'll get all defensive and keep running away with it until he finally eats it. Only happens with young dogs, so don't worry he will grow out of it eventually.
    • Limb loss can be reduced or disabled in the options
  • FLIPPIN' CROSSBOWS!
    • Crossbow shops dotted around the world
    • You need ammo too
    • Crossbows and ammo can be crafted in your base
    • Storages for crossbow parts and ammo
  •  BLOOD!
    • Blooooood!
    • Blood gets sprayed on the ground
    • People get covered in blood
    • Blood pools grow around people who are bleeding out
    • Crawling and bleeding people leave a bloody slug trail behind them. So fun.
  • WORLD STATES
    • Added various Hive world state reactions throughout the map if anything happens to the Hive queens
  • SMALL FEATURES
    • 18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
    • 1 new male & 1 new female face
    • New hand-painted inventory item icons. Credit goes to Diogo Santos for making them.
    • Some roaming bandit squads will assault your base and attempt to capture it. If they win they will throw you out and live there themselves, use your stuff, eat all your food. You will have to remove them by force to get your base back.
    • HOLD button replaces the PASSIVE button. This puts characters into "hold position" mode. Stops your characters running off to fight, but now they still fight anything that comes in range. You can use this to position melee guys tactically, to protect your bow units for example, or guard a doorway. Also still serves its original purpose of keeping your weak workers away from combat.
    • When playing dead, you can switch to stealth mode and crawl around on the ground giving your buddies first aid or trying to escape without getting noticed
    • The travel shops now sell tent blueprints. These can protect you from acid rain when you are camping.
    • Slavers and Traders guilds have near 0 relations multiplier, so fighting them causes less relations loss but they assign bounties to you instead
    • Swearing filter is now removed from the game, but is still available in the options
    • Hivers now have proper face morphs for the character editor, they can have more variety now, go and give all your hivers plastic surgery cus they're funny
    • When placing buildings, ramps can automatically change to the correct building for the snap target
    • Bandits now loot more food and take meat from downed animals, meaning they will eat your dog.
    • Idle characters now sit around on chairs in your home base. Looks nice, and is a handy way to keep track of who's idle.
    • Using training equipment can now be set as a perma-job
    • Confirmation message added for when selling stolen items, to prevent accidents
    • New keybinds added for stuff in the "orders" panel
    • "Perception" stat added, affects accuracy with shooting in general
    • "Precision shooting" stat added, affects friendly fire chance
    • "Lockpicking" stat added, separated now from the "Thievery" stat, which now just covers stealing. This means that all your characters don't end up inadvertently becoming specialised thieves as a result of escaping cages.
    • Thievery stat XP rate is doubled to compensate for the stat division. Lockpicking rate is the same.
    • "Crossbow smithing" stat added for crafting bows and ammo
    • A new AI sensory system change means that your squad now has to rely on line of sight, which should hopefully stop them running off over the hills to fight enemies
    • The Fog Islands have better natural resources, so it's now a nice place to build. It's lovely, you should move there.
    • You now get a combat XP bonus when a character fights outnumbered
    • Disguises don't count as disguises unless they reach over 40%
    • Skimmers are less edible
    • The "strong" new recruits are now weaker, because thats the spirit of the game.
    • Chance of death default increased 20%. You guys aren't dying enough.
    • You can now camp indoors in old buildings and ruins
    • Overall toughness XP rate reduced by 28%
    • Campfire is now automatic cooking
    • Animals age 2x slower
    • Robots and robotic limb damage is now healed instantly, but wear damage rate has been doubled, and first aid speed is 0.33x slower
    • Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though
    • Animals stats are now reduced to 25% when you buy one. This is because animals grew into high stats by default, so they were overpowered because those high stats weren't earned through combat, just time. Now they have to be trained up like everybody else. This doesn't apply to strength and dex, so they still get big and strong naturally without training, just the skills need to be trained.SMALL THINGS
    • Added some improvements to prevent campaigns blaming you when they are defeated by a 3rd party on the way to your base
    • Made some adjustments to prevent passing bandit squads from constantly assaulting your town, though it still should happen often, it shouldn't be so relentless now. Need your feedback for further adjustments.
    • Added a rain collector building
    • You can no longer attempt to pick locks that are beyond your skill level (if it's less than 5% success chance
    • Lowered the lock lvl of ancient safes to compensate for the lockpick limits. Regular safes are still the same though
    • Attack can now be shift-clicked to make a permanent-job, which basically puts the character into an "attack enemies on sight" mode
    • Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
    • Wall termites- A check to see if you've sealed up your town with walls and no gates, it will destroy some of your walls (to prevent a lot of bugs that would happen, and because it's cheating)
    • Added extra attack slots to large creatures so they can be hit by more attackers at once
    • Tweaked the AI senses, you should be able to fight large outpost towers 1 floor at a time, more or less, instead of being mobbed by the whole tower
    • NPCs relying on dialog events to attack you are now more alert because they can be triggered by sound
    • Rebalanced AI vision ranges. If the NPC is in the light and you are standing in darkness, he can't see you. If he's in the darkness and you're in the light, you can be seen a mile away. If you are both in the darkness you can be seen, but only if you are kind of close.
    • You can now use the beds in ruins and bandit hideouts
  • ECONOMIC BALANCE
    • Weapons and armour are now almost quarter of the price. I think they were so expensive I never bought anything, just looted and stole, missing out on the joys of shopping.
    • Beefed up Armour King's security, because you guys shouldn't steal from him, the best armourer in the world, you should experience the joys of shopping.
    • Gear loot sell price penalty reduced a little to compensate for the cheaper prices
    • As a result of all the above, crafting gear is not so insanely profitable and riches are generally harder to come by
    • Animal skin is worth 8x more money, and makes 4x more leather. Hemp worth 2x more.
    • The prices of food have gone up 10% (because of Brexit)
    • Shops close 2hrs later
    • Stopped nearby towns having vastly different trade markups, trade profit margins are more distance based
    • Improved the shops available in the great desert area
    • Armour blueprints 50% more expensive
    • Chainmail sheets are less profitable
    • Beak Thing nests have more eggs, raiding them should be a profitable adventure
Kenshi - Koomatzu
Update 0.98.10 is out now on Experimental branch! 0.97.6 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release.

0.98.1
  • Fixed the tent blueprints not unlocking
  • You now get a small amount of dexterity XP from reloading
  • Fixed some of the bad automatic inventory icons
  • Fixed AI bug when trying to fight with a broken right arm

0.98.2
  • Tweaked crossbow crafting costs
  • Added storages for crossbow parts and ammo
FIXES
  • Fixed the blank inventory icons
  • Fixed the UC guards killing all the Thieves and Tech Hunter shop owners, resulting in empty shops
  • Fixed the armor & clothing craft benches not working
  • Fixed a crash on startup for AMD cards (possibly... we don't have any AMD cards to try it on)
  • Fixed some mods crashing the game
  • Fixed a bug causing everyone in bandit squads to have crossbows, instead of a small percentage
  • Fixed construction set translation mode skipping character names

0.98.3
  • Fixed the Ammobox that I threw together too fast
  • Fixed an AI bug with the sitting when idle
  • Prevented idle sitting when in hold position mode
  • Fixed robot limb health clamping to 100 when loading a game
  • Fixed the slavers "gathering slaves for shipping" AI
  • Portugese translation complete

0.98.4
  • Should fix issue some were having with AI not doing production jobs
  • Fixed robot limb health clamping to 100 when loading a game
  • fixed being unable to dismantle camping stuff when built indoors
  • Fixed another AI bug with the sitting when idle going into other peoples buildings and triggering out of home town
  • Fixed GUI having excess line spaces at larger text sizes
  • Possible fix for a crash when selecting Garru
  • Fixed crash when finishing crossbow crafting
  • Stopped pet dogs from eating corpses (they just eat limbs now)
  • Removed accidental mods

0.98.5
  • Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though.
  • Potential fix for the clothing display bug on AMD cards
  • Fix for shop keepers going missing
  • Fixed crash picking up corpses
  • Fixed a bug with town gates not getting opened
  • Fixed holy nation slavers constantly re-dressing slaves
  • NPCs are less aggressive about healing KO'ed neutrals, they won't bash down your gates to heal your enemies for example
  • Fixed crash in crafting list window

0.98.6
  • Fixed bodyguard-type NPCs having x-ray vision and running off attacking every enemy in the area
  • Fixed public beds being free to use
  • Fixed the ammobox being really tiny
  • Stopped characters under "hold position" mode running to open doors in combat

0.98.7
  • Characters now get covered in blood
  • Animals stats are now reduced to 25% when you buy one. This is because animals grew into high stats by default, so they were overpowered because those high stats weren't earned through combat, just time. Now they have to be trained up like everybody else. This doesn't apply to strength and dex, so they still get big and strong naturally without training, just the skills need to be trained.
  • Adult player dogs no longer play with limbs, though they still collect limbs and carry them around a bit, they eat them quickly and don't run off. Adult wild dogs still run off with limbs.
  • it now takes about 20 seconds for a bandit to butcher your pet dog, so you have a chance to stop him
  • Characters won't sit around idle if they are selected
  • Being in HOLD mode while sneaking no longer ruins your sneaking
  • Fixed "use turret" orders not working when too far away
  • Changed the ranged combat target selection function to be more flexible, let me know if things improve or not with target selection
  • Fixed a miscalculation in the strength XP gain rate for encumbered martial arts combat. It was like 10x too high, now it's the same rates as using a heavy weapon.
  • Fixed the FCS character random weapon selection
  • Possible missing wordswap fix
  • AI improvements for town guards roaming too far from town
  • Possible AI fix to help stop Shark getting wiped out by spiders

0.98.8
  • Added some improvements to prevent campaigns blaming you when they are defeated by a 3rd party on the way to your base
  • Made some adjustments to prevent passing bandit squads from constantly assaulting your town, though it still should happen often, it shouldn't be so relentless now. Need your feedback for further adjustments.
  • Archers won't shoot at people playing dead
  • Fixed animals not aging to 100%
  • Fixed animals eating a limb and getting so much nutrition they don't need to eat for months
  • Fixed adult dogs not fetching severed limbs
  • Characters can no longer eat more than 50nu of food in one go
 
0.98.9
  • Added a rain collector building
  • Pet dogs prioritise combat actions over playing with severed limbs once they reach about 30-40% of fully grown
  • Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
  • If you build a furnace and set someone to work at it they will pick up all the severed limbs lying around and dispose of them
  • Bodyguard orders are now always counted as a permanent job
  • Stopped the fogmen swarming Mongrel to eat its prisoners
  • Fixed right-click order to designate target when shooting from a turret
  • Items dropped when dismantling buildings don't get put in invalid places
  • Fixed used up items not dissapearing from backpacks
  • Stopped buyback of stolen goods triggering fencing check if allied with the faction you stole it from
  • Fixed portraits for characters with crouched idle stance
  • Fixed robot characters being hungry when using rock bottom start
 
0.98.10
  • Robot limbs now store their HP and damages. They wont give you a damaged leg when you first equip one, or do confusing stuff when un-equipping.


βアップデート -
Japanese patchnote translation, with huge thanks to player Trantez.

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you ;)
Kenshi - Koomatzu
Update 0.98.10 is out now on Experimental branch! 0.97.6 remains on the main stable branch. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs, instability and unfinished content – for the best experience we recommend waiting for stable release.

0.98.1
  • Fixed the tent blueprints not unlocking
  • You now get a small amount of dexterity XP from reloading
  • Fixed some of the bad automatic inventory icons
  • Fixed AI bug when trying to fight with a broken right arm

0.98.2
  • Tweaked crossbow crafting costs
  • Added storages for crossbow parts and ammo
FIXES
  • Fixed the blank inventory icons
  • Fixed the UC guards killing all the Thieves and Tech Hunter shop owners, resulting in empty shops
  • Fixed the armor & clothing craft benches not working
  • Fixed a crash on startup for AMD cards (possibly... we don't have any AMD cards to try it on)
  • Fixed some mods crashing the game
  • Fixed a bug causing everyone in bandit squads to have crossbows, instead of a small percentage
  • Fixed construction set translation mode skipping character names

0.98.3
  • Fixed the Ammobox that I threw together too fast
  • Fixed an AI bug with the sitting when idle
  • Prevented idle sitting when in hold position mode
  • Fixed robot limb health clamping to 100 when loading a game
  • Fixed the slavers "gathering slaves for shipping" AI
  • Portugese translation complete

0.98.4
  • Should fix issue some were having with AI not doing production jobs
  • Fixed robot limb health clamping to 100 when loading a game
  • fixed being unable to dismantle camping stuff when built indoors
  • Fixed another AI bug with the sitting when idle going into other peoples buildings and triggering out of home town
  • Fixed GUI having excess line spaces at larger text sizes
  • Possible fix for a crash when selecting Garru
  • Fixed crash when finishing crossbow crafting
  • Stopped pet dogs from eating corpses (they just eat limbs now)
  • Removed accidental mods

0.98.5
  • Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though.
  • Potential fix for the clothing display bug on AMD cards
  • Fix for shop keepers going missing
  • Fixed crash picking up corpses
  • Fixed a bug with town gates not getting opened
  • Fixed holy nation slavers constantly re-dressing slaves
  • NPCs are less aggressive about healing KO'ed neutrals, they won't bash down your gates to heal your enemies for example
  • Fixed crash in crafting list window

0.98.6
  • Fixed bodyguard-type NPCs having x-ray vision and running off attacking every enemy in the area
  • Fixed public beds being free to use
  • Fixed the ammobox being really tiny
  • Stopped characters under "hold position" mode running to open doors in combat

0.98.7
  • Characters now get covered in blood
  • Animals stats are now reduced to 25% when you buy one. This is because animals grew into high stats by default, so they were overpowered because those high stats weren't earned through combat, just time. Now they have to be trained up like everybody else. This doesn't apply to strength and dex, so they still get big and strong naturally without training, just the skills need to be trained.
  • Adult player dogs no longer play with limbs, though they still collect limbs and carry them around a bit, they eat them quickly and don't run off. Adult wild dogs still run off with limbs.
  • it now takes about 20 seconds for a bandit to butcher your pet dog, so you have a chance to stop him
  • Characters won't sit around idle if they are selected
  • Being in HOLD mode while sneaking no longer ruins your sneaking
  • Fixed "use turret" orders not working when too far away
  • Changed the ranged combat target selection function to be more flexible, let me know if things improve or not with target selection
  • Fixed a miscalculation in the strength XP gain rate for encumbered martial arts combat. It was like 10x too high, now it's the same rates as using a heavy weapon.
  • Fixed the FCS character random weapon selection
  • Possible missing wordswap fix
  • AI improvements for town guards roaming too far from town
  • Possible AI fix to help stop Shark getting wiped out by spiders

0.98.8
  • Added some improvements to prevent campaigns blaming you when they are defeated by a 3rd party on the way to your base
  • Made some adjustments to prevent passing bandit squads from constantly assaulting your town, though it still should happen often, it shouldn't be so relentless now. Need your feedback for further adjustments.
  • Archers won't shoot at people playing dead
  • Fixed animals not aging to 100%
  • Fixed animals eating a limb and getting so much nutrition they don't need to eat for months
  • Fixed adult dogs not fetching severed limbs
  • Characters can no longer eat more than 50nu of food in one go
 
0.98.9
  • Added a rain collector building
  • Pet dogs prioritise combat actions over playing with severed limbs once they reach about 30-40% of fully grown
  • Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
  • If you build a furnace and set someone to work at it they will pick up all the severed limbs lying around and dispose of them
  • Bodyguard orders are now always counted as a permanent job
  • Stopped the fogmen swarming Mongrel to eat its prisoners
  • Fixed right-click order to designate target when shooting from a turret
  • Items dropped when dismantling buildings don't get put in invalid places
  • Fixed used up items not dissapearing from backpacks
  • Stopped buyback of stolen goods triggering fencing check if allied with the faction you stole it from
  • Fixed portraits for characters with crouched idle stance
  • Fixed robot characters being hungry when using rock bottom start
 
0.98.10
  • Robot limbs now store their HP and damages. They wont give you a damaged leg when you first equip one, or do confusing stuff when un-equipping.


βアップデート -
Japanese patchnote translation, with huge thanks to player Trantez.

Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you ;)
...