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.
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.
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.
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.
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
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