“The most frustrating challenge in managing localisation is not being able to speak the languages yourself to verify the quality and how it's going. You're completely at the mercy of trusting other people to know what they're doing or that they’re actually putting care into it. And it was hard to fully monitor this on top of my other work,” says Natalie, who had a particularly difficult time trying to manage the localisation of Kenshi in 8 different languages whilst writing the game.
“There are also so many complications with writing for Kenshi; I have to train new writers for so many months to get into good ‘Kenshi habits’, to understand how wordswaps fit together grammatically, to check sentences flow together nicely (procedural dialogue can fit together extremely clunky due to the many alternative combinations), even just drilling in Kenshi’s themes and consistencies. Kenshi writing is a whole other level of thought process - only half of it involves actual creativity, the other half is Kenshi-specific brain aneurysm level of technical weirdness.
It's hard that I can't check these things myself and properly train our translators to the same level. So I’m really glad to have Meg with us for Kenshi 2, she has more dedicated time and is actually working alongside the other translators ‘on the front line’ herself to communicate these issues and work more closely with them.”
“I got involved in Kenshi 1’s translation after the game was released, so I was familiar with the world and the majority of the dialogue. There was also a wonderful Wiki created by fans both in English and Japanese to refer to.
By getting involved in Kenshi 2’s localisation from the development stage, it allowed me to communicate some thoughts and suggestions that could make the world of difference for translators. With internal wiki, translator notes, and improvements in FCS, the experience of translating Kenshi 2 is now similar to (or even better than) translating fully completed Kenshi 1, thanks to the writing and technical teams that kept localisation as one of the core considerations in the development.
It has also been great working with Paola and Marie from the early localisation stage. It provides us with the opportunity to share the issues that are incorporated in the notes and improvements in FCS. We are sharing whatever difficulties we are facing, however small they might be, with writing and technical teams, knowing that any answers we could find now could help other translators as they come along in the future. “ - Meg
“Translating Kenshi is always a lot of fun but also can be hard work. Luckily the writers have always been very accessible and gave many tips, context and explanations about complicated, made up language, onomatopoeias and other stuff that comes out of their minds.
I made up a word to translate another made up: nipeludo for wedger. It's a word that I use in my own world and now a present to Kenshi players in Spanish.” - Paola
“I love the creative challenges of Kenshi translation, because it makes our brain stretch and is always interesting! One of the most challenging (and fun) aspects is the translation of made-up words and imaginary things, as you have to stay true to the meaning and effect from the original text, while being creative and steering away from literal translation…Catcrawlers Handbook is a great example of this balancing act!
One of my objectives when translating this text was to stay true to the spirit of the original: that is, a text that sounds like a serious handbook for a game, but is actually full of nonsensical and silly (sometimes slightly rude) gibberish. I found a website with the lexicon for card and casino games, and mixed some of these more serious words with nonsensical ones to create associations, actions and images that were as funny and absurd in French as they were in English.
For example, “lick a SPADE” has become “lécher un CARREAU”. I’ve kept the idea of licking something which was funny, but changed “spade” to the French word for “diamonds”, which is both a playing card suit and the word for “window”, keeping the double meaning and creating a comical image (the French word for “spade" didn’t offer this). - Marie
“It’s not possible to play with words in Japanese in this paragraph, so I translated more freely to emphasise the meaning. The second sentence is broken down into two, and as we can’t capitalise words in Japanese SPADE is expressed with『』. Overall tone is typical of any old world handbook you’ll find in Japanese. “ - Meg
- Added documentation for FCS
- Adapted from our own in-house documentation
- Non-comprehensive, but it's a start!
- Added improved item search functionality
- Recursive property and reference searching
E.g.
- find squads with more than 10 skeletons
- (In Squads section) squad.v0 > 10; squad.race = skeleton
- find research items with ingredients with values over 1000 cats
- (In Research section) cost.value > 1000
- Building shells requiring construction materials with ingredients that have a value over 100 cats
- (In Building Shell section) construction.ingredients.value > 100
- Added ability to search using Regex
e.g.
- Find all dialogue lines with numbers in text
- (In _lines section) text ? (\b[0-9]+\b)
- Significantly improved performance of item filtering
- Added an "Everything" section to search through all items at once
- Added a new panel when translating conversations
- Now displays what dialogue package references the conversation being translated as well as what event trigger can start this conversation
- Added additional functionality to the "Set field" window
- Can now remove references in addition to adding them
- Can bulk modify values with addition, subtraction, division and multiplication
e.g.
- Can now select all research items and halve the amount of items required to complete
- Can select any number of weapons and multiply bleed damage multipliers by 1.5
- Added spell check feature
- Works for any multi line item property
e.g.
- Descriptions for items, races, and buildings
- Dialogue lines
- Added option in merge window to show previously skipped changes
- Added multi line display on single lines for change list and merge mod windows
- Added ability to open items from the merge window
- Added tree view for notes
- Dialogue lines now parented to conversations
- Added ability to more easily navigate merge and todo trees with arrows keys (left and right now expand and collapse nodes)
- Added categories and filtering options to errors window
- Added error reporting on more problems loading def files
- Added number of errors to the errors window title
- Added error to be displayed if fcs.def has invalid FCSEnum value
- Added lots more error types as well
- Added derived score to dialogue lines display
- Added additional UI for Todo window, added delete option
- Added ability to use Ctrl-A to select all items in a list
- Added a reset columns function to turn off all custom columns at once
- Added dialogue keyboard shortcuts
- Ctrl+1-5 : change speaker
- Ctrl+L : add line
- Ctrl+I : add interjector
- Added ability to restore backups when loading mods
- Added modified dialogue lines under owning dialogue in change list
- Added ability for TripleInt properties to be displayed with % signs
- Added ability to show % symbols when displaying values in custom columns
- Added copy dialogue line stringID action to dialogue editor
- Added MODIFIED_MISSING item state
- Added a warning when deleting an item with locked propertiesAdded check to stop accidentally trying to open hundreds of items at once
- Added combined description panels in dialogue package editor
- Added 'Expand Link' to dialogue context menu
- Added warnings to a dialogue line translation when original text is changed
- Added ability to change mod folder location in fcs_settings.def
- Added ability for events to display descriptions from FCS_enums.def
- Added assets folder path to fcs_settings.def
- Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
- Added restore option if a dialogue line was deleted by the active mod
- Added additional checks to avoid creating invalid links when merging mods
Bug Fixes
- Updated translation mode with new features/fixes
- When updating duplicated text, a new option is given to update just the text in this conversation vs everywhere else
- Opening a conversation no longer always opens a new form, if one is already open it is brought to the front
- Updating duplicate text now refreshes all nodes/forms with updated text
- Renamed ToDo toolstrip button to Notes and added an icon
- Improved resizing behaviour of Errors window
- Improved resizing behaviour of Notes window
- Pressing down arrow key in 'add reference' window switches focus to item list
- List References window opens all selected items when OK pressed
- Clear changes command in error list resolves 'Modified item undefined error'
- Listing references now shows what field item is referenced by
- Added a bit more info when displaying what dialogue lines have effects that reference an item
- Standardised descriptions in fcs.def when referencing val0/1/2
- Sometimes we had val1/2/3 for extra confusion
- Fixed custom column duplication
- Fixed potential duplication of global settings and artefacts lists
- Fixed todo list sometimes not filtering correctly
- Fixed mod version number being overwritten
- Fixed removed fields not appearing in misc section if there is a reference list of the same name
- Fixed cleanup if there is a reference list with the same name as a removed field
- Fixed system thinking a mod has changed if you just select a reference property
- Fixed merge dialogue showing extra DELETED items
- Fixed change list not displaying MODREF values correctly
- Fixed some other incorrect uses of GameData Desc flags
- Fixed custom column menu bug introduced by adding the reset command
- Fixed reverting items not reverting all subitems
- Fixed crash reverting subitems in change list
- Fixed crash deleting items that own subitems
- Fixed being able to modify locked dialogue packages
- Fixed crash when cloning items
- Fixed reverting MODIFIED_MISSING items
- Fixed merge changes with only NEWREF or NEWINST data being tagged as conflicts
- Fixed save file backups being deleted if save failed
- Fixed exception opening missing reference errors in translation mode
- Fixed bug deleting items that are deleted by a later mod
- Fixed being unable to delete broken dialogue lines
- Fixed being able to edit deleted line items
- Fixed some issues with forms owned by merge dialogue
- Fixed close all button making some windows unopenable