Kenshi - Koomatzu
Update 1.0.13 is out now on the Experimental 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

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

1.0.13
  • Small AI performance optimisation, prevents cases where your frame rate could get destroyed if you were running a huge base with 100's of machines.
  • Fixed crash if character name uses missing wordswap
  • Also only show one error message per missing wordswap
  • Fixed game not exiting after failing to save.
  • Back thread save icon not stuck on when failing to save
  • Fixed platoons not saving if faction name contains *
  • TRANSLATION
    • French and Russian corrections
Jan 11, 2019
Kenshi - Koomatzu
Patch notes for yesterday's 1.0.10 release.

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

1.0.1
  • French missing data updated
1.0.2
  • Fixed again that pesky bridge in Rebirth
  • A fix for the AI constantly alternating between self preservation and another task
  • Announcement dialogs shouldn't get repeated, but if they do it won't keep snapping the camera to the location anymore, only once per raid
  • A fix for characters in crowds sometimes getting pushed through walls
  • Buildings town reassigned when new player outpost created (for walls). If you built your town walls before anything else they would be assigned the wrong town and the AI builders would ignore them.
  • TRANSLATIONS
    • Spanish tweaks
    • French update
1.0.3
  • A small number of people are getting an unexplained random crash, this is an experiment to see if something we did fixes it
  • A bug sometimes gives player buildings the wrong town, not sure how but sypmtoms of this will be the AI not getting food or items or building things. With this update you should be able to fix any broken towns by importing.
1.0.4
  • Fixed being able to reorder research to skip prequisites
  • Fixed multi-line datapanel text overlapping
  • AI fix where a crippled character with un-healable legs would still keep trying to heal them
  • Fixed some bugs with corpse disposal AI
  • Slaves can no longer claim bounties on other slaves in a slave camp
  • Fixed an AI bug in Okran's Shield where prisoners were all getting piled up by a be
  • TRANSLATIONS
    • Japanese, french, german, portugese, spanish missing data updated
1.0.5
  • Combat spark effects added
  • "Entered new biome" notification sound
  • Fixed a crash that could be caused by a bad mod
1.0.6
  • Truncated research data panel lines if name is too long
  • AI fallback for bad nest locations
  • Fixed game crashing if install path has non-ascii character
  • TRANSLATIONS
    • Changed the launcher saying spanish was incomplete, because it's not, it's finished
    • Spanish tweaks for some stat names being too long to fit on their GUI lines
1.0.7
  • Fixed the City Hero gang waiting for you by the wrong gate in Heng.
  • If you defend yourself from the City Heroes or similar bandits you should no longer get attacked by the guards
  • Fixed carpets disappearing from your buildings on re-load
  • 2 crash fixes, one caused by re-ordering the research list
1.0.8
  • A fix that should solve the problem of buildings and walls sometimes getting assigned to the wrong town, which led to bugs like characters not getting food or not building things
  • Nests can no longer spawn in inaccessible locations
  • More NPC AI fallback for bad nest locations
  • The point at which your health causes you to go into a coma, based on toughness, is now moddable in the FCS: ["max toughness ko point"[/*]
  • TRANSLATIONS
    • German update
1.0.9
  • Lots of AI fixes for police, so they shouldn't now forget to heal or release any prisoners
  • Fixed animation modding crash
  • Fixed gamedata modIndex value for modded animation load orde
  • TRANSLATIONS
    • Japanese update
1.0.10
  • Font scaling should be improved, increasing font size should no longer over-increase the line spacing
  • The font scaling slider in the options should no longer crash
  • Fixed animals sometimes replying to human speech
  • Fixed the bridge in Rebirth (again)
  • Doors use name of parent building in context menu
  • AI fix for inacessible walled off towns with an internal gate
Kenshi - contact@rockpapershotgun.com (Brendan Caldwell)

We ask the tough questions here at RPS. We re like Jeremy Paxman but in a very long bear costume. We once asked 15 developers what they d do if they were stuck in a room with a clone of themselves. This is important stuff.

Today, we ask another question: What would you gift the games industry for the holidays? We put this query to a bunch of game artists, writers and designers to see how charitable they were feeling. Today, you get to open these presents. Happy holidays!

(more…)

Kenshi - contact@rockpapershotgun.com (Alex Wiltshire)

You re not the hero in Kenshi. You re not the chosen one. There s nothing out there for you to save – other than your own skin. You re just another inhabitant of a huge open world that doesn t care about you. That s its magic, and it takes design to create a world so exquisitely uncaring.

Merry Christmas, everybody!

(more…)

Dec 11, 2018
Kenshi - contact@rockpapershotgun.com (Alec Meer)

I could, I suspect, dash myself against Kenshi‘s wind-bleached rocks for a full year and still feel ill-qualified to pass judgement upon it. You might as well ask me to review atmospheric pressure, or continental drift.

Kenshi is everything. Kenshi is nothing. Kenshi just is>.

(more…)

Dec 6, 2018
Kenshi - Koomatzu
Kenshi version 1.0 is now out!

After 12 years of working alone, working as a six man team, shrinking back to a four man team, and suffering the dreaded year-long pathfinding update disaster of ‘15... we kept going til the end and we finally hit version 1.0.

https://youtu.be/nN3BXvRGjBo

We want to thank all of our players who have spread the word, supported us along the way and never given up on us during our long development. And of course we want to give a special thank you to all of our moderators (Shidan, Hatsune and Lumi) and contributors (Gauthier, Vlad, Yuri, Yayoi, YangFu, Egoisto.j.k, Tanishi, Urakata and many more!) who have given us their time and help to make Kenshi as good as it can be.

We will still be supporting Kenshi so if you do come across any technical issues we may have missed, just make a report in the bug forums and we’ll look into it asap.

Happy explorations :)
Nov 30, 2018
Kenshi - Koomatzu
Update 0.99.26 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

0.99.24
  • Artifact items quantity assigned to locations is directly proportional to town value rather than random (rewards more consistent) (optional: requires import to see changes)
  • AI fix for cases when a base had only one gate and the AI wouldn't go through
  • When other factions take over a Holy Nation town they break all the emperor statues
  • Fixed the city hero gangs not harassing players
  • Fixed EV_I_SEE_ALLY
  • Fixed indoor combat stat penalty
  • The non-violent food raids go home rather than hang around your food barrels for 4 hours
  • Fixed the Mongrel building in Black Scratch
  • Fixed loading screen when window resized
  • AI fix for guards that dont put the criminals in cages and just hold them while in shopkeeper mode
  • Untestable fix for "give up chase" dialog event triggering when people are just fighting and not even chasing
  • Road editor handles locked roads
0.99.25
  • Fix for raid campaigns repeating their announcement dialog instead of leaving/attacking
  • Floating damage numbers now include the cut-stun efficiency damage factor
  • TRANSLATION
    -Searching for text in FCS translation mode selects the line when dialog is opened
    -Japanese updated
0.99.26
  • AI shopping should now work, traders should buy stuff from your shop counters, NPCs will visit your town if it is set to public
  • Fix for characters being magically freed from cages after healing
  • Walls now twice as tough against smashing
  • Rare fix for AI getting stuck when pathing back home to a locked up base
  • Stopped captured NPCs disappearing on load when their town is destroyed
  • Prisoners who escape from cages will now bash their way out of locked doors instead of getting confused
  • TRANSLATIONS
    -Japanese rolled back due to errors, will update again soon
Nov 23, 2018
Kenshi - Koomatzu
Update 0.99.23 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

0.99.16
  • Fixed up the slaver AI for the reaver HQ, also passing reaver patrols can gather up more slaves from the cages
  • Slaves no longer protect allies if in obedient slave mode
  • Slaves now get totally balded, because it looks more slavey
  • When an ex-slave finally reaches not-slave status, his hair grows back
  • Fixed imprisoned characters being set as slaves if they were once a slave before, when they shouldn't be, eg in police cages
  • Fixed not being able to loot bodies while crawling
  • Fixed bar NPCs not healing themselves when wounded
  • Character stats window updates progress when open
0.99.17
  • Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
  • A crashfix
0.99.18
  • Fixes for the Slave escape AI
  • Fixed the western path to Worlds end
  • Fixed slavers taking player's prisoners
  • Fixed stealth KO on prisoners setting them free
  • Fixed stealth KO on prisoners providing massive easy XP harvesting
  • Fixed broken navmesh in Tower of abuse, infested lab and far east tech lab
  • Fixed a rare random crash in the engine code
  • Fix for Hive hut doorways sometimes getting blocked
0.99.19
  • Added in some missing armour/clothing crafts
  • Tweaked some bounty character's wanted factions
  • A general AI fix that might have seen them running off to far away buildings
  • Another fix for AI campaigns where they go home without raiding your base first
  • Fix to prevent gaining stealth xp from the person you are carrying
  • Prevented slavers from beating up obedient player slaves when another player in the same squad was getting beaten
  • Fixed a crash when you kidnap a unique NPC and return to their town or something i dunno but i fixed it
0.99.20
  • You can now use tools or brute strength to unlock any lock, door, cage or container. Good for treasure hunters, not so good for thieves. Now non-thief characters won't feel forced to learn lockpicking
  • Tools are more heavy and expensive than before
  • Tools are single use, they break after opening the lock
  • Using tools is really slow
  • Brute strength only really works with very very strong characters on weak locks (strength needed = 3 x lock hardness)
  • travel shops now sell tools
  • Severed limbs are now properly bloody
  • Fixed hive interiors not showing
  • Fixed bandits not looting food from containers
  • An AI fix for certain gate/wall configurations
  • A fix for AI attacking freed slaves that should be no longer hostile after freeing
  • Fixed the corrupted item icons on ATI cards
  • Slightly more fishmen
  • Slaver cages have better locks, ancient safes have slightly easier ones
  • Fix for campaign data that got some values mixed up, resulting in traders being "war leader" for example
  • Fixed the blurry item icons
  • Tweaked GUI line spacing to try to fix main stats panel on some resolutions
  • Fixed put-in-bed order overriding dismantle order if carrying someone
  • Added sfx to NPCs buying stuff
0.99.21
  • Fix for a suspected crash
0.99.22
  • Escaping from an evil faction cage, like cannibals, no longer tags you as an escaped prisoner
  • Fixed using strength or tools to break out of prisoner poles
  • Fixed tooltips not showing for the "committing crime" and "escaped prisoner" panels
  • Fixed name truncation on character portraits for multi-byte characters
  • Update to the roads to fix NPCs getting stuck with long-range travel
0.99.23
  • Terrain and navmesh updated, probably nothing noticeable, move along
Kenshi

Kenshi, which first appeared on Steam Early Access way back in 2013, is as a peculiar and ambitious RPG. It is, at times, an RTS, a squad management game, a trading RPG and several other things, depending on the life you decide to lead in the massive sandbox. It’s leaving Early Access on December 6, 12 years after work initially began. 

It reminds me a lot of one of the greatest sandboxes and one of the best RPGs on PC, Mount & Blade: Warband. It’s got that mixture of roleplay, strategy and management, and stumbling around in the dark, utterly clueless, is just as much fun. 

Wanting to take it for a spin before it was properly let out into the wilderness, I made a character who really encapsulated me, but if I was stuck in a post-apocalyptic wasteland. Meet Jim Dimly, a chubby, slightly cowardly wanderer.

Jim’s not got much going for him. In fact, all he has are a scruffy pair of trousers and a small amount of cash. Oh, and a stick. But what else does one need? I start out exploring a ruined town, but finding nothing worth pinching, I leave, heading towards a point of interest on my map. 

It’s a bar, but not just any bar! This bar, which doesn’t seem to have a name, also has a rather striking outdoor feature: a pile of bloody corpses.

The corpses, it turns out, are the victims of the bar’s bouncers; they’re all rather tough and well-armed. I spend my meagre funds on a giant barrel of water—I am in the desert, after all—and a crap crossbow. When I’m leaving, however, I wander right into a massive pack of bandits. They want my food, but I don’t have any, so I can only assume they plan on eating me. I run back to the bouncers and the pile of corpses gets bigger. 

As I wander off into the vast sandy void, my mind returns to the bandits. Wouldn’t it be nice, I think to myself, if I had some friends to explore with, instead of going it alone. I started again. Kenshi lets you pick from a multitude of starts, ranging in difficulty and what you’ll be doing. You can, for instance, start out as a well-prepared group protecting a base, turning it into more of an RTS. I opted for a simple group of penniless travellers.

The Rust Boys are a band of junk robots and their mate, a small human called Bland. I could have also included muscular ants and a weird purple monsters. The future’s a wild place. We start in the ruined town again but this time ignore the bar and head straight to the nearest city, narrowly avoiding some nasty looking predators on the way. We’ve got no money or resources, so hopefully the town will have some work for us. The dream is to eventually build a lovely wee community where everyone, human, robot, ant and whatever those purple dudes are, can live happily alongside one another. 

The town’s guards attack us immediately. 

Unfortunately, the town belongs to religious group that despises robots. I couldn’t have picked a worse place to visit. After a brief battle, everyone is unconscious. All the robots are just left to rust where they fall, but Bland, our human friend, is put in jail. They like him more. We’re not dead, though! Given enough time, the whole squad can reboot. Every time the guards see movement, however, they attack again. It’s going to be up to Bland to save the day. Once he’s finished his sentence, anyway. 

I have no idea how I’m going to get out of my predicament, or if it’s going to be possible for Bland to somehow mount a rescue, but I’m very much looking forward to finding out. 

Kenshi - Koomatzu
Final Release...

Lo-Fi Games is pleased to announce, after a long total of 12 years in development from the moment Chris first created it… Kenshi will reach full release 1.0 on December 6th 2018!

We want to thanks all of our fans from all around the world for their help in supporting us over the years, being patient with us, helping to refine Kenshi with feedback, bug reports, suggestions, and simply enjoying playing Kenshi and boosting us to create something huge.

The finish line is close, now is the last chance to make your voice heard to really help us make Kenshi the best we possibly can. We aren’t taking feature requests anymore and we won’t be adding in any more gameplay features but we’ll be focusing on fixing the last of the bugs and irregularities. Reporting any odd gameplay issues, bugs or imbalances will be massively valuable to us in these next few weeks. No matter how small you think an issue is, or whether you think it’s already been reported, send it in to us anyway!

And don’t worry, even after the 1.0 release we will continue to support the game and work on any fixes we might have missed.

You can share your feedback with us via the Steam forums or our official forums.

*Please note that the price will be increasing from £12.99 to £22.99 at version 1.0.

https://www.youtube.com/watch?v=zP4zOTSx2s8&feature=youtu.be


Stable Branch Update
The main branch has also been updated to 0.99.15. Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Here's what's been added since 0.98.62...

0.99

The new map section is finally open! I won't detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.

FIXES
  • An AI fix that should stop characters running off for no reason sometimes
0.99.1
  • Added a few missing armour crafts
  • fixed 2 inaccessible towns (import game if not fixed)
  • fixed staff weapon reach
0.99.2
  • Added leather and chain shirts for the Hivers
  • Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
  • Added a new hat
FIXES
  • Fixed random camera jumps when tracking a character
  • Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the "murder detector" was too sensitive.
  • Fixed dead animals appearing in trader list
  • Fixed NUM+ keybind not saving
  • Few other small fixes and a crash fix
0.99.3
  • Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
    Engineer job doesn't automatically repair destroyed buildings
  • Japanese translation update
  • Portugese translation update
0.99.4
  • Added L/R mouse button swap option, for left-handed mousers
  • Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
  • Headgear can now have stealth bonuses, but not penalties
  • Fixed player towns sometimes becoming undiscovered on import
  • Fixed crash if mounted building doesn't exist
  • Fixed a crash in build mode
0.99.5
  • Update to the RTWSM shadow system, improves a lot of the shadow glitches
  • Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
  • Fixed a crash when trying to load corrupt save
  • A few pathfinder/movment fixes
  • Stopped having no shoes affecting 'looks like a slave' if you can't wear shoes
  • Fixed Tinfist not talking
  • Fixed unique prisoners not spawning (requires import)
  • Fixed an NPC duplication bug
  • Fixed slavers continually picking up and dropping targets that are 'staying low'
  • Fixed Anti-slaver ally bodyguard bug
  • Fixed King Gurgler's head value
  • Fixed endless dialogue with Crab Queen
  • Added Mourn barman dialogue
  • Fixed Shek pacifier not increasing relations after being paid
  • Fixed Esata leading a war campaign against player ally base
  • Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
  • Changed enemy faction relation penalties for certain alliances. This means you shouldn't get armies marching to your base simply for allying with a faction. Unless you've murdered their friends.
  • Balances to Holy Nation assault repetitions
  • Added Holy Flame to holy bar shop inventories
  • Additions to Boss Simion's dialogue. He now recognizes carried nobles
  • Adjusted Luquin's stats to avoid recruiting issues
  • Added armour trader to ally skin bandits (find them in the HQ)
  • Added dialogue for Yamdu, Tengu and Koin
  • Fixed Noble Ohta going missing after world state change
  • Changes to UC world states
  • Added extra ally UC campaigns
  • Added ally UC bodyguards
  • Savant can now give you a certain unnecessary machine blueprint
  • The Hub now sells crossbow bolts
    TRANSLATION
  • Japanese version fix for tooltips not displaying line breaks
  • Changed to a more readable font
0.99.6
  • If you named your faction "Spiders", your characters would randomly turn into spiders
  • Burning damage no longer affects robot limbs
  • Holy Citizen start now has a holy flame book and better relations. Also you can now buy "the holy flame" from traders in the holy nation
  • Added "harpoon limit" to the graphics options
  • Tweaked ancient science book distribution so it doesn't go mostly to the ashlands (needs import)
  • Fixed flickering buildings bug
  • Tweaked AI for inquisitors and nobles to stop them patrolling and getting lost
  • Fixed town allocation when starting your outpost by building walls
  • Fixed construction scaffold shadows for some building material modes
  • Fallback RTWSM shader if tessellation unsupported
  • Fixed __DEAD_SQUAD__ sometimes appearing on load
    TRANSLATION
  • French, German, Russian, Portugese added some missing wordswaps
0.99.7
  • Fixed some bars not being used by AI
  • Fixed a bug that would have randomly prevented dialog from triggering with repeat limits
  • Fixed some campaign chains getting broken due to duplicate triggers being disallowed
  • Fixed some campaigns not triggering if player base is nearby to a ruined town of that faction
  • Fixed a crash
0.99.8
  • Fixed hivers being able to wear human shirts
  • Fixed unique NPCs getting lost forever when disappearing in the wilds. Now they will turn up back home when they escape captivity etc. (import required to replace any missing unique NPCs)
  • Another bug fix that should stop NPC squads sometimes getting doubled
  • Fixed thief fence not refreshing money
  • Fixed NPCs getting stuck carrying characters
0.99.9
  • Hive princes can no longer eat foul meat, because they are too good for it. Also they now have 80 HP
  • Fixed characters randomly not eating
  • If you buy a normally-hostile type of slave or prisoner such as a bandit, he will no longer be attacked the moment he leaves his cage
  • Fixed the "grouped" movement speed orders affecting characters when they weren't part of the group, eg when someone goes off to operate a machine
  • Also fixed a crash
  • Fixed attributes in character stats window displaying incorrectly for animals
    FCS
  • Fixed search function not working properly in translation mode
0.99.10
  • Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
  • Fixed the slave AI in the holy mines
  • Gate guards are a bit stronger
  • Some of the more mild mannered factions should no longer bash your gates down just to casually get past
  • Increased number of simultaneous attack slots for some of the larger creatures
  • Added "training" category to the building options
  • Made final boss a bit harder
  • Added separate factions to Shark bar fights to avoid town civil war outbreaks
  • Fixed being unable to talk to Grey
  • Added dialogue to Bo
    TRANSLATION
  • Updated the base translation data, some dialogs were missed
  • Update to the FCS to fix some related translation problems
0.99.11
  • To help town guards from getting gradually worn down and killed off, leading to town depopulation, gate guard squads can now regenerate over time (as the town would have assigned new guards). Doesn't yet work if you are permanently resident in the town.
  • Fixed a bunch of crashes
0.99.12
  • Bandit squads used to "occupy" your town in spirit, even if they failed the assault, causing bugs and nuisances. Now they won't occupy the town if they are defeated first.
  • Fixed a bug with unique characters that join the player getting incorrect world states, which could trigger the wrong dialogs and war campaigns.
  • NPCs can no longer enslave, loot or butcher anyone while they themselves are playing dead
  • NPCs on turrets will now also shoot anything attacking their fellow residents, sometimes they wouldn't help if they were different factions
  • Fixed another random "not eating in town" bug
  • Shrieking bandit relations can now deteriorate, so they don't stay neutral forever
  • Lockpicking a slaves shackles now correctly counts as the crime of "slave freeing" rather than burglary
  • Removed player hauling job from general storage
  • Fixed carried characters disappearing when character edtor opened
  • Fixed beard colour on character model for some hairstyle combinations
  • Finished the ragdoll for the land bats
  • Fixed crash moving characters to squads that were saved empty
  • Items on buildings drop to the ground when the building is dismantled
0.99.13
  • Mouse buttons are now reconfigurable
  • More fixes to stop Shark town destroying itself
  • Fixed trade caravans going to some bandit hideouts and starting a fight
  • Fixed town reaction changes sometimes missing part of the town when the town covered multiple zones, so would keep some old residents
  • Kidnapping slaves now counts as "slave freeing" rather than kidnapping
  • Fixed inaccessible roof of the metal wall-house
0.99.14
  • Improved some aggro/law based stuff:
  • Neutral "Military" NPCs no longer have legal immunity unless they are from a town resident faction
  • The act of enslaving now counts as a crime, but only when it's in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
  • Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn't mean you can just attack them unprovoked though.
  • Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
  • Slaver caravans won't take slaves from cages in towns that aren't slavery friendly
  • Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
  • Anti-slavery factions will fight to free their allies from slavers if they see them get captured
  • Fixed some AI bugs where law enforcers wouldn't deliver their catches to cages and would get stuck in other tasks
  • Fixed a crash with NPC AI looting
  • GUI buttons no longer pressed on mouseup after drag-selecting
  • Added import Relations option to import game
0.99.15
  • Fixed missing import faction relations option
  • Added something to help prevent your bodyguard NPCs from attacking your allies if they are enemies
  • Tweaked the Forage AI to hopefully prevent butchering certain friendly animals like caravan mules
  • Town shek now react to player HN ally with 'Thug hunter' rather than attack
  • Fixed Reavers sending out Slave Traders to raid player base

...