Added free camera mode for screenshots and videos. Toggle with ;
1.0.67Experimental Branch
Added free camera mode for screenshots and videos. Toggle with ;
1.0.65FCS 2.14.2 Hotfix
FCS 2.14.1 was causing a few issues for some users, this hotfix should address those bugs.
Fixed issue causing fonts to increase to 825 instead of 8.25 in regions where commas are used in place of decimal points
Fixed NPCs accusing you of trespassing when committing any other type of crime outside
Fix for a bug where guards wouldn't investigate alarms
1.0.64Feb 2024
Blocked being able to delete active save from the save window
Added batch file to help launch kenshi and install dependencies silently for non steam users
Translation Updates, lots of small fixes and reviews for German, Portugese, Spanish, Japanese, French:
Spanish:
Standardised the translation of "Beak Things" and "Skimmers" to "Pinchostruo" and "Patineto", respectively
Corrected mistranslations of words like "Armour King" to "Rey de la armadura"
Used correct tenses for skill-related verbs like "crafting" and "farming"
German:
Quotation marks and ellipses (…) are now properly displayed. No more text gaps!
Translated previously untranslated text
Fixed text overflow on certain UI elements
Some incorrect skill name translations were fixed
Generic NPC names are now correctly gendered to match the NPC’s gender (for example: Bauer/Bäuerin, Söldner/Söldnerin)
Fixed many naming inconsistencies, including Rebirth and the Skeleton race
Skimmers now retain their English name and Skimsands was accordingly changed to “Skimwüste”
The “Gutters” faction is now correctly called “Ausweider”
Reworked many UI texts, item descriptions, tips and tutorials to fix errors and increase legibility
Portuguese:
Fixed typos, grammar, and UI display issues
Standardised the translation of gameplay and lore elements for consistency
Gendered names now used for generic NPCs like peasants, soldiers, and mercenaries
Japanese:
Translated texts that were displayed in English into Japanese.
Speed-related displays such as miles/hr are now translated into Japanese.
Re-worded some instructional and help text.
French:
Fixed many missing wordswaps
Simplified Chinese:
Fixed an issue where item weights were displayed incorrectly, causing incorrect weight values to be shown
FCS v2.15
Moved to .NET 4.5 (to allow for use of async tasks)
New features:
Added undo system
Added settings window
Added Themes, dark mode now available
Custom themes can be made by users, font size can now be changed also
Added detective feature - Shows which mods changed a particular value
Added new warnings/errors
Warning for sounds with 0 intensity and efficiency multipliers
Added message if failed to take ownership of missing item
Added replace reference button to navigation window context menu
Updated custom columns
Added new dialog box for creating custom columns
Combines previous separate UI elements for fields and lists
Added support for list.v0 syntax in item filters and custom columns
Columns can be of the form 'residents.building'
Items can now be sorted by values in reference list columns
Updates to conversation window
Added dialogue word swap permutation preview
Opening a conversation window for a line will select the original line rather than any links
Fixed file changes not being flagged when deleting dialogue lines
Updates to translation pipeline
Added spell check to translation mode, items with spelling errors now highlighted in orange
Added duplicate wordswap button to translation mode context menu
Added further support for flagging changes to translated text
Added extra info to .pot file comments, % chance for character to be female
Added right click option to mark a line as translated
Added search options in find window for translation mode
Dialogue root notes displayed in translation mode
Tags now get exported to .po/t files
Todo items now have translation tags
Toolbar items now hidden as well as disabled in translation mode
Fixing odd "syntax error" poedit keeps moaning about due to trailing whitespace or things being in a different place than expected
Fixed filter text not being cleared when you open a file in translation mode
Fixed find and replace _original_text existence check
Fixed find and replace operation being able to replace _original_text field in translation mode
Fixed translated strings not being exported properly with escaped quotation marks
Fixed translation mode crash if dialogue contains invalid references
Updated notes window
Added creation timestamp to notes
Added display name in brackets to items
Added column sorting options
Changed note timestamps format to unix time
Fixed tags not getting saved when set
Updated find and replace window
Added error message for invalid regex in find/replace window
For dialogue line results the parent dialogue package is now also displayed as an extra column
Changed how nodes get created for dialogue lines to be easier to read
Can now handle find and replace operation for references
Updated spell check feature
Added line variation label to window
Fixed spell check bug where line variations would be skipped over
Fixed translation mode spell check issues
Dictionary now cleared when loading a new mod, in case target language has changed
Updated change list
No longer refreshes on activation if no changes
Stopped items with the LOCKED REMOVED items state appearing in the change list
Fixed reverting deleted references in change list not resolving the reference
Lots of misc fixes
Last loaded mod automatically selected in mod selection window
Layout file now saves minimised window states
NOTES
Fullscreen mode doesn't work for everyone, try Borderless instead, it's often faster too
Save games can now be found in C:\Users\<username>\AppData\Local\kenshi
1.0.63
Fixed missing Japanese translation. Turns out it was also missing out on updates for who knows how long.
Fixed save manager getting stuck if trying to copy a source folder that no longer exists.
Added a player messagebox to inform their save is likely messed up in this situation
1.0.62
Fixed game crashing when dialogue censorship was switched on
Changed default font size from 0 to 4
Fixed new game starts window displaying incorrectly with larger font sizes
Fixed a crash on exit
FCS
Fixed dialogue effects showing as invalid in translation mode for kenshi1
Fixed crash entering translation mode
1.0.61
Town names are no longer saved so they can be changed by translations and mods
Characters can spawn with items in their belt slot
A fix for sometimes not playing the correct ambient audio bank
Fixed gui stats displaying differently when paused (for crossbows)
A mystery path following bug fix
1.0.60
Added some default keybinds to make it easier to setup steamdeck/controller configs (you need to press the button to reset your keybinds to default)
Fixed the issue with changing font size in the options
Huge translation overhauls to spanish, japanese, portugese, chinese, german, french
Fixes for some of the distant town meshes
1.0.59
Fixed a bug that messed up dialogue events for a few NPCs
Minor bugfixes for FCS
FCS v2.12
Fixed a major issue where deleting things could corrupt item references
Fixed 2 crashes
FCS v2.13
Added find and replace button to toolbar
Added read only mode, active file is locked so other programs can't write to it
Added support for custom background images / custom colours
Added settings window, no more text file editing for application settings
Added sorting on reference list columns
Added sorting to notes window
Added ability to add multiple notes at once
Added wordswap preview button to dialogue editor
Added [...] button to conversation window
Added [...] buttons to dialogue package form window
Added Delete Item to [...] commands
Added ability to disable dialogue branches in translation mode
Added display for notes in dialogue root node in translation mode
Added diff mode for use with subversion
Added key shortcut to add reference (Insert or +)
Added logging with options in settings file
Added support for custom autosave interval
Added filter timing display in navigation window title
Added ability to allow merging a mod to clear MISSING state
Improved custom columns with recursive field support
Improved searching
Basic StringID search uses StartsWith to avoid partial matches with other items
Items added or removed from filtered list if they no longer match filter
Improved performance of translation mode dialogue tree view greatly
Improved change list
Reverting items in here now updates their state properly
Interjection and fail nodes labelled as such
Doesn't refresh on activation if no changes
Set field window now has open file button for path fields
Improved Errors window
Take Ownership error fix now tells you which mod you need to fix in if it fails
Dialogue errors now ignored for items deleted by a later mod
Added Copy ID action, also available in merge window
Improved translation mode
Exported .po files now flag entries as needing work if original source text has changed or user has flagged them as needing work
Update lines box can now be closed with the escape key
Layout data now saved to appdata
Opening an item now restores minimised windows
Blocked changing stringID if any properties are locked
Browsing for files now default directory set to assets folder
Cannot flag new items to be discarded in merge window
ItemFilter assumes default value for MISSING fields
Changed how discarded changes work when merging mods
Lots of bugfixes
1.0.58
FCS v2.11
Fixed a bug that caused items to use old names
1.0.57
Japanese translation update
FCS v2.1
Added documentation
improved item search functionality with Regex, recursive property and reference searching
Significantly improved performance of item filtering
Added an "Everything" section to search through all items at once
Added a new panel when translating conversations
Added additional functionality to the "Set field" window
Can now remove references in addition to adding them
Can bulk modify values with addition, subtraction, division and multiplication
Added spell check feature
Added option in merge window to show previously skipped changes
Added ability to open items from the merge window
Added tree view for notes
Added derived score to dialogue lines display
Added dialogue keyboard shortcuts
Added ability to restore backups when loading mods
Added GameData.saveSafely() function that doesn't corrupt the existing file if it fails.
Updated translation mode with new features/fixes
Lots of bug Fixes
1.0.56
Japanese translation update
1.0.55
Hotfix for mods not loading header info
1.0.54
Hotfix for the popup message box showing no text
1.0.53
Generate distant towns is now an option, disabled by default.
Hopefully fixed the crash from 1.0.52
Bed recovery rate multiplier now displayed in tooltip
Font loading deferred to when splash screen is displayed (to prevent long initial black screen for heavy languages)
1.0.52
Towns can now be seen from miles away instead of popping into view at close range.
Disguise quality is now affected by your UNMODIFIED stealth skill. Before your disguise would be negatively affected by things like the armour you were wearing, but this was the disguise itself so wasn't quite as intended
1.0.51
Fixed deleting saves from new save location
Fixed bar squads not spawning in Heng due to multiple towns in one zone
Fixed issue with initial player health if race was changed during character creation
1.0.50
Fix for Stun damage recovery rate being 10x too slow
A crash fix for missing meshes in some weird rare situation
1.0.49
Fix for importing that was broken in last update
1.0.48
Due to recent windows updates causing even more save issues when the game is installed in the C:/Program Files/ folder, Saves can now optionally be stored in the user directory instead of the install path. It can be set in the options.
Added Stun Recovery Rate and Robot First Aid Speed constants to FCS
1.0.47translation update
Fixed a random dialog crash
Added some directX dlls to hopefully help some people with install issues
Fixed crash dropping things in character portrait panels
Moved save complete message to after the back thread is finished copying files
Fixed 2 crashes that could happen from missing mod data
Fixed animal trading window not closing if confirm button is canceled
Korean translation update only, no change to exe
1.0.45c
Updated Korean Translation (There was a file mix-up before)
1.0.45b
Added Korean Translation
1.0.45
Fixed dialogue interrupts not working on announcments another NPC interjected. Could affect certain player base raids.
Fixed crash dismantling cages with an unconscious occupant
If you kidnapped the pack beast of a wandering trader, the beasts inventory would still get re-stocked.
Fixed possible crash when dismantling a turret that is being used (which should be impossible)
FCS/MODDING
Fixed crash if modded charcter mesh has uvs outside 0-1 range (other than head)
Fixed an issue with CHARACTER "stealth stats" property
Fixed crash if character model failed to load due to missing skeleton file
1.0.44
Hotfixed the recent character editor infinite loading fix breaking new games
Added 'character limit reached' message when buying animals
Fixed building town allocation when placing town markers
Added error number to CRASHDUMP FAILED log message (description was garbled)
A fix for animals walking into buildings
1.0.43
Fixed character editor crashing if character model fails to load from a mod
Fixed interior layout editor mod tracking (level editor)
Fixed crash with the restricted food tooltip for some mods
Fixed restricted food tooltip potentially missing some races
Fixed a few minor dialog bugs
TRANSLATION
Chinese updated
1.0.42
Hotfix for a crash with the backpack stealing thing from yesterday.
Cleaned up list of races that can eat restricted food in item tooltip
1.0.41
Removed the "Disable civilians in towns" option as it was causing some issues with things like Waystations being unpopulated, and no longer made a noticable performance gain. Thanks to Shidan for spotting that one.
Fixed use cursor appearing on player built tables
Fixed stealing backpacks from animals not counting as stealing
Backpack contents marked as stolen when you steal a backpack
FIXES
Fixed a crash with the new fix for the previous new fix for the previous ragdoll crash
Fixed translations, fonts and audio when kenshi install path contains non-ascii characters
Fixed texture loading error handling- with invalid textures (eg from file corruption or a broken mod) you now just get black, instead of a crash
1.0.40
Quick fix for the newly introduced bug that caused the zone loading to get stuck
1.0.39
Fixed a crash with the new fix for the previous ragdoll crash
Fixed bodyguard betrayal triggering more than once per betrayal, leading to oversize relation penalties. Penalty should be 20 to reputation.
Fixed boots appearing on robot legs if boots have a colour map
A bunch of small stability fixes to the FCS
1.0.38
These 2 insidious random crashes were fixed with the help of the player Kapaer. He is a total genius who managed to track down the crashes on his own system and make a mod that hacked the game and fixed them. Thanks to this and the info he provided we were able to use the memory addresses to track down the problems at the source. Kapaer's name has been added to the game in his honor.
Fixed a random crash that would happen if someone caught someone else committing the crime of assault against *nothing* (no victim)
Fixed a random crash when picking up characters, or something related to that. Would only happen with certain people's PCs, so was hard to catch. There is a small chance that this could fix the passable walls bug too.
OTHER FIXES
Clamped a value to hopefully avoid the cursed money item bug, where you would pick up a coin and get minus a billion cats
Mostly fixed the issue with characters patrolling into private buildings
Fixed interior visibility in build mode
Fixed interior not loading correctly if you complete a building while inside it
Fixed item labels being cut off at certain resolutions
1.0.37
Slaves are now only fed up to 100 if not in a cage, instead of 115
Pet animals now heal 2x speed when KO, as they have no other means of healing and spend too much of their lives in comas
Holy farm storage is no longer full of ration packs
The GUI tooltip now also shows your bounty even if you are a slave
FIXES
Fixed AI bug where a guard captures someone out of the boundaries of the town, and keeps picking them up and putting them down again
SLAVE state is no longer reset when you are arrested by police. Slaver caravans should come by and collect slaves, but mods could prevent this, meaning that a slave could get arrested and trapped in a police station forever. Now its possible to wait-out a sentence.
Fixed AI stalling when crafting items when different input items are needed.
Fixed inventory item limit being ignored when AI moves large item stacks.
Reduced characters running through the air or underground when zones are loading in the background
1.0.36
Fixes for a few building interior visibility bugs
A fix for NPCs sometimes dying if you knocked them out and then left the area, now it takes their health into account.
Fixed bounty dialog not triggering if you hand in Eyegor
A crash fix
1.0.35
Stopped NPCs thinking animals are weak because they don't have weapons
Fixed a crash if loading an invalid item in a character inventory (eg from a missing mod)
Fixed particle effects of buildings on roofs
Fixed crash if character dies while rearranging squads
Fixed missing temples in Holy Nation towns
Fixed DC_IS_NEARLY_KO being unhandled (it is a duplicate of DC_NEARLY_KO)
Fixed some dialog not triggering as DC_IS_ENEMY always returned true
Some minor fixes to the navigation mesh
TRANSLATION
Chinese and german updated
1.0.34
Fixed game freeze when changing font size in certain languages
Fixed chinese character names and tips display, changed to clearer font
1.0.33
Fixed dismantle button missing from turret info datapanel if upgradeable
Fixed crash in Escape Cannibal Cage tutorial
TRANSLATION
Chinese update, new font
1.0.32
Fixed clothing being chosen for characters before race limiter is set up
Fixed boots spawning on characters with no legs
Fixed boot slot not being disabled for characters spawned with no legs
Fixed crash when making savegame names ending in ...
Fixed getting stealth xp when in a cage
Random crash fix
TRANSLATION
French and chinese update
1.0.31
Chinese language option added
Fixed problem with the FCS def files if system decimal separator is a comma
Fixed robot limbs spawned on characters not behaving as robot limbs
Fixed removing an arm of carried characters causing them to be dropped
Fixed crash in the FCS when creating new items
1.0.29
Fixed a random crash
Fix for some situations where a carried person would never get put down if they died
Passive characters wont fire turrets unless attacked
Fixed dropping items onto portraits when view is scrolled
1.0.28
Japanese translation rollback to v1.0.22, last known best version. There is currently a mix-up with the japanese translation that we are working to fix, but we're not doing well because we don't understand japanese.
1.0.27
Japanese language update
1.0.26
Fixed crash if combat is cleared in an EV_I_DEFEATED_SQUAD dialogue event
Fixed characters having incorrect voice after changing race/gender in the character editor
Fixed kidnap order on wild animals
Added a new save logging system to help debug any save/load related problems
Finally fixed the blood spider attack range
FCS
Existing translations can be exported as gamedata.po
Fixed exporting multi-line translated strings when exporting gamedata.po
Added 'no longer used' description for deprecated values
1.0.25
Fixed crash if missing save folder
Fixed limb stumps causing crash when changing race in character editor
Fixed a few minor town guards that didn't respond to attacks
1.0.24
A rare crashfix
Fixed crash added in last update, if character has no clothing
Fixed possible towns having null faction
Removed unplaceable towns from town list in ingame editor
1.0.23
Fixed toggling block,hold,passive,jobs buttons not always working as expected
Fixed stealth KO animation restarting without moving if you try to KO someone else
Added "toggle HOLD" keybind
Characters spawning with robot limbs can be optional
Fixed all limbs being missing for characters spawned with at least one robot limb
TRANSLATIONS
Japanese translation complete
1.0.22
Changes to save file system to attempt to reduce saving errors caused by windows file locks
Fixed NPC's hitting many times at once if you get in a cage during their attack, causing instant death
Fixed player orders to bash gate
Fixed override towns not updating public state, which could result in aggressive town AI after a faction takeover
Fixed items in buildings being unowned if you import the game inside a building
Fixed crash if modded skeleton files are missing
Fixed a crash in character editor
FCS
Added a check all/active/none button to mod selection
Characters can be spawned with robot limbs
Fixed a crash exporting translations
TRANSLATIONS
updated gamedata.pot
Japanese update
1.0.21
Tweaked missing item mesh fallback again
Fixed backpack contents not being imported for backpacks in containers
Fixed overriding newland/land/textures path in mods
Error message when game fails to detect a mouse
Fixed mod crash if character model is missing
Added error message for missing character model so you know why you are being attacked by something invisible
We will be focusing the next update(s) on the save issues
1.0.20
Fix for some cases where a base raid wouldn't leave
fix for some cases where the carrying/bed/cage states could get mixed up resulting in the wrong context menu commands showing on a character
Fixed crash loading a physical item with non-existant mesh file
Fixed crash when loading character in bed where the target is not a bed
1.0.19
Fixed dismantle button not showing on empty containers
Fixed odd behaviour when switching to overlapped armour meshes
Fixed crash in peeler machine when chracters dont have 7 body parts
Pick lock task now displays 0% if below minimum lockpick threshold
Stopped import recalculating player town on buildings that don't create towns
2 crash fixes
1.0.16
Fixed crash when recruiting someone if leader is following unloaded character
Town override states updated on import - fixes towns in map screen
Tweak for previous fix in .15
1.0.15
Fixed characters using low lod terrain height when jumping across the map (could cause characters to appear in weird places, like private buildings if they were in squin)
Fixed characters moving super fast after colliding with sloped navmesh edge (could cause who know what kinda issues)
Crossbow xp only increases if target is in range (exploit fix)
1.0.14
Japanese translation updated (proof reading 70% complete)
1.0.13
Small AI performance optimisation, prevents cases where your framerate could get destroyed if you were running a huge base with 100's of machines.
Fixed crash if character name uses missing wordswap
Also only show one error message per missing wordswap
Fixed game not exiting after failing to save.
Back thread save icon not stuck on when failing to save
Fixed platoons not saving if faction name contains *
TRANSLATION
French and Russian updated
1.0.12
Fixed getting neverending assaults from the Holy Nation if you killed all of their leaders
Fixed another crash related to animation modding
Fix for an Black Dragon assault that could never end in some situations
1.0.11
Added death items to the Skin Bandits to make them less frustrating
Fixed skin bandits just dropping captives at the town entrance
Fixed crash when adding combat animations in a mod
Fixed a rare case where characters could get stuck on the edge of an obstacle
French spelling fix
1.0.10
Font scaling should be improved, increasing font size should no longer over-increase the line spacing
The font scaling slider in the options should no longer crash probably
Fixed animals sometimes replying to human speech
Fixed the bridge in Rebirth (again)
Doors use name of parent building in context menu
AI fix for inacessible walled off towns with an internal gate
TRANSLATIONS
Small updates for Spanish, German, Portugese
1.0.9
Lots of AI fixes for police, so they shouldn't now forget to heal or release any prisoners
Fixed animation modding crash
Fixed gamedata modIndex value for modded animation load order
TRANSLATIONS
Japanese update
1.0.8
A fix that should solve the problem of buildings and walls sometimes getting assigned to the wrong town, which led to bugs like characters not getting food or not building things.
Nests can no longer spawn in inaccessible locations
More NPC AI fallback for bad nest locations
The point at which your health causes you to go into a coma, based on toughness, is now moddable in the FCS: ["max toughness ko point"]
TRANSLATIONS
German update
1.0.7
Fixed the City Hero gang waiting for you by the wrong gate in Heng.
If you defend yourself from the City Heroes or similar bandits you should no longer get attacked by the guards
Fixed carpets disappearing from your buildings on re-load
2 crash fixes, one caused by re-ordering the research list
1.0.6
Truncated research data panel lines if name is too long
AI fallback for bad nest locations
Fixed game crashing if install path has non-ascii characters
TRANSLATIONS
Changed the launcher saying spanish was incomplete, because it's not, it's finished
Spanish tweaks for some stat names being too long to fit on their GUI lines
1.0.5
Combat spark effects added
"Entered new biome" notification sound
Fixed a crash that could be caused by a bad mod
1.0.4
Fixed being able to reorder research to skip prequisites
Fixed multi-line datapanel text overlapping
AI fix where a crippled character with un-healable legs would still keep trying to heal them
Fixed some bugs with corpse disposal AI
Slaves can no longer claim bounties on other slaves in a slave camp
Fixed an AI bug in Okran's Shield where prisoners were all getting piled up by a bed
A small number of people are getting an unexplained random crash, this is an experiment to see if something we did fixes it
A bug sometimes gives player buildings the wrong town, not sure how but sypmtoms of this will be the AI not getting food or items or building things. With this update you should be able to fix any broken towns by importing.
1.0.2
Fixed again that pesky bridge in Rebirth
A fix for the AI constantly alternating between self preservation and another task
Announcement dialogs shouldn't get repeated, but if they do it won't keep snapping the camera to the location anymore, only once per raid
A fix for characters in crowds sometimes getting pushed through walls
Buildings town reassigned when new player outpost created (for walls). If you built your town walls before anything else they would be assigned the wrong town and the AI builders would ignore them.
TRANSLATIONS
Spanish tweaks
French update
1.0.1
French updated (99%)
1.0.0
390 updates later
1611 occurences of the word "fix"
Number of years passed unknown
Thankyou to all the supporters, forum moderators and bug reporters for all your hard work
TRANSLATIONS
Russian updated (100%, thanks Vlad!)
French updated
0.99.99
Fixed slavers stealing your prisoners
NPCs have more money for buying from shop counters, especially caravans and anyone in the slave trade
(Steam) No longer clears previous installed mod list file if steam failed to connect
A navmesh freeze fix
TRANSLATIONS
All languages have had updates except russian, because we can't find our translator
0.99.31
Fixed the missing audio problem from last update
More fog princes in the Fog Islands, to make sure people get eaten
0.99.30
Stack now has a functioning police station
Flotsam has a bakery
Fixed characters getting fed an invisible meal when getting in a cage if tagged as escaping
Fixed slaves picking their own shackles not counting as a crime because they were considered part of the enslaving faction
Changed the over-aggressive skeletons in HN territory
Fixed a crash
0.99.29
Fixed newly built walls collision being passable so you couldn't walk on top until the game was re-loaded
Gate guards in Mongrel should stay closer to the gate and not go off getting lost fighting in the foglands so much.
Walls made 2.5 times tougher again, they should now be approx 25% as tough as their equivalent gates
[Dismantle] button now asks if you are sure, except for walls because you might want to delete a lot of them some day
Fixed the Machinists faction selling Hemp in UC towns
a rare crash fix
Fixed the collision
Some other technical mumbo-jumbo
TRANSLATIONS
Spanish update (99% complete)
0.99.28
Fix for many of the ally aid campaigns not triggering
Fixed prison sentence times not saving, so all prisoners got pardoned on reload
0.99.27
Fix for Rebirth town size being too low, confusing the guards AI
Fixed the bridge in Rebirth
An AI fix where newly recruited characters were missing the "protect allies" job
Prevent passing squads from stopping to relax in hostile towns if they pass by
Fixed anti-slaver allied dialogue
Possible fix for characters sometimes slowing to a walk when nearing their destination
More nice loading screens
0.99.26
AI shopping should now work, traders should buy stuff from your shop counters, NPCs will visit your town if it is set to public
Fix for characters being magically freed from cages after healing
Walls now twice as tough against smashing
Rare fix for AI getting stuck when pathing back home to a locked up base
Stopped captured NPCs disappearing on load when their town is destroyed
Prisoners who escape from cages will now bash their way out of locked doors instead of getting confused
TRANSLATIONS
Japanese rolled back due to errors, will update again soon
0.99.25
Fix for raid campaigns repeating their announcement dialog instead of leaving/attacking
Floating damage numbers now include the cut-stun efficiency damage factor
TRANSLATION
Searching for text in FCS translation mode selects the line when dialog is opened
Japanese updated
0.99.24
Artifact items quantity assigned to locations is directly proportional to town value rather than random (rewards more consistent) (optional: requires import to see changes)
AI fix for cases when a base had only one gate and the AI wouldn't go through
When other factions take over a Holy Nation town they break all the emperor statues
Fixed the city hero gangs not harassing players
Fixed EV_I_SEE_ALLY
Fixed indoor combat stat penalty
The non-violent food raids go home rather than hang around your food barrels for 4 hours
AI fix for guards that dont put the criminals in cages and just hold them while in shopkeeper mode
Untestable fix for "give up chase" dialog event triggering when people are just fighting and not even chasing
Road editor handles locked roads
0.99.23
Terrain and navmesh updated, probably nothing noticeable, move along
0.99.22
Escaping from an evil faction cage, like cannibals, no longer tags you as an escaped prisoner
Fixed using strength or tools to break out of prisoner poles
Fixed tooltips not showing for the "committing crime" and "escaped prisoner" panels
Fixed name truncation on character portraits for multi-byte characters
Update to the roads to fix NPCs getting stuck with long-range travel
0.99.21
Fix for a suspected crash
0.99.20
You can now use tools or brute strength to unlock any lock, door, cage or container. Good for treasure hunters, not so good for thieves. Now non-thief characters won't feel forced to learn lockpicking
Tools are more heavy and expensive than before
Tools are single use, they break after opening the lock
Using tools is really slow
Brute strength only really works with very very strong characters on weak locks (strength needed = 3 x lock hardness)
travel shops now sell tools
Severed limbs are now properly bloody
Fixed hive interiors not showing
Fixed bandits not looting food from containers
An AI fix for certain gate/wall configurations
A fix for AI attacking freed slaves that should be no longer hostile after freeing
Fixed the corrupted item icons on ATI cards
Slightly more fishmen
Slaver cages have better locks, ancient safes have slightly easier ones
Fix for campaign data that got some values mixed up, resulting in traders being "war leader" for example
Fixed the blurry item icons
Tweaked GUI line spacing to try to fix main stats panel on some resolutions
Fixed put-in-bed order overriding dismantle order if carrying someone
Added sfx to NPCs buying stuff
0.99.19
Added in some missing armour/clothing crafts
Tweaked some bounty character's wanted factions
A general AI fix that might have seen them running off to far away buildings
Another fix for AI campaigns where they go home without raiding your base first
Fix to prevent gaining stealth xp from the person you are carrying
Prevented slavers from beating up obedient player slaves when another player in the same squad was getting beaten
Fixed a crash when you kidnap a unique NPC and return to their town or something i dunno but i fixed it
0.99.18
Fixes for the Slave escape AI
Fixed the western path to Worlds end
Fixed slavers taking player's prisoners
Fixed stealth KO on prisoners setting them free
Fixed stealth KO on prisoners providing massive easy XP harvesting
Fix for Hive hut doorways sometimes getting blocked
0.99.17
Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
A crashfix
0.99.16
Fixed up the slaver AI for the reaver HQ, also passing reaver patrols can gather up more slaves from the cages
Slaves no longer protect allies if in obedient slave mode
Slaves now get totally balded, because it looks more slavey
When an ex-slave finally reaches not-slave status, his hair grows back
Fixed imprisoned characters being set as slaves if they were once a slave before, when they shouldn't be, eg in police cages
Fixed not being able to loot bodies while crawling
Fixed bar NPCs not healing themselves when wounded
Character stats window updates progress when open
0.99.15
Fixed missing import faction relations option
Added something to help prevent your bodyguard NPCs from attacking your allies if they are enemies
Tweaked the Forage AI to hopefully prevent butchering certain friendly animals like caravan mules
Fixed people repeatedly beating up slaves after they've been recaptured, especially the Reavers
Fixed slaver AI getting confused when they found an unconsious person wearing shackles who wasn't a slave
Attack animation no longer cuts out the moment the victim is knocked out
There was an issue where a character trying to get up would get stuck on the floor (with his animation resetting) each time he was hit. Now they will ignore the hits while getting up, but each one has a 10% chance of causing a short knockout
Town shek now react to player HN ally with 'Thug hunter' rather than attack
Fixed Reavers sending out Slave Traders to raid player base
Fixed gui not updating when obedient slave job added
0.99.14
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
Added import Relations option to import game
0.99.13
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
0.99.12
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
0.99.11
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
0.99.10
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.
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
TRANSLATION
Updated the base translation data, some dialogs were missed
Update to the FCS to fix some related translation problems
0.99.9
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
FCS
Fixed search function not working properly in translation mode
0.99.8
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
0.99.7
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
0.99.6
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
TRANSLATION
French, German, Russian, Portugese added some missing wordswaps
0.99.5
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
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
FIXES
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
0.99.1
Added a few missing armour crafts
fixed 2 inaccessible towns (import game if not fixed)
fixed staff weapon reach
0.99
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
0.98.62
Stopped characters with robot legs screaming that their feet are burning
Fixed some animation bugs when characters are getting up
Fixed some camera glitches
Made the Dodge stat visible for melee characters
Fixed some small AI bugs
Fixed underground building check making walls and gates near cliffs float
0.98.61
Big optimisation for the particle system, should run smoother in zones with heavy particles like the deserts
Default setting for limb loss option set to "rare"
If a leg goes below -100 health (and isn't amputated) then the character is crippled and has to crawl
Wordswaps updated for french, german, portugese
Fixed the bug where a group order to attack a target wouldn't register for some of the characters
0.98.60
hotfix for characters unresponsive to movement bug
0.98.59
No more wall termites, now if you seal up your base with no gates the AI will smash the walls down
A fix for the animation modding system
TRANSLATION
Fixed the french translation not working at all
Updated french, spanish and japanese languages
0.98.58
Fixed armour dodge stat not applying if it was a bonus
Mounted buildings use town of the building they are mounted to
Allow dismantling of mounted buildings on player owned buildings in npc towns
Fixed being able to build inside NPC town radius if player town is nearby
Fixed picking up characters again
Fixed dead character animation not updating straight away when picked up, causing rigamortis
Random crash fix
0.98.57
A fix for picking up characters
Fix for a character editor crash for the southern hive
0.98.56
Reduced the armour athletics penalties
Minor improvements for AI campaigns, should improve them all arriving at the destination at the same time more often
Stopped imprisoned NPCs being set as the leader of a campaign
Overlapping player towns now get merged, to reduce AI confusion
Fixed being able to build inside NPC town radius if player town is nearby
Town population building allocation now consistent each game
Fixed context menu crash if no player characters
Medic job no longer ignored when carrying a hostile npc
Fixed a saving bug
0.98.55
Changed again the tooltip display of the "cut to stun" to again try and make it easier to understand: with the previous update it wasn't clear if the stun was added or subtracted from the cut resistance. It now shows the total cut resistance like it did before the previous update, and also shows an "efficiency" percentage. eg. 80% cut resist efficiency will leave a 20% stun damage.
Samurai armour dexterity penalty removed but overall damage penalty increased to compensate, so blunt weapons don't get an advantage over swords for samurais
Added more stat penalties to the police helmet and reduced blunt resist slightly
A few more subtle stat tweaks, generally increased the gap slightly between the heavy, medium and light armours.
Fixed a typo in the gui code that was showing the wrong melee defence bonus in the armour tooltip (it showed the attack bonus instead)
Spread a few more armour items and blueprints around some of the shops. You can now find blueprints for a faction-neutral version of Holy Chest Plate and the Armoured Hood
Added a Blackened chain tagelmust
"Self Preservation" AI should now react to charging enemies once they get close
Fixed horizon fog blending with clouds
Fixed a mistake in Plated Jacket giving it 90% cut resist
0.98.54
GEAR REBALANCE PART 3
The idea now is that the light/medium armour guys should be able to do more harm and do well 1 on 1, and the heavy guys should handle being outnumbered better and overall last longer
This is a big shake-up for armour. It's un-tested, so I would appreciate feedback, point out any items that you think are over-powered or worthless.
Heavy armour has penalties to dexterity and attack skills. The idea is that it limits you to being a tank, your attack has been sacrificed a little for defence.
Medium armours are designed to be for generalists. Less protection than heavy but only mild skill penalties and so more tactical options.
Light and specialist armours are designed to be un-restrictive or even offer bonuses, suitable for rangers or glass-cannon melee ninjas and duelists
Armour can penalise dexterity and damage dealing
Changed the display of the armour stun damage stats in the armour tooltips to try and make it clearer to understand: it now shows 1 line for the final derived cut resistance, and a 2nd line for the incoming cut damage that gets converted into stun damage. Adding these 2 numbers together will get the total "cut resistance" number that it used to display before.
Increased shirt armour cut resist by 10%
Reduced plate armour stealth penalty so its still severe but not so total
The hiver shirts will be delayed because our artist went on holiday, and employment law says I have to let him.
FIXES
Some small tweaks to improve character movement bugs
Fixed haul job stealing items from bars if player town radius overlaps
Fixed player caravan and military formation spot issues
Formation refreshed when value in AI panel changed
Fixed bright yellow or white clouds at dusk
Fixed AI confusion with almost full inventories when picking items off the ground
0.98.53
Fixed furniture disappearing from purchased buildings on import
Added keybinds to select next/previous character
Fixed game not starting if there are non-ascii characters in installed path
2ND GEAR REBALANCE
Released prematurely because I needed to get the above bug-fixes out. I will continue tweaking and experimenting with the armour balances. Please leave feedback in the form of angry rants.
Toughness-based damage resistance amplified, so 20% more damage at 0 toughness and 20% less damage at max toughness
All shirt armour damage resistances reduced by 40%
Global damage decreased 10% to counterbalance the above 2 changes
All weapons had their armour penetration bonuses/penalties amplified by 50%
Heavy armour coverage reductions from the last rebalance have been reverted
Chain and plate damage resistance increased by 0.05, leather lowered by the same amount, also further reduced based on weight class
Increased damage and armour piercing of the Heavy Polearm by 10%
katana class damage penalty vs robots reduced from 50% to 40%
Cleavers get a 10% penalty vs animals
Stealth penalties removed from helmets
Not yet added, but the plan is to add some hiver-specific armour shirts
0.98.52
New animation mod system, allows modders to make animations that don't clash with existing animations or updates or other mods. Can also make unique animations that are used for specific races or characters.
Fixed not being able to escape from your own cages
Bleeding is now saved and loaded properly
An improvement to the AI bug where they would give up a chase immediately
0.98.51
Fixed an issue where npc faction ownership of player buildings could get mixed up on import
Fixed some npc squads not loading correctly
Fixed a few pathfinding failure cases, sometimes causing characters to stop mid-journey, or ignore a certain "unreachable" building
0.98.50
Minifix for a crash when loading town/outposts that had no faction assigned
Fixed the delay when loading a carried character
0.98.49
Reduced the number of fog princes in the fog islands
Added some undertakers to Mongrel, to help clear up all the bodies
Fixed character editor starting race limits
Fixed unique characters being duplicated if recruited and you import in their starting town
Fixed a couple of crashes
Wrote a few more Beep events
0.98.48
Added more world reaction content
Fixed cannibal/fogmen not kidnapping people if far from town
Player owned buildings in towns no longer get erased when a town gets destroyed due to world reaction events
Slightly increased the global number of science artifacts to compensate for them spreading out to the new un-released zone
Added race limits to certain game starts (eg holy nation start has to be a human), added a few more basic game start-off options
Fixed NPCs using the players cages for prisoner storage/collection again.
Fixed world apocalypse if you made it to 6:04am on day 3495
Fixed looting dead pack animals from caravans not counting as theft
Fixed slavers duplicating slave rags when equipping new slaves, resulting in piles of slave clothes everywhere
Slavers don't get so carried away attacking bad slaves that have already been re-captured
Fixed some foliage rocks sometimes having incorrect dust colour
Fixed negative medic stats never increasing
Fixed dialog crowd trigger bug that messed up the Esata event
Fixed player towns becoming undiscovered when loaded after imports
Fixed a couple small crashes
0.98.47
Fixed mounted buildings (turrets and lights) having incorrect town on import
Fixed HOLD button not disabling hold mode
Fixed an AI glitch with the auto-sit if the target chair was un-built and clashed with ditch resources
Fixed dead bodies disappearing when being carried
Fixed a crash
0.98.46
"Passive" button added back in, to keep certain characters out of trouble
Fixed slavers attacking you for kidnapping their slave a split second after buying the slave off you
Fixed enemies sometimes rescuing their leader and putting him in your bed because it's nearest and they don't think you're enemies anymore, and then repeatedly picking him back up again once he's in bed because he looks like he needs rescuing again.
Fixed bar beds being unusable
You know when a machine crafting an item would be at 99% progress just as it ran out of materials? That shouldn't happen anymore.
We fixed Crash X, but such creatures are crafty and cannot be trusted, so we have yet to celebrate by painting ourselves in its blood.
0.98.45
Finished adding robot limb crafting. It's expensive though, you'll need a lot of AI cores for anything above Economy Limbs
Though Crash X's plague continues, more in depth we have gone with the debug data, hunting, ever hunting, each day closer to our prey.
Fixed a blank building interior bug
Fixed a possible squad disappearance bug
0.98.44
Mini patch to add some more debug data, for it seems the random crash still plagues us after all. I shall call it: Crash X
0.98.43
Hotfix for a new, different crash
0.98.42
Finally finished distributing all the Cross grade weapons in the world. Most of it's in the new map area, but a couple have been moved around in the current zone.
Fixed that random crash that has been plaguing us for ages
Fixed old squads suddenly appearing from nowhere or duplicating on imports
0.98.41
Added a new option to control town assault frequency. Not the events, but the bandits passing by who try to conquer your town. Realised the old option wasn't working properly.
It can also be disabled completely. It defaults to [Normal]. For reference, the raid frequency before now was the one named [High], so the default should now be a little calmer. [Bombardment] has no limits whatsoever, so anything could happen.
Improved some of the audio ambience for the buildings
Fixed a saving bug
WEAPON REBALANCE
All this rebalancing has not been heavily tested yet, so I appreciate feedback.
Katana types now have a penalty to armour penetration, to compensate for their superior speed and lightness
Katanas have a 10% damage bonus vs humans, but a 50% penalty against robots
Hacker types have a bonus to armour penetration, because that's what they're all about.
Polearms do more damage
ARMOUR REBALANCE
The idea was to mix things up a little so instead of some armours being better or worse it's now more balanced, the stronger ones have more weaknesses, and the weaker ones have more strengths.
Heavy armours now have slightly reduced coverage. No heavy plate armour can have 100% coverage on a bodypart, to reflect the gaps in the plates.
Heavy and plate armour now pretty much makes stealth skills impossible, and give a penalty to crossbow skills due to being more cumbersome
Chainmail now slows your combat speed slightly, and is a little worse for stealth, the blackened mail is no longer ridiculously better than the others
Medium and light armours now have less cut-converted-into-stun damage penalty, especially the coats and leather shirts
Plated Rags are now better for stealth
Lots of other stat tweaks and changes that you will have to find on your own.
0.98.40
Hotfix for the autosave loop issue
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
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
0.98.37
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
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
0.98.36
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
0.98.35
The extra stun damage % in armour also now applies to pierce damage. Means that heavy armour guys still get a little stun damage from crossbows
fixed non bandits and cannibals not detecting prison escapes
Stopped blood drips under water
Fix for engineer job conflicts with resource ditching
Fixed a few more bugs that could break AI campaigns
Engineer job now ignores jobs that are outside of closed gates
Increased stat-penalty light levels tolerance, so it doesn't have to be so bright
Fixed illegal goods fencing tooltip
Added extra checks to prevent animals spawning in nests on top of player
Fixed some characters not floating in water when unconcious
Fixed police not healing prisoners
Fixed prison sentence time tooltip
Fixed character position when exiting cages
0.98.34
More fixes to the campaign AI, fixed premature retreats and cancellations when changing target
Fixed that bug where you would randomly see corrupted geometry flash up on the screen
Cannibals should now heal their captives if carrying them on a long journey
Fixed Luquin
Fixed Rebirth guards not catching escaping slaves
Fixed a crash with a certain map item
Fixed some escaped slave NPCs still getting tagged as escaped prisoners
0.98.33
Re-Jiggered the map item system. Maps are now more useful, they will always unlock different locations to the ones you already know. There are now better maps in the shops that can specifially show you where to potentially find Ancient Science books or Engineering Research or whatever you are looking for.
It's now possible to lose your pursuers properly. Before, when you were caught stealing or sneaking they would track you artificially wherever you ran. Now they will only be able to remember where they saw you last, plus a bit of extra projection (he went thataway), then they lose the trail.
Changed the auto eject intruders AI to a normal job assigned from the context menu
Fixed auto eject job from forcing walk mode
Added an auto eject job for throwing out of buildings, if you have a building in another factions town
AI no longer shoots at crawling characters with turrets. This way when bandits take over your base and pile your guys outside the gate you can crawl away without getting shot by the turrets
Changed medical state for robots from "Unconscious" to "Rebooting"
Some AI improvements to the occupy town behaviors. Bandits often thought they had occupied a town prematurely.
If your town has been occupied by bandits it no longer deters hostile campaign events. It still deters non-hostile ones, like traders and taxmen, so you don't get in trouble when the bandits don't pay your taxes
Crawling characters will now get up (if they can) when they are under attack
Medical tooltips now show the point at which you will die, useful when you have a worn-out robot character and don't know what his HP is
Research and crafting queues are now re-orderable with drag and drop
FIXES
Fixed the hydroponic farms just giving 1 item per plant, instead of 2 or 3
Stopped being able to snap buildings to structures you don't own
Another medic/robotics AI fix
Slightly improved turret snap node selection
Fixed bodyguard squad map markers becoming the wrong colour when platoon unloaded
Additional logging in game launcher for debug purposes
0.98.32
Added a pause button to incomplete buildings so that you can put them on hold and your engineers will build other stuff instead
Player characters can now automatically throw KO intruders out of the base (check AI options)
Fixed campaigns going to empty bases, and they could get confused if you had 2 bases in the same active area and one was empty. They can now redirect too.
Fixed AI bug relating to distance with the turret jobs
Turret gunners should feed themselves properly now
Stopped characters with the "rescue" job from rescuing dead allies and putting them in beds
Fixed the Yabuta bandits existing in the desert before you have freed Yabuta (requires import)
You can now select a carried character and use the context menu to "Put down" on the portrait, instead of having to hunt down which of your characters was carrying them
Fixed bug with armour crafting material costs being too low
Made the pack bull less slow
Your stealing chance will now be tested against the nearest victim on the same floor, which will fix some situations where you got a too-easy steal chance because an npc was directly above you
Fixed the carry animation when running at high speeds
Tweaked model for the short cleaver
Fixed attack selection distance bugs for scaled up animals like the megaraptor
Boots are now dropped when both legs are lost
Boots are now refreshed when attaching robot limb if wearing one boot
Splint kits now disappear when used up
2 crash fixes
Fencing an item now also factors in if the victim was from the same town, not just the same faction
0.98.30
Re-added Toppers (weapon and blueprint) to the game, though they are rare
Added toughness as a bonus stat for Hivers, to compensate for low HP and reflect their spindly downtrodden insecty natures.
Sped up crop harvest speeds a bit
UC farm shops now sell a more global selection of crops
Reduced encumbrance and injury dodge penalties so martial artists don't become sitting ducks
Fixed the base translation gamedata.pot being in french
Fixed slavers unable to tag you as an obedient slave when in stealth mode
Fixed slavers and police destroying your items when trying to store them
A fix with the NPC AI getting confused when healing you when you have a robot limb
NPC captors can now heal robots
Importing a game no longer resets the "Day"
Fixed martial arts skill in the main GUI displaying the base stat instead of the derived
Fixed Seto not joining you when you give the bugmaster to the shek
Fixed player HOLD AI so that when you give a specific attack order they move forward to reach the target
Fixed farmer skill calculation on crop yield display
Fixed some more termite issues
Fixed some wall AI bugs
Fixed a bug/exploit where you could get stealth XP in your own buildings
Fixed another AI running off miles away to attack someone bug
Fixed thievery checks being skipped if wearing full backpack
Fixed characters playing dead skipping thief dialog event
Missing directx dependencies error caught with more relevant message
Russian language updated
0.98.29
Crossbow crafting playtested and fine tuned
Moved crossbow parts and spring stell crafting to the arrow bench
Fixed more the AI for crossbow crafting
Fixed the predicted quality GUI for crossbow crafting
Fixed crossbow crafting using wrong ingredients and wrong rates
Added some acid resistance to the chain hoods
Fixed mouseover in character stats panel
Fixed characters teleporting to different floors when exiting beds and cages
Player cage default action is no longer PICK_LOCK
0.98.28
Tuned some of the stat penalties, ranged stats should get less severe penalties for injuries and hunger, friendly fire should be less of a problem
Added a crossbow storage locker
Fixed an AI bug with engineers collecting resources from the ground
Rebalanced ore mines (drill was slower than the manual rocks)
Fixed characters dropping their carried allies/prisoners to go and have a sit down
Characters in offscreen update mode stop and switch modes at screen edges (fixes suddenly appearing onscreen, which looks like teleporting/spawning)
Fixed patrolling characters going into some buildings when they shouldn't
A few rare pathing fixes
A rare crash fix
Spanish translation updated (65% complete)
0.98.27
Crossbow damage increased by around 20%
Crossbows now affected by the global combat damage multiplier
Crossbow global damage multipliers added to FCS
When you select a character who is being carried by another player character, you will give orders to the carrier instead
Shop guards don't track your position when they can't see or hear you, they go by your last known position
Fixed a freeze when you press CONFIRM in the character editor that increases in size based on how long you spent on your character, if blood was enabled
Severed limbs on the ground disappear after 24 hours
Fixed ally campaigns, where allied factions came to support you against a common enemy campaign but left too soon
Fixed the import with "NPC states" causing previously encountered living NPCs to be missing (requires re-import to fix)
0.98.26
Added a target distance influence to the "protect allies" AI
Police no longer take your weapons when you are arrested (unless they were stolen)
Police only confiscate stolen items if they are recently stolen, and not stolen from a bandit
Fixed another AI problem where escaped slaves and prisoners could be "magically" spotted by police
Fixed hostile campaigns not looting food
Fixed AI stealing building materials from towns
Fixed player AI not auto-using beds
Fixed player idle AI all trying to sit in the same chair
Fixed player characters trying to sleep in NPC beds
Fixed characters attacking police when released from prison if in HOLD mode
Fixed items disappearing from animal inventory if right clicked when your inventory is full
Fixed characters not attacking when ordered
Fixed another termites bug
Character sleeping position not affected by character height
Fixed shackles display bug on single robot legs
Fixed crossbow range, dodge, and hunger rate tooltips
Stopped animals patrolling towns from going indoors
German translation updated
0.98.25
Hunger rate now varies with activity:
Running around while encumbered or fighting with very heavy weapons will make you get hungry faster
Working at mines will make you get hungry faster
Sitting around will make you use less enery and get hungry slower
Added options sliders to adjust frequency and size of base attacks and AI campaigns
Toughness XP gain rate reduced by a third, setting added in FCS
You now get some toughness XP when you lose a limb
Fixed dead people screaming
Fixed a bug where an NPC you did a crime to could magically see you afterwards even if you hid
Fixed animals not eating foul meat from animal feeder
Fixed NPCs getting stuck confiscating weapons if nothing to take
Fixed slavers re-capturing slaves after you buy them
Stopped mouse buttons 4 and 5 acting as left mouse button
Fixed AI getting food from storage in NPC towns
Fixed a crash
0.98.24
Cost to buy buildings in towns has doubled
Characters with damaged robot limbs won't keep trying to sleep it off
Enabled stealing from prisoners, no thievery XP gains
Fixed an AI bug preventing the Medic job from automatically healing NPC allies (eg hired mercs, fellow escapees)
Import now has the option to import the unique NPC states, eg if you've killed phoenix, he will still be dead when you import your game
Fixed characters getting Toughness XP when getting picked up
Fixed Toughness damage resistance not being applied to armour's "cut to stun" damage
Toughness damage resistance is now also applied to pierce damage
Disabled putting items in dead animals
Fixed raid announcement dialogs repeating
Additional power requirement added to building upgrade tooltip
A rare crashfix and some minor AI fixes
0.98.23
Added various Hive world state reactions throughout the map if anything happens to the Hive queens
You can now use the beds in ruins and bandit hideouts
Player-built cages no longer automatically feed the prisoners
Characters with 1 robot leg now just wear 1 shoe
Weapon "indoors" penalties no longer take effect inside massive buildings like the labs
Fixed the NPC civil wars that kept breaking out, usually from the shinobi thieves
0.98.22
Rebalanced AI vision ranges. If the NPC is in the light and you are standing in darkness, he can't see you. If he's in the darkness and you're in the light, you can be seen a mile away. If you are both in the darkness you can be seen, but only if you are kind of close.
Also AI can now hear you easier when you are not in stealth mode, if you are running around behind them.
Fixed some campaigns not working or moving towards the destination
Fixed rotating objects becoming unstable after an extremely long time
Nest debris cleared when nest destroyed
Fixed loading character shaved tag from save if set in gamedata
Carried characters get dropped if left robotic arm is removed
0.98.21
Fixed characters being carried at weird angles
Tweaked the AI senses, you should be able to fight large outpost towers 1 floor at a time, more or less, instead of being mobbed by the whole tower
NPCs outside of their building are no longer 100% blind to thievery, they can factor in range, with a penalty. Unless the door is closed.
clamped faction relations to +/-100
another unjust wall termites fix
Fixed building interiors randomly appearing in mid-air away from the town
Fixed upstairs flickering when the camera is tracking a character on stairs
fixed a bug that prevented certain campaigns triggering
0.98.20
Fixed population multipliers affecting squads they shouldn't
Fixed some bounties having no weapons
1 new male & 1 new female face
Fixed the Purple Sands
0.98.19
Fixed characters not getting food from the food store
Looting shop counters now requires ALT-click
Fixed town guards not attacking certain hostile factions
Fixed the low blood of the mega-crab
Fixed crossbow users unable to target neutrals
Fixed a random crash
0.98.18
Japanese language added
Fixed prisoners not following/joining you when you free them. Mainly affects Tengu's Vault. (Needs import)
Fixed the navmesh problems where towers couldn't be entered and whole zones were getting inaccessible
Stopped town invaders doing your research for you
Thinned out some of the heavy clustering of resource rocks that allowed extremely industrious mining and riches
Stopped AI conflicts between the animal feeder and the food storage
0.98.17
Blood trails fade out with bleed rate
Prevented some loopholes where you could buy powerful NPCs from slavery and recruit them
Fixed slavers not putting their slave loot in storage
Fixed some items getting under the floor when dismantling
Fixed crossbows sometimes not loading right and then not being able to shoot
Fixed campaigns arriving and saying nothing
Possible fix for shops running low on goods and money for some players
Fixed a bug that could make a squad disappear
Fixed characters sometimes walking through town walls when offscreen
Fixed UC citizens reporting you for kidnapping when you try to turn in a faction enemy like the Phoenix, also fixed some of the bounty values
A fix for unjust wall termites (could still happen other ways, send us a savegame if it does)
Fixed legless characters standing in cages
0.98.16
Fixed depopulated towns when importing a game where you owned a building there
Fixed the broken iron and copper prospecting & drill placement
Fixed a random crash
Fixed the crash on import
Fixed characters incapable of speaking being able to talk to NPCs
0.98.15
Added extra attack slots to large creatures so they can be hit by more attackers at once
Fix for some AI bugs and the crafting window showing nothing
Fixed random squads spawning in player base/buildings
0.98.14
German language now mostly finished except for wordswaps
FIXES
Fixed the infinite loading bug
Some small performance optimisations
Fixed wounds not degenerating
Fixed the characters still finishing their current order first when being given a new order
Fix for the Mighty Canhead not attacking on arrival
Fixed the icons coloring wrong
Fixed a bug where wall placement would say "too close to a town"
Fixed a few crashes that could happen from broken mods
0.98.13
Fix for a game freeze and slowdown of swamp zone loading times
0.98.12
Attack can now be shift-clicked to make a permanent-job, which basically puts the character into an "attack enemies on sight" mode
You now suffer bloodloss while an amputated limb goes un-bandaged
Wall termites- A check to see if you've sealed up your town with walls and no gates, it will destroy some of your walls (to prevent a lot of bugs that would happen, and because it's cheating)
Health is clamped so it cant go lower than 3x -max health
NPCs relying on dialog events to attack you are now more alert because they can be triggered by sound
Fixed the tent materials to be double-sided
Fixes for characters stopping when moving long distances
Fixed a bug with the robot limb HP when re-equipping
Fixed a game freeze when picking up NPCs sometimes
Stopped _DEAD_SQUAD__ appearing on import game
Gear inventory icons are now colorised
Removed an erroneous raid that made the anti slavers attack you just for being an ally of UC or HN factions
0.98.11
Lowered the lock lvl of ancient safes to compensate for the lockpick limits. Regular safes are still the same though
Fixed a bug where butchery items could cause deaths
Fixed player characters AI accidentally stealing items from towns
Fixed a critical slowdown bug that could occur at random situations
Fixed not being able to dismantle camps built inside ruins
Fixed some gui scaling issues when the window changes size
Attempt to fix utf-8 save file names
Advanced options panel shows previously saved values when importing
0.98.10
You can no longer attempt to pick locks that are beyond your skill level (if it's less than 5% success chance)
Added cheaper robot repair kits. It's false economy though, you don't get as much for your money
Robot limbs now store their HP and damages. They wont give you a damaged leg when you first equip one, or do confusing stuff when un-equipping.
HOLD position mode now limits the range of the medic jobs
Possible fix for characters in HOLD mode getting all the aggro from enemies, and the aggro confusing medics. Hard to test though, so not sure what will happen this time.
Some other AI control tweaks, like not going back into your bandit-occupied town to get food
Weapons "indoors penalty" no longer factors in the weapons bonuses when indoors (basically its a bit harsher now)
FIXES
Fixed empty food items staying in inventory because there was still a crumb left behind
Another AI tweak to stop characters running off to fight far away targets
Fixed animals not getting butchered properly
Skeleton bed now heals everything
Fixed campaign AI so that they go home if your town is occupied by bandits
Fixed bandit town occupation so it doesn't count bandits as occupiers when they are out of the town
Pet dogs prioritise combat actions over playing with severed limbs once they reach about 30-40% of fully grown
Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
If you build a furnace and set someone to work at it they will pick up all the severed limbs lying around and dispose of them
Bodyguard orders are now always counted as a permanent job
Stopped the fogmen swarming Mongrel to eat its prisoners
Fixed right-click order to designate target when shooting from a turret
Items dropped when dismantling buildings don't get put in invalid places
Fixed used up items not dissapearing from backpacks
Stopped buyback of stolen goods triggering fencing check if allied with the faction you stole it from
Fixed portraits for characters with crouched idle stance
Fixed robot characters being hungry when using rock bottom start
0.98.8
Added some improvements to prevent campaigns blaming you when they are defeated by a 3rd party on the way to your base
Made some adjustments to prevent passing bandit squads from constantly assaulting your town, though it still should happen often, it shouldn't be so relentless now. Need your feedback for further adjustments.
Archers won't shoot at people playing dead
Fixed animals not aging to 100%
Fixed animals eating a limb and getting so much nutrition they don't need to eat for months
Fixed adult dogs not fetching severed limbs
Characters can no longer eat more than 50nu of food in one go
0.98.7
Characters now get covered in blood
Animals stats are now reduced to 25% when you buy one. This is because animals grew into high stats by default, so they were overpowered because those high stats weren't earned through combat, just time. Now they have to be trained up like everybody else. This doesn't apply to strength and dex, so they still get big and strong naturally without training, just the skills need to be trained.
Adult player dogs no longer play with limbs, though they still collect limbs and carry them around a bit, they eat them quickly and don't run off. Adult wild dogs still run off with limbs.
it now takes about 20 seconds for a bandit to butcher your pet dog, so you have a chance to stop him
Characters won't sit around idle if they are selected
Being in HOLD mode while sneaking no longer ruins your sneaking
Fixed "use turret" orders not working when too far away
Changed the ranged combat target selection function to be more flexible, let me know if things improve or not with target selection
Fixed a miscalculation in the strength XP gain rate for encumbered martial arts combat. It was like 10x too high, now it's the same rates as using a heavy weapon.
Fixed the FCS character random weapon selection
Possible missing wordswap fix
AI improvements for town guards roaming too far from town
Possible AI fix to help stop Shark getting wiped out by spiders
0.98.6
Fixed bodyguard-type NPCs having x-ray vision and running off attacking every enemy in the area
Fixed public beds being free to use
Fixed the ammobox being really tiny
Stopped characters under "hold position" mode running to open doors in combat
0.98.5
Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though.
Potential fix for the clothing display bug on AMD cards
Fixed the UC guards killing all the Thieves and Tech Hunter shop owners, resulting in empty shops
Fixed the armor & clothing craft benches not working
Fixed a crash on startup for AMD cards (possibly... we don't have any AMD cards to try it on)
Fixed some mods crashing the game
Fixed a bug causing everyone in bandit squads to have crossbows, instead of a small percentage
Fixed construction set translation mode skipping character names
0.98.1
Fixed the tent blueprints not unlocking
You now get a small amount of dexterity XP from reloading
Fixed some of the bad automatic inventory icons
Fixed AI bug when trying to fight with a broken right arm
0.98.0
It's the best update ever. It adds and tweaks a lot of things that together change the game experience a bit. It's a good time to try starting a new game if you were thinking about it.
BIG FEATURES
BLOOMIN' ROBOT LIMBS!
when a limb goes below -100 damage, that limb gets amputated
lost legs means you have to crawl on the floor
Legs damaged past your KO point also makes you crawl on the floor, until they are bandaged.
robot limbs can be added or removed at a Skeleton Bed
robot limbs will affect your stats in various ways
If you are crawling around on the floor you can still fight really badly as long as you have at least 1 arm.
Your amputated limb goes flying through the air. Dogs will run off with it.
If your pet dog finds a limb he'll get all defensive and keep running away with it until he finally eats it. Only happens with young dogs, so don't worry he will grow out of it eventually.
Limb loss can be reduced or disabled in the options
FLIPPIN' CROSSBOWS!
Crossbow shops dotted around the world
You need ammo too
Crossbows and ammo can be crafted in your base
BLOOD!
Blooooood!
Blood gets sprayed on the ground
People get covered in blood
Blood pools grow around people who are bleeding out
Crawling and bleeding people leave a bloody slug trail behind them. So fun.
FEATURES
18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
New hand-painted inventory item icons. Credit goes to Diogo Santos for making them.
Some roaming bandit squads will assault your base and attempt to capture it. If they win they will throw you out and live there themselves, use your stuff, eat all your food. You will have to remove them by force to get your base back.
HOLD button replaces the PASSIVE button. This puts characters into "hold position" mode. Stops your characters running off to fight, but now they still fight anything that comes in range. You can use this to position melee guys tactically, to protect your bow units for example, or guard a doorway. Also still serves its original purpose of keeping your weak workers away from combat.
When playing dead, you can switch to stealth mode and crawl around on the ground giving your buddies first aid or trying to escape without getting noticed
The travel shops now sell tent blueprints. These can protect you from acid rain when you are camping.
Slavers and Traders guilds have near 0 relations multiplier, so fighting them causes less relations loss but they assign bounties to you instead
Swearing filter is now removed from the game, but is still available in the options
Hivers now have proper face morphs for the character editor, they can have more variety now, go and give all your hivers plastic surgery cus they're funny
When placing buildings, ramps can automatically change to the correct building for the snap target
Bandits now loot more food and take meat from downed animals, meaning they will eat your dog.
Idle characters now sit around on chairs in your home base. Looks nice, and is a handy way to keep track of who's idle.
Using training equipment can now be set as a perma-job
Confirmation message added for when selling stolen items, to prevent accidents
New keybinds added for stuff in the "orders" panel
"Perception" stat added, affects accuracy with shooting in general
"Precision shooting" stat added, affects friendly fire chance
"Lockpicking" stat added, separated now from the "Thievery" stat, which now just covers stealing. This means that all your characters don't end up inadvertently becoming specialised thieves as a result of escaping cages.
Thievery stat XP rate is doubled to compensate for the stat division. Lockpicking rate is the same.
"Crossbow smithing" stat added for crafting bows and ammo
TWEAKS
A new AI sensory system change means that your squad now has to rely on line of sight, which should hopefully stop them running off over the hills to fight enemies
The Fog Islands have better natural resources, so it's now a nice place to build. It's lovely, you should move there.
Damaged robot limbs don't degenerate
You now get a combat XP bonus when a character fights outnumbered
Disguises don't count as disguises unless they reach over 40%
Skimmers are less edible
The "strong" new recruits are now weaker, because thats the spirit of the game.
Chance of death default increased 20%. You guys aren't dying enough.
You can now camp indoors in old buildings and ruins
Overall toughness XP rate reduced by 28%
Campfire is now automatic cooking
Animals age 2x slower
Robots and robotic limb damage is now healed instantly, but wear damage rate has been doubled, and first aid speed is 0.33x slower
ECONOMIC BALANCE
Weapons and armour are now almost quarter of the price. I think they were so expensive I never bought anything, just looted and stole, missing out on the joys of shopping.
Beefed up Armour King's security, because you guys shouldn't steal from him, the best armourer in the world, you should experience the joys of shopping.
Gear loot sell price penalty reduced a little to compensate for the cheaper prices
As a result of all the above, crafting gear is not so insanely profitable and riches are generally harder to come by
Animal skin is worth 8x more money, and makes 4x more leather. Hemp worth 2x more.
The prices of food have gone up 10% (because of Brexit)
Shops close 2hrs later
Stopped nearby towns having vastly different trade markups, trade profit margins are more distance based
Improved the shops available in the great desert area
Fix for engineer job not fetching building materials
Mainly just crashfixes
0.97.0
Freakin' new map section released!
Skeletons now accumulate small amounts of wear and tear damage as they get repaired over and over. This wear damage can be repaired at a Skeleton Repair Bed.
Destroyed buildings now cost 50% more to buy
Fixed artifacts disappearing from shops (like the ancient science books)
Stopped items disappearing from crafting buildings when recipe changes
Improved lag with ragdolls going to sleep (when many ragdolls)
Fixed crash dismantling buildings
Bunch of small fixes and tweaks
0.96.27
Slightly reduced upper tier heavy armour resistance, to make the top tiers less overpowered
Regenerated world navmesh to speed up zone loading times
Improved navmesh splicing (whatever that means)
Changed physics xml and bin files to use Ogre resource manager (fixes steam mods)
0.96.26
another hotfix for the slowdown problem
0.96.25
hotfix for the engineering job not fetching building materials
0.96.24
(Fix) Dogs and goats can now eat food off the ground
Dogs can now eat straight out of the food storage. While working on this my dog ran around my base and ate my entire stockpile of food, metal plates and buildings materials. Fixed that too.
Added a special animal feeding barrel.
Fixed not being able to go on roofs
Fixed a potential heavy lag bug
0.96.23
Hotfix for a crash
Updated translation base data
0.96.22
Animals will eat food dropped on the ground
Animals will eat food out of the storages at your home base, if "feed animals" is enabled in the AI options
Pretty sure that the goats were eating themselves
Some small fixes
0.96.21
Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
Tweaked dust settle amounts
Stopped mounted buildings in towns from creating player outposts inside the NPC town
Fixed character name tags appearing in character editor
Stability fixes
0.96.20
Added font size option slider
Fixed a bug where NPCs could sometimes get moved through walls when running off-screen. This was the bug many people thought was enemies spawning in their bases. Should now be fixed.
Fix for spazzy animal animation bugs, especially for leviathans
Few fixes for windmill audio
Fixed corpse flies audio positioning
Fixed expand stats button appearing when gui is hidden
Fixed paladins not having their gear set as uniforms
0.96.19
Hotfix for the farm growth rate bug caused by an optimisation in 0.96.18
Fixed the Rebirth slave delivery AI
0.96.18
fixed the random lag problem from 0.96.17
tweaked the medic AI so it shouldn't run off too far
Fixed crash when approaching a certain village
Bit of memory clean up for stray homeless squads
Altered the player AI to choose nicer beds to sleep in
stopped medkits increasing charges when skill is > 100
unique NPCs that escape captivity can now travel all the way back home to resume their lives
Fixed again the hive trader not leaving after finishing his announcement
Fixed characters sometimes moving while still getting up off the floor
Fixed slope calculation for building placement
Fixed a road following bug
Sound emitter fixes
Fixed preview building usage nodes becoming invalid if you change floor
Fixed select all button sometimes switching squads
Fixed portraits and squad tabs never flashing
Fixed dead characters not updating if no living characters are left
0.96.15
Fixed excessive numbers of free wanderers joining your base (hopefully, it should be super rare, let me know if not)
Stopped hive traders visiting too frequently
Other fixes related to AI campaign frequency
Fixed physics attachments being duplicated
Fixed a bed usage bug
0.96.16
Fixed a crash in the campaign system
Possible fix for that flickering AI medic bug
Small improvement to building/navmesh complications
Fixed being eaten by spiders not updating appearance of dead bodies (sucking them dry)
Bodies don't disappear so fast when being eaten by spiders
Squad panel drop target hidden to make reordering squads easier
Fix for AI trying to heal animals with large navmesh footprint
0.96.14
Fixed the hive traders not leaving, and getting hostile
Fixed the faction arrival message spam
Stopped characters going to bed for rest if they are carrying someone
Stopped wandering traders going to no-go zones (eg hiver caravan in holy nation)
Mounted turrets and lights repositioned when parent building is upgraded
Splinting now splints over blunt damage as well
Splinting can also apply to non-limbs, to help counter work quality penalties when crafting etc.
Fixed 'Put in bed' missing fron right click menu
Biome title text does not appear when in town, so it doesn't keep triggering if you build on a biome border
Orders, Crafting, Research and Squad lists maintain scroll offset when modified
Character names can now contain wordswaps
You now get back slightly more materials when you dismantle buildings, and the number has been added to the FCS global settings
Fixed a situation where slavers or police could re-arrest you after releasing you from prison because they remember you're a criminal
Fixed a bug in the campaign target selector that might have been bypassing the distance limits
If a non-aggressive AI campaign (like the tax man) is defeated on the way to your base and you weren't involved then it won't trigger an aggressive response
0.96.13
FEATURES
Added some race-specific foods. Hivers can eat raw and foul meat.
Animals need to eat now. You'll need a backpack with food in for them. You can stop them eating via the AI options.
Fixed up the slave shipment chain- slaver caravans gather up slaves and deliver to work camps. "Freelance" hunters deliver them to the nearest slave shop.
FIXES
Police no longer set imprisoned slaves free if they don't have a bounty
Tweaked some of the fertility altitudes for some biomes like Vain
Fixed some damaged gamedata that caused a bunch of tiny bugs
Fixed water depth bug for characters in ragdoll mode
Fixed some prisoners not spawning in cages
Fixed characters being invisible when spawned sitting
Fixed direct orders to use beds
Fixed the jittering sitting on chairs bug
0.96.12
Some of the katana attacks now have reduced max-hits per attack, meaning they are less effective against groups. (Mainly the downward combo, but I also increased the power a little, this makes katanas more of a duelists weapon.)
Fixed bug where conversations cut out after an interjection
Hive traders will sometimes visit your base
Doubled cost of animals
Shek slaves get their horns cut off
Lowered the price mark-up on illegal goods in the SW empire towns, the idea is that you only get the huge markups when you travel far east to the new empire regions
Fixed navmesh not always updating when building walls
GUI updated if window size changes
AI options load/save fix
0.96.11
Fixed the stupidly big move marker
Fixed the broken hydroponic farms from last update
Fixed occasional non-aggressive robot spiders
Fixed creating too many face morphs
Fixed animal inventory window for different sized inventories
Fixed interior edit mode floor visibility
Disabled deleting parent building in interior edit mode
If you upgrade a building that produces its own construction material (eg farms, iron refinery) then it will absorb its own inventory contents towards the upgrade cost
FIXES
Fixed a dialogue bug that skipped relations and money checks
Fixed a duplication bug in the grass system
Fixed a rare NPC population duplication bug
Possible fix for a turret upgrade related crash
0.96.5
Characters automatically go to bed if they are wounded and have nothing else to do
Characters automatically ditch any spare resource items in containers if they have nothing else to do or are stuck with their current job, this should free up some of the jams
Player characters no longer automatically heal or help allies from other factions
FIXES
Fixed some items not spawning in nests
Fixed some loot items not spawning in nests
Jobs mode now saves and loads properly
You no longer get XP for stealing from prisoners
Turret/light attachment nodes more visible
Reduced max sloping value of all buildings
The game now only autosaves once if you leave the game paused for ages
Fixed AI tolerance for accessing a turret built with the wrong floor ID
Fixed characters incorrectly falling over on load due to injury
Fixed a possible startup crash
Fixed null pointer crash with faction discovery
Fixed some characters appearing on the floors above
0.96.4
Hotfix! .3 had a crash
Added 2 new cannibal raid types
0.96.3
Animal backpacks now have way more space, making them useful for setting up bases
Beak things now have meat
Made cannibals slightly weaker again, added more Beakthings to the Cannibal Plains
Reduced the penalty for tresspassing
Crime "Assault" doesn't override other crimes any more, so its easier to see what you did
[Jobs] button also no longer skips follow and bodyguard jobs
FIXES
EDITOR: Fixed crash opening translations
Unbuilt (ie still passable) walls no longer make characters bounce over the top, and can be clicked through to select characters etc
Fixed map items pointing to the wrong towns after import
Fixed crash on dismantling buildings
Fixed building audio "cavernous" setting not working right
Fixed cannibals not properly capturing people if they were drawn out of their home town
Fixed "He's in the water" bug when loading a game with ragdolled characters
Fixed deadcat bar having no inventory
Fixed the Empire taxman assault triggering when it wasn't supposed to
Flipped the default setting for "Invert mouse Y", because people start the game without checking through the options first and then freak out because the camera is the wrong way around
Fixed map item inventory sounds
0.96.2b
Fixed the Automated Ore Mines research unlocking all 3 levels at once
0.96.2
Construction shops now have blueprints for most of the decorative furniture like tables and carpets
You can now build a lot closer to ruins
Placing buildings now has an adjustable slope-matching setting, so you can make more upright buildings
The disable jobs button now doesn't disable medical type jobs
FIXES
Fixed a bug that was preventing victims from screaming when they were being eaten alive.
Fixed furniture sometimes not being buildable above floor 0
Fixed some talking animals
Possible fix for escaping fog men tagging you as a criminal
0.96.1
Factions don't show in the faction relations panel until they have been discovered
Fixed the "show markers" option not being saved properly
Made the new hideous green markers a little more subtle. Our artist is on holiday, he will fix them up nice when he gets back.
Translation data now has the tutorials
0.96.0
Added character mouse movement and camera rotation markers (designed to help beginners, disable them in the options if you don't need them)
The bread oven is now automated, but cooks at half the speed
AI must get up before applying first aid
Fixed arm ragdoll with damage from blocked punches
Paried punch sound no longer metalic with sparks
Added loading progress bar
Fixed a potential rare AI bug with certain gates built on slopes
0.95.44
OPTIMISATION
Huge terrain system optimisation, frame rate should be better when looking at the horizon now, and also more detailed. Unfortunately won't do much good for those with slow systems who already have the view distance and terrain detail way down.
Secondary lod threshold for distant terrain
Initial loading state continues until everything is loaded
Changed slow startup load sequence to happen behind splashscreen logos
Some general small optimisations to the code
FEATURES
Replaced "chase" button with a "jobs" enable button, so you can stop your characters trying to run back to base to do their jobs when they are away from home
Dropping an character who isn't an ally now knocks them out, to help with capturing slippery bounties
Characters now prioritise eating higher-grade food first
Mouse traces ignore collision of destroyed building walls
Added some of the system messages to the dialogue log window
FIXES
Added borderless option to ingame options
Shop signs no longer clickable, causing characters to pathfind upstairs instead of to the ground floor
Fixed crosbow strings flickering
Fixed the non-aggressive armory spiders
Fixed some missing cannibal village squads, and possible cannibal raids not activating
Fixed a crash when loading games in the GOG release
Fixed random flat foliage
Rewritten interior building placement building collision checks
Fixed corpse flies sometimes not appearing
Fixed the random missing apostrophes
Fixed placing buildings on top of foliage rocks with collision
Fixed material when dismantling non instanced buildings
Fixed buildings with offsets in build icons
0.95.43
lights no longer consume power during the day
made cannibals slightly stronger
Reduced instances of town guards overzealously attacking you for tresspassing in private buildings
Fixed town radius not expanding correctly (causes all sorts of weird problems)
Fixed selling and buyback prices for stolen items
You can now use medkits from your backpack
Fixed item group placement orientations
Right click menu on doors is only instant when locked
Fixed duplicated node removal
Fixed reversed animations not starting (specifically put down character)
Fixed some patrols never starting
Added 'I dont have a splint kit' character message
Fixed characters colliding with who they are carrying (caused jitter on pickup)
Added level editor save warning when player towns exist
Fixed duplicated town nests when loading
Fixed nests being diferent when loaded from ingame menu
Fixed occupied nest cages being duplicated when loaded
Fixed speed groups not being created for characters loaded in group speed mode
Fixed harpoons being drawn before thier material is set up
Added loading progress bar
Fixed paying for beds again when loading
Fullscreen mode re-enabled
0.95.42
Fixed a bug that could potentially make a savegame crash on load
0.95.41
Fixed bounty clearing immediately when you get put in jail, resulting in no GUI info
Fixed Shek guards attacking you on sight because they remember something bad you did ages ago
Turret accuracies tweaked to require more skill
Turret max reload speed now more skill dependent because it no longer uses "accuracy perfect skill" to adjust
Added missing acid protection to all the Plate Jackets
Samurai body armour chest coverage changed from 90->100%
Fixed random crash on loading mid-game
0.95.40
Fix for anyone with fullscreen mode set in their cfg getting broken screen resolution
gorillos are a bit stronger
Fixed a case where animals could freeze in combat against someone in defensive mode
Fixed the inability to path inside the metal warehouse building
0.95.39
Temporarily disabled true fullscreen mode 'cus it's broken and I don't want new players getting confused
0.95.38
Borderless window option added to the launcher. True fullscreen mode re-enabled.
Fixed monitor selection sometimes not working
Sped up the speed of sawing through shackles (and fixed a crash)
River raptors in Okrans Pride mainly only spawn from nests now
Fixed the goat ragdoll
Removed a debug cheat game-start that was left in by accident
0.95.37
Fixed the acidentally recruitable ninjas everywhere. If you got any then you should free them back into the wild.
Fixed the Y-house roof
NPCs should now react properly when you free them from a prison
Fixed the missing Megaraptor
Fixed prisoners being immediately freed by law enforcers
Added Shek guards to collect bounties from
0.95.36
Can loot backpacks on the ground
Acid damage changed to stun damage to prevent constant AI healing attempts
Can only put empty backpacks inside other backpacks
Fixed un-enterable armory in Mongrel
Fixed placing characters in unbuilt beds and cages
Fixed Task_UnlockDoor doing nothing for cages
Fixed characters building nearby stuff without geting out of bed
Fixed infinite nest population bug
Player characters only get food from player owned containers
Fixed dropped items appearing on the floor above in buildings with low ceilings
0.95.35
"Imposter!" incidents should be a little less sensitive now
Stopped the "Help! I'm stuck" message (was supposed to be debug only, and animals were saying it)
0.95.33
Sandstorms now affect attack stats, especially turret skills
Gave a boost to the light value when calculating the stat penalty for working in darkness
FIXES
Fixed acid rain not affecting characters
Fixed races with different max health (hivers) suffering injury penalties to stealth
Fixed holy mine slaves attacking you when you fight their masters
AI doesn't try to flee if it is trapped within a locked building or closed walls. They will resort to fighting instead, which will be good news if you are one of those weirdos that make slave battle arenas.
Fixed possible gui threading crash with picking up items with alt held
Fixed player town radius calculation (caused some AI bugs)
Big animals don't go indoors
Audio tweaks
0.95.32
Fixed importing .po files from google translator toolkit to the construction set
Remove town marker when all buildings dismantled
Fixed reset tutorials crash
Fixed crash in stolen goods tutorial
0.95.31
More stability fixes
Fixed faction relations not getting positive effects when joining eg Shinobi Thieves
Fixed initial light state for lights on roofs
Possible workaround for failing to detect video resolutions
0.95.30
A few minor stability fixes
Few fixes for nests like not re-loading buildings.
Added option to delete savegames
characters now fetch food when in owned buildings in other towns
Fixed a thievery exploit that involved using a second character hidden far away out of sight
Fixed crash moving characters between squads in grouped movement mode
Fixed Tagelmust price being absurdly high
A fix for upgrading farms
Fixed importing games with purchased buildings
Stopped town patroling squads from trespassing
Added logging to detect incomplete gamedata from mod conflicts
Corpse furnace job ignores targets that cannot be carried
Fixed crash when calculating research time with broken gamedata
Fixed crash when NPCs try to use player beds
0.95.27
Player town now gets classified based on it's size and significance, which is reflected by the towns map icon and will later affect AI actions
Slightly improved the weapons and armour for sale in Mongrel, added 2 new recruits there
Created the foundation systems of world state queries, which will be explained later in a blog post
FIXES
Fixed a crash in one of the southern waystations
Fixed weird case of buildings at outposts/ruins being assigned to nests and not populating the interiors
Though I couldn't confirm it, I had reports of Stealth skill acting weak when it goes above 100, so I clamped the internal calculations to 100 just to be sure
Fixed the AI bar squads again
0.95.26
Stopped acid burning your feet when indoors
Stopped the empty context menus from popping up
Fixed shop window showing when looting a character thats getting up
Fixed Hub bar not reacting to thievery
Fixed failed right-click looting when stealing equipped items
Forced context menu on clicking cages and doors
Hats automatically hidden in character editor face/hair tabs
Fixed visual bug when multiple animals were trying to eat the same target
0.95.25
Fixed cannibals never eating their captives, now they will eat one periodically, even if the cages aren't all full
Fixed some missing squads + interiors in cannibal villages
New map town icons
Added SFX for picking up and dropping things
Fixed the weird spark particle effect in combat
Fixed apostrophes in text randomly appearing as big spaces
Fixed right click combat sometimes not working
Fixed crash creating navmesh for unloaded zone
Fixed crash when dismantling
Fixed dialogue system "give item" function
Fixed characters not moving if loaded in group movement mode
Fixed speedOverride causing npcs to run everywhere
Overhauled the buy-back function when trading, fixes a few bugs
Character appearance randomised on new game
Enabled walking on top of furniture
Improvements to the tutorials
Fixed the black sky bug on horrible old graphics cards
0.95.24again, un-numbered
Hotfix for farm harvesting failing constantly
Fixed calculations for harvest success chance
added missing veg farns M and S
I accidentally included a test quicksave in the last patch which overwites the "quicksave" slot, this removes it to prevent any further save losses
0.95.23
Hotfix for the bugged character editor popup window that was preventing new games
0.95.22
FEATURES
Farms now divided up into different sizes, so there is now more need to re-invest your crops to upgrade farm sizes before you can reap full outputs, starting a farm is harder
Small tweaks to farming balance, Greenfruit now more productive, hydroponic farms balanced.
Added a downgrade button to buildings, so now you can bail-out if you change your mind because you don't have enough materials
Added smooth filtering to the RTW shadows
New tutorial system added
FIXES
Characters don't eat your greenfruit unless they are starving (<60)
Fixed a few subtle import related bugs, including unrecognised research benches
Fixed rare case of characters sometimes getting frozen and unresponsive in a combat pose
Tweak for animal portraits
Character editor opens when buying animals (to change names)
Fixed crash dismantling buildings indoors
Fixed indoors state flag on items dropped by dismantling stuff
0.95.21
Added a limit to certain attack types hitting multiple targets. Spiders and raptors can now only hit a single target at a time. Dogs and goats can hit 1 or 2 depending on the attack. This is moddable for everything.
Increased light level for calculating stat penalty when working in darkness
Farming research costs changed (2 crops & 2 books)
Characters now share backpack food even when at their home base
Farm plant condition no longer degenerates after the farm has fully grown
Fixed some little problems with movement orders on walls and gates
0.95.20
Fixed a rare bug where player furniture could vanish from a savegame. If this happened to you, press Ctrl+shift+F11 and you should get them back.
Fixed a door/gate opening AI bug introduced in the last update
Fixed crash when deleting/upgrading buildings
Fixed inability to interact with ore resources
Some small fixes for mouse selection of objects
Fixed sleeping NPCs shouting "stop theif" but staying in bed and going back to sleep
0.95.19
Building exteriors are now hidden individually, instead of per zone
Corpse flies added
Optimisation for the foliage system
Skeletons no longer get a healing bonus from being in a bed
Fixed a bug causing the healing rate to be crazy high when in bed
FIXES
You can no longer steal without consequence from allied factions
A few long-range pathfinding fixes
Fixed a few exploits for thievery and stealth XP
Added PC-camera maximum distance for selection box
Stopped turret and light nodes being deleted when buying a building
Fixed flickering bug when eating corpses
0.95.18
more stability fixes and small performance improvement
Fixed global fog blending between biomes
Reset global weather values (clouds, wetness, dust) when jumping long distances
0.95.17
couple of stability fixes
0.95.16
FIXES
Fixed a major crash
Actually added some money items to loot to some of the shops and buildings (I should note that the money item is for stealing + looting purposes, not something that you have to carry around yourself)
0.95.15
Added an info panel in the FACTIONS screen that shows any contracts with NPCs you have, like for mercenary bodyguards
Added repeat option to the crafting queue
Added sleeping bags. You need to buy some of these, they can be used to create camp beds and are re-usable.
Camp beds now have half the healing rate bonus of normal beds. Healing rate now displayed in the GUI
Wandering squads should now go shopping and relax at the bar for a while when they arrive in a new town, they also prefer to wait until morning to head out again.
Number of materials returned when dismantling something now clamped to at least 1, so camp beds are now re-usable
Added a move speed option to match the speed of your slowest character
Characters now suffer a skill penalty when working in the darkness, now you actually need lights in your base
Stolen items can now stack if they are stolen from the same source
Sometimes abandoned buildings and ruins can have locked doors
Added tooltip in new game advanced options window and options windows, to explain some of the settings.
Added a physical item for money
FIXES
Fixed a bug where your buildings could get tagged with the wrong town, causing the AI to refuse to work/eat/use things
Fixed some situations where towns clash, eg if a player builds a huge town, or builds too close to other towns/nests and building ownership can come into conflict
Fixed map stacking
Fixed repeated knock-out animation loops when attempting to stealth-KO someone
Fixed building swaps for buildings in other faction's town.
Fixed crash dismantling building with mounted buildings. Also added some behavior.
Fixed dialogue log missing lines sometimes
Fixed an exploit where you could learn blueprints without buying them
0.95.14
Added a storage box for robotics parts
Fixed a crash in the construction set when opening dialogue objects
Doubled the "use" range of lights, in the hope it helps with lights sometimes being too far for engineers to reach
Tweaked food-finder AI to use closest food container
Removed the "no terrain cutting" from the options. It was a debug option from a long time ago, and no longer needed.
0.95.13
Added lots of new books and writings to the world
Bit more audio work, unarmed combat sounds added
Added sound emitters to buildings, foliage and map features, also building interior ambient sound variants
Garru now has attacks
NOTE:footsteps are temporarily inaudible in this version, will be fixed next update
FIXES
Fixed certain nests not spawning residents
Fixed criminals getting released from cages early
Probable fix for NPCs vanishing some time after being captured
Fixed a bug that stopped some of the biome entry conversations from triggering
Fixed carried dead characters being left behind when their old squad unloads
Fixed path following case causing character to stick on walls
Thief fences won't freak out if you try to sell them drugs
Rounded health display text a bit so it wont stop at 99
Fixed build menu icon crash
0.95.12
Fixed the stealth mode marker arrows not disappearing
0.95.11
Martial arts damage amount reduced, so that it doesn't skyrocket so early (It was getting powerful too quickly). Also sliiightly higher damage at low levels.
You can no longer bail out & recruit prisoners that hate you, or ones that are super strong.
Scorchlander strength changed to 0.9x, accounting for their slightly smaller build
Added more information to the farm placement tooltip to reduce confusion
0.95.10
Fixed the stupid crash on saving/loading
Fixed up the fogmen AI, some weren't bringing victims back to the nests, and they weren't always doing the worship thing
Increased the amount of fog men, there's also a rare fog man swarm
Animals can now bash down your gates, no more raptors hanging around outside
Fixed the missing "tied to a pole" animation
Fixed an important missing dialog option for the construction trader
Fixed the rain not affecting farm water amount
Reduced the "too close to town" build limit
Fixed a bug with the AI sometimes not acknowledging mines as a resource source
0.95.9
Fix for doors being un-clickable if you jump back and forth between zones
A fix for NPCs being unable to hurt you when you are disguised as an ally
Fixed duplicated clothing appearing on hive characters
Emissive disabled when there's no power to the light
Fixed a bug when loading a carried character and they drop in a random world position
Stopped random doors appearing when unloading
Farm fertility display popup fixed for fertility effect multiplier
A few crash fixes
CONSTRUCTION SET
Automatically fills out duplicated translation lines (eg if there are 30 different lines that just say "ok" then you only need to translate it once instead of 30 times)
Added translation stats to the construction set
added back the dialog export function for translations to use poedit
Fixed custom column sorting for filenames
0.95.8
Characters can no longer attack with their broken arms, they have to resort to kicks or whatever they can do
Likewise if your sword arm is broken you can't block, so you'll have to resort to dodging
Defensive combat mode now applies the +20 bonus to dodging if you are unarmed
Tweaked weapon animation selection, mainly to fix the mismatching polearms stance, but also to add variety for specific weapons to use unique stances
Reduced xp rate for toughness
Small bugfix for difficulty of clicking on characters while paused
a certain fix for AI/pathfinding with walls
Fixed a problem with npcs sometimes teleporting back on screen after walking off
Fixed the clouds
Fixed a certain import crash
0.95.7
The construction set now has a "translation mode" for using to translate the dialogue
Dismantling buildings now gives back some of the materials
Characters now feel the weather.
Duststorms strongly affect visibility and hearing range, and prevent tracking by smell
Rain affects visibility and hearing range a small amount
Certain clothing can protect you from the elements. Goggles are good in dust storms.
Some fine-tuning for stealthy raids:
NPC hear range is halved when you are indoors and they are not (or vise-versa). Range is halved again if the door is closed
alarm range is halved, and gets halved again if you are indoors, and then halved again if the buildings door is closed
stealth knockouts take into account your visibility more, and you can't knockout someone if they are in combat unless they are totally unaware of you
Tweaked the follow AI for escaping slaves/prisoners so if you make a run for it they will keep up rather than stay behind trying to fight everyone
guards standing outside of a building will no longer keep the door open
Fixed a bug with some slaves not reacting when you free them
shopkeepers won't talk to you if you are an enemy
Armour can now have skill bonuses for unarmed, dodge, and fist damage.
Backpacks now negatively impact dodging
Added more slaves to the slave towns
Low-level slaves are a bit more likely to join you, others like captured bandits now a little less likely.
Encumbrance and other penalties have a slightly lower effect on move speed
FIXES
Fixed the trade window when you talk to a sleeping trader
Fixed non-player faction relations all being 0 on import
0.95.6
Added narcotics production to the tech tree
Fixed the incorrect damage resistence number in the damage floating text when in simple mode
Fixed stealth arrow markers not turning off
Stopped player from re-claiming bounties by releasing prisoners
Fixed bonus attack/defence stats display in the main GUI
Fixed a few crashes
0.95.5
Added some feedback arrows to stealth mode
Added options setting for displaying the floating damage numbers
Increased amount of food sold in bars
FIXES
Fixed a particular AI hauling bug
0.95.4
Added dodging to the combat system. You dodge when unarmed, and it can also be used to break out of stun-lock states
Characters now have rear-direction block animations
Tweaked the camera limit so you can look upwards a little more
A messagebox now tells you what item caused you to get arrested for smuggling
Made block animation blending look a little nicer
Added sound effect for barefoot characters
Added the plastic surgeon to empire towns
Added a few more combat stance animations for different weapons
FIXES
Fixed bounties getting deducted instead of awarded
Fixed a bug with populating towns (mongrel was a victim)
Fixed AI cores not getting spawned (needs import)
Fixed NPCs coming into your base to work at your farms
Fix for charater direction jittering when moving very slowly
Fixed some visual bugs in the wetness system
Fixed crash upgrading turrets while in use
More tweaks for crowded combat movement
Fixed the bar squads duplicating when loading a game or returning to an area
0.95.3
Added a block for "thrust" direction, so you can now block unarmed and animal attacks
Tweaked the formula for character muscle visibility. Its no longer affected by strength (which now only affects bulk) or toughness. The idea is to make characters end up looking a bit different to each other based on their skills (as opposed to everyone just ending up big and muscular)
the new formula is: max(dexterity, martialArts) * 3.f + (athletics + swimming) - (cooking + science);
FIXES
Fixed a bug that was messing up the combat movement and making everybody bunch up too close
Fixed block animations not playing. How did nobody notice that?
Fixed some flickery animations and some animation bugs
0.95.1
Fixed the fog islands zone
Fixed some problems with importing
Fixed random black inventory icons
Fixed characters in character editor showing on top of each other at start.
Fixed a few crashes
Fixed the duplicated NPCs
0.95.0
Unlocked more of the map with a new major faction.
FIXES
Characters don't randomly get wet when created
Small fixes for stuff like light emissive materials, a road-following bug, weird grass shinyness during rain
0.94.7
hotfix for the crash when arriving in certain areas
0.94.6
Possible fix for the performance slowdown some people have reported since v94.3
slaves are now valued by skills
Fixed turrets to save how many harpoons they have loaded
Fixed interior not shown when inside a building and paused
0.94.5
Some small AI tweaks, including a max range to AI weapon looting
Fix for invisible harpoons
0.94.4
A crashfix related to firing turrets
0.94.3
Temporary fix for a random crash in the terrain engine
Broken turrets fix (couldn't reload)
Some memory optimisations
Other small things
0.94.2
Hotfix for the crashing introduced in last patch
0.94.1
Fixed vanishing furniture on import game
Fixed the main GUI displaying the wrong values for attack and defence skills
Removed a few things from the Stenn Desert to speed up performance
Fixed bar characters not spawning
Fixed some destroyed buildings not appearing in towns
Fixed randomly black buildings
Fixed a few crashes and visual bugs
0.94.0
Note: The new map area isn't 100% finished, wait a few more updates if you want to explore it at it's best. As a result I've made a last minute descision to not release the very bottom part of the map until next update.
FEATURES
Active map area has (almost) doubled! New content and factions!
You should notice a general performance improvement. The towns are still the slowest spots to be in, but they should have improved, especially the Holy Nation cities.
Smuggling is now a career option. Buy narcotics or illegal goods and sell them wherever they are illegal to make huge profits. (You'll have to find where to buy/sell them yourself)
It now gets wet when it rains. But, get this, it stays dry indoors.
SPECIAL SUPRISE FEATURE
Unarmed combat added. It's designed to be a lot more challenging than learning a weapon. Probably will need further balancing, hasn't been fully tested in long-term gameplay.
NOTABLE FIXES
Overhaul of the the animation blending system, combat animations should blend more smoothly now
Fixed up the combat movement/flocking system
Also fixed most of the jittering in the movement system (not perfect yet)
Fixed "get out of my house" dialog events when you were in a cage
Fixed "intruder" events when you just get released from prison, also added a notification
0.93.27
The AI now knows when it is in a chase, and should give up properly when they lose sight of you
Removed the empty weapon smithing techs, they were left in by mistake, it's supposed to cap at mkIII
Fixed the incorrect rum recipie
Fixed closed doors being passable by animals
Police shouldn't lock you up in private buildings anymore, so you don't get arrested again for tresspassing when you are released
Food ingredients are now shown in the item tooltip and crafting window
Some small fixes for characters getting stuck in certain situations
0.93.26
Fixed the gate guard dialogs triggering repeatedly
Fixed the buggy Flotsam guard approach dialogs
Stopped civil wars breaking out in Bad Teeth all the time
Weapon prices doubled to match up with the armour prices
Fixed missing edgewalkers description
Added more treasure 'n stuff
You can no longer use everybody elses training equipment without asking, they will get angry
0.93.25
Some small tweaks to Scorchlanders
Added low-tiers to higher level weapon benches, just so its less confusing when you don't have any high level options available to craft there
Fixed a bug with food getting super high nutrition levels, and then characters wouldn't eat it because it was too good and they would rather starve to death.
tiny additional map content update. Added some simple tips to the mechanical shop keepers dialog.
0.93.24
Performance boost! I measured an average 5-10 fps increase. This is not the main Ogre 2.0 performance update, that comes later.
Tons of new weapons! The number has doubled. More interesting blunt and hacking weapons, polearms added, blunt skill unlocked, old ones overhauled visually. Rare and unusual weapons to find.
Weapon types have more characteristics and stats have been rebalanced. Weapons can have advantages or penalies when used indoors, and bonus damage against certain opponents or animals.
Characters will automatically switch to their side-arm weapon when indoors, if it has less of an indoors penalty than their main weapon.
SMITHING OVERHAUL
Crafted weapon quality is limited by character skill
Crafted armour quality is entirely dictated by character skill (no need for further research)
Crafting has a critical success chance, if character is skillful there is a chance the final item will be one grade higher.
material costs and craft time vary by weapon type
Crafted gear is now "imprinted" with the name of the smith
Scattered appropriate weapon blueprints around the world
SMALL STUFF
Labouring skill XP rate increased 50%
Inventory interface subtly tuned to be a little nicer to use
0.93.23
ECONOMIC BALANCING
Over the last few years the economy of Kenshi has seen some inflation so I've re-balanced it a little
Recruits cost a lot more to hire, it's not so easy to rapidly get a bigger squad early on.
Cost of books is doubled
Bounty amounts for crimes are roughly doubled
You can no longer sell armour that is part of another factions uniform
Cooking food speed is x3, but ingredient cost is x8. Now the focus is less on waiting around for cooking, and more on running farms and protecting your crops until harvest time.
Properly added the research and crafting for the 3 main alcoholic drinks. These are the new cash crop as food was made less profitable in the last update.
Chainmail is 50% heavier
AI ANNOYANCE FIXES
Tracked down the bug where your character would keep stopping when you are trying to run away from attackers
Stopped chars going crazy constantly cursing and chasin' off varmints and ignoring your orders
Stopped chars going off to get food in the middle of a fight
turrets no longer aim too high for small or young animals
some rare cases led to characters running away instead of fighting
FIXES
Fixed a crash on save when you had a bounty with a minor faction
0.93.22
FOOD OVERHAUL
This is the result of some extensive testing, to further balance the hunger system in the way originally intended
hunger time is doubled again. It takes almost twice as long to get hungry. The hunger system is supposed to be over a long, slow time period.
food nutritional quality is halved, but also food cost is halved too. Remember the yellow and red states are supposed to be starvation, your ribs are showing, you shouldn't be able to fully recover from malnutrition with just 1 meal.
So, technically speaking, those 2 above result in the same amount of eating and costs, its just stretched over a slower timeframe now.
Food is no longer a trade good, so you only get 50% of its value when you sell it. Bread won't make you rich anymore. This will double-up as a plot point with the Trader's Guild later on. The cash crop will be drugs and alcohol.
FEATURES
Added a simple thieves/assassins guild
You can now stealth-knockout sleeping NPCs
Bounties are now assigned by factions. Committing a crime in the Holy Nation won't make you a criminal in the Empire or Shek Kingdom.
Tuned the "spawn" distributions. Should reduce the situations where you defeated a bandit or animal squad and then more and more kept coming to fill the population vacuum.
Also implemented a mild co-existence system, so small time villages don't get instantly wiped out by their dangerous evironment eg the BeakThing-Hiver wars
When your character gets sucked dry by a vampiric creature and dies, it leaves behind all his gear and clothes, just sitting there empty where once was your beloved character.
You can no longer sell a fence back their own items that you stole from them
Athletics XP rate reduced by 25%
0.93.21
MORE THIEVERY REBALANCE
Stealth sound overhaul. When sneaking, targets will sometimes hear you. The chance depends on distance and skill. A zero-skill character will be lucky if he can sneak around a shop without being detected. This gives more XP to compensate.
Stealing chances rebalanced
Town guards will investigate buildings that have their doors left open at night. They can recognise intruders.
You can no longer steal from your hired bodyguards if they get knocked out, they will now see it as a betrayal. IF they see it happen, that is.
FIXES
Dogs shouldn't go to sleep right next to your body after knocking you out anymore
Fixed hired bodyguards not healing your guys
Fixed an AI bug with crafting bench hauling
0.93.20
The last update nerfed the stolen goods sell values too strongly (15%), they've been increased to 50%. I wanted to fix this before the weekend, because it ruined thievery.
0.93.19
Fixed characters not getting up off the ground
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
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
0.93.16
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
0.93.15
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
0.93.14
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
0.93.13
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
0.93.12
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
0.93.11unstable
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 or smithing skills. 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
0.93.10unstable
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
0.93.9unstable
crashfix
0.93.8unstable
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
0.93.7unstable
hotfix for debug lines showing on birds
Fixed fertility value bug
Non-swimming races don't ragdoll float in water
0.93.6unstable
Many many content additions, tweaks and small adjustments to things. Current map area content can now be considered mostly complete.
Characters get wet
Added a dialogue log window
Ragdolls now float in water
You can now pickup and carry animals
Buildings now cast full shadow & reflections even if you are indoors
Added the functionality to allow game translations
resource storages are no longer infinite, they store between 25-100 items. This is an experiment, let me know if it causes problems
When hauling, characters now only grab as many resource items as there is available storage space for
FIXES
Fixed vanishing slaves (they were all escaping when their masters got un-loaded)
Stopped the talking animals
Fix for some navmesh problems when building walls
Fixed dropped backpacks lose their items on save.
0.93.4
Modified Blister Hill to make room for the holy lord phoenix
Mostly small bug fixes with the AI
0.93.3
A bunch of map content additions and fixes
If you are knocked out in an animal nest, its now possible to sneak away when you recover if the animals are all sleeping.
Pickpocketing from sleeping targets was way too easy. Fixed now.
NPCs and animals won't immediately go back to sleep after being woken up.
Can no longer stealth knock-out animals
0.93.2
reduced slave/shackle knockout time to almost nothing
Farm harvesting times rebalanced and more reasonable
AI cores were missing
fixed characters randomly getting knocked out when they shouldn't be (probably)
Cannibals more dangerous, added tribe chiefs
greenfruit no longer so stackable
fixed the "repeating talk to me" bug
you no longer get thievery XP from anything with a 100% success chance (eg looting)
0.93.1
Still finishing up the new content in the north of the map
Fixed Rebirth town
Fixed hydroponic farms
Filled out town populations in certain new places
0.93.0
New world map sector unlocked, active area is now double the size. Lots of content to discover. A little rushed, will contine to add final bits of content later.
Added hydroponic indoor farming techs
player characters should now attack anything eating their crops
Stolen goods can be sold easier, shopkeepers can only detect if it was stolen from an ally faction. (before it was allies and neutrals)
Rain now waters the farms and crops
Updated some of the high-level research costs
0.92.2
Fixed the huge bounty bug when unlocking shackles. If you have a character with an insanely huge bounty then sorry I ruined his future.
Fixed huge knockout times when wearing shackles
sped up some of the super slow farm harvest times
stopped the unusually long-range cannibal raids
Fixed all the weapons having the wrong price
Holy nation characters freak out more when they see Skeletons
0.92.1
regenerated some of the navmesh-> shorter load times and smaller save files
if you get hit while running away or wearing shackles there is a chance of you getting knocked down
fixed some slave state and AI bugs
0.92.0
FEATURES
Steam Workshop support added, new modding structure. All mod files need to be in kenshi/mods/modname/ instead of kenshi/data/. Other data files like textures should go in these folders too.
Loads of new audio and new animal sounds
Holy Nation Rebirth slave camp finished
Added holy nation slave delivery caravan to take prisoners to rebirth
Weather and birds systems improved
Game speed >>> button now speeds the game up to 5x instead of 3x
FIXES
Fog islands were too foggy
Big memory optimisation
Lots of small technical fixes
Fixed the/a random stopping AI bug when following roads
0.91.19
Have done a bit of tweaking to the sensory system. You are now harder to see and hear when you are in a different building or on a different floor, this means for example that you could fight your way up a tower floor by floor without instantly triggering every enemy in the area.
Spiders now eat you by sucking out your sweet sweet juices, instead of eating you from the legs up like everything else does. There aren't any spiders in the current map, I just wanted to mention it.
Fixed moving characters sometimes going under the terrain when loading
Fixed items sometimes being dropped if you move them too fast
Fixed an issue with preview building altitude
Added cheek fatness slider (for now only human female characters)
Much crash fixes
0.91.18
Quickfix for a possible freeze. Not sure if it was a freeze, but quickfix just in case.
0.91.17
Hunger time is now 50% longer
Fixed items missing from containerss in non-shop NPC buildings
some fixes for building placement
There was a bug a few versions back that damaged a setting on your interior buildings. Symptoms would be the AI having trouble reaching the object, getting confused, standing on the wrong floor... You can fix it now by rebuilding the navmesh with ctrl+shift+F11 when in your base.
0.91.16
NOTE: For modders, there are now skinned character model templates available on the lo-fi forums
Added an optional "no hunger" mod for those who don't like starving to death cold and alone.
Dogs have a little more meat on them (3 instead of 1)
Fixed a bug where a character could become un-hittable in combat if not tagged as enemy
Bunch of fixes for the law enforcement AI dealing with prisoners and loot confiscation
Fixed blank items icons
Fixed issues with upgrading and dismantling walls
0.91.15
Mainly crash fixes
Fixed animal hair disappearing in character editor
Fixed mouse tracing building through terrain
Fixed harpoons material
Fixed character visibility on upper floors
0.91.14
AI fixes for taking wrong materials from machines
AI fix for getting confused with food deliveries when hungry
Crash fixes
0.91.13
Emergency quickfix for a random crash
0.91.12
Fixed a display bug in the stat XP progress bars in the stats window. It should now show progress correctly
Fixed the Dust King bounty exploit
Some memory optimisations
a few crash fixes
0.91.11
Fixed un-healable animals
added new game start, and wandering trader starts with a pack animal
a few more AI fixes
0.91.10
turret gunners change to better targets more often
Fixed AI pathfinder confusion with floors of objects
Fixed AI taking all the food he can carry instead of just one item
0.91.8
characters in home base now automatically get food from storage when they need to eat
characters outside of home base share food with squadmates if it's in their backpack
Fixed combat missing attacks when on steep slopes
Fixed unable to build wall ramps
Fixed "auto-arrange" button sometimes losing items
Fixed the cheap research costs bug
0.91.7
building inventory is now imported when you import game
More stumble fixes
Fixed crash when starting with texture quality setting too low
lots of small uninteresting fixes
0.91.6
AI doesn't get confused when the output of a crafting bench changes, will now clear out all the old items and continue working
Improvements to item collection/delivery AI
Fixed the combat stumble-toughness threshold, stronger characters should get stunlocked less
Fixed up the building & wall placement, its a lot nicer now
Added a few small buildings, like ceiling fans and electric light posts
Shift-click on an animal corpse will create an auto-loot job for gathering meat & leather
Fixed right click movement in wall ramps
Fixed GUI threading issues
Fixed dropped item losing STOLEN tag
Can now move building previews again after placing them
Fixed stolen items behavior
lots of smaller bugfixes
0.91.4
Finished fixing up turrets. They're a bit more powerful at higher skill levels
Building doors have 3x more hitpoints
NPCs no longer lose their short-term memory when you load a game
Characters now prefer to eat higher level food items, so they won't eat up all the raw ingredients if they have a proper meal. They also won't eat ingredients until they reach 200 hunger instead of 250.
0.91.3
Characters now defend their farms from river raptors and other pests
Fixed a bug with stealing chance calculation when stealing from containers
You can now eat while using turrets
Fixed the turrets missing neutral targets
0.91.2
Game now runs on 2-core CPUs
Hivers now react to crime
NPCs react properly to failed knockouts
Added hemp-based fabric loom
Fixed character editor crash with ragdoll characters
Other small tweaks and fixes
0.91.1
I've put v0.90.10 as a separate branch on steam, as that was quite a stable version and there are some big bugs going on in the latest versions
crash fixes
0.91.0
Improved back-threaded resource loading, for slightly smoother load times
Fixed a bug that was causing progressive framerate decay in the last 2 updates
Fixed batteries thinking they were wind generators
0.90.15
fixed the missing audio
player town location is now adjusted when you destroy buildings
town walls are now passable until they are 80% complete, also the material now reflects this better
Fixed engineers not doing anything if they didn't have the materials already
0.90.14
Stopped people freaking out so quickly when you enter their houses
Fixed sometimes when you buy a house a resident remains and calls the guards
Fixed a navigation bug with moving inside towns with walls
Fixed the inability to build campfires, and they are now free to build
Fixed the skeletons texture
Fixed the bug with wrong damage amounts showing when hit by animals
Fixed a farm AI bug
Fixed the hovering turrets bug
0.90.12B
That didn't fix it, so here's an experiment to see if it's now fixed
0.90.12
It seems the last update added a random crash, 2 actually, and I fixed one of them but the other is more complicated to track down, lets see if this update has fixed it
0.90.11
Fixed underground interiors selection
Removed already learnt research from the research list.
Fixed bug with adding building materials to certain buildings
Performance optimisations
crash fixes
fixed characters flickering on some systems
0.90.10
Fixed some issues with mines
Fixed fuel storage only storing 1 item
Fixed crash when dismantling buildings
Added crop yield values when placing farms (this should avoid placing farms that won't give crops)
Fixed animals inventory weight.
Fixed in crafting buildings: saving/loading of inputs and items, stacking outputs (when possible), crafting times
Fixed the crazy long food crafting times
weapons and backpacks are left behind if a character is eaten
0.90.9
Fixed the furnance's blown fuses and now is working again.
Fixed empty named squads disappearing from the squad window.
Fixed crash when loading or going near Stack town.
Fixed mining buildings loaded with zero resources.
Fixed some of the major navmesh issues in border zone
bunch 'o crash fixes
another improvement to load-time framerate slowdowns
hivers no longer get injury penalties at full health
eating stacked food no longer depletes the whole stack
fixed imported squads having an empty build list
bread is crafted much faster
fixed crash with research bench lvl IV
fixed player characters not updating properly offscreen
bunch 'o crash fixes, particularly with the research window
0.90.6
Books are now a little more common, and can be found in the holy empire towns
Fixed random buildings getting navmesh-blocked so nobody could get inside
Added a mercenary squad to the Waystation bar to help the freedom seekers start
Squad formations tweaked for slaves so that they walk in front, so it's harder to escape because the slavers can see them
Fixed some character flickering when transitioning from ragdoll to crawling
idle lost slaves will now run away instead of idling
0.90.5
Fixed dialogue crash after stealing stuff.
Fixed getting cooked food item from campfire.
Fixed research consuming the required amount of items.
Meat is worth more nutrition and cooks way faster
Can't reproduce the Paladins in Wildlife faction bug, so I think it was because of the missing mod file before. Will enforce save imports for this version and see if it still happens.
Fixed animals unable to attack
Fixed multiple characters showing all at once in the character editor
0.90.4
food now properly consumed from backpack
Finished fixing the long freezes and slowdowns properly. My previous solution probably was causing bugs, which will now be fixed. Performance should be smoother.
Fixed the black stripes on the terrain some people were getting.
random nest items no longer spawn under the floor in buildings
0.90.3
Added missing Dialog.mod file. Tons of content was missing there, and caused some crashes
Fixed crash when purchasing buildings
There are some big long slowdowns and freezes in the game at random times when zones are unloaded. Optimised these in a gung-ho kinda way to get it out quick. Will go over it more carefully later.
robot repair kits now available at construction traders. Not in the holy empire though.
Hive faction shop was missing tons of item types
More fixes for starting in bad towns
0.90.2
Stopped new games starting in deadly towns.
Fixed getting stuck when trying to add building materials
Fixed some of the crashes at startup that some people were getting
Pets no longer need to eat. This is a temporary measure, later I will figure out a feeding method or something.
0.90.1
Imposed limitations and a fix for importing old-world savegames
Enabled the missing playable races
0.76.6
an AI fix for operating automatic machines
crash fixes
NEW WORLD (0.90.0)
Due to the sheer size of the new map the first release will be restricted to a certain area only. This area will gradually expand with more updates, but the main focus now is going to be on stability and polish.
This first build will be full of bugs and instability, please send us crashdumps and bug reports so we can fix it up.
Content:
Entirely new world map. More detailed and polished, new factions, new content, things to explore. Its' like Kenshi 2. Crazy. I should have called it Kenshi 2 and charged for it again, but I didn't. Damn.
Entirely revamped research tech-tree, new technologies and balance. Research is faster, but has a cost in items or artifacts.
Totally new buildings. Multiple floors, and you can mount turrets on the rooftops.
New power system. Generators require fuel, wind power fluctuates with the wind strength, batteries compensate for fluctuations. Fuel can be made from crops.
Revamped farming system and different crops.
New animals, and new races with own strengths and weaknesses.
There's water now. Rivers to cross and oceans to drown in.
Camping- You can build easy camp beds and fires for survival when travelling
Things and places to find. Bandit bases, old labs, ruins.
Gameplay:
Hunger is now a thing. You can die of starvation although it takes a long time. Your characters appearance reflects their state of physical strength or malnutrition.
Buildings are now made with multiple materials. Machinery requires iron and sometimes copper.
Thievery is improved, buildings have things to steal, guards are more alert.
Leather crafting now requires you to hunt for animal skins
Nice new zoomable world map window. It's so nice.
Your stats are now affected by injuries and malnutrition.
Certain animals might now eat your crops, your dead bodies, and sometimes even your unconscious bodies.
NPCs use the stuff in their homes, guards train, people sit etc
Guards in buildings and shops now descreetly sort of follow you about, keeping an eye on you
Fixed getting busted for stealing from accidental clicks. You can look inside unlocked containers, and lock picking has to be chosen through the right-click menu.
Reduced labour/engineering speed penalty at level 1 from 0.25x to 0.5x. This will speed things up slightly at the lower levels when starting out
Stealth skill is easier to train in non-hostile environments.
Increased trade profitability by 50%, this combined with thievery should provide decent alternatives to looting as a profession in the early game stage.
Characters with a turret job will automatically use whichever turret has enemies in its line of fire.
New long-distance move command, so you can click on distant terrain and your characters will run there
Tons of bugfixes.
Engine:
New fancy shadow system, looks nicer and more importantly runs faster.
New terrain engine. Runs faster, looks nicer and shows more detail for distant mountains
Long-range pathfinding system. You can click on any visible distant mountain and your characters will find their way there, following roads.
A lot of fundamental engine optimisations have been done, this may temporarily cause new bugs, but hopefully speed things up
Bit of an overhaul to the animation system, runs faster and combat animation should be a little smoother and have more functionality
Overhauled with a new PBR & HDR global lighting system, should make a great improvement to the visual quality
(Credit for this goes to Linda MacGill and Igor Frolov of Bug Zen!)
0.76.5
Added more content for slave buying/selling. Buying slaves is now cheaper but it has random results. You can also sell bandits or someone you're carrying.
Fixed the thief fence. He has more money, buys at a low price, and doesn't sell his own clothes.
Fix for traders spawning under the floor
various crash and performance fixes
crash when stealing with right-click
0.76.4
Fixed some bugs with the AI invasions, and with vanishing AI squads, plus a related crash.
Fixed a bug that caused huge loading times and performance hit to savegames where you had travelled a lot
Fixed a possible trader crash
Crashfix when ocassionally picking up items from the ground
There's a bug that only some people get where it crashes when saving. I don't know why, so I tried some stuff that might help or might not. I need more information, or a savegame if it happens only in a particular game.
Some more stability fixes, and improvements to the formation movement
0.76.3
Fixed nests and camps not being spawned
A few more random crash fixes that were reported
You can now alt-tab out of fullscreen mode in DX11
0.76.2
Fixed the athletics skill not increasing
Fixed the "location" of characters when they ragdoll and slide down a hill
Fixed wandering trader AI jittering and freaking out after staying in a town more than 6 hours
Fixed the BUY button on houses not functioning
Fixed 2 random crashes
Fixed the crashdump zip getting a truncated filenam
Fixed newly bought&freed slaves getting tagged as escapees when save/loaded
Fixed again the walls, I had fixed the scales for them but there were still old, badly scaled collision files that i have now replaced
Fixed the bugs with corpses, incorrect ragdolls, location etc
0.76.1
Mainly a hotfix for the save bug, I will work on the other bugs next.
Solved the savegame error where it didn't save your squad if most of them were knocked out
Walls were scaled differently. This was not supposed to be in the release version yet, they've been set back to normal again. Sorry for breaking your base walls. Super-sorry if you just rebuilt your base walls to match the new scales.
Fixed issue with alt+tab and fullscreen.
Fixed big fonts with resolutions larger than 1920.
0.76.0
Apologies for the delay with this update, we are currently working a lot on content for the new world map and hoping to release the first part of it in the next major update.
Huge optimsation that uses more multi-threading for the game code and AI, improving performance significantly when there are a lot of characters around.
AI War Campaigns, NPC factions can now launch proper missions. This is similar to the faction assaults feature that was around in an older version, except the difference is it's now a fully dynamic system
Random bandit camps
Races now have different bonuses and penalties to certain stats
Render optimisation for the lights, it appears they were slowing things down a lot
A new shadow system, with better performance and quality
Bars now have a variety of random goons who all sit together:
shouldn't get bounties for attacking animals anymore
fixed getting tagged as a criminal for attacking bounties
Other small fixes and crashes
0.75.2
Fixed crash when trading to your backpack
Police can't steal your bounties anymore when you walk into town
Fixed the crafting list scrolling back to the top whenever you choose an item
Fixed the invisible inventory icons i think
tried removing a certain AI optimisation to see if it solves the AI problem where NPCs idle too much or forget what they were doing
fixed the "arm through the chest" animation bug
possible fix for when an NPC squad gets unloaded while carrying a player character
fixed not being able to place turrets on walls (you can add lights now too)
fixed some armour in shops being un-graded, and having overpowered stats
A rare-case gate fix
A few crashes
0.75.1
Fixed loot window not appearing
Fixed importing old savegames not working
Fixed crash when building something with an emissive material
Crash fix when looting people near nests
0.75.0
Town populations slowly regenerate when residents die. Killing off a lot of NPCs that are affiliated with a nearby town will weaken that town slightly, it's possible to wipe out all the cannibal patrols roaming near a cannibal village for example. Currently "homeless" factions like the bandits are not affected by this.
brought back the town info tooltip on the mapscreen to show population information. I will rely on player feedback for balancing it.
Crime system in progress.
You can now steal from shops
Crimes are recognised by the AI
Police can put a bounty on your head and arrest you
Civilians can raise the alarm and call police attention to a crime
Pickpocketing: NPC is alerted if he notices you stealing from his inventory while he sleeps
Selling stolen items has a chance of getting you in trouble, especially if you try to sell things back to the victim
Sleeping NPCs are woken up by noise, but it's easier to rob them
Police confiscate weapons and stolen goods. Then they sell them.
Updated traders inventory:
To trade with a shop you need to talk to the trader character.
Interacting with the containers, counters, chest, etc. will be considering stealing. (Work In Progress)
The traders inventory is infinite, so you can sell stuff more easily
The trader stores his shop inventory in the actual containers around the shop. This means you can steal stuff from them.
Some item containers now have locks. Traders keep the more valuable items in the more secure containers
Added a node system to building placement. It ensures that any machines and storage you place is always accessible by characters and fixes a lot of bugs like when characters tried to access a storage box through a wall
Emissive lighting added
Added AI ability for super long-range pathfinding, even when zones in between start and destination are unloaded
FIXES
Fixed orders panel black text-on-black tooltips
Fixed item labels not showing when loading a game with items on ground
A few small movement system fixes
Fixed undo when building walls
Fixed game unpausing or closing the pause menu when autosaving.
Fixed unpausing game possiblity while on the in-game main menu.
Fixed/updated research window.
0.74.32
Fix for the inverted "cant build near towns" range testing bug
Another hopeful fix for the teleporting into the void bug
Fixes for character portraits
Some small fixes for navmesh and AI within town walls
1 more crashfix
0.74.31
More debug logging information added to track down the teleportation bug
Stability fixes
Slavers shouldn't capture police and soldiers anymore.
Slave shops added to major towns. Still a WIP.
0.74.30
We are still trying to track down the problem with squads/characters vanishing off the map or into the void, often when you load a game. We've added more debug information now, so if you load up your savegame and find that it's missing anyone, either send us the save or just the file called "save.log" that you should find in your save folder. This save.log file only appears if something bad was detected, so if you see it, send it in!
AI fix for engineers, they were picking the furthest instead of the closest target
AI fix for wandering traders
possible AI fix for move orders getting cancelled
Fixed the police chief bounty hunting dialogue
Some fixes for wall upgrading
fix for spawning under floor in some buildings
Fixed equip/drop item bug
Fixed the crazy "man standing on my head" ragdoll bug when you save a game while carrying someone
other small fixes
0.74.29
Added a mercenary guild that can be hired to guard your base. Need to import a new game to see their shops appear in towns
Fixed the "Day" always being 1 in some cases
a fix for getting stuck in doors
More stability improvements
0.74.28
2nd AI fix for movement overshooting the destination
bugfix that was causing increased loading times at startup
small combat animation fix
dogs are less bitey, have more time between attacks
0.74.27
AI fixes for the slave camp
Another fix for "reset positions" not recovering all squads
Fix for character movement overshooting the destination
More small fixes for movement and AI
Lights don't work until you finish building them
0.74.26
Walls now don't affect pathfinding until they are 20% built
Another possible fix for characters vanishing into the void
Some more auto-job AI fixes
re-enabled civilian NPCs
Moar stability
Fixed characters running on the spot when the navmesh updates
0.74.25
Possible fix for characters vanishing into the void
Fixes for the auto-jobs AI getting stuck. If it still happens in any situations I will need someone to send me a savegame for it.
Improvement to the "reset positions" import function that will recover missing squads
Fix for when engineers stand idle as a result of an unreachable building
A fix for the prospecting window
A few more small things and stability fixes
Fix for 32-bit mode not running
0.74.24
Fixed creature nests not spawning anything
Fixed the suicidal follow AI behavior
Fixed breaking shackles with brute strength
Fix for the player outpost renaming
Stability fixes
0.74.23
Fixed the bug where characters could still "see" their squadmates from miles away and would run across the map to help them
Fixed re-captured slaves going back to escaped slave status
fixed the "chase" mode order, so characters shouldn't run off so much, but it's not been tested much yet
Bandits won't get so obsessed with picking up dropped items they cant get to
a possible fix for characters getting teleported outside of the known world
Fixed wall placement snapping to position the wrong way around
Fixed character AI preferring melee to using turrets
Lots of AI bugfixes relating to fighting with turrets, and attacking gates (WIP)
0.74.22
Fixes for wall placement
Fixed 2 movement AI bugs making slavers and possibly town NPCs idle around some times
Stability fixes
Updated the prospecting GUI window
0.74.21
Some savegame "corruptions" it turns out are caused by not importing your savegame after update 0.74.14. Import if you have problems, report the bug if you still have problems.
If you have a savegame with a missing squad or characters vanishing "into the void" then loading your game with "reset squad positions" will now recover everyone. We are currently tracking down the root cause of this bug.
Crashfix for certain situation deleting interiors
Fixed a small typo in the perception system that made everybody not see other neutral NPCs
Added audio to the perception system (work in progress)
0.74.20
There seems to be a lot of bug reports lately of the game crashing when loading certain savegames. These are NOT caused by corrupted savegames, but are crashes from loading certain stuff. If you experience this, send us your savegame, we will fix the bug and your savegame will work again after the next update.
Fix for randomly broken combat movement
Fix for some of the loadgame crashes
0.74.19
Player characters can see better now, won't ignore things so much
A fix for potential problems with navmesh backwards compatability in previous saves
0.74.18
Just stability fixes
0.74.17
possible fix for random situations where characters dont move
Toned down the strength and number of the dog packs
Fixed recruitment (and other dialog) "sorry i cant afford it" bug
more fixing for player characters not loading if you load a game and they are far away
there was a bug where excessive numbers of squads were being saved, causing bloated savegames
Fixed a potential load crash
0.74.16
Totally new movement system:
eliminates the frame rate spikes
improves performance
stops NPCs always getting stuck and flickering back and forth (probably still get some bugs though, it's a new system)
stops the random crashes when changing map areas
Totally new AI sensory system:
all NPCs now use field of view and line of sight
you can avoid detection, fight a guard without raising the alarm etc
Its totally awesome and cleverly made so it doesn't hurt the frame rate with tons of characters all LOS checking eachother
Probably will cause a lot of new bugs because it's a fundamental system with far-reaching gameplay consequences
I didn't have time to add audio senses, only visual, so sneaking will be a bit too easy until next update.
Slave escapes:
You can free slaves and they'll react and escape and thank you and try to escape with you and sometimes join you once you get away.
NOTES
a change to the time system means you may end up with problems like getting stuck tagged as a slave for 99999 hours or a wandering trader that never leaves your town- import game to fix it.
0.74.15
Fixed some certain savegames crashing on load
Fixed some certain savegames/imports getting stuck on the loading screen
Fixed player buildings being un-built on import
Fixed the missing Alt-key item labels
Did a little internal rewrite that should stop the occasional various bugs arising from NPC or building handle IDs changing. Might also cause unforseen bugs as it's a new untested system.
0.74.14
More stability fixes
Fixed athletics penalty not showing in armour tooltip
Paladin and mercenary guards should now protect you in towns
Proper fix for character editor camera
Fixed item labels on ground
Fixed inventory item right click behavior
Fixed weapon stacking losing its level
Can no longer stack weapons
There are some known bugs with importing and loading games freezing up or not loading. This will be dealt with in the next update
Fixed another crash. Keep sending those crashdumps.
Fixed turrets only doing 1% of their damage
Fixed NPCs tagging their allies as neutrals
Escaped slave recognition is now based on an alertness-based timer, same as seeing through disguises
Slavery status improved, you now have 4 states- free, slave, escaping slave, ex-slave. Escaped slaves eventually lose their slavery status, and also don't get attacked on sight all the time.
Fixed a crash when automatically hauling weapons or armour to a full container
Fixed the random broken shopkeepers
Fixed the stray outpost appearing on the map screen
0.74.10
Fixed the stray outpost showing on the map
Fixed characters going back to open the gate when they go outside the base
Fixed the bounty/slave panel position in the GUI
Fixed an AI bug with crafting machines
0.74.9
Fixed a frequent crash loading certain buildings and savegames that was introduced in the last patch
Fixed the instant building bug
0.74.8
Added separate farming and cooking skills
Fixed lights. You might have to switch all your lights back on manually.
Fixed the remaining inventory item icons
Fixed some random town buildings not being populated.
Fixed crafting bench item crafting bug
Mainbar now displays correct floor number
Added panel in the build mode to change floors
Bunch of other smaller bugs and crashes
0.74.7
Fixed newly built buildings not showing their interiors
Can cancel crafting items properly now, and it shows the current item without having to operate it
Player characters don't instantly attack all NPCs who enter their base
If you equip 2 katanas on your back, it shows on your character now
Fixed AI bug for automatic machinery
0.74.6
Characters now haul properly for automatic mines and machines
The slave camp was missing the slavers that actually make the slaves go to work everyday. Fixed now, but requires an import or new game.
Optimised the static geometry, improves town load times and the framerate spikes when placing/removing buildings
Fixed the bug where finishing building a wall section could cause a massive 2-minute freeze.
Fixed some AI bugs with the permanent jobs, and the slavers
Fixed crafting benches still working when they run out of resources
Fixed doors not locking
Added face morphs for the Shek in the character editor
Engineer job now repairs things again, including doors and gates
Adjusted the general contrast of the GUI for readability
Fixed some more bugs with inventory stacking
Fixed the Medicrate inventory being too small
Fixed towns not populating when you start a new game from in-game
Fixed walls missing their turret nodes
Fixed the sleeping animal AI so they can wake up and attack you
can no longer place furniture on walls
Added mouse icon for lighting-type buildings
Minor GUI fixes
Fixed storage building inventory window grid size
Fixed some inventory right click item issues
Fixed inventory item stacking bug
Dropped backpacks now save the items inside properly
Improved equipping weapons for fighting
Possible fix for the invisible backup weapon bug
0.74.4
If you get crashing in the character editor in DX11 mode, switch to DX9 instead, it's more stable at the moment
Fixed NPCs populating player buildings
There were still spawns happening within walls, took extra measures to fix this
Fixed the editor body limits for the Shek
Fixed an AI bug that stopped shopkeepers opening up, jobs from working, and wandering traders doing their thing, and probably a lot of other problems too
0.74.3
Fixed the overly restrictive limits in the character editor
Fixed the character editor applying the face morphs twice, resulting in deformed characters
Towns are now populated dynamically on gamestart, rather than being pre-saved in the editor. This means changes to the town/faction population list will take immediate effect on a new game.
This also solves the absence of town guards bug.
Fixed a bug with inventory when moving stacks with the mouse
Some of the DX11 issues we are still puzzling over. Overall if you use DX11 it will run faster, but if you run DX9 it will be less buggy.
FIXES
Fixed backpack inventories not being loaded from a savegame
Theoretically fixed NPC/animal squads spawning in towns and bases
Fixed a couple more crashes, and found one more in the character editor too
Fixed far away player squads not getting loaded
Stopped the context menu going off the bottom of the screen
Nice NPCs heal KO'ed neutrals they find
0.74.1
Note that the GUI and character editor still have work to be done in the future
FIXES
Launching DX11 in fullscreen still crashes, but not if you run at your screens native resolution. Still trying to figure out the cause
Fixed a character editor crash
Fixed getting stuck in editor when recruiting someone
Fixed the white character portraits in DX11
shops have more items in stock
Fixed the inventory icons for items, not for armour yet
Hostile patrols are 50% less likely to attack towns
Cleaned up the launcher options
Fixed some more AI system bugs, including animals not attacking
Fixed characters getting stuck in idle mid-combat
Fixed some random crashes
0.74.0So big
This is a super unstable version, it's not ready for release but because there hasn't been a release for a long time I'm putting it out in the "Experimental" branch so people who are interested can play around with it. If I try to fix everything first then I'll just keep delaying it more and more until the players lynch me.
RECOMMENDATIONS
Keep the "view distance" low, it has a drastic effect on performance. This is caused by the terrain engine, it's getting fixed in a future update
Keeping the population size low will help performance too
Run the game fullscreen, disable civilian NPCs, turn off shadows will all improve the frame rate
Running the game in DirectX11 mode has a better frame rate
SLAVERY!
There is a slave camp in the west. Any newly captured slaves will be sent to the camp. Escape attempts will be met with harpoons. Intruders will be captured.
Slavers strip slaves and shave their heads. Confiscated items are put into storage. Slaves are kept in cages and made to work in the mines during the day.
Slaves have shackles locked onto their feet. They can't be removed unless lock-picked or broken with tools.
Stolen items are now tagged and the original owner can recognise them
More limits to trading/looting things at a distance, can't take items from other peoples storage without looting it directly
Disguises- If you wear the uniform of another faction, NPCs will think you are one of them. Until you get recognised
NPC towns can have gates, gate guards that challenge you on approach, and recognise unauthorised intruders and escaping prisoners
OTHER FEATURES
New race added, the Shek (People keep complaining that we are adding races instead of fixing bugs- The guy who makes the races is an artist, he's not the same person as the ones fixing bugs!)
New character editor that uses morph targets for the facial features instead of bones. Looks better, gives more control, and has better in-game performance.
Character models overhauled, male and female faces look much better, less piggy.
New GUI re-skin and overhaul.
Turrets are faster at aiming. NPC guards can man turrets.
Lots of upgrades and features added to the construction set
Support added for level mods (to add towns and stuff to the map)
Support added for physics object attachment to characters and animals
AI system tune up- better performance and no task oscillation bugs
Added auto-job for the corpse furnace (careful, they'll burn any loot too)
RENDERERING
DX11 mode (DX9 still supported, but will look crappier and run slower)
Lights! Night time is darker, buildings can have lights mounted on them
New global illumination ambient lighting model, and BRDF material shaders
FIXES OF NOTE
Improved the terrain collision accuracy
NPCs won't loot someone who's being carried
Fixed the bug where guards wouldn't protect you from bandits
Ragdolls are now created on the background thread
Fixed the invisible ragdoll bug
Fixed missing upper body combat animations
Fixed harpoons getting stuck in mid-air
Stopped large animals trying to attack targets inside buildings
NEXT UPDATES
Will be focused on bug-fixing and stabilisation
Will have a new movement system to avoid the characters getting stuck, flickering, and random framerate drops caused by Havok, until then we've worked some quick-fixes into the current release to help things as best we can
After the performance issues are sorted out the wall placement problems will be looked at
CURRENT BUGS
The gui is not 100% finished and full of cosmetic bugs
The pathfinder is super broken right now (movement flickers, getting stuck, no collision, and performance drags) because we aren't quite finished with a re-write, it will be updated properly in about a week
Still needs more features for the lights, like more techs, types, power-related light brightness and stat penalties for working in the darkness, personal lanterns
Still needs more ways of getting enslaved
Performance is terrible, it will improve drastically with 2 future updates: The pathfinder (ETA: 1 week) and the terrain system fix (ETA: 1 month)
0.72.1
BUGFIXES
Fixed animals not fighting
Fixed squads getting the "Wildlife" faction and being hostile to all
A few crashes that were introduced by 0.72
0.72.0
This is mainly meant to be a bug-fixing update, but I got carried away and added some AI stuff
Wandering adventurers can be hired as bodyguards
Unarmed NPCs can loot bodies for a weapon if needed.
Assholes might just loot everything while they're at it.
NPCs and bandits will equip gear they loot if it's better than theirs.
Armour can be tagged as a uniform. If a faction sees you wearing their looted uniforms...
Sell value of loot has been halved.
BUGFIXES
Animal backpacks can no longer be worn by people
Fixed problem with characters stopping what they were doing after you place a building
A lot of dialog system features and fixes, including the problem where you couldn't talk to following characters because they would run away
Fixed characters forgetting their jobs or disabling machines when changing squad
Pathfinding improvements for combat pushing NPCs off the navmesh, and NPCs getting stuck on corners of ramps
Fixed import games with multiple squads
Fixed the cannibals running back to the village and just getting stuck circling in the centre
Fixed the chase behavior a bit
0.71.3
Quick fix for the annoying camera jumping around bug
0.71.2
Mostly, this update just fixes lots of crashes
Tab key cycles squads
FIXES
Various crashes
Grass was missing and I never even noticed.
Fixed foliage stacking vertically in several places
Fixed the "Rescue" button
Fixed the duplicate character bug
Fixed characters playing the get up animation when in bed
Fixed AI not opening unlocked doors to pass through
0.71.1
BUGFIXES
Mostly fixing various crashes. The notorious Havok crash is still at large.
Fixed the crash with loading certain 0.71.0 savegames
Dialog system now supports monologues and changable player_talk_to interruption dialogs
Fixed the character editor FACE/BODY tabs being missing
Fixed the turrets having 1 damage
0.71.0
Squad management! Multiple squads, character dismissal. Character cap increased to 50 and can be modded even higher.
Made a SmellManager. Bleeding and corpses now stink up the place and attract dangerous animals. Wolves hunt by smell.
BUGFIXES
Finally fixed the Havok loading area crash(?)
Fixed speech boxes cutting off text at low resolutions
Stealth state is now saved, and the checkbox is fixed
Fixed NPCs not being visible when moving the camera around paused
Fixed newgame window going off screen at low resolutions
Fixed the framerate drop when building certain walls
Fixed a few more little crashes
Fixed problem with correct floor visibility when building furniture
0.70.6
Sam said "Oops, did you submit that patch yet?" and I had and he had forgotten to add something super important.
0.70.5
Fix for combat pathfinding (cannibals stuck in starting village)
Took a step to temporarily prevent the occasional battle royales in towns, and guards attacking players
Fixed one more random crash, and another experimental workaround for the main one, but to fix the main one we still need to wait for a software update from Havok.
0.70.4
Fixed another bug when recruiting new characters
Fixed the problems with characters being unselectable
Improved follow behaviour and made pack gars catch up after a fight
Fixed a bug when dismantling
Made a theoretical fix for the 10,000 storage items bug
Performance improvment when lots of ragdolls are around
Fixed furniture placement going through walls
Fixed nests spawning extra squads on load
Fixed some rare invisible building occurence
Few little minor fixes with collision and an animal glitch
Lots more crash fixes
0.70.3
Another possible stability improvement for the random crash, lets find out if it helps or not...
Also fixed a few regular crashes
Fixed armour quality resetting on load
Shopkeeper "welcome" can now be interrupted
Fixed nest items spawning too much when re-loading
Fixed flophouse beds even more
Fixed KO NPCs spotting sneaking characters
Fixed too many NPCs having negative medic skill
Fixed no-dialogue police chief
Slavers wont try to capture animals now
Fixed hair vanishing after wearing a helmet
Fixed holes in character mesh when removing armour
Stopped shopkeepers dropping items when restocking inventory
Fixed crash when upgrading certain buildings
Fixed the extra characters problem when importing a game with research
Fixed the invisible cannibal cages bug
0.70.2
Fixed the worst moving-around-the-map random crash.
Fixed some minor dialogue glitches
Fixed cannibal cooking crash
Fixed the flophouse beds not working
Fixed the characters being ragdoll in cages
Fixed crash when harpooning animals
Fixed a few more smaller random crashes
0.70.1
Fixes a bunch of, but not all, bugs. More bugfixing updates coming every few days.
The frequent random crash that comes from moving around the map is not fixed yet, but it's our top priority.
BUGFIXES
Fixed cannibals getting stuck in home buildings
Fixed armour costing only 32 cats
Fixed random armour stats bug
Fixed a lot of the character movement bugs; stopping, leaving walkable areas
Fixed access ramp out of Catun
Fixed conversations randomly having no player reply buttons
Fixed town guards not helping people, or wrongly attacking you during a battle
Fixed time of day being corrupted
Removed the "Capture" option, it wasn't supposed to be in the game yet
Ctrl+shift+F11 regenerates pathfinding navmesh, handy for when loading an old savegame when level data has changed
Fixed keybinding for camera zoom
Fixed mysterious low number of female NPCs
Fixed accessibility problems with saloon buildings
Fixed flophouse layout
Mostly fixed the shopkeeper-locks-you-in booby trap
Fixed inventory auto-arrange crash (unconfirmed)
Removed the option to pick up animals
0.70.0
This is a massive update that changes a lot of stuff. It was rushed out to reassure people we're still working, expect it to be super unstable and buggy while we spend the next few weeks stabilising it.
Most players might want to wait another week or so before playing this version.
FEATURES
64-bit version available. 32-bit version will continue, but will be less stable due to the memory limitations.
Creatures are now mostly coded in. Creatures will be introduced over time, currently we have:
The Beak Thing, a blind carnivorous giraffe/bird creature.
The Leviathan, a giant thing.
Big wolf things
New dialog/AI hybrid system that takes into account situation details and remembers what you've done in the past.
Thugs and bandits can now harass and rob you rather than always attacking on sight. Thugs in town can insult you, then go outside the gates and jump you when you leave town. NPCs can follow and chase you while they talk or threaten you, and know the difference if you are running away.
Changes to relation system, fighting someone in the middle of nowhere has very little effect on faction relations. Individuals can be perceived as temporary enemies or allies.
A new terrain engine was necessary for the 64bit build (old one was 32bit closed-source). It looks way worse than the old one because we've run out of texture units for the smooth normals, but we will fix that soon.
Dropped items no longer vanish underground, and they can be easily found with visible labels if you hold the ALT key. They are also saved when you save your game.
NPC AI now has a schedule. They go to bed at night. Shopkeepers shoo you out of their shop at closing time and lock up for the night.
Replaced the pathfinding/movement engine with the Havok AI engine.
Smelter, to melt down old weapons and armour into iron
Characters are less disadvantaged by being outnumbered, your lvl50 warrior can now take out a group of starving bandits without getting mobbed. Basically they will miss more often as he moves around and dodges.
More details added to the GUI, including visible calculations for character stats and penalties.
Multi-threaded resource loading for smooth creation of models and textures. Shorter loading hiccups when moving around the map.
Ragdolls fixed up, less crazy ragdoll behavior. Animation blending between ragdoll and non-ragdoll states.
FEATURES ADDED NOT FINISHED PROPERLY OR USED MUCH YET
Buildings can now have multiple floors, but for now only the large house makes use of it. The staircase will intersect furniture from old games. Waiting on the shift to the new world map in a few months, with the new multi-story buildings to take things any further.
Added stealth mechanics.
BUGFIXES
AI follow behaviour has been improved, so squads don't tend to queue up behind the leader and do that stop/start thing
It's now a little easier to click to enter buildings
Minor GUI improvements to font size at lower resolutions
Fixed NPC view range
Fixes to the AI and pathfinder for dealing with walls and gates.
Fixed some of the cannibal AI quirks
Fixed bug where equipment with positive athletics bonuses weren't applied.
Fixed modded dialogue not loading in the construction set
Fixed the random crash when switching gender in the editor
0.69.2
all NPC gear has a small chance of being +1 grade
BUGFIXES
fixed crash when placing short walls attached to a gate
Fixed a bug where item stacks were being reduced to 1
0.69.1
BUGFIXES
upgrading walls now updates the pathfinding, and upgrades the ramps too
Fixed walls having the "must be placed inside building" bug
Fixed a crash in wall placement code
Deleting walls now deletes the turrets on them too
Fixed difficulty reaching lvl5 wall to build it
All buildings now have a destroy button like walls do
Fixed another bug with item stacking
0.69.0
Big frame rate boost!
Totally revamped wall placement system
Slightly better building placement in general. Easier to place furniture inside buildings.
Toughness now affects degeneration rate, meaning that rookies are more likely to die than veterans when defeated.
Difficulty settings added to the New Game and Import Game windows.
Added an "Amount of death" slider to the new game options to increase difficulty. Setting it higher than 1.0 makes ALL characters in the game more likely to die from their wounds (eg 2.0 means bloodloss + wounds degenerate 2x faster).
"Easy prospecting" option: resources are adjusted by biome only.
Multipliers for research, building and production speeds
Some subtle tweeks to the combat AI to help characters deal with being outnumbered slightly better.
Bandits can now catch you if you are running away and can't run fast enough.
Strength improves slightly faster from encumbrance
"Max blood" stat is now influenced by character's strength.
Heavy club was a bit overpowered, so I turned it down.
Added Splint Kits to the research list
Forgot to mention in last update, gun turrets now have an advantage when placed at a higher altitude than their target. Put them on hills, on walls, and it will make them much more effective
You can now upgrade or delete a whole chain of walls at once
More SFX improvements
BUGFIXES
Fixed the "reset position" for game imports
Fixed some characters being invisible when dead or paused
Fixed outnumbered characters causing a big freeze-up mid-battle
You can't run away mid-stumble anymore
Skin tone wasn't being randomised properly for NPC generation.
Fixed a bug where splint kits sometimes cause healing to get stuck
Fixed the high-velocity ragdolls bug
Fixed research ETA, also daytime speed was running too fast when time was speeded up
Can now delete ramps
0.68.1
Note that prospecting is a new feature and will undergo changes. I have temporarily added a "no prospecting" mod so that you can turn the feature off if you really don't like it.
Fixed the "Haul" job. If you shift-click on a storage box then your character will automatically run around filling it with the outputs of other buildings.
The AI should deal with automatic machines better now, as well as other little inventory/hauling related problems
Made some tweeks to reduce the bug with the skipping ground collision
Fixed AI bug with bandits when their squad is wiped out and they don't know what to do anymore.
Fixed the world not loading properly when you started a new game from the in-game menu
Fixed the sleeping upsidedown animation bug
Fixed the navmesh around the merc outpost
NEXT UPDATE (soon):
Wall placement improvements
more bugfixes
0.68.0
FEATURES
The new pathfinder system isn't ready yet, but I have made a release of the new features so far. The same old bugs with the walls and collision will persist until then I'm afraid, but it's on the way.
Prospecting added. The button in the bottom right makes your selected character analyse the surrounding terrain for resources, based on his science skill.
Farming, wells, mines etc are now dependent on the available resources in the area they are built. Mines from old savegames will be capped at a certain minimum value if they happen to be in a low or zero yield area.
Random patrols passing by are now likely to attack your base and other towns
Production rebalanced: Most machines and mines need way less workers, and also have a more pronounced efficiency improvement with each upgrade.
Build speed doubled.
Added 3 new walls and gates, levels 3-5
Turrets now snap to fixed wall positions
Added training turrets, so you can train your turret skills.
Added harpoon turrets! Including a double barrel and 6-shot version, if you can find the blueprints.
Added "Enable civilians in towns" to the options. Turning off civilians will improve performance a little bit.
Added auto-save time to options
BUGFIXES
You now own and can dismantle the furniture in buildings that you purchase
Limited population slider options to 2x. Too many people were setting it to 4 and wondering why the frame rate was so bad. (you can still set higher than 2 by editing settings.cfg)
Fixed the storage chest not working, as well as a visual bug for storage boxes inventory
Fixed another inventory bug duplicating stacked items
Changed the name of the town of Catan/Capan to Catun. Ssshhhh...
Made indoor buildings more tolerant and easier to place
Stopped gates and walls appearing red before you place them
Fixed the bug where clicking to attack an enemy that was too far away would make your characters just stand idle.
Fixed a bug with the female character editor limits using the male limits
HIGH-PRIORITY FOR FUTURE UPDATES
64-bit build, to prevent super-crashes
New pathfinding/movement system
Fixing the awkward wall placement interface
0.67.2
Friendly fire that hits neutral NPCs by accident won't start a war anymore.
Outdated weapons are removed from the weapon crafting list
Leather tanning bench now makes leather out of fabric, instead of thin air. This is just temporary until animals are in the game.
Fixed a nasty random crash in the last update
0.67.1
Added "auto-arrange" button to item containers
BUGFIXES
Fixed a bug with duplicating swords in the inventory
Fixed the bugs around buying buildings in towns and placing furniture in and around them etc. (Still buggy to import a game with purchased buildings though)
Chain armour bench now actually uses chainmail as the resource
Improved some of the error reporting details
Fixed an occasional crash on loading from an existing game
Fixed a portrait bug
Found a few more smaller memory leaks that have been fixed
0.67.0Small things, stable things
If your game was getting clogged up and slowing down, try importing to a new game now.
Added a cloth crafting bench, and a load of clothing blueprints to buy
Added in Drifter Leathers armour set to crafting list
Leather armour now needs leather to make it with, new leathermaking bench added.
New storage box models
New storage boxes for chainmail, leather, armour plates, wheat, water, hemp
Tweaked the "Cannibal hunters" start, it was designed as a quickstart for players at Rezzed, so it's a little less easy now. Still too easy though.
BUGFIXES
Fixed the crossbow upgrades not taking effect
Fixed a memory leak and some bugs in the NPC squad spawning, should improve performance when savegames go on for a long time
Fixed the cannibals being non-aggressive at home
Fixed hair texture on head sometimes not showing
Fixed the dark red inventory icons
0.66.2
Hotfix for the research bug
0.66.0Player friendliness
This is a general usability improvement update, based on my observations of players at Rezzed.
I was going to do more before releasing, but I wanted to get the memory leak fix released as soon as it was done.
I RECOMMEND YOU IMPORT TO A NEW GAME IF YOU STILL HAVE FRAME RATE TROUBLES
You can buy-back items you buy or sell at a trader for the same cost. No more losing money because you changed your mind or made a mistake.
You can rotate the camera using any mouse button when in the character editor
Build mode has a proper window at the top for confirm/cancel
You can also exit build mode by pressing the speed buttons
Research button on the town info panel opens the tech window
Inventory item right-click first tries to equip the item
Added lots more hairstyles and fixed the broken old ones
BUGFIXES
Fixed a major memory leak that was causing the regular super-crashes.
Fixed a problem where 1000 extra characters could spawn in the area, crippling the frame rate.
Fixes to the character portraits
Towns and research don't copy into other loaded games
Fixed a lot of the hairstyles that were broken
0.65.3
There is now an alternative exe file called "kenshi32bitOS.exe". If you have 32-bit windows and experience crashes, try running this one instead and see if things improve. (Also you should get 64-bit windows).
Newgame available from the menu in-game
Build speed is slower now.
Build buttons look nicer, and you can build outdated tech too, not just the new stuff
Improved the camera behaviour around walls
Doors get bashed in quicker, and all the buildings have properly balanced door-health values.
Sometimes the hungry bandits will try to rob you and take all your resources. Lock up your storage boxes in a safe building!
Added the Splinting feature back in. Splint kits now work, but can only be used on arms and legs. It's automatically done during first aid if the medic has a splint kit.
Added auto-save to the options
Shopkeepers and their bodyguards won't keep running out to save the town, all town guards won't stray too far from a town when chasing down enemies
Shortened some of the level 1 research, all research 25% faster, building speed 2x slower
Added a new farming village, planning to do more with it later
BUGFIXES
I fixed a pretty significant memory leak, so hopefully that fixes or at least improves the "super crash"s
dust bandit raids now go home after defeating you
added in female backpack models and a few other clothing tweaks
Fixed a ton of bugs in the faction assault system
Fixed a bug that gave all hungry bandits a +5 to combat skills
Fixed the "Failed to load compositor" crash that some systems were getting. (untested)
Fixed the multiplying/vanishing shopkeepers when big changes made to the population options (import required to restore shopkeepers)(untested)
Put error logging and "save failed" warning message to try and catch the cause of corrupt savegames
Fixed KO time increasing when loading game
Many crashes fixed from player crash dumps
0.61.1
Fixed interior buildings vanishing when you build something
Fixed population sliders affecting shopkeepers (import)
Fixed first building sometimes getting linked to wrong town for power consumption
0.61.0Medical Overhaul
Here are the new rules to the medical system:
If a vital bodypart (head/chest/stomach) goes below 0, then it causes a knockout
A knockout is based on a timer countdown. The time is a total of all the characters damage, including bloodloss (head counts for double time, limbs count for half)
Once this timer counts down to 0, the character can get up again if his vital parts are still above -50
Vital bodyparts slowly degenerate when they are below 0 (unless bandaged). So once its below -50, you will die without medical attention.
If blood goes below 0, he will KO. However once the KO timer runs out and blood goes above 0 and he gets up again, the next KO point for bloodloss will be -25. This allows him to fight a bit more, gets him closer to risk of death, and prevents the "constantly getting up then going down again in one hit" problem.
So a character can get up and fight again with, say, -30 chest damaage. He will go down again instantly if he is hit in the chest, and it will be worsening the whole time if he doesn't get it bandaged
The end result:
After a battle, some characters may die, some may lose limbs, others will recover and heal themselves or die later. They never get stuck in limbo where they are unconscious forever. Battles are more interesting.
New toughness stat:
I said before that you reach a critical point of no return when your health goes below -50. That was a lie, the actual number is based on your toughness and can range from -10 to -80 if you are mega-tough.
Toughness stat is increased primarily by getting hurt.
Toughness has a huge XP bonus if you are fighting while critically wounded or crippled
You earn a huge toughness XP reward if you force your characters to get up and fight again while they are down and "Playing dead" so that the enemy leaves. 'Cus that's a tough thing to do. The bonus is also multiplied by how many of them there are.
Affects damage resistance instead of Melee Defence
OTHER STUFF
Way more bandits
Stats window has more useful information, derived stats and training advice
blood recovery rate reduced from 0.5 to 0.3
Cannibals use clubs so victims don't die on the way to the cages
Cannibals are a little stronger to compensate for using clubs
Assaults! Bandits and other factions will approach your base and talk, giving you a chance to grovel, pay, join or anger them. This way you can avoid impossible fights at the early stages. Diplomacy in Kenshi is all through face-to-face dialogue with NPCs. Only 1 assault type is in there to start with (dust bandits), more will be added over time, from different factions.
Characters can give reasons why they are incapable of doing a task (eg the machine has no power).
Bleed rate is now shown in the GUI with arrows instead of a confusing number.
BUGFIXES
Fine-tuned the worlds population movements, so you should find you encounter way more bandits and stuff now.
Cannibals kill their prisoners properly now.
Fixed bug that made corpses vanish too fast
Research tree is disabled with a helpful message when you don't have a research bench, easier for beginners to understand things then.
0.59.1
Experimenting with making it more deadly. Bleeding takes 33% longer to stop. Blood recovery rate reduced by 1/6th. Bleed rate increased by about 65%, negative bodypart bloodloss doubled.
Bodyparts injured below 0 actually degenerate slowly until bandaged.
Added steel bar storage box
BUGFIXES
Some crash fixes
Fixed the ragdolls not re-initialising on game load
Fixed an AI bug that stopped the lockpick training working properly, and probably did other bad things too.
Fixed up trader shopping AI a bit, haven't tested in all situations though
Fixed the blunt damage levels of clubs
0.59.0
Added a direction arrow to the world map, so you can see which way you are facing
Thievery skill is now active and applies to lockpicking success
New lockpick skill training objects to be researched and built
When a bodypart is wounded below 0 and left un-bandaged it will cause slow bloodloss until death.
Upped the bloodloss rate again, due to popular request. It was mainly the horsechoppers that had a reduced blood-loss effect. The reduced bloodloss from cannibal cleavers is intentional, because they like to keep you alive...
Upped the number of trader caravans a bit
Improved trader and cannibal AI
BUGFIXES
Fixed escaping from cages
Fixed up the cannibal AI a bit more
Fixed "reset squad positions" on import game
NPC faction patrols heal you if allied
Fixed the multiple plastic surgeon problem when turning up the squad sizes in the options
You can no longer accidentally close shop doors
0.58.5
Added 2 gameplay options, to increase the number of squads roaming the desert, and to increase the overall size of squads. It will have a strong effect on difficulty and fun, but beware that setting it too high will damage performance.
fixed the ghost town bug. You will need to import to a new game of course.
fixed crash when sometimes attaching walls to gates
fixed a small crash
You should now be able to put captured bounties directly in police station cages
Fixed the inventory icons for shirts
Tweeked the lighting to give less of a cell-shaded look
0.58.4
Fixed crash on loading savegames
Flophouse beds now usable again
Restored police chief in police stations
0.58.3
city patrol spawns reduced by 2 thirds
Fixed cage-escaping
Fixed respawning of the "homeless" squads such as dustbandits, so the desert doesn't end up deserted.
Squads were wandering way off the world map and getting lost, making the desert empty. They'll start to wander back now, though it might take a day or two.
0.58.2
Fixed some import-game crashes
Characters no longer try to lock-pick their own doors to open them
Temporary fix for the lighting darkness problem
Stopped the black dragon clan, they weren't supposed to be there
0.58.1
A temporary quick-fix for the blue screen bug. This forces "disable terrain cutting" in the options, so the side effect is that some buildings will have terrain penetrating the interiors.
0.58.0Cannibal!
This is a big one. I strongly recommend you import your squad into a new game world, or else things are going to be messed up and you may find yourself in a world with no NPCs or something.
I rushed it for release so you could all have something to play over the christmas holidays. Cannibal AI is still really buggy and I had to disable a few of the new features.
Female characters are now in the game (can't recruit females in demo version though)
Cannibal faction. They capture people and take them back to their camps and put them in cages. In future versions they'll eat your guys one limb at a time until you can rescue them. Right now, they are very buggy and unfinished, but basically functional.
All NPC squads and patrols are persistent throughout the game world. They don't spawn/unload, they wander seamlessly. If a town or faction suffers heavy losses, then you will notice there are less of them around.
Beards!
Your characters have proper portrait icons on the GUI
More sound effects and tweaks
New weapon type- Cleaver
Weapon types now have different bleeding effect damage multipliers
Some passing patrols will heal wounded strangers (ie you)
World map color-codes towns and outposts so you know which are hostile
You can now build a research bench and small shack by default, the "Outpost start-up kit" blueprints are no longer a requirement but you can still buy them to save a little research
Portrats flash red when your characters are under attack off-screen.
Totally new deferred shading system
BUGFIXES
Resource containers now have infinite capacity. This stops AI production from blocking up and confusing both players and AI, and I think is a nice easy alternative to DF style leaving excess resource items all over the floor.
Fixed some bugs with Town markers, you're less likely to create multiple towns by accident, or see a town from a past game
The game now keeps rendering when the window doesn't have focus. This will help those with multi-monitor setups
The science skill was increasing 10x faster than it should, that is now fixed.
Loading/saving fixed for when carrying characters / being carried
Fixed the right-click menu on character portraits not working
Fixed the game not being saved if you don't enter a save name
Hopefully fixed the key-binding bug
Fixed ceiling fans appearing on the floor, but it will only fix new games or towns you haven't visited yet
Fixed faction relations not loading/saving properly.
0.50.3
Improved responsiveness issue with mouse clicks
Stopped the AI from opening your gates for no reason
Fixed bugs with paying research fees
You can now open/close/lock doors and gates with the GUI buttons
Fixed font scaling in the orders window
Fixed craft window list scroll bar not resetting, giving appearance of no items available
Characters put their swords away when using machines
Fixed the shops in towns vanishing when you build nearby
Tried something that might fix or improve the random 'super crash' bug that is caused by running out of memory
Fixed certain injuries not healing when bandaged to under 50
As a temporary way of dealing with the problem of ragdolls falling through the terrain, it's now detected and the ragdoll gets frozen and teleported back to the surface, in a wierd-ass frozen pose.
Doors and buildings now have a health value based on their materials cost.
Sam tracked down a mean bug that caused some major random crash when moving around the map loads
Fixed the foliage appearing in the dunes
0.50.1Stability Update
Remember, it's not "still crashing", it's "those crashes were fixed and now these are new crashes"
BUGFIXES
Fixed the random crash bug
Fixed the invisible drag-selection box
NPCs stay in prison when save/load occurs
swords show on characters properly
Fixed armour stun percentages not adding stun damage
Improved crafting item drop-off AI
Fixed AI bug where bodyguards would ignore personal attacks, or not help each other
0.50.0Ears
Audio! Sound! Music! Sound effects will be added to in future updates.
Armour crafting
Overhaul to armour and stats->
11 new hats and helmets.
New game start-off: "Rock Bottom"
New character orders:
Non-combat mode: Character only fights for self-defence
Taunt mode: Character attracts more of the enemy attackers
Chase mode: Disabling this stops a character from chasing after fleeing enemies
BUGFIXES
Fixed the bug with the inventory auto-arrange button permanently changing your character stats
Fixed blueprints loading/saving properly in your inventory
Fixed removing items from inventory not reducing encumbrance
Fixed the discrepancy in displayed research times
Improved crafting item delivery bugs
Fixed neck thickness bug in the character editor
Fixed GUI clipping on the crafting and research windows
0.47.0Blueprints
Inventory now has a handy "Auto arrange" button
Various research can now be bought at shops in the form of blueprints. You have to buy the basic blueprints in order to build a base now. Get them from the construction trader, the guy who sells the building materials
New shops for the construction trader.
You can now craft medkits
Researching the next Technology level now costs money.
Different weapon types for crafting must be obtained via blueprints, available at weapon shops.
Equipment shops vary based on the local faction. For example, The Holy Nation specialises in cleavers.
Crafting benches now have their own separate crafting queues, rather than having one queue that automatically chose a bench to assign the job to.
You can mod the min/max character proportions by editing data/male_editor.cfg
Item values are now calculated dynamically from the value of the materials they are made from
NOTES
Can't build wells or farms anymore? You need to buy the blueprints now.
The old medium and light plate armours have now been deleted, you might want to sell them before updating.
BUGFIXES
Fixed building placement on other objects
A few AI fixes for operating machines
reduced chances of characters spawning under a buildings floor
0.46.0Not Super Exciting
This update is mainly for fixing up some of the bugs with walls
Proper load/save window, so you can have multiple save games.
Configurable controls
BUGFIXES
Fixed wall ramps appearing 100m up in the air
Various usability fixes for wall placement
Fixed the characters randomly opening your gates
Fixed the bug for long walls having no collsion/pathing data
Fixed linking final wall piece to a gate
Research queue now shows you when you need a newer bench
Game speed buttons are highlighted
0.45.0Walls
Added walls back, with an AI overhaul. Not 100% bug free yet, but good enough for you to play with for now.
Added chain mail vests
BUGFIXES
doors and gates are correctly open/closed after quickload.
Fixed some bug with town border ranges
Fixed some values vanishing from mod files in the constrution set.
Research bench GUI updates now when you delete from the list
If your gates are locked, characters wont try to open them to go out and fight if you are attacked.
0.44.1
Forgot to mention in last update: Characters look more muscular as their strength stat increases
Fixed shirts, added some more ones too, vests and turtlenecks.
Fixed players starting gear
Fixed wandering traders behaviour some more
Fixed weapon crafting getting stuck after one item is made
Weapon smiths now automatically take finished weapons to the nearest Weapon storage. Make sure they wear a large backpack so they can transport larger weapons though, or they'll get stuck.
0.44.0Facelift
This is a major overhaul to the items and artwork. Many items are being phased out and replaced, you may find some of your gear (like straw hats) looks wrong, they need to be replaced. NPCs will also be geared-up wrong, so you will need to import your squad into a new game world to fix everything up.
Face customisation added to character editor
Hair for characters
Wandering traders should now work and buy stuff from your shop counters. They don't want your crappy looted swords though, they want food and booze and trade goods.
Totally new male character model
Entirely new bunch of armour and clothing, replaces most of the old stuff
You can find plastic surgeons in bars, basically they just re-activate the character editor for you.
Clothing and armour can modify your speed and combat skills
Clothing worn by some factions is tagged as a uniform. This reduces the re-sale value, and in future updates will have diplomatic effects too.
NPCs are now more random and unique-looking
MAJOR BUGFIXES
Traders no longer permanently run out of money
Fixed the negative research progress bug
Game pauses during character creation, so you don't get attacked
Map screen now shows player towns again
0.42.2
Integrated on-screen character name texts with GUI, so they don't appear on top of other panels
Characters now choose storage boxes to get resources from, before resorting to the machine outputs.
Characters now choose the nearest storage box if there are several to choose from.
Research speed is displayed at the top of the research window
Fixed complications when multiple characters tried to pick someone up at the same time
Science skill now applies properly to research speed
Fixed building power on/off buttons
Fixed game freeze when building if you still had gates
Fixed characters sometimes freezing after build mode
Fixed newly crafted items not saving when left in bench
Fixed the shopkeeper inventory crash
Fixed the quickload problem when not all the map zones would be loaded
Fixed the crafting window list being too short
0.42.1
Added "Shadow Range" option. Affects view distance of shadows, lowering it will boost performance.
You can now add the unavailable red research items to the research queue if its requirements are already queued up.
You can now double-click a character portrait icon to move the camera to follow him. Same as right-click.
Steam version is now DRM free. Lots of people couldn't enter their codes and were having trouble running the game, and I realised it wasn't actually necessary, it was really just a throwback to the unlockable demo version that needed it.
BUGFIXES
Fixed zones sometimes not loading, creating an invisible wall. I think its fixed anyway, hard to test. You may still need to repair the old zones with ctrl-shift-F11 if necessary.
Fixed vanishing craft items
Characters teleporting away randomly when dismantling stuff
Fixed the Stone auto-mine, it was impossible to place.
0.42.0Crafting
Weapon Crafting. Awesome.
Ore mining.
Stone/Ore mining upgrades, automated mines.
Weapon types have been refangled around.
Certain weapon types now give bonuses or penalties to attack/defence skills.
New game start-off: "The Holy Sword".
Characters will let you know if they don't have any inventory space to collect some goods, and all the storages are full
When a character is working at something, the info window will show you which skill is being used, and the effect it has on his work output.
BUGFIXES
Added extra Screen resolution option to the in-game options menu, because lots of people missed the one at startup.
Fixed the bug where if you got negative money, you couldn't get paid for selling items
Fixed crash when pressing the Rescue button
0.40.5
Only bug fixes again, I'm afraid I have spent most of the since the Steam release sorting out Steam keys and doing tech-support stuff. New features coming next.
More fixes to prevent situations where characters get stuck inside structures, you can also re-generate the path-finding data in an area by pressing ctrl-shift-F11 to fix it if your guys are stuck
New orders section in the GUI, in preparation for future features
Fixed a few rare crashes
Fixed a bug with duplicating items and when changing some item numbers in the construction set
Fixed that bug with the inventory item sticking to the mouse when closing the inventory
0.40.4
Characters won't get stuck in/on any newly built structures. If you have characters stuck in an old structure, build/dismantle something close by to re-generate the pathfinding data nearby. Or better yet, dismantle it and rebuild.
Fixed occasional crashes just after game starts, but now wall-related AI won't work. That will be overhauled in the next major wall update.
0.40.3
Can now stop/start research without losing your progress
Mods now work properly when you edit linked objects values in the construction set
Fixed some crashes on loading a game
A few other minor bug fixes
0.40.2
Weapon skills now level up properly.
Added a special button to dismantle walls when they're selected
Fixed pathfinding bugs caused by dismantling gates
Repairing buildings and doors now works again
Fixed training dummys, they weren't training properly.
Fixed character movement glitches when running game at 4x speed
Fixed some problems with characters getting stuck under the floor and unable to leave buildings
Fixed some dismantling bugs/crashes
I think that random crashing on save (leading to ghost towns on reload) is now fixed. No way for me to test it to know for sure, but I have a good feeling this time.
0.40.1
Disabled walls. They're too buggy, I will add them again soon.
Fixed bug that gave you more money on every save/load
Fixed newly recruited characters not fighting
Fixed doors not being clickable after a reload
Fixed the short character view distance
Did something that may or may not have stopped those random crashes on load/save. We will see.
Fixed some player furniture showing as "for sale"
Inventory item placement is a little easier
0.40.0Mining, Farming and Research
BIG FEATURES
Research - New research window, build a research bench to upgrade or unlock new buildings and technology.
Mining - Mine stone and process it into building materials
Farming & brewing - Farm crops and process into food or booze
Shop ownership - Traders and civilians actually wander around buying stuff from shops, you can open a shop and sell food and drink
Buying buildings - You can buy existing buildings in towns and use as a safehouse or open a shop.
Electricity - Most buildings need power to operate, so you need to build generators and batteries to run them
Starting points - If you start a new game there is now a choice of starting situations. Many more will be added over time, and you can easily add your own with the mod tool.
Advanced training dummies can be researched
Defensive walls with town gates can be built. Much more will be added to this later on.
LITTLE STUFF
Added texture quality option. Reducing quality will improve load times and possibly reduce random crashes on slower systems.
Many characters building the same thing is less efficient. The first builder works at full speed, the 2nd builders' contribution is halved, the 3rd guy is just a quarter speed and so on.
Rate of strength increase is reduced to 25% for carrying and 50% for combat.
Strength and all other stats have a different exponential calculation, so they progress more slowly at higher levels.
Escape key closes all open windows before opening the menu on the second keypress
Fixed some very rare cases of characters being teleported to the top of the map
Building materials are half the price
Performance improved when lots of characters are around
NOTES
If you find the terrain looks all corrupted and wierd, try turning down/off the shadow settings
If you had problems with characters getting stuck inside buildings, or unable to enter, this is now fixed, although it wont fix until you build/dismantle something in the vicinity to the problem area (doing so will regenerate the pathfinding data for that area)
0.33.0Oh wow it's the big update! ...Oh wait, no it's not ...that sucks.
This is just a stability update, fixes tons of bugs to help you guys suffer less while waiting for the big 0.40 update.
Dead NPC corpses now decay and vanish after about a day. This is mainly for performance, so your base doesn't end up with 1000 corpses around it. As cool as that would be, it would kill performance.
You can now rename your towns/outposts
BUGFIXES
Fixed bug where dexterity could drop instead of increase
Fixed building furniture sometimes appearing above or below the buildings floor
Fixed bug where you couldn't put people in beds
Properly fixed the failed ragdoll bugs now
Fixed an inventory/stealing cheat
Little bugs fixed: flashing grey box when you open inventory, physics running while game is paused, cage crashes
Fixed the vanishing bounty character bug, when you carry a bandit a long way and he vanishes, or he vanishes from a cage
You can now create more than one player town and it will save properly
Fixed it when medics don't always move on to the next patient
Fixed the blue inventory icons bug
0.32.0Night & Day
Added night/day cycle. Its only cosmetic for now, but it gives a concept of time, which is needed for next updates. Make sure you have "Fancy Shaders" turned on in the options to avoid ugly graphics bugs.
BUGFIXES
Fixed bug with buildings not showing fully again after entering them
Reduced the occurence of the bug when enemies don't go into ragdoll mode when they should.
Minor performance boost, and possibly better stability in multi-threaded mode.
Fixed inventory held by mouse cursor sometimes vanishing in certain curcumstances
A few crash fixes
Fixed bug where sometimes a character can't move after getting up from ragdoll state
Fixed newly recruited characters being un-clickable
You don't get bounty rewards from using your own cages now, and can only claim a bounty on a character once.
Unconcious enemies no longer vanish when you save/load. This might slow performance if you hang around in an area for a long time and the bodies start piling up. Will add body decay or burial next update.
0.31.0Bounty hunting
FEATURES
Bounty hunting. If you defeat an enemy with a bounty, carry them to a police station and either talk to the chief there or put them in one of the cages.
Sexy new fog system. I call it "Sexyfog".
BUGFIXES
Fixed some bugs with cages and carrying.
Fixed the Black Terrain bug for some rare video cards
Shouldn't crash as much now
Shouldn't crash on exit
0.30.6
Properly found the actual source of the freezing bug now, I was just treating the symptom before.
Fixed drag selection with the shift key pressed
0.30.3
Tweeked some combat variables, gangs that outnumber you will hit you more, carrying your buddies is a little lighter on encumbrance
Fixed bug with characters sometimes teleporting short distances
Fixed a crash and a lot of bugs importing with buildings
Fixed 2 random crashes
Fixed lots of bugs with building, and sleeping
Fixed bug when dismantling.
Other bugs fixed too, I forgot what though.
0.30.2
Hunting the crashes, lots of crashes fixed. 0.30.1 was a pretty bad release stability wise, I will continue fixing bugs at super sonic speed. There are still plenty of bugs around, but I wanted to get this update out quickly.
Outposts also act as flophouses now
Sorted out the town populations, lack of traders etc.
Can no longer carry people if your left arm is buggered. In future you will be able to carry on right side instead.
0.30.1
A big bunch of bugfixing
FEATURES
More options for importing your squad to a new game. You can import your buildings too, or use it to just reset all your characters positions if someone gets stuck on a roof or something.
BUGFIXES
Fixed lots of combat spazzing behavior, especially in 2 vs 1 fights, tweeks to the combat AI too
Fixed crash on loading game
Fixed the mental shopkeepers
Fixed crash when you pick someone up
Fixed the ghost town bug even more. Now its like, 200% fixed.
Other crash fixes
I'm getting closer to fixing the Black terrain bug that some people are getting but this will take some time, as I am entirely dependant on help from people on the bug forums.
NEXT UPDATE
Bounty hunting!
0.30.0Re-Population
Lots of huge internal changes, but it won't seem like much has changed gameplay wise
FEATURES
Massive code restructure. Put entire physics system on the background thread, slight performance increase and world load times are now just a couple seconds.
Flophouses added to some towns, you have to pay to use the beds.
Made a town auto-population function so it will be easy to add new guilds and shops etc
BUGFIXES
Fixed the new ghost towns bug (will need a restart/import to fix it if you have this bug)
Fixed the level editor crash
Enemy prisoners are now considered non-enemies, so passing squads won't attack them.
Crash dumps give me a bit more information now, not that you really care.
Lots of fixes
0.29.7
Made weapon speeds less drastically affected by inventory encumbrance
BUGFIXES
Traders don't visit your base and get in the way all the time
Can heal someone or pick them up while they are in bed
Fixed the bug where characters unlock the door before using a cage or bed, but only on newly built stuff
NPCs in bed or in a cage will load and save correctly
Made the startup config window show less useless options so its easier to notice the screen resolution setting
0.29.6
Made the GUI more clear about when your stats are being affected by your equipment.
Fixed a few more bugs
Importing squad only imports players faction relations.
Did some magic that will help with some slowdowns
Possibly improved the problem that causes hundreds of wandering traders to collect in an area
SAVE CORRUPTION
Rearranged the savegame code so that it saves your squad 1st, so if it crashes you can still import your squad.
Your previous savegame is backed up to a folder called "bak". Rename the folder to replace "quicksave" if you want to restore the old save.
0.29.5Tuning
Re-tuned encumbrance stuff a little. Its a bit easier to carry more weight now, especially at lower levels. More adjustable numbers in the construction set.
Storage boxes can stack up to 10x more items.
Heavy weapons are slightly lighter in the inventory
Un-bandaged bodypart damage slowly worsens once it gets below 40 (not affected by stun damage)
Characters always use the weapon on their back first, the weapon sheathed on their hip is 2nd choice.
Backpacks half the weight of whatever is inside them, but also deduct a little from your combat stats->
Tweek: Bleeding rate down 33%, bleeding clot rate up 50%. This brings more focus back to bodypart damage over plain boring bloodloss.
Medkits drain twice as fast when used by a novice medic.
You can build cages, and stick prisoners in there. Not much else to do yet, its still unfinished.
BUGFIXES
Fixed crash when closing map window
Made a fail-safe in the rare event that there is a certain crash while saving, so it will finish up before crashing and avoid corrupting your savegame.
Fixed encumbrance affecting combat speeds
Fixed bug with the pathfinder when demolishing structures
Medkits now vanish from your inventory when used up.
Improved the medic AI behaviour bugs when in battle
Backpack contents affects total weight even if not equipped.
0.29.0Encumbrance
Encumbrance has an effect now. Your inventory and gear will weigh you down, making you move slower. How much you can carry depends on your strength.
Your encumbrance is shown in the inventory window.
The stats panel in the corner shows you if you are gaining strength or athletics XP based on your encumbrance.
Strength is also increased by walking about with a heavy inventory. The heavier it is, the faster the increase.
Better look closely at your inventory now to see what you can still carry. If you are one of those sneaky people with a shopkeepers backpack, you might want to get rid of it now.
Athletics skill is now functional. Running at full speed without any encumbrance will improve it.
FIXES
Inventory item icons now have transparency
Fixed the bug where 100's of caravan traders could swarm around an area. If you have this you will need to import to a new game to get rid of them. Or kill them all.
Fixed another dialog system bug where you could hire Wingwang for free.
Fixed bug where you couldn't lock your doors
Fixed the bug where you sometimes couldn't loot bodies
0.28.2
Fixed dialogue choices sometimes having the wrong result
Fixed new NPC names not being loaded
Squad recruitment capped at 20 for now, to stop the GUI overflowing
strength increases at half the speed (preparation for next update...)
0.28.0Recruitment
Bars now have a range of recruitable characters, a couple are unique, most are randomly generated. There will be a better range later once all the new character models have been made.
Added a RESCUE button, next to the medic button. Selected characters will pickup their wounded allies and put them in a bed if any are available.
Certain NPCs have unique names. The Indiegogo peoples names are now included.
Fixed the Bodyguard behaviour. A character in Bodyguard mode will try to take the heat off their target by attacking his attackers, and staying close in battle. A good way to protect a new recruit.
FIXES
Importing your squad to a new game now imports your faction relations too. Now you can't exploit it by robbing traders and importing to a new game to avoid the factions repurcussions. The traders guild is very sensitive.
Fixed, or at least reduced, the bug where characters in defensive mode can get in a stalemate where nobody attacks.
Overhauled combat code, things should be smoother now
Fixed characters spazzing out at their destinations sometimes
Fixed a trader exploit
Disabled key controls when typing into the faction name box
Fixed a bug that may make NPC squads vanish.
0.27.0Options and Camera
Changed the camera code based on player feedback. Its a little different now and won't drop off cliffs so easily.
Added an options screen to main menu. Can invert camera controls and stuff.
BUGFIXES
Fixed building dismantling bug
Fixed furniture placement bug
I disabled the quicksave backups, to see if it is the cause of the ghost-towns bug.
Fixed the speed of the credits when not in vsync mode
Fixed the mouse pointer sticking to screen edges in when camera tracking a character
Fixed character portraits showing incorrect character state
0.26.9
You might have noticed some factions threatening you for money in the last update. That was an accident, its been disabled because its not finished yet, it will be enabled again in version 0.27
BUGFIXES
Fixed player furniture sinking into the floor after many load-save cycles
Stopped mouse cursor moving when rotating camera
Fixed skills being capped at 20 for paid version of game
Fixed npc recruitment bug
Might have fixed the looting bug too, diddn't have a chance to test it
0.26.8
Fixed bug where you could only talk to traders once
Added start of Faction window (via map screen) where you can re-name your faction
0.26.4
FEATURES
Swapped left and right mouse buttons when placing buildings. Look out for that one!
Added progress bar when using training dummy
GUI panel that shows basic faction relations, and shows a separate long-term and short-term relation status.
Some NPCs like envoys and nobles can have higher diplomatic value, so actions against them will make factions much more angry. Works the other way too, eg a faction may consider its peasants worthless so raiding them wont affect relations much.
Faction relations can now be influenced positively, by healing npcs or putting their wounded in beds to recover.
BUG FIXES
Fixed inventory window cut-off bug
Made certain animation movement smoother
Mouse uses windows mouse motion. If you still find it laggy, you can set "hardware_mouse=1" in settings.cfg
Stability and crash fixes.
0.26.3Building begins
This is the first building update. Its only the start, future updates will be adding to it.
Character names and NPCs from the indiegogo campaign are not in yet, but the credits are done. If your name is missing from the credits, you need to email me.
FEATURES
BUILDING: Get enough building materials and you can build your own structures outside of towns.
If you own a building, you can now lock the doors (using the right-click menu). Enemies will be forced to bash their way in.
You can build various item storage containers indoors.
Healing rate is halved, but is 5x faster if resting in a bed. If unbandaged, resting in a bed will prevent the wounds from getting worse.
You can carry an unconcious character and put them in a bed to recover.
You can use training dummies to improve your attack skills
Shopkeepers refresh their inventory every 20 minutes
BUG FIXES
Fixed tooltip info on weapons and armour being cut off
Fixed timer bug, character motions are smoother now
Re-enabled trading
0.25.5
Made a performance boost
Fixed the right-click auto trade functions
Fixed crash on shift-rightClick
Again, think I fixed the random crash on quicksave.
Fixed a crash when entering certain areas of the map
0.25.4
Traders backpacks have replaced with a new version, they are smaller but stack more items. Old ones will not be sold anymore.
Bandits don't use katanas anymore.
0.25.0
This is a mini-update to fix a couple of major bugs. I'm still working on building and its almost ready.
Overhauled the material system. Things are sexier now, like my beard.
I think I fixed that nasty crash when you quick-save, at least it wont erase your savegame
Tried something out to possibly fix that reccuring random crash.
0.24.3
Tutorial window appears on your first play. To bring it up use the "Help" button, just below the map button.
BUG FIXES
Characters get stuck less often
A crash fixed
Fixed the screenshot overwriting bug
0.24.1
Disabled BUILD button. It was enabled by accident in the last release.
There is a problem with savegame corruption that I'm trying to track down. Until then I've installed a backup routine that will import your squad to a new game, although you will lose your money, so it gives you 10,000 in compensation.
0.24.0Exciting doors
Some of this will require you to start or import to a new game.
WARNING!!
Price of trade goods has been reduced, I recommend you sell ALL your trade goods before you update the game.
The purpose of this is to fill up your backpack more, and try to put a cap on the upper income of a high level trader. I want the big money to be earned from buildings.
FEATURES
Doors! Please report it if characters are getting stuck or doors are impassable etc. Doors cant be locked yet.
You can no longer buy the higher grade armour and weapons. You will have to research and craft them later on.
Price adjustments. Low level items are cheaper, high- items are more expensive. Traders backpacks don't stack so many items.
New mouse pointers
BUG FIXES
Big framerate increase for some people
Still fiddling with the pathfinding/movement system
Fixed that outpost in the north, now it has a proper crew
You now have to be within 200 meters to trade items with someone.
0.23.5
This is just a small stability fix until I release the next major update coming very soon.
BUG FIXES
Fixed the "thread error" crash
Fixed some new crashes
Fixed some long delays in loading NPCs after quickload
0.23.3
FEATURES
started working on building placement, but you don't get that yet. Hahar!
BUG FIXES
character movement is not so flickering and jerky
game now runs on single-core CPUs
Fixed various stupid movement bugs
fixed a random crash
fixed some bugs with carrying characters
0.23.2
BUG FIXES
tried doing something that may have fixed the savegames crash
fixed bug where backpacks could vanish when trading
fixed stats window showing all zeros
made it a little easier to place items in the inventory
fixed bug where characters dont move normally after combat
0.23.1
FEATURES
characters now have collision
BUG FIXES
fixed AI for wandering traders
0.23.0
This is purely a technical update, and adds no gameplay features. Sorry about that, but it now paves the way for some fun-filled updates coming up next.
This was a big overhaul, so new bugs may have been introduced.
FEATURES
Total pathfinding overhaul.
Faster map loading times
Improved frame rate
reduced load times when entering buildings
BUG FIXES
import squad to a new game now relocates your squad to the starting town.
you can now set mouse horizontal/vertical speeds, use a negative number to invert the mouse control.
Custom made launcher without any invalid options to choose.
NEW BUGS
There is currently no character collision detection so they all stand in the same spot, I will add this back in asap.
Splinting doesn't always work, I'm going to make it a separate action in the next update.
Character skills now increase more slowly as they get higher
BUG FIXES
If your characters are staying down but are not wounded, they will get up if you give them a move order (eg right-click somewhere)
Fixed bug where splitting an item stack made the value skyrocket
fixed bug where you couldnt heal neutral NPCs
fixed backpack inventories being mis-aligned
fixed carrying bug where you sometimes couldnt put someone down
fixed visual bugs with ragdolls when carrying them
fixed bugs with splinting. You can now only splint damage as high as 40
fixed the invisible npcs bug
NEAR FUTURE PLANS
bug fixes, and foliage improvements
optimisations
sleeping in beds, then building ownership
0.21.3 -> 0.21.6
Minor stability fixes
0.21.2
FEATURES
You can now carry wounded people. Select someone healthy, hold down the right mouse button on a collapsed character and choose "Pick up". To put down again, use the right-click menu again on yourself and choose "Put down".
As well as a medkit, you need a splint kit to make bodyparts (slightly more) useable again. Bandages now only cause healing.
You now need both arms functional to use a heavy weapon.
You need a one-handed weapon to fight while carrying someone.
There is more to be done on this, like bed rest and more medical/damage stat effects, but for now I think its a good mid-way update.
BUG FIXES
You no longer need to install PhysX.
Fixed characters not getting up when healed
Lots of little things
FUTURE
I'm going to focus on the foliage system so that I can hire an environment artist. Then I will go back to the medical system for some more features.
0.21.1
hopefully fixed the "everything invisible" bug. let me know on the forums if its not fixed.
medics now heal the vital bodyparts first
0.21.0
FEATURES
you can now bring up the right-click menu by clicking on a characters portrait.
characters are now aware of what other characters in the squad are doing and are less likely to do things like heal the same target while someone else is bleeding to death.
characters in a squad can communicate. If a character needs to heal, he can ask the squad to halt the patrol. If a character is wounded and has no medkits he can ask someone else to heal him.
when a whole squad is defeated, any character that gains consciousness will stay down until all enemies are out of range.
removed a few old items, added new ones. Chain head-wrap, martial artists Gi, and tricorner hat.
Due to unpopularity, the plank has been changed to a lighter, hacker class weapon, but its still cool
when you right-click an enemy it commands your character(s) to attack all of them, instead of targeting that single enemy. If you want to attack a certain enemy you can choose it from the right-click menu. This should stop newbies getting so confused.
BUGFIXES
stopped graphical flickering bugs
reduced video card requirements to vertex shader 2.0
some people had a crash when opening shops, this may be fixed now.
0.20 a11
FEATURES
combat is now more hectic, with less idle characters, however it also means that fighting will be harder when outnumbered. I welcome feedback on this change.
added a menu when pressing escape
2 main factions now at war, feel free to pick a side and join in. I just threw this in temporarily, until factions and alliances get more complicated.
BUG FIXES
fixed indoor combat
fixed loading/saving of faction relations
fixed duplicating items
stopped people walking through walls, and climbing up the city walls of Capital.
lots of little things
police won't attack you for using violence to help them. This may also stop the towns errupting into accidental civil wars.
0.20 a9
Updated the construction set to 0.4. It now tracks which properties you have edited, and only those will override the original data. You can also now delete associated items.
fixed lots of little things
my cough got better
NOTE
the bug where your squad temporarily disappears if you move too fast across the map has not been entirely fixed, but you can now at least control your squad during this time and stop them running off to the ends of the map. If your squad vanishes, take it out of fast-forward mode and wait for the "loading" message to go away, and they will reappear
0.20 a8
That same random crash bug persists. I hunted down the queen bug, and gave her a taste of my mighty beard. Try this update, and see if it has fixed the crashes
0.20 a7
Fixed one little bug that was causing all the random crashes
Fixed bug when importing squad made backpacks break
Something else I forgot
FUTURE
Will sort out the construction set next
0.20 a6
fixed a random crash
demo mode now allows you to recruit one extra character
pressing the BLOCKS button toggles defensive combat mode. The character will not make attacks, but will have a +20 bonus to his melee defense.
fixed a bug that messed up someones savegame, it loads fine now
my cough is getting better
modders, you can toggle the level editor with shift + F12, but you will have trouble figuring it out. Hint: you set a buildings faction and division by selecting it and then choosing from the menus down the left.