We’re excited to announce that we're going to Tokyo Game Show next month! The show will take place on 20 Sep 2018 – 23 Sep 2018 at Makuhari Messe. Come say hi if you’re at the show - Chris, Nat and Sam will all be manning the booth / playing games! Plus, we’re giving away 30 TGS day tickets on Twitter this week, make sure to try and grab one if you can get to Tokyo...
World states
We’ve been pretty vague with details on the world states and town overrides we’ve released over the last month or so, so here’s a brief summary on how it works and what we’ve added so far.
As of update 0.98.48 you can now affect the spawns and town states of:
The Holy Nation
Shek Kingdom
Swampers
Slave Traders/Traders Guild
United Cities
Smaller factions such as Flotsam, Rebel Farmers, Kral’s Chosen, Band Of Bones, Manhunters
How does this work?
Smaller factions are pretty simple: take out their leader (Moll of Flotsam, for example) and the rest of the faction will fall into disarray. Wandering squads from that faction will lessen or disappear entirely, and their hometown will likely become destroyed or even taken over by another faction. It may even cause a knock on effect and spawn a new type of squad.
Larger factions can be a little more complex - taking out their main leader (Tengu, for example) alone won’t necessarily change every town and individual squad of that faction. You’ll likely have to find and destroy the bosses of individual towns or other strategic outposts to have an effect. Your actions might have ripple effects rather than simply effecting that boss' hometown e.g. taking out the slave farms and camps around a town will greatly reduce it's access to vital supplies and hence have a negative effect on it, despite the boss still being alive. Taking out the boss of a strong defensive town will mean that nearby towns fall to invading enemies.
So to clarify, ‘town overrides’ does not mean that you as the player can take over towns, but it does mean that you can have an impact on the future of Kenshi inhabitants, both town residents and wandering squads… their fate is in your hands!
In-game tips
To help guide you with this in the game, we've added in some small bits of information. If you forge an alliance with a faction that has a vendetta against another faction, some leaders will give you strategic tips on the best ways to take them down, or some of their troops might aid you temporarily in your path of destruction. So far you can talk to Esata, Simion, Moll and the Phoenix. We’ll soon be working on dialogue for the Anti-Slavers too.
So that's all the main factions now released in game! Now we're just left with refining, perfecting and finishing up a few smaller ones - let us know your feedback in the forums or via Twitter.
We’re excited to announce that we're going to Tokyo Game Show next month! The show will take place on 20 Sep 2018 – 23 Sep 2018 at Makuhari Messe. Come say hi if you’re at the show - Chris, Nat and Sam will all be manning the booth / playing games! Plus, we’re giving away 30 TGS day tickets on Twitter this week, make sure to try and grab one if you can get to Tokyo...
World states
We’ve been pretty vague with details on the world states and town overrides we’ve released over the last month or so, so here’s a brief summary on how it works and what we’ve added so far.
As of update 0.98.48 you can now affect the spawns and town states of:
The Holy Nation
Shek Kingdom
Swampers
Slave Traders/Traders Guild
United Cities
Smaller factions such as Flotsam, Rebel Farmers, Kral’s Chosen, Band Of Bones, Manhunters
How does this work?
Smaller factions are pretty simple: take out their leader (Moll of Flotsam, for example) and the rest of the faction will fall into disarray. Wandering squads from that faction will lessen or disappear entirely, and their hometown will likely become destroyed or even taken over by another faction. It may even cause a knock on effect and spawn a new type of squad.
Larger factions can be a little more complex - taking out their main leader (Tengu, for example) alone won’t necessarily change every town and individual squad of that faction. You’ll likely have to find and destroy the bosses of individual towns or other strategic outposts to have an effect. Your actions might have ripple effects rather than simply effecting that boss' hometown e.g. taking out the slave farms and camps around a town will greatly reduce it's access to vital supplies and hence have a negative effect on it, despite the boss still being alive. Taking out the boss of a strong defensive town will mean that nearby towns fall to invading enemies.
So to clarify, ‘town overrides’ does not mean that you as the player can take over towns, but it does mean that you can have an impact on the future of Kenshi inhabitants, both town residents and wandering squads… their fate is in your hands!
In-game tips
To help guide you with this in the game, we've added in some small bits of information. If you forge an alliance with a faction that has a vendetta against another faction, some leaders will give you strategic tips on the best ways to take them down, or some of their troops might aid you temporarily in your path of destruction. So far you can talk to Esata, Simion, Moll and the Phoenix. We’ll soon be working on dialogue for the Anti-Slavers too.
So that's all the main factions now released in game! Now we're just left with refining, perfecting and finishing up a few smaller ones - let us know your feedback in the forums or via Twitter.
Update 0.98.49 is out now on the Experimental branch! 0.98.48 is out 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.
0.98.49 (Experimental Opt-In)
Reduced the number of fog princes in the fog islands
Added some undertakers to Mongrel, to help clear up all the bodies
Fixed character editor starting race limits
Fixed unique characters being duplicated if recruited and you import in their starting town
Fixed a couple of crashes
Wrote a few more Beep events
0.98.48 (Main Stable Branch)
Added more content for town overrides and faction world states
Fixed cannibal/fogmen not kidnapping people if far from town
Player owned buildings in towns no longer get erased when a town gets destroyed due to world reaction events
Slightly increased the global number of science artifacts to compensate for them spreading out to the new un-released zone
Added race limits to certain game starts (eg holy nation start has to be a human), added a few more basic game start-off options
Fixed NPCs using the players cages for prisoner storage/collection again.
Fixed world apocalypse if you made it to 6:04am on day 3495
Fixed looting dead pack animals from caravans not counting as theft
Fixed slavers duplicating slave rags when equipping new slaves, resulting in piles of slave clothes everywhere
Slavers don't get so carried away attacking bad slaves that have already been re-captured
Fixed some foliage rocks sometimes having incorrect dust colour
Fixed negative medic stats never increasing
Fixed dialog crowd trigger bug that messed up the Esata event
Fixed player towns becoming undiscovered when loaded after imports
Update 0.98.48 is out now on the Experimental branch! 0.98.47 is out 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.
For more details on what has been added to the main stable branch, please check the patchnotes here
0.98.47 (Main Branch)
Fixed mounted buildings (turrtets and lights) having incorrect town on import
Fixed HOLD button not disabling hold mode
Fixed an AI glitch with the auto-sit if the target chair was un-built and clashed with ditch resources
Fixed dead bodies disappearing when being carried
Fixed a crash
0.98.48 (Experimental Opt-In Branch)
Added more content for town overrides and faction states
Fixed cannibal/fogmen not kidnapping people if far from town
Player owned buildings in towns no longer get erased when a town gets destroyed due to world reaction events
Slightly increased the global number of science artifacts to compensate for them spreading out to the new un-released zone
Added race limits to certain game starts (eg holy nation start has to be a human), added a few more basic game start-off options
Fixed NPCs using the players cages for prisoner storage/collection again.
Fixed world apocalypse if you made it to 6:04am on day 3495
Fixed looting dead pack animals from caravans not counting as theft
Fixed slavers duplicating slave rags when equipping new slaves, resulting in piles of slave clothes everywhere
Slavers don't get so carried away attacking bad slaves that have already been re-captured
Fixed some foliage rocks sometimes having incorrect dust colour
Fixed negative medic stats never increasing
Fixed dialog crowd trigger bug that messed up the Esata event
Fixed player towns becoming undiscovered when loaded after imports
Update 0.98.46 is out now on the Experimental branch! 0.98.38 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
0.98.40
Hotfix for the autosave loop issue
0.98.41
Added a new option to control town assault frequency. Not the events, but the bandits passing by who try to conquer your town. Realised the old option wasn't working properly.
It can also be disabled completely. It defaults to [Normal]. For reference, the raid frequency before now was the one named [High], so the default should now be a little calmer. [Bombardment] has no limits whatsoever, so anything could happen.
Improved some of the audio ambience for the buildings
Fixed a saving bug
WEAPON REBALANCE - All this rebalancing has not been heavily tested yet, so I appreciate feedback.
Katana types now have a penalty to armour penetration, to compensate for their superior speed and lightness
Katanas have a 10% damage bonus vs humans, but a 50% penalty against robots
Hacker types have a bonus to armour penetration, because that's what they're all about.
Polearms do more damage
ARMOUR REBALANCE - The idea was to mix things up a little so instead of some armours being better or worse it's now more balanced, the stronger ones have more weaknesses, and the weaker ones have more strengths.
Heavy armours now have slightly reduced coverage. No heavy plate armour can have 100% coverage on a bodypart, to reflect the gaps in the plates.
Heavy and plate armour now pretty much makes stealth skills impossible, and give a penalty to crossbow skills due to being more cumbersome
Chainmail now slows your combat speed slightly, and is a little worse for stealth, the blackened mail is no longer ridiculously better than the others
Medium and light armours now have less cut-converted-into-stun damage penalty, especially the coats and leather shirts
Plated Rags are now better for stealth
Lots of other stat tweaks and changes that you will have to find on your own.
0.98.42
Finally finished distributing all the Cross grade weapons in the world. Most of it's in the new map area, but a couple have been moved around in the current zone.
Fixed that random crash that has been plaguing us for ages
Fixed old squads suddenly appearing from nowhere or duplicating on imports
0.98.43
Hotfix for a new, different crash
0.98.44
Mini patch to add some more debug data, for it seems the random crash still plagues us after all. I shall call it: Crash X
0.98.45
Finished adding robot limb crafting. It's expensive though, you'll need a lot of AI cores for anything above Economy Limbs
Though Crash X's plague continues, more in depth we have gone with the debug data, hunting, ever hunting, each day closer to our prey.
Fixed a blank building interior bug
Fixed a possible squad disappearance bug
0.98.46
"Passive" button added back in, to keep certain characters out of trouble
Fixed slavers attacking you for kidnapping their slave a split second after buying the slave off you
Fixed enemies sometimes rescuing their leader and putting him in your bed because it's nearest and they don't think you're enemies anymore, and then repeatedly picking him back up again once he's in bed because he looks like he needs rescuing again.
Fixed bar beds being unusable
You know when a machine crafting an item would be at 99% progress just as it ran out of materials? That shouldn't happen anymore.
We fixed Crash X, but such creatures are crafty and cannot be trusted, so we have yet to celebrate by painting ourselves in it's blood.
Update 0.98.39 is out now on the Experimental branch! 0.98.38 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
0.98.39
New savegame system, saving should now be much faster, especially on non-SSD type drives
Slaver cage warden now puts dead slaves in the disposal instead of just carrying them around forever
Slavers notice if you try stealing slaves by carrying them away
Stopped slavers stealing from player cages
Fixed a case where robot limbs didn't get healed if you didn't have a medkit
Fixed a case where you would be paralysed if someone released you from a prisoner pole
Stopped being able to place buildings that create towns in ruins
Added some internal data tracking stuff to help hunt down one particular random crash we are getting
Update 0.98.38 is out now on the Experimental branch! 0.98.36 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[www.lofigames.com] forums. Thank you
0.98.36
Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that's Moll/ Esata/ Simion)
Blood splat size is now based on damage
You can now pickup allied npcs to help injured slaves escape
Added different blueprint item colors for different types of item
Selected player characters can have different map marker colour
FIXES
Some fixes to popup menu on carried characters
Map item crash fix
A bunch of character movement fixes
Fixed unselectable spotlights mounted on Gate III
Fixed campaigns never leaving on victory
Fixed unlock sound continually triggering
Fixed crash dragging last research item when research completes
0.98.37
My mistake, the town override and world reaction stuff wasn't included in the last update, it's in there now
AI Campaign leader should now wait for the rest of his forces to catch up before attacking the target town
FIXES
Fix for cannibals not healing random prisoners because they were planning to eat them but not for a long time.
Fix for campaign AI when the target town vanishes
Fixed the missing animation when running in stealth mode while carrying someone
Fixed items thinking they were indoors if dropped on a building's ramp
Fixed player town handle and coverage data not being saved, which should fix a bunch of small bugs, including one of the "walking through walls" issues
A couple of stability fixes
0.98.38
Oh man, the town override world reaction stuff wasn't in that last update either, cus I forgot I had it disabled in release mode. It's in the game for sure now though, for sure.
Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that's Moll/ Esata/ Simion)
Arrange buttons added to more containers
AI fix when a player outpost is too close to a town
Update 0.98.35 is out now on Experimental branch! 0.98.34 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
0.98.35
The extra stun damage % in armour also now applies to pierce damage. Means that heavy armour guys still get a little stun damage from crossbows
Fixed non bandits and cannibals not detecting prison escapes
Stopped blood drips under water
Fix for engineer job conflicts with resource ditching
Fixed a few more bugs that could break AI campaigns
Engineer job now ignores jobs that are outside of closed gates
Increased stat-penalty light levels tolerance, so it doesn't have to be so bright
Fixed illegal goods fencing tooltip
Added extra checks to prevent animals spawning in nests on top of player
Fixed some characters not floating in water when unconcious
Update 0.98.34 is out now! This is on the main stable branch.
Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Thank you
0.98.33
Re-Jiggered the map item system. Maps are now more useful, they will always unlock different locations to the ones you already know. There are now better maps in the shops that can specifially show you where to potentially find Ancient Science books or Engineering Research or whatever you are looking for.
It's now possible to lose your pursuers properly. Before, when you were caught stealing or sneaking they would track you artificially wherever you ran. Now they will only be able to remember where they saw you last, plus a bit of extra projection (he went thataway), then they lose the trail.
Changed the auto eject intruders AI to a normal job assigned from the context menu
Fixed auto eject job from forcing walk mode
Added an auto eject job for throwing out of buildings, if you have a building in another factions town
AI no longer shoots at crawling characters with turrets. This way when bandits take over your base and pile your guys outside the gate you can crawl away without getting shot by the turrets
Changed medical state for robots from "Unconscious" to "Rebooting"
Some AI improvements to the occupy town behaviors. Bandits often thought they had occupied a town prematurely.
If your town has been occupied by bandits it no longer deters hostile campaign events. It still deters non-hostile ones, like traders and taxmen, so you don't get in trouble when the bandits don't pay your taxes
Crawling characters will now get up (if they can) when they are under attack
Medical tooltips now show the point at which you will die, useful when you have a worn-out robot character and don't know what his HP is
Rain collector no longer works in acid rain
Research and crafting queues are now re-orderable with drag and drop
FIXES
Fixed the hydroponic farms just giving 1 item per plant, instead of 2 or 3
Stopped being able to snap buildings to structures you don't own
Another medic/robotics AI fix
Slightly improved turret snap node selection
Fixed bodyguard squad map markers becoming the wrong colour when platoon unloaded
Additional logging in game launcher for debug purposes
0.98.34
More fixes to the campaign AI, fixed premature retreats and cancellations when changing target
Fixed that bug where you would randomly see corrupted geometry flash up on the screen
Cannibals should now heal their captives if carrying them on a long journey
Fixed Luquin
Fixed Rebirth guards not catching escaping slaves
Fixed a crash with a certain map item
Fixed some escaped slave NPCs still getting tagged as escaped prisoners
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)