Lo-Fi Games is pleased to announce, after a long total of 12 years in development from the moment Chris first created it… Kenshi will reach full release 1.0 on December 6th 2018!
We want to thanks all of our fans from all around the world for their help in supporting us over the years, being patient with us, helping to refine Kenshi with feedback, bug reports, suggestions, and simply enjoying playing Kenshi and boosting us to create something huge.
The finish line is close, now is the last chance to make your voice heard to really help us make Kenshi the best we possibly can. We aren’t taking feature requests anymore and we won’t be adding in any more gameplay features but we’ll be focusing on fixing the last of the bugs and irregularities. Reporting any odd gameplay issues, bugs or imbalances will be massively valuable to us in these next few weeks. No matter how small you think an issue is, or whether you think it’s already been reported, send it in to us anyway!
And don’t worry, even after the 1.0 release we will continue to support the game and work on any fixes we might have missed.
*Please note that the price will be increasing from £12.99 to £22.99 at version 1.0.
Stable Branch Update
The main branch has also been updated to 0.99.15. Please report any bugs, gameplay or balancing feedback etc to either the Steam or Lo-Fi forums. Here’s what’s been added since 0.98.62…
The new map section is finally open! I won’t detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions. FIXES
An AI fix that should stop characters running off for no reason sometimes
Added a few missing armour crafts
fixed 2 inaccessible towns (import game if not fixed)
fixed staff weapon reach
Added leather and chain shirts for the Hivers
Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
Added a new hat
Fixed random camera jumps when tracking a character
Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the “murder detector” was too sensitive.
Fixed dead animals appearing in trader list
Fixed NUM+ keybind not saving
Few other small fixes and a crash fix
Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
Engineer job doesn’t automatically repair destroyed buildings
Japanese translation update
Portugese translation update
Added L/R mouse button swap option, for left-handed mousers
Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
Headgear can now have stealth bonuses, but not penalties
Fixed player towns sometimes becoming undiscovered on import
Fixed crash if mounted building doesn’t exist
Fixed a crash in build mode
Update to the RTWSM shadow system, improves a lot of the shadow glitches
Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
Fixed a crash when trying to load corrupt save
A few pathfinder/movment fixes
Stopped having no shoes affecting ‘looks like a slave’ if you can’t wear shoes
Fixed Tinfist not talking
Fixed unique prisoners not spawning (requires import)
Fixed an NPC duplication bug
Fixed slavers continually picking up and dropping targets that are ‘staying low’
Fixed Anti-slaver ally bodyguard bug
Fixed King Gurgler’s head value
Fixed endless dialogue with Crab Queen
Added Mourn barman dialogue
Fixed Shek pacifier not increasing relations after being paid
Fixed Esata leading a war campaign against player ally base
Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
Changed enemy faction relation penalties for certain alliances. This means you shouldn’t get armies marching to your base simply for allying with a faction. Unless you’ve murdered their friends.
Balances to Holy Nation assault repetitions
Added Holy Flame to holy bar shop inventories
Additions to Boss Simion’s dialogue. He now recognizes carried nobles
Adjusted Luquin’s stats to avoid recruiting issues
Added armour trader to ally skin bandits (find them in the HQ)
Added dialogue for Yamdu, Tengu and Koin
Fixed Noble Ohta going missing after world state change
Changes to UC world states
Added extra ally UC campaigns
Added ally UC bodyguards
Savant can now give you a certain unnecessary machine blueprint
The Hub now sells crossbow bolts
Japanese version fix for tooltips not displaying line breaks
Changed to a more readable font
If you named your faction “Spiders”, your characters would randomly turn into spiders
Burning damage no longer affects robot limbs
Holy Citizen start now has a holy flame book and better relations. Also you can now buy “the holy flame” from traders in the holy nation
Added “harpoon limit” to the graphics options
Tweaked ancient science book distribution so it doesn’t go mostly to the ashlands (needs import)
Fixed flickering buildings bug
Tweaked AI for inquisitors and nobles to stop them patrolling and getting lost
Fixed town allocation when starting your outpost by building walls
Fixed construction scaffold shadows for some building material modes
Fallback RTWSM shader if tessellation unsupported
Fixed __DEAD_SQUAD__ sometimes appearing on load
French, German, Russian, Portugese added some missing wordswaps
Fixed some bars not being used by AI
Fixed a bug that would have randomly prevented dialog from triggering with repeat limits
Fixed some campaign chains getting broken due to duplicate triggers being disallowed
Fixed some campaigns not triggering if player base is nearby to a ruined town of that faction
Fixed a crash
Fixed hivers being able to wear human shirts
Fixed unique NPCs getting lost forever when disappearing in the wilds. Now they will turn up back home when they escape captivity etc. (import required to replace any missing unique NPCs)
Another bug fix that should stop NPC squads sometimes getting doubled
Fixed thief fence not refreshing money
Fixed NPCs getting stuck carrying characters
Hive princes can no longer eat foul meat, because they are too good for it. Also they now have 80 HP
Fixed characters randomly not eating
If you buy a normally-hostile type of slave or prisoner such as a bandit, he will no longer be attacked the moment he leaves his cage
Fixed the “grouped” movement speed orders affecting characters when they weren’t part of the group, eg when someone goes off to operate a machine
Also fixed a crash
Fixed attributes in character stats window displaying incorrectly for animals
Fixed search function not working properly in translation mode
Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
Fixed the slave AI in the holy mines
Gate guards are a bit stronger
Some of the more mild mannered factions should no longer bash your gates down just to casually get past
Increased number of simultaneous attack slots for some of the larger creatures
Added “training” category to the building options
Made final boss a bit harder
Added separate factions to Shark bar fights to avoid town civil war outbreaks
Fixed being unable to talk to Grey
Added dialogue to Bo
Updated the base translation data, some dialogs were missed
Update to the FCS to fix some related translation problems
To help town guards from getting gradually worn down and killed off, leading to town depopulation, gate guard squads can now regenerate over time (as the town would have assigned new guards). Doesn’t yet work if you are permanently resident in the town.
Fixed a bunch of crashes
Bandit squads used to “occupy” your town in spirit, even if they failed the assault, causing bugs and nuisances. Now they won’t occupy the town if they are defeated first.
Fixed a bug with unique characters that join the player getting incorrect world states, which could trigger the wrong dialogs and war campaigns.
NPCs can no longer enslave, loot or butcher anyone while they themselves are playing dead
NPCs on turrets will now also shoot anything attacking their fellow residents, sometimes they wouldn’t help if they were different factions
Fixed another random “not eating in town” bug
Shrieking bandit relations can now deteriorate, so they don’t stay neutral forever
Lockpicking a slaves shackles now correctly counts as the crime of “slave freeing” rather than burglary
Removed player hauling job from general storage
Fixed carried characters disappearing when character edtor opened
Fixed beard colour on character model for some hairstyle combinations
Finished the ragdoll for the land bats
Fixed crash moving characters to squads that were saved empty
Items on buildings drop to the ground when the building is dismantled
Mouse buttons are now reconfigurable
More fixes to stop Shark town destroying itself
Fixed trade caravans going to some bandit hideouts and starting a fight
Fixed town reaction changes sometimes missing part of the town when the town covered multiple zones, so would keep some old residents
Kidnapping slaves now counts as “slave freeing” rather than kidnapping
Fixed inaccessible roof of the metal wall-house
Improved some aggro/law based stuff:
Neutral “Military” NPCs no longer have legal immunity unless they are from a town resident faction
The act of enslaving now counts as a crime, but only when it’s in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn’t mean you can just attack them unprovoked though.
Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
Slaver caravans won’t take slaves from cages in towns that aren’t slavery friendly
Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
Anti-slavery factions will fight to free their allies from slavers if they see them get captured
Fixed some AI bugs where law enforcers wouldn’t deliver their catches to cages and would get stuck in other tasks
Fixed a crash with NPC AI looting
GUI buttons no longer pressed on mouseup after drag-selecting
The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.