Jul 21, 2015
Kenshi - Koomatzu
We are still trying to track down the problem with squads/characters vanishing off the map or into the void, often when you load a game. We've added more debug information now, so if you load up your savegame and find that it's missing anyone, either send us the save or just the file called "save.log" that you should find in your save folder. This save.log file only appears if something bad was detected, so if you see it, send it in!

0.74.31
  • More debug logging information added to track down the teleportation bug
  • Stability fixes
  • Slavers shouldn't capture police and soldiers anymore.
  • Slave shops added to major towns. Still a WIP.
0.74.30
  • AI fix for engineers, they were picking the furthest instead of the closest target
  • AI fix for wandering traders
  • Possible AI fix for move orders getting cancelled
  • Fixed the police chief bounty hunting dialogue
  • Some fixes for wall upgrading
  • Fix for spawning under floor in some buildings
  • Fixed equip/drop item bug
  • Fixed the crazy "man standing on my head" ragdoll bug when you save a game while carrying someone
  • other small fixes
0.74.30 is currently the stable build. 0.74.31 is in the experimental branch.
Jul 21, 2015
Kenshi - Koomatzu
We are still trying to track down the problem with squads/characters vanishing off the map or into the void, often when you load a game. We've added more debug information now, so if you load up your savegame and find that it's missing anyone, either send us the save or just the file called "save.log" that you should find in your save folder. This save.log file only appears if something bad was detected, so if you see it, send it in!

0.74.31
  • More debug logging information added to track down the teleportation bug
  • Stability fixes
  • Slavers shouldn't capture police and soldiers anymore.
  • Slave shops added to major towns. Still a WIP.
0.74.30
  • AI fix for engineers, they were picking the furthest instead of the closest target
  • AI fix for wandering traders
  • Possible AI fix for move orders getting cancelled
  • Fixed the police chief bounty hunting dialogue
  • Some fixes for wall upgrading
  • Fix for spawning under floor in some buildings
  • Fixed equip/drop item bug
  • Fixed the crazy "man standing on my head" ragdoll bug when you save a game while carrying someone
  • other small fixes
0.74.30 is currently the stable build. 0.74.31 is in the experimental branch.
Kenshi - Koomatzu
Feature-wise, progress for Kenshi has been trickling along slowly this past month or two, however we now finally have some screens of what our artists have been working on while the programmers fix bugs:




^ Another new creature, a giant frog from the swamplands area of the new world map, all modeled up but still in need of animating. Note that Swamp Frogs aren't yet released in game.





^ More mystery ruins for the New Lands





^ Scaffolds of a mining town on the border of the Tar Sands. (Eventually there will be buildings on the flat tops with bridges connecting the flat-topped islands of rock/ small settlements. The tarry canyon bottoms will be fog-filled, unconnected from the tops and poisonous. So far, this is all procedural)


And in our latest experimental update, Chris recently added the small feature of Mercenary Shops. You'll now be able to hire temporary mercs to defend your base - these are currently only in the Experimental build and you'll need to import to a new game for them to appear.


Changelogs
Now for the latest stability patches from over the last week. Remember to import to a new game with new updates:

0.74.25
  • Possible fix for characters vanishing into the void
  • Fixes for the auto-jobs AI getting stuck. If it still happens in any situations I will need someone to send me a savegame for it.
  • Improvement to the "reset positions" import function that will recover missing squads
  • Fix for when engineers stand idle as a result of an unreachable building
  • A fix for the prospecting window
  • A few more small things and stability fixes
  • Fix for 32-bit mode not running
0.74.26 (Stable version)
  • Walls now don't affect pathfinding until they are 20% built
  • Another possible fix for characters vanishing into the void
  • Some more auto-job AI fixes
  • Re-enabled civilian NPCs
  • More stability
  • Fixed characters running on the spot when the navmesh updates
0.74.27
  • AI fixes for the slave camp
  • Another fix for "reset positions" not recovering all squads
  • Fix for character movement overshooting the destination
  • More small fixes for movement and AI
  • Lights don't work until you finish building them
0.74.28
  • 2nd AI fix for movement overshooting the destination
  • Bugfix that was causing increased loading times at startup
  • Small combat animation fix
  • Dogs are less bitey, have more time between attacks
0.74.29 (Experimental opt-in version)
  • Added a mercenary guild that can be hired to guard your base. Need to import a new game to see their shops appear in towns
  • Fixed the "Day" always being 1 in some cases
  • A fix for getting stuck in doors
  • More stability improvements
 

Please keep sending in your crash dumps and bug reports, it's been a massive help so far, thank you to everyone!

CURRENT STATUS:
Updates will continue to focus on bug-fixing and stability for the near future, my goal is to get a reasonably stable version released before we carry on with major features.
For this period Steam updates will be frequent- every day or two-, and the "Stable" and "Experimental" versions of the game will be similar. Once a stable build is achieved I will release a new standalone installer for the non-Steam folks. Most of our work will depend on the awesome players who send in crashDump files and buggy save games.
Kenshi - Koomatzu
Feature-wise, progress for Kenshi has been trickling along slowly this past month or two, however we now finally have some screens of what our artists have been working on while the programmers fix bugs:




^ Another new creature, a giant frog from the swamplands area of the new world map, all modeled up but still in need of animating. Note that Swamp Frogs aren't yet released in game.





^ More mystery ruins for the New Lands





^ Scaffolds of a mining town on the border of the Tar Sands. (Eventually there will be buildings on the flat tops with bridges connecting the flat-topped islands of rock/ small settlements. The tarry canyon bottoms will be fog-filled, unconnected from the tops and poisonous. So far, this is all procedural)


And in our latest experimental update, Chris recently added the small feature of Mercenary Shops. You'll now be able to hire temporary mercs to defend your base - these are currently only in the Experimental build and you'll need to import to a new game for them to appear.


Changelogs
Now for the latest stability patches from over the last week. Remember to import to a new game with new updates:

0.74.25
  • Possible fix for characters vanishing into the void
  • Fixes for the auto-jobs AI getting stuck. If it still happens in any situations I will need someone to send me a savegame for it.
  • Improvement to the "reset positions" import function that will recover missing squads
  • Fix for when engineers stand idle as a result of an unreachable building
  • A fix for the prospecting window
  • A few more small things and stability fixes
  • Fix for 32-bit mode not running
0.74.26 (Stable version)
  • Walls now don't affect pathfinding until they are 20% built
  • Another possible fix for characters vanishing into the void
  • Some more auto-job AI fixes
  • Re-enabled civilian NPCs
  • More stability
  • Fixed characters running on the spot when the navmesh updates
0.74.27
  • AI fixes for the slave camp
  • Another fix for "reset positions" not recovering all squads
  • Fix for character movement overshooting the destination
  • More small fixes for movement and AI
  • Lights don't work until you finish building them
0.74.28
  • 2nd AI fix for movement overshooting the destination
  • Bugfix that was causing increased loading times at startup
  • Small combat animation fix
  • Dogs are less bitey, have more time between attacks
0.74.29 (Experimental opt-in version)
  • Added a mercenary guild that can be hired to guard your base. Need to import a new game to see their shops appear in towns
  • Fixed the "Day" always being 1 in some cases
  • A fix for getting stuck in doors
  • More stability improvements
 

Please keep sending in your crash dumps and bug reports, it's been a massive help so far, thank you to everyone!

CURRENT STATUS:
Updates will continue to focus on bug-fixing and stability for the near future, my goal is to get a reasonably stable version released before we carry on with major features.
For this period Steam updates will be frequent- every day or two-, and the "Stable" and "Experimental" versions of the game will be similar. Once a stable build is achieved I will release a new standalone installer for the non-Steam folks. Most of our work will depend on the awesome players who send in crashDump files and buggy save games.
Jul 14, 2015
Kenshi - Koomatzu
Apologies for the delayed announcement, here are our latest patch notes for the previous two updates. Currently available in the stable branch.

0.74.23
  • Fixed the bug where characters could still "see" their squadmates from miles away and would run across the map to help them
  • Fixed re-captured slaves going back to escaped slave status
  • Fixed the "chase" mode order, so characters shouldn't run off so much, but it's not been tested much yet
  • Bandits won't get so obsessed with picking up dropped items they cant get to
  • a possible fix for characters getting teleported outside of the known world
  • fixed the wandering trader AI doing nothing
  • Fixed turrets doing 1 damage again. Naughty turrets.
  • Fixed the dismantle all button on walls
  • Fixed wall placement snapping to position the wrong way around
  • Fixed character AI preferring melee to using turrets
  • Lots of AI bugfixes relating to fighting with turrets, and attacking gates (WIP)

0.74.24
  • Fixed creature nests not spawning anything
  • Fixed the suicidal follow AI behavior
  • Fixed breaking shackles with brute strength
  • Fix for the player outpost renaming
  • Stability fixes
Jul 14, 2015
Kenshi - Koomatzu
Apologies for the delayed announcement, here are our latest patch notes for the previous two updates. Currently available in the stable branch.

0.74.23
  • Fixed the bug where characters could still "see" their squadmates from miles away and would run across the map to help them
  • Fixed re-captured slaves going back to escaped slave status
  • Fixed the "chase" mode order, so characters shouldn't run off so much, but it's not been tested much yet
  • Bandits won't get so obsessed with picking up dropped items they cant get to
  • a possible fix for characters getting teleported outside of the known world
  • fixed the wandering trader AI doing nothing
  • Fixed turrets doing 1 damage again. Naughty turrets.
  • Fixed the dismantle all button on walls
  • Fixed wall placement snapping to position the wrong way around
  • Fixed character AI preferring melee to using turrets
  • Lots of AI bugfixes relating to fighting with turrets, and attacking gates (WIP)

0.74.24
  • Fixed creature nests not spawning anything
  • Fixed the suicidal follow AI behavior
  • Fixed breaking shackles with brute strength
  • Fix for the player outpost renaming
  • Stability fixes
Kenshi - Koomatzu
Here are the changelogs for the minor patches we've released over the last few days. As of now, 0.74.21 is in stable branch and 0.74.22 is in the experimental (read how to opt in to experimental here).

Remember to import your game when playing a new update.

0.74.17
  • Possible fix for random situations where characters dont move
  • Toned down the strength and number of the dog packs
  • Fixed recruitment (and other dialog) "sorry i cant afford it" bug
  • More fixing for player characters not loading if you load a game and they are far away
  • There was a bug where excessive numbers of squads were being saved, causing bloated savegames
  • Fixed a potential load crash
0.74.18
  • Just stability fixes
0.74.19
  • Player characters can see better now, won't ignore things so much
  • A fix for potential problems with navmesh backwards compatability in previous saves
0.74.20

There seems to be a lot of bug reports lately of the game crashing when loading certain savegames. These are NOT caused by corrupted savegames, but are crashes from loading certain stuff. If you experience this, send us your savegame, we will fix the bug and your savegame will work again after the next update.
  • Fix for randomly broken combat movement
  • Fix for some of the loadgame crashes
0.74.21

Some savegame "corruptions" it turns out are caused by not importing your savegame after update 0.74.14. Import if you have problems, report the bug if you still have problems.
  • If you have a savegame with a missing squad or characters vanishing "into the void" then loading your game with "reset squad positions" will now recover everyone. We are currently tracking down the root cause of this bug.
  • Crashfix for certain situation deleting interiors
  • Fixed a small typo in the perception system that made everybody not see other neutral NPCs
  • Added audio to the perception system (work in progress)
0.74.22
  • Fixes for wall placement
  • Fixed 2 movement AI bugs making slavers and possibly town NPCs idle around some times
  • Stability fixes
  • Updated the prospecting GUI window
Kenshi - Koomatzu
Here are the changelogs for the minor patches we've released over the last few days. As of now, 0.74.21 is in stable branch and 0.74.22 is in the experimental (read how to opt in to experimental here).

Remember to import your game when playing a new update.

0.74.17
  • Possible fix for random situations where characters dont move
  • Toned down the strength and number of the dog packs
  • Fixed recruitment (and other dialog) "sorry i cant afford it" bug
  • More fixing for player characters not loading if you load a game and they are far away
  • There was a bug where excessive numbers of squads were being saved, causing bloated savegames
  • Fixed a potential load crash
0.74.18
  • Just stability fixes
0.74.19
  • Player characters can see better now, won't ignore things so much
  • A fix for potential problems with navmesh backwards compatability in previous saves
0.74.20

There seems to be a lot of bug reports lately of the game crashing when loading certain savegames. These are NOT caused by corrupted savegames, but are crashes from loading certain stuff. If you experience this, send us your savegame, we will fix the bug and your savegame will work again after the next update.
  • Fix for randomly broken combat movement
  • Fix for some of the loadgame crashes
0.74.21

Some savegame "corruptions" it turns out are caused by not importing your savegame after update 0.74.14. Import if you have problems, report the bug if you still have problems.
  • If you have a savegame with a missing squad or characters vanishing "into the void" then loading your game with "reset squad positions" will now recover everyone. We are currently tracking down the root cause of this bug.
  • Crashfix for certain situation deleting interiors
  • Fixed a small typo in the perception system that made everybody not see other neutral NPCs
  • Added audio to the perception system (work in progress)
0.74.22
  • Fixes for wall placement
  • Fixed 2 movement AI bugs making slavers and possibly town NPCs idle around some times
  • Stability fixes
  • Updated the prospecting GUI window
Jul 2, 2015
Kenshi - Koomatzu
Now updated to the stable branch:

0.74.17
  • Possible fix for random situations where characters dont move
  • Toned down the strength and number of the dog packs
  • Fixed recruitment (and other dialog) "sorry i cant afford it" bug
  • More fixing for player characters not loading if you load a game and they are far away
  • There was a bug where excessive numbers of squads were being saved, causing bloated savegames
  • Fixed a potential load crash
Jul 2, 2015
Kenshi - Koomatzu
Now updated to the stable branch:

0.74.17
  • Possible fix for random situations where characters dont move
  • Toned down the strength and number of the dog packs
  • Fixed recruitment (and other dialog) "sorry i cant afford it" bug
  • More fixing for player characters not loading if you load a game and they are far away
  • There was a bug where excessive numbers of squads were being saved, causing bloated savegames
  • Fixed a potential load crash
...