Latest Experimental Patch Notes: 0.93.18
Posted On 3rd August, 2016
Latest patch notes for 0.93. Note that this is only available on the “Experimental” branch at the moment – to opt-in you have to right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. 0.93.4 is the current stable version.
0.93.7
- Hotfix for debug lines showing on birds
- Fixed fertility value bug
- Non-swimming races don’t ragdoll float in water
0.93.8
- When you pass the starvation threshold you now pass out randomly and periodically, instead of forever. Gives you one last chance to find some food and survive.
- Reduced hunger recovery rate by half. Means you recover from starvation slower, but also means that a full belly lasts longer
FIXES - Fixed the newly introduced hauling AI bugs
- A few small audio bugs
- Fixed construction set translation exporter
0.93.9
- crashfix
0.93.10
- Fixed another of the new AI hauling bugs and a crash
- Fixed the high-level rare artifacts not being created when you import a game
- Fixed some cases of internal town wars kicking off
- Fixed invisible characters when loading
- Translation fixes
- Translation enabled in release
- Other small AI fixes
0.93.11
- Fixed building construction progress and research sometimes not progressing
- included missing translation .pot files
- bed rental can have different costs
- Fixed beds getting stuck as occupied if you get out too fast
- adjusted character appearance calculation. Bulk (eg arm size) comes from strength only. Muscle definition comes from a combination of strength, toughness, athletics, swimming, and dexterity, and is reduced by the cooking + science skills
- Fixed trader’s inventory stack duplication bug
- Added loaded translations from mods
0.93.12
- Fixed Splint kits. They now work properly, and will save your life some day. Its now a separate job to medic.
- Added a gameplay difficulty option for hunger time, higher settings means it takes longer to get hungry
- You can now buy and repair ruined buildings that you find
- A few crash fixes
- Fixed being unable to pickup map items
0.93.13
- If your prison sentence expires and nobody comes to release you, you can escape without being branded a criminal for escaping
- Fixed enemy recognition for the GUI (eg when to show red mouse cursor + context menu options)
- Fixed some of the animal ragdolls, added the missing gorillo
- Fixed attack range for some animals
- Increased physical strength bulk multiplier by 50%
- Moll now has dialogue
- A few more crash fixes
0.93.14
INTERESTING FEATURES
- Added 2 Shek towns and a new zone in the SW of the active map area
- Stolen items can now stack if you put them in machines or storage boxes
- Heat haze effect
- A 2nd fix for talking animals because the bulls kept swearing when they joined you
- Solved the bug preventing walking on roofs
- Fixed more animal ragdolls
UNINTERESTING FEATURES
- Default Wanderer now starts with a loincloth so you’re more like the other good-for-nothings. Trousers make you feel like you’re better than everyone else.
- Fixed interior reloading when following a character upstairs
- Limit max attack slots to prevent crash
- Unclamped GUI scaling for higher resolutions.
- Stopped ground effect particles appearing indoors
- Few AI bugs and crashes
- Fixed patrolling characters stopping
- Fixed ragdoll characters always facing the same way on load
0.93.15
- There was a mistake with the foldername instructions in /mods/readme.txt, it’s now been corrected.
- Audio volumes have been re-balanced, footstep sounds don’t dominate everything anymore.
- Fixed another talking animals bug
- Theoretical fix for hitting KO characters in combat
- Disabled dust bandit raid campaigns temporarily, until i have time to test and fix them up properly
- Fixed the AI bug where the shopkeeper would lock the door before telling you to leave, instead of after, and then consider you an intruder
- Fixed crash when picking up certain animals, and when sometimes using the furnace
0.93.16
- Fix for a frequent crash introduced in the last update
- Looting law changes. You don’t get tagged as a looter until you actually take an item from someone, and it doesn’t count as a crime if the item was stolen from you to begin with, or if the victim is a bandit, criminal or slave.
- NPCs can also now get tagged as looters, same laws apply.
- Fixed possible issue with mod’s data folders
0.93.17
- Fixed another random crash that was introduced in the last update that addressed a random crash introduced in the update previous to that one
- Stealth knock-outs now have a skill-based success chance. Tougher NPCs will be harder to knock out. Percentage chance is displayed.
- Fixed the robotics skill, healing was using medic skill instead
- Fixed hydroponic farms crop yield
- Armour king now has a slightly lighter weapon, so he’s way more deadly.
- A few more maps added to the travel shops
- Fixed a display error in the weapon stats
0.93.18
- THIEVERY REBALANCE:
- Kidnapping is now a crime, you can’t just pick up sleeping shopkeepers and run off with them. Well, you can, but now there are consequences.
- Fixed some AI bugs where NPCs don’t go to bed. Stopped bar guards taking paying customers out of bed and dumping them outside.
- Blueprints and maps no nonger count as trade goods and so their re-sale value has the loot penalty
- All stolen items also count as “loot”, so you can no longer sell stolen goods for full price
- Fences now buy stuff at 50% instead of 25%, to make up for the loot penalty a bit
- You shouldn’t get attacked at shop closing time anymore
FIXES: - Fixed infinite lockpicking sound again
- Put a minimum cap on bar patrons, so there’s less chance of getting empty bars
- Shouldn’t be able to put animals in cages any more (because they don’t fit)
- Some smaller AI and crash fixes
