Kenshi

Kenshi, which first appeared on Steam Early Access way back in 2013, is as a peculiar and ambitious RPG. It is, at times, an RTS, a squad management game, a trading RPG and several other things, depending on the life you decide to lead in the massive sandbox. It’s leaving Early Access on December 6, 12 years after work initially began. 

It reminds me a lot of one of the greatest sandboxes and one of the best RPGs on PC, Mount & Blade: Warband. It’s got that mixture of roleplay, strategy and management, and stumbling around in the dark, utterly clueless, is just as much fun. 

Wanting to take it for a spin before it was properly let out into the wilderness, I made a character who really encapsulated me, but if I was stuck in a post-apocalyptic wasteland. Meet Jim Dimly, a chubby, slightly cowardly wanderer.

Jim’s not got much going for him. In fact, all he has are a scruffy pair of trousers and a small amount of cash. Oh, and a stick. But what else does one need? I start out exploring a ruined town, but finding nothing worth pinching, I leave, heading towards a point of interest on my map. 

It’s a bar, but not just any bar! This bar, which doesn’t seem to have a name, also has a rather striking outdoor feature: a pile of bloody corpses.

The corpses, it turns out, are the victims of the bar’s bouncers; they’re all rather tough and well-armed. I spend my meagre funds on a giant barrel of water—I am in the desert, after all—and a crap crossbow. When I’m leaving, however, I wander right into a massive pack of bandits. They want my food, but I don’t have any, so I can only assume they plan on eating me. I run back to the bouncers and the pile of corpses gets bigger. 

As I wander off into the vast sandy void, my mind returns to the bandits. Wouldn’t it be nice, I think to myself, if I had some friends to explore with, instead of going it alone. I started again. Kenshi lets you pick from a multitude of starts, ranging in difficulty and what you’ll be doing. You can, for instance, start out as a well-prepared group protecting a base, turning it into more of an RTS. I opted for a simple group of penniless travellers.

The Rust Boys are a band of junk robots and their mate, a small human called Bland. I could have also included muscular ants and a weird purple monsters. The future’s a wild place. We start in the ruined town again but this time ignore the bar and head straight to the nearest city, narrowly avoiding some nasty looking predators on the way. We’ve got no money or resources, so hopefully the town will have some work for us. The dream is to eventually build a lovely wee community where everyone, human, robot, ant and whatever those purple dudes are, can live happily alongside one another. 

The town’s guards attack us immediately. 

Unfortunately, the town belongs to religious group that despises robots. I couldn’t have picked a worse place to visit. After a brief battle, everyone is unconscious. All the robots are just left to rust where they fall, but Bland, our human friend, is put in jail. They like him more. We’re not dead, though! Given enough time, the whole squad can reboot. Every time the guards see movement, however, they attack again. It’s going to be up to Bland to save the day. Once he’s finished his sentence, anyway. 

I have no idea how I’m going to get out of my predicament, or if it’s going to be possible for Bland to somehow mount a rescue, but I’m very much looking forward to finding out. 

Kenshi - Koomatzu
Final Release...

Lo-Fi Games is pleased to announce, after a long total of 12 years in development from the moment Chris first created it… Kenshi will reach full release 1.0 on December 6th 2018!

We want to thanks all of our fans from all around the world for their help in supporting us over the years, being patient with us, helping to refine Kenshi with feedback, bug reports, suggestions, and simply enjoying playing Kenshi and boosting us to create something huge.

The finish line is close, now is the last chance to make your voice heard to really help us make Kenshi the best we possibly can. We aren’t taking feature requests anymore and we won’t be adding in any more gameplay features but we’ll be focusing on fixing the last of the bugs and irregularities. Reporting any odd gameplay issues, bugs or imbalances will be massively valuable to us in these next few weeks. No matter how small you think an issue is, or whether you think it’s already been reported, send it in to us anyway!

And don’t worry, even after the 1.0 release we will continue to support the game and work on any fixes we might have missed.

You can share your feedback with us via the Steam forums or our official forums.

*Please note that the price will be increasing from £12.99 to £22.99 at version 1.0.

https://www.youtube.com/watch?v=zP4zOTSx2s8&feature=youtu.be


Stable Branch Update
The main branch has also been updated to 0.99.15. Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Here's what's been added since 0.98.62...

0.99

The new map section is finally open! I won't detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.

FIXES
  • An AI fix that should stop characters running off for no reason sometimes
0.99.1
  • Added a few missing armour crafts
  • fixed 2 inaccessible towns (import game if not fixed)
  • fixed staff weapon reach
0.99.2
  • Added leather and chain shirts for the Hivers
  • Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
  • Added a new hat
FIXES
  • Fixed random camera jumps when tracking a character
  • Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the "murder detector" was too sensitive.
  • Fixed dead animals appearing in trader list
  • Fixed NUM+ keybind not saving
  • Few other small fixes and a crash fix
0.99.3
  • Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
    Engineer job doesn't automatically repair destroyed buildings
  • Japanese translation update
  • Portugese translation update
0.99.4
  • Added L/R mouse button swap option, for left-handed mousers
  • Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
  • Headgear can now have stealth bonuses, but not penalties
  • Fixed player towns sometimes becoming undiscovered on import
  • Fixed crash if mounted building doesn't exist
  • Fixed a crash in build mode
0.99.5
  • Update to the RTWSM shadow system, improves a lot of the shadow glitches
  • Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
  • Fixed a crash when trying to load corrupt save
  • A few pathfinder/movment fixes
  • Stopped having no shoes affecting 'looks like a slave' if you can't wear shoes
  • Fixed Tinfist not talking
  • Fixed unique prisoners not spawning (requires import)
  • Fixed an NPC duplication bug
  • Fixed slavers continually picking up and dropping targets that are 'staying low'
  • Fixed Anti-slaver ally bodyguard bug
  • Fixed King Gurgler's head value
  • Fixed endless dialogue with Crab Queen
  • Added Mourn barman dialogue
  • Fixed Shek pacifier not increasing relations after being paid
  • Fixed Esata leading a war campaign against player ally base
  • Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
  • Changed enemy faction relation penalties for certain alliances. This means you shouldn't get armies marching to your base simply for allying with a faction. Unless you've murdered their friends.
  • Balances to Holy Nation assault repetitions
  • Added Holy Flame to holy bar shop inventories
  • Additions to Boss Simion's dialogue. He now recognizes carried nobles
  • Adjusted Luquin's stats to avoid recruiting issues
  • Added armour trader to ally skin bandits (find them in the HQ)
  • Added dialogue for Yamdu, Tengu and Koin
  • Fixed Noble Ohta going missing after world state change
  • Changes to UC world states
  • Added extra ally UC campaigns
  • Added ally UC bodyguards
  • Savant can now give you a certain unnecessary machine blueprint
  • The Hub now sells crossbow bolts
    TRANSLATION
  • Japanese version fix for tooltips not displaying line breaks
  • Changed to a more readable font
0.99.6
  • If you named your faction "Spiders", your characters would randomly turn into spiders
  • Burning damage no longer affects robot limbs
  • Holy Citizen start now has a holy flame book and better relations. Also you can now buy "the holy flame" from traders in the holy nation
  • Added "harpoon limit" to the graphics options
  • Tweaked ancient science book distribution so it doesn't go mostly to the ashlands (needs import)
  • Fixed flickering buildings bug
  • Tweaked AI for inquisitors and nobles to stop them patrolling and getting lost
  • Fixed town allocation when starting your outpost by building walls
  • Fixed construction scaffold shadows for some building material modes
  • Fallback RTWSM shader if tessellation unsupported
  • Fixed __DEAD_SQUAD__ sometimes appearing on load
    TRANSLATION
  • French, German, Russian, Portugese added some missing wordswaps
0.99.7
  • Fixed some bars not being used by AI
  • Fixed a bug that would have randomly prevented dialog from triggering with repeat limits
  • Fixed some campaign chains getting broken due to duplicate triggers being disallowed
  • Fixed some campaigns not triggering if player base is nearby to a ruined town of that faction
  • Fixed a crash
0.99.8
  • Fixed hivers being able to wear human shirts
  • Fixed unique NPCs getting lost forever when disappearing in the wilds. Now they will turn up back home when they escape captivity etc. (import required to replace any missing unique NPCs)
  • Another bug fix that should stop NPC squads sometimes getting doubled
  • Fixed thief fence not refreshing money
  • Fixed NPCs getting stuck carrying characters
0.99.9
  • Hive princes can no longer eat foul meat, because they are too good for it. Also they now have 80 HP
  • Fixed characters randomly not eating
  • If you buy a normally-hostile type of slave or prisoner such as a bandit, he will no longer be attacked the moment he leaves his cage
  • Fixed the "grouped" movement speed orders affecting characters when they weren't part of the group, eg when someone goes off to operate a machine
  • Also fixed a crash
  • Fixed attributes in character stats window displaying incorrectly for animals
    FCS
  • Fixed search function not working properly in translation mode
0.99.10
  • Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
  • Fixed the slave AI in the holy mines
  • Gate guards are a bit stronger
  • Some of the more mild mannered factions should no longer bash your gates down just to casually get past
  • Increased number of simultaneous attack slots for some of the larger creatures
  • Added "training" category to the building options
  • Made final boss a bit harder
  • Added separate factions to Shark bar fights to avoid town civil war outbreaks
  • Fixed being unable to talk to Grey
  • Added dialogue to Bo
    TRANSLATION
  • Updated the base translation data, some dialogs were missed
  • Update to the FCS to fix some related translation problems
0.99.11
  • To help town guards from getting gradually worn down and killed off, leading to town depopulation, gate guard squads can now regenerate over time (as the town would have assigned new guards). Doesn't yet work if you are permanently resident in the town.
  • Fixed a bunch of crashes
0.99.12
  • Bandit squads used to "occupy" your town in spirit, even if they failed the assault, causing bugs and nuisances. Now they won't occupy the town if they are defeated first.
  • Fixed a bug with unique characters that join the player getting incorrect world states, which could trigger the wrong dialogs and war campaigns.
  • NPCs can no longer enslave, loot or butcher anyone while they themselves are playing dead
  • NPCs on turrets will now also shoot anything attacking their fellow residents, sometimes they wouldn't help if they were different factions
  • Fixed another random "not eating in town" bug
  • Shrieking bandit relations can now deteriorate, so they don't stay neutral forever
  • Lockpicking a slaves shackles now correctly counts as the crime of "slave freeing" rather than burglary
  • Removed player hauling job from general storage
  • Fixed carried characters disappearing when character edtor opened
  • Fixed beard colour on character model for some hairstyle combinations
  • Finished the ragdoll for the land bats
  • Fixed crash moving characters to squads that were saved empty
  • Items on buildings drop to the ground when the building is dismantled
0.99.13
  • Mouse buttons are now reconfigurable
  • More fixes to stop Shark town destroying itself
  • Fixed trade caravans going to some bandit hideouts and starting a fight
  • Fixed town reaction changes sometimes missing part of the town when the town covered multiple zones, so would keep some old residents
  • Kidnapping slaves now counts as "slave freeing" rather than kidnapping
  • Fixed inaccessible roof of the metal wall-house
0.99.14
  • Improved some aggro/law based stuff:
  • Neutral "Military" NPCs no longer have legal immunity unless they are from a town resident faction
  • The act of enslaving now counts as a crime, but only when it's in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
  • Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn't mean you can just attack them unprovoked though.
  • Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
  • Slaver caravans won't take slaves from cages in towns that aren't slavery friendly
  • Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
  • Anti-slavery factions will fight to free their allies from slavers if they see them get captured
  • Fixed some AI bugs where law enforcers wouldn't deliver their catches to cages and would get stuck in other tasks
  • Fixed a crash with NPC AI looting
  • GUI buttons no longer pressed on mouseup after drag-selecting
  • Added import Relations option to import game
0.99.15
  • Fixed missing import faction relations option
  • Added something to help prevent your bodyguard NPCs from attacking your allies if they are enemies
  • Tweaked the Forage AI to hopefully prevent butchering certain friendly animals like caravan mules
  • Town shek now react to player HN ally with 'Thug hunter' rather than attack
  • Fixed Reavers sending out Slave Traders to raid player base

Kenshi - Koomatzu
Update 0.99.5 is out now on the Experimental branch! 0.98.62 remains on the main stable branch. Apologies for the delay with this one, we had issues with our main computer breaking down which delayed being able to upload the game to Steam (don't worry, no data or anything was lost).

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.

0.99.5
  • Update to the RTWSM shadow system, improves a lot of the shadow glitches
  • Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
  • Fixed a crash when trying to load corrupt save
  • A few pathfinder/movment fixes
  • Stopped having no shoes affecting 'looks like a slave' if you can't wear shoes
  • Fixed Tinfist not talking
  • Fixed unique prisoners not spawning (requires import)
  • Fixed an NPC duplication bug
  • Fixed slavers continually picking up and dropping targets that are 'staying low'
  • Fixed Anti-slaver ally bodyguard bug
  • Fixed King Gurgler's head value
  • Fixed endless dialogue with Crab Queen
  • Added Mourn barman dialogue
  • Fixed Shek pacifier not increasing relations after being paid
  • Fixed Esata leading a war campaign against player ally base
  • Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
  • Changed enemy faction relation penalties for certain alliances. This means you shouldn't get armies marching to your base simply for allying with a faction. Unless you've murdered their friends.
  • Balances to Holy Nation assault repetitions
  • Added Holy Flame to holy bar shop inventories
  • Additions to Boss Simion's dialogue. He now recognizes carried nobles
  • Adjusted Luquin's stats to avoid recruiting issues
  • Added armour trader to ally skin bandits (find them in the HQ)
  • Added dialogue for Yamdu, Tengu and Koin
  • Fixed Noble Ohta going missing after world state change
  • Changes to UC world states
  • Added extra ally UC campaigns
  • Added ally UC bodyguards
  • Savant can now give you a certain unnecessary machine blueprint
  • The Hub now sells crossbow bolts
TRANSLATION
  • Japanese version fix for tooltips not displaying line breaks
  • Changed to a more readable font
Kenshi - Koomatzu
Update 0.99.2 is out now on the Experimental branch! 0.98.62 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.

0.99
  • The new map section is finally open! I won't detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.
FIXES
  • An AI fix that should stop characters running off for no reason sometimes

0.99.1
  • Added a few missing armour crafts
  • fixed 2 inaccessible towns (import game if not fixed)
  • fixed staff weapon reach

0.99.2
  • Added leather and chain shirts for the Hivers
  • Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
  • Added a new hat
FIXES
  • Fixed random camera jumps when tracking a character
  • Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the "murder detector" was too sensitive.
  • Fixed dead animals appearing in trader list
  • Fixed NUM+ keybind not saving
  • Few other small fixes and a crash fix
Kenshi - Koomatzu
Update 0.98.62 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
0.98.62
  • Stopped characters with robot legs screaming that their feet are burning
  • Fixed some animation bugs when characters are getting up
  • Fixed some camera glitches
  • Made the Dodge stat visible for melee characters
  • Fixed some small AI bugs
  • Fixed underground building check making walls and gates near cliffs float
Kenshi - Koomatzu
Update 0.98.61 is on the Experimental branch! 0.98.55 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.

0.98.56
  • Reduced the armour athletics penalties
  • Minor improvements for AI campaigns, should improve them all arriving at the destination at the same time more often
  • Stopped imprisoned NPCs being set as the leader of a campaign
  • Overlapping player towns now get merged, to reduce AI confusion
  • Fixed being able to build inside NPC town radius if player town is nearby
  • Town population building allocation now consistent each game
  • Fixed context menu crash if no player characters
  • Medic job no longer ignored when carrying a hostile npc
  • Fixed a saving bug
0.98.57
  • A fix for picking up characters
  • Fix for a character editor crash for the southern hive
0.98.58
  • Fixed armour dodge stat not applying if it was a bonus
  • Mounted buildings use town of the building they are mounted to
  • Allow dismantling of mounted buildings on player owned buildings in npc towns
  • Fixed being able to build inside NPC town radius if player town is nearby
  • Fixed picking up characters again
  • Fixed dead character animation not updating straight away when picked up, causing rigamortis
  • Random crash fix
0.98.59
  • No more wall termites, now if you seal up your base with no gates the AI will smash the walls down
  • A fix for the animation modding system
TRANSLATION
  • Fixed the french translation not working at all
  • Updated french, spanish and japanese languages
0.98.60
  • hotfix for characters unresponsive to movement bug
0.98.61
  • Big optimisation for the particle system, should run smoother in zones with heavy particles like the deserts
  • Default setting for limb loss option set to "rare"
  • If a leg goes below -100 health (and isn't amputated) then the character is crippled and has to crawl
  • Wordswaps updated for french, german, portugese
  • Fixed the bug where a group order to attack a target wouldn't register for some of the characters
Kenshi - Koomatzu
The last map quarter

It’s finally coming - Update 0.99, the very last section of Kenshi’s world map! We plan to release the map in two weeks time, hopefully on 17th September. Until then, sit tight and read up on *exactly* what is left to add after 0.99 before Kenshi’s fully finished 1.0 launch!

Localisation:

Japanese, German, French, Spanish, Russian and Portuguese translations have been released and are in game. Here are the planned ETAs of each language to be fully finished:
  • Japanese: 85% complete. Expected release November (special thanks to SBDR, Yukaary, Craft, Rijye, netakiriBATTOUSAI, Sillymonkeys, embrion, Masaru Momoyama, dice, ruinstar, Metapo, Tomoya 'urakata' Mori, tanpopo for their contribution)
  • German: 96% complete. Expected release October
  • French: 87% complete. Expected release November (Special thanks to Yann, Hasuka and Gauthier for their contribution)
  • Spanish: 68% complete. Expected release TBA
  • Russian: 95% complete. Expected release November (Very special thanks to Sol Lignum)
  • Portuguese Brazilian: 86% complete. Expected release November (Very special thanks to Yuri for his contribution)

World states:

So far this is around 80% complete, very roughly speaking. The world states for the big main factions are finished. We still need to work on town and squad overrides for the new map section, plus a few smaller factions in the current world map. In case you missed it, you can read more about the world states here.

Polish:

And that’s it, Kenshi will now be feature complete - other than a *huge amount* of bug fixing and adjustments. Please keep your feedback coming either in the Steam or Lo-Fi forums and we’ll make sure we get Kenshi running smooth and perfect. As usual your help is much appreciated since we lack the manpower to fully test Kenshi’s huge map, thank you all for your support so far!
Aug 29, 2018
Kenshi - Koomatzu
Update 0.98.55 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
0.98.55
  • Changed again the tooltip display of the "cut to stun" to again try and make it easier to understand: with the previous update it wasn't clear if the stun was added or subtracted from the cut resistance. It now shows the total cut resistance like it did before the previous update, and also shows an "efficiency" percentage. eg. 80% cut resist efficiency will leave a 20% stun damage.
  • Samurai armour dexterity penalty removed but overall damage penalty increased to compensate, so blunt weapons don't get an advantage over swords for samurais
  • Samurai helmet now protects from dust storms
  • Assassins rags dexterity bonus reduced by 0.1
  • Added more stat penalties to the police helmet and reduced blunt resist slightly
  • A few more subtle stat tweaks, generally increased the gap slightly between the heavy, medium and light armours.
  • Fixed a typo in the gui code that was showing the wrong melee defence bonus in the armour tooltip (it showed the attack bonus instead)
  • Spread a few more armour items and blueprints around some of the shops. You can now find blueprints for a faction-neutral version of Holy Chest Plate and the Armoured Hood
  • Added a Blackened chain tagelmust
  • "Self Preservation" AI should now react to charging enemies once they get close
  • Fixed horizon fog blending with clouds
Kenshi - Koomatzu
Update 0.98.54 is out now on the Experimental branch! 0.98.53 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.

0.98.54

GEAR REBALANCE PART 3

The idea now is that the light/medium armour guys should be able to do more harm and do well 1 on 1, and the heavy guys should handle being outnumbered better and overall last longer
This is a big shake-up for armour. It's un-tested, so I would appreciate feedback, any items that you think are over-powered or worthless.
  • Heavy armour has penalties to dexterity and attack skills. The idea is that it limits you to being a tank, your attack has been sacrificed a little for defence.
  • Medium armours are designed to be for generalists. Less protection than heavy but only mild skill penalties and so more tactical options.
  • Light and specialist armours are designed to be un-restrictive or even offer bonuses, suitable for rangers or glass-cannon melee ninjas and duelists
  • Armour can penalise dexterity and damage dealing
  • Changed the display of the armour stun damage stats in the armour tooltips to try and make it clearer to understand: it now shows 1 line for the final derived cut resistance, and a 2nd line for the incoming cut damage that gets converted into stun damage. Adding these 2 numbers together will get the total "cut resistance" number that it used to display before.
  • Increased shirt armour cut resist by 10%
  • Reduced plate armour stealth penalty so its still severe but not so total
  • The hiver shirts will be delayed because our artist went on holiday, and employment law says I have to let him.
FIXES
  • Some small tweaks to improve character movement bugs
  • Fixed haul job stealing items from bars if player town radius overlaps
  • Fixed player caravan and military formation spot issues
  • Formation refreshed when value in AI panel changed
  • Fixed bright yellow or white clouds at dusk
  • Fixed AI confusion with almost full inventories when picking items off the ground
Kenshi - Koomatzu
Update 0.98.53 is out now on the Experimental branch! 0.98.52 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.

0.98.52
  • New animation mod system, allows modders to make animations that don't clash with existing animations or updates or other mods. Can also make unique animations that are used for specific races or characters.
  • Fixed not being able to escape from your own cages
  • Bleeding is now saved and loaded properly
  • An improvement to the AI bug where they would give up a chase immediately

0.98.53
  • Fixed furniture disappearing from purchased buildings on import
  • Added keybinds to select next/previous character
  • Fixed game not starting if there are non-ascii characters in installed path
2ND GEAR REBALANCE

Released prematurely because I needed to get the above bug-fixes out. I will continue tweaking and experimenting with the armour balances. Please leave feedback in the form of angry rants.
  • Toughness-based damage resistance amplified, so 20% more damage at 0 toughness and 20% less damage at max toughness
  • All shirt armour damage resistances reduced by 40%
  • Global damage decreased 10% to counterbalance the above 2 changes
  • All weapon armour penetration bonuses/penalties increased by 50%
  • Heavy armour coverage reductions from the last rebalance have been reverted
  • Chain and plate damage resistance increased by 0.05, leather lowered by the same amount, also further reduced based on weight class
  • Increased damage and armour piercing of the Heavy Polearm by 10%
  • katana class damage penalty vs robots reduced from 50% to 40%
  • Cleavers get a 10% penalty vs animals
  • Stealth penalties removed from helmets
  • Not yet added, but the plan is to add some hiver-specific armour shirts
...