So, it's been a while since our last dev blog, mainly because we've been working on bug fixes (hence the more frequent updates), and not-so-bloggable bits and pieces. But bug squashing aside we now have a few upcoming features to share. So, what are our plans coming up to release this year? Since Kenshi’s optimization and engine upgrades are in game and all finished, we’re now down to the last few to-do’s on our list: Localisation, Diplomacy and, of course, the last half of the map with all it’s shiny new content - no major new factions but plenty of new towns and dangerous lands to explore.
Translation
With thanks to Dominic Wirth, Yuri Nikolai, Vladimir Byzov (Aka Sol Lignum), Marie Libert and Paola Grana, we’re working on Portuguese, Russian, Spanish, German and French official translations. Given the potential 250,000 word count, however, don’t expect full localisation for six months from now at the very least.
New map
The desert is returning to us, people. Those who mourn the old map should be pleased to hear that a rather large chunk of the new area will be more ‘traditional’ in desert style. i.e. less rocky, more sandy.
And the rest of the map? Well, that’s for you to explore yourself, don’t get greedy now.
Diplomacy
This is the last big important feature coming to Kenshi. It's a little tricky to plan given that Kenshi lies somewhere between RTS and RPG in play style, so we’re going to need to work differently to most games. Typically in RTS games, you start off with some sort of world presence, putting you in a believable position for bartering with neighbours. This is the missing piece that we need in order to keep diplomacy interesting while also keeping some sort of realism to the world of Kenshi - why would a dominant world power, for instance, be interested in an alliance with some nameless chump armed with nothing but a rag loincloth and a rusty sword? Well, There are a few ways.
First off, we have player town level, a way for your character to build (literally) a presence in the world so that they might actually peak a diplomat’s interest, earn their place as a reputable power in the world. Secondly, we have wealth: depending on each faction (i.e. the greedier nations) this may include town taxation or simply buying your way into their black, dead corrupted hearts. Potentially, this may also include base visits where you can offer tribute or hand over prisoners. And, last but not least, our next main route to an alliance (if you're feeling particularly badass) is through kidnapping/murdering their most powerful enemies... Take any of these paths to impress a faction, and they should willingly make a formal pact with you - so long as you’re not sleeping with the enemy.
But! What in Narko’s hell happens to the Okranites, for example, if you take down the Holy Phoenix himself (blessed be his name)? This is where another complex web of reactions come into play. The paladins might retaliate and send a particularly angry assault to your base, whilst your United Cities allies might simultaneously send an army to defend you from that very attack - you’re a valuable and respected ally in their plans after all. And then what? What becomes of the holy plains? Do the downtrodden women of the nation start a violent man-hunt? Do the lands erupt into a colossal Narko-worshipping skeleton orgy? Or do the Okranites simply pick themselves up, brush themselves off, replace the Phoenix with his reborn child successor and continue burning she-devils and foreign heretics? That, my friends, you’ll have to find out for yourselves.
All of this, we plan to have ready in the FULL release of Kenshi, around third quarter of this year.
So, it's been a while since our last dev blog, mainly because we've been working on bug fixes (hence the more frequent updates), and not-so-bloggable bits and pieces. But bug squashing aside we now have a few upcoming features to share. So, what are our plans coming up to release this year? Since Kenshi’s optimization and engine upgrades are in game and all finished, we’re now down to the last few to-do’s on our list: Localisation, Diplomacy and, of course, the last half of the map with all it’s shiny new content - no major new factions but plenty of new towns and dangerous lands to explore.
Translation
With thanks to Dominic Wirth, Yuri Nikolai, Vladimir Byzov (Aka Sol Lignum), Marie Libert and Paola Grana, we’re working on Portuguese, Russian, Spanish, German and French official translations. Given the potential 250,000 word count, however, don’t expect full localisation for six months from now at the very least.
New map
The desert is returning to us, people. Those who mourn the old map should be pleased to hear that a rather large chunk of the new area will be more ‘traditional’ in desert style. i.e. less rocky, more sandy.
And the rest of the map? Well, that’s for you to explore yourself, don’t get greedy now.
Diplomacy
This is the last big important feature coming to Kenshi. It's a little tricky to plan given that Kenshi lies somewhere between RTS and RPG in play style, so we’re going to need to work differently to most games. Typically in RTS games, you start off with some sort of world presence, putting you in a believable position for bartering with neighbours. This is the missing piece that we need in order to keep diplomacy interesting while also keeping some sort of realism to the world of Kenshi - why would a dominant world power, for instance, be interested in an alliance with some nameless chump armed with nothing but a rag loincloth and a rusty sword? Well, There are a few ways.
First off, we have player town level, a way for your character to build (literally) a presence in the world so that they might actually peak a diplomat’s interest, earn their place as a reputable power in the world. Secondly, we have wealth: depending on each faction (i.e. the greedier nations) this may include town taxation or simply buying your way into their black, dead corrupted hearts. Potentially, this may also include base visits where you can offer tribute or hand over prisoners. And, last but not least, our next main route to an alliance (if you're feeling particularly badass) is through kidnapping/murdering their most powerful enemies... Take any of these paths to impress a faction, and they should willingly make a formal pact with you - so long as you’re not sleeping with the enemy.
But! What in Narko’s hell happens to the Okranites, for example, if you take down the Holy Phoenix himself (blessed be his name)? This is where another complex web of reactions come into play. The paladins might retaliate and send a particularly angry assault to your base, whilst your United Cities allies might simultaneously send an army to defend you from that very attack - you’re a valuable and respected ally in their plans after all. And then what? What becomes of the holy plains? Do the downtrodden women of the nation start a violent man-hunt? Do the lands erupt into a colossal Narko-worshipping skeleton orgy? Or do the Okranites simply pick themselves up, brush themselves off, replace the Phoenix with his reborn child successor and continue burning she-devils and foreign heretics? That, my friends, you’ll have to find out for yourselves.
All of this, we plan to have ready in the FULL release of Kenshi, around third quarter of this year.
This is on experimental only, to opt-in you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. 0.95.32 is the main stable version.
0.95.34
Fixed crash when using MEDIC button
Fixed unequippable backpacks
Stopped the "Help! I'm stuck" message (was supposed to be debug only, and animals were saying it)
0.95.33
Sandstorms now affect attack stats, especially turret skills
Gave a boost to the light value when calculating the stat penalty for working in darkness FIXES
Fixed acid rain not affecting characters
Fixed races with different max health (hivers) suffering injury penalties to stealth
Fixed holy mine slaves attacking you when you fight their masters
AI doesn't try to flee if it is trapped within a locked building or closed walls. They will resort to fighting instead, which will be good news if you are one of those weirdos that make slave battle arenas.
Fixed possible gui threading crash with picking up items with alt held
Fixed player town radius calculation (caused some AI bugs)
Big animals don't go indoors
Audio tweaks
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
This is on experimental only, to opt-in you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. 0.95.32 is the main stable version.
0.95.34
Fixed crash when using MEDIC button
Fixed unequippable backpacks
Stopped the "Help! I'm stuck" message (was supposed to be debug only, and animals were saying it)
0.95.33
Sandstorms now affect attack stats, especially turret skills
Gave a boost to the light value when calculating the stat penalty for working in darkness FIXES
Fixed acid rain not affecting characters
Fixed races with different max health (hivers) suffering injury penalties to stealth
Fixed holy mine slaves attacking you when you fight their masters
AI doesn't try to flee if it is trapped within a locked building or closed walls. They will resort to fighting instead, which will be good news if you are one of those weirdos that make slave battle arenas.
Fixed possible gui threading crash with picking up items with alt held
Fixed player town radius calculation (caused some AI bugs)
Big animals don't go indoors
Audio tweaks
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
Fixed importing .po files from google translator toolkit to the construction set
Remove town marker when all buildings dismantled
Fixed reset tutorials crash
Fixed crash in stolen goods tutorial
0.95.31
More stability fixes
Fixed faction relations not getting positive effects when joining eg Shinobi Thieves
Fixed initial light state for lights on roofs
Possible workaround for failing to detect video resolutions
0.95.30
A few minor stability fixes
Few fixes for nests like not re-loading buildings.
Added option to delete savegames
characters now fetch food when in owned buildings in other towns
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
Fixed importing .po files from google translator toolkit to the construction set
Remove town marker when all buildings dismantled
Fixed reset tutorials crash
Fixed crash in stolen goods tutorial
0.95.31
More stability fixes
Fixed faction relations not getting positive effects when joining eg Shinobi Thieves
Fixed initial light state for lights on roofs
Possible workaround for failing to detect video resolutions
0.95.30
A few minor stability fixes
Few fixes for nests like not re-loading buildings.
Added option to delete savegames
characters now fetch food when in owned buildings in other towns
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
0.95.29 is out now! This is on the main stable branch.
0.95.29
Fixed a bug with the trading range
Fixed GUI display of the dodge skill calculations
0.95.28
Added some missing AI cores to certain labs
Fixed Ashlander Stormgoggles for the female mesh
Fixed a thievery exploit that involved using a second character hidden far away out of sight
Fixed crash moving characters between squads in grouped movement mode
Fixed Tagelmust price being absurdly high
A fix for upgrading farms
Fixed importing games with purchased buildings
Stopped town patroling squads from trespassing
Added logging to detect incomplete gamedata from mod conflicts
Corpse furnace job to ignores targets that cannot be carried
Fixed crash when calculating research time with broken gamedata
Fixed crash when NPCs try to use player beds
0.95.27
Player town now gets classified based on it's size and significance, which is reflected by the towns map icon and will later affect AI actions
Slightly improved the weapons and armour for sale in Mongrel, added 2 new recruits there
Created the foundation systems of world state queries, which will be explained later in a blog post
FIXES
Fixed a crash in one of the southern waystations
Fixed weird case of buildings at outposts/ruins being assigned to nests and not populating the interiors
Though I couldn't confirm it, I had reports of Stealth skill acting weak when it goes above 100, so I clamped the internal calculations to 100 just to be sure
Fixed the AI bar squads again
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
0.95.29 is out now! This is on the main stable branch.
0.95.29
Fixed a bug with the trading range
Fixed GUI display of the dodge skill calculations
0.95.28
Added some missing AI cores to certain labs
Fixed Ashlander Stormgoggles for the female mesh
Fixed a thievery exploit that involved using a second character hidden far away out of sight
Fixed crash moving characters between squads in grouped movement mode
Fixed Tagelmust price being absurdly high
A fix for upgrading farms
Fixed importing games with purchased buildings
Stopped town patroling squads from trespassing
Added logging to detect incomplete gamedata from mod conflicts
Corpse furnace job to ignores targets that cannot be carried
Fixed crash when calculating research time with broken gamedata
Fixed crash when NPCs try to use player beds
0.95.27
Player town now gets classified based on it's size and significance, which is reflected by the towns map icon and will later affect AI actions
Slightly improved the weapons and armour for sale in Mongrel, added 2 new recruits there
Created the foundation systems of world state queries, which will be explained later in a blog post
FIXES
Fixed a crash in one of the southern waystations
Fixed weird case of buildings at outposts/ruins being assigned to nests and not populating the interiors
Though I couldn't confirm it, I had reports of Stealth skill acting weak when it goes above 100, so I clamped the internal calculations to 100 just to be sure
Fixed the AI bar squads again
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
0.95.25 is out now in the stable branch; 0.95.26 in experimental. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”.
Latest Patch Notes (including the weekend updates that weren't announced):
0.95.23
Hotfix for the bugged character editor popup window that was preventing new games
0.95.24
Hotfix for farm harvesting failing constantly
Fixed calculations for harvest success chance
added missing veg farns M and S
0.95.24 (again, un-numbered)
I accidentally included a test quicksave in the last patch which overwites the "quicksave" slot, this removes it to prevent any further save losses
0.95.25
Fixed cannibals never eating their captives, now they will eat one periodically, even if the cages aren't all full
Fixed some missing squads + interiors in cannibal villages
New map town icons
Added SFX for picking up and dropping things
Fixed the weird spark particle effect in combat
Fixed apostrophes in text randomly appearing as big spaces
Fixed right click combat sometimes not working
Fixed crash creating navmesh for unloaded zone
Fixed crash when dismantling
Fixed dialogue system "give item" function
Fixed characters not moving if loaded in group movement mode
Fixed speedOverride causing npcs to run everywhere
Overhauled the buy-back function when trading, fixes a few bugs
Character appearance randomised on new game
Enabled walking on top of furniture
Improvements to the tutorials
Fixed the black sky bug on horrible old graphics cards
0.95.26
Stopped acid burning your feet when indoors
Stopped the empty context menus from popping up
Fixed shop window showing when looting a character thats getting up
Fixed Hub bar not reacting to thievery
Fixed failed right-click looting when stealing equipped items
Forced context menu on clicking cages and doors
Hats automatically hidden in character editor face/hair tabs
Fixed visual bug when multiple animals were trying to eat the same target
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)
0.95.25 is out now in the stable branch; 0.95.26 in experimental. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”.
Latest Patch Notes (including the weekend updates that weren't announced):
0.95.23
Hotfix for the bugged character editor popup window that was preventing new games
0.95.24
Hotfix for farm harvesting failing constantly
Fixed calculations for harvest success chance
added missing veg farns M and S
0.95.24 (again, un-numbered)
I accidentally included a test quicksave in the last patch which overwites the "quicksave" slot, this removes it to prevent any further save losses
0.95.25
Fixed cannibals never eating their captives, now they will eat one periodically, even if the cages aren't all full
Fixed some missing squads + interiors in cannibal villages
New map town icons
Added SFX for picking up and dropping things
Fixed the weird spark particle effect in combat
Fixed apostrophes in text randomly appearing as big spaces
Fixed right click combat sometimes not working
Fixed crash creating navmesh for unloaded zone
Fixed crash when dismantling
Fixed dialogue system "give item" function
Fixed characters not moving if loaded in group movement mode
Fixed speedOverride causing npcs to run everywhere
Overhauled the buy-back function when trading, fixes a few bugs
Character appearance randomised on new game
Enabled walking on top of furniture
Improvements to the tutorials
Fixed the black sky bug on horrible old graphics cards
0.95.26
Stopped acid burning your feet when indoors
Stopped the empty context menus from popping up
Fixed shop window showing when looting a character thats getting up
Fixed Hub bar not reacting to thievery
Fixed failed right-click looting when stealing equipped items
Forced context menu on clicking cages and doors
Hats automatically hidden in character editor face/hair tabs
Fixed visual bug when multiple animals were trying to eat the same target
Note: Please report any bugs or problems, or upload crash dumps to the Steam forum or official Lo-Fi Games forum so that we can fix as soon as we can. Thank you :)