0.98.39 Out Now (Experimental)

Update 0.98.39 is out now on the Experimental branch! 0.98.38 remains 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[www.lofigames.com] forums. Thank you

0.98.36

  • Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that’s Moll/ Esata/ Simion)
  • Blood splat size is now based on damage
  • You can now pickup allied npcs to help injured slaves escape
  • Added different blueprint item colors for different types of item
  • Selected player characters can have different map marker colour

FIXES

  • Some fixes to popup menu on carried characters
  • Map item crash fix
  • A bunch of character movement fixes
  • Fixed unselectable spotlights mounted on Gate III
  • Fixed campaigns never leaving on victory
  • Fixed unlock sound continually triggering
  • Fixed crash dragging last research item when research completes

 

0.98.37

  • My mistake, the town override and world reaction stuff wasn’t included in the last update, it’s in there now
  • AI Campaign leader should now wait for the rest of his forces to catch up before attacking the target town

FIXES

  • Fix for cannibals not healing random prisoners because they were planning to eat them but not for a long time.
  • Fix for campaign AI when the target town vanishes
  • Fixed the missing animation when running in stealth mode while carrying someone
  • Fixed items thinking they were indoors if dropped on a building’s ramp
  • Dialogue crowd trigger doesn’t affect people already saying something (endless loop fix)
  • Fixed a bug with UTF-8 squad names
  • Fixed player town handle and coverage data not being saved, which should fix a bunch of small bugs, including one of the “walking through walls” issues
  • A couple of stability fixes

 

0.98.38

  • Oh man, the town override world reaction stuff wasn’t in that last update either, cus I forgot I had it disabled in release mode. It’s in the game for sure now though, for sure.
    • Town overrides and roaming squads for world states. Added the Holy Nation, United Cities and Traders Guild. This means that the world now reacts to your actions i.e. if you take down certain leaders or capture powerful bounties. You can talk to allied faction leaders for hints on how to destroy enemy factions (so far that’s Moll/ Esata/ Simion)
  • Arrange buttons added to more containers
  • AI fix when a player outpost is too close to a town

 

0.98.39

  • New savegame system, saving should now be much faster, especially on non-SSD type drives
  • Slaver cage warden now puts dead slaves in the disposal instead of just carrying them around forever
  • Slavers notice if you try stealing slaves by carrying them away
  • Stopped slavers stealing from player cages
  • Fixed a case where robot limbs didn’t get healed if you didn’t have a medkit
  • Fixed a case where you would be paralysed if someone released you from a prisoner pole
  • Stopped being able to place buildings that create towns in ruins
  • Added some internal data tracking stuff to help hunt down one particular random crash we are getting

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