May 28, 2020
Kenshi - Caliburn


Update 1.0.47b is out now! This deploys a significant update to the Korean translation. We'll be continuing to monitor the quality over the next few weeks so please include feedback below.

1.0.47b
  • Korean Language update
Apr 20, 2020
Kenshi - Caliburn
In this month’s community update we’re working from home, welcoming several new hires to Lo-Fi and learning a bit more about performance considerations in Kenshi 2.

Developing from a safe location
As represented through parody on our Instagram, we’re encouraging everyone to stay at home if they can and as no exceptions to the rule, everyone at Lo-Fi has been working remotely. It’s taken us a little while to adjust but we’re now fully in the swing of things; our latest series of Kenshi 1 bug fixes have just been deployed to the stable branch and Kenshi 2 progress marches on.

Welcome reinforcements
To continue ramping up development for Kenshi 2 we’re excited to introduce some new faces to the team (starting remotely of course). Already hard at work, Victor Goossens, is our new Technical Artist and Sarah Keates, our new Office Administrator – both of which bring more structure to our workflow in the studio. Additionally over the next few weeks we’re welcoming Mohammad Rezazadeh as our Lead 3D Artist and Craig Tinney, as a Junior Programmer, each adding additional talent to push Kenshi 2 forward. Finally, with the popularity of the waterways picture shared in a previous update, fans will be happy to welcome back well known freelance artist Calum Alexander Watt.

Technically art or Artfully technical?
Joining us this month, Victor gives a better explanation of what a technical artist does along with a sneak peak of work that would make Bob Ross proud:

“Hi guys! I'm Victor, or Mr4Goosey (after my last name, Goossens)! I’m happy to say I’m Lo-Fi’s new Technical Artist (I’ll call it TA for short, so that doesn’t stand for Teaching Assistant here). Most of you are probably not really sure what that means, though. In a nutshell, my job as a Technical Artist is to be a bridge between the art department and the programming department. I do artsy things that are too technical for the artists, and I do technical things that are too artsy for the programmers.

I’ve been doing indie-development on all kinds of projects for years now. I got into game development as a programmer, but quickly developed a passion for creating beautiful things – bringing me to the specialized niche that is Technical Art.

Most of the work I do relates somehow to what your graphics card is doing while you’re playing games; I handle lighting, all kinds of color-balancing, and most importantly, I deal with shaders, the ‘code’ that tells your graphics card what every pixel on your screen should look like. Having specialized in Unreal Engine 4, a lot of the shader-work I do is actually material-based (using UE4’s node system). That doesn’t necessarily make the job much simpler (you still need to understand how rendering engines and graphics cards work), but definitely a bit easier to understand at a basic level. I also work with artists to work out any kinks in their work flow, as well as dealing with performance-budgets and optimization.

You might now be wondering what that means for Kenshi in the larger scheme of things. As you guys probably know we’ve decided to move to Unreal Engine 4 for Kenshi 2. Having years of experience in UE4, I’ll be working to smooth out the transition from Ogre, helping the team get used to Unreal’s way of working. Unreal Engine 4 has an incredibly powerful and versatile rendering engine – if you know how to work with it, because that power comes at the cost of complexity. The plan is for Kenshi 2 to be graphically above and beyond anything we could ever do in Ogre, and I’m here to make sure that we can actually pull that off. An easy example for that is what I’m actually working on right now:


Kenshi 2’s new Time-of-Day system, and primarily, its clouds! Kenshi’s fully dynamic lighting and environment is a massive challenge to represent properly, and it means things like clouds just cannot be left static. Kenshi’s new clouds grow, move and morph over time – all without melting your graphics card! Next up is just about every other material in Kenshi...”

The final piece
Last but not least, we’re still searching for a lead programmer to join us, keeping us on track to complete Kenshi 2 before all of this apocalypse malarkey. In the meantime, keep your eyes on our Twitter and Facebook pages for some new events and once again, if you prefer updates directly into your inbox, sign up for our mailing list here.
Apr 14, 2020
Kenshi - Caliburn


Features:
  • Added some DirectX dlls to assist users experiencing installation issues.

Bug Fixes:
  • Fixed a random dialogue crash.
  • Fixed a crash when dropping things in character portrait panels.
  • Moved save complete message to after the back thread is finished copying files.
  • Fixed 2 crashes that could happen from missing mod data.
  • Fixed animal trading window not closing if confirm button is cancelled.

Due to a small error pushing the update this is tagged in the changelog as 1.0.47
Kenshi - Caliburn
In this month’s community update we wanted to acknowledge teaming up on the trailer, share some important news regarding the recent Korean translation, and provide some more details on what’s going on with Kenshi 2.

New Trailer
At the end of January we contacted Kokoplays to work with us on a new video that would coincide with our latest patch. The main aim was to give potential players an honest look at the game and an overview of what publications and users think of it. If you missed it, check it out below:


We’re incredibly pleased to see all the positive comments about the result, making it a notable entry for our new YouTube channel which also offers Japanese, Chinese and Korean versions of the same video. In future we’d like to do more collaborative projects with members of the community, level up awesome ideas that might otherwise stay on the drawing board, and celebrate alongside the fans that make Kenshi great.

Korean Translation update
At the end of last month we pushed a patch with a number of bug fixes alongside the official support for Korean language text, thanks to detailed user feedback and the assistance of a freelance third party to verify, we’ve been made aware that the quality of this translation hasn’t met a standard we’re happy with.

Our current plan is to revisit this translation with a much stronger emphasis on context and error checking to update it as soon as possible, current projections put this at around 10 weeks. Unfortunately this has also lead us to reconsider Korean social media efforts. In the meantime, Korean Twitter and Facebook coverage is set to continue for at least another month, keeping users updated on the status of the translation.

Korean Wiki – looking for editors
On a more positive note, due to the popularity of Wikis in eastern gaming communities we worked with a member of our existing English Fandom Wiki team to start up a Korean version, mirroring a number of key pages to assist new users.

With the initial setup out of the way we’re now looking for Korean community members to take over. The Korean Wiki can be found here

GUI Development
In the interests of shedding more light on the Kenshi 2 progress from the technical team, this month we’re sharing some thoughts on the ongoing work underpinning GUI development directly from programmer Boodals:

“Hey, I'm Boodals, the newest programmer at LoFi. Ever since I was first hired in November, I've been working on remaking the GUIs from Kenshi 1 in Unreal Engine for Kenshi 2. Its too early in development to know everything that the GUIs need to be able to do, so we're just copying the designs (graphics & layout) from K1, and focusing entirely on getting the functionality working so we can test things. That means they currently look like uglier versions of the K1 GUIs, so there's no point in showing any pictures yet, somebody will make them look pretty at some point in the future.

The GUIs in Kenshi 1 were made using a programming library called MyGUI, which allows modders to reskin GUIs, and move individual GUI elements (buttons, text, sliders, etc) around by changing specific files. However, the GUI's functionality was hard-coded in the game's source code, which cannot be changed by modders. This means you cannot make a mod which adds a new button, only change what every button looks like, or move existing buttons around.

For Kenshi 2, we are using Unreal Engine which comes with it's own GUI system called Unreal Motion Graphics, or UMG for short. UMG is tied closely to Unreal's Blueprint scripting system, which is used to give the GUIs functionality.

We don't entirely know how modding will work for K2, but when we looked at other Unreal games that allow modding (such as ARK: Survival Evolved), both UMG and Blueprint is completely available. So in theory, modders will be able to change the game's GUIs, and script them to be able to do just about anything. This is in addition to the Forgotten Construction Set, so mods that add or change weapons, armour, items, buildings, and most other things in K1 will still be possible.”
Harrison first took up coding to make mods for various games before pursuing it as a career choice, which gives us another great point of insight as we make a conscious effort to support the community’s efforts again in Kenshi 2.

Materials Research
Elsewhere in the programming team, there’s been an ongoing investigation of Unreal’s material system which governs a huge number of visual elements and object interactions. Ranging from basic properties such as colour and transparency to complex physics based lighting and weather functions. We’re not just aiming to step up the visual quality in Kenshi 2, it also gives us a great opportunity to make the world itself feel more dynamic (which is part of what’s pushed us to search for a full time technical artist).

Finally, there’s a whole lot more going on behind the scenes with other members of the programming and art teams for Kenshi 2; all of which would be working closely with the successful applicants for each of the roles we’re hiring for. On the topic of abstract studio stuff, we also fixed some of the stranger behaviour with the sign-ups for our mailing list meaning we’ll look for more excuses to use it in the near future, also making it a great alternative way of getting these news posts for fans of Kenshi that prefer to stay outside of Steam’s ecosystem.

Feb 28, 2020
Kenshi - Caliburn


Translations:
  • Added Korean Language support.

Korean fans can check out the official press release on Newswire. Once again Lo-Fi would like to extend a huge thanks to Jeffrey Jeoung, BusanDaek, Byunghyun An, Son Byeong-gwan and all the others who worked hard on the fan translation that paved the way for the official release.

Bug Fixes:
  • Fixed dialogue interrupts not working on announcements when another NPC interjected. Could affect certain player base raids.
  • Fixed crash dismantling cages with an unconscious occupant.
  • Kidnapped pack beasts from wandering traders will no longer have their inventory automatically re-stocked.
  • Fixed possible crash when dismantling a turret that is being used (which should be impossible)

FCS/Modding
  • Fixed crash if modded character mesh has UVs outside 0-1 range (other than head)
  • Fixed an issue with CHARACTER "stealth stats" property
  • Fixed crash if character model failed to load due to missing skeleton file

We've pushed an additional small update tagged 1.0.45c to fix a file mix-up with the Korean translation, it should be much more accurate now.
Kenshi - Caliburn
It’s a new month and I am once again asking you to read a developer update. In addition to pushing another sizeable patch to the main branch, we’re adding a new official language soon and sharing a small peek into what’s going on with Kenshi 2.

New language – Korean:
We’re now in the final stages of introducing support for one more language to Kenshi – Korean, which we expect to include in a patch toward the end of February. Adding Korean to Kenshi follows a hugely inspirational community effort to localise the game client, paired with the help of our external translators to see it through to the finish.



Huge thanks to Jeffrey Jeoung for helping us to officialise his translation mod, as well as BusanDaek, Byunghyun An, Son Byeong-gwan and all others who worked hard alongside him on the fan translation.

Korean players can follow along with the press releases onNewsWire and Ruliweb. Additionally, join us as we trial run our Korean social media channels for Twitter and Facebook.

Subscribe to our YouTube channel:
On the topic of new content channels, we’re also finally graduating from using Chris’ personal YouTube. You can now subscribe to the official Lo-Fi Games YouTube channel for video content directly from the studio and to ensure this tweet ages poorly.



Merchandise – Not quite for sale:
As nearly everyone is aware, there have been a number of precautions taken to limit the spread of the coronavirus across the globe, particularly in China. As our merchandise partners use manufacturing facilities in China this has understandably lead to a delay in creating Kenshi products. We’ll have an update on the status of merchandise in a future post once things are back to normal.

The continuity teller:
Following the announcement of Kenshi 2 the speculative flood gates opened on feature lists and lore questions, specifically how various topics in Kenshi might be explained in the events of Kenshi 2. As before, our answers will remain limited allowing each user to explore the world and come to their own conclusions (unless we have to end any more astrophysics arguments…). What we can share is some of the thoughts behind it all, directly from Natalie:

“I’m currently working on the foundations of Kenshi’s story and content, which means a lot of switching between open world design and writing world lore (... I may or may not have ended up with my own endless encyclopedia of Kenshi lore at this point). First up I’ve had to map out the ruins which need preserving from kenshi 1, comparing three different timelines to make sure the layout and history are consistent.

This takes a huge amount of time, essentially working on two different world timelines as I go back and delve more into Kenshi’s ancient history. It all helps in keeping the explorable ruins nice and interesting, plus it helps to work out the evolution of its current factions, making for some really original cultures. So my working map right now has a bunch of overlays from the different timelines, plus the current faction’s territories, their safe(ish) zones, danger zones, wtf?!? zones, wildlife and enemy territories.

I’m constantly working back and forth between fleshing out the main faction lore, making a list of squads in that territory, mapping out the town locations, working out the individual town conflicts and stories, plus figuring out all of their gameplay roles, goals, motives, and traits. After a rough placement around the world, I’ve begun concentrating on a 1/6th of the map portion (one of the safer zones) and fleshed it out with any split off groups that may have conflicted with its main faction, any dens, bases and other more interesting POIs. Spider diagrams have become my best friend at this point :’)

It’s been a slow process. The map is… considerably bigger than Kenshi 1’s; it’s a challenge to fill it with interesting content as well as balance it for a desolate, wild atmosphere. I’m conscious of not filling the world with shallow or empty content, instead focusing more on the individual towns and their micro-cultures. Admittedly I have to keep reigning myself in from overcomplicating the whole thing - this is a sandbox game with subtle, environmental story-telling, not a heavily story-driven RPG.

It feels like I’ve had to scrap a lot of ideas so far but I’m starting to pick up some momentum as everything finally clicks nicely into place. World building and writing is a lot like sculpting a statue or painting, you have to constantly add, tweak, delete, repeat… it takes some patience but it’s all part of the process!”
For some additional musings on the inner workings of Kenshi such as NPC dialogue and world building, check out Natalie’s blog entries on Gamasutra.

The quiet sounds of progress:
Last month in addition to continuing our search for a tech lead, our programming team have been working on a number of systems to help in creation of the game. This includes everything from basic camera controls and map markers all the way to physics events such as building collision. As we’re still very early in development a lot of their time is laying the groundwork for certain elements of Kenshi 2 that are still under wraps, undoubtedly users will have a lot of fun speculating over this in the comments and we look forward to revealing more about this in a few months time.

Finally for any fans agonising over what to do for their special somebody this valentines day, why not tell them how to sign up for the Kenshi mailing list before treating them to a gourmet meal of the finest foodcubes and a glass of grog (assuming you’re old enough). If that doesn’t win them over then at least it should slow them down for when the skin spiders eventually turn up...
Kenshi - Caliburn
Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

  • Fixed dialogue interrupts not working on announcments another NPC interjected. Could affect certain player base raids.
  • Fixed crash dismantling cages with an unconscious occupant
  • If you kidnapped the pack beast of a wandering trader, the beasts inventory would still get re-stocked.
  • Fixed possible crash when dismantling a turret that is being used (which should be impossible)
  • FCS/MODDING
  • Fixed crash if modded charcter mesh has uvs outside 0-1 range (other than head)
  • Fixed an issue with CHARACTER "stealth stats" property
  • Fixed crash if character model failed to load due to missing skeleton file
Jan 22, 2020
Kenshi - Caliburn


Bug Fixes:
  • Removed the "Disable civilians in towns" option as it was causing some issues with things like Waystations being unpopulated, and no longer made a noticable performance gain.
  • Fixed use cursor appearing on player built tables.
  • Stealing backpacks from animals now correctly flags as stealing.
  • Fixed building town allocation when placing town markers.
  • Fix for animals walking into buildings.
  • Additional fix related to previous ragdoll crash.
  • Fixed translations, fonts and audio when kenshi install path contains non-ascii characters.
  • Fixed restricted food tooltip potentially missing some races.
  • Fixed a few minor dialog bugs.
  • Fixed texture loading error handling - with invalid textures (eg from file corruption or a broken mod) you now just get black, instead of a crash.
  • Fixed crash with the restricted food tooltip for some mods.
  • Fixed character editor crashing if character model fails to load from a mod.
  • Fixed interior layout editor mod tracking (level editor).

Changes:
  • Added 'character limit reached' message when buying animals.
  • Added error number to CRASHDUMP FAILED log message (description was garbled).
  • Cleaned up list of races that can eat restricted food in item tooltip.
  • Backpack contents marked as stolen when you steal a backpack.

Translations:
  • Chinese updated

Special thanks to 'Victory Forever' for spotting the issue around disabling civilians and waystations.
Kenshi - Caliburn
Now that the holiday season is officially behind us and Michael Bublé prepares to return to hibernation, there’s a lot to look back on in 2019. It’s important to remember though with a lot of time away from the studio December was a slower month overall.

(If you’re just here for the latest Kenshi 2 gossip, scroll down a bit)

A Year of Updates
First and probably most importantly, in December 2018 Kenshi made it to version 1.0 marking the end of a long trip as one of the original titles in Steam Greenlight. As of writing it also looks like we’re fated to be the last to graduate.

Taking our place as torch-bearers for Valve’s first foray into pre-release support, we’ve pushed a huge number of post-release updates and continue to polish Lo-Fi’s first project. Last month, in addition to highlighting a large patch, we touched on release frequencies – the gist of which is to continue liberal use of the experimental branch and periodic combined releases on the main branch when we’re happy with the stability.

Journey into the East


Another huge focus of last month was our attendance at WePlay as indiePlay awards finalists in Shanghai, China. Chris and Nat travelled across the globe to meet fans, translation partners, and gracefully accept defeat surrounded by a crowd chanting ‘Kenshi!’ right to the end.



Whilst we would have rather taken the crown, losing to Touhou, another game series with a rich history that started as a one-man passion project, feels somewhat poetic. Congratulations to ZUN for realising a high school design idea as an iconic game series and Team Ladybug for taking it in a fresh direction with Touhou Luna Nights.

A slow boat to Japan(ese)
As a final note on last month’s Kenshi progress, fans waiting for updates to the Japanese translation and localisation haven’t been forgotten. Initially we were optimistic that it wouldn’t take long to correct but unfortunately it required a lot more work than we realised. Meg, our Japanese community manager, has been putting a lot of time into this and currently estimates it to be about 80% finished. We’ll share more news when appropriate via the official Japanese Twitter to keep everyone informed.

Recast replaces Havok
Switching to a more modern engine gives us an opportunity to change things in ways that are otherwise difficult for Kenshi, first of which is the technology behind navigation mesh generation (or navmeshes). A navmesh essentially defines which parts of the environment a character can travel through, understanding positions for height changes, terrain types, and obstacles which is fed into systems for pathfinding.

Kenshi 1 used Havok AI™, seen elsewhere in several popular titles and made by the same team behind the well known Havok Physics™. Kenshi 2 will use a different system called Recast, it has a well documented integration with Unreal Engine in addition to being open source allowing us a much greater degree of control and adaptability. Greater control of Navmesh generation is the first step towards better path finding in Kenshi 2.

Additional technical information on Recast can be found on the git project page here.

Level editor v2
As mentioned in our previous update, we’re not just creating brand new stuff – there are a number of important items for us to keep so that modding remains within reach of the wider community. Right now we have a functional version of the level editor ported for Kenshi 2 giving us time to define an appropriate feature set. This approach pairs well with more complicated functions such as terrain editing directly in the Unreal Editor. If this is a tool you use regularly it would be great to hear from you in the comments.

Game Merchandise.game


Also requested by fans, we have a small update on the status of merchandise. Before the holidays we caught up with the team at https://www.merchandise.game/ who’ve been working with us on our first drop of Kenshi gear. As we’re close to production there was some discussion about whether or not we should open pre-orders, in the end we decided it would be a better if we simply wait for initial stock and order more based on the sales. Assuming no issues with the paperwork Kenshi merchandise could be on their store and ready to ship as soon as next month.

We’d like to take the opportunity to thank everyone for an amazing 2019 and wish you all the best of luck with any resolutions you’ve made. To our fans getting ready for lunar new year at the end of the month, don’t forget to sweep before you enjoy the holidays!
Kenshi - Caliburn
Out now on the experimental branch only. 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 and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

1.0.43
Bug Fixes:
  • Fixed character editor crashing if character model fails to load from a mod
  • Fixed interior layout editor mod tracking (level editor)
  • Fixed crash with the restricted food tooltip for some mods
  • Fixed restricted food tooltip potentially missing some races
  • Fixed a few minor dialog bugs

Translations:
  • Chinese updated

1.0.44
Bug Fixes:
  • Hotfixed the recent character editor infinite loading fix breaking new games
  • Added 'character limit reached' message when buying animals
  • Fixed building town allocation when placing town markers
  • Added error number to CRASHDUMP FAILED log message (description was garbled)
  • A fix for animals walking into buildings
...