Hi folks, we’re here, it’s the next community update! It’s nearly June and the weather is absolutely horrific here in England where much of the Lo-Fi team are based (okay, so it's actually getting a lot better on the day of publishing this, thank Okran).
Since our last update we’ve still largely been locked down but we’ve just recently been able to get back into non-essential shops and (thankfully) back inside pubs again. Hurrah!
Kenshi 2's River Raptor
Here’s an old friend rethought and remodelled for Kenshi 2: the River Raptor. On the process of getting to this point, Lo-Fi Games 3D Character Artist Vitali Ivanov said:
"I started from the Kenshi 1 low poly model, then I made a sculpt in Zbrush with what I consider to be more believable anatomy, while still staying close to the original.
Our Concept Artist Christopher Schlesag helped with the overpaint, and with feedback from head honcho Chris Hunt and our Lead 3D Artist Mohamad, we got to the point it’s looking at now. We used a whole range of references to influence its direction, but the ones we’ve highlighted here show the more pronounced features that I tried to implement in the new model.
Raptors are omnivorous and are more like a vermin in Kenshi 1, so the idea was not to make it a ferocious predator but a clumsy, fat creature that’s not naturally aggressive but can fend for itself when need be. We'll be incorporating two variants of the model into Kenshi 2: one with and one without spikes.”
Forgotten Construction Set Updates Abound!
Over the past few months programmers Sam Gynn and Craig Tinney have been hard at work on The Forgotten Construction Set (FCS), making changes that will have an impact on both Kenshi 1 and Kenshi 2.
For the uninitiated, the FCS is currently available to Kenshi 1 modders and is the exact same tool we use to edit the game.
This week we’re releasing an update to Kenshi 1’s FCS that brings in a huge amount of these changes (this will first appear in Steam's experimental build). We caught up to have a little chat about the update:
Dan: First of all, can you both give me a bit of information about what you do at Lo-Fi?
Craig: I’m Craig, I do programming, push buttons and occupy space. Sam and I are responsible for developing new features on Kenshi 2 and the Forgotten Construction Set application, which our writers use to write all the narrative for our games and much more.
Sam: I’ve been working at Lo-Fi for a long while. I’m a Senior Programmer: I press buttons, make bugs and try to fix them again!
Dan: So the lovely bonus of you working on the Kenshi 2 FCS is that we can incorporate some of these changes into the Kenshi 1 FCS. Can you tell us a bit more about that?
Craig: So there’s two elements: quality of life stuff that our artists and writers ask for, usually improving the usability of the tool, all stuff that can be easily brought over to the Kenshi 1 FCS. And then there’s things which we have to make code changes for that go straight into Kenshi 2, which can’t be hammered back into the first game for boring technical reasons.
The update that’s coming out this week will be a load of bug fixes and quality of life updates that we’ve been sat on for a little while.
Dan: What are the highlights in this update?
Sam: The biggest one is the ability to simultaneously copy duplicate dialogue objects, which hasn’t previously been possible due to how dialogue is actually many objects rather than being one.
Craig: My favourite is probably the layout saving, which you did Sam; you can have a million windows open for editing and have them open back up again once you close the application. And it’s different for every mod, for example, you open up my [insert secret Kenshi 2 feature here] mod, and it’s got all the relevant objects open, whereas if I was to open the dialogue mod, I’d have all the dialogue packages and conversations open up that I was last editing, like dialogue stuff etc. which It saves a lot of clicking around and makes things much easier.
Dan: Do you have any expectations for what modders are going to do with the Kenshi 2 FCS?
Craig: Every feature is designed with the FCS in mind, and right now we’re working on a lot of features we can’t yet talk about, which are what I’m largely thinking about when imagining what modders will do. We are going to great lengths to make sure people can do whatever wacky stuff that they want, and our game (hopefully) won’t break as a result of that.
Trust me, the new features are really cool, it’ll be amazing to see what people do with them.
Dan: Is it safe to say Kenshi 2 will be friendlier to modders than Kenshi 1?
Craig: I’d say just as friendly, yes.
Dan: Will the point of entry be similar in terms of knowledge for modders? Is there anything extra people are going to need to know for modding Kenshi 2?
Sam: It should be about the same; it’s the same tool, so any knowledge people have picked up while making mods for the original game will be relevant, but with lots of fun new features to play with.
Craig: You should be able to identify things you might like to change in the game and edit them within a couple of minutes. It’s the same kind of data relationships, a very small amount of that has changed.
Dan: So has the engine change not caused any issues with the FCS?
Sam: The assets we use have changed; we previously used ogre.mesh files, which I had to write an export tool for Blender for people to actually use, but that doesn’t work with Unreal, so we’re now using Unreal.asset files. But that is just the assets, the actual underlying data, such as lists of items, descriptions and all that stuff, that is just raw data that can just be read directly out of the files we use for the FCS, so it doesn’t matter which engine we’re using.
Dan: Will people that have some experience with Unreal be able to put it to use with Kenshi 2?
Craig: There has been some talk of modding blueprints
Sam:We hope so.
Creating buildings will require some knowledge of the Unreal Blueprint editor, as that’s where they’re created now, rather than how that previously worked where you’d be working entirely in the FCS.
When creating buildings, working with doors and multiple floors will be much easier and more visual than it was before with Unreal Editor.
Craig: We’ll be making the same how-to documents available to modders that we give to artists, just with slightly plainer English so they can make better sense of them.
Dan: Awesome! Well, to wrap things up, do you have any favourite Kensh 1i mods?
Craig: Yeah, the one I made to extend the spider attack range, as I don’t think it’s long enough.
Craig: That is a good one. Actually, the one we were talking about the other week that makes it so that when someone’s arm’s cut off it says “LMAO, Kenshi vibes”. I really liked that one.
Sam: There are lots of amazing mods, it’s great to scroll through and see what crazy things people have come up with.
Added auto-complete added dropdown certain dropdown boxes
Dialogue condition effects, targets
Reference lists for items
Added alphabetical sorting for dialogue conditions
Added alphabetical sorting for dialogue events, EV_PLAYER_TALK_TO_ME is still first in the list as it's the most commonly used
Events with invalid entries are now highlighted red
Added support for duplicating dialogue
Added additional error detection for dialogue data
Added window layout saving
Opening a mod will also load the windows last opened with that mod
Also remembers any custom columns setup from previous use
Added periodic automatic backups
Added notes to dialogue lines
Uses the todo list system
Notes are displayed in translation mode
Notes are exported to .pot files
Can close todo window with escape
Added additional detail to missing dependencies error
Now shows what specific items are missing
Added soft reference list limits
Added error suppression for loading a mod has just been merged
Added tags to conversation and dialogue packages to make sorting and organisation easier
Added a new mod merging system tracks versions on a per Item basis
Added a fcs_settings.def file for changing default root path and data folder location
Added ability to traverse item properties with just the keyboard arrow keys
Added filtering by reference count
Added find and replace function
Added button to search for assets that have been moved to a different folder
Added filtering on referenced items
Improved reference list filter speed
Selecting things in the reference list automatically changes the add reference button to the selected list
Clicking a merge checkbox will check all selected items
Delete value right click option hidden when not applicable
Fixed crash in dialogue validation on invalid references
Fixed being unable to delete invalid references in dialogue editor
Fixed exception if no layout data loaded
Fixed dialogue lines losing their link flag when deleting lines
Fixed a null property crash in Set Field window
Fixed crash if base mod directory does not exist
Fixed deleting an item not flagging as a change
Fixed custom enum column display
Fixed exception if filtering by enum with invalid values
Fixed dialogue conditions and effects being editable on locked items
Fixed deleting dialogue objects not deleting all associated line and condition items
Many other misc. bug fixes too boring or technical to mention here
Life at Lo-Fi and beyond
Colton David, Writer
Hi! I’m Colton! I’ve been a writer at Lo-Fi for a few months now and wow, I’m happy to confirm that the people behind Kenshi are as smart and wonderful as you’d expect them to be. Currently I’m working on the finishing bits of Kenshi 2’s first big faction and a giiiiant migration of our internal wiki to a cool new platform. Ooh, and we recently added some context to a controversial mystery from K1. I think people will enjoy the direction we’ve taken.
I’m coming in as a big Kenshi fan already, so being able to add to such a wonderfully crafted world is a real dream. It’s also nice to know what Kenshi 2 is going to be about. If you’re worried that more writers = more things to read and obscure knowledge to wonder about, worry not! So much of our effort is spent coming up with very, uh, “Kenshi” scenarios and creating experiences for you to build your stories around. The lore is still there, obv, and it’s very good, but Kenshi is a sandbox game with a rich world to immerse yourself in. My job is to add flavour to the broth, with the occasional spicy tofu thrown in.
Life Balance
A bit about me! Aside from writing, most of my creative juice goes into making small games with my friends at Bad Pet. Devil Express is our most recent project and I love it a lot. If you want a sample of my writing style that’d be the best place to look hehehe. The pandemic has killed most of my non-playing video game hobbies (drinking with friends), but I still make time for the important things (drinking with friends on Discord). I was exercising for a month, that was nice. Now I just play Satisfactory and order take-out with my partner.
Work Setup
I’m one of the few non-Bristol based staffers, currently working out of this wonderful coworking space in Toronto, Canada with my friends at Laundry Bear and Reptoid Games.
Most people are working from home so it’s pretty quiet. I am counting the days until we can all work together and make jokes. There’s a Korean corn dog place (K Seoul Hot Dog) that I go to for lunch! It is the light of my life. Here’s a picture:
Okay, that’s all from me! Looking forward to sharing more of the very good things that are happening in Kenshi 2.
Vitali Ivanov, 3D Artist (Character)
Hi, I’m Vitali, and this is my third year working for Lo-Fi. I'm currently creating characters, creatures and armour for Kenshi 2.
I have many hobbies but I'm not committed to any of them, or maybe the only consistent hobby I have is playing video games. I played Kenshi a lot and it was the motivation to join the team so I can work on a game that I actually like and will play. I prefer indie games because they have a soul and are not bound by stupid rules invented by people that never played a game in their life.
I also have pets... right now I have a dog, cat, two rats and a hermit crab, at some point we had a rabbit, chameleon and a turtle (not at the same time :D) So although I'm home alone during my working hours it still feels crowded.
I used to do hang-gliding but I fell and gave up before I got any good, I tried riding a motorcycle but I crashed before I learned to drive properly... most of my outside PC hobbies are like that :D
And finally
Thanks for reading folks, don’t forget to join us over on our Discord, find us on your favourite social platform and, if you don’t yet have Kenshi, or you know a friend that’s been wondering whether to pick it up, we’re on sale at 40% off this weekend as part of Steam’s Open World Sale! Bye for now!
All of your amazing support and feedback has led us to having a month so productive that we have actually started worrying about Cartel Tycoon turning out being too addictive.
...Haha, joking, nothing will stop us! In fact, we have just released a major update - and it has literally added all the features most requested by our community! Specifically:
As you may have noticed, we are making steps towards making Cartel Tycoon approachable for players that are looking for a more relaxed experience while also keeping its hardcore permadeath roots intact. Next update, on the one hand, will expand on this even further, making Sandbox even more customizable...and on the other hand, we cannot wait to present you the Survival mode! with its own unique goals and narrative.
For those who have closely followed our Roadmap, we have to point out that May Update turned out to be less in scope than initially planned. Our plans for the overall scope of the game aren’t affected though, and the upcoming June update will be a much bigger one (I wanted to foreshadow the rest of Miguel’s story for you, but the team asked me not to spoil it - let’s respect their decision).
Soon we will do another post about Cartel Tycoon Roadmap and how it has recently evolved: best news here is that we are setting ourselves a goal to make the Multiplayer a part of our 1.0 release.
Please go ahead and update your game. And more than ever, we’ll need your opinions and reports about how a weekend with updated balance and features of Cartel Tycoon went for you. And now, full patch notes!
ːcartel_loveː Cartel Tycoon v 0.9.1.1527 (May Update) ːcartel_loveː
WARNING: Your old saves are not going to be compatible with the new version. We are leaving the previous version in the separate Steam branch. To access it: right click on Cartel Tycoon in your Steam library -> Properties -> Betas -> Input “CartelTycoonApril2021” password. Done! Finish the game there
Major changes
Saves. You can now have multiple saves in one slot! And the number of save slots has been increased to 6.
Customizable difficulties. You can now choose the difficulty in Sandbox (Easy, Normal or Hard). Selected difficulty affects the plants growth: hard has zero-efficiency zones and has no saves. More details in-game.
Flexible Goods Delivery. You can now customize how much goods your Lieutenants will transport, and you can also set them to continuous delivery as it was before
Defeat the enforcers to freeze their star for 30 days
Other updates & changes
Added a special TBC screen after the last quest in story mode to avoid the confusion (the finale of the story is coming in June update!)
Smuggling points now have their own upkeeps - they aren’t depleted any more.
Added “Controlling City” state for lieutenants.
Building upkeep is now taken once per day, not twice
Balance
Mayours lend less money, but for a longer period of time (30k for 2 months now)
Increased prices for some goods
Increased the capacity of Villages and Area Depos
Now the majority of lieuts start from Novato level (except lieuts with Deal ability)
Bug Fix
Fixed: terror marker would not disappear sometimes
Truckman ability fix (now it works in Area Depot)
Disabled turning off Hotel And Research center from buildings list
Fixed Chinese font for legal money indicator
Localization fixes
Chemical plant shows correct efficiency now
Double check Mayor quest state to prevent any death lock situations
Fix Harvest Interval ability not working in some cases
Fixed buildings on fire notifications
Fixed wrong information in money loss event
Cartel customization window layout fix (no more “jumping” buttons)
Removed values from loyalty events in loyalty buildings
Lieutenant quest now disappears after his death
Fixed residence influence radius issues
Fixed some texts overlapping issues
Visuals
Update visuals for the Hotel
Farms and Plantations animations fix
Fixed Aircraft: Lights not being displayed when the aircraft is in sight
Fixed building Construction Animation
Borders will not cover buildings any more
Known issues
On some of the Windows versions (specifically if something has been done with the default Media Player) our animated intro causes the game to crash. The temporary workaround is to turn on “Skip movies” in the settings menu.
Let us know what you think in the comments! And please keep an eye on our social channels for all the latest news and updates, and be sure to join the official Cartel Tycoon Discord to join the community, share your feedback, and chat with the development team.
P.S. Pleased to announce that the June update will include Turkish localization, hooray!
First of all, thanks for playing our game at launch! It's the first time we released a game to the public at such scale and it has been an incredible day for everyone in the team! The journey together with our testers has been an exciting experience, but this.. there are no words that can describe the feeling!
We appreciate all the reviews and the feedback that we received, positive and negative, and we want to start addressing it little by little. In this small hotfix we did some tuning of the main resource consumption, to give more exploration time and to ease the difficulty curve. We also fixed major bugs such as the clay, which was not protecting from the sun when applied.
As always, if you have feedback or suggestion, we encourage you to join us on Discord or let us know in the forum. It may take some time, but you will always get an answer from us.
Let us know how the changes affect your experience and if you enjoy the game, don't forget to follow and leave a review!
GAMEPLAY CHANGES
SANDSTORM
Sandstorm will now last 5 minutes instead of 2 minutes.
Increased damage of the sandstorm from 2 to 3 per second.
ATTRIBUTES
Reduced hydration consumption rate from 1.7 to 1.4 per second
Reduced nourishment consumption rate from 1.3 to 1.1 per second
Energy cost of stamina regen reduced from 1 to 0.3
ITEMS
Clay can now be used as a sun protection item.
OBJECTIVE SYSTEM
Certain objectives are now more descriptive.
BUG FIXES
FIXED - The cave lights up at night after loading a save file.
FIXED - Cave darkness effect from outside not working after loading a save file.
FIXED - Empty objectives when entering caves.
FIXED - Mine entrance wooden structure disappearing after repairing and loading a save file.
FIXED - Energy cost not correctly being calculated when using tools.
FIXED - Not able to use "G" key for drinking anymore after certain interactions.
FIXED - Options display section always asking for confirmation after changing a value.
FIXED - Setting window mode to "Borderless" will no longer allow you to set resolution (as this had no effect).
FIXED - Crafting table in first base would save the game everytime you would use it.
FIXED - Not able to use clay for sun protection.
FIXED - When crafting an item at the crafting bench, the list of craftable items wouldn't readjust to put the craftable items at the top of the list.
AUDIO
FIXED - Ambience audio not working when going back to the title screen and starting a new game.
FIXED - Main menu music will now stop when you start new game or go to the credits.
FIXED - Pause menu music continues in options menu.
USER EXPERIENCE
FIXED - Scaled up interaction text.
FIXED - Scaled up size of sunburn protection text.
FIXED - Removed "!" after "Canteen Full" text for readability.
FIXED - Several spelling mistake fixes.
FIXED - Feedback button is now more visible when opening pause menu.
Take a look at our first Rover on the list! Sometimes three wheels is all you need, especially on narrow cliff paths. This agile and compact Rover is just what you need on those more challenging missions...
Time To Tank It
Getting ripped apart by water balloons? Can't quite beat that mission? Try the tank approach! This community Rover is built to take the hits, but maybe it'll need some extra additions to fight back...
Needs More Cannons
Maybe you just want to share something completely redundant yet wonderful? Be as creative as possible, even if it doesn't help beat a level!
We LOVE to see more of your creative and impressive Rovers! Upload your creations to our workshop so others in the community can enjoy, or destroy!
Stay tuned for future updates by joining our Discord group. Share your builds, provide feedback or pick up tips and tricks from the community!
Added initial controller support for joining co-op game as PC player. Currently when a controller is connected the keyboard and mouse controls are disabled.
I've been making the latest corrections regarding Share, closed game, processing details, etc. Remembering that I am giving you 20% discount, and this promotion should last until the end of this year. All the best to you! Thanks!
Added initial controller support for joining co-op game as PC player. Currently when a controller is connected the keyboard and mouse controls are disabled.
Fixes & visual tweaks in various levels
A reminder: We also have gone live with the Steam Playtest feature, so the beta version will update there from now on. Until further notice we will continue to update the closed beta behind the Steam keys as well, but if you haven't already signed up for the Playtest, you can do so from the Store page.
Optimized terrain systems resulting in radical performance improvements New and improved locations added to the map 6 new decorative objects added Added unlocked objects stat to the misc. builder You can now build a 2x2 grid that will snap to squared platforms Improved drill spot icons Improved place able lights lighting quality Adjusted medium-low-lowest settings Adjusted most of the sfx volume Fixed bug that would not allow you to reopen your inventory right after placing an object Fixed handheld drill lighting issues Fixed dogs appear facing up in the sled garage after loading your game Fixed sfx still working while in the pause menu Fixed seagulls white artifacts in the distance
Shroud of the Avatar: Forsaken Virtues - Portalarium
Greetings Fellow Avatars!
Release 90 is upon us! Imbued Gems! Imbued Jewels! Combat balance improvements! User Interface improvements! MANY bug fixes and quality of life improvements! Log in to check out this amazing update! For those wishing to participate in any community activities, new one-time and recurring community events have been announced! Also, be sure to also review the Players Guide and Known Issues list for additional information on recent changes and upcoming fixes. Now, let’s see what we have for you in this week’s edition of Update of the Avatar: