Latest Experimental Patch Notes: 0.93.18

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

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