Kenshi GOG

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Tom a Jerry
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Kenshi GOG

Post by Tom a Jerry »

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Kenshi GOG

Genre: Role-playing - Strategy - Open World
Works on: Windows (7, 8, 10)
Languages (Text): Engish, Deutsch, español, français, português, Português do Brasil, русский, 中文(简体), 日本語, 한국어
Languages (Audio): English, português, 日本語
Features: Single-Player
Released: December 6, 2018
Size: 7.1 GB
Company: Lo-Fi Games / Lo-Fi Games
Installer version: v1.0.65_(71369)
Store page: https://www.gog.com/game/kenshi
Gogdb page: https://www.gogdb.org/product/1193046833#downloads

About:
Kenshi is an open world, squad based sandbox RPG set in a brutal sword-punk wasteland.
Gameplay is open-ended rather than a linear story, so you can play as a settler, a trader, a thief,
a rebel, a warlord, an adventurer, a farmer, a slave... or just food for the cannibals.

But first things first, you need to survive. Train your men up from puny victims to master warriors,
carry your wounded squad mates to safety and get them all home alive. You are not the chosen one,
you’re not great and powerful, you don’t have more ‘hitpoints’ than everyone else and you are not
special. Unless you work for it.

Features:
● Customise a solo character or a whole squad and train them from puny victims to master warriors
● Survive in an unrelenting world of slavers, cannibals, wild beasts and famine. Nowhere is safe.
● Build your own fortress, research technologies, craft your own gear and wage war with other
factions
● Explore and scavenge the uncharted lands of one of the largest single player open world maps
to date
● Absolutely no level-scaling. The world does not level up along with you and the game won't
hold your hand.

► Minimum system requirements
System: Windows 7, 8, 10 (64-bit)
Processor: Dual-core 64-bit
Memory: 6 GB RAM
Graphics: Pixel shader 5.0 capable card
DirectX: 11
Hard Drive: 14 GB HD space
Other: Mouse & Keyboard
► Screenshots
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► Video

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Kenshi GOG

Post by ADMIN »

► ChangeLog
Update 1.0.34 (19 August 2019)

Bug Fixes:

Fixed a crash related to adjusting the font size.
Fixed an issue with loading screen tips displaying incorrectly for some users.
Fixed an issue with character and NPC names displaying incorrectly.

Update 1.0.33 (7 August 2019)

Translations:

French translation updated to correct some errors
Chinese translation updated to correct some errors
Changed Chinese Language font - Following community feedback we have reviewed the Chinese language font with our translation partners and changed the font to one which is more legible.

Bug Fixes:

Random crash fix
Fixed dismantle button missing from turret info data panel if upgradeable
Fixed crash in Escape Cannibal Cage tutorial
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

Update 1.0.30 (19 June 2019)

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

Update 1.0.27 (17 May 2019)

Japanese language update

Update 1.0.26 (03 May 2019)

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

Update 1.0.25 (18 April 2019)

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

Update 1.024 (18 April 2019)

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

Update 1.0.22 (15 April 2019)

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

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

Update 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

Update 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
TRANSLATIONS
Portugese tweaked to fit GUI, translated tips
Russian update

1.0.18

Fixed navmesh issues in spider factory and Bastion
Fixed treasure not spawning in spider factory

1.0.17

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)

1.0.10 (10 January 2019)
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
Combat spark effects added
"Entered new biome" notification sound
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
Fixed a crash that could be caused by a bad mod

TRANSLATIONS

Japanese, french, german, portugese, spanish updated

1.0.3
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

Update 0.99.26 (3 December 2018)
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

Update 0.99.25 (3 December 2018)
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

Update 0.99.24 (3 December 2018)
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
Fixed the Mongrel building in Black Scratch
Fixed loading screen when window resized
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

Update 0.99.23 (26 November 2018)
Terrain and navmesh updated, probably nothing noticeable, move along

Update 0.99.22 (26 November 2018)
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

Update 0.99.21 (26 November 2018)
Fix for a suspected crash

Update 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

Update 0.99.19 (21 November 2018)
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

Update 0.99.18 (20 November 2018)
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
Fixed broken navmesh in Tower of abuse, infested lab and far east tech lab
Fixed a rare random crash in the engine code
Fix for Hive hut doorways sometimes getting blocked

Update 0.99.17 (19 November 2018)
Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
A crash fix

Update 0.99.16 (19 November 2018)
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

Update 0.99.15 (19 November 2018)
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

Update 0.99.14 (19 November 2018)
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

Update 0.99.13 (19 November 2018)
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

Update 0.99.12 (19 November 2018)
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

Update 0.99.11 (19 November 2018)
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

Update 0.99.10 (19 November 2018)
Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
Fixed the slave AI in the holy mines
Gate guards are a bit stronger
Some of the more mild mannered factions should no longer bash your gates down just to casually get past
Increased number of simultaneous attack slots for some of the larger creatures
Added "training" category to the building options
Made final boss a bit harder
Added separate factions to Shark bar fights to avoid town civil war outbreaks
Fixed being unable to talk to Grey
Added dialogue to Bo

Update 0.99.9 (19 November 2018)
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

Update 0.99.8 (19 November 2018)
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

Update 0.99.7 (19 November 2018)
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

Update 0.99.6 (19 November 2018)
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

Update 0.99.5 (19 November 2018)
Update to the RTWSM shadow system, improves a lot of the shadow glitches
Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
Fixed a crash when trying to load corrupt save
A few pathfinder/movment fixes
Stopped having no shoes affecting 'looks like a slave' if you can't wear shoes
Fixed Tinfist not talking
Fixed unique prisoners not spawning (requires import)
Fixed an NPC duplication bug
Fixed slavers continually picking up and dropping targets that are 'staying low'
Fixed Anti- slaver ally bodyguard bug
Fixed King Gurgler's head value
Fixed endless dialogue with Crab Queen
Added Mourn barman dialogue
Fixed Shek pacifier not increasing relations after being paid
Fixed Esata leading a war campaign against player ally base
Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
Changed enemy faction relation penalties for certain alliances. This means you shouldn't get armies marching to your base simply for allying with a faction. Unless you've murdered their friends.
Balances to Holy Nation assault repetitions
Added Holy Flame to holy bar shop inventories
Additions to Boss Simion's dialogue. He now recognizes carried nobles
Adjusted Luquin's stats to avoid recruiting issues
Added armour trader to ally skin bandits (find them in the HQ)
Added dialogue for Yamdu, Tengu and Koin
Fixed Noble Ohta going missing after world state change
Changes to UC world states
Added extra ally UC campaigns
Added ally UC bodyguards
Savant can now give you a certain unnecessary machine blueprint
The Hub now sells crossbow bolts

TRANSLATION

Japanese version fix for tooltips not displaying line breaks
Changed to a more readable font

Update 0.99.4 (19 November 2018)
Added L/R mouse button swap option, for left-handed mousers
Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
Headgear can now have stealth bonuses, but not penalties
Fixed player towns sometimes becoming undiscovered on import
Fixed crash if mounted building doesn't exist
Fixed a crash in build mode

Update 0.99.3 (19 November 2018)
Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
Engineer job doesn't automatically repair destroyed buildings
Japanese translation update
Portuguese translation update

Update 0.99.2 (19 November 2018)
Added leather and chain shirts for the Hivers
Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
Added a new hat

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

Update 0.99.1 (19 November 2018)
Added a few missing armour crafts
fixed 2 inaccessible towns (import game if not fixed)
fixed staff weapon reach

Update 0.99 (16 November 2018)
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

Update 0.99.1
Added a few missing armour crafts
fixed 2 inaccessible towns (import game if not fixed)
fixed staff weapon reach

Update 0.99.2
Added leather and chain shirts for the Hivers
Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
Added a new hat

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

Update 0.99.3
Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
Engineer job doesn't automatically repair destroyed buildings
Japanese translation update
Portugese translation update

Update 0.99.4
Added L/R mouse button swap option, for left-handed mousers
Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
Headgear can now have stealth bonuses, but not penalties
Fixed player towns sometimes becoming undiscovered on import
Fixed crash if mounted building doesn't exist
Fixed a crash in build mode

Update 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
The Hub now sells crossbow bolts

TRANSLATION

Japanese version fix for tooltips not displaying line breaks
Changed to a more readable font

Update 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 _DEADSQUAD sometimes appearing on load

TRANSLATION

French, German, Russian, Portugese added some missing wordswaps

Update 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

Update 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

Update 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

Update 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.
Fixed the slave AI in the holy mines
Gate guards are a bit stronger
Some of the more mild mannered factions should no longer bash your gates down just to casually get past
Increased number of simultaneous attack slots for some of the larger creatures
Added "training" category to the building options
Made final boss a bit harder
Added separate factions to Shark bar fights to avoid town civil war outbreaks
Fixed being unable to talk to Grey
Added dialogue to Bo

TRANSLATION

Updated the base translation data, some dialogs were missed
Update to the FCS to fix some related translation problems

Update 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

Update 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

Update 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

Update 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

Update 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
Town shek now react to player HN ally with 'Thug hunter' rather than attack
Fixed Reavers sending out Slave Traders to raid player base

Update 0.98.62 (18 September 2018)
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

Update 0.98.60
hotfix for characters unresponsive to movement bug

Update 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

Update 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

Update 0.98.57
A fix for picking up characters
Fix for a character editor crash for the southern hive

Update 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

Update 0.98.55b (29 August 2018)
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
Samurai helmet now protects from dust storms
Assassins rags dexterity bonus reduced by 0.1
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

Update 0.98.54 (29 August 2018)
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, 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

Update 0.98.53 (23 August 2018)
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 weapon armour penetration bonuses/penalties increased 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

Update 0.98.52 (23 August 2018)
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

Update 0.98.51 (18 August 2018)
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

Update 0.98.50 (18 August 2018)
Minifix for a crash when loading town/outposts that had no faction assigned
Fixed the delay when loading a carried character

Update 0.98.49 (18 August 2018)
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

Update 0.98.48 (16 August 2018)
Added more content for town overrides and faction world states
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

Update 0.98.47 (16 August 2018)
Fixed mounted buildings (turrtets 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

Update 0.98.46 (14 August 2018)
"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 it's blood.

Update 0.98.47 (14 August 2018)
Fixed mounted buildings (turrtets 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

Update 0.98.45 (2 August 2018)
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

Update 0.98.44 (2 August 2018)
Mini patch to add some more debug data, for it seems the random crash still plagues us after all

Update 0.98.38 (27 July 2018)
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

Update 0.98.37 (27 July 2018)
My mistake, the town override and world reaction stuff wasn't included in the last update, it's in there now.
AI Campaign leader should now wait for the rest of his forces to catch up before attacking the target town
FIXES
Fix for cannibals not healing random prisoners because they were planning to eat them but not for a long time.
Fix for campaign AI when the target town vanishes
Fixed the missing animation when running in stealth mode while carrying someone
Fixed items thinking they were indoors if dropped on a building's ramp
Dialogue crowd trigger doesn't affect people already saying something (endless loop fix)
Fixed a bug with UTF-8 squad names
Fixed player town handle and coverage data not being saved, which should fix a bunch of small bugs, including one of the "walking through walls" issues
A couple of stability fixes

Update 0.98.36 (19 July 2018)
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

Update 0.98.34 (25 June 2018)

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

Update 0.98.31 (14 June 2018)

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

Update 0.98.30 (08 June 2018)

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
Update 0.98.29 (06 June 2018)

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
Update 0.98.28 (06 June 2018)

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
Fixed the "forage animals" AI job
Fixed the AI bug with the crossbow parts storage box
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)
Update 0.98.27 (15 May 2018)

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)
Update 0.98.26 (15 May 2018)

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
Update 0.98.25 (15 May 2018)

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
Update 0.98.24 (15 May 2018)

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
Update 0.98.23 (07 May 2018)

LOCALISATION

Portugese translation added
Japanese translation added
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
Storages for crossbow parts and ammo
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.
WORLD STATES

Added various Hive world state reactions throughout the map if anything happens to the Hive queens

18 new beards and 17 new hairs added to the game. Credit goes to Arkhiel for generously donating them.
1 new male & 1 new female face
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
SMALL CHANGES

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.
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
Added Thievery Training box and a tier 3 lockpick training box. You need awkward materials to build them though
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.SMALL THINGS
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.
Added a rain collector building
You can no longer attempt to pick locks that are beyond your skill level (if it’s less than 5% success chance
Lowered the lock lvl of ancient safes to compensate for the lockpick limits. Regular safes are still the same though
Attack can now be shift-clicked to make a permanent-job, which basically puts the character into an “attack enemies on sight” mode
Characters will now pickup items they need from the floor eg to find building materials or to fill a storage box
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)
Added extra attack slots to large creatures so they can be hit by more attackers at once
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 relying on dialog events to attack you are now more alert because they can be triggered by sound
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.
You can now use the beds in ruins and bandit hideouts
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
Armour blueprints 50% more expensive
Chainmail sheets are less profitable
Beak Thing nests have more eggs, raiding them should be a profitable adventure

0.96.27 (10 October 2017)

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

0.96.26 (19 September 2017)

Main features:

GUI

GUI updated if window size changes
Added font size option slider
Squad panel drop target hidden to make reordering squads easier
Food

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.
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
Added a special animal feeding barrel.
Misc

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.)
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 up the slave shipment chain- slaver caravans gather up slaves and deliver to work camps.  "Freelance" hunters deliver them to the nearest slave shop.
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.
You now get back slightly more materials when you dismantle buildings, and the number has been added to the FCS global settings
Bodies don't disappear so fast when being eaten by spiders
Corpse flies sound integrated
Wind generator sound intensity based on rotation speed
Altered the player AI to choose nicer beds to sleep in
Unique NPCs that escape captivity can now travel all the way back home to resume their lives
Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
Updated translation base data


0.96.26 (19 September 2017)
Main features:

GUI

GUI updated if window size changes
Added font size option slider
Squad panel drop target hidden to make reordering squads easier
Food

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.
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
Added a special animal feeding barrel.
Misc

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.)
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 up the slave shipment chain- slaver caravans gather up slaves and deliver to work camps.  "Freelance" hunters deliver them to the nearest slave shop.
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.
You now get back slightly more materials when you dismantle buildings, and the number has been added to the FCS global settings
Bodies don't disappear so fast when being eaten by spiders
Corpse flies sound integrated
Wind generator sound intensity based on rotation speed
Altered the player AI to choose nicer beds to sleep in
Unique NPCs that escape captivity can now travel all the way back home to resume their lives
Artifact distribution has been tweaked, there should be less of a shortage of AI cores and science books
Updated translation base data


0.96.11 (August 2017)

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

0.96.10

Iron spiders have more iron plates and electrical components, to make them worth harvesting
Tweaked farm fertility calculations
Fixed missing face options in character editor
Fixed some logic bugs in the dialog system
Fixed battery drain amount
Fixed stealing stuff without holding alt
Fixed wall previews being red when valid
Fixed outsideFurniture property when confirming multiple buildings at once
Fixed indoor particles (again)
Building sound emitters can stop if nobody is working
CONSTRUCTION SET

Fixed crash loading translation with missing original line variant
Fixed translation line disappearing if translated to empty
Changed translation ORIGINAL_MODIFIED state colour to orange (easier to see)

0.96.9

Added AI control options panel
NPCs now have random faces
Fixed floor number of dropped items
Fixed mouse traces for items on upper floors
Fixed visibility for items with no collision (Fancy Rug)

0.96.8

Added some missing components for the Robotics Storage
Improved the auto-sleeping AI bugs, not sure if it’s perfect yet. Planning to add an AI control panel later on to enable/disable things
Added missing combat skill effect to backpack tooltips
Fixed inquisitors randomly attacking you when innocent
Fixed a shadow artifact

0.96.7

Halved the “water avoidance” factor in the pathfinding for player characters, let’s see how it works out.
Fixed unlock shackles action not working
Kidnapping failure should now result in the victim getting up and attacking you properly
Fixed a bug that could cause a possible persistent slowdown after a raid
Fixed a possible crash if a player-given order is impossible in the first frame
Fixed unbuilt lights contributing to light level
Fixed empty faction list when importing
Fixed a turret-related crash
Stopped potential infinite sound loop when loading a game mid-loop

0.96.6

BALANCES

Sped up some production buildings
Added automatic fabric looms tech to lvl 4
Removed bread from Food Store
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 (11 July 2017)

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
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Tom a Jerry
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Re: Kenshi GOG

Post by Tom a Jerry »

Update!

- Added patch - from v0.98.31 (21346) to v0.98.34 (21638)
- Added updated from installer - v0.98.34 (21638)
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Re: Kenshi GOG

Post by SnoutBaron »

Woo, 1.0 is now out! After so many years!
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Re: Kenshi GOG

Post by razor_pt »

Can we get this updated to verion 1.0.6?
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Re: Kenshi GOG

Post by Tom a Jerry »

Update!

- Added updated full installer - v1.0.8 (25885)
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Re: Kenshi GOG

Post by ifly22 »

Thank you sir. Merry Christmas Happy Holiday :friends:
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Re: Kenshi GOG

Post by Tom a Jerry »

ifly22 wrote: 24 Dec 2018, 20:42 Thank you sir. Merry Christmas Happy Holiday :friends:
Well thank you. And I will as well. :drinks:
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Re: Kenshi GOG

Post by razor_pt »

Thank you
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Re: Kenshi GOG

Post by ogync »

Thank you and Happy New Year!
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Re: Kenshi GOG

Post by impreza555 »

vastyr, Я пишу по русски, ничего? Не владею английским. У меня так же выскакивает эта ошибка. К сожалению, перезалить не могу, в моей библиотеке игр на GOG этой игры нет, доступа к первоисточнику не имею. Это всё что мне дали. Общался с этим человеком в личке, у него тоже нет другого. Говорит, что, возможно, на GOG такой файл, битый. Думал вдруг у меня только так, поэтому выложил, чтобы кто-то ещё проверил. Но раз такое дело, тогда удаляю.
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Re: Kenshi GOG

Post by cordmover »

I'm sure this has been asked many times before, but it's hard to find the answer. Any idea where one could get the update files individually? Downloading the game each time there's an update is devastating for my limited bandwidth.
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Re: Kenshi GOG

Post by basc »

This is confusing.... a scene release for 1.0.12 came out a couple of days ago, and when i look at gogdb it shows 1.0.12 dated 01/21.

has GOG really updated yet or no?

Edit:

NVM, I see that 1.0.12 shows up under Builds but Downloads still only has 1.0.11
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Re: Kenshi GOG

Post by Tom a Jerry »

Update!

- Added updated full installer - v1.0.12 (26801)
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Kenshi GOG

Post by jimmychan »

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Re: Kenshi GOG

Post by baugette_yumz »

merci beaucoup!
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Kenshi GOG

Post by jimmychan »

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Kenshi GOG

Post by ADMIN »

updated to v1.0.22_(28644)
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Kenshi GOG

Post by basc »

ADMIN wrote: 30 Apr 2019, 10:54 updated to v1.0.22_(28644)
This is strange... I just checked and I've had the full installer for 1.0.25_(28864) since the 19th. But gogdb only shows the 1.0.22 you posted, and a patch from 1.0.22 to 1.0.25.
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Kenshi GOG

Post by ADMIN »

basc wrote: 30 Apr 2019, 18:37 This is strange...
yes, there is another mess at gog. i don't know exactly what happened.
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