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Kenshi News

Kenshi v1.0.37 (Experimental Branch)

Out now on the experimental branch only. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

Gameplay changes:
  • Slaves are now only fed up to 100 if not in a cage, instead of 115.
  • Pet animals now heal 2x speed when KO'd, 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.


Bug 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 status 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.

Kenshi v1.0.36 (Experimental Branch)

Out now on the experimental branch only. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums

  • 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 dialogue not triggering if you hand in Eyegor
  • Additional crash fixes

Kenshi v1.0.35 (Experimental Branch)

Out now on the experimental branch only. To opt in to the experimental version, right-click on Kenshi in your Steam games list -> properties -> betas tab -> then choose “experimental”. If opting in, please be aware of bugs and instability.

Please report any bugs or feedback to either the Steam or Lo-Fi forums.

Miscellaneous:
  • Stopped NPCs thinking animals are weak because they don't have weapons


Bug Fixes:
  • 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


Translations:
  • Chinese language updated to include user suggestions from the Steam Community forums.
  • German language has been updated to change a few words to shorter alternatives.


Special thanks to: 'Prd' for helping us to pinpoint the issue behind the missing Holy Nation temples, 'RustledJimm' for flagging a few dialogue errors, and 'Good luck' for extensive feedback on the Chinese Translation

Kenshi/Kenshi 2 Development News

Directly from Chris Hunt, Lo-Fi Games CEO and the man behind Kenshi:

"Good news everyone! There has been a change of plans with development, and we have switched to the Unreal engine!

Now, what does that mean?

GOOD SIDE:
  • Amazing graphics with little effort
  • Better performance
  • Less work for us long-term, as we don't have to worry about engine bugs and features. We can focus more on gameplay.
  • Fancy features, like maybe cloth physics for example
  • Better stability probably?
  • New pathfinding system


BAD SIDE:
  • More work for us short-term, porting is a huge job
  • We have less control over the engine
  • Modding support will be more complicated, Unreal is a difficult engine to work with and has limitations in this respect. I don't know the engine well enough to say how exactly. The likely scenario is "more powerful but more difficult". The FCS will remain the same, but will control less stuff. Mod support will be a high priority for us though, so don't worry.
  • Kenshi 1 update now uncertain:
    Here's the kicker: Porting Kenshi 1 to Unreal engine is now way more work than making Kenshi 2, because we have to port assets and make the old stuff work, where for Kenshi 2 we are making the assets from scratch in the Unreal-compatible way. We have started porting Kenshi 1, but I'm not sure whether to finish it because it is a lot of extra work and will delay Kenshi 2


So I'd like some feedback from people. Personally I feel like it would be better to focus on Kenshi 2, which will have exciting new features, new content and world to explore and mechanics to play with, rather than remaking kenshi 1, which would be essentially the same game."

To get some more definitive feedback we've also put up a poll here: https://www.strawpoll.me/18697532

P.S. This does not mean Epic Exclusive, it's just a game engine choice. Don't panic.

Kenshi v1.0.34



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.