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)
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
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
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
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
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
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 ;)
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
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 ;)
Update 0.98.0 is out now on Experimental branch! To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. 0.97.6 remains on the main stable branch. If opting in, please be aware of bugs, instability and unfinished content - for the best experience we recommend waiting for stable release.
--- アップデート内容翻訳です - Japanese patchnote translation, with huge thanks to player Trantez.
0.98.0
It's the best update ever. It adds and tweaks a lot of things that together change the game experience a bit. It's a good time to try starting a new game if you were thinking about it.
BIG FEATURES
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
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.
FEATURES
18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
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
TWEAKS
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.
Damaged robot limbs don't degenerate
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
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
FIXES
Fixed some bugs with the road based pathfinding
Turns out all elder animals were running in the opposite direction of their pathfinders. They were walking backwards cus they're old.
Fixed path not changing when clicking on distant terrain more than once
Fixed prisoners reacting violently when you bust them out of their cages and calling you "intruder"
Fixed a bug with weapon stats within a manufacturing group all being the same
Characters can use medkits from their backpack
Fixed negative vendor money due to faction prosperity
Disabled ordering animals to pick up items
Slavers don't magically know when a slave has removed their shackles when they are in a cage
Follow task leaves animals outside
visiting taxmen etc getting attacked by bandits won't trigger a base assault
Fixed AI for the Splint job
Fixed AI continually stopping and starting crafting jobs
Fixed some bugs with the AI getting stuck with certain complex combinations of perma-jobs
Unconcious check for flashing portraits
Fixed some bugs with the dialog system picking the wrong target race or changing dialog targets to the wrong person
Fixed screen labels never disappearing
Fixed potentially infinite wolves
Fixed building limited item stack limits being wrong for some items
Fixed retreating campaign squads constantly activating when defeated
Fixed not being able to build in the corner of a sloping stationhouse
Stopped AI trying to put items in unbuilt buildings
An improvement to the spawning distribution of squads when multiple separate map areas are active
Fixed some disappearing prisoners
Fixed walls getting incorrect gatecode if next to a building.
A few audio bugs have been fixed
Fixed issues with prisoners going missing when the map is unloaded
Fixed a stealth XP exploit
Finally made a proper ragdoll for the Skimmers. I hate making ragdolls.
You can no longer build furniture inside incomplete buildings
Fixed slavemasters only gathering 1 slave for work
A few tweaks to the navmesh system
Lots of small bugs, tweaks and crashes fixed
Lots of new bugs and crashes added to replace the ones that we fixed
FCS
Fixed a bug with the word count in translation mode not including translations of deleted source lines
Enabled creating new wordswaps in translation mode
Fixed crash in certain older windows versions
Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you :)
Update 0.98.0 is out now on Experimental branch! To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. 0.97.6 remains on the main stable branch. If opting in, please be aware of bugs, instability and unfinished content - for the best experience we recommend waiting for stable release.
--- アップデート内容翻訳です - Japanese patchnote translation, with huge thanks to player Trantez.
0.98.0
It's the best update ever. It adds and tweaks a lot of things that together change the game experience a bit. It's a good time to try starting a new game if you were thinking about it.
BIG FEATURES
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
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.
FEATURES
18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
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
TWEAKS
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.
Damaged robot limbs don't degenerate
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
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
FIXES
Fixed some bugs with the road based pathfinding
Turns out all elder animals were running in the opposite direction of their pathfinders. They were walking backwards cus they're old.
Fixed path not changing when clicking on distant terrain more than once
Fixed prisoners reacting violently when you bust them out of their cages and calling you "intruder"
Fixed a bug with weapon stats within a manufacturing group all being the same
Characters can use medkits from their backpack
Fixed negative vendor money due to faction prosperity
Disabled ordering animals to pick up items
Slavers don't magically know when a slave has removed their shackles when they are in a cage
Follow task leaves animals outside
visiting taxmen etc getting attacked by bandits won't trigger a base assault
Fixed AI for the Splint job
Fixed AI continually stopping and starting crafting jobs
Fixed some bugs with the AI getting stuck with certain complex combinations of perma-jobs
Unconcious check for flashing portraits
Fixed some bugs with the dialog system picking the wrong target race or changing dialog targets to the wrong person
Fixed screen labels never disappearing
Fixed potentially infinite wolves
Fixed building limited item stack limits being wrong for some items
Fixed retreating campaign squads constantly activating when defeated
Fixed not being able to build in the corner of a sloping stationhouse
Stopped AI trying to put items in unbuilt buildings
An improvement to the spawning distribution of squads when multiple separate map areas are active
Fixed some disappearing prisoners
Fixed walls getting incorrect gatecode if next to a building.
A few audio bugs have been fixed
Fixed issues with prisoners going missing when the map is unloaded
Fixed a stealth XP exploit
Finally made a proper ragdoll for the Skimmers. I hate making ragdolls.
You can no longer build furniture inside incomplete buildings
Fixed slavemasters only gathering 1 slave for work
A few tweaks to the navmesh system
Lots of small bugs, tweaks and crashes fixed
Lots of new bugs and crashes added to replace the ones that we fixed
FCS
Fixed a bug with the word count in translation mode not including translations of deleted source lines
Enabled creating new wordswaps in translation mode
Fixed crash in certain older windows versions
Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you :)
Update status: Crossbows and robot limbs won't be released until 28th February - the update needs more polish. The last map area will likely be released some time afterwards.
Until then please bear with us, it will be worth the wait.
This will be a big year for Lo-Fi Games and all of our players, old and new, as the last map quarter is finally coming to a finish.
It will be our final big update before we fully release Kenshi this year.
We don't like to spoil what's coming in the new south east area, so we'll keep details brief. Anybody who's been following us on Twitter will know that we've been working on two of our luxury features that we originally thought we wouldn't have time to add in - limb loss and blood. Blood still needs lots of work, at the moment it's buggy... very buggy. Kenshi citizens practically explode like blood balloons at the slightest jab of a nodachi... Needless to say, blood probably won't make it into game until after the next update with the new map.
Injured characters who have crippled their legs (or completely lost them) will now desperately fight from the ground if they have at least one arm left, and crawl around leaving a slug trail of blood. But also on the subject of crawling, characters will be able to crawl around healing allies while unseen in Playing Dead mode. Hopefully you'll find that the new animations and messy blood pools add a whole new level of grisly atmosphere to combat. And if your squad do happen to lose an arm or a leg, or all four, you'll be able to buy robotic replacements from shops in town.
Then of course we've got hand held crossbows with new Perception and Precision shooting stats.
Diplomacy should be complete in the next update - the most important campaigns being revenge attacks for all of the factions' fallen leaders. Apart from that we just need to finish up and test a couple of base inspections from the pushiest, rule abiding factions: the UC and Holy Nation.
If all goes well, we hope to release the last map quarter, crossbows and robotic limbs within a month's time. Until then keep an eye on our Twitter or Facebook pages for more updates :)