Since the last patch we worked on answering a popular request amongst players. We added steam achievements in the game and hope you'll have fun unlocking them :) We also kept working on improving the experience by fixing bugs linked to chips and the player’s interaction with them.
New additions:
32 achievements to unlock:
Reach level 5 with a bibot
Reach level 10 with a bibot
Reach level 15 with a bibot
Reach level 20 with a bibot
Kill 500 enemies
Kill 1000 enemies
Kill 2000 enemies
Cause an affliction on 200 enemies
Upgrade a weapon to level 2
Upgrade a weapon to level 3
Upgrade a weapon to level 4
Upgrade a weapon to level 5
Complete the tutorial
Spend more than 5000 crebuks
Spend more than 100 metal scraps
Summon your bibot 50 times
Purchase 30 items
Open a speedrun door
Open 10 speedrun doors
Complete a playthrough in 30 mins
Spend 30 level points in the soldier path
Spend 30 level points in the scientist path
Spend 30 level points in the survivalist path
9 other secret achievements
Bug fixing:
Fixed a bug where it was possible to infinitely recycle/pick up an item dropped from the inventory.
Fixed a bug where a chip dropped from the inventory had its properties and visual changed.
The visual representation of used chip slots in the weapon HUD can no longer be misplaced.
v0.6.115 (2022.10.28) - [Feature] Add explicit Direct Control button to managed workers UI - [Feature] Allow controlling multiple workers at the same time - [Feature] Direct controlling a Cleaning Bot will do manual floor cleaning - [Balance] Solar panels will produce much less power during dust storm (even when clean) - [Tech] Improve floor cleaning AI to search for nearby dirt first - [UI/UX] Add extra common actions related to direct control of multi-selected workers - [UI/UX] CTRL + click will both order going to position and taking the task (no more Shift + click) - [UI/UX] Reposition tooltips vertically if they go out of screen area - [Bug] Fix direct order to perform a task would show "0 workable" if task was reserved for someone - [Bug] Fix workers would needlessly use Repair Stations and Charge Stations - [Bug] Fix forcing a worker to go somewhere would show a broken path as worker moves along - [Bug] Fix hungry biological beings would not go through danger to reach food - [Bug] Fix people trying to eat at a table while almost dying from hunger - [Bug] Fix beings would get stuck in place for extreme periods of time if there was no safe path to food - [Bug] Fix entering a star system would spawn the player's ship too far away from all planets - [Bug] Fix Raiders would stop fighting if there was a fire, causing game breaking state - [Bug] Fix space objects sometimes not registering as close enough after traveling there
Hey there Kenshi fans, we’re here for another round-up of excellent community content highlighting some of the amazing work done by the Kenshi modding community.
Did you know that there are more than 10,000 items in the Steam Workshop for Kenshi? Big up the modders, we appreciate all your efforts.
The world of Kenshi is pretty terrifying as it is but if you really want to get into the spirit this Halloween, we have 15 spooky mods created by the community to share with you.
Go hunting for a half man, half dog beast that’s been spotted in the Vain area, adding to the other cute and cuddly creatures that want to devour your insides.
This mod was made by Arkhiel back when we co-hosted a Halloween competition with the Kenshi Community Discord. Install this and you’ll find a pumpkin head (excellent), a broom (nice), and “a lot of dudes in a few biomes (border zone, swamp, desert, okran valley and a few more) wearing that and behaving like shrieking bandits, just because”. Lovely stuff.
Another entry from the old Kenshi Community Discord Halloween contest with some rather fetching Halloween-esque cosmetic items. Scare off your enemies by having a cleaver through your head or an arrow in your knee… whatever you’re in the mood for.
Hunt down or save the Fungoid race, who are known for their high farming and medical skills!
We hope you enjoyed this spooky mod showcase! Let us know if you’ll be trying out any of these mods and tag us on Twitter and Instagram with your screenshots or videos!
Do you want to help create the world of Anvil Saga and get your name in the credits? Then we've got some cool as steel news to share with you.
So what do you need to do? Well, just think of a character that would visit Arthur with a request for an unusual order.
Specifically, you'll need to create:
The customer's name.
Their height, hair color, skin color and general appearance. It's a bonus if you add references or your sketches of the potential Anvil Saga character.
Their story. Each special customer in the game has a short story that explains who they are, what they do for a living, and what their request for Arthur is.
And a description of the order. What is the item that the character orders and which parts are needed to create it.
These are the minimum requirements to participate, but you are welcome to add more creativity. Draw fan art, create a full biography, write out the character's lines, create a TikTok about them, make an animation – anything you want!
We will pick 3 winners:
All 3 winners will have their character added to the world of Anvil Saga and have their name added to the game's credits.
The first place winner will have their character appear in the next update, and the second and third places will feature in subsequent updates.
The Anvil Saga team will choose the most elaborate, fun, and original ideas as winners.
And you can enter as many times as you want to! Feel free to submit 1, 10, or 500 different characters!
How to submit your character:
Post your ideas on Steam under this post. Additionally, you can post a description of your character on Twitter, TikTok, or Instagram with the hashtag #AnvilSagaHeroes
We will accept all ideas until 11 November!I
May the power of creativity and imagination be with you.
Features -Add Guilds -Add Guild vs Guild System (Some Maps can be occupied from a Guild to build a City) -Add Player Housing -Stamina will regenerate faster when you stand near Campfire and its turned on
Bugfixes -Fixed a bug where you was able to make a trade request to your self -Fixed a bug where tamed creatures not turned into an item -Fixed Spawner in Mausoleum -Fixed some move jitter from Monster/Npcs when walk near together -Fixed a bug where Holy Magic gained when using Fireball -Fixed Mouse Cursors battle indicator sometimes showed wrong color -Fixed issue where sometimes Items from Bank disappeared -Fixed a bug where items sometimes disappeared from Bank after restart server -Campfire destroy timer will reset when turn it on
Improvments -All kind of Woods can now used for Campfire -Need to interact with Warp to go from Map to Map (same as it is for Doors) -Add Map Info before Warp when stand at the border -Update Materials for crafting Formulas -Increased Mausoleum Map -Update Loottables/Gold -Update Exp Tables and receive Exp from Monsters,which will lead to set back current Player Level (this not affect any progress you made) -Updated German Lanugage for Abilities -Updated some Creatures -Report/Friend Window can no be toggled -Increase Spawnrate of Bushes -Monsters in Wasteland can now climb up/down Mountains -Campfire destroy timer will reset when turn it on -Changed color of PvP indicator name (off to green and on to red)
Balancing -Reduced Burn effect duration from Fire Magic to from 10 to 8 when with max Level -Campfire destroy timer will reset when turn it on -Spells now require Reagents to cast -Healing can no longer interupted while receive Damage -Adjust Skillgain Curve -Weapons can no longer assigned to Hotkey bar 1-5 -Add a 2 second delay when use right click on an Item to equip -Increased max Health, Stamina and Mana from 300 to 500 -Increased Health regeneration from Food -Increased Cooldown from Weakening Blaze from 5 to 10 Seconds
Greetings, Thank you all for being so patient and waiting a year for the game. We are hard at work updating the game. This update fixes game breaking bugs & adds 1 objective to the game at the beginning to help the player. This update: - Fixed cutscenes not progressing to the next level. - Fixed Menu controls and options - Fixed Loading and saving (we are still playing through the game finding bugs and we promise to fix them.)
We will also be uplading a 2 Fresh Demos for you guys for those who haven't tried the game and wish to.
Hello everyone Rich here, i'm dropping an update on the development of Gunsmith! We've got some super exciting stuff in the works that we are really happy with. The progress is going well and next week or very soon after i'm sure we will have something tangible to show to the community!
I'll drop a video below that I made a few weeks back but i've been so busy i've not put it on the official Steam channel so here it is. I will also write some stuff below to explain in text form where we are at with Gunsmith.
So we took an annual break over the September period and I took 2 weeks to actually build a dev studio in my back yard ( more to come on this ). However apart from that, I've been playing a tonne of games ( that are not mine / ours ).
I've been studying on the value that games create for both their players and their games. I have seen upon coming back to design that Gunsmith has lacked a huge amount of potential for both us as a studio/creators and also value for players.
Our main goal for the last 2 years has been content, content,
CONTENT.
However when I take a deeper look at this I essentially just see now a giant buffet of food with no real direction. All our scenarios are essentially a sandbox leaving the player to ultimately quit the game because they are bored.
I don't see that as the worse thing ever, the fact someone has sunk so much time into the game they exhaust it is actually a massive compliment, however I would like players to quit their play session on a high rather than a low. I digress slightly.
Being extremely critical of our own work means that when we see how we pick scenarios, countries etc to play. Really what is the point. There is no real difference. So therefore this is something I now consider a major part of the game that needs improvement as a matter of urgency.
I think the best way I have started to look at certain things with our games is the fact that I am also a huge fan and player of multiple games and genres of game. I have to ask myself "would I be happy if i was playing this and it wasn't my game" and the response to myself is, absolutely not I would think XYZ is super under performing.
So we have been quietly taking a look at all these issues over the last few weeks and even some days spending nothing but 2 hours straight breaking down exactly what happens in Gunsmith, how we start a game, how the user interacts, what we think is lacklustre and what needs major improvement.
We have identified huge portions of User Experience we think we can massively improve upon.
Next week or soon after I shall drop another update with more to show and tell but we are very excited.
I think we will be breathing new life into the game with the next major update that is coming soon.
So overall, it's been a nice break to go and come back with a fresh look on how to design games better, how to make the experience better for the players and really make the most of what we have also put into the game. I'm hoping this will really improve many aspects of game play.
Thank you all for your continued support during this games Early Access journey!