Update 0.99.23 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
0.99.16
Fixed up the slaver AI for the reaver HQ, also passing reaver patrols can gather up more slaves from the cages
Slaves no longer protect allies if in obedient slave mode
Slaves now get totally balded, because it looks more slavey
When an ex-slave finally reaches not-slave status, his hair grows back
Fixed imprisoned characters being set as slaves if they were once a slave before, when they shouldn't be, eg in police cages
Fixed not being able to loot bodies while crawling
Fixed bar NPCs not healing themselves when wounded
Character stats window updates progress when open
0.99.17
Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
A crashfix
0.99.18
Fixes for the Slave escape AI
Fixed the western path to Worlds end
Fixed slavers taking player's prisoners
Fixed stealth KO on prisoners setting them free
Fixed stealth KO on prisoners providing massive easy XP harvesting
Fixed broken navmesh in Tower of abuse, infested lab and far east tech lab
Fixed a rare random crash in the engine code
Fix for Hive hut doorways sometimes getting blocked
0.99.19
Added in some missing armour/clothing crafts
Tweaked some bounty character's wanted factions
A general AI fix that might have seen them running off to far away buildings
Another fix for AI campaigns where they go home without raiding your base first
Fix to prevent gaining stealth xp from the person you are carrying
Prevented slavers from beating up obedient player slaves when another player in the same squad was getting beaten
Fixed a crash when you kidnap a unique NPC and return to their town or something i dunno but i fixed it
0.99.20
You can now use tools or brute strength to unlock any lock, door, cage or container. Good for treasure hunters, not so good for thieves. Now non-thief characters won't feel forced to learn lockpicking
Tools are more heavy and expensive than before
Tools are single use, they break after opening the lock
Using tools is really slow
Brute strength only really works with very very strong characters on weak locks (strength needed = 3 x lock hardness)
travel shops now sell tools
Severed limbs are now properly bloody
Fixed hive interiors not showing
Fixed bandits not looting food from containers
An AI fix for certain gate/wall configurations
A fix for AI attacking freed slaves that should be no longer hostile after freeing
Fixed the corrupted item icons on ATI cards
Slightly more fishmen
Slaver cages have better locks, ancient safes have slightly easier ones
Fix for campaign data that got some values mixed up, resulting in traders being "war leader" for example
Fixed the blurry item icons
Tweaked GUI line spacing to try to fix main stats panel on some resolutions
Fixed put-in-bed order overriding dismantle order if carrying someone
Added sfx to NPCs buying stuff
0.99.21
Fix for a suspected crash
0.99.22
Escaping from an evil faction cage, like cannibals, no longer tags you as an escaped prisoner
Fixed using strength or tools to break out of prisoner poles
Fixed tooltips not showing for the "committing crime" and "escaped prisoner" panels
Fixed name truncation on character portraits for multi-byte characters
Update to the roads to fix NPCs getting stuck with long-range travel
0.99.23
Terrain and navmesh updated, probably nothing noticeable, move along
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.
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
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
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.
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
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!
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
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
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